2022-06-28 09:10:36 +00:00
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/*************************************************************************/
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/* ss_effects.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SS_EFFECTS_RD_H
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#define SS_EFFECTS_RD_H
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#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
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#include "servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/ssao.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/ssil.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl.gen.h"
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2022-08-04 08:40:39 +00:00
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#include "servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl.gen.h"
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2022-06-28 09:10:36 +00:00
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#include "servers/rendering/renderer_scene_render.h"
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#include "servers/rendering_server.h"
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2022-08-04 08:40:39 +00:00
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class RenderSceneBuffersRD;
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2022-06-28 09:10:36 +00:00
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namespace RendererRD {
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class SSEffects {
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private:
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static SSEffects *singleton;
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public:
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static SSEffects *get_singleton() { return singleton; }
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SSEffects();
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~SSEffects();
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/* SS Downsampler */
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
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void downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, RS::EnvironmentSSAOQuality p_ssao_quality, RS::EnvironmentSSILQuality p_ssil_quality, bool p_invalidate_uniform_set, bool p_ssao_half_size, bool p_ssil_half_size, Size2i p_full_screen_size, const Projection &p_projection);
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2022-06-28 09:10:36 +00:00
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/* SSIL */
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struct SSILRenderBuffers {
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bool half_size = false;
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int buffer_width;
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int buffer_height;
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int half_buffer_width;
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int half_buffer_height;
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RID ssil_final;
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RID deinterleaved;
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Vector<RID> deinterleaved_slices;
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RID pong;
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Vector<RID> pong_slices;
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RID edges;
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Vector<RID> edges_slices;
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RID importance_map[2];
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RID depth_texture_view;
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RID last_frame;
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Vector<RID> last_frame_slices;
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RID gather_uniform_set;
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RID importance_map_uniform_set;
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RID projection_uniform_set;
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};
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struct SSILSettings {
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float radius = 1.0;
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float intensity = 2.0;
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float sharpness = 0.98;
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float normal_rejection = 1.0;
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RS::EnvironmentSSILQuality quality = RS::ENV_SSIL_QUALITY_MEDIUM;
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bool half_size = true;
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float adaptive_target = 0.5;
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int blur_passes = 4;
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float fadeout_from = 50.0;
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float fadeout_to = 300.0;
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Size2i full_screen_size = Size2i();
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};
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void ssil_allocate_buffers(SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings, RID p_linear_depth);
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
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void screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers, RID p_normal_buffer, const Projection &p_projection, const Projection &p_last_projection, const SSILSettings &p_settings);
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2022-06-28 09:10:36 +00:00
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void ssil_free(SSILRenderBuffers &p_ssil_buffers);
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/* SSAO */
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struct SSAORenderBuffers {
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bool half_size = false;
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int buffer_width;
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int buffer_height;
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int half_buffer_width;
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int half_buffer_height;
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RID ao_deinterleaved;
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Vector<RID> ao_deinterleaved_slices;
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RID ao_pong;
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Vector<RID> ao_pong_slices;
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RID ao_final;
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RID importance_map[2];
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RID depth_texture_view;
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RID gather_uniform_set;
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RID importance_map_uniform_set;
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};
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struct SSAOSettings {
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float radius = 1.0;
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float intensity = 2.0;
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float power = 1.5;
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float detail = 0.5;
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float horizon = 0.06;
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float sharpness = 0.98;
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RS::EnvironmentSSAOQuality quality = RS::ENV_SSAO_QUALITY_MEDIUM;
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bool half_size = false;
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float adaptive_target = 0.5;
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int blur_passes = 2;
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float fadeout_from = 50.0;
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float fadeout_to = 300.0;
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Size2i full_screen_size = Size2i();
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};
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void ssao_allocate_buffers(SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings, RID p_linear_depth);
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
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void generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_buffer, const Projection &p_projection, const SSAOSettings &p_settings);
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2022-06-28 09:10:36 +00:00
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void ssao_free(SSAORenderBuffers &p_ssao_buffers);
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/* Screen Space Reflection */
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struct SSRRenderBuffers {
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RID normal_scaled;
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RID depth_scaled;
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RID blur_radius[2];
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RID intermediate;
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RID output;
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RID output_slices[RendererSceneRender::MAX_RENDER_VIEWS];
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};
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void ssr_allocate_buffers(SSRRenderBuffers &p_ssr_buffers, const RenderingDevice::DataFormat p_color_format, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, const Size2i &p_screen_size, const uint32_t p_view_count);
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
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void screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const RID *p_diffuse_slices, const RID *p_normal_roughness_slices, RS::EnvironmentSSRRoughnessQuality p_roughness_quality, const RID *p_metallic_slices, const Color &p_metallic_mask, const RID *p_depth_slices, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets);
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2022-06-28 09:10:36 +00:00
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void ssr_free(SSRRenderBuffers &p_ssr_buffers);
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2022-08-04 08:40:39 +00:00
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/* subsurface scattering */
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void sub_surface_scattering(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_diffuse, RID p_depth, const Projection &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RS::SubSurfaceScatteringQuality p_quality);
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2022-06-28 09:10:36 +00:00
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private:
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/* SS Downsampler */
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struct SSEffectsDownsamplePushConstant {
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float pixel_size[2];
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float z_far;
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float z_near;
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uint32_t orthogonal;
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float radius_sq;
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uint32_t pad[2];
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};
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enum SSEffectsMode {
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SS_EFFECTS_DOWNSAMPLE,
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SS_EFFECTS_DOWNSAMPLE_HALF_RES,
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SS_EFFECTS_DOWNSAMPLE_MIPMAP,
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SS_EFFECTS_DOWNSAMPLE_MIPMAP_HALF_RES,
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SS_EFFECTS_DOWNSAMPLE_HALF,
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SS_EFFECTS_DOWNSAMPLE_HALF_RES_HALF,
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SS_EFFECTS_DOWNSAMPLE_FULL_MIPS,
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SS_EFFECTS_MAX
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};
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struct SSEffectsGatherConstants {
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float rotation_matrices[80]; //5 vec4s * 4
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};
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struct SSEffectsShader {
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SSEffectsDownsamplePushConstant downsample_push_constant;
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SsEffectsDownsampleShaderRD downsample_shader;
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RID downsample_shader_version;
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RID downsample_uniform_set;
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bool used_half_size_last_frame = false;
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bool used_mips_last_frame = false;
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bool used_full_mips_last_frame = false;
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RID gather_constants_buffer;
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RID mirror_sampler;
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RID pipelines[SS_EFFECTS_MAX];
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} ss_effects;
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/* SSIL */
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enum SSILMode {
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SSIL_GATHER,
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SSIL_GATHER_BASE,
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SSIL_GATHER_ADAPTIVE,
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SSIL_GENERATE_IMPORTANCE_MAP,
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SSIL_PROCESS_IMPORTANCE_MAPA,
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SSIL_PROCESS_IMPORTANCE_MAPB,
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SSIL_BLUR_PASS,
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SSIL_BLUR_PASS_SMART,
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SSIL_BLUR_PASS_WIDE,
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SSIL_INTERLEAVE,
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SSIL_INTERLEAVE_SMART,
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SSIL_INTERLEAVE_HALF,
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SSIL_MAX
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};
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struct SSILGatherPushConstant {
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int32_t screen_size[2];
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int pass;
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int quality;
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float half_screen_pixel_size[2];
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float half_screen_pixel_size_x025[2];
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float NDC_to_view_mul[2];
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float NDC_to_view_add[2];
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float pad2[2];
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float z_near;
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float z_far;
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float radius;
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float intensity;
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int size_multiplier;
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int pad;
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float fade_out_mul;
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float fade_out_add;
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float normal_rejection_amount;
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float inv_radius_near_limit;
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uint32_t is_orthogonal;
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float neg_inv_radius;
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float load_counter_avg_div;
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float adaptive_sample_limit;
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int32_t pass_coord_offset[2];
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float pass_uv_offset[2];
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};
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struct SSILImportanceMapPushConstant {
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float half_screen_pixel_size[2];
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float intensity;
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float pad;
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};
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struct SSILBlurPushConstant {
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float edge_sharpness;
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float pad;
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float half_screen_pixel_size[2];
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};
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struct SSILInterleavePushConstant {
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float inv_sharpness;
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uint32_t size_modifier;
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float pixel_size[2];
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};
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struct SSILProjectionUniforms {
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float inv_last_frame_projection_matrix[16];
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};
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struct SSIL {
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SSILGatherPushConstant gather_push_constant;
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SsilShaderRD gather_shader;
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RID gather_shader_version;
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RID projection_uniform_buffer;
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SSILImportanceMapPushConstant importance_map_push_constant;
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SsilImportanceMapShaderRD importance_map_shader;
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RID importance_map_shader_version;
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RID importance_map_load_counter;
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RID counter_uniform_set;
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SSILBlurPushConstant blur_push_constant;
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SsilBlurShaderRD blur_shader;
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RID blur_shader_version;
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SSILInterleavePushConstant interleave_push_constant;
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SsilInterleaveShaderRD interleave_shader;
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RID interleave_shader_version;
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RID pipelines[SSIL_MAX];
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} ssil;
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void gather_ssil(RD::ComputeListID p_compute_list, const Vector<RID> p_ssil_slices, const Vector<RID> p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set);
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/* SSAO */
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enum SSAOMode {
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SSAO_GATHER,
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SSAO_GATHER_BASE,
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SSAO_GATHER_ADAPTIVE,
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SSAO_GENERATE_IMPORTANCE_MAP,
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SSAO_PROCESS_IMPORTANCE_MAPA,
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SSAO_PROCESS_IMPORTANCE_MAPB,
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SSAO_BLUR_PASS,
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SSAO_BLUR_PASS_SMART,
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SSAO_BLUR_PASS_WIDE,
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SSAO_INTERLEAVE,
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SSAO_INTERLEAVE_SMART,
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SSAO_INTERLEAVE_HALF,
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SSAO_MAX
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};
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struct SSAOGatherPushConstant {
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int32_t screen_size[2];
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int pass;
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int quality;
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float half_screen_pixel_size[2];
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int size_multiplier;
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float detail_intensity;
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float NDC_to_view_mul[2];
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float NDC_to_view_add[2];
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float pad[2];
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float half_screen_pixel_size_x025[2];
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float radius;
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float intensity;
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float shadow_power;
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float shadow_clamp;
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float fade_out_mul;
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float fade_out_add;
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float horizon_angle_threshold;
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float inv_radius_near_limit;
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uint32_t is_orthogonal;
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float neg_inv_radius;
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float load_counter_avg_div;
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float adaptive_sample_limit;
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int32_t pass_coord_offset[2];
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float pass_uv_offset[2];
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};
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struct SSAOImportanceMapPushConstant {
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float half_screen_pixel_size[2];
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float intensity;
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float power;
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};
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struct SSAOBlurPushConstant {
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float edge_sharpness;
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float pad;
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float half_screen_pixel_size[2];
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};
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struct SSAOInterleavePushConstant {
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float inv_sharpness;
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uint32_t size_modifier;
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float pixel_size[2];
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};
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struct SSAO {
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SSAOGatherPushConstant gather_push_constant;
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SsaoShaderRD gather_shader;
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RID gather_shader_version;
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SSAOImportanceMapPushConstant importance_map_push_constant;
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SsaoImportanceMapShaderRD importance_map_shader;
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RID importance_map_shader_version;
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RID importance_map_load_counter;
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RID counter_uniform_set;
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SSAOBlurPushConstant blur_push_constant;
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SsaoBlurShaderRD blur_shader;
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RID blur_shader_version;
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SSAOInterleavePushConstant interleave_push_constant;
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SsaoInterleaveShaderRD interleave_shader;
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RID interleave_shader_version;
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RID pipelines[SSAO_MAX];
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} ssao;
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|
|
void gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set);
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/* Screen Space Reflection */
|
|
|
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|
|
enum SSRShaderSpecializations {
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|
SSR_MULTIVIEW = 1 << 0,
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|
SSR_VARIATIONS = 2,
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|
};
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|
struct ScreenSpaceReflectionSceneData {
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|
|
float projection[2][16];
|
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|
|
float inv_projection[2][16];
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|
|
float eye_offset[2][4];
|
|
|
|
};
|
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|
|
|
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|
|
// SSR Scale
|
|
|
|
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|
|
struct ScreenSpaceReflectionScalePushConstant {
|
|
|
|
int32_t screen_size[2];
|
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|
|
float camera_z_near;
|
|
|
|
float camera_z_far;
|
|
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|
|
uint32_t orthogonal;
|
|
|
|
uint32_t filter;
|
|
|
|
uint32_t view_index;
|
|
|
|
uint32_t pad1;
|
|
|
|
};
|
|
|
|
|
|
|
|
struct ScreenSpaceReflectionScale {
|
|
|
|
ScreenSpaceReflectionScaleShaderRD shader;
|
|
|
|
RID shader_version;
|
|
|
|
RID pipelines[SSR_VARIATIONS];
|
|
|
|
} ssr_scale;
|
|
|
|
|
|
|
|
// SSR main
|
|
|
|
|
|
|
|
enum ScreenSpaceReflectionMode {
|
|
|
|
SCREEN_SPACE_REFLECTION_NORMAL,
|
|
|
|
SCREEN_SPACE_REFLECTION_ROUGH,
|
|
|
|
SCREEN_SPACE_REFLECTION_MAX,
|
|
|
|
};
|
|
|
|
|
|
|
|
struct ScreenSpaceReflectionPushConstant {
|
|
|
|
float proj_info[4]; // 16 - 16
|
|
|
|
|
|
|
|
int32_t screen_size[2]; // 8 - 24
|
|
|
|
float camera_z_near; // 4 - 28
|
|
|
|
float camera_z_far; // 4 - 32
|
|
|
|
|
|
|
|
int32_t num_steps; // 4 - 36
|
|
|
|
float depth_tolerance; // 4 - 40
|
|
|
|
float distance_fade; // 4 - 44
|
|
|
|
float curve_fade_in; // 4 - 48
|
|
|
|
|
|
|
|
uint32_t orthogonal; // 4 - 52
|
|
|
|
float filter_mipmap_levels; // 4 - 56
|
|
|
|
uint32_t use_half_res; // 4 - 60
|
|
|
|
uint8_t metallic_mask[4]; // 4 - 64
|
|
|
|
|
|
|
|
uint32_t view_index; // 4 - 68
|
|
|
|
uint32_t pad[3]; // 12 - 80
|
|
|
|
|
|
|
|
// float projection[16]; // this is in our ScreenSpaceReflectionSceneData now
|
|
|
|
};
|
|
|
|
|
|
|
|
struct ScreenSpaceReflection {
|
|
|
|
ScreenSpaceReflectionShaderRD shader;
|
|
|
|
RID shader_version;
|
|
|
|
RID pipelines[SSR_VARIATIONS][SCREEN_SPACE_REFLECTION_MAX];
|
|
|
|
|
|
|
|
RID ubo;
|
|
|
|
} ssr;
|
|
|
|
|
|
|
|
// SSR Filter
|
|
|
|
|
|
|
|
struct ScreenSpaceReflectionFilterPushConstant {
|
|
|
|
float proj_info[4]; // 16 - 16
|
|
|
|
|
|
|
|
uint32_t orthogonal; // 4 - 20
|
|
|
|
float edge_tolerance; // 4 - 24
|
|
|
|
int32_t increment; // 4 - 28
|
|
|
|
uint32_t view_index; // 4 - 32
|
|
|
|
|
|
|
|
int32_t screen_size[2]; // 8 - 40
|
|
|
|
uint32_t vertical; // 4 - 44
|
|
|
|
uint32_t steps; // 4 - 48
|
|
|
|
};
|
|
|
|
|
|
|
|
enum SSRReflectionMode {
|
|
|
|
SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL,
|
|
|
|
SCREEN_SPACE_REFLECTION_FILTER_VERTICAL,
|
|
|
|
SCREEN_SPACE_REFLECTION_FILTER_MAX,
|
|
|
|
};
|
|
|
|
|
|
|
|
struct ScreenSpaceReflectionFilter {
|
|
|
|
ScreenSpaceReflectionFilterShaderRD shader;
|
|
|
|
RID shader_version;
|
|
|
|
RID pipelines[SSR_VARIATIONS][SCREEN_SPACE_REFLECTION_FILTER_MAX];
|
|
|
|
} ssr_filter;
|
2022-08-04 08:40:39 +00:00
|
|
|
|
|
|
|
/* Subsurface scattering */
|
|
|
|
|
|
|
|
struct SubSurfaceScatteringPushConstant {
|
|
|
|
int32_t screen_size[2];
|
|
|
|
float camera_z_far;
|
|
|
|
float camera_z_near;
|
|
|
|
|
|
|
|
uint32_t vertical;
|
|
|
|
uint32_t orthogonal;
|
|
|
|
float unit_size;
|
|
|
|
float scale;
|
|
|
|
|
|
|
|
float depth_scale;
|
|
|
|
uint32_t pad[3];
|
|
|
|
};
|
|
|
|
|
|
|
|
struct SubSurfaceScattering {
|
|
|
|
SubSurfaceScatteringPushConstant push_constant;
|
|
|
|
SubsurfaceScatteringShaderRD shader;
|
|
|
|
RID shader_version;
|
|
|
|
RID pipelines[3]; //3 quality levels
|
|
|
|
} sss;
|
2022-06-28 09:10:36 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
} // namespace RendererRD
|
|
|
|
|
2022-07-23 21:41:51 +00:00
|
|
|
#endif // SS_EFFECTS_RD_H
|