2022-04-29 07:10:54 +00:00
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/*************************************************************************/
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/* bokeh_dof.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 BOKEH_DOF_RD_H
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#define BOKEH_DOF_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/bokeh_dof.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl.gen.h"
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#include "servers/rendering/renderer_scene_render.h"
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#include "servers/rendering_server.h"
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namespace RendererRD {
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class BokehDOF {
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private:
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bool prefer_raster_effects;
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struct BokehPushConstant {
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uint32_t 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 blur_size;
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float blur_scale;
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uint32_t steps;
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uint32_t blur_near_active;
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float blur_near_begin;
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float blur_near_end;
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uint32_t blur_far_active;
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float blur_far_begin;
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float blur_far_end;
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uint32_t second_pass;
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uint32_t half_size;
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uint32_t use_jitter;
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float jitter_seed;
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uint32_t pad[2];
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};
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enum BokehMode {
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BOKEH_GEN_BLUR_SIZE,
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BOKEH_GEN_BOKEH_BOX,
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BOKEH_GEN_BOKEH_BOX_NOWEIGHT,
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BOKEH_GEN_BOKEH_HEXAGONAL,
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BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT,
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BOKEH_GEN_BOKEH_CIRCULAR,
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BOKEH_COMPOSITE,
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BOKEH_MAX
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};
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struct Bokeh {
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BokehPushConstant push_constant;
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BokehDofShaderRD compute_shader;
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BokehDofRasterShaderRD raster_shader;
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RID shader_version;
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RID compute_pipelines[BOKEH_MAX];
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PipelineCacheRD raster_pipelines[BOKEH_MAX];
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} bokeh;
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public:
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struct BokehBuffers {
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// bokeh buffers
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// textures
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Size2i base_texture_size;
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RID base_texture;
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RID depth_texture;
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RID secondary_texture;
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RID half_texture[2];
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// raster only
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RID base_fb;
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RID secondary_fb; // with weights
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RID half_fb[2]; // with weights
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RID base_weight_fb;
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RID weight_texture[4];
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};
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BokehDOF(bool p_prefer_raster_effects);
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~BokehDOF();
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void bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RS::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
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void bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_dof_blur_amount, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
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};
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} // namespace RendererRD
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2022-07-23 21:41:51 +00:00
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#endif // BOKEH_DOF_RD_H
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