/*************************************************************************/ /* rasterizer_effects_rd.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "rasterizer_effects_rd.h" #include "core/os/os.h" static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_array) { p_array[0] = p_basis.elements[0][0]; p_array[1] = p_basis.elements[1][0]; p_array[2] = p_basis.elements[2][0]; p_array[3] = 0; p_array[4] = p_basis.elements[0][1]; p_array[5] = p_basis.elements[1][1]; p_array[6] = p_basis.elements[2][1]; p_array[7] = 0; p_array[8] = p_basis.elements[0][2]; p_array[9] = p_basis.elements[1][2]; p_array[10] = p_basis.elements[2][2]; p_array[11] = 0; } RID RasterizerEffectsRD::_get_uniform_set_from_image(RID p_image) { if (image_to_uniform_set_cache.has(p_image)) { RID uniform_set = image_to_uniform_set_cache[p_image]; if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) { return uniform_set; } } Vector uniforms; RD::Uniform u; u.type = RD::UNIFORM_TYPE_IMAGE; u.binding = 0; u.ids.push_back(p_image); uniforms.push_back(u); //any thing with the same configuration (one texture in binding 0 for set 0), is good RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, 0), 1); image_to_uniform_set_cache[p_image] = uniform_set; return uniform_set; } RID RasterizerEffectsRD::_get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps) { if (texture_to_uniform_set_cache.has(p_texture)) { RID uniform_set = texture_to_uniform_set_cache[p_texture]; if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) { return uniform_set; } } Vector uniforms; RD::Uniform u; u.type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; u.binding = 0; u.ids.push_back(p_use_mipmaps ? default_mipmap_sampler : default_sampler); u.ids.push_back(p_texture); uniforms.push_back(u); //any thing with the same configuration (one texture in binding 0 for set 0), is good RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, blur.shader.version_get_shader(blur.shader_version, 0), 0); texture_to_uniform_set_cache[p_texture] = uniform_set; return uniform_set; } RID RasterizerEffectsRD::_get_compute_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps) { if (texture_to_compute_uniform_set_cache.has(p_texture)) { RID uniform_set = texture_to_compute_uniform_set_cache[p_texture]; if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) { return uniform_set; } } Vector uniforms; RD::Uniform u; u.type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; u.binding = 0; u.ids.push_back(p_use_mipmaps ? default_mipmap_sampler : default_sampler); u.ids.push_back(p_texture); uniforms.push_back(u); //any thing with the same configuration (one texture in binding 0 for set 0), is good RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, 0), 0); texture_to_compute_uniform_set_cache[p_texture] = uniform_set; return uniform_set; } void RasterizerEffectsRD::copy_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_rect, bool p_flip_y, bool p_force_luminance) { zeromem(&blur.push_constant, sizeof(BlurPushConstant)); if (p_flip_y) { blur.push_constant.flags |= BLUR_FLAG_FLIP_Y; } if (p_force_luminance) { blur.push_constant.flags |= BLUR_COPY_FORCE_LUMINANCE; } RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector(), 1.0, 0, p_rect); RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur.pipelines[BLUR_MODE_SIMPLY_COPY].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0); RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur.push_constant, sizeof(BlurPushConstant)); RD::get_singleton()->draw_list_draw(draw_list, true); RD::get_singleton()->draw_list_end(); } void RasterizerEffectsRD::region_copy(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_region) { zeromem(&blur.push_constant, sizeof(BlurPushConstant)); if (p_region != Rect2()) { blur.push_constant.flags = BLUR_FLAG_USE_BLUR_SECTION; blur.push_constant.section[0] = p_region.position.x; blur.push_constant.section[1] = p_region.position.y; blur.push_constant.section[2] = p_region.size.width; blur.push_constant.section[3] = p_region.size.height; } RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur.pipelines[BLUR_MODE_SIMPLY_COPY].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0); RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur.push_constant, sizeof(BlurPushConstant)); RD::get_singleton()->draw_list_draw(draw_list, true); RD::get_singleton()->draw_list_end(); } void RasterizerEffectsRD::gaussian_blur(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, const Rect2 &p_region) { zeromem(&blur.push_constant, sizeof(BlurPushConstant)); uint32_t base_flags = 0; if (p_region != Rect2()) { base_flags = BLUR_FLAG_USE_BLUR_SECTION; blur.push_constant.section[0] = p_region.position.x; blur.push_constant.section[1] = p_region.position.y; blur.push_constant.section[2] = p_region.size.width; blur.push_constant.section[3] = p_region.size.height; } blur.push_constant.pixel_size[0] = p_pixel_size.x; blur.push_constant.pixel_size[1] = p_pixel_size.y; //HORIZONTAL RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer_half, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur.pipelines[BLUR_MODE_GAUSSIAN_BLUR].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer_half))); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0); RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); blur.push_constant.flags = base_flags | BLUR_FLAG_HORIZONTAL; RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur.push_constant, sizeof(BlurPushConstant)); RD::get_singleton()->draw_list_draw(draw_list, true); RD::get_singleton()->draw_list_end(); //VERTICAL draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur.pipelines[BLUR_MODE_GAUSSIAN_BLUR].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_rd_texture_half), 0); RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); blur.push_constant.flags = base_flags; RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur.push_constant, sizeof(BlurPushConstant)); RD::get_singleton()->draw_list_draw(draw_list, true); RD::get_singleton()->draw_list_end(); } void RasterizerEffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, float p_strength, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) { zeromem(&blur.push_constant, sizeof(BlurPushConstant)); BlurMode blur_mode = p_first_pass && p_auto_exposure.is_valid() ? BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE : BLUR_MODE_GAUSSIAN_GLOW; uint32_t base_flags = 0; blur.push_constant.pixel_size[0] = p_pixel_size.x; blur.push_constant.pixel_size[1] = p_pixel_size.y; blur.push_constant.glow_strength = p_strength; blur.push_constant.glow_bloom = p_bloom; blur.push_constant.glow_hdr_threshold = p_hdr_bleed_treshold; blur.push_constant.glow_hdr_scale = p_hdr_bleed_scale; blur.push_constant.glow_exposure = p_exposure; blur.push_constant.glow_white = 0; //actually unused blur.push_constant.glow_luminance_cap = p_luminance_cap; blur.push_constant.glow_auto_exposure_grey = p_auto_exposure_grey; //unused also //HORIZONTAL RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer_half, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer_half))); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0); if (p_auto_exposure.is_valid() && p_first_pass) { RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_auto_exposure), 1); } RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); blur.push_constant.flags = base_flags | BLUR_FLAG_HORIZONTAL | (p_first_pass ? BLUR_FLAG_GLOW_FIRST_PASS : 0); RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur.push_constant, sizeof(BlurPushConstant)); RD::get_singleton()->draw_list_draw(draw_list, true); RD::get_singleton()->draw_list_end(); blur_mode = BLUR_MODE_GAUSSIAN_GLOW; //VERTICAL draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_rd_texture_half), 0); RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); blur.push_constant.flags = base_flags; RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur.push_constant, sizeof(BlurPushConstant)); RD::get_singleton()->draw_list_draw(draw_list, true); RD::get_singleton()->draw_list_end(); } void RasterizerEffectsRD::cubemap_roughness(RID p_source_rd_texture, bool p_source_is_panorama, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness) { zeromem(&roughness.push_constant, sizeof(CubemapRoughnessPushConstant)); roughness.push_constant.face_id = p_face_id; roughness.push_constant.roughness = p_roughness; roughness.push_constant.sample_count = p_sample_count; roughness.push_constant.use_direct_write = p_roughness == 0.0; //RUN RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, roughness.pipelines[p_source_is_panorama ? CUBEMAP_ROUGHNESS_SOURCE_PANORAMA : CUBEMAP_ROUGHNESS_SOURCE_CUBEMAP].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0); RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); RD::get_singleton()->draw_list_set_push_constant(draw_list, &roughness.push_constant, sizeof(CubemapRoughnessPushConstant)); RD::get_singleton()->draw_list_draw(draw_list, true); RD::get_singleton()->draw_list_end(); } void RasterizerEffectsRD::render_panorama(RD::DrawListID p_list, RenderingDevice::FramebufferFormatID p_fb_format, RID p_panorama, const CameraMatrix &p_camera, const Basis &p_orientation, float p_alpha, float p_multipler) { zeromem(&sky.push_constant, sizeof(SkyPushConstant)); sky.push_constant.proj[0] = p_camera.matrix[2][0]; sky.push_constant.proj[1] = p_camera.matrix[0][0]; sky.push_constant.proj[2] = p_camera.matrix[2][1]; sky.push_constant.proj[3] = p_camera.matrix[1][1]; sky.push_constant.alpha = p_alpha; sky.push_constant.depth = 1.0; sky.push_constant.multiplier = p_multipler; store_transform_3x3(p_orientation, sky.push_constant.orientation); RD::DrawListID draw_list = p_list; RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, sky.pipeline.get_render_pipeline(RD::INVALID_ID, p_fb_format)); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_panorama), 0); RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); RD::get_singleton()->draw_list_set_push_constant(draw_list, &sky.push_constant, sizeof(SkyPushConstant)); RD::get_singleton()->draw_list_draw(draw_list, true); } void RasterizerEffectsRD::make_mipmap(RID p_source_rd_texture, RID p_dest_framebuffer, const Vector2 &p_pixel_size) { zeromem(&blur.push_constant, sizeof(BlurPushConstant)); blur.push_constant.pixel_size[0] = p_pixel_size.x; blur.push_constant.pixel_size[1] = p_pixel_size.y; RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur.pipelines[BLUR_MODE_MIPMAP].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0); RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur.push_constant, sizeof(BlurPushConstant)); RD::get_singleton()->draw_list_draw(draw_list, true); RD::get_singleton()->draw_list_end(); } void RasterizerEffectsRD::copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_rect, float p_z_near, float p_z_far, float p_bias, bool p_dp_flip) { CopyToDPPushConstant push_constant; push_constant.bias = p_bias; push_constant.z_far = p_z_far; push_constant.z_near = p_z_near; push_constant.z_flip = p_dp_flip; RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector(), 1.0, 0, p_rect); RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy.pipelines[COPY_MODE_CUBE_TO_DP].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0); RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(CopyToDPPushConstant)); RD::get_singleton()->draw_list_draw(draw_list, true); RD::get_singleton()->draw_list_end(); } void RasterizerEffectsRD::tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings) { zeromem(&tonemap.push_constant, sizeof(TonemapPushConstant)); tonemap.push_constant.use_bcs = p_settings.use_bcs; tonemap.push_constant.bcs[0] = p_settings.brightness; tonemap.push_constant.bcs[1] = p_settings.contrast; tonemap.push_constant.bcs[2] = p_settings.saturation; tonemap.push_constant.use_glow = p_settings.use_glow; tonemap.push_constant.glow_intensity = p_settings.glow_intensity; tonemap.push_constant.glow_level_flags = p_settings.glow_level_flags; tonemap.push_constant.glow_texture_size[0] = p_settings.glow_texture_size.x; tonemap.push_constant.glow_texture_size[1] = p_settings.glow_texture_size.y; tonemap.push_constant.glow_mode = p_settings.glow_mode; TonemapMode mode = p_settings.glow_use_bicubic_upscale ? TONEMAP_MODE_BICUBIC_GLOW_FILTER : TONEMAP_MODE_NORMAL; tonemap.push_constant.tonemapper = p_settings.tonemap_mode; tonemap.push_constant.use_auto_exposure = p_settings.use_auto_exposure; tonemap.push_constant.exposure = p_settings.exposure; tonemap.push_constant.white = p_settings.white; tonemap.push_constant.auto_exposure_grey = p_settings.auto_exposure_grey; tonemap.push_constant.use_color_correction = p_settings.use_color_correction; RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dst_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, tonemap.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dst_framebuffer))); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_color), 0); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_settings.exposure_texture), 1); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_settings.glow_texture, true), 2); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_settings.color_correction_texture), 3); RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); RD::get_singleton()->draw_list_set_push_constant(draw_list, &tonemap.push_constant, sizeof(TonemapPushConstant)); RD::get_singleton()->draw_list_draw(draw_list, true); RD::get_singleton()->draw_list_end(); } void RasterizerEffectsRD::luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set) { luminance_reduce.push_constant.source_size[0] = p_source_size.x; luminance_reduce.push_constant.source_size[1] = p_source_size.y; luminance_reduce.push_constant.max_luminance = p_max_luminance; luminance_reduce.push_constant.min_luminance = p_min_luminance; luminance_reduce.push_constant.exposure_adjust = p_adjust; RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); for (int i = 0; i < p_reduce.size(); i++) { if (i == 0) { RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_READ]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_texture), 0); } else { RD::get_singleton()->compute_list_add_barrier(compute_list); //needs barrier, wait until previous is done if (i == p_reduce.size() - 1 && !p_set) { RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_WRITE]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_prev_luminance), 2); } else { RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE]); } RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_reduce[i - 1]), 0); } RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_reduce[i]), 1); RD::get_singleton()->compute_list_set_push_constant(compute_list, &luminance_reduce.push_constant, sizeof(LuminanceReducePushConstant)); int32_t x_groups = (luminance_reduce.push_constant.source_size[0] - 1) / 8 + 1; int32_t y_groups = (luminance_reduce.push_constant.source_size[1] - 1) / 8 + 1; RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1); luminance_reduce.push_constant.source_size[0] = MAX(luminance_reduce.push_constant.source_size[0] / 8, 1); luminance_reduce.push_constant.source_size[1] = MAX(luminance_reduce.push_constant.source_size[1] / 8, 1); } RD::get_singleton()->compute_list_end(); } void RasterizerEffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i &p_base_texture_size, RID p_secondary_texture, RID p_halfsize_texture1, RID p_halfsize_texture2, 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, VisualServer::DOFBokehShape p_bokeh_shape, VS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) { bokeh.push_constant.blur_far_active = p_dof_far; bokeh.push_constant.blur_far_begin = p_dof_far_begin; bokeh.push_constant.blur_far_end = p_dof_far_begin + p_dof_far_size; bokeh.push_constant.blur_near_active = p_dof_near; bokeh.push_constant.blur_near_begin = p_dof_near_begin; bokeh.push_constant.blur_near_end = MAX(0, p_dof_near_begin - p_dof_near_size); bokeh.push_constant.use_jitter = p_use_jitter; bokeh.push_constant.jitter_seed = Math::randf() * 1000.0; bokeh.push_constant.z_near = p_cam_znear; bokeh.push_constant.z_far = p_cam_zfar; bokeh.push_constant.orthogonal = p_cam_orthogonal; bokeh.push_constant.blur_size = p_bokeh_size; bokeh.push_constant.second_pass = false; bokeh.push_constant.half_size = false; bokeh.push_constant.blur_scale = 0.5; RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); /* FIRST PASS */ // The alpha channel of the source color texture is filled with the expected circle size // If used for DOF far, the size is positive, if used for near, its negative. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_GEN_BLUR_SIZE]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_texture), 1); int32_t x_groups = (p_base_texture_size.x - 1) / 8 + 1; int32_t y_groups = (p_base_texture_size.y - 1) / 8 + 1; bokeh.push_constant.size[0] = p_base_texture_size.x; bokeh.push_constant.size[1] = p_base_texture_size.y; RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); if (p_bokeh_shape == VS::DOF_BOKEH_BOX || p_bokeh_shape == VS::DOF_BOKEH_HEXAGON) { //second pass RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[p_bokeh_shape == VS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL]); static const int quality_samples[4] = { 6, 12, 12, 24 }; bokeh.push_constant.steps = quality_samples[p_quality]; if (p_quality == VS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == VS::DOF_BLUR_QUALITY_LOW) { //box and hexagon are more or less the same, and they can work in either half (very low and low quality) or full (medium and high quality_ sizes) RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_halfsize_texture1), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_base_texture), 1); x_groups = ((p_base_texture_size.x >> 1) - 1) / 8 + 1; y_groups = ((p_base_texture_size.y >> 1) - 1) / 8 + 1; bokeh.push_constant.size[0] = p_base_texture_size.x >> 1; bokeh.push_constant.size[1] = p_base_texture_size.y >> 1; bokeh.push_constant.half_size = true; bokeh.push_constant.blur_size *= 0.5; } else { //medium and high quality use full size RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_secondary_texture), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_base_texture), 1); } RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); //third pass bokeh.push_constant.second_pass = true; if (p_quality == VS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == VS::DOF_BLUR_QUALITY_LOW) { RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_halfsize_texture2), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_halfsize_texture1), 1); } else { RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_secondary_texture), 1); } RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); if (p_quality == VS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == VS::DOF_BLUR_QUALITY_LOW) { //forth pass, upscale for low quality RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_COMPOSITE]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_halfsize_texture2), 1); x_groups = (p_base_texture_size.x - 1) / 8 + 1; y_groups = (p_base_texture_size.y - 1) / 8 + 1; bokeh.push_constant.size[0] = p_base_texture_size.x; bokeh.push_constant.size[1] = p_base_texture_size.y; bokeh.push_constant.half_size = false; bokeh.push_constant.second_pass = false; RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1); } } else { //circle //second pass RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_GEN_BOKEH_CIRCULAR]); static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 }; bokeh.push_constant.steps = 0; bokeh.push_constant.blur_scale = quality_scale[p_quality]; //circle always runs in half size, otherwise too expensive RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_halfsize_texture1), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_base_texture), 1); x_groups = ((p_base_texture_size.x >> 1) - 1) / 8 + 1; y_groups = ((p_base_texture_size.y >> 1) - 1) / 8 + 1; bokeh.push_constant.size[0] = p_base_texture_size.x >> 1; bokeh.push_constant.size[1] = p_base_texture_size.y >> 1; bokeh.push_constant.half_size = true; RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); //circle is just one pass, then upscale // upscale RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_COMPOSITE]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_halfsize_texture1), 1); x_groups = (p_base_texture_size.x - 1) / 8 + 1; y_groups = (p_base_texture_size.y - 1) / 8 + 1; bokeh.push_constant.size[0] = p_base_texture_size.x; bokeh.push_constant.size[1] = p_base_texture_size.y; bokeh.push_constant.half_size = false; bokeh.push_constant.second_pass = false; RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1); } RD::get_singleton()->compute_list_end(); } void RasterizerEffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, const Size2i &p_depth_buffer_size, RID p_depth_mipmaps_texture, const Vector &depth_mipmaps, RID p_ao1, bool p_half_size, RID p_ao2, RID p_upscale_buffer, float p_intensity, float p_radius, float p_bias, const CameraMatrix &p_projection, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_edge_sharpness) { //minify first ssao.minify_push_constant.orthogonal = p_projection.is_orthogonal(); ssao.minify_push_constant.z_near = p_projection.get_z_near(); ssao.minify_push_constant.z_far = p_projection.get_z_far(); ssao.minify_push_constant.pixel_size[0] = 1.0 / p_depth_buffer_size.x; ssao.minify_push_constant.pixel_size[1] = 1.0 / p_depth_buffer_size.y; ssao.minify_push_constant.source_size[0] = p_depth_buffer_size.x; ssao.minify_push_constant.source_size[1] = p_depth_buffer_size.y; RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); /* FIRST PASS */ // Minify the depth buffer. for (int i = 0; i < depth_mipmaps.size(); i++) { if (i == 0) { RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_MINIFY_FIRST]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 0); } else { if (i == 1) { RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_MINIFY_MIPMAP]); } RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(depth_mipmaps[i - 1]), 0); } RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(depth_mipmaps[i]), 1); RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.minify_push_constant, sizeof(SSAOMinifyPushConstant)); // shrink after set ssao.minify_push_constant.source_size[0] = MAX(1, ssao.minify_push_constant.source_size[0] >> 1); ssao.minify_push_constant.source_size[1] = MAX(1, ssao.minify_push_constant.source_size[1] >> 1); int x_groups = (ssao.minify_push_constant.source_size[0] - 1) / 8 + 1; int y_groups = (ssao.minify_push_constant.source_size[1] - 1) / 8 + 1; RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); } /* SECOND PASS */ // Gather samples RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[(SSAO_GATHER_LOW + p_quality) + (p_half_size ? 4 : 0)]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_mipmaps_texture), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao1), 1); if (!p_half_size) { RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 2); } RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_normal_buffer), 3); ssao.gather_push_constant.screen_size[0] = p_depth_buffer_size.x; ssao.gather_push_constant.screen_size[1] = p_depth_buffer_size.y; if (p_half_size) { ssao.gather_push_constant.screen_size[0] >>= 1; ssao.gather_push_constant.screen_size[1] >>= 1; } ssao.gather_push_constant.z_far = p_projection.get_z_far(); ssao.gather_push_constant.z_near = p_projection.get_z_near(); ssao.gather_push_constant.orthogonal = p_projection.is_orthogonal(); ssao.gather_push_constant.proj_info[0] = -2.0f / (ssao.gather_push_constant.screen_size[0] * p_projection.matrix[0][0]); ssao.gather_push_constant.proj_info[1] = -2.0f / (ssao.gather_push_constant.screen_size[1] * p_projection.matrix[1][1]); ssao.gather_push_constant.proj_info[2] = (1.0f - p_projection.matrix[0][2]) / p_projection.matrix[0][0]; ssao.gather_push_constant.proj_info[3] = (1.0f + p_projection.matrix[1][2]) / p_projection.matrix[1][1]; //ssao.gather_push_constant.proj_info[2] = (1.0f - p_projection.matrix[0][2]) / p_projection.matrix[0][0]; //ssao.gather_push_constant.proj_info[3] = -(1.0f + p_projection.matrix[1][2]) / p_projection.matrix[1][1]; ssao.gather_push_constant.radius = p_radius; ssao.gather_push_constant.proj_scale = float(p_projection.get_pixels_per_meter(ssao.gather_push_constant.screen_size[0])); ssao.gather_push_constant.bias = p_bias; ssao.gather_push_constant.intensity_div_r6 = p_intensity / pow(p_radius, 6.0f); ssao.gather_push_constant.pixel_size[0] = 1.0 / p_depth_buffer_size.x; ssao.gather_push_constant.pixel_size[1] = 1.0 / p_depth_buffer_size.y; RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.gather_push_constant, sizeof(SSAOGatherPushConstant)); int x_groups = (ssao.gather_push_constant.screen_size[0] - 1) / 8 + 1; int y_groups = (ssao.gather_push_constant.screen_size[1] - 1) / 8 + 1; RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); /* THIRD PASS */ // Blur horizontal ssao.blur_push_constant.edge_sharpness = p_edge_sharpness; ssao.blur_push_constant.filter_scale = p_blur + 1; ssao.blur_push_constant.screen_size[0] = ssao.gather_push_constant.screen_size[0]; ssao.blur_push_constant.screen_size[1] = ssao.gather_push_constant.screen_size[1]; ssao.blur_push_constant.z_far = p_projection.get_z_far(); ssao.blur_push_constant.z_near = p_projection.get_z_near(); ssao.blur_push_constant.orthogonal = p_projection.is_orthogonal(); ssao.blur_push_constant.axis[0] = 1; ssao.blur_push_constant.axis[1] = 0; RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[p_half_size ? SSAO_BLUR_PASS_HALF : SSAO_BLUR_PASS]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao1), 0); if (p_half_size) { RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_mipmaps_texture), 1); } else { RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 1); } RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao2), 3); RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant)); RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); /* THIRD PASS */ // Blur vertical ssao.blur_push_constant.axis[0] = 0; ssao.blur_push_constant.axis[1] = 1; RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao2), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao1), 3); RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant)); RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1); if (p_half_size) { //must upscale /* FOURTH PASS */ // upscale if half size //back to full size ssao.blur_push_constant.screen_size[0] = p_depth_buffer_size.x; ssao.blur_push_constant.screen_size[1] = p_depth_buffer_size.y; RD::get_singleton()->compute_list_add_barrier(compute_list); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_BLUR_UPSCALE]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao1), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_upscale_buffer), 3); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 1); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_mipmaps_texture), 2); RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant)); //not used but set anyway x_groups = (p_depth_buffer_size.x - 1) / 8 + 1; y_groups = (p_depth_buffer_size.y - 1) / 8 + 1; RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1); } RD::get_singleton()->compute_list_end(); } RasterizerEffectsRD::RasterizerEffectsRD() { { // Initialize blur Vector blur_modes; blur_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n"); blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n"); blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n#define GLOW_USE_AUTO_EXPOSURE\n"); blur_modes.push_back("\n#define MODE_DOF_NEAR_BLUR\n#define DOF_QUALITY_LOW\n"); blur_modes.push_back("\n#define MODE_DOF_NEAR_BLUR\n#define DOF_QUALITY_MEDIUM\n"); blur_modes.push_back("\n#define MODE_DOF_NEAR_BLUR\n#define DOF_QUALITY_HIGH\n"); blur_modes.push_back("\n#define MODE_DOF_NEAR_BLUR\n#define DOF_QUALITY_LOW\n#define DOF_NEAR_BLUR_MERGE\n"); blur_modes.push_back("\n#define MODE_DOF_NEAR_BLUR\n#define DOF_QUALITY_MEDIUM\n#define DOF_NEAR_BLUR_MERGE\n"); blur_modes.push_back("\n#define MODE_DOF_NEAR_BLUR\n#define DOF_QUALITY_HIGH\n#define DOF_NEAR_BLUR_MERGE\n"); blur_modes.push_back("\n#define MODE_DOF_FAR_BLUR\n#define DOF_QUALITY_LOW\n"); blur_modes.push_back("\n#define MODE_DOF_FAR_BLUR\n#define DOF_QUALITY_MEDIUM\n"); blur_modes.push_back("\n#define MODE_DOF_FAR_BLUR\n#define DOF_QUALITY_HIGH\n"); blur_modes.push_back("\n#define MODE_SSAO_MERGE\n"); blur_modes.push_back("\n#define MODE_SIMPLE_COPY\n"); blur_modes.push_back("\n#define MODE_MIPMAP\n"); blur.shader.initialize(blur_modes); zeromem(&blur.push_constant, sizeof(BlurPushConstant)); blur.shader_version = blur.shader.version_create(); for (int i = 0; i < BLUR_MODE_MAX; i++) { blur.pipelines[i].setup(blur.shader.version_get_shader(blur.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0); } } { // Initialize roughness Vector cubemap_roughness_modes; cubemap_roughness_modes.push_back("\n#define MODE_SOURCE_PANORAMA\n"); cubemap_roughness_modes.push_back("\n#define MODE_SOURCE_CUBEMAP\n"); roughness.shader.initialize(cubemap_roughness_modes); roughness.shader_version = roughness.shader.version_create(); for (int i = 0; i < CUBEMAP_ROUGHNESS_SOURCE_MAX; i++) { roughness.pipelines[i].setup(roughness.shader.version_get_shader(roughness.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0); } } { // Initialize sky Vector sky_modes; sky_modes.push_back(""); sky.shader.initialize(sky_modes); sky.shader_version = sky.shader.version_create(); RD::PipelineDepthStencilState depth_stencil_state; depth_stencil_state.enable_depth_test = true; depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL; sky.pipeline.setup(sky.shader.version_get_shader(sky.shader_version, 0), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), depth_stencil_state, RD::PipelineColorBlendState::create_disabled(), 0); } { // Initialize tonemapper Vector tonemap_modes; tonemap_modes.push_back("\n"); tonemap_modes.push_back("\n#define USE_GLOW_FILTER_BICUBIC\n"); tonemap.shader.initialize(tonemap_modes); tonemap.shader_version = tonemap.shader.version_create(); for (int i = 0; i < TONEMAP_MODE_MAX; i++) { tonemap.pipelines[i].setup(tonemap.shader.version_get_shader(tonemap.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0); } } { // Initialize luminance_reduce Vector luminance_reduce_modes; luminance_reduce_modes.push_back("\n#define READ_TEXTURE\n"); luminance_reduce_modes.push_back("\n"); luminance_reduce_modes.push_back("\n#define WRITE_LUMINANCE\n"); luminance_reduce.shader.initialize(luminance_reduce_modes); luminance_reduce.shader_version = luminance_reduce.shader.version_create(); for (int i = 0; i < LUMINANCE_REDUCE_MAX; i++) { luminance_reduce.pipelines[i] = RD::get_singleton()->compute_pipeline_create(luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, i)); } } { // Initialize copier Vector copy_modes; copy_modes.push_back("\n#define MODE_CUBE_TO_DP\n"); copy.shader.initialize(copy_modes); copy.shader_version = copy.shader.version_create(); for (int i = 0; i < COPY_MODE_MAX; i++) { copy.pipelines[i].setup(copy.shader.version_get_shader(copy.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0); } } { // Initialize bokeh Vector bokeh_modes; bokeh_modes.push_back("\n#define MODE_GEN_BLUR_SIZE\n"); bokeh_modes.push_back("\n#define MODE_BOKEH_BOX\n"); bokeh_modes.push_back("\n#define MODE_BOKEH_HEXAGONAL\n"); bokeh_modes.push_back("\n#define MODE_BOKEH_CIRCULAR\n"); bokeh_modes.push_back("\n#define MODE_COMPOSITE_BOKEH\n"); bokeh.shader.initialize(bokeh_modes); bokeh.shader_version = bokeh.shader.version_create(); for (int i = 0; i < BOKEH_MAX; i++) { bokeh.pipelines[i] = RD::get_singleton()->compute_pipeline_create(bokeh.shader.version_get_shader(bokeh.shader_version, i)); } } { // Initialize ssao uint32_t pipeline = 0; { Vector ssao_modes; ssao_modes.push_back("\n#define MINIFY_START\n"); ssao_modes.push_back("\n"); ssao.minify_shader.initialize(ssao_modes); ssao.minify_shader_version = ssao.minify_shader.version_create(); for (int i = 0; i <= SSAO_MINIFY_MIPMAP; i++) { ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.minify_shader.version_get_shader(ssao.minify_shader_version, i)); pipeline++; } } { Vector ssao_modes; ssao_modes.push_back("\n#define SSAO_QUALITY_LOW\n"); ssao_modes.push_back("\n"); ssao_modes.push_back("\n#define SSAO_QUALITY_HIGH\n"); ssao_modes.push_back("\n#define SSAO_QUALITY_ULTRA\n"); ssao_modes.push_back("\n#define SSAO_QUALITY_LOW\n#define USE_HALF_SIZE\n"); ssao_modes.push_back("\n#define USE_HALF_SIZE\n"); ssao_modes.push_back("\n#define SSAO_QUALITY_HIGH\n#define USE_HALF_SIZE\n"); ssao_modes.push_back("\n#define SSAO_QUALITY_ULTRA\n#define USE_HALF_SIZE\n"); ssao.gather_shader.initialize(ssao_modes); ssao.gather_shader_version = ssao.gather_shader.version_create(); for (int i = SSAO_GATHER_LOW; i <= SSAO_GATHER_ULTRA_HALF; i++) { ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.gather_shader.version_get_shader(ssao.gather_shader_version, i - SSAO_GATHER_LOW)); pipeline++; } } { Vector ssao_modes; ssao_modes.push_back("\n#define MODE_FULL_SIZE\n"); ssao_modes.push_back("\n"); ssao_modes.push_back("\n#define MODE_UPSCALE\n"); ssao.blur_shader.initialize(ssao_modes); ssao.blur_shader_version = ssao.blur_shader.version_create(); for (int i = SSAO_BLUR_PASS; i <= SSAO_BLUR_UPSCALE; i++) { ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.blur_shader.version_get_shader(ssao.blur_shader_version, i - SSAO_BLUR_PASS)); pipeline++; } } ERR_FAIL_COND(pipeline != SSAO_MAX); } RD::SamplerState sampler; sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR; sampler.min_filter = RD::SAMPLER_FILTER_LINEAR; sampler.max_lod = 0; default_sampler = RD::get_singleton()->sampler_create(sampler); sampler.min_filter = RD::SAMPLER_FILTER_LINEAR; sampler.mip_filter = RD::SAMPLER_FILTER_LINEAR; sampler.max_lod = 1e20; default_mipmap_sampler = RD::get_singleton()->sampler_create(sampler); { //create index array for copy shaders PoolVector pv; pv.resize(6 * 4); { PoolVector::Write w = pv.write(); int *p32 = (int *)w.ptr(); p32[0] = 0; p32[1] = 1; p32[2] = 2; p32[3] = 0; p32[4] = 2; p32[5] = 3; } index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv); index_array = RD::get_singleton()->index_array_create(index_buffer, 0, 6); } } RasterizerEffectsRD::~RasterizerEffectsRD() { RD::get_singleton()->free(default_sampler); blur.shader.version_free(blur.shader_version); RD::get_singleton()->free(index_buffer); //array gets freed as dependency }