d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
506 lines
29 KiB
C++
506 lines
29 KiB
C++
/**************************************************************************/
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/* bokeh_dof.cpp */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#include "bokeh_dof.h"
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#include "copy_effects.h"
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#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
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#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
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#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
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#include "servers/rendering/rendering_server_default.h"
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#include "servers/rendering/storage/camera_attributes_storage.h"
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using namespace RendererRD;
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BokehDOF::BokehDOF(bool p_prefer_raster_effects) {
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prefer_raster_effects = p_prefer_raster_effects;
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// Initialize bokeh
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Vector<String> bokeh_modes;
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bokeh_modes.push_back("\n#define MODE_GEN_BLUR_SIZE\n");
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bokeh_modes.push_back("\n#define MODE_BOKEH_BOX\n#define OUTPUT_WEIGHT\n");
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bokeh_modes.push_back("\n#define MODE_BOKEH_BOX\n");
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bokeh_modes.push_back("\n#define MODE_BOKEH_HEXAGONAL\n#define OUTPUT_WEIGHT\n");
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bokeh_modes.push_back("\n#define MODE_BOKEH_HEXAGONAL\n");
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bokeh_modes.push_back("\n#define MODE_BOKEH_CIRCULAR\n#define OUTPUT_WEIGHT\n");
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bokeh_modes.push_back("\n#define MODE_COMPOSITE_BOKEH\n");
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if (prefer_raster_effects) {
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bokeh.raster_shader.initialize(bokeh_modes);
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bokeh.shader_version = bokeh.raster_shader.version_create();
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const int att_count[BOKEH_MAX] = { 1, 2, 1, 2, 1, 2, 1 };
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for (int i = 0; i < BOKEH_MAX; i++) {
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RD::PipelineColorBlendState blend_state = (i == BOKEH_COMPOSITE) ? RD::PipelineColorBlendState::create_blend(att_count[i]) : RD::PipelineColorBlendState::create_disabled(att_count[i]);
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bokeh.raster_pipelines[i].setup(bokeh.raster_shader.version_get_shader(bokeh.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
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}
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} else {
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bokeh.compute_shader.initialize(bokeh_modes);
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bokeh.compute_shader.set_variant_enabled(BOKEH_GEN_BOKEH_BOX_NOWEIGHT, false);
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bokeh.compute_shader.set_variant_enabled(BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT, false);
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bokeh.shader_version = bokeh.compute_shader.version_create();
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for (int i = 0; i < BOKEH_MAX; i++) {
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if (bokeh.compute_shader.is_variant_enabled(i)) {
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bokeh.compute_pipelines[i] = RD::get_singleton()->compute_pipeline_create(bokeh.compute_shader.version_get_shader(bokeh.shader_version, i));
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}
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}
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for (int i = 0; i < BOKEH_MAX; i++) {
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bokeh.raster_pipelines[i].clear();
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}
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}
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}
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BokehDOF::~BokehDOF() {
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if (prefer_raster_effects) {
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bokeh.raster_shader.version_free(bokeh.shader_version);
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} else {
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bokeh.compute_shader.version_free(bokeh.shader_version);
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}
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}
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void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, RID p_camera_attributes, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) {
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ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute version of bokeh depth of field with the mobile renderer.");
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UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
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ERR_FAIL_NULL(uniform_set_cache);
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MaterialStorage *material_storage = MaterialStorage::get_singleton();
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ERR_FAIL_NULL(material_storage);
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bool dof_far = RSG::camera_attributes->camera_attributes_get_dof_far_enabled(p_camera_attributes);
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float dof_far_begin = RSG::camera_attributes->camera_attributes_get_dof_far_distance(p_camera_attributes);
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float dof_far_size = RSG::camera_attributes->camera_attributes_get_dof_far_transition(p_camera_attributes);
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bool dof_near = RSG::camera_attributes->camera_attributes_get_dof_near_enabled(p_camera_attributes);
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float dof_near_begin = RSG::camera_attributes->camera_attributes_get_dof_near_distance(p_camera_attributes);
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float dof_near_size = RSG::camera_attributes->camera_attributes_get_dof_near_transition(p_camera_attributes);
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float bokeh_size = RSG::camera_attributes->camera_attributes_get_dof_blur_amount(p_camera_attributes) * 64; // Base 64 pixel radius.
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bool use_jitter = RSG::camera_attributes->camera_attributes_get_dof_blur_use_jitter();
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RS::DOFBokehShape bokeh_shape = RSG::camera_attributes->camera_attributes_get_dof_blur_bokeh_shape();
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RS::DOFBlurQuality blur_quality = RSG::camera_attributes->camera_attributes_get_dof_blur_quality();
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// setup our push constant
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memset(&bokeh.push_constant, 0, sizeof(BokehPushConstant));
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bokeh.push_constant.blur_far_active = dof_far;
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bokeh.push_constant.blur_far_begin = dof_far_begin;
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bokeh.push_constant.blur_far_end = dof_far_begin + dof_far_size; // Only used with non-physically-based.
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bokeh.push_constant.use_physical_far = dof_far_size < 0.0;
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bokeh.push_constant.blur_size_far = bokeh_size; // Only used with physically-based.
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bokeh.push_constant.blur_near_active = dof_near;
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bokeh.push_constant.blur_near_begin = dof_near_begin;
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bokeh.push_constant.blur_near_end = dof_near_begin - dof_near_size; // Only used with non-physically-based.
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bokeh.push_constant.use_physical_near = dof_near_size < 0.0;
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bokeh.push_constant.blur_size_near = bokeh_size; // Only used with physically-based.
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bokeh.push_constant.use_jitter = use_jitter;
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bokeh.push_constant.jitter_seed = Math::randf() * 1000.0;
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bokeh.push_constant.z_near = p_cam_znear;
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bokeh.push_constant.z_far = p_cam_zfar;
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bokeh.push_constant.orthogonal = p_cam_orthogonal;
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bokeh.push_constant.blur_size = (dof_near_size < 0.0 && dof_far_size < 0.0) ? 32 : bokeh_size; // Cap with physically-based to keep performance reasonable.
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bokeh.push_constant.second_pass = false;
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bokeh.push_constant.half_size = false;
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bokeh.push_constant.blur_scale = 0.5;
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// setup our uniforms
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RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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RD::Uniform u_base_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.base_texture }));
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RD::Uniform u_depth_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.depth_texture }));
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RD::Uniform u_secondary_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.secondary_texture }));
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RD::Uniform u_half_texture0(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.half_texture[0] }));
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RD::Uniform u_half_texture1(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.half_texture[1] }));
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RD::Uniform u_base_image(RD::UNIFORM_TYPE_IMAGE, 0, p_buffers.base_texture);
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RD::Uniform u_secondary_image(RD::UNIFORM_TYPE_IMAGE, 0, p_buffers.secondary_texture);
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RD::Uniform u_half_image0(RD::UNIFORM_TYPE_IMAGE, 0, p_buffers.half_texture[0]);
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RD::Uniform u_half_image1(RD::UNIFORM_TYPE_IMAGE, 0, p_buffers.half_texture[1]);
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RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
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/* FIRST PASS */
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// The alpha channel of the source color texture is filled with the expected circle size
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// If used for DOF far, the size is positive, if used for near, its negative.
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RID shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_GEN_BLUR_SIZE);
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ERR_FAIL_COND(shader.is_null());
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_GEN_BLUR_SIZE]);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_base_image), 0);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth_texture), 1);
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bokeh.push_constant.size[0] = p_buffers.base_texture_size.x;
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bokeh.push_constant.size[1] = p_buffers.base_texture_size.y;
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RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
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RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1);
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RD::get_singleton()->compute_list_add_barrier(compute_list);
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if (bokeh_shape == RS::DOF_BOKEH_BOX || bokeh_shape == RS::DOF_BOKEH_HEXAGON) {
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//second pass
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BokehMode mode = bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL;
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shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, mode);
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ERR_FAIL_COND(shader.is_null());
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[mode]);
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static const int quality_samples[4] = { 6, 12, 12, 24 };
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bokeh.push_constant.steps = quality_samples[blur_quality];
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if (blur_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || blur_quality == RS::DOF_BLUR_QUALITY_LOW) {
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//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)
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_half_image0), 0);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_base_texture), 1);
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bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
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bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
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bokeh.push_constant.half_size = true;
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bokeh.push_constant.blur_size *= 0.5;
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} else {
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//medium and high quality use full size
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_secondary_image), 0);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_base_texture), 1);
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}
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RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
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RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1);
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RD::get_singleton()->compute_list_add_barrier(compute_list);
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//third pass
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bokeh.push_constant.second_pass = true;
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if (blur_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || blur_quality == RS::DOF_BLUR_QUALITY_LOW) {
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_half_image1), 0);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_half_texture0), 1);
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} else {
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_base_image), 0);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_secondary_texture), 1);
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}
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RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
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RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1);
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RD::get_singleton()->compute_list_add_barrier(compute_list);
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if (blur_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || blur_quality == RS::DOF_BLUR_QUALITY_LOW) {
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//forth pass, upscale for low quality
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shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_COMPOSITE);
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ERR_FAIL_COND(shader.is_null());
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_COMPOSITE]);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_base_image), 0);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_half_texture1), 1);
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bokeh.push_constant.size[0] = p_buffers.base_texture_size.x;
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bokeh.push_constant.size[1] = p_buffers.base_texture_size.y;
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bokeh.push_constant.half_size = false;
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bokeh.push_constant.second_pass = false;
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RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
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RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1);
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}
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} else {
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//circle
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shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_GEN_BOKEH_CIRCULAR);
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ERR_FAIL_COND(shader.is_null());
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//second pass
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_GEN_BOKEH_CIRCULAR]);
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static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 };
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bokeh.push_constant.steps = 0;
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bokeh.push_constant.blur_scale = quality_scale[blur_quality];
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//circle always runs in half size, otherwise too expensive
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_half_image0), 0);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_base_texture), 1);
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bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
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bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
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bokeh.push_constant.half_size = true;
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RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
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RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1);
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RD::get_singleton()->compute_list_add_barrier(compute_list);
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//circle is just one pass, then upscale
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// upscale
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shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_COMPOSITE);
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ERR_FAIL_COND(shader.is_null());
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_COMPOSITE]);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_base_image), 0);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_half_texture0), 1);
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bokeh.push_constant.size[0] = p_buffers.base_texture_size.x;
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bokeh.push_constant.size[1] = p_buffers.base_texture_size.y;
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bokeh.push_constant.half_size = false;
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bokeh.push_constant.second_pass = false;
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RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
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RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1);
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}
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RD::get_singleton()->compute_list_end();
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}
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void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, RID p_camera_attributes, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) {
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ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't blur-based depth of field with the clustered renderer.");
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UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
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ERR_FAIL_NULL(uniform_set_cache);
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MaterialStorage *material_storage = MaterialStorage::get_singleton();
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ERR_FAIL_NULL(material_storage);
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bool dof_far = RSG::camera_attributes->camera_attributes_get_dof_far_enabled(p_camera_attributes);
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float dof_far_begin = RSG::camera_attributes->camera_attributes_get_dof_far_distance(p_camera_attributes);
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float dof_far_size = RSG::camera_attributes->camera_attributes_get_dof_far_transition(p_camera_attributes);
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bool dof_near = RSG::camera_attributes->camera_attributes_get_dof_near_enabled(p_camera_attributes);
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float dof_near_begin = RSG::camera_attributes->camera_attributes_get_dof_near_distance(p_camera_attributes);
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float dof_near_size = RSG::camera_attributes->camera_attributes_get_dof_near_transition(p_camera_attributes);
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float bokeh_size = RSG::camera_attributes->camera_attributes_get_dof_blur_amount(p_camera_attributes) * 64; // Base 64 pixel radius.
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RS::DOFBokehShape bokeh_shape = RSG::camera_attributes->camera_attributes_get_dof_blur_bokeh_shape();
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RS::DOFBlurQuality blur_quality = RSG::camera_attributes->camera_attributes_get_dof_blur_quality();
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// setup our base push constant
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memset(&bokeh.push_constant, 0, sizeof(BokehPushConstant));
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bokeh.push_constant.orthogonal = p_cam_orthogonal;
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bokeh.push_constant.size[0] = p_buffers.base_texture_size.width;
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bokeh.push_constant.size[1] = p_buffers.base_texture_size.height;
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bokeh.push_constant.z_far = p_cam_zfar;
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bokeh.push_constant.z_near = p_cam_znear;
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bokeh.push_constant.second_pass = false;
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bokeh.push_constant.half_size = false;
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bokeh.push_constant.blur_size = bokeh_size;
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// setup our uniforms
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RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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RD::Uniform u_base_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.base_texture }));
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RD::Uniform u_depth_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.depth_texture }));
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RD::Uniform u_secondary_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.secondary_texture }));
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RD::Uniform u_half_texture0(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.half_texture[0] }));
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RD::Uniform u_half_texture1(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.half_texture[1] }));
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RD::Uniform u_weight_texture0(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[0] }));
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RD::Uniform u_weight_texture1(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[1] }));
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RD::Uniform u_weight_texture2(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[2] }));
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RD::Uniform u_weight_texture3(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[3] }));
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if (dof_far || dof_near) {
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if (dof_far) {
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bokeh.push_constant.blur_far_active = true;
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bokeh.push_constant.blur_far_begin = dof_far_begin;
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bokeh.push_constant.blur_far_end = dof_far_begin + dof_far_size;
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}
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if (dof_near) {
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bokeh.push_constant.blur_near_active = true;
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bokeh.push_constant.blur_near_begin = dof_near_begin;
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bokeh.push_constant.blur_near_end = dof_near_begin - dof_near_size;
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}
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{
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// generate our depth data
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RID shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, BOKEH_GEN_BLUR_SIZE);
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ERR_FAIL_COND(shader.is_null());
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RID framebuffer = p_buffers.base_weight_fb;
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
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RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[BOKEH_GEN_BLUR_SIZE].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_depth_texture), 0);
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RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
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RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
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RD::get_singleton()->draw_list_draw(draw_list, true);
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RD::get_singleton()->draw_list_end();
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}
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|
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if (bokeh_shape == RS::DOF_BOKEH_BOX || bokeh_shape == RS::DOF_BOKEH_HEXAGON) {
|
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// double pass approach
|
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BokehMode mode = bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL;
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RID shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode);
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ERR_FAIL_COND(shader.is_null());
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|
|
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if (blur_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || blur_quality == RS::DOF_BLUR_QUALITY_LOW) {
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//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)
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bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
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bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
|
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bokeh.push_constant.half_size = true;
|
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bokeh.push_constant.blur_size *= 0.5;
|
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}
|
|
|
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static const int quality_samples[4] = { 6, 12, 12, 24 };
|
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bokeh.push_constant.blur_scale = 0.5;
|
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bokeh.push_constant.steps = quality_samples[blur_quality];
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|
|
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RID framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[0] : p_buffers.secondary_fb;
|
|
|
|
// Pass 1
|
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
|
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RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
|
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_base_texture), 0);
|
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture0), 1);
|
|
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
|
|
|
|
RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
|
|
|
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RD::get_singleton()->draw_list_draw(draw_list, true);
|
|
RD::get_singleton()->draw_list_end();
|
|
|
|
// Pass 2
|
|
if (!bokeh.push_constant.half_size) {
|
|
// do not output weight, we're writing back into our base buffer
|
|
mode = bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX_NOWEIGHT : BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT;
|
|
|
|
shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode);
|
|
ERR_FAIL_COND(shader.is_null());
|
|
}
|
|
bokeh.push_constant.second_pass = true;
|
|
|
|
framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[1] : p_buffers.base_fb;
|
|
RD::Uniform texture = bokeh.push_constant.half_size ? u_half_texture0 : u_secondary_texture;
|
|
RD::Uniform weight = bokeh.push_constant.half_size ? u_weight_texture2 : u_weight_texture1;
|
|
|
|
draw_list = RD::get_singleton()->draw_list_begin(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, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
|
|
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, texture), 0);
|
|
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, weight), 1);
|
|
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
|
|
|
|
RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
|
|
|
|
RD::get_singleton()->draw_list_draw(draw_list, true);
|
|
RD::get_singleton()->draw_list_end();
|
|
|
|
if (bokeh.push_constant.half_size) {
|
|
// Compose pass
|
|
mode = BOKEH_COMPOSITE;
|
|
shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode);
|
|
ERR_FAIL_COND(shader.is_null());
|
|
|
|
framebuffer = p_buffers.base_fb;
|
|
|
|
draw_list = RD::get_singleton()->draw_list_begin(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, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
|
|
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_half_texture1), 0);
|
|
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture3), 1);
|
|
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 2, u_weight_texture0), 2);
|
|
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
|
|
|
|
RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
|
|
|
|
RD::get_singleton()->draw_list_draw(draw_list, true);
|
|
RD::get_singleton()->draw_list_end();
|
|
}
|
|
|
|
} else {
|
|
// circular is a single pass approach
|
|
BokehMode mode = BOKEH_GEN_BOKEH_CIRCULAR;
|
|
|
|
RID shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode);
|
|
ERR_FAIL_COND(shader.is_null());
|
|
|
|
{
|
|
// circle always runs in half size, otherwise too expensive (though the code below does support making this optional)
|
|
bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
|
|
bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
|
|
bokeh.push_constant.half_size = true;
|
|
// bokeh.push_constant.blur_size *= 0.5;
|
|
}
|
|
|
|
static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 };
|
|
bokeh.push_constant.blur_scale = quality_scale[blur_quality];
|
|
bokeh.push_constant.steps = 0.0;
|
|
|
|
RID framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[0] : p_buffers.secondary_fb;
|
|
|
|
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(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, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
|
|
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_base_texture), 0);
|
|
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture0), 1);
|
|
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
|
|
|
|
RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
|
|
|
|
RD::get_singleton()->draw_list_draw(draw_list, true);
|
|
RD::get_singleton()->draw_list_end();
|
|
|
|
if (bokeh.push_constant.half_size) {
|
|
// Compose
|
|
mode = BOKEH_COMPOSITE;
|
|
shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode);
|
|
ERR_FAIL_COND(shader.is_null());
|
|
|
|
framebuffer = p_buffers.base_fb;
|
|
|
|
draw_list = RD::get_singleton()->draw_list_begin(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, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
|
|
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_half_texture0), 0);
|
|
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture2), 1);
|
|
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 2, u_weight_texture0), 2);
|
|
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
|
|
|
|
RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
|
|
|
|
RD::get_singleton()->draw_list_draw(draw_list, true);
|
|
RD::get_singleton()->draw_list_end();
|
|
} else {
|
|
CopyEffects::get_singleton()->copy_raster(p_buffers.secondary_texture, p_buffers.base_fb);
|
|
}
|
|
}
|
|
}
|
|
}
|