godot/servers/rendering/renderer_rd/effects/bokeh_dof.cpp
clayjohn 385ee5c70b Implement Physical Light Units as an optional setting.
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.

In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
2022-08-31 12:14:46 -07:00

506 lines
29 KiB
C++

/*************************************************************************/
/* bokeh_dof.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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#include "bokeh_dof.h"
#include "copy_effects.h"
#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
#include "servers/rendering/rendering_server_default.h"
#include "servers/rendering/storage/camera_attributes_storage.h"
using namespace RendererRD;
BokehDOF::BokehDOF(bool p_prefer_raster_effects) {
prefer_raster_effects = p_prefer_raster_effects;
// Initialize bokeh
Vector<String> bokeh_modes;
bokeh_modes.push_back("\n#define MODE_GEN_BLUR_SIZE\n");
bokeh_modes.push_back("\n#define MODE_BOKEH_BOX\n#define OUTPUT_WEIGHT\n");
bokeh_modes.push_back("\n#define MODE_BOKEH_BOX\n");
bokeh_modes.push_back("\n#define MODE_BOKEH_HEXAGONAL\n#define OUTPUT_WEIGHT\n");
bokeh_modes.push_back("\n#define MODE_BOKEH_HEXAGONAL\n");
bokeh_modes.push_back("\n#define MODE_BOKEH_CIRCULAR\n#define OUTPUT_WEIGHT\n");
bokeh_modes.push_back("\n#define MODE_COMPOSITE_BOKEH\n");
if (prefer_raster_effects) {
bokeh.raster_shader.initialize(bokeh_modes);
bokeh.shader_version = bokeh.raster_shader.version_create();
const int att_count[BOKEH_MAX] = { 1, 2, 1, 2, 1, 2, 1 };
for (int i = 0; i < BOKEH_MAX; i++) {
RD::PipelineColorBlendState blend_state = (i == BOKEH_COMPOSITE) ? RD::PipelineColorBlendState::create_blend(att_count[i]) : RD::PipelineColorBlendState::create_disabled(att_count[i]);
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);
}
} else {
bokeh.compute_shader.initialize(bokeh_modes);
bokeh.compute_shader.set_variant_enabled(BOKEH_GEN_BOKEH_BOX_NOWEIGHT, false);
bokeh.compute_shader.set_variant_enabled(BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT, false);
bokeh.shader_version = bokeh.compute_shader.version_create();
for (int i = 0; i < BOKEH_MAX; i++) {
if (bokeh.compute_shader.is_variant_enabled(i)) {
bokeh.compute_pipelines[i] = RD::get_singleton()->compute_pipeline_create(bokeh.compute_shader.version_get_shader(bokeh.shader_version, i));
}
}
for (int i = 0; i < BOKEH_MAX; i++) {
bokeh.raster_pipelines[i].clear();
}
}
}
BokehDOF::~BokehDOF() {
if (prefer_raster_effects) {
bokeh.raster_shader.version_free(bokeh.shader_version);
} else {
bokeh.compute_shader.version_free(bokeh.shader_version);
}
}
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) {
ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute version of bokeh depth of field with the mobile renderer.");
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
MaterialStorage *material_storage = MaterialStorage::get_singleton();
ERR_FAIL_NULL(material_storage);
bool dof_far = RSG::camera_attributes->camera_attributes_get_dof_far_enabled(p_camera_attributes);
float dof_far_begin = RSG::camera_attributes->camera_attributes_get_dof_far_distance(p_camera_attributes);
float dof_far_size = RSG::camera_attributes->camera_attributes_get_dof_far_transition(p_camera_attributes);
bool dof_near = RSG::camera_attributes->camera_attributes_get_dof_near_enabled(p_camera_attributes);
float dof_near_begin = RSG::camera_attributes->camera_attributes_get_dof_near_distance(p_camera_attributes);
float dof_near_size = RSG::camera_attributes->camera_attributes_get_dof_near_transition(p_camera_attributes);
float bokeh_size = RSG::camera_attributes->camera_attributes_get_dof_blur_amount(p_camera_attributes) * 64; // Base 64 pixel radius.
bool use_jitter = RSG::camera_attributes->camera_attributes_get_dof_blur_use_jitter();
RS::DOFBokehShape bokeh_shape = RSG::camera_attributes->camera_attributes_get_dof_blur_bokeh_shape();
RS::DOFBlurQuality blur_quality = RSG::camera_attributes->camera_attributes_get_dof_blur_quality();
// setup our push constant
memset(&bokeh.push_constant, 0, sizeof(BokehPushConstant));
bokeh.push_constant.blur_far_active = dof_far;
bokeh.push_constant.blur_far_begin = dof_far_begin;
bokeh.push_constant.blur_far_end = dof_far_begin + dof_far_size; // Only used with non-physically-based.
bokeh.push_constant.use_physical_far = dof_far_size < 0.0;
bokeh.push_constant.blur_size_far = bokeh_size; // Only used with physically-based.
bokeh.push_constant.blur_near_active = dof_near;
bokeh.push_constant.blur_near_begin = dof_near_begin;
bokeh.push_constant.blur_near_end = dof_near_begin - dof_near_size; // Only used with non-physically-based.
bokeh.push_constant.use_physical_near = dof_near_size < 0.0;
bokeh.push_constant.blur_size_near = bokeh_size; // Only used with physically-based.
bokeh.push_constant.use_jitter = 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 = (dof_near_size < 0.0 && dof_far_size < 0.0) ? 32 : bokeh_size; // Cap with physically-based to keep performance reasonable.
bokeh.push_constant.second_pass = false;
bokeh.push_constant.half_size = false;
bokeh.push_constant.blur_scale = 0.5;
// setup our uniforms
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
RD::Uniform u_base_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.base_texture }));
RD::Uniform u_depth_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.depth_texture }));
RD::Uniform u_secondary_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.secondary_texture }));
RD::Uniform u_half_texture0(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.half_texture[0] }));
RD::Uniform u_half_texture1(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.half_texture[1] }));
RD::Uniform u_base_image(RD::UNIFORM_TYPE_IMAGE, 0, p_buffers.base_texture);
RD::Uniform u_secondary_image(RD::UNIFORM_TYPE_IMAGE, 0, p_buffers.secondary_texture);
RD::Uniform u_half_image0(RD::UNIFORM_TYPE_IMAGE, 0, p_buffers.half_texture[0]);
RD::Uniform u_half_image1(RD::UNIFORM_TYPE_IMAGE, 0, p_buffers.half_texture[1]);
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.
RID shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_GEN_BLUR_SIZE);
ERR_FAIL_COND(shader.is_null());
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_GEN_BLUR_SIZE]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_base_image), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth_texture), 1);
bokeh.push_constant.size[0] = p_buffers.base_texture_size.x;
bokeh.push_constant.size[1] = p_buffers.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_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
if (bokeh_shape == RS::DOF_BOKEH_BOX || bokeh_shape == RS::DOF_BOKEH_HEXAGON) {
//second pass
BokehMode mode = bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL;
shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, mode);
ERR_FAIL_COND(shader.is_null());
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[mode]);
static const int quality_samples[4] = { 6, 12, 12, 24 };
bokeh.push_constant.steps = quality_samples[blur_quality];
if (blur_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || blur_quality == RS::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, uniform_set_cache->get_cache(shader, 0, u_half_image0), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_base_texture), 1);
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;
} else {
//medium and high quality use full size
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_secondary_image), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_base_texture), 1);
}
RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
//third pass
bokeh.push_constant.second_pass = true;
if (blur_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || blur_quality == RS::DOF_BLUR_QUALITY_LOW) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_half_image1), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_half_texture0), 1);
} else {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_base_image), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_secondary_texture), 1);
}
RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
if (blur_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || blur_quality == RS::DOF_BLUR_QUALITY_LOW) {
//forth pass, upscale for low quality
shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_COMPOSITE);
ERR_FAIL_COND(shader.is_null());
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_COMPOSITE]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_base_image), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_half_texture1), 1);
bokeh.push_constant.size[0] = p_buffers.base_texture_size.x;
bokeh.push_constant.size[1] = p_buffers.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_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1);
}
} else {
//circle
shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_GEN_BOKEH_CIRCULAR);
ERR_FAIL_COND(shader.is_null());
//second pass
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_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[blur_quality];
//circle always runs in half size, otherwise too expensive
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_half_image0), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_base_texture), 1);
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;
RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
//circle is just one pass, then upscale
// upscale
shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_COMPOSITE);
ERR_FAIL_COND(shader.is_null());
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_COMPOSITE]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_base_image), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_half_texture0), 1);
bokeh.push_constant.size[0] = p_buffers.base_texture_size.x;
bokeh.push_constant.size[1] = p_buffers.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_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1);
}
RD::get_singleton()->compute_list_end();
}
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) {
ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't blur-based depth of field with the clustered renderer.");
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
MaterialStorage *material_storage = MaterialStorage::get_singleton();
ERR_FAIL_NULL(material_storage);
bool dof_far = RSG::camera_attributes->camera_attributes_get_dof_far_enabled(p_camera_attributes);
float dof_far_begin = RSG::camera_attributes->camera_attributes_get_dof_far_distance(p_camera_attributes);
float dof_far_size = RSG::camera_attributes->camera_attributes_get_dof_far_transition(p_camera_attributes);
bool dof_near = RSG::camera_attributes->camera_attributes_get_dof_near_enabled(p_camera_attributes);
float dof_near_begin = RSG::camera_attributes->camera_attributes_get_dof_near_distance(p_camera_attributes);
float dof_near_size = RSG::camera_attributes->camera_attributes_get_dof_near_transition(p_camera_attributes);
float bokeh_size = RSG::camera_attributes->camera_attributes_get_dof_blur_amount(p_camera_attributes) * 64; // Base 64 pixel radius.
RS::DOFBokehShape bokeh_shape = RSG::camera_attributes->camera_attributes_get_dof_blur_bokeh_shape();
RS::DOFBlurQuality blur_quality = RSG::camera_attributes->camera_attributes_get_dof_blur_quality();
// setup our base push constant
memset(&bokeh.push_constant, 0, sizeof(BokehPushConstant));
bokeh.push_constant.orthogonal = p_cam_orthogonal;
bokeh.push_constant.size[0] = p_buffers.base_texture_size.width;
bokeh.push_constant.size[1] = p_buffers.base_texture_size.height;
bokeh.push_constant.z_far = p_cam_zfar;
bokeh.push_constant.z_near = p_cam_znear;
bokeh.push_constant.second_pass = false;
bokeh.push_constant.half_size = false;
bokeh.push_constant.blur_size = bokeh_size;
// setup our uniforms
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
RD::Uniform u_base_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.base_texture }));
RD::Uniform u_depth_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.depth_texture }));
RD::Uniform u_secondary_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.secondary_texture }));
RD::Uniform u_half_texture0(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.half_texture[0] }));
RD::Uniform u_half_texture1(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.half_texture[1] }));
RD::Uniform u_weight_texture0(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[0] }));
RD::Uniform u_weight_texture1(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[1] }));
RD::Uniform u_weight_texture2(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[2] }));
RD::Uniform u_weight_texture3(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[3] }));
if (dof_far || dof_near) {
if (dof_far) {
bokeh.push_constant.blur_far_active = true;
bokeh.push_constant.blur_far_begin = dof_far_begin;
bokeh.push_constant.blur_far_end = dof_far_begin + dof_far_size;
}
if (dof_near) {
bokeh.push_constant.blur_near_active = true;
bokeh.push_constant.blur_near_begin = dof_near_begin;
bokeh.push_constant.blur_near_end = dof_near_begin - dof_near_size;
}
{
// generate our depth data
RID shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, BOKEH_GEN_BLUR_SIZE);
ERR_FAIL_COND(shader.is_null());
RID framebuffer = p_buffers.base_weight_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[BOKEH_GEN_BLUR_SIZE].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_depth_texture), 0);
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_shape == RS::DOF_BOKEH_BOX || bokeh_shape == RS::DOF_BOKEH_HEXAGON) {
// double pass approach
BokehMode mode = bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL;
RID shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode);
ERR_FAIL_COND(shader.is_null());
if (blur_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || blur_quality == RS::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)
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 int quality_samples[4] = { 6, 12, 12, 24 };
bokeh.push_constant.blur_scale = 0.5;
bokeh.push_constant.steps = quality_samples[blur_quality];
RID framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[0] : p_buffers.secondary_fb;
// Pass 1
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();
// 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);
}
}
}
}