godot/servers/visual/rasterizer_rd/rasterizer_effects_rd.h

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14 KiB
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/*************************************************************************/
/* rasterizer_effects_rd.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 */
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/* 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, */
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/*************************************************************************/
#ifndef RASTERIZER_EFFECTS_RD_H
#define RASTERIZER_EFFECTS_RD_H
#include "core/math/camera_matrix.h"
#include "servers/visual/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h"
#include "servers/visual/rasterizer_rd/shaders/blur.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/bokeh_dof.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/copy.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/cubemap_downsampler.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/cubemap_filter.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/cubemap_roughness.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/luminance_reduce.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/roughness_limiter.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/ssao.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/ssao_blur.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/ssao_minify.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/tonemap.glsl.gen.h"
#include "servers/visual_server.h"
class RasterizerEffectsRD {
enum BlurMode {
BLUR_MODE_GAUSSIAN_BLUR,
BLUR_MODE_GAUSSIAN_GLOW,
BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE,
BLUR_MODE_DOF_NEAR_LOW,
BLUR_MODE_DOF_NEAR_MEDIUM,
BLUR_MODE_DOF_NEAR_HIGH,
BLUR_MODE_DOF_NEAR_MERGE_LOW,
BLUR_MODE_DOF_NEAR_MERGE_MEDIUM,
BLUR_MODE_DOF_NEAR_MERGE_HIGH,
BLUR_MODE_DOF_FAR_LOW,
BLUR_MODE_DOF_FAR_MEDIUM,
BLUR_MODE_DOF_FAR_HIGH,
BLUR_MODE_SSAO_MERGE,
BLUR_MODE_SIMPLY_COPY,
BLUR_MODE_MIPMAP,
BLUR_MODE_MAX,
};
enum {
BLUR_FLAG_HORIZONTAL = (1 << 0),
BLUR_FLAG_USE_BLUR_SECTION = (1 << 1),
BLUR_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 2),
BLUR_FLAG_DOF_NEAR_FIRST_TAP = (1 << 3),
BLUR_FLAG_GLOW_FIRST_PASS = (1 << 4),
BLUR_FLAG_FLIP_Y = (1 << 5),
BLUR_COPY_FORCE_LUMINANCE = (1 << 6)
};
struct BlurPushConstant {
float section[4];
float pixel_size[2];
uint32_t flags;
uint32_t pad;
//glow
float glow_strength;
float glow_bloom;
float glow_hdr_threshold;
float glow_hdr_scale;
float glow_exposure;
float glow_white;
float glow_luminance_cap;
float glow_auto_exposure_grey;
//dof
float dof_begin;
float dof_end;
float dof_radius;
float dof_pad;
float dof_dir[2];
float camera_z_far;
float camera_z_near;
float ssao_color[4];
};
struct Blur {
BlurPushConstant push_constant;
BlurShaderRD shader;
RID shader_version;
RenderPipelineVertexFormatCacheRD pipelines[BLUR_MODE_MAX];
} blur;
struct CubemapRoughnessPushConstant {
uint32_t face_id;
uint32_t sample_count;
float roughness;
uint32_t use_direct_write;
float face_size;
float pad[3];
};
struct CubemapRoughness {
CubemapRoughnessPushConstant push_constant;
CubemapRoughnessShaderRD shader;
RID shader_version;
RID pipeline;
} roughness;
enum TonemapMode {
TONEMAP_MODE_NORMAL,
TONEMAP_MODE_BICUBIC_GLOW_FILTER,
TONEMAP_MODE_MAX
};
struct TonemapPushConstant {
float bcs[3];
uint32_t use_bcs;
uint32_t use_glow;
uint32_t use_auto_exposure;
uint32_t use_color_correction;
uint32_t tonemapper;
uint32_t glow_texture_size[2];
float glow_intensity;
uint32_t glow_level_flags;
uint32_t glow_mode;
float exposure;
float white;
float auto_exposure_grey;
};
struct Tonemap {
TonemapPushConstant push_constant;
TonemapShaderRD shader;
RID shader_version;
RenderPipelineVertexFormatCacheRD pipelines[TONEMAP_MODE_MAX];
} tonemap;
enum LuminanceReduceMode {
LUMINANCE_REDUCE_READ,
LUMINANCE_REDUCE,
LUMINANCE_REDUCE_WRITE,
LUMINANCE_REDUCE_MAX
};
struct LuminanceReducePushConstant {
int32_t source_size[2];
float max_luminance;
float min_luminance;
float exposure_adjust;
float pad[3];
};
struct LuminanceReduce {
LuminanceReducePushConstant push_constant;
LuminanceReduceShaderRD shader;
RID shader_version;
RID pipelines[LUMINANCE_REDUCE_MAX];
} luminance_reduce;
struct CopyToDPPushConstant {
float bias;
float z_far;
float z_near;
uint32_t z_flip;
};
enum CopyMode {
COPY_MODE_CUBE_TO_DP,
COPY_MODE_MAX
};
struct Copy {
CopyShaderRD shader;
RID shader_version;
RenderPipelineVertexFormatCacheRD pipelines[COPY_MODE_MAX];
} copy;
struct BokehPushConstant {
uint32_t size[2];
float z_far;
float z_near;
uint32_t orthogonal;
float blur_size;
float blur_scale;
uint32_t steps;
uint32_t blur_near_active;
float blur_near_begin;
float blur_near_end;
uint32_t blur_far_active;
float blur_far_begin;
float blur_far_end;
uint32_t second_pass;
uint32_t half_size;
uint32_t use_jitter;
float jitter_seed;
uint32_t pad[2];
};
enum BokehMode {
BOKEH_GEN_BLUR_SIZE,
BOKEH_GEN_BOKEH_BOX,
BOKEH_GEN_BOKEH_HEXAGONAL,
BOKEH_GEN_BOKEH_CIRCULAR,
BOKEH_COMPOSITE,
BOKEH_MAX
};
struct Bokeh {
BokehPushConstant push_constant;
BokehDofShaderRD shader;
RID shader_version;
RID pipelines[BOKEH_MAX];
} bokeh;
enum SSAOMode {
SSAO_MINIFY_FIRST,
SSAO_MINIFY_MIPMAP,
SSAO_GATHER_LOW,
SSAO_GATHER_MEDIUM,
SSAO_GATHER_HIGH,
SSAO_GATHER_ULTRA,
SSAO_GATHER_LOW_HALF,
SSAO_GATHER_MEDIUM_HALF,
SSAO_GATHER_HIGH_HALF,
SSAO_GATHER_ULTRA_HALF,
SSAO_BLUR_PASS,
SSAO_BLUR_PASS_HALF,
SSAO_BLUR_UPSCALE,
SSAO_MAX
};
struct SSAOMinifyPushConstant {
float pixel_size[2];
float z_far;
float z_near;
int32_t source_size[2];
uint32_t orthogonal;
uint32_t pad;
};
struct SSAOGatherPushConstant {
int32_t screen_size[2];
float z_far;
float z_near;
uint32_t orthogonal;
float intensity_div_r6;
float radius;
float bias;
float proj_info[4];
float pixel_size[2];
float proj_scale;
uint32_t pad;
};
struct SSAOBlurPushConstant {
float edge_sharpness;
int32_t filter_scale;
float z_far;
float z_near;
uint32_t orthogonal;
uint32_t pad[3];
int32_t axis[2];
int32_t screen_size[2];
};
struct SSAO {
SSAOMinifyPushConstant minify_push_constant;
SsaoMinifyShaderRD minify_shader;
RID minify_shader_version;
SSAOGatherPushConstant gather_push_constant;
SsaoShaderRD gather_shader;
RID gather_shader_version;
SSAOBlurPushConstant blur_push_constant;
SsaoBlurShaderRD blur_shader;
RID blur_shader_version;
RID pipelines[SSAO_MAX];
} ssao;
struct RoughnessLimiterPushConstant {
int32_t screen_size[2];
float curve;
uint32_t pad;
};
struct RoughnessLimiter {
RoughnessLimiterPushConstant push_constant;
RoughnessLimiterShaderRD shader;
RID shader_version;
RID pipeline;
} roughness_limiter;
struct CubemapDownsamplerPushConstant {
uint32_t face_size;
float pad[3];
};
struct CubemapDownsampler {
CubemapDownsamplerPushConstant push_constant;
CubemapDownsamplerShaderRD shader;
RID shader_version;
RID pipeline;
} cubemap_downsampler;
enum CubemapFilterMode {
FILTER_MODE_HIGH_QUALITY,
FILTER_MODE_LOW_QUALITY,
FILTER_MODE_HIGH_QUALITY_ARRAY,
FILTER_MODE_LOW_QUALITY_ARRAY,
FILTER_MODE_MAX,
};
struct CubemapFilter {
CubemapFilterShaderRD shader;
RID shader_version;
RID pipelines[FILTER_MODE_MAX];
RID uniform_set;
RID image_uniform_set;
RID coefficient_buffer;
bool use_high_quality;
} filter;
struct SkyPushConstant {
float orientation[12];
float proj[4];
float position[3];
float multiplier;
float time;
float pad[3];
};
RID default_sampler;
RID default_mipmap_sampler;
RID index_buffer;
RID index_array;
Map<RID, RID> texture_to_uniform_set_cache;
Map<RID, RID> image_to_uniform_set_cache;
Map<RID, RID> texture_to_compute_uniform_set_cache;
RID _get_uniform_set_from_image(RID p_texture);
RID _get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
RID _get_compute_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
public:
//TODO must re-do most of the shaders in compute
void region_copy(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_region);
void copy_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_rect, bool p_flip_y = false, bool p_force_luminance = false);
void 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);
void 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 = 1.0, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_treshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
void cubemap_roughness(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size);
void make_mipmap(RID p_source_rd_texture, RID p_framebuffer_half, const Vector2 &p_pixel_size);
void 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);
void luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
void bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i &p_base_texture_size, RID p_secondary_texture, RID p_bokeh_texture1, RID p_bokeh_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, VS::DOFBokehShape p_bokeh_shape, VS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
struct TonemapSettings {
bool use_glow = false;
enum GlowMode {
GLOW_MODE_ADD,
GLOW_MODE_SCREEN,
GLOW_MODE_SOFTLIGHT,
GLOW_MODE_REPLACE,
GLOW_MODE_MIX
};
GlowMode glow_mode = GLOW_MODE_ADD;
float glow_intensity = 1.0;
uint32_t glow_level_flags = 0;
Vector2i glow_texture_size;
bool glow_use_bicubic_upscale = false;
RID glow_texture;
VS::EnvironmentToneMapper tonemap_mode = VS::ENV_TONE_MAPPER_LINEAR;
float exposure = 1.0;
float white = 1.0;
bool use_auto_exposure = false;
float auto_exposure_grey = 0.5;
RID exposure_texture;
bool use_bcs = false;
float brightness = 1.0;
float contrast = 1.0;
float saturation = 1.0;
bool use_color_correction = false;
RID color_correction_texture;
};
void tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings);
void generate_ssao(RID p_depth_buffer, RID p_normal_buffer, const Size2i &p_depth_buffer_size, RID p_depth_mipmaps_texture, const Vector<RID> &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);
void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve);
void cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size);
void cubemap_filter(RID p_source_cubemap, Vector<RID> p_dest_cubemap, bool p_use_array);
void render_sky(RD::DrawListID p_list, float p_time, RID p_fb, RID p_samplers, RID p_lights, RenderPipelineVertexFormatCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const CameraMatrix &p_camera, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position);
RasterizerEffectsRD();
~RasterizerEffectsRD();
};
#endif // !RASTERIZER_EFFECTS_RD_H