385ee5c70b
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.
126 lines
4.3 KiB
C++
126 lines
4.3 KiB
C++
/*************************************************************************/
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/* bokeh_dof.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef BOKEH_DOF_RD_H
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#define BOKEH_DOF_RD_H
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#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
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#include "servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl.gen.h"
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#include "servers/rendering/renderer_scene_render.h"
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#include "servers/rendering_server.h"
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namespace RendererRD {
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class BokehDOF {
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private:
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bool prefer_raster_effects;
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struct BokehPushConstant {
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uint32_t size[2];
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float z_far;
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float z_near;
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uint32_t orthogonal;
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float blur_size;
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float blur_scale;
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uint32_t steps;
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uint32_t blur_near_active;
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float blur_near_begin;
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float blur_near_end;
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uint32_t blur_far_active;
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float blur_far_begin;
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float blur_far_end;
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uint32_t second_pass;
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uint32_t half_size;
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uint32_t use_jitter;
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float jitter_seed;
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uint32_t use_physical_near;
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uint32_t use_physical_far;
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float blur_size_near;
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float blur_size_far;
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uint32_t pad[2];
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};
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enum BokehMode {
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BOKEH_GEN_BLUR_SIZE,
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BOKEH_GEN_BOKEH_BOX,
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BOKEH_GEN_BOKEH_BOX_NOWEIGHT,
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BOKEH_GEN_BOKEH_HEXAGONAL,
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BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT,
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BOKEH_GEN_BOKEH_CIRCULAR,
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BOKEH_COMPOSITE,
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BOKEH_MAX
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};
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struct Bokeh {
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BokehPushConstant push_constant;
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BokehDofShaderRD compute_shader;
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BokehDofRasterShaderRD raster_shader;
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RID shader_version;
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RID compute_pipelines[BOKEH_MAX];
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PipelineCacheRD raster_pipelines[BOKEH_MAX];
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} bokeh;
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public:
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struct BokehBuffers {
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// bokeh buffers
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// textures
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Size2i base_texture_size;
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RID base_texture;
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RID depth_texture;
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RID secondary_texture;
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RID half_texture[2];
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// raster only
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RID base_fb;
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RID secondary_fb; // with weights
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RID half_fb[2]; // with weights
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RID base_weight_fb;
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RID weight_texture[4];
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};
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BokehDOF(bool p_prefer_raster_effects);
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~BokehDOF();
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void bokeh_dof_compute(const BokehBuffers &p_buffers, RID p_camera_attributes, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
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void 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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};
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} // namespace RendererRD
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#endif // BOKEH_DOF_RD_H
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