634 lines
19 KiB
C++
634 lines
19 KiB
C++
/*************************************************************************/
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/* effects_rd.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 EFFECTS_RD_H
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#define EFFECTS_RD_H
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#include "core/math/camera_matrix.h"
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#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
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#include "servers/rendering/renderer_rd/shaders/fsr_upscale.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/luminance_reduce.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/roughness_limiter.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/sort.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/specular_merge.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/ssao.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/ssao_blur.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/ssao_interleave.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/ssil.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/ssil_blur.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/ssil_interleave.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/taa_resolve.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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class EffectsRD {
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private:
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bool prefer_raster_effects;
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enum FSRUpscalePass {
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FSR_UPSCALE_PASS_EASU = 0,
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FSR_UPSCALE_PASS_RCAS = 1
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};
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struct FSRUpscalePushConstant {
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float resolution_width;
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float resolution_height;
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float upscaled_width;
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float upscaled_height;
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float sharpness;
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int pass;
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int _unused0, _unused1;
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};
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struct FSRUpscale {
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FSRUpscalePushConstant push_constant;
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FsrUpscaleShaderRD shader;
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RID shader_version;
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RID pipeline;
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} FSR_upscale;
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struct TAAResolvePushConstant {
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float resolution_width;
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float resolution_height;
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float disocclusion_threshold;
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float disocclusion_scale;
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};
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struct TAAResolve {
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TAAResolvePushConstant push_constant;
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TaaResolveShaderRD shader;
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RID shader_version;
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RID pipeline;
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} TAA_resolve;
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enum LuminanceReduceMode {
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LUMINANCE_REDUCE_READ,
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LUMINANCE_REDUCE,
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LUMINANCE_REDUCE_WRITE,
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LUMINANCE_REDUCE_MAX
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};
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struct LuminanceReducePushConstant {
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int32_t source_size[2];
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float max_luminance;
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float min_luminance;
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float exposure_adjust;
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float pad[3];
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};
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struct LuminanceReduce {
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LuminanceReducePushConstant push_constant;
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LuminanceReduceShaderRD shader;
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RID shader_version;
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RID pipelines[LUMINANCE_REDUCE_MAX];
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} luminance_reduce;
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enum LuminanceReduceRasterMode {
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LUMINANCE_REDUCE_FRAGMENT_FIRST,
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LUMINANCE_REDUCE_FRAGMENT,
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LUMINANCE_REDUCE_FRAGMENT_FINAL,
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LUMINANCE_REDUCE_FRAGMENT_MAX
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};
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struct LuminanceReduceRasterPushConstant {
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int32_t source_size[2];
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int32_t dest_size[2];
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float exposure_adjust;
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float min_luminance;
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float max_luminance;
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uint32_t pad1;
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};
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struct LuminanceReduceFragment {
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LuminanceReduceRasterPushConstant push_constant;
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LuminanceReduceRasterShaderRD shader;
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RID shader_version;
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PipelineCacheRD pipelines[LUMINANCE_REDUCE_FRAGMENT_MAX];
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} luminance_reduce_raster;
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struct SSEffectsDownsamplePushConstant {
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float pixel_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 radius_sq;
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uint32_t pad[2];
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};
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enum SSEffectsMode {
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SS_EFFECTS_DOWNSAMPLE,
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SS_EFFECTS_DOWNSAMPLE_HALF_RES,
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SS_EFFECTS_DOWNSAMPLE_MIPMAP,
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SS_EFFECTS_DOWNSAMPLE_MIPMAP_HALF_RES,
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SS_EFFECTS_DOWNSAMPLE_HALF,
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SS_EFFECTS_DOWNSAMPLE_HALF_RES_HALF,
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SS_EFFECTS_DOWNSAMPLE_FULL_MIPS,
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SS_EFFECTS_MAX
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};
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struct SSEffectsGatherConstants {
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float rotation_matrices[80]; //5 vec4s * 4
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};
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struct SSEffects {
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SSEffectsDownsamplePushConstant downsample_push_constant;
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SsEffectsDownsampleShaderRD downsample_shader;
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RID downsample_shader_version;
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RID downsample_uniform_set;
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bool used_half_size_last_frame = false;
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bool used_mips_last_frame = false;
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bool used_full_mips_last_frame = false;
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RID gather_constants_buffer;
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RID mirror_sampler;
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RID pipelines[SS_EFFECTS_MAX];
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} ss_effects;
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enum SSAOMode {
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SSAO_GATHER,
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SSAO_GATHER_BASE,
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SSAO_GATHER_ADAPTIVE,
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SSAO_GENERATE_IMPORTANCE_MAP,
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SSAO_PROCESS_IMPORTANCE_MAPA,
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SSAO_PROCESS_IMPORTANCE_MAPB,
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SSAO_BLUR_PASS,
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SSAO_BLUR_PASS_SMART,
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SSAO_BLUR_PASS_WIDE,
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SSAO_INTERLEAVE,
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SSAO_INTERLEAVE_SMART,
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SSAO_INTERLEAVE_HALF,
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SSAO_MAX
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};
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struct SSAOGatherPushConstant {
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int32_t screen_size[2];
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int pass;
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int quality;
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float half_screen_pixel_size[2];
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int size_multiplier;
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float detail_intensity;
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float NDC_to_view_mul[2];
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float NDC_to_view_add[2];
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float pad[2];
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float half_screen_pixel_size_x025[2];
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float radius;
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float intensity;
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float shadow_power;
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float shadow_clamp;
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float fade_out_mul;
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float fade_out_add;
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float horizon_angle_threshold;
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float inv_radius_near_limit;
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uint32_t is_orthogonal;
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float neg_inv_radius;
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float load_counter_avg_div;
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float adaptive_sample_limit;
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int32_t pass_coord_offset[2];
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float pass_uv_offset[2];
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};
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struct SSAOImportanceMapPushConstant {
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float half_screen_pixel_size[2];
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float intensity;
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float power;
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};
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struct SSAOBlurPushConstant {
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float edge_sharpness;
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float pad;
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float half_screen_pixel_size[2];
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};
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struct SSAOInterleavePushConstant {
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float inv_sharpness;
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uint32_t size_modifier;
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float pixel_size[2];
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};
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struct SSAO {
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SSAOGatherPushConstant gather_push_constant;
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SsaoShaderRD gather_shader;
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RID gather_shader_version;
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SSAOImportanceMapPushConstant importance_map_push_constant;
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SsaoImportanceMapShaderRD importance_map_shader;
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RID importance_map_shader_version;
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RID importance_map_load_counter;
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RID counter_uniform_set;
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SSAOBlurPushConstant blur_push_constant;
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SsaoBlurShaderRD blur_shader;
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RID blur_shader_version;
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SSAOInterleavePushConstant interleave_push_constant;
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SsaoInterleaveShaderRD interleave_shader;
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RID interleave_shader_version;
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RID pipelines[SSAO_MAX];
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} ssao;
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enum SSILMode {
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SSIL_GATHER,
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SSIL_GATHER_BASE,
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SSIL_GATHER_ADAPTIVE,
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SSIL_GENERATE_IMPORTANCE_MAP,
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SSIL_PROCESS_IMPORTANCE_MAPA,
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SSIL_PROCESS_IMPORTANCE_MAPB,
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SSIL_BLUR_PASS,
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SSIL_BLUR_PASS_SMART,
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SSIL_BLUR_PASS_WIDE,
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SSIL_INTERLEAVE,
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SSIL_INTERLEAVE_SMART,
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SSIL_INTERLEAVE_HALF,
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SSIL_MAX
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};
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struct SSILGatherPushConstant {
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int32_t screen_size[2];
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int pass;
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int quality;
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float half_screen_pixel_size[2];
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float half_screen_pixel_size_x025[2];
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float NDC_to_view_mul[2];
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float NDC_to_view_add[2];
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float pad2[2];
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float z_near;
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float z_far;
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float radius;
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float intensity;
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int size_multiplier;
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int pad;
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float fade_out_mul;
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float fade_out_add;
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float normal_rejection_amount;
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float inv_radius_near_limit;
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uint32_t is_orthogonal;
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float neg_inv_radius;
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float load_counter_avg_div;
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float adaptive_sample_limit;
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int32_t pass_coord_offset[2];
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float pass_uv_offset[2];
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};
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struct SSILImportanceMapPushConstant {
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float half_screen_pixel_size[2];
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float intensity;
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float pad;
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};
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struct SSILBlurPushConstant {
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float edge_sharpness;
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float pad;
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float half_screen_pixel_size[2];
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};
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struct SSILInterleavePushConstant {
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float inv_sharpness;
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uint32_t size_modifier;
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float pixel_size[2];
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};
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struct SSILProjectionUniforms {
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float inv_last_frame_projection_matrix[16];
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};
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struct SSIL {
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SSILGatherPushConstant gather_push_constant;
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SsilShaderRD gather_shader;
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RID gather_shader_version;
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RID projection_uniform_buffer;
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SSILImportanceMapPushConstant importance_map_push_constant;
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SsilImportanceMapShaderRD importance_map_shader;
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RID importance_map_shader_version;
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RID importance_map_load_counter;
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RID counter_uniform_set;
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SSILBlurPushConstant blur_push_constant;
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SsilBlurShaderRD blur_shader;
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RID blur_shader_version;
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SSILInterleavePushConstant interleave_push_constant;
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SsilInterleaveShaderRD interleave_shader;
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RID interleave_shader_version;
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RID pipelines[SSIL_MAX];
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} ssil;
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struct RoughnessLimiterPushConstant {
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int32_t screen_size[2];
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float curve;
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uint32_t pad;
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};
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struct RoughnessLimiter {
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RoughnessLimiterPushConstant push_constant;
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RoughnessLimiterShaderRD shader;
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RID shader_version;
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RID pipeline;
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} roughness_limiter;
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enum SpecularMergeMode {
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SPECULAR_MERGE_ADD,
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SPECULAR_MERGE_SSR,
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SPECULAR_MERGE_ADDITIVE_ADD,
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SPECULAR_MERGE_ADDITIVE_SSR,
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SPECULAR_MERGE_MAX
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};
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/* Specular merge must be done using raster, rather than compute
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* because it must continue the existing color buffer
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*/
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struct SpecularMerge {
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SpecularMergeShaderRD shader;
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RID shader_version;
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PipelineCacheRD pipelines[SPECULAR_MERGE_MAX];
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} specular_merge;
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enum ScreenSpaceReflectionMode {
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SCREEN_SPACE_REFLECTION_NORMAL,
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SCREEN_SPACE_REFLECTION_ROUGH,
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SCREEN_SPACE_REFLECTION_MAX,
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};
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struct ScreenSpaceReflectionPushConstant {
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float proj_info[4];
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int32_t screen_size[2];
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float camera_z_near;
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float camera_z_far;
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int32_t num_steps;
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float depth_tolerance;
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float distance_fade;
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float curve_fade_in;
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uint32_t orthogonal;
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float filter_mipmap_levels;
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uint32_t use_half_res;
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uint8_t metallic_mask[4];
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float projection[16];
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};
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struct ScreenSpaceReflection {
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ScreenSpaceReflectionPushConstant push_constant;
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ScreenSpaceReflectionShaderRD shader;
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RID shader_version;
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RID pipelines[SCREEN_SPACE_REFLECTION_MAX];
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} ssr;
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struct ScreenSpaceReflectionFilterPushConstant {
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float proj_info[4];
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uint32_t orthogonal;
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float edge_tolerance;
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int32_t increment;
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uint32_t pad;
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int32_t screen_size[2];
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uint32_t vertical;
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uint32_t steps;
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};
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enum {
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SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL,
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SCREEN_SPACE_REFLECTION_FILTER_VERTICAL,
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SCREEN_SPACE_REFLECTION_FILTER_MAX,
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};
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struct ScreenSpaceReflectionFilter {
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ScreenSpaceReflectionFilterPushConstant push_constant;
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ScreenSpaceReflectionFilterShaderRD shader;
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RID shader_version;
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RID pipelines[SCREEN_SPACE_REFLECTION_FILTER_MAX];
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} ssr_filter;
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struct ScreenSpaceReflectionScalePushConstant {
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int32_t screen_size[2];
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float camera_z_near;
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float camera_z_far;
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uint32_t orthogonal;
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uint32_t filter;
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uint32_t pad[2];
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};
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struct ScreenSpaceReflectionScale {
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ScreenSpaceReflectionScalePushConstant push_constant;
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ScreenSpaceReflectionScaleShaderRD shader;
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RID shader_version;
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RID pipeline;
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} ssr_scale;
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struct SubSurfaceScatteringPushConstant {
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int32_t screen_size[2];
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float camera_z_far;
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float camera_z_near;
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uint32_t vertical;
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uint32_t orthogonal;
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float unit_size;
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float scale;
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float depth_scale;
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uint32_t pad[3];
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};
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struct SubSurfaceScattering {
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SubSurfaceScatteringPushConstant push_constant;
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SubsurfaceScatteringShaderRD shader;
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RID shader_version;
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RID pipelines[3]; //3 quality levels
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} sss;
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enum SortMode {
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SORT_MODE_BLOCK,
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SORT_MODE_STEP,
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SORT_MODE_INNER,
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SORT_MODE_MAX
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};
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struct Sort {
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struct PushConstant {
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uint32_t total_elements;
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uint32_t pad[3];
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int32_t job_params[4];
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};
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SortShaderRD shader;
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RID shader_version;
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RID pipelines[SORT_MODE_MAX];
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} sort;
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RID default_sampler;
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RID default_mipmap_sampler;
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RID index_buffer;
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RID index_array;
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HashMap<RID, RID> texture_to_uniform_set_cache;
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HashMap<RID, RID> input_to_uniform_set_cache;
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HashMap<RID, RID> image_to_uniform_set_cache;
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struct TexturePair {
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RID texture1;
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RID texture2;
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_FORCE_INLINE_ bool operator<(const TexturePair &p_pair) const {
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if (texture1 == p_pair.texture1) {
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return texture2 < p_pair.texture2;
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} else {
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return texture1 < p_pair.texture1;
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}
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}
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};
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struct TextureSamplerPair {
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RID texture;
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RID sampler;
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_FORCE_INLINE_ bool operator<(const TextureSamplerPair &p_pair) const {
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if (texture == p_pair.texture) {
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return sampler < p_pair.sampler;
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} else {
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return texture < p_pair.texture;
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}
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}
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};
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RBMap<TexturePair, RID> texture_pair_to_uniform_set_cache;
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RBMap<RID, RID> texture_to_compute_uniform_set_cache;
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RBMap<TexturePair, RID> texture_pair_to_compute_uniform_set_cache;
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RBMap<TexturePair, RID> image_pair_to_compute_uniform_set_cache;
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RBMap<TextureSamplerPair, RID> texture_sampler_to_compute_uniform_set_cache;
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RID _get_uniform_set_from_image(RID p_texture);
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RID _get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
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RID _get_compute_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
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RID _get_compute_uniform_set_from_texture_and_sampler(RID p_texture, RID p_sampler);
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RID _get_compute_uniform_set_from_texture_pair(RID p_texture, RID p_texture2, bool p_use_mipmaps = false);
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RID _get_compute_uniform_set_from_image_pair(RID p_texture, RID p_texture2);
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public:
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bool get_prefer_raster_effects();
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void fsr_upscale(RID p_source_rd_texture, RID p_secondary_texture, RID p_destination_texture, const Size2i &p_internal_size, const Size2i &p_size, float p_fsr_upscale_sharpness);
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void taa_resolve(RID p_frame, RID p_temp, RID p_depth, RID p_velocity, RID p_prev_velocity, RID p_history, Size2 p_resolution, float p_z_near, float p_z_far);
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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);
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void luminance_reduction_raster(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, Vector<RID> p_fb, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
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struct SSAOSettings {
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float radius = 1.0;
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float intensity = 2.0;
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float power = 1.5;
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float detail = 0.5;
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float horizon = 0.06;
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float sharpness = 0.98;
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RS::EnvironmentSSAOQuality quality = RS::ENV_SSAO_QUALITY_MEDIUM;
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bool half_size = false;
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float adaptive_target = 0.5;
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int blur_passes = 2;
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float fadeout_from = 50.0;
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float fadeout_to = 300.0;
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Size2i full_screen_size = Size2i();
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Size2i half_screen_size = Size2i();
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Size2i quarter_screen_size = Size2i();
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|
};
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|
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struct SSILSettings {
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float radius = 1.0;
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float intensity = 2.0;
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float sharpness = 0.98;
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float normal_rejection = 1.0;
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|
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RS::EnvironmentSSILQuality quality = RS::ENV_SSIL_QUALITY_MEDIUM;
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bool half_size = true;
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float adaptive_target = 0.5;
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int blur_passes = 4;
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float fadeout_from = 50.0;
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|
float fadeout_to = 300.0;
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|
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Size2i full_screen_size = Size2i();
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|
Size2i half_screen_size = Size2i();
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|
Size2i quarter_screen_size = Size2i();
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|
};
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|
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void downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, RS::EnvironmentSSAOQuality p_ssao_quality, RS::EnvironmentSSILQuality p_ssil_quality, bool p_invalidate_uniform_set, bool p_ssao_half_size, bool p_ssil_half_size, Size2i p_full_screen_size, const CameraMatrix &p_projection);
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|
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void gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set);
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void generate_ssao(RID p_normal_buffer, RID p_depth_mipmaps_texture, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set);
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|
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void gather_ssil(RD::ComputeListID p_compute_list, const Vector<RID> p_ssil_slices, const Vector<RID> p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set);
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|
void screen_space_indirect_lighting(RID p_diffuse, RID p_destination, RID p_normal_buffer, RID p_depth_mipmaps_texture, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_importance_map, RID p_importance_map_pong, RID p_edges, const Vector<RID> p_edges_slices, const CameraMatrix &p_projection, const CameraMatrix &p_last_projection, const SSILSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set, RID &r_projection_uniform_set);
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|
|
|
void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve);
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|
|
|
void screen_space_reflection(RID p_diffuse, RID p_normal_roughness, RS::EnvironmentSSRRoughnessQuality p_roughness_quality, RID p_blur_radius, RID p_blur_radius2, RID p_metallic, const Color &p_metallic_mask, RID p_depth, RID p_scale_depth, RID p_scale_normal, RID p_output, RID p_output_blur, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const CameraMatrix &p_camera);
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|
void merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection);
|
|
void sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const CameraMatrix &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RS::SubSurfaceScatteringQuality p_quality);
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|
|
|
void sort_buffer(RID p_uniform_set, int p_size);
|
|
|
|
EffectsRD(bool p_prefer_raster_effects);
|
|
~EffectsRD();
|
|
};
|
|
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|
#endif // !RASTERIZER_EFFECTS_RD_H
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