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Diffstat (limited to 'servers/rendering/rasterizer_rd/rasterizer_effects_rd.h')
-rw-r--r-- | servers/rendering/rasterizer_rd/rasterizer_effects_rd.h | 457 |
1 files changed, 457 insertions, 0 deletions
diff --git a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h b/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h new file mode 100644 index 0000000000..69da5dc6d4 --- /dev/null +++ b/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h @@ -0,0 +1,457 @@ +/*************************************************************************/ +/* 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 */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* 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, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef RASTERIZER_EFFECTS_RD_H +#define RASTERIZER_EFFECTS_RD_H + +#include "core/math/camera_matrix.h" +#include "servers/rendering/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h" +#include "servers/rendering/rasterizer_rd/shaders/blur.glsl.gen.h" +#include "servers/rendering/rasterizer_rd/shaders/bokeh_dof.glsl.gen.h" +#include "servers/rendering/rasterizer_rd/shaders/copy.glsl.gen.h" +#include "servers/rendering/rasterizer_rd/shaders/cubemap_downsampler.glsl.gen.h" +#include "servers/rendering/rasterizer_rd/shaders/cubemap_filter.glsl.gen.h" +#include "servers/rendering/rasterizer_rd/shaders/cubemap_roughness.glsl.gen.h" +#include "servers/rendering/rasterizer_rd/shaders/luminance_reduce.glsl.gen.h" +#include "servers/rendering/rasterizer_rd/shaders/roughness_limiter.glsl.gen.h" +#include "servers/rendering/rasterizer_rd/shaders/ssao.glsl.gen.h" +#include "servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl.gen.h" +#include "servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl.gen.h" +#include "servers/rendering/rasterizer_rd/shaders/tonemap.glsl.gen.h" + +#include "servers/rendering_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, RS::DOFBokehShape p_bokeh_shape, RS::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; + + RS::EnvironmentToneMapper tonemap_mode = RS::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, RS::EnvironmentSSAOQuality p_quality, RS::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 |