diff options
Diffstat (limited to 'servers/rendering/renderer_rd/effects_rd.h')
-rw-r--r-- | servers/rendering/renderer_rd/effects_rd.h | 29 |
1 files changed, 17 insertions, 12 deletions
diff --git a/servers/rendering/renderer_rd/effects_rd.h b/servers/rendering/renderer_rd/effects_rd.h index ab0100f8f9..8b31ffbbd0 100644 --- a/servers/rendering/renderer_rd/effects_rd.h +++ b/servers/rendering/renderer_rd/effects_rd.h @@ -55,6 +55,7 @@ #include "servers/rendering/renderer_rd/shaders/ssao_interleave.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/tonemap.glsl.gen.h" +#include "servers/rendering/renderer_scene_render.h" #include "servers/rendering_server.h" @@ -170,6 +171,12 @@ class EffectsRD { TONEMAP_MODE_BICUBIC_GLOW_FILTER, TONEMAP_MODE_1D_LUT, TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT, + + TONEMAP_MODE_NORMAL_MULTIVIEW, + TONEMAP_MODE_BICUBIC_GLOW_FILTER_MULTIVIEW, + TONEMAP_MODE_1D_LUT_MULTIVIEW, + TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT_MULTIVIEW, + TONEMAP_MODE_MAX }; @@ -378,12 +385,10 @@ class EffectsRD { SSAODownsamplePushConstant downsample_push_constant; SsaoDownsampleShaderRD downsample_shader; RID downsample_shader_version; - RID downsample_uniform_set; SSAOGatherPushConstant gather_push_constant; SsaoShaderRD gather_shader; RID gather_shader_version; - RID gather_uniform_set; RID gather_constants_buffer; bool gather_initialized = false; @@ -391,7 +396,6 @@ class EffectsRD { SsaoImportanceMapShaderRD importance_map_shader; RID importance_map_shader_version; RID importance_map_load_counter; - RID importance_map_uniform_set; RID counter_uniform_set; SSAOBlurPushConstant blur_push_constant; @@ -453,12 +457,12 @@ class EffectsRD { } filter; struct SkyPushConstant { - float orientation[12]; - float proj[4]; - float position[3]; - float multiplier; - float time; - float pad[3]; + float orientation[12]; // 48 - 48 + float projections[RendererSceneRender::MAX_RENDER_VIEWS][4]; // 2 x 16 - 64, if we ever need more then 3 we should consider adding this to a set. + float position[3]; // 12 - 92 + float multiplier; // 4 - 96 + float time; // 4 - 100 + float pad[3]; // 12 - 112 }; enum SpecularMergeMode { @@ -714,6 +718,7 @@ public: bool use_fxaa = false; bool use_debanding = false; Vector2i texture_size; + uint32_t view_count = 1; }; struct SSAOSettings { @@ -738,13 +743,13 @@ public: void tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings); - void gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass); - void generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, 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); + 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); + void generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, 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_downsample_uniform_set, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set); 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_fog, PipelineCacheRD *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); + void render_sky(RD::DrawListID p_list, float p_time, RID p_fb, RID p_samplers, RID p_fog, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const CameraMatrix *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position); 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); void merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection); |