diff options
Diffstat (limited to 'servers/rendering/renderer_rd/effects_rd.h')
-rw-r--r-- | servers/rendering/renderer_rd/effects_rd.h | 198 |
1 files changed, 167 insertions, 31 deletions
diff --git a/servers/rendering/renderer_rd/effects_rd.h b/servers/rendering/renderer_rd/effects_rd.h index 6037127e82..a3fb4db3df 100644 --- a/servers/rendering/renderer_rd/effects_rd.h +++ b/servers/rendering/renderer_rd/effects_rd.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 */ @@ -55,11 +55,15 @@ #include "servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/sort.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/specular_merge.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/ssao.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/ssao_blur.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/ssao_downsample.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/ssao_interleave.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/ssil.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/ssil_blur.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/ssil_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" @@ -399,13 +403,47 @@ private: PipelineCacheRD raster_pipelines[BOKEH_MAX]; } bokeh; + struct SSEffectsDownsamplePushConstant { + float pixel_size[2]; + float z_far; + float z_near; + uint32_t orthogonal; + float radius_sq; + uint32_t pad[2]; + }; + + enum SSEffectsMode { + SS_EFFECTS_DOWNSAMPLE, + SS_EFFECTS_DOWNSAMPLE_HALF_RES, + SS_EFFECTS_DOWNSAMPLE_MIPMAP, + SS_EFFECTS_DOWNSAMPLE_MIPMAP_HALF_RES, + SS_EFFECTS_DOWNSAMPLE_HALF, + SS_EFFECTS_DOWNSAMPLE_HALF_RES_HALF, + SS_EFFECTS_DOWNSAMPLE_FULL_MIPS, + SS_EFFECTS_MAX + }; + + struct SSEffectsGatherConstants { + float rotation_matrices[80]; //5 vec4s * 4 + }; + + struct SSEffects { + SSEffectsDownsamplePushConstant downsample_push_constant; + SsEffectsDownsampleShaderRD downsample_shader; + RID downsample_shader_version; + RID downsample_uniform_set; + bool used_half_size_last_frame = false; + bool used_mips_last_frame = false; + bool used_full_mips_last_frame = false; + + RID gather_constants_buffer; + + RID mirror_sampler; + + RID pipelines[SS_EFFECTS_MAX]; + } ss_effects; + enum SSAOMode { - SSAO_DOWNSAMPLE, - SSAO_DOWNSAMPLE_HALF_RES, - SSAO_DOWNSAMPLE_MIPMAP, - SSAO_DOWNSAMPLE_MIPMAP_HALF_RES, - SSAO_DOWNSAMPLE_HALF, - SSAO_DOWNSAMPLE_HALF_RES_HALF, SSAO_GATHER, SSAO_GATHER_BASE, SSAO_GATHER_ADAPTIVE, @@ -421,15 +459,6 @@ private: SSAO_MAX }; - struct SSAODownsamplePushConstant { - float pixel_size[2]; - float z_far; - float z_near; - uint32_t orthogonal; - float radius_sq; - uint32_t pad[2]; - }; - struct SSAOGatherPushConstant { int32_t screen_size[2]; int pass; @@ -455,7 +484,7 @@ private: float horizon_angle_threshold; float inv_radius_near_limit; - bool is_orthogonal; + uint32_t is_orthogonal; float neg_inv_radius; float load_counter_avg_div; float adaptive_sample_limit; @@ -464,10 +493,6 @@ private: float pass_uv_offset[2]; }; - struct SSAOGatherConstants { - float rotation_matrices[80]; //5 vec4s * 4 - }; - struct SSAOImportanceMapPushConstant { float half_screen_pixel_size[2]; float intensity; @@ -487,15 +512,9 @@ private: }; struct SSAO { - SSAODownsamplePushConstant downsample_push_constant; - SsaoDownsampleShaderRD downsample_shader; - RID downsample_shader_version; - SSAOGatherPushConstant gather_push_constant; SsaoShaderRD gather_shader; RID gather_shader_version; - RID gather_constants_buffer; - bool gather_initialized = false; SSAOImportanceMapPushConstant importance_map_push_constant; SsaoImportanceMapShaderRD importance_map_shader; @@ -511,10 +530,104 @@ private: SsaoInterleaveShaderRD interleave_shader; RID interleave_shader_version; - RID mirror_sampler; RID pipelines[SSAO_MAX]; } ssao; + enum SSILMode { + SSIL_GATHER, + SSIL_GATHER_BASE, + SSIL_GATHER_ADAPTIVE, + SSIL_GENERATE_IMPORTANCE_MAP, + SSIL_PROCESS_IMPORTANCE_MAPA, + SSIL_PROCESS_IMPORTANCE_MAPB, + SSIL_BLUR_PASS, + SSIL_BLUR_PASS_SMART, + SSIL_BLUR_PASS_WIDE, + SSIL_INTERLEAVE, + SSIL_INTERLEAVE_SMART, + SSIL_INTERLEAVE_HALF, + SSIL_MAX + }; + + struct SSILGatherPushConstant { + int32_t screen_size[2]; + int pass; + int quality; + + float half_screen_pixel_size[2]; + float half_screen_pixel_size_x025[2]; + + float NDC_to_view_mul[2]; + float NDC_to_view_add[2]; + + float pad2[2]; + float z_near; + float z_far; + + float radius; + float intensity; + int size_multiplier; + int pad; + + float fade_out_mul; + float fade_out_add; + float normal_rejection_amount; + float inv_radius_near_limit; + + uint32_t is_orthogonal; + float neg_inv_radius; + float load_counter_avg_div; + float adaptive_sample_limit; + + int32_t pass_coord_offset[2]; + float pass_uv_offset[2]; + }; + + struct SSILImportanceMapPushConstant { + float half_screen_pixel_size[2]; + float intensity; + float pad; + }; + + struct SSILBlurPushConstant { + float edge_sharpness; + float pad; + float half_screen_pixel_size[2]; + }; + + struct SSILInterleavePushConstant { + float inv_sharpness; + uint32_t size_modifier; + float pixel_size[2]; + }; + + struct SSILProjectionUniforms { + float inv_last_frame_projection_matrix[16]; + }; + + struct SSIL { + SSILGatherPushConstant gather_push_constant; + SsilShaderRD gather_shader; + RID gather_shader_version; + RID projection_uniform_buffer; + + SSILImportanceMapPushConstant importance_map_push_constant; + SsilImportanceMapShaderRD importance_map_shader; + RID importance_map_shader_version; + RID importance_map_load_counter; + RID counter_uniform_set; + + SSILBlurPushConstant blur_push_constant; + SsilBlurShaderRD blur_shader; + RID blur_shader_version; + + SSILInterleavePushConstant interleave_push_constant; + SsilInterleaveShaderRD interleave_shader; + RID interleave_shader_version; + + RID pipelines[SSIL_MAX]; + } ssil; + struct RoughnessLimiterPushConstant { int32_t screen_size[2]; float curve; @@ -879,11 +992,34 @@ public: Size2i quarter_screen_size = Size2i(); }; + struct SSILSettings { + float radius = 1.0; + float intensity = 2.0; + float sharpness = 0.98; + float normal_rejection = 1.0; + + RS::EnvironmentSSILQuality quality = RS::ENV_SSIL_QUALITY_MEDIUM; + bool half_size = true; + float adaptive_target = 0.5; + int blur_passes = 4; + float fadeout_from = 50.0; + float fadeout_to = 300.0; + + Size2i full_screen_size = Size2i(); + Size2i half_screen_size = Size2i(); + Size2i quarter_screen_size = Size2i(); + }; + void tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings); void tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_color, RD::FramebufferFormatID p_dst_format_id, const TonemapSettings &p_settings); + 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); + 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 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); + + 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); + 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); 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); |