From f14defb6f9713a4adf1b7565d2bcbe13393f3f81 Mon Sep 17 00:00:00 2001 From: Juan Linietsky Date: Mon, 13 Jan 2020 15:37:24 -0300 Subject: WIP CameraEffects implementation (bokeh not working for now) --- .../visual/rasterizer_rd/rasterizer_effects_rd.cpp | 80 ++++++++++++ .../visual/rasterizer_rd/rasterizer_effects_rd.h | 37 ++++++ .../rasterizer_rd/rasterizer_scene_forward_rd.cpp | 29 +---- .../rasterizer_rd/rasterizer_scene_forward_rd.h | 4 +- .../visual/rasterizer_rd/rasterizer_scene_rd.cpp | 81 +++++++++++- servers/visual/rasterizer_rd/rasterizer_scene_rd.h | 41 +++++- servers/visual/rasterizer_rd/shaders/SCsub | 3 +- .../visual/rasterizer_rd/shaders/bokeh_dof.glsl | 141 +++++++++++++++++++++ 8 files changed, 372 insertions(+), 44 deletions(-) create mode 100644 servers/visual/rasterizer_rd/shaders/bokeh_dof.glsl (limited to 'servers/visual/rasterizer_rd') diff --git a/servers/visual/rasterizer_rd/rasterizer_effects_rd.cpp b/servers/visual/rasterizer_rd/rasterizer_effects_rd.cpp index 72329d8a13..f1ab55e7bf 100644 --- a/servers/visual/rasterizer_rd/rasterizer_effects_rd.cpp +++ b/servers/visual/rasterizer_rd/rasterizer_effects_rd.cpp @@ -406,6 +406,70 @@ void RasterizerEffectsRD::luminance_reduction(RID p_source_texture, const Size2i RD::get_singleton()->compute_list_end(); } +void RasterizerEffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i &p_base_texture_size, RID p_bokeh_texture, 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, VS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) { + + bokeh.push_constant.blur_far_active = p_dof_far; + bokeh.push_constant.blur_far_begin = p_dof_far_begin; + bokeh.push_constant.blur_far_end = p_dof_far_begin + p_dof_far_size; + + bokeh.push_constant.blur_near_active = p_dof_near; + bokeh.push_constant.blur_near_begin = p_dof_near_begin; + bokeh.push_constant.blur_near_end = MAX(0, p_dof_near_begin - p_dof_near_size); + + bokeh.push_constant.size[0] = p_base_texture_size.x; + bokeh.push_constant.size[1] = p_base_texture_size.y; + + bokeh.push_constant.z_near = p_cam_znear; + bokeh.push_constant.z_far = p_cam_zfar; + bokeh.push_constant.orthogonal = p_cam_orthogonal; + bokeh.push_constant.blur_size = p_bokeh_size; + bokeh.push_constant.blur_scale = 0.5; + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_GEN_BLUR_SIZE]); + + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_texture), 1); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); + + int32_t x_groups = (p_base_texture_size.x - 1) / 8 + 1; + int32_t y_groups = (p_base_texture_size.y - 1) / 8 + 1; + + RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_GEN_BOKEH]); + + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_bokeh_texture), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_texture), 1); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_base_texture), 2); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); + + x_groups = ((p_base_texture_size.x >> 1) - 1) / 8 + 1; + y_groups = ((p_base_texture_size.y >> 1) - 1) / 8 + 1; + + RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_COMPOSITE]); + + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_bokeh_texture), 1); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); + + x_groups = (p_base_texture_size.x - 1) / 8 + 1; + y_groups = (p_base_texture_size.y - 1) / 8 + 1; + + RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + + RD::get_singleton()->compute_list_end(); +} + RasterizerEffectsRD::RasterizerEffectsRD() { { @@ -511,6 +575,22 @@ RasterizerEffectsRD::RasterizerEffectsRD() { } } + { + // Initialize bokeh + Vector bokeh_modes; + bokeh_modes.push_back("\n#define MODE_GEN_BLUR_SIZE\n"); + bokeh_modes.push_back("\n#define MODE_GEN_BOKEH\n"); + bokeh_modes.push_back("\n#define MODE_COMPOSITE_BOKEH\n"); + + bokeh.shader.initialize(bokeh_modes); + + bokeh.shader_version = bokeh.shader.version_create(); + + for (int i = 0; i < BOKEH_MAX; i++) { + bokeh.pipelines[i] = RD::get_singleton()->compute_pipeline_create(bokeh.shader.version_get_shader(bokeh.shader_version, i)); + } + } + RD::SamplerState sampler; sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR; sampler.min_filter = RD::SAMPLER_FILTER_LINEAR; diff --git a/servers/visual/rasterizer_rd/rasterizer_effects_rd.h b/servers/visual/rasterizer_rd/rasterizer_effects_rd.h index 1fee77e41c..f050e298a9 100644 --- a/servers/visual/rasterizer_rd/rasterizer_effects_rd.h +++ b/servers/visual/rasterizer_rd/rasterizer_effects_rd.h @@ -34,11 +34,13 @@ #include "core/math/camera_matrix.h" #include "render_pipeline_vertex_format_cache_rd.h" #include "servers/visual/rasterizer_rd/shaders/blur.glsl.gen.h" +#include "servers/visual/rasterizer_rd/shaders/bokeh_dof.glsl.gen.h" #include "servers/visual/rasterizer_rd/shaders/copy.glsl.gen.h" #include "servers/visual/rasterizer_rd/shaders/cubemap_roughness.glsl.gen.h" #include "servers/visual/rasterizer_rd/shaders/luminance_reduce.glsl.gen.h" #include "servers/visual/rasterizer_rd/shaders/sky.glsl.gen.h" #include "servers/visual/rasterizer_rd/shaders/tonemap.glsl.gen.h" + #include "servers/visual_server.h" class RasterizerEffectsRD { @@ -221,6 +223,40 @@ class RasterizerEffectsRD { 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 pad; + + 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 pad2[2]; + }; + + enum BokehMode { + BOKEH_GEN_BLUR_SIZE, + BOKEH_GEN_BOKEH, + BOKEH_COMPOSITE, + BOKEH_MAX + }; + + struct Bokeh { + + BokehPushConstant push_constant; + BokehDofShaderRD shader; + RID shader_version; + RID pipelines[BOKEH_MAX]; + } bokeh; + RID default_sampler; RID default_mipmap_sampler; RID index_buffer; @@ -248,6 +284,7 @@ public: 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 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_bokeh_texture, 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, VS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal); struct TonemapSettings { diff --git a/servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.cpp b/servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.cpp index 248a3efede..3959986f3a 100644 --- a/servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.cpp +++ b/servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.cpp @@ -535,30 +535,16 @@ void RasterizerSceneForwardRD::RenderBufferDataForward::clear() { RD::get_singleton()->free(color_fb); color_fb = RID(); } - - if (depth.is_valid()) { - RD::get_singleton()->free(depth); - depth = RID(); - } } -void RasterizerSceneForwardRD::RenderBufferDataForward::configure(RID p_color_buffer, int p_width, int p_height, VS::ViewportMSAA p_msaa) { +void RasterizerSceneForwardRD::RenderBufferDataForward::configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, VS::ViewportMSAA p_msaa) { clear(); width = p_width; height = p_height; color = p_color_buffer; - - { - RD::TextureFormat tf; - tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT; - tf.width = p_width; - tf.height = p_height; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT; - - depth = RD::get_singleton()->texture_create(tf, RD::TextureView()); - } + depth = p_depth_buffer; { Vector fb; @@ -1625,7 +1611,7 @@ void RasterizerSceneForwardRD::_setup_lights(RID *p_light_cull_result, int p_lig } } -void RasterizerSceneForwardRD::_render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color) { +void RasterizerSceneForwardRD::_render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color) { RenderBufferDataForward *render_buffer = NULL; if (p_render_buffer.is_valid()) { @@ -1855,15 +1841,6 @@ void RasterizerSceneForwardRD::_render_scene(RID p_render_buffer, const Transfor } } #endif - if (p_reflection_probe.is_valid()) { - //was rendering a probe, so do no more - return; - } - - RENDER_TIMESTAMP("Tonemap"); - - render_buffers_post_process_and_tonemap(p_render_buffer, p_environment); - render_buffers_debug_draw(p_render_buffer, p_shadow_atlas); #if 0 _post_process(env, p_cam_projection); diff --git a/servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.h b/servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.h index 8517e4201c..dd86c8ae27 100644 --- a/servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.h +++ b/servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.h @@ -195,7 +195,7 @@ class RasterizerSceneForwardRD : public RasterizerSceneRD { int width, height; void clear(); - virtual void configure(RID p_color_buffer, int p_width, int p_height, VS::ViewportMSAA p_msaa); + virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, VS::ViewportMSAA p_msaa); ~RenderBufferDataForward(); }; @@ -538,7 +538,7 @@ class RasterizerSceneForwardRD : public RasterizerSceneRD { void _draw_sky(RD::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_fb_format, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, float p_alpha); protected: - virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color); + virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color); virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip); virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region); diff --git a/servers/visual/rasterizer_rd/rasterizer_scene_rd.cpp b/servers/visual/rasterizer_rd/rasterizer_scene_rd.cpp index a97c68a619..e5b199261f 100644 --- a/servers/visual/rasterizer_rd/rasterizer_scene_rd.cpp +++ b/servers/visual/rasterizer_rd/rasterizer_scene_rd.cpp @@ -1117,6 +1117,36 @@ int RasterizerSceneRD::get_directional_light_shadow_size(RID p_light_intance) { ////////////////////////////////////////////////// +RID RasterizerSceneRD::camera_effects_create() { + + return camera_effects_owner.make_rid(CameraEffects()); +} + +void RasterizerSceneRD::camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount, VS::DOFBlurQuality p_quality) { + CameraEffects *camfx = camera_effects_owner.getornull(p_camera_effects); + ERR_FAIL_COND(!camfx); + + camfx->dof_blur_far_enabled = p_far_enable; + camfx->dof_blur_far_distance = p_far_distance; + camfx->dof_blur_far_transition = p_far_transition; + + camfx->dof_blur_near_enabled = p_near_enable; + camfx->dof_blur_near_distance = p_near_distance; + camfx->dof_blur_near_transition = p_near_transition; + + camfx->dof_blur_quality = p_quality; + camfx->dof_blur_amount = p_amount; +} + +void RasterizerSceneRD::camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) { + + CameraEffects *camfx = camera_effects_owner.getornull(p_camera_effects); + ERR_FAIL_COND(!camfx); + + camfx->override_exposure_enabled = p_enable; + camfx->override_exposure = p_exposure; +} + RID RasterizerSceneRD::light_instance_create(RID p_light) { RID li = light_instance_owner.make_rid(LightInstance()); @@ -2172,7 +2202,7 @@ void RasterizerSceneRD::_allocate_blur_textures(RenderBuffers *rb) { tf.width = rb->width; tf.height = rb->height; tf.type = RD::TEXTURE_TYPE_2D; - tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; + tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; tf.mipmaps = mipmaps_required; rb->blur[0].texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); @@ -2254,6 +2284,12 @@ void RasterizerSceneRD::_free_render_buffer_data(RenderBuffers *rb) { if (rb->texture.is_valid()) { RD::get_singleton()->free(rb->texture); + rb->texture = RID(); + } + + if (rb->depth_texture.is_valid()) { + RD::get_singleton()->free(rb->depth_texture); + rb->depth_texture = RID(); } for (int i = 0; i < 2; i++) { @@ -2279,16 +2315,27 @@ void RasterizerSceneRD::_free_render_buffer_data(RenderBuffers *rb) { } } -void RasterizerSceneRD::render_buffers_post_process_and_tonemap(RID p_render_buffers, RID p_environment) { +void RasterizerSceneRD::_render_buffers_post_process_and_tonemap(RID p_render_buffers, RID p_environment, RID p_camera_effects, const CameraMatrix &p_projection) { RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); ERR_FAIL_COND(!rb); Environent *env = environment_owner.getornull(p_environment); //glow (if enabled) + CameraEffects *camfx = camera_effects_owner.getornull(p_camera_effects); bool can_use_effects = rb->width >= 8 && rb->height >= 8; + if (can_use_effects && camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0) { + + if (rb->blur[0].texture.is_null()) { + _allocate_blur_textures(rb); + } + + float bokeh_size = camfx->dof_blur_amount * 20.0; + storage->get_effects()->bokeh_dof(rb->texture, rb->depth_texture, Size2i(rb->width, rb->height), rb->blur[1].mipmaps[0].texture, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, camfx->dof_blur_quality, p_projection.get_z_near(), p_projection.get_z_far(), p_projection.is_orthogonal()); + } + if (can_use_effects && env && env->auto_exposure) { if (rb->luminance.current.is_null()) { @@ -2388,7 +2435,7 @@ void RasterizerSceneRD::render_buffers_post_process_and_tonemap(RID p_render_buf storage->render_target_disable_clear_request(rb->render_target); } -void RasterizerSceneRD::render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas) { +void RasterizerSceneRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas) { RasterizerEffectsRD *effects = storage->get_effects(); RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); @@ -2443,12 +2490,22 @@ void RasterizerSceneRD::render_buffers_configure(RID p_render_buffers, RID p_ren tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; tf.width = rb->width; tf.height = rb->height; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; rb->texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); } - rb->data->configure(rb->texture, p_width, p_height, p_msaa); + { + RD::TextureFormat tf; + tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT; + tf.width = p_width; + tf.height = p_height; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT; + + rb->depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); + } + + rb->data->configure(rb->texture, rb->depth_texture, p_width, p_height, p_msaa); } int RasterizerSceneRD::get_roughness_layers() const { @@ -2465,7 +2522,7 @@ RasterizerSceneRD::RenderBufferData *RasterizerSceneRD::render_buffers_get_data( return rb->data; } -void RasterizerSceneRD::render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) { +void RasterizerSceneRD::render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) { Color clear_color; if (p_render_buffers.is_valid()) { @@ -2476,7 +2533,14 @@ void RasterizerSceneRD::render_scene(RID p_render_buffers, const Transform &p_ca clear_color = storage->get_default_clear_color(); } - _render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_ortogonal, p_cull_result, p_cull_count, p_light_cull_result, p_light_cull_count, p_reflection_probe_cull_result, p_reflection_probe_cull_count, p_gi_probe_cull_result, p_gi_probe_cull_count, p_environment, p_shadow_atlas, p_reflection_atlas, p_reflection_probe, p_reflection_probe_pass, clear_color); + _render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_ortogonal, p_cull_result, p_cull_count, p_light_cull_result, p_light_cull_count, p_reflection_probe_cull_result, p_reflection_probe_cull_count, p_gi_probe_cull_result, p_gi_probe_cull_count, p_environment, p_camera_effects, p_shadow_atlas, p_reflection_atlas, p_reflection_probe, p_reflection_probe_pass, clear_color); + + if (p_render_buffers.is_valid()) { + RENDER_TIMESTAMP("Tonemap"); + + _render_buffers_post_process_and_tonemap(p_render_buffers, p_environment, p_camera_effects, p_cam_projection); + _render_buffers_debug_draw(p_render_buffers, p_shadow_atlas); + } } void RasterizerSceneRD::render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) { @@ -2670,6 +2734,9 @@ bool RasterizerSceneRD::free(RID p_rid) { } else if (environment_owner.owns(p_rid)) { //not much to delete, just free it environment_owner.free(p_rid); + } else if (camera_effects_owner.owns(p_rid)) { + //not much to delete, just free it + camera_effects_owner.free(p_rid); } else if (reflection_atlas_owner.owns(p_rid)) { reflection_atlas_set_size(p_rid, 0, 0); reflection_atlas_owner.free(p_rid); diff --git a/servers/visual/rasterizer_rd/rasterizer_scene_rd.h b/servers/visual/rasterizer_rd/rasterizer_scene_rd.h index ae4bcde4b4..cfd11e9a38 100644 --- a/servers/visual/rasterizer_rd/rasterizer_scene_rd.h +++ b/servers/visual/rasterizer_rd/rasterizer_scene_rd.h @@ -49,12 +49,12 @@ public: protected: struct RenderBufferData { - virtual void configure(RID p_color_buffer, int p_width, int p_height, VS::ViewportMSAA p_msaa) = 0; + virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, VS::ViewportMSAA p_msaa) = 0; virtual ~RenderBufferData() {} }; virtual RenderBufferData *_create_render_buffer_data() = 0; - virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_color) = 0; + virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_color) = 0; virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool use_dp_flip) = 0; virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region) = 0; @@ -487,6 +487,28 @@ private: mutable RID_Owner environment_owner; + /* CAMERA EFFECTS */ + + struct CameraEffects { + + bool dof_blur_far_enabled = false; + float dof_blur_far_distance = 10; + float dof_blur_far_transition = 5; + + bool dof_blur_near_enabled = false; + float dof_blur_near_distance = 2; + float dof_blur_near_transition = 1; + + float dof_blur_amount = 0.1; + + VS::DOFBlurQuality dof_blur_quality = VS::DOF_BLUR_QUALITY_MEDIUM; + + bool override_exposure_enabled = false; + float override_exposure = 1; + }; + + mutable RID_Owner camera_effects_owner; + /* RENDER BUFFERS */ struct RenderBuffers { @@ -499,6 +521,7 @@ private: uint64_t auto_exposure_version = 1; RID texture; //main texture for rendering to, must be filled after done rendering + RID depth_texture; //main depth texture //built-in textures used for ping pong image processing and blurring struct Blur { @@ -529,6 +552,9 @@ private: void _allocate_blur_textures(RenderBuffers *rb); void _allocate_luminance_textures(RenderBuffers *rb); + void _render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas); + void _render_buffers_post_process_and_tonemap(RID p_render_buffers, RID p_environment, RID p_camera_effects, const CameraMatrix &p_projection); + uint64_t scene_pass = 0; uint64_t shadow_atlas_realloc_tolerance_msec = 500; @@ -607,8 +633,6 @@ public: bool is_environment(RID p_env) const; - void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) {} - void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) {} void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale); void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) {} @@ -623,6 +647,11 @@ public: void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) {} void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) {} + virtual RID camera_effects_create(); + + virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount, VS::DOFBlurQuality p_quality); + virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure); + RID light_instance_create(RID p_light); void light_instance_set_transform(RID p_light_instance, const Transform &p_transform); void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0); @@ -846,10 +875,8 @@ public: void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, VS::ViewportMSAA p_msaa); RID render_buffers_get_back_buffer_texture(RID p_render_buffers); - void render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas); - void render_buffers_post_process_and_tonemap(RID p_render_buffers, RID p_environment); - void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass); + void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_camera_effects, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass); void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count); diff --git a/servers/visual/rasterizer_rd/shaders/SCsub b/servers/visual/rasterizer_rd/shaders/SCsub index 7d5e88b0ab..194d7d6c0e 100644 --- a/servers/visual/rasterizer_rd/shaders/SCsub +++ b/servers/visual/rasterizer_rd/shaders/SCsub @@ -15,5 +15,4 @@ if 'RD_GLSL' in env['BUILDERS']: env.RD_GLSL('giprobe_debug.glsl'); env.RD_GLSL('giprobe_sdf.glsl'); env.RD_GLSL('luminance_reduce.glsl'); - - + env.RD_GLSL('bokeh_dof.glsl'); diff --git a/servers/visual/rasterizer_rd/shaders/bokeh_dof.glsl b/servers/visual/rasterizer_rd/shaders/bokeh_dof.glsl new file mode 100644 index 0000000000..7042b72d2a --- /dev/null +++ b/servers/visual/rasterizer_rd/shaders/bokeh_dof.glsl @@ -0,0 +1,141 @@ +/* clang-format off */ +[compute] +/* clang-format on */ +#version 450 + +VERSION_DEFINES + +#define BLOCK_SIZE 8 + +layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in; + + +#ifdef MODE_GEN_BLUR_SIZE +layout(rgba16f, set = 0, binding = 0) uniform restrict image2D color_image; +layout(set = 1, binding = 0) uniform sampler2D source_depth; +#endif + +#ifdef MODE_GEN_BOKEH +layout(set = 2, binding = 0) uniform sampler2D color_texture; +layout(set = 1, binding = 0) uniform sampler2D source_depth; +layout(rgba16f, set = 0, binding = 0) uniform restrict writeonly image2D bokeh_image; +#endif + +#ifdef MODE_COMPOSITE_BOKEH +layout(rgba16f, set = 0, binding = 0) uniform restrict image2D color_image; +layout(set = 1, binding = 0) uniform sampler2D source_bokeh; +#endif + + + + +layout(push_constant, binding = 1, std430) uniform Params { + ivec2 size; + float z_far; + float z_near; + + bool orthogonal; + float blur_size; + float blur_scale; + uint pad; + + bool blur_near_active; + float blur_near_begin; + float blur_near_end; + bool blur_far_active; + float blur_far_begin; + float blur_far_end; + uint pad2[2]; + +} params; + +#ifndef MODE_COMPOSITE_BOKEH + +float get_depth_at_pos(vec2 uv) { + float depth = textureLod(source_depth,uv,0.0).x; + if (params.orthogonal) { + depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0; + } else { + depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near)); + } + return depth; +} + +float get_blur_size(float depth) { + + if (params.blur_near_active && depth < params.blur_near_begin) { + return smoothstep(params.blur_near_end,params.blur_near_begin,depth) * params.blur_size; + } + + if (params.blur_far_active && depth > params.blur_far_begin) { + return smoothstep(params.blur_far_begin,params.blur_far_end,depth) * params.blur_size; + } + + return 0.0; +} + +#endif + +const float GOLDEN_ANGLE = 2.39996323; + +void main() { + + ivec2 pos = ivec2(gl_GlobalInvocationID.xy); + + if (any(greaterThan(pos,params.size))) { //too large, do nothing + return; + } + + vec2 uv = vec2(pos) / vec2(params.size); + +#ifdef MODE_GEN_BLUR_SIZE + //precompute size in alpha channel + float depth = get_depth_at_pos(uv); + float size = get_blur_size(depth); + + vec4 color = imageLoad(color_image,pos); + color.a = size; + imageStore(color_image,pos,color); +#endif + +#ifdef MODE_GEN_BOKEH + + float depth = get_depth_at_pos(uv); + float size = get_blur_size(depth); + vec4 color = texture(color_texture,uv); + float accum = 1.0; + float radius = params.blur_scale; + vec2 pixel_size = 1.0/vec2(params.size); + + for (float ang = 0.0; radius < params.blur_size; ang += GOLDEN_ANGLE) { + + vec2 suv = uv + vec2(cos(ang), sin(ang)) * pixel_size * radius; + vec4 sample_color = texture(color_texture, suv); + float sample_depth = get_depth_at_pos(suv); + if (sample_depth > depth) { + sample_color.a = clamp(sample_color.a, 0.0, size*2.0); + } + + float m = smoothstep(radius-0.5, radius+0.5, sample_color.a); + color += mix(color/accum, sample_color, m); + accum += 1.0; + radius += params.blur_size/radius; + } + + color /= accum; + + imageStore(bokeh_image,pos,color); +#endif + +#ifdef MODE_COMPOSITE_BOKEH + + vec4 color = imageLoad(color_image,pos); + vec4 bokeh = texture(source_bokeh,uv); + if (max(color.a,bokeh.a) > 0.5) { //there is some blur in this pixel, so use bokeh + color = bokeh; + } + color.a=0; //reset alpha + imageStore(color_image,pos,color); +#endif + +} -- cgit v1.2.3