/*************************************************************************/ /* bokeh_dof.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* 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 */ /* "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 BOKEH_DOF_RD_H #define BOKEH_DOF_RD_H #include "servers/rendering/renderer_rd/pipeline_cache_rd.h" #include "servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl.gen.h" #include "servers/rendering/renderer_scene_render.h" #include "servers/rendering_server.h" namespace RendererRD { class BokehDOF { private: bool prefer_raster_effects; 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_BOX_NOWEIGHT, BOKEH_GEN_BOKEH_HEXAGONAL, BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT, BOKEH_GEN_BOKEH_CIRCULAR, BOKEH_COMPOSITE, BOKEH_MAX }; struct Bokeh { BokehPushConstant push_constant; BokehDofShaderRD compute_shader; BokehDofRasterShaderRD raster_shader; RID shader_version; RID compute_pipelines[BOKEH_MAX]; PipelineCacheRD raster_pipelines[BOKEH_MAX]; } bokeh; public: struct BokehBuffers { // bokeh buffers // textures Size2i base_texture_size; RID base_texture; RID depth_texture; RID secondary_texture; RID half_texture[2]; // raster only RID base_fb; RID secondary_fb; // with weights RID half_fb[2]; // with weights RID base_weight_fb; RID weight_texture[4]; }; BokehDOF(bool p_prefer_raster_effects); ~BokehDOF(); void bokeh_dof_compute(const BokehBuffers &p_buffers, 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); void bokeh_dof_raster(const BokehBuffers &p_buffers, 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_dof_blur_amount, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal); }; } // namespace RendererRD #endif // !BOKEH_DOF_RD_H