/*************************************************************************/ /* copy_effects.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 COPY_RD_H #define COPY_RD_H #include "servers/rendering/renderer_rd/pipeline_cache_rd.h" #include "servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/effects/copy.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl.gen.h" #include "servers/rendering/renderer_scene_render.h" #include "servers/rendering_server.h" namespace RendererRD { class CopyEffects { private: bool prefer_raster_effects; // Blur raster shader enum BlurRasterMode { BLUR_MIPMAP, BLUR_MODE_GAUSSIAN_BLUR, BLUR_MODE_GAUSSIAN_GLOW, BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE, BLUR_MODE_COPY, BLUR_MODE_MAX }; enum { BLUR_FLAG_HORIZONTAL = (1 << 0), BLUR_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 1), BLUR_FLAG_GLOW_FIRST_PASS = (1 << 2), }; struct BlurRasterPushConstant { 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; float luminance_multiplier; float res1; float res2; float res3; }; struct BlurRaster { BlurRasterPushConstant push_constant; BlurRasterShaderRD shader; RID shader_version; PipelineCacheRD pipelines[BLUR_MODE_MAX]; } blur_raster; // Copy shader enum CopyMode { COPY_MODE_GAUSSIAN_COPY, COPY_MODE_GAUSSIAN_COPY_8BIT, COPY_MODE_GAUSSIAN_GLOW, COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE, COPY_MODE_SIMPLY_COPY, COPY_MODE_SIMPLY_COPY_8BIT, COPY_MODE_SIMPLY_COPY_DEPTH, COPY_MODE_SET_COLOR, COPY_MODE_SET_COLOR_8BIT, COPY_MODE_MIPMAP, COPY_MODE_LINEARIZE_DEPTH, COPY_MODE_CUBE_TO_PANORAMA, COPY_MODE_CUBE_ARRAY_TO_PANORAMA, COPY_MODE_MAX, }; enum { COPY_FLAG_HORIZONTAL = (1 << 0), COPY_FLAG_USE_COPY_SECTION = (1 << 1), COPY_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 2), COPY_FLAG_DOF_NEAR_FIRST_TAP = (1 << 3), COPY_FLAG_GLOW_FIRST_PASS = (1 << 4), COPY_FLAG_FLIP_Y = (1 << 5), COPY_FLAG_FORCE_LUMINANCE = (1 << 6), COPY_FLAG_ALL_SOURCE = (1 << 7), COPY_FLAG_HIGH_QUALITY_GLOW = (1 << 8), COPY_FLAG_ALPHA_TO_ONE = (1 << 9), }; struct CopyPushConstant { int32_t section[4]; int32_t target[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 camera_z_far; float camera_z_near; uint32_t pad2[2]; //SET color float set_color[4]; }; struct Copy { CopyPushConstant push_constant; CopyShaderRD shader; RID shader_version; RID pipelines[COPY_MODE_MAX]; } copy; // Copy to FB shader enum CopyToFBMode { COPY_TO_FB_COPY, COPY_TO_FB_COPY_PANORAMA_TO_DP, COPY_TO_FB_COPY2, COPY_TO_FB_MULTIVIEW, COPY_TO_FB_MULTIVIEW_WITH_DEPTH, COPY_TO_FB_MAX, }; struct CopyToFbPushConstant { float section[4]; float pixel_size[2]; uint32_t flip_y; uint32_t use_section; uint32_t force_luminance; uint32_t alpha_to_zero; uint32_t srgb; uint32_t pad; }; struct CopyToFb { CopyToFbPushConstant push_constant; CopyToFbShaderRD shader; RID shader_version; PipelineCacheRD pipelines[COPY_TO_FB_MAX]; } copy_to_fb; static CopyEffects *singleton; public: static CopyEffects *get_singleton(); CopyEffects(bool p_prefer_raster_effects); ~CopyEffects(); void copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_all_source = false, bool p_8_bit_dst = false, bool p_alpha_to_one = false); void copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array); void copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false); void copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far); void copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_alpha_to_zero = false, bool p_srgb = false, RID p_secondary = RID(), bool p_multiview = false); void copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y = false, bool p_panorama = false); void copy_raster(RID p_source_texture, RID p_dest_framebuffer); void gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, bool p_8bit_dst = false); void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, 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_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0); void gaussian_glow_raster(RID p_source_rd_texture, float p_luminance_multiplier, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, 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_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0); void make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size); void make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebuffer, const Size2i &p_size); void set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst = false); }; } // namespace RendererRD #endif // !COPY_RD_H