/**************************************************************************/ /* luminance.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 LUMINANCE_RD_H #define LUMINANCE_RD_H #include "servers/rendering/renderer_rd/pipeline_cache_rd.h" #include "servers/rendering/renderer_rd/shaders/effects/luminance_reduce.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster.glsl.gen.h" #include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h" #include "servers/rendering/renderer_scene_render.h" #include "servers/rendering_server.h" #define RB_LUMINANCE_BUFFERS SNAME("luminance_buffers") namespace RendererRD { class Luminance { private: bool prefer_raster_effects; enum LuminanceReduceMode { LUMINANCE_REDUCE_READ, LUMINANCE_REDUCE, LUMINANCE_REDUCE_WRITE, LUMINANCE_REDUCE_MAX }; struct LuminanceReducePushConstant { int32_t source_size[2]; float max_luminance; float min_luminance; float exposure_adjust; float pad[3]; }; struct LuminanceReduce { LuminanceReduceShaderRD shader; RID shader_version; RID pipelines[LUMINANCE_REDUCE_MAX]; } luminance_reduce; enum LuminanceReduceRasterMode { LUMINANCE_REDUCE_FRAGMENT_FIRST, LUMINANCE_REDUCE_FRAGMENT, LUMINANCE_REDUCE_FRAGMENT_FINAL, LUMINANCE_REDUCE_FRAGMENT_MAX }; struct LuminanceReduceRasterPushConstant { int32_t source_size[2]; int32_t dest_size[2]; float exposure_adjust; float min_luminance; float max_luminance; uint32_t pad1; }; struct LuminanceReduceFragment { LuminanceReduceRasterShaderRD shader; RID shader_version; PipelineCacheRD pipelines[LUMINANCE_REDUCE_FRAGMENT_MAX]; } luminance_reduce_raster; public: class LuminanceBuffers : public RenderBufferCustomDataRD { GDCLASS(LuminanceBuffers, RenderBufferCustomDataRD); private: bool prefer_raster_effects; public: Vector reduce; RID current; virtual void configure(RenderSceneBuffersRD *p_render_buffers) override; virtual void free_data() override; void set_prefer_raster_effects(bool p_prefer_raster_effects); }; Ref get_luminance_buffers(Ref p_render_buffers); RID get_current_luminance_buffer(Ref p_render_buffers); void luminance_reduction(RID p_source_texture, const Size2i p_source_size, Ref p_luminance_buffers, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false); Luminance(bool p_prefer_raster_effects); ~Luminance(); }; } // namespace RendererRD #endif // LUMINANCE_RD_H