#include "effects_rd.h" RID EffectsRD::_get_uniform_set_from_texture(RID p_texture) { if (texture_to_uniform_set_cache.has(p_texture)) { RID uniform_set = texture_to_uniform_set_cache[p_texture]; if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) { return uniform_set; } } Vector uniforms; RD::Uniform u; u.type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; u.binding = 0; u.ids.push_back(default_sampler); u.ids.push_back(p_texture); uniforms.push_back(u); //any thing with the same configuration (one texture in binding 0 for set 0), is good RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, blur.shader.version_get_shader(blur.shader_version, 0), 0); texture_to_uniform_set_cache[p_texture] = uniform_set; return uniform_set; } void EffectsRD::copy(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_region) { zeromem(&blur.push_constant, sizeof(BlurPushConstant)); if (p_region != Rect2()) { blur.push_constant.flags = BLUR_FLAG_USE_BLUR_SECTION; blur.push_constant.section[0] = p_region.position.x; blur.push_constant.section[1] = p_region.position.y; blur.push_constant.section[2] = p_region.size.width; blur.push_constant.section[3] = p_region.size.height; } RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP_COLOR, RD::FINAL_ACTION_READ_COLOR_DISCARD_DEPTH); RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur.pipelines[BLUR_MODE_SIMPLY_COPY].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0); RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur.push_constant, sizeof(BlurPushConstant)); RD::get_singleton()->draw_list_draw(draw_list, true); RD::get_singleton()->draw_list_end(); } void EffectsRD::gaussian_blur(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, const Rect2 &p_region) { zeromem(&blur.push_constant, sizeof(BlurPushConstant)); uint32_t base_flags = 0; if (p_region != Rect2()) { base_flags = BLUR_FLAG_USE_BLUR_SECTION; blur.push_constant.section[0] = p_region.position.x; blur.push_constant.section[1] = p_region.position.y; blur.push_constant.section[2] = p_region.size.width; blur.push_constant.section[3] = p_region.size.height; } blur.push_constant.pixel_size[0] = p_pixel_size.x; blur.push_constant.pixel_size[1] = p_pixel_size.y; //HORIZONTAL RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer_half, RD::INITIAL_ACTION_KEEP_COLOR, RD::FINAL_ACTION_READ_COLOR_DISCARD_DEPTH); RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur.pipelines[BLUR_MODE_GAUSSIAN_BLUR].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer_half))); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0); RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); blur.push_constant.flags = base_flags | BLUR_FLAG_HORIZONTAL; RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur.push_constant, sizeof(BlurPushConstant)); RD::get_singleton()->draw_list_draw(draw_list, true); RD::get_singleton()->draw_list_end(); //VERTICAL draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP_COLOR, RD::FINAL_ACTION_READ_COLOR_DISCARD_DEPTH); RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur.pipelines[BLUR_MODE_GAUSSIAN_BLUR].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_rd_texture_half), 0); RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); blur.push_constant.flags = base_flags; RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur.push_constant, sizeof(BlurPushConstant)); RD::get_singleton()->draw_list_draw(draw_list, true); RD::get_singleton()->draw_list_end(); } EffectsRD::EffectsRD() { // Initialize blur Vector blur_modes; blur_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n"); blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n"); blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n#define GLOW_USE_AUTO_EXPOSURE\n"); blur_modes.push_back("\n#define MODE_DOF_NEAR_BLUR\n#define DOF_QUALITY_LOW\n"); blur_modes.push_back("\n#define MODE_DOF_NEAR_BLUR\n#define DOF_QUALITY_MEDIUM\n"); blur_modes.push_back("\n#define MODE_DOF_NEAR_BLUR\n#define DOF_QUALITY_HIGH\n"); blur_modes.push_back("\n#define MODE_DOF_NEAR_BLUR\n#define DOF_QUALITY_LOW\n#define DOF_NEAR_BLUR_MERGE\n"); blur_modes.push_back("\n#define MODE_DOF_NEAR_BLUR\n#define DOF_QUALITY_MEDIUM\n#define DOF_NEAR_BLUR_MERGE\n"); blur_modes.push_back("\n#define MODE_DOF_NEAR_BLUR\n#define DOF_QUALITY_HIGH\n#define DOF_NEAR_BLUR_MERGE\n"); blur_modes.push_back("\n#define MODE_DOF_FAR_BLUR\n#define DOF_QUALITY_LOW\n"); blur_modes.push_back("\n#define MODE_DOF_FAR_BLUR\n#define DOF_QUALITY_MEDIUM\n"); blur_modes.push_back("\n#define MODE_DOF_FAR_BLUR\n#define DOF_QUALITY_HIGH\n"); blur_modes.push_back("\n#define MODE_SSAO_MERGE\n"); blur_modes.push_back("\n#define MODE_SIMPLE_COPY\n"); blur.shader.initialize(blur_modes); zeromem(&blur.push_constant, sizeof(BlurPushConstant)); blur.shader_version = blur.shader.version_create(); for (int i = 0; i < BLUR_MODE_MAX; i++) { blur.pipelines[i].setup(blur.shader.version_get_shader(blur.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0); } RD::SamplerState sampler; sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR; sampler.min_filter = RD::SAMPLER_FILTER_LINEAR; sampler.max_lod = 0; default_sampler = RD::get_singleton()->sampler_create(sampler); { //create index array for copy shaders PoolVector pv; pv.resize(6 * 4); { PoolVector::Write w = pv.write(); int *p32 = (int *)w.ptr(); p32[0] = 0; p32[1] = 1; p32[2] = 2; p32[3] = 0; p32[4] = 2; p32[5] = 3; } index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv); index_array = RD::get_singleton()->index_array_create(index_buffer, 0, 6); } } EffectsRD::~EffectsRD() { }