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/*************************************************************************/
/*  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