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/**************************************************************************/
/* 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<RID> 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<LuminanceBuffers> get_luminance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers);
RID get_current_luminance_buffer(Ref<RenderSceneBuffersRD> p_render_buffers);
void luminance_reduction(RID p_source_texture, const Size2i p_source_size, Ref<LuminanceBuffers> 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
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