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/*************************************************************************/
/* ss_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 SS_EFFECTS_RD_H
#define SS_EFFECTS_RD_H
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
#include "servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/ssao.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/ssil.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl.gen.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering_server.h"
class RenderSceneBuffersRD;
namespace RendererRD {
class SSEffects {
private:
static SSEffects *singleton;
public:
static SSEffects *get_singleton() { return singleton; }
SSEffects();
~SSEffects();
/* SS Downsampler */
void downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, RS::EnvironmentSSAOQuality p_ssao_quality, RS::EnvironmentSSILQuality p_ssil_quality, bool p_invalidate_uniform_set, bool p_ssao_half_size, bool p_ssil_half_size, Size2i p_full_screen_size, const Projection &p_projection);
/* SSIL */
struct SSILRenderBuffers {
bool half_size = false;
int buffer_width;
int buffer_height;
int half_buffer_width;
int half_buffer_height;
RID ssil_final;
RID deinterleaved;
Vector<RID> deinterleaved_slices;
RID pong;
Vector<RID> pong_slices;
RID edges;
Vector<RID> edges_slices;
RID importance_map[2];
RID depth_texture_view;
RID last_frame;
Vector<RID> last_frame_slices;
RID gather_uniform_set;
RID importance_map_uniform_set;
RID projection_uniform_set;
};
struct SSILSettings {
float radius = 1.0;
float intensity = 2.0;
float sharpness = 0.98;
float normal_rejection = 1.0;
RS::EnvironmentSSILQuality quality = RS::ENV_SSIL_QUALITY_MEDIUM;
bool half_size = true;
float adaptive_target = 0.5;
int blur_passes = 4;
float fadeout_from = 50.0;
float fadeout_to = 300.0;
Size2i full_screen_size = Size2i();
};
void ssil_allocate_buffers(SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings, RID p_linear_depth);
void screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers, RID p_normal_buffer, const Projection &p_projection, const Projection &p_last_projection, const SSILSettings &p_settings);
void ssil_free(SSILRenderBuffers &p_ssil_buffers);
/* SSAO */
struct SSAORenderBuffers {
bool half_size = false;
int buffer_width;
int buffer_height;
int half_buffer_width;
int half_buffer_height;
RID ao_deinterleaved;
Vector<RID> ao_deinterleaved_slices;
RID ao_pong;
Vector<RID> ao_pong_slices;
RID ao_final;
RID importance_map[2];
RID depth_texture_view;
RID gather_uniform_set;
RID importance_map_uniform_set;
};
struct SSAOSettings {
float radius = 1.0;
float intensity = 2.0;
float power = 1.5;
float detail = 0.5;
float horizon = 0.06;
float sharpness = 0.98;
RS::EnvironmentSSAOQuality quality = RS::ENV_SSAO_QUALITY_MEDIUM;
bool half_size = false;
float adaptive_target = 0.5;
int blur_passes = 2;
float fadeout_from = 50.0;
float fadeout_to = 300.0;
Size2i full_screen_size = Size2i();
};
void ssao_allocate_buffers(SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings, RID p_linear_depth);
void generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_buffer, const Projection &p_projection, const SSAOSettings &p_settings);
void ssao_free(SSAORenderBuffers &p_ssao_buffers);
/* Screen Space Reflection */
struct SSRRenderBuffers {
RID normal_scaled;
RID depth_scaled;
RID blur_radius[2];
RID intermediate;
RID output;
RID output_slices[RendererSceneRender::MAX_RENDER_VIEWS];
};
void ssr_allocate_buffers(SSRRenderBuffers &p_ssr_buffers, const RenderingDevice::DataFormat p_color_format, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, const Size2i &p_screen_size, const uint32_t p_view_count);
void screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const RID *p_diffuse_slices, const RID *p_normal_roughness_slices, RS::EnvironmentSSRRoughnessQuality p_roughness_quality, const RID *p_metallic_slices, const RID *p_depth_slices, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets);
void ssr_free(SSRRenderBuffers &p_ssr_buffers);
/* subsurface scattering */
void sub_surface_scattering(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_diffuse, RID p_depth, const Projection &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RS::SubSurfaceScatteringQuality p_quality);
private:
/* SS Downsampler */
struct SSEffectsDownsamplePushConstant {
float pixel_size[2];
float z_far;
float z_near;
uint32_t orthogonal;
float radius_sq;
uint32_t pad[2];
};
enum SSEffectsMode {
SS_EFFECTS_DOWNSAMPLE,
SS_EFFECTS_DOWNSAMPLE_HALF_RES,
SS_EFFECTS_DOWNSAMPLE_MIPMAP,
SS_EFFECTS_DOWNSAMPLE_MIPMAP_HALF_RES,
SS_EFFECTS_DOWNSAMPLE_HALF,
SS_EFFECTS_DOWNSAMPLE_HALF_RES_HALF,
SS_EFFECTS_DOWNSAMPLE_FULL_MIPS,
SS_EFFECTS_MAX
};
struct SSEffectsGatherConstants {
float rotation_matrices[80]; //5 vec4s * 4
};
struct SSEffectsShader {
SSEffectsDownsamplePushConstant downsample_push_constant;
SsEffectsDownsampleShaderRD downsample_shader;
RID downsample_shader_version;
RID downsample_uniform_set;
bool used_half_size_last_frame = false;
bool used_mips_last_frame = false;
bool used_full_mips_last_frame = false;
RID gather_constants_buffer;
RID mirror_sampler;
RID pipelines[SS_EFFECTS_MAX];
} ss_effects;
/* SSIL */
enum SSILMode {
SSIL_GATHER,
SSIL_GATHER_BASE,
SSIL_GATHER_ADAPTIVE,
SSIL_GENERATE_IMPORTANCE_MAP,
SSIL_PROCESS_IMPORTANCE_MAPA,
SSIL_PROCESS_IMPORTANCE_MAPB,
SSIL_BLUR_PASS,
SSIL_BLUR_PASS_SMART,
SSIL_BLUR_PASS_WIDE,
SSIL_INTERLEAVE,
SSIL_INTERLEAVE_SMART,
SSIL_INTERLEAVE_HALF,
SSIL_MAX
};
struct SSILGatherPushConstant {
int32_t screen_size[2];
int pass;
int quality;
float half_screen_pixel_size[2];
float half_screen_pixel_size_x025[2];
float NDC_to_view_mul[2];
float NDC_to_view_add[2];
float pad2[2];
float z_near;
float z_far;
float radius;
float intensity;
int size_multiplier;
int pad;
float fade_out_mul;
float fade_out_add;
float normal_rejection_amount;
float inv_radius_near_limit;
uint32_t is_orthogonal;
float neg_inv_radius;
float load_counter_avg_div;
float adaptive_sample_limit;
int32_t pass_coord_offset[2];
float pass_uv_offset[2];
};
struct SSILImportanceMapPushConstant {
float half_screen_pixel_size[2];
float intensity;
float pad;
};
struct SSILBlurPushConstant {
float edge_sharpness;
float pad;
float half_screen_pixel_size[2];
};
struct SSILInterleavePushConstant {
float inv_sharpness;
uint32_t size_modifier;
float pixel_size[2];
};
struct SSILProjectionUniforms {
float inv_last_frame_projection_matrix[16];
};
struct SSIL {
SSILGatherPushConstant gather_push_constant;
SsilShaderRD gather_shader;
RID gather_shader_version;
RID projection_uniform_buffer;
SSILImportanceMapPushConstant importance_map_push_constant;
SsilImportanceMapShaderRD importance_map_shader;
RID importance_map_shader_version;
RID importance_map_load_counter;
RID counter_uniform_set;
SSILBlurPushConstant blur_push_constant;
SsilBlurShaderRD blur_shader;
RID blur_shader_version;
SSILInterleavePushConstant interleave_push_constant;
SsilInterleaveShaderRD interleave_shader;
RID interleave_shader_version;
RID pipelines[SSIL_MAX];
} ssil;
void gather_ssil(RD::ComputeListID p_compute_list, const Vector<RID> p_ssil_slices, const Vector<RID> p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set);
/* SSAO */
enum SSAOMode {
SSAO_GATHER,
SSAO_GATHER_BASE,
SSAO_GATHER_ADAPTIVE,
SSAO_GENERATE_IMPORTANCE_MAP,
SSAO_PROCESS_IMPORTANCE_MAPA,
SSAO_PROCESS_IMPORTANCE_MAPB,
SSAO_BLUR_PASS,
SSAO_BLUR_PASS_SMART,
SSAO_BLUR_PASS_WIDE,
SSAO_INTERLEAVE,
SSAO_INTERLEAVE_SMART,
SSAO_INTERLEAVE_HALF,
SSAO_MAX
};
struct SSAOGatherPushConstant {
int32_t screen_size[2];
int pass;
int quality;
float half_screen_pixel_size[2];
int size_multiplier;
float detail_intensity;
float NDC_to_view_mul[2];
float NDC_to_view_add[2];
float pad[2];
float half_screen_pixel_size_x025[2];
float radius;
float intensity;
float shadow_power;
float shadow_clamp;
float fade_out_mul;
float fade_out_add;
float horizon_angle_threshold;
float inv_radius_near_limit;
uint32_t is_orthogonal;
float neg_inv_radius;
float load_counter_avg_div;
float adaptive_sample_limit;
int32_t pass_coord_offset[2];
float pass_uv_offset[2];
};
struct SSAOImportanceMapPushConstant {
float half_screen_pixel_size[2];
float intensity;
float power;
};
struct SSAOBlurPushConstant {
float edge_sharpness;
float pad;
float half_screen_pixel_size[2];
};
struct SSAOInterleavePushConstant {
float inv_sharpness;
uint32_t size_modifier;
float pixel_size[2];
};
struct SSAO {
SSAOGatherPushConstant gather_push_constant;
SsaoShaderRD gather_shader;
RID gather_shader_version;
SSAOImportanceMapPushConstant importance_map_push_constant;
SsaoImportanceMapShaderRD importance_map_shader;
RID importance_map_shader_version;
RID importance_map_load_counter;
RID counter_uniform_set;
SSAOBlurPushConstant blur_push_constant;
SsaoBlurShaderRD blur_shader;
RID blur_shader_version;
SSAOInterleavePushConstant interleave_push_constant;
SsaoInterleaveShaderRD interleave_shader;
RID interleave_shader_version;
RID pipelines[SSAO_MAX];
} ssao;
void gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set);
/* Screen Space Reflection */
enum SSRShaderSpecializations {
SSR_MULTIVIEW = 1 << 0,
SSR_VARIATIONS = 2,
};
struct ScreenSpaceReflectionSceneData {
float projection[2][16];
float inv_projection[2][16];
float eye_offset[2][4];
};
// SSR Scale
struct ScreenSpaceReflectionScalePushConstant {
int32_t screen_size[2];
float camera_z_near;
float camera_z_far;
uint32_t orthogonal;
uint32_t filter;
uint32_t view_index;
uint32_t pad1;
};
struct ScreenSpaceReflectionScale {
ScreenSpaceReflectionScaleShaderRD shader;
RID shader_version;
RID pipelines[SSR_VARIATIONS];
} ssr_scale;
// SSR main
enum ScreenSpaceReflectionMode {
SCREEN_SPACE_REFLECTION_NORMAL,
SCREEN_SPACE_REFLECTION_ROUGH,
SCREEN_SPACE_REFLECTION_MAX,
};
struct ScreenSpaceReflectionPushConstant {
float proj_info[4]; // 16 - 16
int32_t screen_size[2]; // 8 - 24
float camera_z_near; // 4 - 28
float camera_z_far; // 4 - 32
int32_t num_steps; // 4 - 36
float depth_tolerance; // 4 - 40
float distance_fade; // 4 - 44
float curve_fade_in; // 4 - 48
uint32_t orthogonal; // 4 - 52
float filter_mipmap_levels; // 4 - 56
uint32_t use_half_res; // 4 - 60
uint32_t view_index; // 4 - 64
// float projection[16]; // this is in our ScreenSpaceReflectionSceneData now
};
struct ScreenSpaceReflection {
ScreenSpaceReflectionShaderRD shader;
RID shader_version;
RID pipelines[SSR_VARIATIONS][SCREEN_SPACE_REFLECTION_MAX];
RID ubo;
} ssr;
// SSR Filter
struct ScreenSpaceReflectionFilterPushConstant {
float proj_info[4]; // 16 - 16
uint32_t orthogonal; // 4 - 20
float edge_tolerance; // 4 - 24
int32_t increment; // 4 - 28
uint32_t view_index; // 4 - 32
int32_t screen_size[2]; // 8 - 40
uint32_t vertical; // 4 - 44
uint32_t steps; // 4 - 48
};
enum SSRReflectionMode {
SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL,
SCREEN_SPACE_REFLECTION_FILTER_VERTICAL,
SCREEN_SPACE_REFLECTION_FILTER_MAX,
};
struct ScreenSpaceReflectionFilter {
ScreenSpaceReflectionFilterShaderRD shader;
RID shader_version;
RID pipelines[SSR_VARIATIONS][SCREEN_SPACE_REFLECTION_FILTER_MAX];
} ssr_filter;
/* Subsurface scattering */
struct SubSurfaceScatteringPushConstant {
int32_t screen_size[2];
float camera_z_far;
float camera_z_near;
uint32_t vertical;
uint32_t orthogonal;
float unit_size;
float scale;
float depth_scale;
uint32_t pad[3];
};
struct SubSurfaceScattering {
SubSurfaceScatteringPushConstant push_constant;
SubsurfaceScatteringShaderRD shader;
RID shader_version;
RID pipelines[3]; //3 quality levels
} sss;
};
} // namespace RendererRD
#endif // SS_EFFECTS_RD_H
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