godot/servers/visual/rasterizer_rd/rasterizer_effects_rd.h

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#ifndef RASTERIZER_EFFECTS_RD_H
#define RASTERIZER_EFFECTS_RD_H
#include "render_pipeline_vertex_format_cache_rd.h"
#include "shaders/blur.glsl.gen.h"
class RasterizerEffectsRD {
enum BlurMode {
BLUR_MODE_GAUSSIAN_BLUR,
BLUR_MODE_GAUSSIAN_GLOW,
BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE,
BLUR_MODE_DOF_NEAR_LOW,
BLUR_MODE_DOF_NEAR_MEDIUM,
BLUR_MODE_DOF_NEAR_HIGH,
BLUR_MODE_DOF_NEAR_MERGE_LOW,
BLUR_MODE_DOF_NEAR_MERGE_MEDIUM,
BLUR_MODE_DOF_NEAR_MERGE_HIGH,
BLUR_MODE_DOF_FAR_LOW,
BLUR_MODE_DOF_FAR_MEDIUM,
BLUR_MODE_DOF_FAR_HIGH,
BLUR_MODE_SSAO_MERGE,
BLUR_MODE_SIMPLY_COPY,
BLUR_MODE_MAX,
};
enum {
BLUR_FLAG_HORIZONTAL = (1 << 0),
BLUR_FLAG_USE_BLUR_SECTION = (1 << 1),
BLUR_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 2),
BLUR_FLAG_DOF_NEAR_FIRST_TAP = (1 << 3),
BLUR_FLAG_GLOW_FIRST_PASS = (1 << 4)
};
struct BlurPushConstant {
float section[4];
float pixel_size[2];
uint32_t flags;
uint32_t pad;
//glow
float glow_strength;
float glow_bloom;
float glow_hdr_threshold;
float glow_hdr_scale;
float glow_exposure;
float glow_white;
float glow_luminance_cap;
float glow_auto_exposure_grey;
//dof
float dof_begin;
float dof_end;
float dof_radius;
float dof_pad;
float dof_dir[2];
float camera_z_far;
float camera_z_near;
float ssao_color[4];
};
struct Blur {
BlurPushConstant push_constant;
BlurShaderRD shader;
RID shader_version;
RenderPipelineVertexFormatCacheRD pipelines[BLUR_MODE_MAX];
} blur;
RID default_sampler;
RID index_buffer;
RID index_array;
Map<RID, RID> texture_to_uniform_set_cache;
RID _get_uniform_set_from_texture(RID p_texture);
public:
void copy(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_region);
void 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);
RasterizerEffectsRD();
~RasterizerEffectsRD();
};
#endif // EFFECTS_RD_H