/*************************************************************************/ /* effects_rd.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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 EFFECTS_RD_H #define EFFECTS_RD_H #include "core/math/camera_matrix.h" #include "servers/rendering/renderer_rd/pipeline_cache_rd.h" #include "servers/rendering/renderer_rd/shaders/bokeh_dof.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/copy.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/copy_to_fb.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/cube_to_dp.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/cubemap_filter.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/luminance_reduce.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/resolve.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/roughness_limiter.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/shadow_reduce.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/sort.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/specular_merge.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/ssao.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/ssao_blur.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/ssao_minify.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/tonemap.glsl.gen.h" #include "servers/rendering_server.h" class EffectsRD { enum CopyMode { COPY_MODE_GAUSSIAN_COPY, COPY_MODE_GAUSSIAN_COPY_8BIT, COPY_MODE_GAUSSIAN_GLOW, COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE, COPY_MODE_SIMPLY_COPY, COPY_MODE_SIMPLY_COPY_8BIT, COPY_MODE_SIMPLY_COPY_DEPTH, COPY_MODE_SET_COLOR, COPY_MODE_SET_COLOR_8BIT, COPY_MODE_MIPMAP, COPY_MODE_LINEARIZE_DEPTH, COPY_MODE_CUBE_TO_PANORAMA, COPY_MODE_CUBE_ARRAY_TO_PANORAMA, COPY_MODE_MAX, }; enum { COPY_FLAG_HORIZONTAL = (1 << 0), COPY_FLAG_USE_COPY_SECTION = (1 << 1), COPY_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 2), COPY_FLAG_DOF_NEAR_FIRST_TAP = (1 << 3), COPY_FLAG_GLOW_FIRST_PASS = (1 << 4), COPY_FLAG_FLIP_Y = (1 << 5), COPY_FLAG_FORCE_LUMINANCE = (1 << 6), COPY_FLAG_ALL_SOURCE = (1 << 7), COPY_FLAG_HIGH_QUALITY_GLOW = (1 << 8), COPY_FLAG_ALPHA_TO_ONE = (1 << 9), }; struct CopyPushConstant { int32_t section[4]; int32_t target[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 camera_z_far; float camera_z_near; uint32_t pad2[2]; //SET color float set_color[4]; }; struct Copy { CopyPushConstant push_constant; CopyShaderRD shader; RID shader_version; RID pipelines[COPY_MODE_MAX]; } copy; enum CopyToFBMode { COPY_TO_FB_COPY, COPY_TO_FB_COPY_PANORAMA_TO_DP, COPY_TO_FB_COPY2, COPY_TO_FB_MAX, }; struct CopyToFbPushConstant { float section[4]; float pixel_size[2]; uint32_t flip_y; uint32_t use_section; uint32_t force_luminance; uint32_t alpha_to_zero; uint32_t srgb; uint32_t pad; }; struct CopyToFb { CopyToFbPushConstant push_constant; CopyToFbShaderRD shader; RID shader_version; PipelineCacheRD pipelines[COPY_TO_FB_MAX]; } copy_to_fb; struct CubemapRoughnessPushConstant { uint32_t face_id; uint32_t sample_count; float roughness; uint32_t use_direct_write; float face_size; float pad[3]; }; struct CubemapRoughness { CubemapRoughnessPushConstant push_constant; CubemapRoughnessShaderRD shader; RID shader_version; RID pipeline; } roughness; enum TonemapMode { TONEMAP_MODE_NORMAL, TONEMAP_MODE_BICUBIC_GLOW_FILTER, TONEMAP_MODE_1D_LUT, TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT, TONEMAP_MODE_MAX }; struct TonemapPushConstant { float bcs[3]; uint32_t use_bcs; uint32_t use_glow; uint32_t use_auto_exposure; uint32_t use_color_correction; uint32_t tonemapper; uint32_t glow_texture_size[2]; float glow_intensity; uint32_t pad3; uint32_t glow_mode; float glow_levels[7]; float exposure; float white; float auto_exposure_grey; uint32_t pad2; float pixel_size[2]; uint32_t use_fxaa; uint32_t use_debanding; }; /* tonemap actually writes to a framebuffer, which is * better to do using the raster pipeline rather than * compute, as that framebuffer might be in different formats */ struct Tonemap { TonemapPushConstant push_constant; TonemapShaderRD shader; RID shader_version; PipelineCacheRD pipelines[TONEMAP_MODE_MAX]; } tonemap; 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 { LuminanceReducePushConstant push_constant; LuminanceReduceShaderRD shader; RID shader_version; RID pipelines[LUMINANCE_REDUCE_MAX]; } luminance_reduce; struct CopyToDPPushConstant { int32_t screen_size[2]; int32_t dest_offset[2]; float bias; float z_far; float z_near; uint32_t z_flip; }; struct CoptToDP { CubeToDpShaderRD shader; RID shader_version; RID pipeline; } cube_to_dp; 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_HEXAGONAL, BOKEH_GEN_BOKEH_CIRCULAR, BOKEH_COMPOSITE, BOKEH_MAX }; struct Bokeh { BokehPushConstant push_constant; BokehDofShaderRD shader; RID shader_version; RID pipelines[BOKEH_MAX]; } bokeh; enum SSAOMode { SSAO_MINIFY_FIRST, SSAO_MINIFY_MIPMAP, SSAO_GATHER_LOW, SSAO_GATHER_MEDIUM, SSAO_GATHER_HIGH, SSAO_GATHER_ULTRA, SSAO_GATHER_LOW_HALF, SSAO_GATHER_MEDIUM_HALF, SSAO_GATHER_HIGH_HALF, SSAO_GATHER_ULTRA_HALF, SSAO_BLUR_PASS, SSAO_BLUR_PASS_HALF, SSAO_BLUR_UPSCALE, SSAO_MAX }; struct SSAOMinifyPushConstant { float pixel_size[2]; float z_far; float z_near; int32_t source_size[2]; uint32_t orthogonal; uint32_t pad; }; struct SSAOGatherPushConstant { int32_t screen_size[2]; float z_far; float z_near; uint32_t orthogonal; float intensity_div_r6; float radius; float bias; float proj_info[4]; float pixel_size[2]; float proj_scale; uint32_t pad; }; struct SSAOBlurPushConstant { float edge_sharpness; int32_t filter_scale; float z_far; float z_near; uint32_t orthogonal; uint32_t pad[3]; int32_t axis[2]; int32_t screen_size[2]; }; struct SSAO { SSAOMinifyPushConstant minify_push_constant; SsaoMinifyShaderRD minify_shader; RID minify_shader_version; SSAOGatherPushConstant gather_push_constant; SsaoShaderRD gather_shader; RID gather_shader_version; SSAOBlurPushConstant blur_push_constant; SsaoBlurShaderRD blur_shader; RID blur_shader_version; RID pipelines[SSAO_MAX]; } ssao; struct RoughnessLimiterPushConstant { int32_t screen_size[2]; float curve; uint32_t pad; }; struct RoughnessLimiter { RoughnessLimiterPushConstant push_constant; RoughnessLimiterShaderRD shader; RID shader_version; RID pipeline; } roughness_limiter; struct CubemapDownsamplerPushConstant { uint32_t face_size; float pad[3]; }; struct CubemapDownsampler { CubemapDownsamplerPushConstant push_constant; CubemapDownsamplerShaderRD shader; RID shader_version; RID pipeline; } cubemap_downsampler; enum CubemapFilterMode { FILTER_MODE_HIGH_QUALITY, FILTER_MODE_LOW_QUALITY, FILTER_MODE_HIGH_QUALITY_ARRAY, FILTER_MODE_LOW_QUALITY_ARRAY, FILTER_MODE_MAX, }; struct CubemapFilter { CubemapFilterShaderRD shader; RID shader_version; RID pipelines[FILTER_MODE_MAX]; RID uniform_set; RID image_uniform_set; RID coefficient_buffer; bool use_high_quality; } filter; struct SkyPushConstant { float orientation[12]; float proj[4]; float position[3]; float multiplier; float time; float pad[3]; }; enum SpecularMergeMode { SPECULAR_MERGE_ADD, SPECULAR_MERGE_SSR, SPECULAR_MERGE_ADDITIVE_ADD, SPECULAR_MERGE_ADDITIVE_SSR, SPECULAR_MERGE_MAX }; /* Specular merge must be done using raster, rather than compute * because it must continue the existing color buffer */ struct SpecularMerge { SpecularMergeShaderRD shader; RID shader_version; PipelineCacheRD pipelines[SPECULAR_MERGE_MAX]; } specular_merge; enum ScreenSpaceReflectionMode { SCREEN_SPACE_REFLECTION_NORMAL, SCREEN_SPACE_REFLECTION_ROUGH, SCREEN_SPACE_REFLECTION_MAX, }; struct ScreenSpaceReflectionPushConstant { float proj_info[4]; int32_t screen_size[2]; float camera_z_near; float camera_z_far; int32_t num_steps; float depth_tolerance; float distance_fade; float curve_fade_in; uint32_t orthogonal; float filter_mipmap_levels; uint32_t use_half_res; uint8_t metallic_mask[4]; float projection[16]; }; struct ScreenSpaceReflection { ScreenSpaceReflectionPushConstant push_constant; ScreenSpaceReflectionShaderRD shader; RID shader_version; RID pipelines[SCREEN_SPACE_REFLECTION_MAX]; } ssr; struct ScreenSpaceReflectionFilterPushConstant { float proj_info[4]; uint32_t orthogonal; float edge_tolerance; int32_t increment; uint32_t pad; int32_t screen_size[2]; uint32_t vertical; uint32_t steps; }; enum { SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL, SCREEN_SPACE_REFLECTION_FILTER_VERTICAL, SCREEN_SPACE_REFLECTION_FILTER_MAX, }; struct ScreenSpaceReflectionFilter { ScreenSpaceReflectionFilterPushConstant push_constant; ScreenSpaceReflectionFilterShaderRD shader; RID shader_version; RID pipelines[SCREEN_SPACE_REFLECTION_FILTER_MAX]; } ssr_filter; struct ScreenSpaceReflectionScalePushConstant { int32_t screen_size[2]; float camera_z_near; float camera_z_far; uint32_t orthogonal; uint32_t filter; uint32_t pad[2]; }; struct ScreenSpaceReflectionScale { ScreenSpaceReflectionScalePushConstant push_constant; ScreenSpaceReflectionScaleShaderRD shader; RID shader_version; RID pipeline; } ssr_scale; 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; struct ResolvePushConstant { int32_t screen_size[2]; int32_t samples; uint32_t pad; }; enum ResolveMode { RESOLVE_MODE_GI, RESOLVE_MODE_GI_GIPROBE, RESOLVE_MODE_MAX }; struct Resolve { ResolvePushConstant push_constant; ResolveShaderRD shader; RID shader_version; RID pipelines[RESOLVE_MODE_MAX]; //3 quality levels } resolve; enum ShadowReduceMode { SHADOW_REDUCE_REDUCE, SHADOW_REDUCE_FILTER, SHADOW_REDUCE_MAX }; struct ShadowReduce { ShadowReduceShaderRD shader; RID shader_version; RID pipelines[SHADOW_REDUCE_MAX]; } shadow_reduce; enum SortMode { SORT_MODE_BLOCK, SORT_MODE_STEP, SORT_MODE_INNER, SORT_MODE_MAX }; struct Sort { struct PushConstant { uint32_t total_elements; uint32_t pad[3]; int32_t job_params[4]; }; SortShaderRD shader; RID shader_version; RID pipelines[SORT_MODE_MAX]; } sort; RID default_sampler; RID default_mipmap_sampler; RID index_buffer; RID index_array; Map texture_to_uniform_set_cache; Map image_to_uniform_set_cache; struct TexturePair { RID texture1; RID texture2; _FORCE_INLINE_ bool operator<(const TexturePair &p_pair) const { if (texture1 == p_pair.texture1) { return texture2 < p_pair.texture2; } else { return texture1 < p_pair.texture1; } } }; Map texture_to_compute_uniform_set_cache; Map texture_pair_to_compute_uniform_set_cache; Map image_pair_to_compute_uniform_set_cache; RID _get_uniform_set_from_image(RID p_texture); RID _get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false); RID _get_compute_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false); RID _get_compute_uniform_set_from_texture_pair(RID p_texture, RID p_texture2, bool p_use_mipmaps = false); RID _get_compute_uniform_set_from_image_pair(RID p_texture, RID p_texture2); public: void copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_alpha_to_zero = false, bool p_srgb = false, RID p_secondary = RID()); void copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_all_source = false, bool p_8_bit_dst = false, bool p_alpha_to_one = false); void copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array); void copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false); void copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far); void copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y = false, bool p_panorama = false); void gaussian_blur(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Rect2i &p_region, bool p_8bit_dst = false); void set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst = false); void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_treshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0); void cubemap_roughness(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size); void make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size); void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, float p_z_near, float p_z_far, float p_bias, bool p_dp_flip); void luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false); void bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i &p_base_texture_size, RID p_secondary_texture, RID p_bokeh_texture1, RID p_bokeh_texture2, 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); struct TonemapSettings { bool use_glow = false; enum GlowMode { GLOW_MODE_ADD, GLOW_MODE_SCREEN, GLOW_MODE_SOFTLIGHT, GLOW_MODE_REPLACE, GLOW_MODE_MIX }; GlowMode glow_mode = GLOW_MODE_ADD; float glow_intensity = 1.0; float glow_levels[7] = { 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0 }; Vector2i glow_texture_size; bool glow_use_bicubic_upscale = false; RID glow_texture; RS::EnvironmentToneMapper tonemap_mode = RS::ENV_TONE_MAPPER_LINEAR; float exposure = 1.0; float white = 1.0; bool use_auto_exposure = false; float auto_exposure_grey = 0.5; RID exposure_texture; bool use_bcs = false; float brightness = 1.0; float contrast = 1.0; float saturation = 1.0; bool use_color_correction = false; bool use_1d_color_correction = false; RID color_correction_texture; bool use_fxaa = false; bool use_debanding = false; Vector2i texture_size; }; void tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings); void generate_ssao(RID p_depth_buffer, RID p_normal_buffer, const Size2i &p_depth_buffer_size, RID p_depth_mipmaps_texture, const Vector &depth_mipmaps, RID p_ao1, bool p_half_size, RID p_ao2, RID p_upscale_buffer, float p_intensity, float p_radius, float p_bias, const CameraMatrix &p_projection, RS::EnvironmentSSAOQuality p_quality, RS::EnvironmentSSAOBlur p_blur, float p_edge_sharpness); void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve); void cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size); void cubemap_filter(RID p_source_cubemap, Vector p_dest_cubemap, bool p_use_array); void render_sky(RD::DrawListID p_list, float p_time, RID p_fb, RID p_samplers, RID p_fog, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const CameraMatrix &p_camera, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position); void screen_space_reflection(RID p_diffuse, RID p_normal_roughness, RS::EnvironmentSSRRoughnessQuality p_roughness_quality, RID p_blur_radius, RID p_blur_radius2, RID p_metallic, const Color &p_metallic_mask, RID p_depth, RID p_scale_depth, RID p_scale_normal, RID p_output, RID p_output_blur, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const CameraMatrix &p_camera); void merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection); void sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const CameraMatrix &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RS::SubSurfaceScatteringQuality p_quality); void resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_giprobe, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_giprobe, Vector2i p_screen_size, int p_samples); void reduce_shadow(RID p_source_shadow, RID p_dest_shadow, const Size2i &p_source_size, const Rect2i &p_source_rect, int p_shrink_limit, RenderingDevice::ComputeListID compute_list); void filter_shadow(RID p_shadow, RID p_backing_shadow, const Size2i &p_source_size, const Rect2i &p_source_rect, RS::EnvVolumetricFogShadowFilter p_filter, RenderingDevice::ComputeListID compute_list, bool p_vertical = true, bool p_horizontal = true); void sort_buffer(RID p_uniform_set, int p_size); EffectsRD(); ~EffectsRD(); }; #endif // !RASTERIZER_EFFECTS_RD_H