/*************************************************************************/ /* rasterizer_effects_rd.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 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 RASTERIZER_EFFECTS_RD_H #define RASTERIZER_EFFECTS_RD_H #include "core/math/camera_matrix.h" #include "render_pipeline_vertex_format_cache_rd.h" #include "servers/visual/rasterizer_rd/shaders/blur.glsl.gen.h" #include "servers/visual/rasterizer_rd/shaders/bokeh_dof.glsl.gen.h" #include "servers/visual/rasterizer_rd/shaders/copy.glsl.gen.h" #include "servers/visual/rasterizer_rd/shaders/cubemap_roughness.glsl.gen.h" #include "servers/visual/rasterizer_rd/shaders/luminance_reduce.glsl.gen.h" #include "servers/visual/rasterizer_rd/shaders/sky.glsl.gen.h" #include "servers/visual/rasterizer_rd/shaders/tonemap.glsl.gen.h" #include "servers/visual_server.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_MIPMAP, 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), BLUR_FLAG_FLIP_Y = (1 << 5) }; 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; enum CubemapRoughnessSource { CUBEMAP_ROUGHNESS_SOURCE_PANORAMA, CUBEMAP_ROUGHNESS_SOURCE_CUBEMAP, CUBEMAP_ROUGHNESS_SOURCE_MAX }; struct CubemapRoughnessPushConstant { uint32_t face_id; uint32_t sample_count; float roughness; uint32_t use_direct_write; }; struct CubemapRoughness { CubemapRoughnessPushConstant push_constant; CubemapRoughnessShaderRD shader; RID shader_version; RenderPipelineVertexFormatCacheRD pipelines[CUBEMAP_ROUGHNESS_SOURCE_MAX]; } roughness; struct SkyPushConstant { float orientation[12]; float proj[4]; float multiplier; float alpha; float depth; float pad; }; struct Sky { SkyPushConstant push_constant; SkyShaderRD shader; RID shader_version; RenderPipelineVertexFormatCacheRD pipeline; } sky; enum TonemapMode { TONEMAP_MODE_NORMAL, TONEMAP_MODE_BICUBIC_GLOW_FILTER, 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 glow_level_flags; uint32_t glow_mode; float exposure; float white; float auto_exposure_grey; }; struct Tonemap { TonemapPushConstant push_constant; TonemapShaderRD shader; RID shader_version; RenderPipelineVertexFormatCacheRD 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 { float bias; float z_far; float z_near; uint32_t z_flip; }; enum CopyMode { COPY_MODE_CUBE_TO_DP, COPY_MODE_MAX }; struct Copy { CopyShaderRD shader; RID shader_version; RenderPipelineVertexFormatCacheRD pipelines[COPY_MODE_MAX]; } copy; 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; 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; Map texture_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); public: //TODO must re-do most of the shaders in compute void region_copy(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_region); void copy_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_rect, bool p_flip_y = false); 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); void gaussian_glow(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, float p_strength = 1.0, 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, bool p_source_is_panorama, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness); void render_panorama(RD::DrawListID p_list, RenderingDevice::FramebufferFormatID p_fb_format, RID p_panorama, const CameraMatrix &p_camera, const Basis &p_orientation, float p_alpha, float p_multipler); void make_mipmap(RID p_source_rd_texture, RID p_framebuffer_half, const Vector2 &p_pixel_size); void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &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, VS::DOFBokehShape p_bokeh_shape, VS::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; uint32_t glow_level_flags = 0; Vector2i glow_texture_size; bool glow_use_bicubic_upscale = false; RID glow_texture; VS::EnvironmentToneMapper tonemap_mode = VS::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; RID color_correction_texture; }; void tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings); RasterizerEffectsRD(); ~RasterizerEffectsRD(); }; #endif // EFFECTS_RD_H