/**************************************************************************/ /* motion_vectors_store.cpp */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #include "motion_vectors_store.h" #include "servers/rendering/renderer_rd/uniform_set_cache_rd.h" namespace RendererRD { MotionVectorsStore::MotionVectorsStore() { Vector modes; modes.push_back(""); motion_shader.initialize(modes); shader_version = motion_shader.version_create(); pipeline = RD::get_singleton()->compute_pipeline_create(motion_shader.version_get_shader(shader_version, 0)); } MotionVectorsStore::~MotionVectorsStore() { motion_shader.version_free(shader_version); } void MotionVectorsStore::process(Ref p_render_buffers, const Projection &p_current_projection, const Transform3D &p_current_transform, const Projection &p_previous_projection, const Transform3D &p_previous_transform) { MaterialStorage *material_storage = MaterialStorage::get_singleton(); ERR_FAIL_NULL(material_storage); UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); ERR_FAIL_NULL(uniform_set_cache); uint32_t view_count = p_render_buffers->get_view_count(); Size2i internal_size = p_render_buffers->get_internal_size(); PushConstant push_constant; { push_constant.resolution[0] = internal_size.width; push_constant.resolution[1] = internal_size.height; Projection correction; correction.set_depth_correction(true, true, false); Projection reprojection = (correction * p_previous_projection) * p_previous_transform.affine_inverse() * p_current_transform * (correction * p_current_projection).inverse(); RendererRD::MaterialStorage::store_camera(reprojection, push_constant.reprojection_matrix); } RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); RD::get_singleton()->draw_command_begin_label("Motion Vector Store"); RID shader = motion_shader.version_get_shader(shader_version, 0); ERR_FAIL_COND(shader.is_null()); RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipeline); for (uint32_t v = 0; v < view_count; v++) { RID velocity = p_render_buffers->get_velocity_buffer(false, v); RID depth = p_render_buffers->get_depth_texture(v); RD::Uniform u_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, depth })); RD::Uniform u_velocity(RD::UNIFORM_TYPE_IMAGE, 1, velocity); RID uniform_set = uniform_set_cache->get_cache(shader, 0, u_depth, u_velocity); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set, 0); RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(PushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, internal_size.width, internal_size.height, 1); } RD::get_singleton()->compute_list_end(); RD::get_singleton()->draw_command_end_label(); } } //namespace RendererRD