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- /*************************************************************************/
- /* effects_rd.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2021 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/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_downsample.glsl.gen.h"
- #include "servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl.gen.h"
- #include "servers/rendering/renderer_rd/shaders/ssao_interleave.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 {
- float z_far;
- float z_near;
- uint32_t z_flip;
- uint32_t pad;
- float screen_rect[4];
- };
- struct CoptToDP {
- CubeToDpShaderRD shader;
- RID shader_version;
- PipelineCacheRD 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_DOWNSAMPLE,
- SSAO_DOWNSAMPLE_HALF_RES,
- SSAO_DOWNSAMPLE_MIPMAP,
- SSAO_DOWNSAMPLE_MIPMAP_HALF_RES,
- SSAO_DOWNSAMPLE_HALF,
- SSAO_DOWNSAMPLE_HALF_RES_HALF,
- 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 SSAODownsamplePushConstant {
- float pixel_size[2];
- float z_far;
- float z_near;
- uint32_t orthogonal;
- float radius_sq;
- uint32_t pad[2];
- };
- 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;
- bool 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 SSAOGatherConstants {
- float rotation_matrices[80]; //5 vec4s * 4
- };
- 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 {
- SSAODownsamplePushConstant downsample_push_constant;
- SsaoDownsampleShaderRD downsample_shader;
- RID downsample_shader_version;
- RID downsample_uniform_set;
- SSAOGatherPushConstant gather_push_constant;
- SsaoShaderRD gather_shader;
- RID gather_shader_version;
- RID gather_uniform_set;
- RID gather_constants_buffer;
- bool gather_initialized = false;
- SSAOImportanceMapPushConstant importance_map_push_constant;
- SsaoImportanceMapShaderRD importance_map_shader;
- RID importance_map_shader_version;
- RID importance_map_load_counter;
- RID importance_map_uniform_set;
- 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 mirror_sampler;
- 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 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<RID, RID> texture_to_uniform_set_cache;
- Map<RID, RID> 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;
- }
- }
- };
- struct TextureSamplerPair {
- RID texture;
- RID sampler;
- _FORCE_INLINE_ bool operator<(const TextureSamplerPair &p_pair) const {
- if (texture == p_pair.texture) {
- return sampler < p_pair.sampler;
- } else {
- return texture < p_pair.texture;
- }
- }
- };
- Map<RID, RID> texture_to_compute_uniform_set_cache;
- Map<TexturePair, RID> texture_pair_to_compute_uniform_set_cache;
- Map<TexturePair, RID> image_pair_to_compute_uniform_set_cache;
- Map<TextureSamplerPair, RID> texture_sampler_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_and_sampler(RID p_texture, RID p_sampler);
- 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 Rect2 &p_rect, float p_z_near, float p_z_far, bool p_dp_flip);
- void luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> 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;
- };
- 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();
- Size2i half_screen_size = Size2i();
- Size2i quarter_screen_size = Size2i();
- };
- void tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings);
- void gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass);
- void generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets);
- 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<RID> 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, uint32_t p_barrier = RD::BARRIER_MASK_ALL);
- void sort_buffer(RID p_uniform_set, int p_size);
- EffectsRD();
- ~EffectsRD();
- };
- #endif // !RASTERIZER_EFFECTS_RD_H
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