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- /**************************************************************************/
- /* luminance.h */
- /**************************************************************************/
- /* 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. */
- /**************************************************************************/
- #ifndef LUMINANCE_RD_H
- #define LUMINANCE_RD_H
- #include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
- #include "servers/rendering/renderer_rd/shaders/effects/luminance_reduce.glsl.gen.h"
- #include "servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster.glsl.gen.h"
- #include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"
- #define RB_LUMINANCE_BUFFERS SNAME("luminance_buffers")
- namespace RendererRD {
- class Luminance {
- private:
- bool prefer_raster_effects;
- 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 {
- LuminanceReduceShaderRD shader;
- RID shader_version;
- RID pipelines[LUMINANCE_REDUCE_MAX];
- } luminance_reduce;
- enum LuminanceReduceRasterMode {
- LUMINANCE_REDUCE_FRAGMENT_FIRST,
- LUMINANCE_REDUCE_FRAGMENT,
- LUMINANCE_REDUCE_FRAGMENT_FINAL,
- LUMINANCE_REDUCE_FRAGMENT_MAX
- };
- struct LuminanceReduceRasterPushConstant {
- int32_t source_size[2];
- int32_t dest_size[2];
- float exposure_adjust;
- float min_luminance;
- float max_luminance;
- uint32_t pad1;
- };
- struct LuminanceReduceFragment {
- LuminanceReduceRasterShaderRD shader;
- RID shader_version;
- PipelineCacheRD pipelines[LUMINANCE_REDUCE_FRAGMENT_MAX];
- } luminance_reduce_raster;
- public:
- class LuminanceBuffers : public RenderBufferCustomDataRD {
- GDCLASS(LuminanceBuffers, RenderBufferCustomDataRD);
- private:
- bool prefer_raster_effects;
- public:
- Vector<RID> reduce;
- RID current;
- virtual void configure(RenderSceneBuffersRD *p_render_buffers) override;
- virtual void free_data() override;
- void set_prefer_raster_effects(bool p_prefer_raster_effects);
- };
- Ref<LuminanceBuffers> get_luminance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers);
- RID get_current_luminance_buffer(Ref<RenderSceneBuffersRD> p_render_buffers);
- void luminance_reduction(RID p_source_texture, const Size2i p_source_size, Ref<LuminanceBuffers> p_luminance_buffers, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
- Luminance(bool p_prefer_raster_effects);
- ~Luminance();
- };
- } // namespace RendererRD
- #endif // LUMINANCE_RD_H
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