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- /**************************************************************************/
- /* 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<String> 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<RenderSceneBuffersRD> 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<RID>({ 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
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