Split out bokeh_dof and copy effects

This commit is contained in:
Bastiaan Olij 2022-04-29 17:10:54 +10:00
parent 1eebf0d789
commit 9939cfc4c4
26 changed files with 1871 additions and 1218 deletions

View file

@ -33,11 +33,6 @@
#include "core/math/camera_matrix.h"
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
#include "servers/rendering/renderer_rd/shaders/blur_raster.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/bokeh_dof.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/bokeh_dof_raster.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_downsampler_raster.glsl.gen.h"
@ -95,140 +90,6 @@ private:
RID pipeline;
} FSR_upscale;
enum BlurRasterMode {
BLUR_MIPMAP,
BLUR_MODE_GAUSSIAN_BLUR,
BLUR_MODE_GAUSSIAN_GLOW,
BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE,
BLUR_MODE_COPY,
BLUR_MODE_MAX
};
enum {
BLUR_FLAG_HORIZONTAL = (1 << 0),
BLUR_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 1),
BLUR_FLAG_GLOW_FIRST_PASS = (1 << 2),
};
struct BlurRasterPushConstant {
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;
};
struct BlurRaster {
BlurRasterPushConstant push_constant;
BlurRasterShaderRD shader;
RID shader_version;
PipelineCacheRD pipelines[BLUR_MODE_MAX];
} blur_raster;
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_MULTIVIEW,
COPY_TO_FB_MULTIVIEW_WITH_DEPTH,
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;
@ -305,51 +166,6 @@ private:
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_BOX_NOWEIGHT,
BOKEH_GEN_BOKEH_HEXAGONAL,
BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT,
BOKEH_GEN_BOKEH_CIRCULAR,
BOKEH_COMPOSITE,
BOKEH_MAX
};
struct Bokeh {
BokehPushConstant push_constant;
BokehDofShaderRD compute_shader;
BokehDofRasterShaderRD raster_shader;
RID shader_version;
RID compute_pipelines[BOKEH_MAX];
PipelineCacheRD raster_pipelines[BOKEH_MAX];
} bokeh;
struct SSEffectsDownsamplePushConstant {
float pixel_size[2];
float z_far;
@ -838,46 +654,13 @@ public:
bool get_prefer_raster_effects();
void fsr_upscale(RID p_source_rd_texture, RID p_secondary_texture, RID p_destination_texture, const Size2i &p_internal_size, const Size2i &p_size, float p_fsr_upscale_sharpness);
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(), bool p_multiview = false);
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, 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_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
void gaussian_glow_raster(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_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_threshold = 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_texture, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size);
void cubemap_roughness_raster(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 make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebuffer, const Size2i &p_size);
void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, const Vector2 &p_dst_size, 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 luminance_reduction_raster(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, Vector<RID> p_fb, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
struct BokehBuffers {
// bokeh buffers
// textures
Size2i base_texture_size;
RID base_texture;
RID depth_texture;
RID secondary_texture;
RID half_texture[2];
// raster only
RID base_fb;
RID secondary_fb; // with weights
RID half_fb[2]; // with weights
RID base_weight_fb;
RID weight_texture[4];
};
void bokeh_dof(const BokehBuffers &p_buffers, 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);
void bokeh_dof_raster(const BokehBuffers &p_buffers, 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_dof_blur_amount, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
struct SSAOSettings {
float radius = 1.0;
float intensity = 2.0;