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385ee5c70b
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value. In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
114 lines
4.7 KiB
C++
114 lines
4.7 KiB
C++
/*************************************************************************/
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/* renderer_compositor.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef RENDERER_COMPOSITOR_H
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#define RENDERER_COMPOSITOR_H
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#include "servers/rendering/environment/renderer_fog.h"
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#include "servers/rendering/environment/renderer_gi.h"
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#include "servers/rendering/renderer_canvas_render.h"
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#include "servers/rendering/renderer_scene.h"
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#include "servers/rendering/storage/camera_attributes_storage.h"
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#include "servers/rendering/storage/light_storage.h"
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#include "servers/rendering/storage/material_storage.h"
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#include "servers/rendering/storage/mesh_storage.h"
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#include "servers/rendering/storage/particles_storage.h"
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#include "servers/rendering/storage/texture_storage.h"
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#include "servers/rendering/storage/utilities.h"
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#include "servers/rendering_server.h"
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class RendererSceneRender;
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struct BlitToScreen {
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RID render_target;
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Rect2 src_rect = Rect2(0.0, 0.0, 1.0, 1.0);
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Rect2i dst_rect;
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struct {
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bool use_layer = false;
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uint32_t layer = 0;
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} multi_view;
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struct {
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//lens distorted parameters for VR
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bool apply = false;
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Vector2 eye_center;
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float k1 = 0.0;
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float k2 = 0.0;
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float upscale = 1.0;
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float aspect_ratio = 1.0;
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} lens_distortion;
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};
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class RendererCompositor {
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private:
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bool xr_enabled = false;
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protected:
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static RendererCompositor *(*_create_func)();
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bool back_end = false;
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static bool low_end;
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public:
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static RendererCompositor *create();
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virtual RendererUtilities *get_utilities() = 0;
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virtual RendererLightStorage *get_light_storage() = 0;
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virtual RendererMaterialStorage *get_material_storage() = 0;
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virtual RendererMeshStorage *get_mesh_storage() = 0;
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virtual RendererParticlesStorage *get_particles_storage() = 0;
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virtual RendererTextureStorage *get_texture_storage() = 0;
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virtual RendererGI *get_gi() = 0;
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virtual RendererFog *get_fog() = 0;
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virtual RendererCanvasRender *get_canvas() = 0;
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virtual RendererSceneRender *get_scene() = 0;
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virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true) = 0;
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virtual void initialize() = 0;
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virtual void begin_frame(double frame_step) = 0;
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virtual void prepare_for_blitting_render_targets() = 0;
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virtual void blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) = 0;
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virtual void end_frame(bool p_swap_buffers) = 0;
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virtual void finalize() = 0;
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virtual uint64_t get_frame_number() const = 0;
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virtual double get_frame_delta_time() const = 0;
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static bool is_low_end() { return low_end; };
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virtual bool is_xr_enabled() const;
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RendererCompositor();
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virtual ~RendererCompositor() {}
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};
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#endif // RENDERER_COMPOSITOR_H
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