mirror of
https://github.com/godotengine/godot.git
synced 2024-12-27 11:24:59 +08:00
69 lines
3.2 KiB
C++
69 lines
3.2 KiB
C++
/*************************************************************************/
|
|
/* taa.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2022 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 TAA_RD_H
|
|
#define TAA_RD_H
|
|
|
|
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
|
|
#include "servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl.gen.h"
|
|
#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"
|
|
#include "servers/rendering/renderer_scene_render.h"
|
|
|
|
#include "servers/rendering_server.h"
|
|
|
|
namespace RendererRD {
|
|
|
|
class TAA {
|
|
public:
|
|
TAA();
|
|
~TAA();
|
|
|
|
void msaa_resolve(Ref<RenderSceneBuffersRD> p_render_buffers);
|
|
void process(Ref<RenderSceneBuffersRD> p_render_buffers, RD::DataFormat p_format, float p_z_near, float p_z_far);
|
|
|
|
private:
|
|
struct TAAResolvePushConstant {
|
|
float resolution_width;
|
|
float resolution_height;
|
|
float disocclusion_threshold;
|
|
float disocclusion_scale;
|
|
};
|
|
|
|
TaaResolveShaderRD taa_shader;
|
|
RID shader_version;
|
|
RID pipeline;
|
|
|
|
void resolve(RID p_frame, RID p_temp, RID p_depth, RID p_velocity, RID p_prev_velocity, RID p_history, Size2 p_resolution, float p_z_near, float p_z_far);
|
|
};
|
|
|
|
} // namespace RendererRD
|
|
|
|
#endif // TAA_RD_H
|