godot/servers/visual/rasterizer_rd/effects_rd.cpp
2020-02-11 11:53:29 +01:00

143 lines
6.5 KiB
C++

#include "effects_rd.h"
RID EffectsRD::_get_uniform_set_from_texture(RID p_texture) {
if (texture_to_uniform_set_cache.has(p_texture)) {
RID uniform_set = texture_to_uniform_set_cache[p_texture];
if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
return uniform_set;
}
}
Vector<RD::Uniform> uniforms;
RD::Uniform u;
u.type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u.binding = 0;
u.ids.push_back(default_sampler);
u.ids.push_back(p_texture);
uniforms.push_back(u);
//any thing with the same configuration (one texture in binding 0 for set 0), is good
RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, blur.shader.version_get_shader(blur.shader_version, 0), 0);
texture_to_uniform_set_cache[p_texture] = uniform_set;
return uniform_set;
}
void EffectsRD::copy(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_region) {
zeromem(&blur.push_constant, sizeof(BlurPushConstant));
if (p_region != Rect2()) {
blur.push_constant.flags = BLUR_FLAG_USE_BLUR_SECTION;
blur.push_constant.section[0] = p_region.position.x;
blur.push_constant.section[1] = p_region.position.y;
blur.push_constant.section[2] = p_region.size.width;
blur.push_constant.section[3] = p_region.size.height;
}
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP_COLOR, RD::FINAL_ACTION_READ_COLOR_DISCARD_DEPTH);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur.pipelines[BLUR_MODE_SIMPLY_COPY].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur.push_constant, sizeof(BlurPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
}
void EffectsRD::gaussian_blur(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, const Rect2 &p_region) {
zeromem(&blur.push_constant, sizeof(BlurPushConstant));
uint32_t base_flags = 0;
if (p_region != Rect2()) {
base_flags = BLUR_FLAG_USE_BLUR_SECTION;
blur.push_constant.section[0] = p_region.position.x;
blur.push_constant.section[1] = p_region.position.y;
blur.push_constant.section[2] = p_region.size.width;
blur.push_constant.section[3] = p_region.size.height;
}
blur.push_constant.pixel_size[0] = p_pixel_size.x;
blur.push_constant.pixel_size[1] = p_pixel_size.y;
//HORIZONTAL
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer_half, RD::INITIAL_ACTION_KEEP_COLOR, RD::FINAL_ACTION_READ_COLOR_DISCARD_DEPTH);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur.pipelines[BLUR_MODE_GAUSSIAN_BLUR].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer_half)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
blur.push_constant.flags = base_flags | BLUR_FLAG_HORIZONTAL;
RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur.push_constant, sizeof(BlurPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
//VERTICAL
draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP_COLOR, RD::FINAL_ACTION_READ_COLOR_DISCARD_DEPTH);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur.pipelines[BLUR_MODE_GAUSSIAN_BLUR].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_rd_texture_half), 0);
RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
blur.push_constant.flags = base_flags;
RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur.push_constant, sizeof(BlurPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
}
EffectsRD::EffectsRD() {
// Initialize blur
Vector<String> blur_modes;
blur_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n");
blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n");
blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n#define GLOW_USE_AUTO_EXPOSURE\n");
blur_modes.push_back("\n#define MODE_DOF_NEAR_BLUR\n#define DOF_QUALITY_LOW\n");
blur_modes.push_back("\n#define MODE_DOF_NEAR_BLUR\n#define DOF_QUALITY_MEDIUM\n");
blur_modes.push_back("\n#define MODE_DOF_NEAR_BLUR\n#define DOF_QUALITY_HIGH\n");
blur_modes.push_back("\n#define MODE_DOF_NEAR_BLUR\n#define DOF_QUALITY_LOW\n#define DOF_NEAR_BLUR_MERGE\n");
blur_modes.push_back("\n#define MODE_DOF_NEAR_BLUR\n#define DOF_QUALITY_MEDIUM\n#define DOF_NEAR_BLUR_MERGE\n");
blur_modes.push_back("\n#define MODE_DOF_NEAR_BLUR\n#define DOF_QUALITY_HIGH\n#define DOF_NEAR_BLUR_MERGE\n");
blur_modes.push_back("\n#define MODE_DOF_FAR_BLUR\n#define DOF_QUALITY_LOW\n");
blur_modes.push_back("\n#define MODE_DOF_FAR_BLUR\n#define DOF_QUALITY_MEDIUM\n");
blur_modes.push_back("\n#define MODE_DOF_FAR_BLUR\n#define DOF_QUALITY_HIGH\n");
blur_modes.push_back("\n#define MODE_SSAO_MERGE\n");
blur_modes.push_back("\n#define MODE_SIMPLE_COPY\n");
blur.shader.initialize(blur_modes);
zeromem(&blur.push_constant, sizeof(BlurPushConstant));
blur.shader_version = blur.shader.version_create();
for (int i = 0; i < BLUR_MODE_MAX; i++) {
blur.pipelines[i].setup(blur.shader.version_get_shader(blur.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
}
RD::SamplerState sampler;
sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR;
sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
sampler.max_lod = 0;
default_sampler = RD::get_singleton()->sampler_create(sampler);
{ //create index array for copy shaders
PoolVector<uint8_t> pv;
pv.resize(6 * 4);
{
PoolVector<uint8_t>::Write w = pv.write();
int *p32 = (int *)w.ptr();
p32[0] = 0;
p32[1] = 1;
p32[2] = 2;
p32[3] = 0;
p32[4] = 2;
p32[5] = 3;
}
index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
index_array = RD::get_singleton()->index_array_create(index_buffer, 0, 6);
}
}
EffectsRD::~EffectsRD() {
}