| 1 | /**************************************************************************/ |
| 2 | /* bokeh_dof.cpp */ |
| 3 | /**************************************************************************/ |
| 4 | /* This file is part of: */ |
| 5 | /* GODOT ENGINE */ |
| 6 | /* https://godotengine.org */ |
| 7 | /**************************************************************************/ |
| 8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
| 9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
| 10 | /* */ |
| 11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
| 12 | /* a copy of this software and associated documentation files (the */ |
| 13 | /* "Software"), to deal in the Software without restriction, including */ |
| 14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
| 15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
| 16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
| 17 | /* the following conditions: */ |
| 18 | /* */ |
| 19 | /* The above copyright notice and this permission notice shall be */ |
| 20 | /* included in all copies or substantial portions of the Software. */ |
| 21 | /* */ |
| 22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
| 23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
| 24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
| 25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
| 26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
| 27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
| 28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
| 29 | /**************************************************************************/ |
| 30 | |
| 31 | #include "bokeh_dof.h" |
| 32 | #include "copy_effects.h" |
| 33 | #include "servers/rendering/renderer_rd/renderer_compositor_rd.h" |
| 34 | #include "servers/rendering/renderer_rd/storage_rd/material_storage.h" |
| 35 | #include "servers/rendering/renderer_rd/uniform_set_cache_rd.h" |
| 36 | #include "servers/rendering/rendering_server_default.h" |
| 37 | #include "servers/rendering/storage/camera_attributes_storage.h" |
| 38 | |
| 39 | using namespace RendererRD; |
| 40 | |
| 41 | BokehDOF::BokehDOF(bool p_prefer_raster_effects) { |
| 42 | prefer_raster_effects = p_prefer_raster_effects; |
| 43 | |
| 44 | // Initialize bokeh |
| 45 | Vector<String> bokeh_modes; |
| 46 | bokeh_modes.push_back("\n#define MODE_GEN_BLUR_SIZE\n" ); |
| 47 | bokeh_modes.push_back("\n#define MODE_BOKEH_BOX\n#define OUTPUT_WEIGHT\n" ); |
| 48 | bokeh_modes.push_back("\n#define MODE_BOKEH_BOX\n" ); |
| 49 | bokeh_modes.push_back("\n#define MODE_BOKEH_HEXAGONAL\n#define OUTPUT_WEIGHT\n" ); |
| 50 | bokeh_modes.push_back("\n#define MODE_BOKEH_HEXAGONAL\n" ); |
| 51 | bokeh_modes.push_back("\n#define MODE_BOKEH_CIRCULAR\n#define OUTPUT_WEIGHT\n" ); |
| 52 | bokeh_modes.push_back("\n#define MODE_COMPOSITE_BOKEH\n" ); |
| 53 | if (prefer_raster_effects) { |
| 54 | bokeh.raster_shader.initialize(bokeh_modes); |
| 55 | |
| 56 | bokeh.shader_version = bokeh.raster_shader.version_create(); |
| 57 | |
| 58 | const int att_count[BOKEH_MAX] = { 1, 2, 1, 2, 1, 2, 1 }; |
| 59 | for (int i = 0; i < BOKEH_MAX; i++) { |
| 60 | RD::PipelineColorBlendState blend_state = (i == BOKEH_COMPOSITE) ? RD::PipelineColorBlendState::create_blend(att_count[i]) : RD::PipelineColorBlendState::create_disabled(att_count[i]); |
| 61 | bokeh.raster_pipelines[i].setup(bokeh.raster_shader.version_get_shader(bokeh.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0); |
| 62 | } |
| 63 | } else { |
| 64 | bokeh.compute_shader.initialize(bokeh_modes); |
| 65 | bokeh.compute_shader.set_variant_enabled(BOKEH_GEN_BOKEH_BOX_NOWEIGHT, false); |
| 66 | bokeh.compute_shader.set_variant_enabled(BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT, false); |
| 67 | bokeh.shader_version = bokeh.compute_shader.version_create(); |
| 68 | |
| 69 | for (int i = 0; i < BOKEH_MAX; i++) { |
| 70 | if (bokeh.compute_shader.is_variant_enabled(i)) { |
| 71 | bokeh.compute_pipelines[i] = RD::get_singleton()->compute_pipeline_create(bokeh.compute_shader.version_get_shader(bokeh.shader_version, i)); |
| 72 | } |
| 73 | } |
| 74 | |
| 75 | for (int i = 0; i < BOKEH_MAX; i++) { |
| 76 | bokeh.raster_pipelines[i].clear(); |
| 77 | } |
| 78 | } |
| 79 | } |
| 80 | |
| 81 | BokehDOF::~BokehDOF() { |
| 82 | if (prefer_raster_effects) { |
| 83 | bokeh.raster_shader.version_free(bokeh.shader_version); |
| 84 | } else { |
| 85 | bokeh.compute_shader.version_free(bokeh.shader_version); |
| 86 | } |
| 87 | } |
| 88 | |
| 89 | void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, RID p_camera_attributes, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) { |
| 90 | ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute version of bokeh depth of field with the mobile renderer." ); |
| 91 | |
| 92 | UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); |
| 93 | ERR_FAIL_NULL(uniform_set_cache); |
| 94 | MaterialStorage *material_storage = MaterialStorage::get_singleton(); |
| 95 | ERR_FAIL_NULL(material_storage); |
| 96 | |
| 97 | bool dof_far = RSG::camera_attributes->camera_attributes_get_dof_far_enabled(p_camera_attributes); |
| 98 | float dof_far_begin = RSG::camera_attributes->camera_attributes_get_dof_far_distance(p_camera_attributes); |
| 99 | float dof_far_size = RSG::camera_attributes->camera_attributes_get_dof_far_transition(p_camera_attributes); |
| 100 | bool dof_near = RSG::camera_attributes->camera_attributes_get_dof_near_enabled(p_camera_attributes); |
| 101 | float dof_near_begin = RSG::camera_attributes->camera_attributes_get_dof_near_distance(p_camera_attributes); |
| 102 | float dof_near_size = RSG::camera_attributes->camera_attributes_get_dof_near_transition(p_camera_attributes); |
| 103 | float bokeh_size = RSG::camera_attributes->camera_attributes_get_dof_blur_amount(p_camera_attributes) * 64; // Base 64 pixel radius. |
| 104 | |
| 105 | bool use_jitter = RSG::camera_attributes->camera_attributes_get_dof_blur_use_jitter(); |
| 106 | RS::DOFBokehShape bokeh_shape = RSG::camera_attributes->camera_attributes_get_dof_blur_bokeh_shape(); |
| 107 | RS::DOFBlurQuality blur_quality = RSG::camera_attributes->camera_attributes_get_dof_blur_quality(); |
| 108 | |
| 109 | // setup our push constant |
| 110 | memset(&bokeh.push_constant, 0, sizeof(BokehPushConstant)); |
| 111 | bokeh.push_constant.blur_far_active = dof_far; |
| 112 | bokeh.push_constant.blur_far_begin = dof_far_begin; |
| 113 | bokeh.push_constant.blur_far_end = dof_far_begin + dof_far_size; // Only used with non-physically-based. |
| 114 | bokeh.push_constant.use_physical_far = dof_far_size < 0.0; |
| 115 | bokeh.push_constant.blur_size_far = bokeh_size; // Only used with physically-based. |
| 116 | |
| 117 | bokeh.push_constant.blur_near_active = dof_near; |
| 118 | bokeh.push_constant.blur_near_begin = dof_near_begin; |
| 119 | bokeh.push_constant.blur_near_end = dof_near_begin - dof_near_size; // Only used with non-physically-based. |
| 120 | bokeh.push_constant.use_physical_near = dof_near_size < 0.0; |
| 121 | bokeh.push_constant.blur_size_near = bokeh_size; // Only used with physically-based. |
| 122 | |
| 123 | bokeh.push_constant.use_jitter = use_jitter; |
| 124 | bokeh.push_constant.jitter_seed = Math::randf() * 1000.0; |
| 125 | |
| 126 | bokeh.push_constant.z_near = p_cam_znear; |
| 127 | bokeh.push_constant.z_far = p_cam_zfar; |
| 128 | bokeh.push_constant.orthogonal = p_cam_orthogonal; |
| 129 | bokeh.push_constant.blur_size = (dof_near_size < 0.0 && dof_far_size < 0.0) ? 32 : bokeh_size; // Cap with physically-based to keep performance reasonable. |
| 130 | |
| 131 | bokeh.push_constant.second_pass = false; |
| 132 | bokeh.push_constant.half_size = false; |
| 133 | |
| 134 | bokeh.push_constant.blur_scale = 0.5; |
| 135 | |
| 136 | // setup our uniforms |
| 137 | RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); |
| 138 | |
| 139 | RD::Uniform u_base_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.base_texture })); |
| 140 | RD::Uniform u_depth_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.depth_texture })); |
| 141 | RD::Uniform u_secondary_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.secondary_texture })); |
| 142 | RD::Uniform u_half_texture0(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.half_texture[0] })); |
| 143 | RD::Uniform u_half_texture1(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.half_texture[1] })); |
| 144 | |
| 145 | RD::Uniform u_base_image(RD::UNIFORM_TYPE_IMAGE, 0, p_buffers.base_texture); |
| 146 | RD::Uniform u_secondary_image(RD::UNIFORM_TYPE_IMAGE, 0, p_buffers.secondary_texture); |
| 147 | RD::Uniform u_half_image0(RD::UNIFORM_TYPE_IMAGE, 0, p_buffers.half_texture[0]); |
| 148 | RD::Uniform u_half_image1(RD::UNIFORM_TYPE_IMAGE, 0, p_buffers.half_texture[1]); |
| 149 | |
| 150 | RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); |
| 151 | |
| 152 | /* FIRST PASS */ |
| 153 | // The alpha channel of the source color texture is filled with the expected circle size |
| 154 | // If used for DOF far, the size is positive, if used for near, its negative. |
| 155 | |
| 156 | RID shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_GEN_BLUR_SIZE); |
| 157 | ERR_FAIL_COND(shader.is_null()); |
| 158 | |
| 159 | RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_GEN_BLUR_SIZE]); |
| 160 | |
| 161 | RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_base_image), 0); |
| 162 | RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth_texture), 1); |
| 163 | |
| 164 | bokeh.push_constant.size[0] = p_buffers.base_texture_size.x; |
| 165 | bokeh.push_constant.size[1] = p_buffers.base_texture_size.y; |
| 166 | |
| 167 | RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); |
| 168 | |
| 169 | RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1); |
| 170 | RD::get_singleton()->compute_list_add_barrier(compute_list); |
| 171 | |
| 172 | if (bokeh_shape == RS::DOF_BOKEH_BOX || bokeh_shape == RS::DOF_BOKEH_HEXAGON) { |
| 173 | //second pass |
| 174 | BokehMode mode = bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL; |
| 175 | shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, mode); |
| 176 | ERR_FAIL_COND(shader.is_null()); |
| 177 | |
| 178 | RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[mode]); |
| 179 | |
| 180 | static const int quality_samples[4] = { 6, 12, 12, 24 }; |
| 181 | |
| 182 | bokeh.push_constant.steps = quality_samples[blur_quality]; |
| 183 | |
| 184 | if (blur_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || blur_quality == RS::DOF_BLUR_QUALITY_LOW) { |
| 185 | //box and hexagon are more or less the same, and they can work in either half (very low and low quality) or full (medium and high quality_ sizes) |
| 186 | |
| 187 | RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_half_image0), 0); |
| 188 | RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_base_texture), 1); |
| 189 | |
| 190 | bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1; |
| 191 | bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1; |
| 192 | bokeh.push_constant.half_size = true; |
| 193 | bokeh.push_constant.blur_size *= 0.5; |
| 194 | |
| 195 | } else { |
| 196 | //medium and high quality use full size |
| 197 | RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_secondary_image), 0); |
| 198 | RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_base_texture), 1); |
| 199 | } |
| 200 | |
| 201 | RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); |
| 202 | |
| 203 | RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1); |
| 204 | RD::get_singleton()->compute_list_add_barrier(compute_list); |
| 205 | |
| 206 | //third pass |
| 207 | bokeh.push_constant.second_pass = true; |
| 208 | |
| 209 | if (blur_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || blur_quality == RS::DOF_BLUR_QUALITY_LOW) { |
| 210 | RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_half_image1), 0); |
| 211 | RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_half_texture0), 1); |
| 212 | } else { |
| 213 | RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_base_image), 0); |
| 214 | RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_secondary_texture), 1); |
| 215 | } |
| 216 | |
| 217 | RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); |
| 218 | |
| 219 | RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1); |
| 220 | RD::get_singleton()->compute_list_add_barrier(compute_list); |
| 221 | |
| 222 | if (blur_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || blur_quality == RS::DOF_BLUR_QUALITY_LOW) { |
| 223 | //forth pass, upscale for low quality |
| 224 | |
| 225 | shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_COMPOSITE); |
| 226 | ERR_FAIL_COND(shader.is_null()); |
| 227 | |
| 228 | RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_COMPOSITE]); |
| 229 | |
| 230 | RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_base_image), 0); |
| 231 | RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_half_texture1), 1); |
| 232 | |
| 233 | bokeh.push_constant.size[0] = p_buffers.base_texture_size.x; |
| 234 | bokeh.push_constant.size[1] = p_buffers.base_texture_size.y; |
| 235 | bokeh.push_constant.half_size = false; |
| 236 | bokeh.push_constant.second_pass = false; |
| 237 | |
| 238 | RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); |
| 239 | |
| 240 | RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1); |
| 241 | } |
| 242 | } else { |
| 243 | //circle |
| 244 | |
| 245 | shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_GEN_BOKEH_CIRCULAR); |
| 246 | ERR_FAIL_COND(shader.is_null()); |
| 247 | |
| 248 | //second pass |
| 249 | RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_GEN_BOKEH_CIRCULAR]); |
| 250 | |
| 251 | static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 }; |
| 252 | |
| 253 | bokeh.push_constant.steps = 0; |
| 254 | bokeh.push_constant.blur_scale = quality_scale[blur_quality]; |
| 255 | |
| 256 | //circle always runs in half size, otherwise too expensive |
| 257 | |
| 258 | RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_half_image0), 0); |
| 259 | RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_base_texture), 1); |
| 260 | |
| 261 | bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1; |
| 262 | bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1; |
| 263 | bokeh.push_constant.half_size = true; |
| 264 | |
| 265 | RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); |
| 266 | |
| 267 | RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1); |
| 268 | RD::get_singleton()->compute_list_add_barrier(compute_list); |
| 269 | |
| 270 | //circle is just one pass, then upscale |
| 271 | |
| 272 | // upscale |
| 273 | |
| 274 | shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_COMPOSITE); |
| 275 | ERR_FAIL_COND(shader.is_null()); |
| 276 | |
| 277 | RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_COMPOSITE]); |
| 278 | |
| 279 | RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_base_image), 0); |
| 280 | RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_half_texture0), 1); |
| 281 | |
| 282 | bokeh.push_constant.size[0] = p_buffers.base_texture_size.x; |
| 283 | bokeh.push_constant.size[1] = p_buffers.base_texture_size.y; |
| 284 | bokeh.push_constant.half_size = false; |
| 285 | bokeh.push_constant.second_pass = false; |
| 286 | |
| 287 | RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); |
| 288 | |
| 289 | RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1); |
| 290 | } |
| 291 | |
| 292 | RD::get_singleton()->compute_list_end(); |
| 293 | } |
| 294 | |
| 295 | void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, RID p_camera_attributes, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) { |
| 296 | ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't blur-based depth of field with the clustered renderer." ); |
| 297 | |
| 298 | UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); |
| 299 | ERR_FAIL_NULL(uniform_set_cache); |
| 300 | MaterialStorage *material_storage = MaterialStorage::get_singleton(); |
| 301 | ERR_FAIL_NULL(material_storage); |
| 302 | |
| 303 | bool dof_far = RSG::camera_attributes->camera_attributes_get_dof_far_enabled(p_camera_attributes); |
| 304 | float dof_far_begin = RSG::camera_attributes->camera_attributes_get_dof_far_distance(p_camera_attributes); |
| 305 | float dof_far_size = RSG::camera_attributes->camera_attributes_get_dof_far_transition(p_camera_attributes); |
| 306 | bool dof_near = RSG::camera_attributes->camera_attributes_get_dof_near_enabled(p_camera_attributes); |
| 307 | float dof_near_begin = RSG::camera_attributes->camera_attributes_get_dof_near_distance(p_camera_attributes); |
| 308 | float dof_near_size = RSG::camera_attributes->camera_attributes_get_dof_near_transition(p_camera_attributes); |
| 309 | float bokeh_size = RSG::camera_attributes->camera_attributes_get_dof_blur_amount(p_camera_attributes) * 64; // Base 64 pixel radius. |
| 310 | |
| 311 | RS::DOFBokehShape bokeh_shape = RSG::camera_attributes->camera_attributes_get_dof_blur_bokeh_shape(); |
| 312 | RS::DOFBlurQuality blur_quality = RSG::camera_attributes->camera_attributes_get_dof_blur_quality(); |
| 313 | |
| 314 | // setup our base push constant |
| 315 | memset(&bokeh.push_constant, 0, sizeof(BokehPushConstant)); |
| 316 | |
| 317 | bokeh.push_constant.orthogonal = p_cam_orthogonal; |
| 318 | bokeh.push_constant.size[0] = p_buffers.base_texture_size.width; |
| 319 | bokeh.push_constant.size[1] = p_buffers.base_texture_size.height; |
| 320 | bokeh.push_constant.z_far = p_cam_zfar; |
| 321 | bokeh.push_constant.z_near = p_cam_znear; |
| 322 | |
| 323 | bokeh.push_constant.second_pass = false; |
| 324 | bokeh.push_constant.half_size = false; |
| 325 | bokeh.push_constant.blur_size = bokeh_size; |
| 326 | |
| 327 | // setup our uniforms |
| 328 | RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); |
| 329 | |
| 330 | RD::Uniform u_base_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.base_texture })); |
| 331 | RD::Uniform u_depth_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.depth_texture })); |
| 332 | RD::Uniform u_secondary_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.secondary_texture })); |
| 333 | RD::Uniform u_half_texture0(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.half_texture[0] })); |
| 334 | RD::Uniform u_half_texture1(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.half_texture[1] })); |
| 335 | RD::Uniform u_weight_texture0(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[0] })); |
| 336 | RD::Uniform u_weight_texture1(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[1] })); |
| 337 | RD::Uniform u_weight_texture2(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[2] })); |
| 338 | RD::Uniform u_weight_texture3(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[3] })); |
| 339 | |
| 340 | if (dof_far || dof_near) { |
| 341 | if (dof_far) { |
| 342 | bokeh.push_constant.blur_far_active = true; |
| 343 | bokeh.push_constant.blur_far_begin = dof_far_begin; |
| 344 | bokeh.push_constant.blur_far_end = dof_far_begin + dof_far_size; |
| 345 | } |
| 346 | |
| 347 | if (dof_near) { |
| 348 | bokeh.push_constant.blur_near_active = true; |
| 349 | bokeh.push_constant.blur_near_begin = dof_near_begin; |
| 350 | bokeh.push_constant.blur_near_end = dof_near_begin - dof_near_size; |
| 351 | } |
| 352 | |
| 353 | { |
| 354 | // generate our depth data |
| 355 | RID shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, BOKEH_GEN_BLUR_SIZE); |
| 356 | ERR_FAIL_COND(shader.is_null()); |
| 357 | |
| 358 | RID framebuffer = p_buffers.base_weight_fb; |
| 359 | RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); |
| 360 | RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[BOKEH_GEN_BLUR_SIZE].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer))); |
| 361 | RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_depth_texture), 0); |
| 362 | |
| 363 | RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant)); |
| 364 | |
| 365 | RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u); |
| 366 | RD::get_singleton()->draw_list_end(); |
| 367 | } |
| 368 | |
| 369 | if (bokeh_shape == RS::DOF_BOKEH_BOX || bokeh_shape == RS::DOF_BOKEH_HEXAGON) { |
| 370 | // double pass approach |
| 371 | BokehMode mode = bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL; |
| 372 | |
| 373 | RID shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode); |
| 374 | ERR_FAIL_COND(shader.is_null()); |
| 375 | |
| 376 | if (blur_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || blur_quality == RS::DOF_BLUR_QUALITY_LOW) { |
| 377 | //box and hexagon are more or less the same, and they can work in either half (very low and low quality) or full (medium and high quality_ sizes) |
| 378 | bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1; |
| 379 | bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1; |
| 380 | bokeh.push_constant.half_size = true; |
| 381 | bokeh.push_constant.blur_size *= 0.5; |
| 382 | } |
| 383 | |
| 384 | static const int quality_samples[4] = { 6, 12, 12, 24 }; |
| 385 | bokeh.push_constant.blur_scale = 0.5; |
| 386 | bokeh.push_constant.steps = quality_samples[blur_quality]; |
| 387 | |
| 388 | RID framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[0] : p_buffers.secondary_fb; |
| 389 | |
| 390 | // Pass 1 |
| 391 | RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); |
| 392 | RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer))); |
| 393 | RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_base_texture), 0); |
| 394 | RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture0), 1); |
| 395 | |
| 396 | RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant)); |
| 397 | |
| 398 | RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u); |
| 399 | RD::get_singleton()->draw_list_end(); |
| 400 | |
| 401 | // Pass 2 |
| 402 | if (!bokeh.push_constant.half_size) { |
| 403 | // do not output weight, we're writing back into our base buffer |
| 404 | mode = bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX_NOWEIGHT : BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT; |
| 405 | |
| 406 | shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode); |
| 407 | ERR_FAIL_COND(shader.is_null()); |
| 408 | } |
| 409 | bokeh.push_constant.second_pass = true; |
| 410 | |
| 411 | framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[1] : p_buffers.base_fb; |
| 412 | RD::Uniform texture = bokeh.push_constant.half_size ? u_half_texture0 : u_secondary_texture; |
| 413 | RD::Uniform weight = bokeh.push_constant.half_size ? u_weight_texture2 : u_weight_texture1; |
| 414 | |
| 415 | draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); |
| 416 | RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer))); |
| 417 | RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, texture), 0); |
| 418 | RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, weight), 1); |
| 419 | |
| 420 | RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant)); |
| 421 | |
| 422 | RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u); |
| 423 | RD::get_singleton()->draw_list_end(); |
| 424 | |
| 425 | if (bokeh.push_constant.half_size) { |
| 426 | // Compose pass |
| 427 | mode = BOKEH_COMPOSITE; |
| 428 | shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode); |
| 429 | ERR_FAIL_COND(shader.is_null()); |
| 430 | |
| 431 | framebuffer = p_buffers.base_fb; |
| 432 | |
| 433 | draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); |
| 434 | RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer))); |
| 435 | RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_half_texture1), 0); |
| 436 | RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture3), 1); |
| 437 | RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 2, u_weight_texture0), 2); |
| 438 | |
| 439 | RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant)); |
| 440 | |
| 441 | RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u); |
| 442 | RD::get_singleton()->draw_list_end(); |
| 443 | } |
| 444 | |
| 445 | } else { |
| 446 | // circular is a single pass approach |
| 447 | BokehMode mode = BOKEH_GEN_BOKEH_CIRCULAR; |
| 448 | |
| 449 | RID shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode); |
| 450 | ERR_FAIL_COND(shader.is_null()); |
| 451 | |
| 452 | { |
| 453 | // circle always runs in half size, otherwise too expensive (though the code below does support making this optional) |
| 454 | bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1; |
| 455 | bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1; |
| 456 | bokeh.push_constant.half_size = true; |
| 457 | // bokeh.push_constant.blur_size *= 0.5; |
| 458 | } |
| 459 | |
| 460 | static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 }; |
| 461 | bokeh.push_constant.blur_scale = quality_scale[blur_quality]; |
| 462 | bokeh.push_constant.steps = 0.0; |
| 463 | |
| 464 | RID framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[0] : p_buffers.secondary_fb; |
| 465 | |
| 466 | RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); |
| 467 | RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer))); |
| 468 | RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_base_texture), 0); |
| 469 | RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture0), 1); |
| 470 | |
| 471 | RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant)); |
| 472 | |
| 473 | RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u); |
| 474 | RD::get_singleton()->draw_list_end(); |
| 475 | |
| 476 | if (bokeh.push_constant.half_size) { |
| 477 | // Compose |
| 478 | mode = BOKEH_COMPOSITE; |
| 479 | shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode); |
| 480 | ERR_FAIL_COND(shader.is_null()); |
| 481 | |
| 482 | framebuffer = p_buffers.base_fb; |
| 483 | |
| 484 | draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); |
| 485 | RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer))); |
| 486 | RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_half_texture0), 0); |
| 487 | RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture2), 1); |
| 488 | RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 2, u_weight_texture0), 2); |
| 489 | |
| 490 | RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant)); |
| 491 | |
| 492 | RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u); |
| 493 | RD::get_singleton()->draw_list_end(); |
| 494 | } else { |
| 495 | CopyEffects::get_singleton()->copy_raster(p_buffers.secondary_texture, p_buffers.base_fb); |
| 496 | } |
| 497 | } |
| 498 | } |
| 499 | } |
| 500 | |