| 1 | /**************************************************************************/ |
| 2 | /* bokeh_dof.h */ |
| 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 | #ifndef BOKEH_DOF_RD_H |
| 32 | #define BOKEH_DOF_RD_H |
| 33 | |
| 34 | #include "servers/rendering/renderer_rd/pipeline_cache_rd.h" |
| 35 | #include "servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl.gen.h" |
| 36 | #include "servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl.gen.h" |
| 37 | #include "servers/rendering/renderer_scene_render.h" |
| 38 | |
| 39 | #include "servers/rendering_server.h" |
| 40 | |
| 41 | namespace RendererRD { |
| 42 | |
| 43 | class BokehDOF { |
| 44 | private: |
| 45 | bool prefer_raster_effects; |
| 46 | |
| 47 | struct BokehPushConstant { |
| 48 | uint32_t size[2]; |
| 49 | float z_far; |
| 50 | float z_near; |
| 51 | |
| 52 | uint32_t orthogonal; |
| 53 | float blur_size; |
| 54 | float blur_scale; |
| 55 | uint32_t steps; |
| 56 | |
| 57 | uint32_t blur_near_active; |
| 58 | float blur_near_begin; |
| 59 | float blur_near_end; |
| 60 | uint32_t blur_far_active; |
| 61 | |
| 62 | float blur_far_begin; |
| 63 | float blur_far_end; |
| 64 | uint32_t second_pass; |
| 65 | uint32_t half_size; |
| 66 | |
| 67 | uint32_t use_jitter; |
| 68 | float jitter_seed; |
| 69 | uint32_t use_physical_near; |
| 70 | uint32_t use_physical_far; |
| 71 | |
| 72 | float blur_size_near; |
| 73 | float blur_size_far; |
| 74 | uint32_t pad[2]; |
| 75 | }; |
| 76 | |
| 77 | enum BokehMode { |
| 78 | BOKEH_GEN_BLUR_SIZE, |
| 79 | BOKEH_GEN_BOKEH_BOX, |
| 80 | BOKEH_GEN_BOKEH_BOX_NOWEIGHT, |
| 81 | BOKEH_GEN_BOKEH_HEXAGONAL, |
| 82 | BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT, |
| 83 | BOKEH_GEN_BOKEH_CIRCULAR, |
| 84 | BOKEH_COMPOSITE, |
| 85 | BOKEH_MAX |
| 86 | }; |
| 87 | |
| 88 | struct Bokeh { |
| 89 | BokehPushConstant push_constant; |
| 90 | BokehDofShaderRD compute_shader; |
| 91 | BokehDofRasterShaderRD raster_shader; |
| 92 | RID shader_version; |
| 93 | RID compute_pipelines[BOKEH_MAX]; |
| 94 | PipelineCacheRD raster_pipelines[BOKEH_MAX]; |
| 95 | } bokeh; |
| 96 | |
| 97 | public: |
| 98 | struct BokehBuffers { |
| 99 | // bokeh buffers |
| 100 | |
| 101 | // textures |
| 102 | Size2i base_texture_size; |
| 103 | RID base_texture; |
| 104 | RID depth_texture; |
| 105 | RID secondary_texture; |
| 106 | RID half_texture[2]; |
| 107 | |
| 108 | // raster only |
| 109 | RID base_fb; |
| 110 | RID secondary_fb; // with weights |
| 111 | RID half_fb[2]; // with weights |
| 112 | RID base_weight_fb; |
| 113 | RID weight_texture[4]; |
| 114 | }; |
| 115 | |
| 116 | BokehDOF(bool p_prefer_raster_effects); |
| 117 | ~BokehDOF(); |
| 118 | |
| 119 | void bokeh_dof_compute(const BokehBuffers &p_buffers, RID p_camera_attributes, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal); |
| 120 | void bokeh_dof_raster(const BokehBuffers &p_buffers, RID p_camera_attributes, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal); |
| 121 | }; |
| 122 | |
| 123 | } // namespace RendererRD |
| 124 | |
| 125 | #endif // BOKEH_DOF_RD_H |
| 126 | |