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 */ |
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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 | |