1/**************************************************************************/
2/* luminance.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 LUMINANCE_RD_H
32#define LUMINANCE_RD_H
33
34#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
35#include "servers/rendering/renderer_rd/shaders/effects/luminance_reduce.glsl.gen.h"
36#include "servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster.glsl.gen.h"
37#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"
38#include "servers/rendering/renderer_scene_render.h"
39
40#include "servers/rendering_server.h"
41
42#define RB_LUMINANCE_BUFFERS SNAME("luminance_buffers")
43
44namespace RendererRD {
45
46class Luminance {
47private:
48 bool prefer_raster_effects;
49
50 enum LuminanceReduceMode {
51 LUMINANCE_REDUCE_READ,
52 LUMINANCE_REDUCE,
53 LUMINANCE_REDUCE_WRITE,
54 LUMINANCE_REDUCE_MAX
55 };
56
57 struct LuminanceReducePushConstant {
58 int32_t source_size[2];
59 float max_luminance;
60 float min_luminance;
61 float exposure_adjust;
62 float pad[3];
63 };
64
65 struct LuminanceReduce {
66 LuminanceReduceShaderRD shader;
67 RID shader_version;
68 RID pipelines[LUMINANCE_REDUCE_MAX];
69 } luminance_reduce;
70
71 enum LuminanceReduceRasterMode {
72 LUMINANCE_REDUCE_FRAGMENT_FIRST,
73 LUMINANCE_REDUCE_FRAGMENT,
74 LUMINANCE_REDUCE_FRAGMENT_FINAL,
75 LUMINANCE_REDUCE_FRAGMENT_MAX
76 };
77
78 struct LuminanceReduceRasterPushConstant {
79 int32_t source_size[2];
80 int32_t dest_size[2];
81 float exposure_adjust;
82 float min_luminance;
83 float max_luminance;
84 uint32_t pad1;
85 };
86
87 struct LuminanceReduceFragment {
88 LuminanceReduceRasterShaderRD shader;
89 RID shader_version;
90 PipelineCacheRD pipelines[LUMINANCE_REDUCE_FRAGMENT_MAX];
91 } luminance_reduce_raster;
92
93public:
94 class LuminanceBuffers : public RenderBufferCustomDataRD {
95 GDCLASS(LuminanceBuffers, RenderBufferCustomDataRD);
96
97 private:
98 bool prefer_raster_effects;
99
100 public:
101 Vector<RID> reduce;
102 RID current;
103
104 virtual void configure(RenderSceneBuffersRD *p_render_buffers) override;
105 virtual void free_data() override;
106
107 void set_prefer_raster_effects(bool p_prefer_raster_effects);
108 };
109
110 Ref<LuminanceBuffers> get_luminance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers);
111 RID get_current_luminance_buffer(Ref<RenderSceneBuffersRD> p_render_buffers);
112 void luminance_reduction(RID p_source_texture, const Size2i p_source_size, Ref<LuminanceBuffers> p_luminance_buffers, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
113
114 Luminance(bool p_prefer_raster_effects);
115 ~Luminance();
116};
117
118} // namespace RendererRD
119
120#endif // LUMINANCE_RD_H
121