initial commit, 4.5 stable
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This commit is contained in:
528
servers/rendering/renderer_rd/effects/ss_effects.h
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528
servers/rendering/renderer_rd/effects/ss_effects.h
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/**************************************************************************/
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/* ss_effects.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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||||
/* Permission is hereby granted, free of charge, to any person obtaining */
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||||
/* a copy of this software and associated documentation files (the */
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||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
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||||
/* */
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||||
/* The above copyright notice and this permission notice shall be */
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||||
/* included in all copies or substantial portions of the Software. */
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||||
/* */
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||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#include "servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/ssao.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/ssil.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl.gen.h"
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#include "servers/rendering_server.h"
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#define RB_SCOPE_SSDS SNAME("rb_ssds")
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#define RB_SCOPE_SSIL SNAME("rb_ssil")
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#define RB_SCOPE_SSAO SNAME("rb_ssao")
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#define RB_SCOPE_SSR SNAME("rb_ssr")
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#define RB_LINEAR_DEPTH SNAME("linear_depth")
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#define RB_FINAL SNAME("final")
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#define RB_LAST_FRAME SNAME("last_frame")
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#define RB_DEINTERLEAVED SNAME("deinterleaved")
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#define RB_DEINTERLEAVED_PONG SNAME("deinterleaved_pong")
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#define RB_EDGES SNAME("edges")
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#define RB_IMPORTANCE_MAP SNAME("importance_map")
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#define RB_IMPORTANCE_PONG SNAME("importance_pong")
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#define RB_DEPTH_SCALED SNAME("depth_scaled")
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#define RB_NORMAL_SCALED SNAME("normal_scaled")
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#define RB_BLUR_RADIUS SNAME("blur_radius")
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#define RB_INTERMEDIATE SNAME("intermediate")
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#define RB_OUTPUT SNAME("output")
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class RenderSceneBuffersRD;
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namespace RendererRD {
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class SSEffects {
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private:
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static SSEffects *singleton;
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public:
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static SSEffects *get_singleton() { return singleton; }
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SSEffects();
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~SSEffects();
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/* SS Downsampler */
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void downsample_depth(Ref<RenderSceneBuffersRD> p_render_buffers, uint32_t p_view, const Projection &p_projection);
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/* SSIL */
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void ssil_set_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to);
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struct SSILRenderBuffers {
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bool half_size = false;
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int buffer_width;
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int buffer_height;
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int half_buffer_width;
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int half_buffer_height;
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};
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struct SSILSettings {
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float radius = 1.0;
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float intensity = 2.0;
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float sharpness = 0.98;
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float normal_rejection = 1.0;
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Size2i full_screen_size;
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};
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void ssil_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings);
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void screen_space_indirect_lighting(Ref<RenderSceneBuffersRD> p_render_buffers, SSILRenderBuffers &p_ssil_buffers, uint32_t p_view, RID p_normal_buffer, const Projection &p_projection, const Projection &p_last_projection, const SSILSettings &p_settings);
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/* SSAO */
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void ssao_set_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to);
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struct SSAORenderBuffers {
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bool half_size = false;
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int buffer_width;
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int buffer_height;
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int half_buffer_width;
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int half_buffer_height;
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};
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struct SSAOSettings {
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float radius = 1.0;
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float intensity = 2.0;
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float power = 1.5;
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float detail = 0.5;
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float horizon = 0.06;
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float sharpness = 0.98;
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Size2i full_screen_size;
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};
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void ssao_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings);
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void generate_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, SSAORenderBuffers &p_ssao_buffers, uint32_t p_view, RID p_normal_buffer, const Projection &p_projection, const SSAOSettings &p_settings);
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/* Screen Space Reflection */
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void ssr_set_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality);
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struct SSRRenderBuffers {
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Size2i size;
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RenderingServer::EnvironmentSSRRoughnessQuality roughness_quality = RenderingServer::ENV_SSR_ROUGHNESS_QUALITY_DISABLED;
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};
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void ssr_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSRRenderBuffers &p_ssr_buffers, const RenderingDevice::DataFormat p_color_format);
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void screen_space_reflection(Ref<RenderSceneBuffersRD> p_render_buffers, SSRRenderBuffers &p_ssr_buffers, const RID *p_normal_roughness_slices, const RID *p_metallic_slices, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const Projection *p_projections, const Vector3 *p_eye_offsets);
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/* subsurface scattering */
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void sss_set_quality(RS::SubSurfaceScatteringQuality p_quality);
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RS::SubSurfaceScatteringQuality sss_get_quality() const;
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void sss_set_scale(float p_scale, float p_depth_scale);
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void sub_surface_scattering(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_diffuse, RID p_depth, const Projection &p_camera, const Size2i &p_screen_size);
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private:
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/* Settings */
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RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
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bool ssao_half_size = false;
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float ssao_adaptive_target = 0.5;
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int ssao_blur_passes = 2;
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float ssao_fadeout_from = 50.0;
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float ssao_fadeout_to = 300.0;
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RS::EnvironmentSSILQuality ssil_quality = RS::ENV_SSIL_QUALITY_MEDIUM;
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bool ssil_half_size = false;
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float ssil_adaptive_target = 0.5;
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int ssil_blur_passes = 4;
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float ssil_fadeout_from = 50.0;
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float ssil_fadeout_to = 300.0;
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RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGHNESS_QUALITY_LOW;
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RS::SubSurfaceScatteringQuality sss_quality = RS::SUB_SURFACE_SCATTERING_QUALITY_MEDIUM;
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float sss_scale = 0.05;
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float sss_depth_scale = 0.01;
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/* SS Downsampler */
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struct SSEffectsDownsamplePushConstant {
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float pixel_size[2];
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float z_far;
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float z_near;
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uint32_t orthogonal;
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float radius_sq;
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uint32_t pad[2];
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};
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enum SSEffectsMode {
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SS_EFFECTS_DOWNSAMPLE,
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SS_EFFECTS_DOWNSAMPLE_HALF_RES,
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SS_EFFECTS_DOWNSAMPLE_MIPMAP,
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SS_EFFECTS_DOWNSAMPLE_MIPMAP_HALF_RES,
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SS_EFFECTS_DOWNSAMPLE_HALF,
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SS_EFFECTS_DOWNSAMPLE_HALF_RES_HALF,
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SS_EFFECTS_DOWNSAMPLE_FULL_MIPS,
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SS_EFFECTS_MAX
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};
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struct SSEffectsGatherConstants {
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float rotation_matrices[80]; //5 vec4s * 4
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};
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struct SSEffectsShader {
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SSEffectsDownsamplePushConstant downsample_push_constant;
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SsEffectsDownsampleShaderRD downsample_shader;
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RID downsample_shader_version;
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bool used_half_size_last_frame = false;
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bool used_mips_last_frame = false;
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bool used_full_mips_last_frame = false;
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RID gather_constants_buffer;
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RID mirror_sampler;
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RID pipelines[SS_EFFECTS_MAX];
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} ss_effects;
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/* SSIL */
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enum SSILMode {
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SSIL_GATHER,
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SSIL_GATHER_BASE,
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SSIL_GATHER_ADAPTIVE,
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SSIL_GENERATE_IMPORTANCE_MAP,
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SSIL_PROCESS_IMPORTANCE_MAPA,
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SSIL_PROCESS_IMPORTANCE_MAPB,
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SSIL_BLUR_PASS,
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SSIL_BLUR_PASS_SMART,
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SSIL_BLUR_PASS_WIDE,
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SSIL_INTERLEAVE,
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SSIL_INTERLEAVE_SMART,
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SSIL_INTERLEAVE_HALF,
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SSIL_MAX
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};
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struct SSILGatherPushConstant {
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int32_t screen_size[2];
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int pass;
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int quality;
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float half_screen_pixel_size[2];
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float half_screen_pixel_size_x025[2];
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float NDC_to_view_mul[2];
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float NDC_to_view_add[2];
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float pad2[2];
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float z_near;
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float z_far;
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float radius;
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float intensity;
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int size_multiplier;
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int pad;
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float fade_out_mul;
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float fade_out_add;
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float normal_rejection_amount;
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float inv_radius_near_limit;
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uint32_t is_orthogonal;
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float neg_inv_radius;
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float load_counter_avg_div;
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float adaptive_sample_limit;
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int32_t pass_coord_offset[2];
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float pass_uv_offset[2];
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};
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struct SSILImportanceMapPushConstant {
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float half_screen_pixel_size[2];
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float intensity;
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float pad;
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};
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struct SSILBlurPushConstant {
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float edge_sharpness;
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float pad;
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float half_screen_pixel_size[2];
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};
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struct SSILInterleavePushConstant {
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float inv_sharpness;
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uint32_t size_modifier;
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float pixel_size[2];
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};
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struct SSILProjectionUniforms {
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float inv_last_frame_projection_matrix[16];
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};
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struct SSIL {
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SSILGatherPushConstant gather_push_constant;
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SsilShaderRD gather_shader;
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RID gather_shader_version;
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RID projection_uniform_buffer;
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SSILImportanceMapPushConstant importance_map_push_constant;
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SsilImportanceMapShaderRD importance_map_shader;
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RID importance_map_shader_version;
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RID importance_map_load_counter;
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RID counter_uniform_set;
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SSILBlurPushConstant blur_push_constant;
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SsilBlurShaderRD blur_shader;
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RID blur_shader_version;
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SSILInterleavePushConstant interleave_push_constant;
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SsilInterleaveShaderRD interleave_shader;
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RID interleave_shader_version;
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RID pipelines[SSIL_MAX];
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} ssil;
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void gather_ssil(RD::ComputeListID p_compute_list, const RID *p_ssil_slices, const RID *p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set);
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/* SSAO */
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enum SSAOMode {
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SSAO_GATHER,
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SSAO_GATHER_BASE,
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SSAO_GATHER_ADAPTIVE,
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SSAO_GENERATE_IMPORTANCE_MAP,
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SSAO_PROCESS_IMPORTANCE_MAPA,
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SSAO_PROCESS_IMPORTANCE_MAPB,
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SSAO_BLUR_PASS,
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SSAO_BLUR_PASS_SMART,
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SSAO_BLUR_PASS_WIDE,
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SSAO_INTERLEAVE,
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SSAO_INTERLEAVE_SMART,
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SSAO_INTERLEAVE_HALF,
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SSAO_MAX
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};
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struct SSAOGatherPushConstant {
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int32_t screen_size[2];
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int pass;
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int quality;
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|
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float half_screen_pixel_size[2];
|
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int size_multiplier;
|
||||
float detail_intensity;
|
||||
|
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float NDC_to_view_mul[2];
|
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float NDC_to_view_add[2];
|
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|
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float pad[2];
|
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float half_screen_pixel_size_x025[2];
|
||||
|
||||
float radius;
|
||||
float intensity;
|
||||
float shadow_power;
|
||||
float shadow_clamp;
|
||||
|
||||
float fade_out_mul;
|
||||
float fade_out_add;
|
||||
float horizon_angle_threshold;
|
||||
float inv_radius_near_limit;
|
||||
|
||||
uint32_t is_orthogonal;
|
||||
float neg_inv_radius;
|
||||
float load_counter_avg_div;
|
||||
float adaptive_sample_limit;
|
||||
|
||||
int32_t pass_coord_offset[2];
|
||||
float pass_uv_offset[2];
|
||||
};
|
||||
|
||||
struct SSAOImportanceMapPushConstant {
|
||||
float half_screen_pixel_size[2];
|
||||
float intensity;
|
||||
float power;
|
||||
};
|
||||
|
||||
struct SSAOBlurPushConstant {
|
||||
float edge_sharpness;
|
||||
float pad;
|
||||
float half_screen_pixel_size[2];
|
||||
};
|
||||
|
||||
struct SSAOInterleavePushConstant {
|
||||
float inv_sharpness;
|
||||
uint32_t size_modifier;
|
||||
float pixel_size[2];
|
||||
};
|
||||
|
||||
struct SSAO {
|
||||
SSAOGatherPushConstant gather_push_constant;
|
||||
SsaoShaderRD gather_shader;
|
||||
RID gather_shader_version;
|
||||
|
||||
SSAOImportanceMapPushConstant importance_map_push_constant;
|
||||
SsaoImportanceMapShaderRD importance_map_shader;
|
||||
RID importance_map_shader_version;
|
||||
RID importance_map_load_counter;
|
||||
RID counter_uniform_set;
|
||||
|
||||
SSAOBlurPushConstant blur_push_constant;
|
||||
SsaoBlurShaderRD blur_shader;
|
||||
RID blur_shader_version;
|
||||
|
||||
SSAOInterleavePushConstant interleave_push_constant;
|
||||
SsaoInterleaveShaderRD interleave_shader;
|
||||
RID interleave_shader_version;
|
||||
|
||||
RID pipelines[SSAO_MAX];
|
||||
} ssao;
|
||||
|
||||
void gather_ssao(RD::ComputeListID p_compute_list, const RID *p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set);
|
||||
|
||||
/* Screen Space Reflection */
|
||||
|
||||
enum SSRShaderSpecializations {
|
||||
SSR_MULTIVIEW = 1 << 0,
|
||||
SSR_VARIATIONS = 2,
|
||||
};
|
||||
|
||||
struct ScreenSpaceReflectionSceneData {
|
||||
float projection[2][16];
|
||||
float inv_projection[2][16];
|
||||
float eye_offset[2][4];
|
||||
};
|
||||
|
||||
// SSR Scale
|
||||
|
||||
struct ScreenSpaceReflectionScalePushConstant {
|
||||
int32_t screen_size[2];
|
||||
float camera_z_near;
|
||||
float camera_z_far;
|
||||
|
||||
uint32_t orthogonal;
|
||||
uint32_t filter;
|
||||
uint32_t view_index;
|
||||
uint32_t pad1;
|
||||
};
|
||||
|
||||
struct ScreenSpaceReflectionScale {
|
||||
ScreenSpaceReflectionScaleShaderRD shader;
|
||||
RID shader_version;
|
||||
RID pipelines[SSR_VARIATIONS];
|
||||
} ssr_scale;
|
||||
|
||||
// SSR main
|
||||
|
||||
enum ScreenSpaceReflectionMode {
|
||||
SCREEN_SPACE_REFLECTION_NORMAL,
|
||||
SCREEN_SPACE_REFLECTION_ROUGH,
|
||||
SCREEN_SPACE_REFLECTION_MAX,
|
||||
};
|
||||
|
||||
struct ScreenSpaceReflectionPushConstant {
|
||||
float proj_info[4]; // 16 - 16
|
||||
|
||||
int32_t screen_size[2]; // 8 - 24
|
||||
float camera_z_near; // 4 - 28
|
||||
float camera_z_far; // 4 - 32
|
||||
|
||||
int32_t num_steps; // 4 - 36
|
||||
float depth_tolerance; // 4 - 40
|
||||
float distance_fade; // 4 - 44
|
||||
float curve_fade_in; // 4 - 48
|
||||
|
||||
uint32_t orthogonal; // 4 - 52
|
||||
float filter_mipmap_levels; // 4 - 56
|
||||
uint32_t use_half_res; // 4 - 60
|
||||
uint32_t view_index; // 4 - 64
|
||||
|
||||
// float projection[16]; // this is in our ScreenSpaceReflectionSceneData now
|
||||
};
|
||||
|
||||
struct ScreenSpaceReflection {
|
||||
ScreenSpaceReflectionShaderRD shader;
|
||||
RID shader_version;
|
||||
RID pipelines[SSR_VARIATIONS][SCREEN_SPACE_REFLECTION_MAX];
|
||||
|
||||
RID ubo;
|
||||
} ssr;
|
||||
|
||||
// SSR Filter
|
||||
|
||||
struct ScreenSpaceReflectionFilterPushConstant {
|
||||
float proj_info[4]; // 16 - 16
|
||||
|
||||
uint32_t orthogonal; // 4 - 20
|
||||
float edge_tolerance; // 4 - 24
|
||||
int32_t increment; // 4 - 28
|
||||
uint32_t view_index; // 4 - 32
|
||||
|
||||
int32_t screen_size[2]; // 8 - 40
|
||||
uint32_t vertical; // 4 - 44
|
||||
uint32_t steps; // 4 - 48
|
||||
};
|
||||
|
||||
enum SSRReflectionMode {
|
||||
SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL,
|
||||
SCREEN_SPACE_REFLECTION_FILTER_VERTICAL,
|
||||
SCREEN_SPACE_REFLECTION_FILTER_MAX,
|
||||
};
|
||||
|
||||
struct ScreenSpaceReflectionFilter {
|
||||
ScreenSpaceReflectionFilterShaderRD shader;
|
||||
RID shader_version;
|
||||
RID pipelines[SSR_VARIATIONS][SCREEN_SPACE_REFLECTION_FILTER_MAX];
|
||||
} ssr_filter;
|
||||
|
||||
/* Subsurface scattering */
|
||||
|
||||
struct SubSurfaceScatteringPushConstant {
|
||||
int32_t screen_size[2];
|
||||
float camera_z_far;
|
||||
float camera_z_near;
|
||||
|
||||
uint32_t vertical;
|
||||
uint32_t orthogonal;
|
||||
float unit_size;
|
||||
float scale;
|
||||
|
||||
float depth_scale;
|
||||
uint32_t pad[3];
|
||||
};
|
||||
|
||||
struct SubSurfaceScattering {
|
||||
SubSurfaceScatteringPushConstant push_constant;
|
||||
SubsurfaceScatteringShaderRD shader;
|
||||
RID shader_version;
|
||||
RID pipelines[3]; //3 quality levels
|
||||
} sss;
|
||||
};
|
||||
|
||||
} // namespace RendererRD
|
Reference in New Issue
Block a user