/**************************************************************************/
/* depth_reconstruct.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "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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/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/**************************************************************************/
#pragma once
#include "servers/rendering/renderer_rd/shaders/effects/depth_reconstruct.glsl.gen.h"
namespace RendererRD {
/// Reconstructs a full-resolution depth buffer from low-res depth using
/// joint bilateral upsampling guided by the upscaled color buffer, with
/// temporal accumulation via motion-vector reprojection (8-frame history).
class DepthReconstruct {
private:
struct PushConstant {
int32_t target_size[2];
int32_t lowres_size[2];
float z_near;
float z_far;
float history_weight;
float _pad;
};
PushConstant push_constant;
DepthReconstructShaderRD shader;
RID shader_version;
RID pipeline;
RID history_texture;
Size2i history_size;
int frame_count = 0;
void _ensure_history_texture(const Size2i &p_size);
public:
DepthReconstruct();
~DepthReconstruct();
/// Reconstruct full-resolution depth with temporal accumulation.
/// @param p_lowres_depth Low-resolution depth texture (reverse-Z).
/// @param p_upscaled_color Upscaled color texture for edge guidance.
/// @param p_velocity Motion vector texture (RG16F, prev_uv - current_uv).
/// @param p_dest_depth Output R32F image at target resolution.
/// @param p_target_size Target (output) resolution.
/// @param p_lowres_size Low-resolution input size.
/// @param p_z_near Camera near plane.
/// @param p_z_far Camera far plane.
void process(RID p_lowres_depth, RID p_upscaled_color, RID p_velocity,
RID p_dest_depth,
const Size2i &p_target_size, const Size2i &p_lowres_size,
float p_z_near, float p_z_far);
};
} // namespace RendererRD