/**************************************************************************/
/* motion_vectors_store.cpp */
/**************************************************************************/
/* 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: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/**************************************************************************/
#include "motion_vectors_store.h"
#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
namespace RendererRD {
MotionVectorsStore::MotionVectorsStore() {
Vector<String> modes;
modes.push_back("");
motion_shader.initialize(modes);
shader_version = motion_shader.version_create();
pipeline = RD::get_singleton()->compute_pipeline_create(motion_shader.version_get_shader(shader_version, 0));
}
MotionVectorsStore::~MotionVectorsStore() {
motion_shader.version_free(shader_version);
}
void MotionVectorsStore::process(Ref<RenderSceneBuffersRD> p_render_buffers,
const Projection &p_current_projection, const Transform3D &p_current_transform,
const Projection &p_previous_projection, const Transform3D &p_previous_transform) {
MaterialStorage *material_storage = MaterialStorage::get_singleton();
ERR_FAIL_NULL(material_storage);
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
uint32_t view_count = p_render_buffers->get_view_count();
Size2i internal_size = p_render_buffers->get_internal_size();
PushConstant push_constant;
{
push_constant.resolution[0] = internal_size.width;
push_constant.resolution[1] = internal_size.height;
Projection correction;
correction.set_depth_correction(true, true, false);
Projection reprojection = (correction * p_previous_projection) * p_previous_transform.affine_inverse() * p_current_transform * (correction * p_current_projection).inverse();
RendererRD::MaterialStorage::store_camera(reprojection, push_constant.reprojection_matrix);
}
RID default_sampler = material_storage->sampler_rd_get_default(RSE::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RSE::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
RD::get_singleton()->draw_command_begin_label("Motion Vector Store");
RID shader = motion_shader.version_get_shader(shader_version, 0);
ERR_FAIL_COND(shader.is_null());
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipeline);
for (uint32_t v = 0; v < view_count; v++) {
RID velocity = p_render_buffers->get_velocity_buffer(false, v);
RID depth = p_render_buffers->get_depth_texture(v);
RD::Uniform u_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, depth }));
RD::Uniform u_velocity(RD::UNIFORM_TYPE_IMAGE, 1, velocity);
RID uniform_set = uniform_set_cache->get_cache(shader, 0, u_depth, u_velocity);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set, 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(PushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, internal_size.width, internal_size.height, 1);
}
RD::get_singleton()->compute_list_end();
RD::get_singleton()->draw_command_end_label();
}
} //namespace RendererRD