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nvidia-rtx-godot / servers / rendering / renderer_rd / effects / ss_effects.h

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/**************************************************************************/
/*  ss_effects.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:                                              */
/*                                                                        */
/* 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. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
/**************************************************************************/

#pragma once

#include "servers/rendering/renderer_rd/pipeline_deferred_rd.h"
#include "servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_downsample.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_hiz.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_resolve.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/ssao.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/ssil.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl.gen.h"

#define RB_SCOPE_SSLF SNAME("rb_sslf")
#define RB_SCOPE_SSDS SNAME("rb_ssds")
#define RB_SCOPE_SSIL SNAME("rb_ssil")
#define RB_SCOPE_SSAO SNAME("rb_ssao")
#define RB_SCOPE_SSR SNAME("rb_ssr")

#define RB_LINEAR_DEPTH SNAME("linear_depth")
#define RB_FINAL SNAME("final")
#define RB_LAST_FRAME SNAME("last_frame")
#define RB_DEINTERLEAVED SNAME("deinterleaved")
#define RB_DEINTERLEAVED_PONG SNAME("deinterleaved_pong")
#define RB_EDGES SNAME("edges")
#define RB_IMPORTANCE_MAP SNAME("importance_map")
#define RB_IMPORTANCE_PONG SNAME("importance_pong")

#define RB_NORMAL_ROUGHNESS SNAME("normal_roughness")
#define RB_HIZ SNAME("hiz")
#define RB_SSR SNAME("ssr")
#define RB_MIP_LEVEL SNAME("mip_level")

class RenderSceneBuffersRD;

namespace RendererRD {

class CopyEffects;

class SSEffects {
private:
	static SSEffects *singleton;

public:
	static SSEffects *get_singleton() { return singleton; }

	SSEffects();
	~SSEffects();

	/* Last Frame */

	void allocate_last_frame_buffer(Ref<RenderSceneBuffersRD> p_render_buffers, bool p_use_ssil, bool p_use_ssr);
	void copy_internal_texture_to_last_frame(Ref<RenderSceneBuffersRD> p_render_buffers, CopyEffects &p_copy_effects);

	/* SS Downsampler */

	void downsample_depth(Ref<RenderSceneBuffersRD> p_render_buffers, uint32_t p_view, const Projection &p_projection);

	/* SSIL */
	void ssil_set_quality(RSE::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to);

	struct SSILRenderBuffers {
		bool half_size = false;
		int buffer_width;
		int buffer_height;
		int half_buffer_width;
		int half_buffer_height;
	};

	struct SSILSettings {
		float radius = 1.0;
		float intensity = 2.0;
		float sharpness = 0.98;
		float normal_rejection = 1.0;

		Size2i full_screen_size;
	};

	void ssil_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings);
	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);

	/* SSAO */
	void ssao_set_quality(RSE::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to);

	struct SSAORenderBuffers {
		bool half_size = false;
		int buffer_width;
		int buffer_height;
		int half_buffer_width;
		int half_buffer_height;
	};

	struct SSAOSettings {
		float radius = 1.0;
		float intensity = 2.0;
		float power = 1.5;
		float detail = 0.5;
		float horizon = 0.06;
		float sharpness = 0.98;

		Size2i full_screen_size;
	};

	void ssao_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings);
	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);

	/* Screen Space Reflection */
	void ssr_set_half_size(bool p_half_size);

	struct SSRRenderBuffers {
		Size2i size;
		uint32_t mipmaps = 1;
		bool half_size = false;
	};

	void ssr_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSRRenderBuffers &p_ssr_buffers, const RD::DataFormat p_color_format);
	void screen_space_reflection(Ref<RenderSceneBuffersRD> p_render_buffers, SSRRenderBuffers &p_ssr_buffers, const RID *p_normal_roughness_slices, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const Projection *p_projections, const Projection *p_reprojections, const Vector3 *p_eye_offsets, RendererRD::CopyEffects &p_copy_effects);

	/* subsurface scattering */
	void sss_set_quality(RSE::SubSurfaceScatteringQuality p_quality);
	RSE::SubSurfaceScatteringQuality sss_get_quality() const;
	void sss_set_scale(float p_scale, float p_depth_scale);

	void sub_surface_scattering(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_diffuse, RID p_depth, const Projection &p_camera, const Size2i &p_screen_size);

private:
	/* Settings */

	RSE::EnvironmentSSAOQuality ssao_quality = RSE::ENV_SSAO_QUALITY_MEDIUM;
	bool ssao_half_size = false;
	float ssao_adaptive_target = 0.5;
	int ssao_blur_passes = 2;
	float ssao_fadeout_from = 50.0;
	float ssao_fadeout_to = 300.0;

	RSE::EnvironmentSSILQuality ssil_quality = RSE::ENV_SSIL_QUALITY_MEDIUM;
	bool ssil_half_size = false;
	float ssil_adaptive_target = 0.5;
	int ssil_blur_passes = 4;
	float ssil_fadeout_from = 50.0;
	float ssil_fadeout_to = 300.0;

	bool ssr_half_size = false;

	RSE::SubSurfaceScatteringQuality sss_quality = RSE::SUB_SURFACE_SCATTERING_QUALITY_MEDIUM;
	float sss_scale = 0.05;
	float sss_depth_scale = 0.01;

	/* SS Downsampler */

	struct SSEffectsDownsamplePushConstant {
		float pixel_size[2];
		float z_far;
		float z_near;
		uint32_t orthogonal;
		float radius_sq;
		uint32_t pad[2];
	};

	enum SSEffectsMode {
		SS_EFFECTS_DOWNSAMPLE,
		SS_EFFECTS_DOWNSAMPLE_HALF_RES,
		SS_EFFECTS_DOWNSAMPLE_MIPMAP,
		SS_EFFECTS_DOWNSAMPLE_MIPMAP_HALF_RES,
		SS_EFFECTS_DOWNSAMPLE_HALF,
		SS_EFFECTS_DOWNSAMPLE_HALF_RES_HALF,
		SS_EFFECTS_DOWNSAMPLE_FULL_MIPS,
		SS_EFFECTS_MAX
	};

	struct SSEffectsGatherConstants {
		float rotation_matrices[80]; //5 vec4s * 4
	};

	struct SSEffectsShader {
		SSEffectsDownsamplePushConstant downsample_push_constant;
		SsEffectsDownsampleShaderRD downsample_shader;
		RID downsample_shader_version;
		bool used_half_size_last_frame = false;
		bool used_mips_last_frame = false;
		bool used_full_mips_last_frame = false;

		RID gather_constants_buffer;

		RID mirror_sampler;

		PipelineDeferredRD pipelines[SS_EFFECTS_MAX];
	} ss_effects;

	/* SSIL */

	enum SSILMode {
		SSIL_GATHER,
		SSIL_GATHER_BASE,
		SSIL_GATHER_ADAPTIVE,
		SSIL_GENERATE_IMPORTANCE_MAP,
		SSIL_PROCESS_IMPORTANCE_MAPA,
		SSIL_PROCESS_IMPORTANCE_MAPB,
		SSIL_BLUR_PASS,
		SSIL_BLUR_PASS_SMART,
		SSIL_BLUR_PASS_WIDE,
		SSIL_INTERLEAVE,
		SSIL_INTERLEAVE_SMART,
		SSIL_INTERLEAVE_HALF,
		SSIL_MAX
	};

	struct SSILGatherPushConstant {
		int32_t screen_size[2];
		int pass;
		int quality;

		float half_screen_pixel_size[2];
		float half_screen_pixel_size_x025[2];

		float NDC_to_view_mul[2];
		float NDC_to_view_add[2];

		float pad2[2];
		float z_near;
		float z_far;

		float radius;
		float intensity;
		int size_multiplier;
		int pad;

		float fade_out_mul;
		float fade_out_add;
		float normal_rejection_amount;
		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 SSILImportanceMapPushConstant {
		float half_screen_pixel_size[2];
		float intensity;
		float pad;
	};

	struct SSILBlurPushConstant {
		float edge_sharpness;
		float pad;
		float half_screen_pixel_size[2];
	};

	struct SSILInterleavePushConstant {
		float inv_sharpness;
		uint32_t size_modifier;
		float pixel_size[2];
	};

	struct SSILProjectionUniforms {
		float inv_last_frame_projection_matrix[16];
	};

	struct SSIL {
		SSILGatherPushConstant gather_push_constant;
		SsilShaderRD gather_shader;
		RID gather_shader_version;
		RID projection_uniform_buffer;

		SSILImportanceMapPushConstant importance_map_push_constant;
		SsilImportanceMapShaderRD importance_map_shader;
		RID importance_map_shader_version;
		RID importance_map_load_counter;
		RID counter_uniform_set;

		SSILBlurPushConstant blur_push_constant;
		SsilBlurShaderRD blur_shader;
		RID blur_shader_version;

		SSILInterleavePushConstant interleave_push_constant;
		SsilInterleaveShaderRD interleave_shader;
		RID interleave_shader_version;

		PipelineDeferredRD pipelines[SSIL_MAX];
	} ssil;

	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);

	/* SSAO */

	enum SSAOMode {
		SSAO_GATHER,
		SSAO_GATHER_BASE,
		SSAO_GATHER_ADAPTIVE,
		SSAO_GENERATE_IMPORTANCE_MAP,
		SSAO_PROCESS_IMPORTANCE_MAPA,
		SSAO_PROCESS_IMPORTANCE_MAPB,
		SSAO_BLUR_PASS,
		SSAO_BLUR_PASS_SMART,
		SSAO_BLUR_PASS_WIDE,
		SSAO_INTERLEAVE,
		SSAO_INTERLEAVE_SMART,
		SSAO_INTERLEAVE_HALF,
		SSAO_MAX
	};

	struct SSAOGatherPushConstant {
		int32_t screen_size[2];
		int pass;
		int quality;

		float half_screen_pixel_size[2];
		int size_multiplier;
		float detail_intensity;

		float NDC_to_view_mul[2];
		float NDC_to_view_add[2];

		float pad[2];
		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;

		PipelineDeferredRD 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 ScreenSpaceReflectionDownsampleMode {
		SCREEN_SPACE_REFLECTION_DOWNSAMPLE_DEFAULT,
		SCREEN_SPACE_REFLECTION_DOWNSAMPLE_ODD_WIDTH,
		SCREEN_SPACE_REFLECTION_DOWNSAMPLE_ODD_HEIGHT,
		SCREEN_SPACE_REFLECTION_DOWNSAMPLE_ODD_WIDTH_AND_HEIGHT,
		SCREEN_SPACE_REFLECTION_DOWNSAMPLE_MAX
	};

	struct ScreenSpaceReflectionDownsamplePushConstant {
		int32_t screen_size[2];
		int32_t pad[2];
	};

	enum ScreenSpaceReflectionHizMode {
		SCREEN_SPACE_REFLECTION_HIZ_DEFAULT,
		SCREEN_SPACE_REFLECTION_HIZ_ODD_WIDTH,
		SCREEN_SPACE_REFLECTION_HIZ_ODD_HEIGHT,
		SCREEN_SPACE_REFLECTION_HIZ_ODD_WIDTH_AND_HEIGHT,
		SCREEN_SPACE_REFLECTION_HIZ_MAX
	};

	struct ScreenSpaceReflectionHizPushConstant {
		int32_t screen_size[2];
		int32_t pad[2];
	};

	struct ScreenSpaceReflectionSceneData {
		float projection[2][16];
		float inv_projection[2][16];
		float reprojection[2][16];
		float eye_offset[2][4];
	};

	struct ScreenSpaceReflectionPushConstant {
		int32_t screen_size[2];
		int32_t mipmaps;
		int32_t num_steps;
		float distance_fade;
		float curve_fade_in;
		float depth_tolerance;
		int32_t orthogonal;
		uint32_t view_index;
		int32_t pad[3];
	};

	struct ScreenSpaceReflectionFilterPushConstant {
		int32_t screen_size[2];
		uint32_t mip_level;
		int32_t pad;
	};

	struct ScreenSpaceReflectionResolvePushConstant {
		int32_t screen_size[2];
		int32_t pad[2];
	};

	struct ScreenSpaceReflection {
		ScreenSpaceReflectionDownsampleShaderRD downsample_shader;
		RID downsample_shader_version;
		PipelineDeferredRD downsample_pipelines[SCREEN_SPACE_REFLECTION_DOWNSAMPLE_MAX];

		ScreenSpaceReflectionHizShaderRD hiz_shader;
		RID hiz_shader_version;
		PipelineDeferredRD hiz_pipelines[SCREEN_SPACE_REFLECTION_HIZ_MAX];

		ScreenSpaceReflectionShaderRD ssr_shader;
		RID ssr_shader_version;
		PipelineDeferredRD ssr_pipeline;
		RID ubo;

		ScreenSpaceReflectionFilterShaderRD filter_shader;
		RID filter_shader_version;
		PipelineDeferredRD filter_pipeline;

		ScreenSpaceReflectionResolveShaderRD resolve_shader;
		RID resolve_shader_version;
		PipelineDeferredRD resolve_pipeline;
	} ssr;

	/* Subsurface scattering */

	enum SSSMode {
		SUBSURFACE_SCATTERING_MODE_LOW_QUALITY,
		SUBSURFACE_SCATTERING_MODE_MEDIUM_QUALITY,
		SUBSURFACE_SCATTERING_MODE_HIGH_QUALITY,
		SUBSURFACE_SCATTERING_MODE_MAX
	};

	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;
		PipelineDeferredRD pipelines[SUBSURFACE_SCATTERING_MODE_MAX];
	} sss;
};

} // namespace RendererRD