You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-17 14:11:06 +00:00
Extracting render buffers and changing it to a more generic solution
This commit is contained in:
@@ -44,9 +44,12 @@
|
||||
#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"
|
||||
#include "servers/rendering/renderer_scene_render.h"
|
||||
#include "servers/rendering_server.h"
|
||||
|
||||
class RenderSceneBuffersRD;
|
||||
|
||||
namespace RendererRD {
|
||||
|
||||
class SSEffects {
|
||||
@@ -168,6 +171,9 @@ public:
|
||||
void screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const RID *p_diffuse_slices, const RID *p_normal_roughness_slices, RS::EnvironmentSSRRoughnessQuality p_roughness_quality, const RID *p_metallic_slices, const Color &p_metallic_mask, const RID *p_depth_slices, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets);
|
||||
void ssr_free(SSRRenderBuffers &p_ssr_buffers);
|
||||
|
||||
/* subsurface scattering */
|
||||
void sub_surface_scattering(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_diffuse, RID p_depth, const Projection &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RS::SubSurfaceScatteringQuality p_quality);
|
||||
|
||||
private:
|
||||
/* SS Downsampler */
|
||||
|
||||
@@ -501,6 +507,29 @@ private:
|
||||
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