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mirror of https://github.com/godotengine/godot.git synced 2025-11-10 13:00:37 +00:00

Move screen space effects into a separate class

This commit is contained in:
Bastiaan Olij
2022-06-28 19:10:36 +10:00
parent 3953c1aa73
commit eefcb5ed67
27 changed files with 2632 additions and 2085 deletions

View File

@@ -66,6 +66,13 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_specular()
}
specular = RD::get_singleton()->texture_create(tf, RD::TextureView());
if (view_count == 1) {
specular_views[0] = specular;
} else {
for (uint32_t v = 0; v < view_count; v++) {
specular_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), specular, v, 0);
}
}
if (msaa == RS::VIEWPORT_MSAA_DISABLED) {
{
@@ -80,6 +87,14 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_specular()
tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
specular_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
if (view_count == 1) {
specular_msaa_views[0] = specular_msaa;
} else {
for (uint32_t v = 0; v < view_count; v++) {
specular_msaa_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), specular_msaa, v, 0);
}
}
{
Vector<RID> fb;
fb.push_back(specular_msaa);
@@ -175,6 +190,8 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::clear() {
for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) {
color_views[v] = RID();
depth_views[v] = RID();
specular_views[v] = RID();
specular_msaa_views[v] = RID();
color_msaa_views[v] = RID();
depth_msaa_views[v] = RID();
normal_roughness_views[v] = RID();
@@ -1749,9 +1766,10 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
for (uint32_t v = 0; v < render_buffer->view_count; v++) {
RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa_views[v], render_buffer->color_views[v]);
}
// TODO mame this do multiview
if (using_separate_specular) {
RD::get_singleton()->texture_resolve_multisample(render_buffer->specular_msaa, render_buffer->specular);
for (uint32_t v = 0; v < render_buffer->view_count; v++) {
RD::get_singleton()->texture_resolve_multisample(render_buffer->specular_msaa_views[v], render_buffer->specular_views[v]);
}
}
}
@@ -1772,12 +1790,12 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
if (using_ssr) {
RENDER_TIMESTAMP("Screen-Space Reflections");
RD::get_singleton()->draw_command_begin_label("Process Screen-Space Reflections");
_process_ssr(p_render_data->render_buffers, color_only_framebuffer, render_buffer->normal_roughness_buffer, render_buffer->specular, render_buffer->specular, Color(0, 0, 0, 1), p_render_data->environment, p_render_data->cam_projection, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED);
_process_ssr(p_render_data->render_buffers, color_only_framebuffer, render_buffer->normal_roughness_views, render_buffer->specular, render_buffer->specular_views, Color(0, 0, 0, 1), p_render_data->environment, p_render_data->view_projection, p_render_data->view_eye_offset, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED);
RD::get_singleton()->draw_command_end_label();
} else {
//just mix specular back
RENDER_TIMESTAMP("Merge Specular");
RendererCompositorRD::singleton->get_effects()->merge_specular(color_only_framebuffer, render_buffer->specular, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED ? RID() : render_buffer->color, RID());
copy_effects->merge_specular(color_only_framebuffer, render_buffer->specular, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED ? RID() : render_buffer->color, RID(), p_render_data->view_count);
}
}

View File

@@ -117,6 +117,8 @@ class RenderForwardClustered : public RendererSceneRenderRD {
uint32_t view_count = 1;
RID color_views[RendererSceneRender::MAX_RENDER_VIEWS]; // we should rewrite this so we get access to the existing views in our renderer, something we can address when we reorg this
RID depth_views[RendererSceneRender::MAX_RENDER_VIEWS]; // we should rewrite this so we get access to the existing views in our renderer, something we can address when we reorg this
RID specular_views[RendererSceneRender::MAX_RENDER_VIEWS];
RID specular_msaa_views[RendererSceneRender::MAX_RENDER_VIEWS];
RID color_msaa_views[RendererSceneRender::MAX_RENDER_VIEWS];
RID depth_msaa_views[RendererSceneRender::MAX_RENDER_VIEWS];
RID normal_roughness_views[RendererSceneRender::MAX_RENDER_VIEWS];