Path: blob/master/servers/rendering/renderer_rd/effects/luminance.h
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/**************************************************************************/1/* luminance.h */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#pragma once3132#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"33#include "servers/rendering/renderer_rd/shaders/effects/luminance_reduce.glsl.gen.h"34#include "servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster.glsl.gen.h"35#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"3637#define RB_LUMINANCE_BUFFERS SNAME("luminance_buffers")3839namespace RendererRD {4041class Luminance {42private:43bool prefer_raster_effects;4445enum LuminanceReduceMode {46LUMINANCE_REDUCE_READ,47LUMINANCE_REDUCE,48LUMINANCE_REDUCE_WRITE,49LUMINANCE_REDUCE_MAX50};5152struct LuminanceReducePushConstant {53int32_t source_size[2];54float max_luminance;55float min_luminance;56float exposure_adjust;57float pad[3];58};5960struct LuminanceReduce {61LuminanceReduceShaderRD shader;62RID shader_version;63RID pipelines[LUMINANCE_REDUCE_MAX];64} luminance_reduce;6566enum LuminanceReduceRasterMode {67LUMINANCE_REDUCE_FRAGMENT_FIRST,68LUMINANCE_REDUCE_FRAGMENT,69LUMINANCE_REDUCE_FRAGMENT_FINAL,70LUMINANCE_REDUCE_FRAGMENT_MAX71};7273struct LuminanceReduceRasterPushConstant {74int32_t source_size[2];75int32_t dest_size[2];76float exposure_adjust;77float min_luminance;78float max_luminance;79uint32_t pad1;80};8182struct LuminanceReduceFragment {83LuminanceReduceRasterShaderRD shader;84RID shader_version;85PipelineCacheRD pipelines[LUMINANCE_REDUCE_FRAGMENT_MAX];86} luminance_reduce_raster;8788public:89class LuminanceBuffers : public RenderBufferCustomDataRD {90GDCLASS(LuminanceBuffers, RenderBufferCustomDataRD);9192private:93bool prefer_raster_effects;9495public:96Vector<RID> reduce;97RID current;9899virtual void configure(RenderSceneBuffersRD *p_render_buffers) override;100virtual void free_data() override;101102void set_prefer_raster_effects(bool p_prefer_raster_effects);103};104105Ref<LuminanceBuffers> get_luminance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers);106RID get_current_luminance_buffer(Ref<RenderSceneBuffersRD> p_render_buffers);107void luminance_reduction(RID p_source_texture, const Size2i p_source_size, Ref<LuminanceBuffers> p_luminance_buffers, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);108109Luminance(bool p_prefer_raster_effects);110~Luminance();111};112113} // namespace RendererRD114115116