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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/servers/rendering/renderer_rd/effects/luminance.h
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/**************************************************************************/
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/* luminance.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
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#include "servers/rendering/renderer_rd/shaders/effects/luminance_reduce.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster.glsl.gen.h"
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#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"
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#define RB_LUMINANCE_BUFFERS SNAME("luminance_buffers")
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namespace RendererRD {
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class Luminance {
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private:
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bool prefer_raster_effects;
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enum LuminanceReduceMode {
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LUMINANCE_REDUCE_READ,
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LUMINANCE_REDUCE,
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LUMINANCE_REDUCE_WRITE,
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LUMINANCE_REDUCE_MAX
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};
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struct LuminanceReducePushConstant {
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int32_t source_size[2];
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float max_luminance;
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float min_luminance;
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float exposure_adjust;
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float pad[3];
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};
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struct LuminanceReduce {
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LuminanceReduceShaderRD shader;
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RID shader_version;
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RID pipelines[LUMINANCE_REDUCE_MAX];
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} luminance_reduce;
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enum LuminanceReduceRasterMode {
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LUMINANCE_REDUCE_FRAGMENT_FIRST,
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LUMINANCE_REDUCE_FRAGMENT,
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LUMINANCE_REDUCE_FRAGMENT_FINAL,
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LUMINANCE_REDUCE_FRAGMENT_MAX
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};
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struct LuminanceReduceRasterPushConstant {
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int32_t source_size[2];
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int32_t dest_size[2];
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float exposure_adjust;
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float min_luminance;
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float max_luminance;
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uint32_t pad1;
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};
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struct LuminanceReduceFragment {
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LuminanceReduceRasterShaderRD shader;
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RID shader_version;
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PipelineCacheRD pipelines[LUMINANCE_REDUCE_FRAGMENT_MAX];
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} luminance_reduce_raster;
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public:
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class LuminanceBuffers : public RenderBufferCustomDataRD {
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GDCLASS(LuminanceBuffers, RenderBufferCustomDataRD);
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private:
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bool prefer_raster_effects;
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public:
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Vector<RID> reduce;
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RID current;
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virtual void configure(RenderSceneBuffersRD *p_render_buffers) override;
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virtual void free_data() override;
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void set_prefer_raster_effects(bool p_prefer_raster_effects);
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};
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Ref<LuminanceBuffers> get_luminance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers);
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RID get_current_luminance_buffer(Ref<RenderSceneBuffersRD> p_render_buffers);
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void 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);
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Luminance(bool p_prefer_raster_effects);
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~Luminance();
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};
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} // namespace RendererRD
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