Implement godot compositor tutorial

This commit is contained in:
Garrett Gunnell 2024-12-02 21:05:48 -08:00
commit cc2c13b902
5 changed files with 193 additions and 0 deletions

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.gitattributes vendored Normal file
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# Normalize EOL for all files that Git considers text files.
* text=auto eol=lf

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# Godot 4+ specific ignores
.godot/
/android/
/Ignored
icon.svg*

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post_process.tscn Normal file
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[gd_scene load_steps=8 format=3 uid="uid://ccgywstxl3rj6"]
[ext_resource type="Script" path="res://post_process_shader.gd" id="1_g22wf"]
[ext_resource type="Texture2D" uid="uid://c6jccoq62id4d" path="res://Ignored/tumblr_280d93eb9dac421ba08746f2d5362045_8c4f7d77_1280.jpg" id="2_lxnnh"]
[sub_resource type="Environment" id="Environment_msfv3"]
[sub_resource type="CompositorEffect" id="CompositorEffect_5gbdv"]
resource_local_to_scene = false
resource_name = ""
enabled = true
effect_callback_type = 4
needs_motion_vectors = false
needs_normal_roughness = false
script = ExtResource("1_g22wf")
shader_code = "float gray = color.r * 0.2125 + color.g * 0.7154 + color.b * 0.0721;
color.rgb = vec3(gray);"
[sub_resource type="Compositor" id="Compositor_4ipny"]
compositor_effects = Array[CompositorEffect]([SubResource("CompositorEffect_5gbdv")])
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_in1jo"]
shading_mode = 0
albedo_texture = ExtResource("2_lxnnh")
billboard_mode = 1
[sub_resource type="QuadMesh" id="QuadMesh_yds3v"]
material = SubResource("StandardMaterial3D_in1jo")
[node name="Node3D" type="Node3D"]
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("Environment_msfv3")
compositor = SubResource("Compositor_4ipny")
[node name="Camera3D" type="Camera3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1.01111)
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
mesh = SubResource("QuadMesh_yds3v")

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post_process_shader.gd Normal file
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@tool
extends CompositorEffect
class_name PostProcessShader
const template_shader : String = "#version 450
// Invocations in the (x, y, z) dimension (thread group sizes)
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(rgba16f, set = 0, binding = 0) uniform image2D color_image;
// Our push constant (cbuffer??)
layout(push_constant, std430) uniform Params {
vec2 raster_size;
vec2 reserved;
} params;
// main function/kernel?
void main() {
ivec2 uv = ivec2(gl_GlobalInvocationID.xy);
ivec2 size = ivec2(params.raster_size);
if (uv.x >= size.x || uv.y >= size.y) return;
vec4 color = imageLoad(color_image, uv);
#COMPUTE_CODE
imageStore(color_image, uv, color);
}
"
@export_multiline var shader_code : String = "":
set(value):
mutex.lock()
shader_code = value
shader_is_dirty = true
mutex.unlock()
var rd : RenderingDevice
var shader : RID
var pipeline : RID
var mutex : Mutex = Mutex.new()
var shader_is_dirty : bool = true
func _init():
effect_callback_type = EFFECT_CALLBACK_TYPE_POST_TRANSPARENT
rd = RenderingServer.get_rendering_device()
func _notification(what):
if what == NOTIFICATION_PREDELETE:
if shader.is_valid():
rd.free_rid(shader)
func _check_shader() -> bool:
if not rd:
return false
var new_shader_code : String = ""
mutex.lock()
if shader_is_dirty:
new_shader_code = shader_code
shader_is_dirty = false
mutex.unlock()
if new_shader_code.is_empty():
return pipeline.is_valid()
new_shader_code = template_shader.replace("#COMPUTE_CODE", new_shader_code);
if shader.is_valid():
rd.free_rid(shader)
shader = RID()
pipeline = RID()
var shader_source : RDShaderSource = RDShaderSource.new()
shader_source.language = RenderingDevice.SHADER_LANGUAGE_GLSL
shader_source.source_compute = new_shader_code
var shader_spirv : RDShaderSPIRV = rd.shader_compile_spirv_from_source(shader_source)
if shader_spirv.compile_error_compute != "":
push_error(shader_spirv.compile_error_compute)
push_error("In: " + new_shader_code)
return false
shader = rd.shader_create_from_spirv(shader_spirv)
if not shader.is_valid():
return false
pipeline = rd.compute_pipeline_create(shader)
return pipeline.is_valid()
func _render_callback(p_effect_callback_type, p_render_data):
if rd and p_effect_callback_type == EFFECT_CALLBACK_TYPE_POST_TRANSPARENT and _check_shader():
var render_scene_buffers : RenderSceneBuffersRD = p_render_data.get_render_scene_buffers()
if render_scene_buffers:
var size = render_scene_buffers.get_internal_size()
if size.x == 0 and size.y == 0:
return
var x_groups = (size.x - 1) / 8 + 1
var y_groups = (size.y - 1) / 8 + 1
var z_groups = 1
var push_constant : PackedFloat32Array = PackedFloat32Array()
push_constant.push_back(size.x)
push_constant.push_back(size.y)
push_constant.push_back(0.0)
push_constant.push_back(0.0)
var view_count = render_scene_buffers.get_view_count()
for view in range(view_count):
var input_image = render_scene_buffers.get_color_layer(view)
var uniform : RDUniform = RDUniform.new()
uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_IMAGE
uniform.binding = 0
uniform.add_id(input_image)
var uniform_set = UniformSetCacheRD.get_cache(shader, 0, [uniform])
var compute_list := rd.compute_list_begin()
rd.compute_list_bind_compute_pipeline(compute_list, pipeline)
rd.compute_list_bind_uniform_set(compute_list, uniform_set, 0)
rd.compute_list_set_push_constant(compute_list, push_constant.to_byte_array(), push_constant.size() * 4)
rd.compute_list_dispatch(compute_list, x_groups, y_groups, z_groups)
rd.compute_list_end()

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project.godot Normal file
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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[application]
config/name="Post Processing"
config/features=PackedStringArray("4.3", "Forward Plus")
config/icon="res://icon.svg"