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										 |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /*  bokeh_dof.h                                                           */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /*                         This file is part of:                          */ | 
					
						
							|  |  |  | /*                             GODOT ENGINE                               */ | 
					
						
							|  |  |  | /*                        https://godotengine.org                         */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ | 
					
						
							|  |  |  | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */ | 
					
						
							|  |  |  | /*                                                                        */ | 
					
						
							|  |  |  | /* Permission is hereby granted, free of charge, to any person obtaining  */ | 
					
						
							|  |  |  | /* a copy of this software and associated documentation files (the        */ | 
					
						
							|  |  |  | /* "Software"), to deal in the Software without restriction, including    */ | 
					
						
							|  |  |  | /* without limitation the rights to use, copy, modify, merge, publish,    */ | 
					
						
							|  |  |  | /* distribute, sublicense, and/or sell copies of the Software, and to     */ | 
					
						
							|  |  |  | /* permit persons to whom the Software is furnished to do so, subject to  */ | 
					
						
							|  |  |  | /* the following conditions:                                              */ | 
					
						
							|  |  |  | /*                                                                        */ | 
					
						
							|  |  |  | /* The above copyright notice and this permission notice shall be         */ | 
					
						
							|  |  |  | /* included in all copies or substantial portions of the Software.        */ | 
					
						
							|  |  |  | /*                                                                        */ | 
					
						
							|  |  |  | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */ | 
					
						
							|  |  |  | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */ | 
					
						
							|  |  |  | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ | 
					
						
							|  |  |  | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */ | 
					
						
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											2022-04-29 17:10:54 +10:00
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							|  |  |  | #ifndef BOKEH_DOF_RD_H
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							|  |  |  | #define BOKEH_DOF_RD_H
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							|  |  |  | #include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
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							|  |  |  | #include "servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl.gen.h"
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							|  |  |  | #include "servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl.gen.h"
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							|  |  |  | namespace RendererRD { | 
					
						
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							|  |  |  | class BokehDOF { | 
					
						
							|  |  |  | private: | 
					
						
							|  |  |  | 	bool prefer_raster_effects; | 
					
						
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							|  |  |  | 	struct BokehPushConstant { | 
					
						
							|  |  |  | 		uint32_t size[2]; | 
					
						
							|  |  |  | 		float z_far; | 
					
						
							|  |  |  | 		float z_near; | 
					
						
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							|  |  |  | 		uint32_t orthogonal; | 
					
						
							|  |  |  | 		float blur_size; | 
					
						
							|  |  |  | 		float blur_scale; | 
					
						
							|  |  |  | 		uint32_t steps; | 
					
						
							|  |  |  | 
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							|  |  |  | 		uint32_t blur_near_active; | 
					
						
							|  |  |  | 		float blur_near_begin; | 
					
						
							|  |  |  | 		float blur_near_end; | 
					
						
							|  |  |  | 		uint32_t blur_far_active; | 
					
						
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							|  |  |  | 		float blur_far_begin; | 
					
						
							|  |  |  | 		float blur_far_end; | 
					
						
							|  |  |  | 		uint32_t second_pass; | 
					
						
							|  |  |  | 		uint32_t half_size; | 
					
						
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							|  |  |  | 		uint32_t use_jitter; | 
					
						
							|  |  |  | 		float jitter_seed; | 
					
						
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										 |  |  | 		uint32_t use_physical_near; | 
					
						
							|  |  |  | 		uint32_t use_physical_far; | 
					
						
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							|  |  |  | 		float blur_size_near; | 
					
						
							|  |  |  | 		float blur_size_far; | 
					
						
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										 |  |  | 		uint32_t pad[2]; | 
					
						
							|  |  |  | 	}; | 
					
						
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							|  |  |  | 	enum BokehMode { | 
					
						
							|  |  |  | 		BOKEH_GEN_BLUR_SIZE, | 
					
						
							|  |  |  | 		BOKEH_GEN_BOKEH_BOX, | 
					
						
							|  |  |  | 		BOKEH_GEN_BOKEH_BOX_NOWEIGHT, | 
					
						
							|  |  |  | 		BOKEH_GEN_BOKEH_HEXAGONAL, | 
					
						
							|  |  |  | 		BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT, | 
					
						
							|  |  |  | 		BOKEH_GEN_BOKEH_CIRCULAR, | 
					
						
							|  |  |  | 		BOKEH_COMPOSITE, | 
					
						
							|  |  |  | 		BOKEH_MAX | 
					
						
							|  |  |  | 	}; | 
					
						
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							|  |  |  | 	struct Bokeh { | 
					
						
							|  |  |  | 		BokehPushConstant push_constant; | 
					
						
							|  |  |  | 		BokehDofShaderRD compute_shader; | 
					
						
							|  |  |  | 		BokehDofRasterShaderRD raster_shader; | 
					
						
							|  |  |  | 		RID shader_version; | 
					
						
							|  |  |  | 		RID compute_pipelines[BOKEH_MAX]; | 
					
						
							|  |  |  | 		PipelineCacheRD raster_pipelines[BOKEH_MAX]; | 
					
						
							|  |  |  | 	} bokeh; | 
					
						
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							|  |  |  | public: | 
					
						
							|  |  |  | 	struct BokehBuffers { | 
					
						
							|  |  |  | 		// bokeh buffers
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							|  |  |  | 		// textures
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							|  |  |  | 		Size2i base_texture_size; | 
					
						
							|  |  |  | 		RID base_texture; | 
					
						
							|  |  |  | 		RID depth_texture; | 
					
						
							|  |  |  | 		RID secondary_texture; | 
					
						
							|  |  |  | 		RID half_texture[2]; | 
					
						
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							|  |  |  | 		// raster only
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							|  |  |  | 		RID base_fb; | 
					
						
							|  |  |  | 		RID secondary_fb; // with weights
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							|  |  |  | 		RID half_fb[2]; // with weights
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							|  |  |  | 		RID base_weight_fb; | 
					
						
							|  |  |  | 		RID weight_texture[4]; | 
					
						
							|  |  |  | 	}; | 
					
						
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							|  |  |  | 	BokehDOF(bool p_prefer_raster_effects); | 
					
						
							|  |  |  | 	~BokehDOF(); | 
					
						
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										 |  |  | 	void bokeh_dof_compute(const BokehBuffers &p_buffers, RID p_camera_attributes, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal); | 
					
						
							|  |  |  | 	void bokeh_dof_raster(const BokehBuffers &p_buffers, RID p_camera_attributes, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal); | 
					
						
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										 |  |  | }; | 
					
						
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							|  |  |  | } // namespace RendererRD
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										 |  |  | #endif // BOKEH_DOF_RD_H
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