class_name EdgeDetectionCompositor extends CompositorEffect var rd: RenderingDevice var shader: RID var pipeline: RID var parameter_storage_buffer := RID() func _init() -> void: effect_callback_type = CompositorEffect.EFFECT_CALLBACK_TYPE_POST_OPAQUE rd = RenderingServer.get_rendering_device() if rd == null: return RenderingServer.call_on_render_thread(_initialize_compute) var data := PackedFloat32Array() data.resize(20) data.fill(0) var parameter_data := data.to_byte_array() parameter_storage_buffer = rd.storage_buffer_create(parameter_data.size(), parameter_data) # System notifications, we want to react on the notification that # alerts us we are about to be destroyed. func _notification(what: int) -> void: if what == NOTIFICATION_PREDELETE: if rd != null and shader.is_valid(): # Freeing our shader will also free any dependents such as the pipeline! rd.free_rid(shader) #region Code in this region runs on the rendering thread. # Compile our shader at initialization. func _initialize_compute() -> void: rd = RenderingServer.get_rendering_device() if not rd: return # Compile our shader. var shader_file := load("res://core/daynight/edge_detection_shader.glsl") var shader_spirv: RDShaderSPIRV = shader_file.get_spirv() shader = rd.shader_create_from_spirv(shader_spirv) if shader.is_valid(): pipeline = rd.compute_pipeline_create(shader) # Called by the rendering thread every frame. func _render_callback(p_effect_callback_type: EffectCallbackType, p_render_data: RenderData) -> void: if rd and p_effect_callback_type == EFFECT_CALLBACK_TYPE_POST_OPAQUE and pipeline.is_valid(): # Get our render scene buffers object, this gives us access to our render buffers. # Note that implementation differs per renderer hence the need for the cast. var render_scene_buffers := p_render_data.get_render_scene_buffers() if render_scene_buffers: # Get our render size, this is the 3D render resolution! var size = render_scene_buffers.get_internal_size() if size.x == 0 and size.y == 0: return @warning_ignore("integer_division") var x_groups : int = (size.x - 1.0) / 8.0 + 1.0 @warning_ignore("integer_division") var y_groups : int = (size.y - 1.0) / 8.0 + 1.0 var z_groups := 1 # Loop through views just in case we're doing stereo rendering. No extra cost if this is mono. var view_count: int = render_scene_buffers.get_view_count() for view in view_count: # Get the RID for our color image, we will be reading from and writing to it. var input_image: RID = render_scene_buffers.get_color_layer(view) var input_depth: RID = render_scene_buffers.get_depth_layer(view) var input_normal: RID = render_scene_buffers.get_texture("forward_clustered","normal_roughness") var texture_sampler = RDSamplerState.new() texture_sampler = rd.sampler_create(texture_sampler) var parameters := PackedFloat32Array([size.x, size.y, 0.0, 0.0]) var inv_proj_mat := p_render_data.get_render_scene_data().get_cam_projection().inverse() var inv_proj_mat_array := PackedVector4Array([inv_proj_mat.x, inv_proj_mat.y, inv_proj_mat.z, inv_proj_mat.w]) var parameter_data := parameters.to_byte_array() parameter_data.append_array(inv_proj_mat_array.to_byte_array()) rd.buffer_update(parameter_storage_buffer, 0, parameter_data.size(), parameter_data) var uniform_parameter := RDUniform.new() uniform_parameter.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER uniform_parameter.binding = 0 uniform_parameter.add_id(parameter_storage_buffer) # Create a uniform set, this will be cached, the cache will be cleared if our viewports configuration is changed. var uniform_color := RDUniform.new() uniform_color.uniform_type = RenderingDevice.UNIFORM_TYPE_IMAGE uniform_color.binding = 1 uniform_color.add_id(input_image) var uniform_depth := RDUniform.new() uniform_depth.uniform_type = RenderingDevice.UNIFORM_TYPE_SAMPLER_WITH_TEXTURE uniform_depth.binding = 2 uniform_depth.add_id(texture_sampler) uniform_depth.add_id(input_depth) var uniform_normal := RDUniform.new() uniform_normal.uniform_type = RenderingDevice.UNIFORM_TYPE_SAMPLER_WITH_TEXTURE uniform_normal.binding = 3 uniform_normal.add_id(texture_sampler) uniform_normal.add_id(input_normal) var uniform_set := UniformSetCacheRD.get_cache(shader, 0, [uniform_parameter, uniform_color, uniform_depth, uniform_normal]) # Run our compute shader. 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_dispatch(compute_list, x_groups, y_groups, z_groups) rd.compute_list_end() rd.free_rid(texture_sampler) #endregion