Files
tgcc/core/daynight/edge_detection_compositor.gd

123 lines
4.8 KiB
GDScript

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