rokojori-action-library-exa.../addons/SphynxMotionBlurToolkit/JumpFlood/jump_flood_motion_blur.gd

191 lines
6.5 KiB
GDScript

extends "res://addons/SphynxMotionBlurToolkit/JumpFlood/base_jump_flood_motion_blur.gd"
class_name SphynxOldJumpFloodMotionBlur
@export_group("Shader Stages")
@export var blur_stage : ShaderStageResource = preload("res://addons/SphynxMotionBlurToolkit/JumpFlood/jump_flood_blur_stage.tres"):
set(value):
unsubscribe_shader_stage(blur_stage)
blur_stage = value
subscirbe_shader_stage(value)
@export var overlay_stage : ShaderStageResource = preload("res://addons/SphynxMotionBlurToolkit/JumpFlood/jump_flood_overlay_stage.tres"):
set(value):
unsubscribe_shader_stage(overlay_stage)
overlay_stage = value
subscirbe_shader_stage(value)
@export var construct_stage : ShaderStageResource = preload("res://addons/SphynxMotionBlurToolkit/JumpFlood/jump_flood_construction_stage.tres"):
set(value):
unsubscribe_shader_stage(construct_stage)
construct_stage = value
subscirbe_shader_stage(value)
## how many steps along a range of 2 velocities from the
## dilation target velocity space do we go along to find a better fitting velocity sample
## higher samples meaning higher detail getting captured and blurred
@export var backtracking_sample_count : int = 8
## how sensitive the backtracking for velocities be
@export var backtracking_velocity_match_threshold : float = 0.9
## how sensitively the backtracking should treat velocities that are a different
## length along that velocity
@export var backtracking_velocity_match_parallel_sensitivity : float = 1
## how sensitively the backtracking should treat velcoities that have perpendicular
## offset to that velocity
@export var backtracking_velcoity_match_perpendicular_sensitivity : float = 0.05
## how closely does the depth of the backtracked sample has to match the original sample to be
## considered (in NDC space)
@export var backtracbing_depth_match_threshold : float = 0.001
var texture: StringName = "texture"
var buffer_a : StringName = "buffer_a"
var buffer_b : StringName = "buffer_b"
var custom_velocity : StringName = "custom_velocity"
var temp_intensity : float
var previous_time : float = 0
func _render_callback_2(render_size : Vector2i, render_scene_buffers : RenderSceneBuffersRD, render_scene_data : RenderSceneDataRD):
var time : float = float(Time.get_ticks_msec()) / 1000
var delta_time : float = time - previous_time
previous_time = time
temp_intensity = intensity
if framerate_independent:
var capped_frame_time : float = 1 / target_constant_framerate
if !uncapped_independence:
capped_frame_time = min(capped_frame_time, delta_time)
temp_intensity = intensity * capped_frame_time / delta_time
ensure_texture(texture, render_scene_buffers)
ensure_texture(buffer_a, render_scene_buffers)#, RenderingDevice.DATA_FORMAT_R16G16_SFLOAT)
ensure_texture(buffer_b, render_scene_buffers)#, RenderingDevice.DATA_FORMAT_R16G16_SFLOAT)
ensure_texture(custom_velocity, render_scene_buffers)
rd.draw_command_begin_label("Motion Blur", Color(1.0, 1.0, 1.0, 1.0))
var last_iteration_index : int = JFA_pass_count - 1;
var max_dilation_radius : float = pow(2 + step_exponent_modifier, last_iteration_index) * sample_step_multiplier / intensity;
var push_constant: PackedFloat32Array = [
samples,
temp_intensity,
center_fade,
Engine.get_frames_drawn() % 8,
last_iteration_index,
sample_step_multiplier,
step_exponent_modifier,
max_dilation_radius,
]
var int_push_constant : PackedInt32Array = [
0,
0,
0,
0
]
var byte_array = push_constant.to_byte_array()
byte_array.append_array(int_push_constant.to_byte_array())
var view_count = render_scene_buffers.get_view_count()
for view in range(view_count):
var color_image := render_scene_buffers.get_color_layer(view)
var depth_image := render_scene_buffers.get_depth_layer(view)
var texture_image := render_scene_buffers.get_texture_slice(context, texture, view, 0, 1, 1)
var buffer_a_image := render_scene_buffers.get_texture_slice(context, buffer_a, view, 0, 1, 1)
var buffer_b_image := render_scene_buffers.get_texture_slice(context, buffer_b, view, 0, 1, 1)
var custom_velocity_image := render_scene_buffers.get_texture_slice(context, custom_velocity, view, 0, 1, 1)
rd.draw_command_begin_label("Construct blur " + str(view), Color(1.0, 1.0, 1.0, 1.0))
var tex_uniform_set
var compute_list
var x_groups := floori((render_size.x - 1) / 16 + 1)
var y_groups := floori((render_size.y - 1) / 16 + 1)
tex_uniform_set = UniformSetCacheRD.get_cache(construct_stage.shader, 0, [
get_sampler_uniform(depth_image, 0, false),
get_sampler_uniform(custom_velocity_image, 1, false),
get_image_uniform(buffer_a_image, 2),
get_image_uniform(buffer_b_image, 3),
get_sampler_uniform(buffer_a_image, 4, false),
get_sampler_uniform(buffer_b_image, 5, false)
])
compute_list = rd.compute_list_begin()
rd.compute_list_bind_compute_pipeline(compute_list, construct_stage.pipeline)
rd.compute_list_bind_uniform_set(compute_list, tex_uniform_set, 0)
for i in JFA_pass_count:
var jf_push_constants : PackedInt32Array = [
i,
last_iteration_index,
backtracking_sample_count,
16
]
var step_size : float = round(pow(2 + step_exponent_modifier, last_iteration_index - i)) * sample_step_multiplier;
var jf_float_push_constants_test : PackedFloat32Array = [
perpen_error_threshold,
sample_step_multiplier,
temp_intensity,
backtracking_velocity_match_threshold,
backtracking_velocity_match_parallel_sensitivity,
backtracking_velcoity_match_perpendicular_sensitivity,
backtracbing_depth_match_threshold,
step_exponent_modifier,
step_size,
max_dilation_radius,
0,
0
]
var jf_byte_array = jf_push_constants.to_byte_array()
jf_byte_array.append_array(jf_float_push_constants_test.to_byte_array())
rd.compute_list_set_push_constant(compute_list, jf_byte_array, jf_byte_array.size())
rd.compute_list_dispatch(compute_list, x_groups, y_groups, 1)
rd.compute_list_end()
rd.draw_command_end_label()
dispatch_stage(blur_stage,
[
get_sampler_uniform(color_image, 0, false),
get_sampler_uniform(depth_image, 1, false),
get_sampler_uniform(custom_velocity_image, 2, false),
get_sampler_uniform(buffer_b_image if last_iteration_index % 2 else buffer_a_image, 3, false),
get_image_uniform(texture_image, 4),
],
byte_array,
Vector3i(x_groups, y_groups, 1),
"Compute Blur",
view)
dispatch_stage(overlay_stage,
[
get_sampler_uniform(texture_image, 0),
get_image_uniform(color_image, 1)
],
[],
Vector3i(x_groups, y_groups, 1),
"Overlay Result",
view)
rd.draw_command_end_label()