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| 1 | +# meta-description: Base template for CompositorEffect with support for custom inline code insertion |
| 2 | + |
| 3 | +@tool |
| 4 | +# Having a class name is handy for picking the effect in the Inspector. |
| 5 | +class_name CompositorEffect_CLASS_ |
| 6 | +extends _BASE_ |
| 7 | + |
| 8 | + |
| 9 | +const SHADER_CODE: String = "#version 450 |
| 10 | +
|
| 11 | +layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; |
| 12 | +
|
| 13 | +layout(rgba16f, set = 0, binding = 0) uniform image2D color_image; |
| 14 | +
|
| 15 | +layout(push_constant, std430) uniform Params { |
| 16 | + vec2 raster_size; |
| 17 | + vec2 reserved; |
| 18 | +} params; |
| 19 | +
|
| 20 | +void main() { |
| 21 | + ivec2 uv = ivec2(gl_GlobalInvocationID.xy); |
| 22 | + ivec2 size = ivec2(params.raster_size); |
| 23 | +
|
| 24 | + if (uv.x >= size.x || uv.y >= size.y) { |
| 25 | + return; |
| 26 | + } |
| 27 | +
|
| 28 | + vec4 color = imageLoad(color_image, uv); |
| 29 | +
|
| 30 | + #COMPUTE_CODE |
| 31 | +
|
| 32 | + imageStore(color_image, uv, color); |
| 33 | +}" |
| 34 | + |
| 35 | +@export_multiline var shader_code: String = "": |
| 36 | + set(value): |
| 37 | + mutex.lock() |
| 38 | + shader_code = value |
| 39 | + shader_is_dirty = true |
| 40 | + mutex.unlock() |
| 41 | + |
| 42 | +var rd: RenderingDevice |
| 43 | +var shader := RID() |
| 44 | +var pipeline := RID() |
| 45 | + |
| 46 | +var mutex := Mutex.new() |
| 47 | +var shader_is_dirty := true |
| 48 | + |
| 49 | + |
| 50 | +func _init() -> void: |
| 51 | + effect_callback_type = EFFECT_CALLBACK_TYPE_POST_TRANSPARENT |
| 52 | + rd = RenderingServer.get_rendering_device() |
| 53 | + |
| 54 | + |
| 55 | +func _notification(what: int) -> void: |
| 56 | + if what == NOTIFICATION_PREDELETE: |
| 57 | + if shader.is_valid(): |
| 58 | + RenderingServer.free_rid(shader) |
| 59 | + |
| 60 | + |
| 61 | +func _check_shader() -> bool: |
| 62 | + if not rd: |
| 63 | + return false |
| 64 | + |
| 65 | + var new_shader_code: String = "" |
| 66 | + |
| 67 | + mutex.lock() |
| 68 | + if shader_is_dirty: |
| 69 | + new_shader_code = shader_code |
| 70 | + shader_is_dirty = false |
| 71 | + mutex.unlock() |
| 72 | + |
| 73 | + if new_shader_code.is_empty(): |
| 74 | + return pipeline.is_valid() |
| 75 | + |
| 76 | + new_shader_code = SHADER_CODE.replace("#COMPUTE_CODE", new_shader_code); |
| 77 | + |
| 78 | + if shader.is_valid(): |
| 79 | + rd.free_rid(shader) |
| 80 | + shader = RID() |
| 81 | + pipeline = RID() |
| 82 | + |
| 83 | + var shader_source := RDShaderSource.new() |
| 84 | + shader_source.language = RenderingDevice.SHADER_LANGUAGE_GLSL |
| 85 | + shader_source.source_compute = new_shader_code |
| 86 | + var shader_spirv := rd.shader_compile_spirv_from_source(shader_source) |
| 87 | + |
| 88 | + if not shader_spirv.compile_error_compute.is_empty(): |
| 89 | + push_error(shader_spirv.compile_error_compute) |
| 90 | + return false |
| 91 | + |
| 92 | + shader = rd.shader_create_from_spirv(shader_spirv) |
| 93 | + if not shader.is_valid(): |
| 94 | + return false |
| 95 | + |
| 96 | + pipeline = rd.compute_pipeline_create(shader) |
| 97 | + return pipeline.is_valid() |
| 98 | + |
| 99 | + |
| 100 | +func _render_callback(effect_callback_type: int, render_data: RenderData) -> void: |
| 101 | + if rd and effect_callback_type == EFFECT_CALLBACK_TYPE_POST_TRANSPARENT and _check_shader(): |
| 102 | + var render_scene_buffers: RenderSceneBuffersRD = render_data.get_render_scene_buffers() |
| 103 | + if render_scene_buffers: |
| 104 | + var size := render_scene_buffers.get_internal_size() |
| 105 | + if size.x == 0 and size.y == 0: |
| 106 | + return |
| 107 | + |
| 108 | + var x_groups := (size.x - 1) / 8 + 1 |
| 109 | + var y_groups := (size.y - 1) / 8 + 1 |
| 110 | + var z_groups := 1 |
| 111 | + |
| 112 | + var push_constant := PackedFloat32Array() |
| 113 | + push_constant.push_back(size.x) |
| 114 | + push_constant.push_back(size.y) |
| 115 | + push_constant.push_back(0.0) |
| 116 | + push_constant.push_back(0.0) |
| 117 | + |
| 118 | + var view_count := render_scene_buffers.get_view_count() |
| 119 | + for view in range(view_count): |
| 120 | + var input_image := render_scene_buffers.get_color_layer(view) |
| 121 | + |
| 122 | + var uniform := RDUniform.new() |
| 123 | + uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_IMAGE |
| 124 | + uniform.binding = 0 |
| 125 | + uniform.add_id(input_image) |
| 126 | + var uniform_set := UniformSetCacheRD.get_cache(shader, 0, [uniform]) |
| 127 | + |
| 128 | + var compute_list := rd.compute_list_begin() |
| 129 | + rd.compute_list_bind_compute_pipeline(compute_list, pipeline) |
| 130 | + rd.compute_list_bind_uniform_set(compute_list, uniform_set, 0) |
| 131 | + rd.compute_list_set_push_constant(compute_list, push_constant.to_byte_array(), |
| 132 | + push_constant.size() * 4) |
| 133 | + rd.compute_list_dispatch(compute_list, x_groups, y_groups, z_groups) |
| 134 | + rd.compute_list_end() |
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