mirror of
https://github.com/godotengine/godot-docs.git
synced 2025-12-31 17:49:03 +03:00
Add documentation about the compositor
This commit is contained in:
369
tutorials/rendering/compositor.rst
Normal file
369
tutorials/rendering/compositor.rst
Normal file
@@ -0,0 +1,369 @@
|
||||
.. _doc_compositor:
|
||||
|
||||
The Compositor
|
||||
==============
|
||||
|
||||
The compositor is a new feature in Godot 4 that allows control over
|
||||
the rendering pipeline when rendering the contents of a :ref:`Viewport <class_Viewport>`.
|
||||
|
||||
It can be configured on a :ref:`WorldEnvironment <class_WorldEnvironment>`
|
||||
node where it applies to all Viewports, or it can be configured on
|
||||
a :ref:`Camera3D <class_Camera3D>` and apply only to
|
||||
the Viewport using that camera.
|
||||
|
||||
The :ref:`Compositor <class_Compositor>` resource is used to configure
|
||||
the compositor. To get started, simply create a new compositor on
|
||||
the appropriate node:
|
||||
|
||||
.. image:: img/new_compositor.webp
|
||||
|
||||
.. note::
|
||||
The compositor is currently a feature that is only supported by
|
||||
the Mobile and Forward+ renderers.
|
||||
|
||||
Compositor effects
|
||||
------------------
|
||||
|
||||
Compositor effects allow you to insert additional logic into the rendering
|
||||
pipeline at various stages. This is an advanced feature that requires
|
||||
a high level of understanding of the rendering pipeline to use to
|
||||
its best advantage.
|
||||
|
||||
As the core logic of the compositor effect is called from the rendering
|
||||
pipeline it is important to note that this logic will thus run within
|
||||
the thread on which rendering takes place.
|
||||
Care needs to be taken to ensure we don't run into threading issues.
|
||||
|
||||
To illustrate how to use compositor effects we'll create a simple
|
||||
post processing effect that allows you to write your own shader code
|
||||
and apply this full screen through a compute shader.
|
||||
You can find the finished demo project `here <https://github.com/godotengine/godot-demo-projects/tree/master/compute/post_shader>`_.
|
||||
|
||||
We start by creating a new script called ``post_process_shader.gd``.
|
||||
We'll make this a tool script so we can see the compositor effect work in the editor.
|
||||
We need to extend our node from :ref:`CompositorEffect <class_CompositorEffect>`.
|
||||
We must also give our script a class name.
|
||||
|
||||
.. code-block:: gdscript
|
||||
|
||||
@tool
|
||||
extends CompositorEffect
|
||||
class_name PostProcessShader
|
||||
|
||||
Next we're going to define a constant for our shader template code.
|
||||
This is the boilerplate code that makes our compute shader work.
|
||||
|
||||
.. code-block:: gdscript
|
||||
|
||||
const template_shader : String = "#version 450
|
||||
|
||||
// Invocations in the (x, y, z) dimension
|
||||
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
|
||||
|
||||
layout(rgba16f, set = 0, binding = 0) uniform image2D color_image;
|
||||
|
||||
// Our push constant
|
||||
layout(push_constant, std430) uniform Params {
|
||||
vec2 raster_size;
|
||||
vec2 reserved;
|
||||
} params;
|
||||
|
||||
// The code we want to execute in each invocation
|
||||
void main() {
|
||||
ivec2 uv = ivec2(gl_GlobalInvocationID.xy);
|
||||
ivec2 size = ivec2(params.raster_size);
|
||||
|
||||
if (uv.x >= size.x || uv.y >= size.y) {
|
||||
return;
|
||||
}
|
||||
|
||||
vec4 color = imageLoad(color_image, uv);
|
||||
|
||||
#COMPUTE_CODE
|
||||
|
||||
imageStore(color_image, uv, color);
|
||||
}"
|
||||
|
||||
For more information on how compute shaders work,
|
||||
please check :ref:`Using compute shaders <doc_compute_shaders>`.
|
||||
|
||||
The important bit here is that for every pixel on our screen,
|
||||
our ``main`` function is executed and inside of this we load
|
||||
the current color value of our pixel, execute our user code,
|
||||
and write our modified color back to our color image.
|
||||
|
||||
``#COMPUTE_CODE`` gets replaced by our user code.
|
||||
|
||||
In order to set our user code, we need an export variable.
|
||||
We'll also define a few script variables we'll be using:
|
||||
|
||||
.. code-block:: gdscript
|
||||
|
||||
@export_multiline var shader_code : String = "":
|
||||
set(value):
|
||||
mutex.lock()
|
||||
shader_code = value
|
||||
shader_is_dirty = true
|
||||
mutex.unlock()
|
||||
|
||||
var rd : RenderingDevice
|
||||
var shader : RID
|
||||
var pipeline : RID
|
||||
|
||||
var mutex : Mutex = Mutex.new()
|
||||
var shader_is_dirty : bool = true
|
||||
|
||||
|
||||
Note the use of a :ref:`Mutex <class_Mutex>` in our code.
|
||||
Most of our implementation gets called from the rendering engine
|
||||
and thus runs within our rendering thread.
|
||||
|
||||
We need to ensure that we set our new shader code, and mark our
|
||||
shader code as dirty, without our render thread accessing this
|
||||
data at the same time.
|
||||
|
||||
Next we initialize our effect.
|
||||
|
||||
.. code-block:: gdscript
|
||||
|
||||
# Called when this resource is constructed.
|
||||
func _init():
|
||||
effect_callback_type = EFFECT_CALLBACK_TYPE_POST_TRANSPARENT
|
||||
rd = RenderingServer.get_rendering_device()
|
||||
|
||||
|
||||
The main thing here is setting our ``effect_callback_type`` which tells
|
||||
the rendering engine at what stage of the render pipeline to call our code.
|
||||
|
||||
.. note::
|
||||
|
||||
Currently we only have access to the stages of the 3D rendering pipeline!
|
||||
|
||||
We also get a reference to our rendering device, which will come in very handy.
|
||||
|
||||
We also need to clean up after ourselves, for this we react to the
|
||||
``NOTIFICATION_PREDELETE`` notification:
|
||||
|
||||
.. code-block:: gdscript
|
||||
|
||||
# System notifications, we want to react on the notification that
|
||||
# alerts us we are about to be destroyed.
|
||||
func _notification(what):
|
||||
if what == NOTIFICATION_PREDELETE:
|
||||
if shader.is_valid():
|
||||
# Freeing our shader will also free any dependents such as the pipeline!
|
||||
RenderingServer.free_rid(shader)
|
||||
|
||||
Note that we do not use our mutex here even though we create our shader inside
|
||||
of our render thread.
|
||||
The methods on our rendering server are thread safe and ``free_rid`` will
|
||||
be postponed cleaning up the shader until after any frames currently being
|
||||
rendered are finished.
|
||||
|
||||
Also note that we are not freeing our pipeline. The rendering device does
|
||||
dependency tracking and as the pipeline is dependent on the shader, it will
|
||||
be automatically freed when the shader is destructed.
|
||||
|
||||
From this point onwards our code will run on the rendering thread.
|
||||
|
||||
Our next step is a helper function that will recompile the shader if the user
|
||||
code was changed.
|
||||
|
||||
.. code-block:: gdscript
|
||||
|
||||
# Check if our shader has changed and needs to be recompiled.
|
||||
func _check_shader() -> bool:
|
||||
if not rd:
|
||||
return false
|
||||
|
||||
var new_shader_code : String = ""
|
||||
|
||||
# Check if our shader is dirty.
|
||||
mutex.lock()
|
||||
if shader_is_dirty:
|
||||
new_shader_code = shader_code
|
||||
shader_is_dirty = false
|
||||
mutex.unlock()
|
||||
|
||||
# We don't have a (new) shader?
|
||||
if new_shader_code.is_empty():
|
||||
return pipeline.is_valid()
|
||||
|
||||
# Apply template.
|
||||
new_shader_code = template_shader.replace("#COMPUTE_CODE", new_shader_code);
|
||||
|
||||
# Out with the old.
|
||||
if shader.is_valid():
|
||||
rd.free_rid(shader)
|
||||
shader = RID()
|
||||
pipeline = RID()
|
||||
|
||||
# In with the new.
|
||||
var shader_source : RDShaderSource = RDShaderSource.new()
|
||||
shader_source.language = RenderingDevice.SHADER_LANGUAGE_GLSL
|
||||
shader_source.source_compute = new_shader_code
|
||||
var shader_spirv : RDShaderSPIRV = rd.shader_compile_spirv_from_source(shader_source)
|
||||
|
||||
if shader_spirv.compile_error_compute != "":
|
||||
push_error(shader_spirv.compile_error_compute)
|
||||
push_error("In: " + new_shader_code)
|
||||
return false
|
||||
|
||||
shader = rd.shader_create_from_spirv(shader_spirv)
|
||||
if not shader.is_valid():
|
||||
return false
|
||||
|
||||
pipeline = rd.compute_pipeline_create(shader)
|
||||
return pipeline.is_valid()
|
||||
|
||||
At the top of this method we again use our mutex to protect accessing our
|
||||
user shader code and our is dirty flag.
|
||||
We make a local copy of the user shader code if our user shader code is dirty.
|
||||
|
||||
If we don't have a new code fragment, we return true if we already have a
|
||||
valid pipeline.
|
||||
|
||||
If we do have a new code fragment we embed it in our template code and then
|
||||
compile it.
|
||||
|
||||
.. warning::
|
||||
The code shown here compiles our new code in runtime.
|
||||
This is great for prototyping as we can immediately see the effect
|
||||
of the changed shader.
|
||||
|
||||
This prevents precompiling and caching this shader which may be an issues
|
||||
on some platforms such as consoles.
|
||||
Note that the demo project comes with an alternative example where
|
||||
a ``glsl`` file contains the entire compute shader and this is used.
|
||||
Godot is able to precompile and cache the shader with this approach.
|
||||
|
||||
Finally we need to implement our effect callback, the rendering engine will call
|
||||
this at the right stage of rendering.
|
||||
|
||||
.. code-block:: gdscript
|
||||
|
||||
# Called by the rendering thread every frame.
|
||||
func _render_callback(p_effect_callback_type, p_render_data):
|
||||
if rd and p_effect_callback_type == EFFECT_CALLBACK_TYPE_POST_TRANSPARENT and _check_shader():
|
||||
# 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 : RenderSceneBuffersRD = 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
|
||||
|
||||
# We can use a compute shader here
|
||||
var x_groups = (size.x - 1) / 8 + 1
|
||||
var y_groups = (size.y - 1) / 8 + 1
|
||||
var z_groups = 1
|
||||
|
||||
# Push constant
|
||||
var push_constant : PackedFloat32Array = PackedFloat32Array()
|
||||
push_constant.push_back(size.x)
|
||||
push_constant.push_back(size.y)
|
||||
push_constant.push_back(0.0)
|
||||
push_constant.push_back(0.0)
|
||||
|
||||
# Loop through views just in case we're doing stereo rendering. No extra cost if this is mono.
|
||||
var view_count = render_scene_buffers.get_view_count()
|
||||
for view in range(view_count):
|
||||
# Get the RID for our color image, we will be reading from and writing to it.
|
||||
var input_image = render_scene_buffers.get_color_layer(view)
|
||||
|
||||
# Create a uniform set, this will be cached, the cache will be cleared if our viewports configuration is changed.
|
||||
var uniform : RDUniform = RDUniform.new()
|
||||
uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_IMAGE
|
||||
uniform.binding = 0
|
||||
uniform.add_id(input_image)
|
||||
var uniform_set = UniformSetCacheRD.get_cache(shader, 0, [ uniform ])
|
||||
|
||||
# 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_set_push_constant(compute_list, push_constant.to_byte_array(), push_constant.size() * 4)
|
||||
rd.compute_list_dispatch(compute_list, x_groups, y_groups, z_groups)
|
||||
rd.compute_list_end()
|
||||
|
||||
At the start of this method we check if we have a rendering device,
|
||||
if our callback type is the correct one, and check if we have our shader.
|
||||
|
||||
.. note::
|
||||
|
||||
The check for the effect type is only a safety mechanism.
|
||||
We've set this in our ``_init`` function, however it is possible
|
||||
for the user to change this in the UI.
|
||||
|
||||
Our ``p_render_data`` parameter gives us access to an object that holds
|
||||
data specific to the frame we're currently rendering. We're currently only
|
||||
interested in our render scene buffers, which provide us access to all the
|
||||
internal buffers used by the rendering engine.
|
||||
Note that we cast this to :ref:`RenderSceneBuffersRD <class_RenderSceneBuffersRD>`
|
||||
to expose the full API to this data.
|
||||
|
||||
Next we obtain our ``internal size`` which is the resolution of our 3D render
|
||||
buffers before they are upscaled (if applicable), upscaling happens after our
|
||||
post processes have run.
|
||||
|
||||
From our internal size we calculate our group size, see our local size in our
|
||||
template shader.
|
||||
|
||||
We also populate our push constant so our shader knows our size.
|
||||
Godot does not support structs here **yet** so we use a
|
||||
``PackedFloat32Array`` to store this data into. Note that we have
|
||||
to pad this array with a 16 byte alignment. In other words, the
|
||||
length of our array needs to be a multiple of 4.
|
||||
|
||||
Now we loop through our views, this is in case we're using multiview rendering
|
||||
which is applicable for stereo rendering (XR). In most cases we will only have
|
||||
one view.
|
||||
|
||||
.. note::
|
||||
|
||||
There is no performance benefit to use multiview for post processing
|
||||
here, handling the views separately like this will still enable the GPU
|
||||
to use parallelism if beneficial.
|
||||
|
||||
Next we obtain the color buffer for this view. This is the buffer into which
|
||||
our 3D scene has been rendered.
|
||||
|
||||
We then prepare a uniform set so we can communicate the color buffer to our
|
||||
shader.
|
||||
|
||||
Note the use of our :ref:`UniformSetCacheRD <class_UniformSetCacheRD>` cache
|
||||
which ensures we can check for our uniform set each frame.
|
||||
As our color buffer can change from frame to frame and our uniform cache
|
||||
will automatically clean up uniform sets when buffers are freed, this is
|
||||
the safe way to ensure we do not leak memory or use an outdated set.
|
||||
|
||||
Finally we build our compute list by binding our pipeline,
|
||||
binding our uniform set, pushing our push constant data,
|
||||
and calling dispatch for our groups.
|
||||
|
||||
With our compositor effect completed, we now need to add it to our compositor.
|
||||
|
||||
On our compositor we expand the compositor effects property
|
||||
and press ``Add Element``.
|
||||
|
||||
Now we can add our compositor effect:
|
||||
|
||||
.. image:: img/add_compositor_effect.webp
|
||||
|
||||
After selecting our ``PostProcessShader`` we need to set our user shader code:
|
||||
|
||||
.. code-block:: glsl
|
||||
|
||||
float gray = color.r * 0.2125 + color.g * 0.7154 + color.b * 0.0721;
|
||||
color.rgb = vec3(gray);
|
||||
|
||||
With that all done, our output is in grayscale.
|
||||
|
||||
.. image:: img/post_process_shader.webp
|
||||
|
||||
.. note::
|
||||
|
||||
For a more advanced example of post effects, check out the
|
||||
`Radial blur based sky rays <https://github.com/BastiaanOlij/RERadialSunRays>`_
|
||||
example project created by Bastiaan Olij.
|
||||
BIN
tutorials/rendering/img/add_compositor_effect.webp
Normal file
BIN
tutorials/rendering/img/add_compositor_effect.webp
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 28 KiB |
BIN
tutorials/rendering/img/new_compositor.webp
Normal file
BIN
tutorials/rendering/img/new_compositor.webp
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 18 KiB |
BIN
tutorials/rendering/img/post_process_shader.webp
Normal file
BIN
tutorials/rendering/img/post_process_shader.webp
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 163 KiB |
@@ -10,3 +10,4 @@ Rendering
|
||||
viewports
|
||||
multiple_resolutions
|
||||
jitter_stutter
|
||||
compositor
|
||||
|
||||
Reference in New Issue
Block a user