copy_effects.cpp 6.9 KB

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  1. /**************************************************************************/
  2. /* copy_effects.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifdef GLES3_ENABLED
  31. #include "copy_effects.h"
  32. using namespace GLES3;
  33. CopyEffects *CopyEffects::singleton = nullptr;
  34. CopyEffects *CopyEffects::get_singleton() {
  35. return singleton;
  36. }
  37. CopyEffects::CopyEffects() {
  38. singleton = this;
  39. copy.shader.initialize();
  40. copy.shader_version = copy.shader.version_create();
  41. copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_DEFAULT);
  42. { // Screen Triangle.
  43. glGenBuffers(1, &screen_triangle);
  44. glBindBuffer(GL_ARRAY_BUFFER, screen_triangle);
  45. const float qv[6] = {
  46. -1.0f,
  47. -1.0f,
  48. 3.0f,
  49. -1.0f,
  50. -1.0f,
  51. 3.0f,
  52. };
  53. glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6, qv, GL_STATIC_DRAW);
  54. glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  55. glGenVertexArrays(1, &screen_triangle_array);
  56. glBindVertexArray(screen_triangle_array);
  57. glBindBuffer(GL_ARRAY_BUFFER, screen_triangle);
  58. glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, nullptr);
  59. glEnableVertexAttribArray(RS::ARRAY_VERTEX);
  60. glBindVertexArray(0);
  61. glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  62. }
  63. { // Screen Quad
  64. glGenBuffers(1, &quad);
  65. glBindBuffer(GL_ARRAY_BUFFER, quad);
  66. const float qv[12] = {
  67. -1.0f,
  68. -1.0f,
  69. 1.0f,
  70. -1.0f,
  71. 1.0f,
  72. 1.0f,
  73. -1.0f,
  74. -1.0f,
  75. 1.0f,
  76. 1.0f,
  77. -1.0f,
  78. 1.0f,
  79. };
  80. glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 12, qv, GL_STATIC_DRAW);
  81. glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  82. glGenVertexArrays(1, &quad_array);
  83. glBindVertexArray(quad_array);
  84. glBindBuffer(GL_ARRAY_BUFFER, quad);
  85. glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, nullptr);
  86. glEnableVertexAttribArray(RS::ARRAY_VERTEX);
  87. glBindVertexArray(0);
  88. glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  89. }
  90. }
  91. CopyEffects::~CopyEffects() {
  92. singleton = nullptr;
  93. glDeleteBuffers(1, &screen_triangle);
  94. glDeleteVertexArrays(1, &screen_triangle_array);
  95. glDeleteBuffers(1, &quad);
  96. glDeleteVertexArrays(1, &quad_array);
  97. copy.shader.version_free(copy.shader_version);
  98. }
  99. void CopyEffects::copy_to_rect(const Rect2 &p_rect) {
  100. bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION);
  101. if (!success) {
  102. return;
  103. }
  104. copy.shader.version_set_uniform(CopyShaderGLES3::COPY_SECTION, p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y, copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION);
  105. draw_screen_quad();
  106. }
  107. void CopyEffects::copy_screen() {
  108. bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_DEFAULT);
  109. if (!success) {
  110. return;
  111. }
  112. draw_screen_triangle();
  113. }
  114. void CopyEffects::bilinear_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region) {
  115. GLuint framebuffers[2];
  116. glGenFramebuffers(2, framebuffers);
  117. glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffers[0]);
  118. glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_source_texture, 0);
  119. Rect2i source_region = p_region;
  120. Rect2i dest_region = p_region;
  121. for (int i = 1; i < p_mipmap_count; i++) {
  122. dest_region.position.x >>= 1;
  123. dest_region.position.y >>= 1;
  124. dest_region.size.x = MAX(1, dest_region.size.x >> 1);
  125. dest_region.size.y = MAX(1, dest_region.size.y >> 1);
  126. glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffers[i % 2]);
  127. glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_source_texture, i);
  128. glBlitFramebuffer(source_region.position.x, source_region.position.y, source_region.position.x + source_region.size.x, source_region.position.y + source_region.size.y,
  129. dest_region.position.x, dest_region.position.y, dest_region.position.x + dest_region.size.x, dest_region.position.y + dest_region.size.y, GL_COLOR_BUFFER_BIT, GL_LINEAR);
  130. glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffers[i % 2]);
  131. source_region = dest_region;
  132. }
  133. glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
  134. glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
  135. glDeleteFramebuffers(2, framebuffers);
  136. }
  137. void CopyEffects::set_color(const Color &p_color, const Rect2i &p_region) {
  138. bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_SIMPLE_COLOR);
  139. if (!success) {
  140. return;
  141. }
  142. copy.shader.version_set_uniform(CopyShaderGLES3::COPY_SECTION, p_region.position.x, p_region.position.y, p_region.size.x, p_region.size.y, copy.shader_version, CopyShaderGLES3::MODE_SIMPLE_COLOR);
  143. copy.shader.version_set_uniform(CopyShaderGLES3::COLOR_IN, p_color, copy.shader_version, CopyShaderGLES3::MODE_SIMPLE_COLOR);
  144. draw_screen_quad();
  145. }
  146. void CopyEffects::draw_screen_triangle() {
  147. glBindVertexArray(screen_triangle_array);
  148. glDrawArrays(GL_TRIANGLES, 0, 3);
  149. glBindVertexArray(0);
  150. }
  151. void CopyEffects::draw_screen_quad() {
  152. glBindVertexArray(quad_array);
  153. glDrawArrays(GL_TRIANGLES, 0, 6);
  154. glBindVertexArray(0);
  155. }
  156. #endif // GLES3_ENABLED