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- /**************************************************************************/
- /* copy_effects.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifdef GLES3_ENABLED
- #include "copy_effects.h"
- using namespace GLES3;
- CopyEffects *CopyEffects::singleton = nullptr;
- CopyEffects *CopyEffects::get_singleton() {
- return singleton;
- }
- CopyEffects::CopyEffects() {
- singleton = this;
- copy.shader.initialize();
- copy.shader_version = copy.shader.version_create();
- copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_DEFAULT);
- { // Screen Triangle.
- glGenBuffers(1, &screen_triangle);
- glBindBuffer(GL_ARRAY_BUFFER, screen_triangle);
- const float qv[6] = {
- -1.0f,
- -1.0f,
- 3.0f,
- -1.0f,
- -1.0f,
- 3.0f,
- };
- glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6, qv, GL_STATIC_DRAW);
- glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
- glGenVertexArrays(1, &screen_triangle_array);
- glBindVertexArray(screen_triangle_array);
- glBindBuffer(GL_ARRAY_BUFFER, screen_triangle);
- glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, nullptr);
- glEnableVertexAttribArray(RS::ARRAY_VERTEX);
- glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
- }
- { // Screen Quad
- glGenBuffers(1, &quad);
- glBindBuffer(GL_ARRAY_BUFFER, quad);
- const float qv[12] = {
- -1.0f,
- -1.0f,
- 1.0f,
- -1.0f,
- 1.0f,
- 1.0f,
- -1.0f,
- -1.0f,
- 1.0f,
- 1.0f,
- -1.0f,
- 1.0f,
- };
- glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 12, qv, GL_STATIC_DRAW);
- glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
- glGenVertexArrays(1, &quad_array);
- glBindVertexArray(quad_array);
- glBindBuffer(GL_ARRAY_BUFFER, quad);
- glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, nullptr);
- glEnableVertexAttribArray(RS::ARRAY_VERTEX);
- glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
- }
- }
- CopyEffects::~CopyEffects() {
- singleton = nullptr;
- glDeleteBuffers(1, &screen_triangle);
- glDeleteVertexArrays(1, &screen_triangle_array);
- glDeleteBuffers(1, &quad);
- glDeleteVertexArrays(1, &quad_array);
- copy.shader.version_free(copy.shader_version);
- }
- void CopyEffects::copy_to_rect(const Rect2 &p_rect) {
- bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION);
- if (!success) {
- return;
- }
- 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);
- draw_screen_quad();
- }
- void CopyEffects::copy_screen() {
- bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_DEFAULT);
- if (!success) {
- return;
- }
- draw_screen_triangle();
- }
- void CopyEffects::bilinear_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region) {
- GLuint framebuffers[2];
- glGenFramebuffers(2, framebuffers);
- glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffers[0]);
- glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_source_texture, 0);
- Rect2i source_region = p_region;
- Rect2i dest_region = p_region;
- for (int i = 1; i < p_mipmap_count; i++) {
- dest_region.position.x >>= 1;
- dest_region.position.y >>= 1;
- dest_region.size.x = MAX(1, dest_region.size.x >> 1);
- dest_region.size.y = MAX(1, dest_region.size.y >> 1);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffers[i % 2]);
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_source_texture, i);
- 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,
- 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);
- glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffers[i % 2]);
- source_region = dest_region;
- }
- glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
- glDeleteFramebuffers(2, framebuffers);
- }
- void CopyEffects::set_color(const Color &p_color, const Rect2i &p_region) {
- bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_SIMPLE_COLOR);
- if (!success) {
- return;
- }
- 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);
- copy.shader.version_set_uniform(CopyShaderGLES3::COLOR_IN, p_color, copy.shader_version, CopyShaderGLES3::MODE_SIMPLE_COLOR);
- draw_screen_quad();
- }
- void CopyEffects::draw_screen_triangle() {
- glBindVertexArray(screen_triangle_array);
- glDrawArrays(GL_TRIANGLES, 0, 3);
- glBindVertexArray(0);
- }
- void CopyEffects::draw_screen_quad() {
- glBindVertexArray(quad_array);
- glDrawArrays(GL_TRIANGLES, 0, 6);
- glBindVertexArray(0);
- }
- #endif // GLES3_ENABLED
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