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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"
- #include "../storage/texture_storage.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_to_rect_3d(const Rect2 &p_rect, float p_layer, int p_type, float p_lod) {
- ERR_FAIL_COND(p_type != Texture::TYPE_LAYERED && p_type != Texture::TYPE_3D);
- CopyShaderGLES3::ShaderVariant variant = p_type == Texture::TYPE_LAYERED
- ? CopyShaderGLES3::MODE_COPY_SECTION_2D_ARRAY
- : CopyShaderGLES3::MODE_COPY_SECTION_3D;
- bool success = copy.shader.version_bind_shader(copy.shader_version, variant);
- 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, variant);
- copy.shader.version_set_uniform(CopyShaderGLES3::LAYER, p_layer, copy.shader_version, variant);
- copy.shader.version_set_uniform(CopyShaderGLES3::LOD, p_lod, copy.shader_version, variant);
- draw_screen_quad();
- }
- void CopyEffects::copy_to_and_from_rect(const Rect2 &p_rect) {
- bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION_SOURCE);
- 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_SOURCE);
- copy.shader.version_set_uniform(CopyShaderGLES3::SOURCE_SECTION, p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y, copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION_SOURCE);
- draw_screen_quad();
- }
- void CopyEffects::copy_screen(float p_multiply) {
- bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_SCREEN);
- if (!success) {
- return;
- }
- copy.shader.version_set_uniform(CopyShaderGLES3::MULTIPLY, p_multiply, copy.shader_version, CopyShaderGLES3::MODE_SCREEN);
- draw_screen_triangle();
- }
- void CopyEffects::copy_cube_to_rect(const Rect2 &p_rect) {
- bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_CUBE_TO_OCTAHEDRAL);
- 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_CUBE_TO_OCTAHEDRAL);
- draw_screen_quad();
- }
- void CopyEffects::copy_cube_to_panorama(float p_mip_level) {
- bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_CUBE_TO_PANORAMA);
- if (!success) {
- return;
- }
- copy.shader.version_set_uniform(CopyShaderGLES3::MIP_LEVEL, p_mip_level, copy.shader_version, CopyShaderGLES3::MODE_CUBE_TO_PANORAMA);
- draw_screen_quad();
- }
- // Intended for efficiently mipmapping textures.
- 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 = Size2i(dest_region.size.x >> 1, dest_region.size.y >> 1).maxi(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, GLES3::TextureStorage::system_fbo);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
- glDeleteFramebuffers(2, framebuffers);
- }
- // Intended for approximating a gaussian blur. Used for 2D backbuffer mipmaps. Slightly less efficient than bilinear_blur().
- void CopyEffects::gaussian_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region, const Size2i &p_size) {
- GLuint framebuffer;
- glGenFramebuffers(1, &framebuffer);
- glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, p_source_texture);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- Size2i base_size = p_size;
- Rect2i source_region = p_region;
- Rect2i dest_region = p_region;
- Size2 float_size = Size2(p_size);
- Rect2 normalized_source_region = Rect2(p_region);
- normalized_source_region.position = normalized_source_region.position / float_size;
- normalized_source_region.size = normalized_source_region.size / float_size;
- Rect2 normalized_dest_region = Rect2(p_region);
- for (int i = 1; i < p_mipmap_count; i++) {
- dest_region.position.x >>= 1;
- dest_region.position.y >>= 1;
- dest_region.size = Size2i(dest_region.size.x >> 1, dest_region.size.y >> 1).maxi(1);
- base_size.x >>= 1;
- base_size.y >>= 1;
- glBindTexture(GL_TEXTURE_2D, p_source_texture);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, i - 1);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, i - 1);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_source_texture, i);
- #ifdef DEV_ENABLED
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- if (status != GL_FRAMEBUFFER_COMPLETE) {
- WARN_PRINT("Could not bind Gaussian blur framebuffer, status: " + GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status));
- }
- #endif
- glViewport(0, 0, base_size.x, base_size.y);
- bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_GAUSSIAN_BLUR);
- if (!success) {
- return;
- }
- float_size = Size2(base_size);
- normalized_dest_region.position = Size2(dest_region.position) / float_size;
- normalized_dest_region.size = Size2(dest_region.size) / float_size;
- copy.shader.version_set_uniform(CopyShaderGLES3::COPY_SECTION, normalized_dest_region.position.x, normalized_dest_region.position.y, normalized_dest_region.size.x, normalized_dest_region.size.y, copy.shader_version, CopyShaderGLES3::MODE_GAUSSIAN_BLUR);
- copy.shader.version_set_uniform(CopyShaderGLES3::SOURCE_SECTION, normalized_source_region.position.x, normalized_source_region.position.y, normalized_source_region.size.x, normalized_source_region.size.y, copy.shader_version, CopyShaderGLES3::MODE_GAUSSIAN_BLUR);
- copy.shader.version_set_uniform(CopyShaderGLES3::PIXEL_SIZE, 1.0 / float_size.x, 1.0 / float_size.y, copy.shader_version, CopyShaderGLES3::MODE_GAUSSIAN_BLUR);
- draw_screen_quad();
- source_region = dest_region;
- normalized_source_region = normalized_dest_region;
- }
- glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
- glDeleteFramebuffers(1, &framebuffer);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, p_mipmap_count - 1);
- glBindTexture(GL_TEXTURE_2D, 0);
- glViewport(0, 0, p_size.x, p_size.y);
- }
- 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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