123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174 |
- /**************************************************************************/
- /* glow.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 "glow.h"
- #include "../storage/texture_storage.h"
- using namespace GLES3;
- Glow *Glow::singleton = nullptr;
- Glow *Glow::get_singleton() {
- return singleton;
- }
- Glow::Glow() {
- singleton = this;
- glow.shader.initialize();
- glow.shader_version = glow.shader.version_create();
- { // 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
- }
- }
- Glow::~Glow() {
- glDeleteBuffers(1, &screen_triangle);
- glDeleteVertexArrays(1, &screen_triangle_array);
- glow.shader.version_free(glow.shader_version);
- singleton = nullptr;
- }
- void Glow::_draw_screen_triangle() {
- glBindVertexArray(screen_triangle_array);
- glDrawArrays(GL_TRIANGLES, 0, 3);
- glBindVertexArray(0);
- }
- void Glow::process_glow(GLuint p_source_color, Size2i p_size, const Glow::GLOWLEVEL *p_glow_buffers, uint32_t p_view, bool p_use_multiview) {
- ERR_FAIL_COND(p_source_color == 0);
- ERR_FAIL_COND(p_glow_buffers[3].color == 0);
- // Reset some OpenGL state...
- glDisable(GL_BLEND);
- glDisable(GL_DEPTH_TEST);
- glDepthMask(GL_FALSE);
- // Start with our filter pass
- {
- glBindFramebuffer(GL_FRAMEBUFFER, p_glow_buffers[0].fbo);
- glViewport(0, 0, p_glow_buffers[0].size.x, p_glow_buffers[0].size.y);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(p_use_multiview ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D, p_source_color);
- uint64_t specialization = p_use_multiview ? GlowShaderGLES3::USE_MULTIVIEW : 0;
- bool success = glow.shader.version_bind_shader(glow.shader_version, GlowShaderGLES3::MODE_FILTER, specialization);
- if (!success) {
- return;
- }
- glow.shader.version_set_uniform(GlowShaderGLES3::PIXEL_SIZE, 1.0 / p_glow_buffers[0].size.x, 1.0 / p_glow_buffers[0].size.y, glow.shader_version, GlowShaderGLES3::MODE_FILTER, specialization);
- glow.shader.version_set_uniform(GlowShaderGLES3::VIEW, float(p_view), glow.shader_version, GlowShaderGLES3::MODE_FILTER, specialization);
- glow.shader.version_set_uniform(GlowShaderGLES3::LUMINANCE_MULTIPLIER, luminance_multiplier, glow.shader_version, GlowShaderGLES3::MODE_FILTER, specialization);
- glow.shader.version_set_uniform(GlowShaderGLES3::GLOW_BLOOM, glow_bloom, glow.shader_version, GlowShaderGLES3::MODE_FILTER, specialization);
- glow.shader.version_set_uniform(GlowShaderGLES3::GLOW_HDR_THRESHOLD, glow_hdr_bleed_threshold, glow.shader_version, GlowShaderGLES3::MODE_FILTER, specialization);
- glow.shader.version_set_uniform(GlowShaderGLES3::GLOW_HDR_SCALE, glow_hdr_bleed_scale, glow.shader_version, GlowShaderGLES3::MODE_FILTER, specialization);
- glow.shader.version_set_uniform(GlowShaderGLES3::GLOW_LUMINANCE_CAP, glow_hdr_luminance_cap, glow.shader_version, GlowShaderGLES3::MODE_FILTER, specialization);
- _draw_screen_triangle();
- }
- // Continue with downsampling
- {
- bool success = glow.shader.version_bind_shader(glow.shader_version, GlowShaderGLES3::MODE_DOWNSAMPLE, 0);
- if (!success) {
- return;
- }
- for (int i = 1; i < 4; i++) {
- glBindFramebuffer(GL_FRAMEBUFFER, p_glow_buffers[i].fbo);
- glViewport(0, 0, p_glow_buffers[i].size.x, p_glow_buffers[i].size.y);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, p_glow_buffers[i - 1].color);
- glow.shader.version_set_uniform(GlowShaderGLES3::PIXEL_SIZE, 1.0 / p_glow_buffers[i].size.x, 1.0 / p_glow_buffers[i].size.y, glow.shader_version, GlowShaderGLES3::MODE_DOWNSAMPLE);
- _draw_screen_triangle();
- }
- }
- // Now upsample
- {
- bool success = glow.shader.version_bind_shader(glow.shader_version, GlowShaderGLES3::MODE_UPSAMPLE, 0);
- if (!success) {
- return;
- }
- for (int i = 2; i >= 0; i--) {
- glBindFramebuffer(GL_FRAMEBUFFER, p_glow_buffers[i].fbo);
- glViewport(0, 0, p_glow_buffers[i].size.x, p_glow_buffers[i].size.y);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, p_glow_buffers[i + 1].color);
- glow.shader.version_set_uniform(GlowShaderGLES3::PIXEL_SIZE, 1.0 / p_glow_buffers[i].size.x, 1.0 / p_glow_buffers[i].size.y, glow.shader_version, GlowShaderGLES3::MODE_UPSAMPLE);
- _draw_screen_triangle();
- }
- }
- glDisable(GL_BLEND);
- glEnable(GL_DEPTH_TEST);
- glDepthMask(GL_TRUE);
- glUseProgram(0);
- glBindTexture(GL_TEXTURE_2D, 0);
- glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
- }
- #endif // GLES3_ENABLED
|