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- /**************************************************************************/
- /* post_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 "post_effects.h"
- #include "../storage/texture_storage.h"
- using namespace GLES3;
- PostEffects *PostEffects::singleton = nullptr;
- PostEffects *PostEffects::get_singleton() {
- return singleton;
- }
- PostEffects::PostEffects() {
- singleton = this;
- post.shader.initialize();
- post.shader_version = post.shader.version_create();
- post.shader.version_bind_shader(post.shader_version, PostShaderGLES3::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
- }
- }
- PostEffects::~PostEffects() {
- singleton = nullptr;
- glDeleteBuffers(1, &screen_triangle);
- glDeleteVertexArrays(1, &screen_triangle_array);
- post.shader.version_free(post.shader_version);
- }
- void PostEffects::_draw_screen_triangle() {
- glBindVertexArray(screen_triangle_array);
- glDrawArrays(GL_TRIANGLES, 0, 3);
- glBindVertexArray(0);
- }
- void PostEffects::post_copy(GLuint p_dest_framebuffer, Size2i p_dest_size, GLuint p_source_color, Size2i p_source_size, float p_luminance_multiplier, const Glow::GLOWLEVEL *p_glow_buffers, float p_glow_intensity, uint32_t p_view, bool p_use_multiview, uint64_t p_spec_constants) {
- glDisable(GL_DEPTH_TEST);
- glDepthMask(GL_FALSE);
- glDisable(GL_BLEND);
- glBindFramebuffer(GL_FRAMEBUFFER, p_dest_framebuffer);
- glViewport(0, 0, p_dest_size.x, p_dest_size.y);
- PostShaderGLES3::ShaderVariant mode = PostShaderGLES3::MODE_DEFAULT;
- uint64_t flags = p_spec_constants;
- if (p_use_multiview) {
- flags |= PostShaderGLES3::USE_MULTIVIEW;
- }
- if (p_glow_buffers != nullptr) {
- flags |= PostShaderGLES3::USE_GLOW;
- }
- if (p_luminance_multiplier != 1.0) {
- flags |= PostShaderGLES3::USE_LUMINANCE_MULTIPLIER;
- }
- bool success = post.shader.version_bind_shader(post.shader_version, mode, flags);
- if (!success) {
- return;
- }
- GLenum texture_target = p_use_multiview ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(texture_target, p_source_color);
- glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- if (p_glow_buffers != nullptr) {
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, p_glow_buffers[0].color);
- post.shader.version_set_uniform(PostShaderGLES3::PIXEL_SIZE, 1.0 / p_source_size.x, 1.0 / p_source_size.y, post.shader_version, mode, flags);
- post.shader.version_set_uniform(PostShaderGLES3::GLOW_INTENSITY, p_glow_intensity, post.shader_version, mode, flags);
- }
- post.shader.version_set_uniform(PostShaderGLES3::VIEW, float(p_view), post.shader_version, mode, flags);
- post.shader.version_set_uniform(PostShaderGLES3::LUMINANCE_MULTIPLIER, p_luminance_multiplier, post.shader_version, mode, flags);
- _draw_screen_triangle();
- // Reset state
- if (p_glow_buffers != nullptr) {
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, 0);
- }
- // Return back to nearest
- glActiveTexture(GL_TEXTURE0);
- glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glBindTexture(texture_target, 0);
- glDisable(GL_BLEND);
- glEnable(GL_DEPTH_TEST);
- glDepthMask(GL_TRUE);
- glUseProgram(0);
- glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
- }
- #endif // GLES3_ENABLED
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