virtualx-engine/drivers/gles3/effects/glow.cpp

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/**************************************************************************/
/* 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