From 82f63633d187013cbcd0f3b74549ad0453a879e0 Mon Sep 17 00:00:00 2001 From: clayjohn Date: Sat, 31 Aug 2019 15:03:55 -0700 Subject: [PATCH] Implement DOF blur, Glow, and BCS in GLES2 --- drivers/gles2/rasterizer_scene_gles2.cpp | 514 +++++++++++++++++++-- drivers/gles2/rasterizer_scene_gles2.h | 65 ++- drivers/gles2/rasterizer_storage_gles2.cpp | 147 ++++++ drivers/gles2/rasterizer_storage_gles2.h | 35 +- drivers/gles2/shaders/SCsub | 4 +- drivers/gles2/shaders/canvas_shadow.glsl | 5 + drivers/gles2/shaders/cube_to_dp.glsl | 5 + drivers/gles2/shaders/effect_blur.glsl | 250 +++++----- drivers/gles2/shaders/lens_distorted.glsl | 7 +- drivers/gles2/shaders/tonemap.glsl | 306 ++++++------ scene/resources/environment.cpp | 9 +- 11 files changed, 1024 insertions(+), 323 deletions(-) diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index a8fa30c709d..9530ed08c9f 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -778,18 +778,44 @@ void RasterizerSceneGLES2::environment_set_camera_feed_id(RID p_env, int p_camer } void RasterizerSceneGLES2::environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality) { + Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); + + env->dof_blur_far_enabled = p_enable; + env->dof_blur_far_distance = p_distance; + env->dof_blur_far_transition = p_transition; + env->dof_blur_far_amount = p_amount; + env->dof_blur_far_quality = p_quality; } void RasterizerSceneGLES2::environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality) { + Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); + + env->dof_blur_near_enabled = p_enable; + env->dof_blur_near_distance = p_distance; + env->dof_blur_near_transition = p_transition; + env->dof_blur_near_amount = p_amount; + env->dof_blur_near_quality = p_quality; } void RasterizerSceneGLES2::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) { + Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); + + env->glow_enabled = p_enable; + env->glow_levels = p_level_flags; + env->glow_intensity = p_intensity; + env->glow_strength = p_strength; + env->glow_bloom = p_bloom_threshold; + env->glow_blend_mode = p_blend_mode; + env->glow_hdr_bleed_threshold = p_hdr_bleed_threshold; + env->glow_hdr_bleed_scale = p_hdr_bleed_scale; + env->glow_hdr_luminance_cap = p_hdr_luminance_cap; + env->glow_bicubic_upscale = p_bicubic_upscale; } void RasterizerSceneGLES2::environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) { @@ -813,8 +839,15 @@ void RasterizerSceneGLES2::environment_set_tonemap(RID p_env, VS::EnvironmentTon } void RasterizerSceneGLES2::environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) { + Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); + + env->adjustments_enabled = p_enable; + env->adjustments_brightness = p_brightness; + env->adjustments_contrast = p_contrast; + env->adjustments_saturation = p_saturation; + env->color_correction = p_ramp; } void RasterizerSceneGLES2::environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) { @@ -1174,10 +1207,10 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G } } -void RasterizerSceneGLES2::_copy_texture_to_front_buffer(GLuint p_texture) { +void RasterizerSceneGLES2::_copy_texture_to_buffer(GLuint p_texture, GLuint p_buffer) { //copy to front buffer - glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); + glBindFramebuffer(GL_FRAMEBUFFER, p_buffer); glDepthMask(GL_FALSE); glDisable(GL_DEPTH_TEST); @@ -2710,6 +2743,451 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_CUBEMAP, false); } +void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p_cam_projection) { + + //copy to front buffer + + glDepthMask(GL_FALSE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_CULL_FACE); + glDisable(GL_BLEND); + glDepthFunc(GL_LEQUAL); + glColorMask(1, 1, 1, 1); + + //no post process on small, transparent or render targets without an env + bool use_post_process = env && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]; + use_post_process = use_post_process && storage->frame.current_rt->width >= 4 && storage->frame.current_rt->height >= 4; + use_post_process = use_post_process && storage->frame.current_rt->mip_maps_allocated; + + if (env) { + use_post_process = use_post_process && (env->adjustments_enabled || env->glow_enabled || env->dof_blur_far_enabled || env->dof_blur_near_enabled); + } + + GLuint next_buffer; + + if (use_post_process) { + next_buffer = storage->frame.current_rt->mip_maps[0].sizes[0].fbo; + } else { + // set next_buffer to front buffer so multisample blit can happen if needed + next_buffer = storage->frame.current_rt->fbo; + } + + // If using multisample buffer, resolve to post_process_effect buffer or to front buffer + if (storage->frame.current_rt && storage->frame.current_rt->multisample_active) { +#ifdef GLES_OVER_GL + + glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo); + glReadBuffer(GL_COLOR_ATTACHMENT0); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, next_buffer); + glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); + + glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); +#elif IPHONE_ENABLED + + glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, next_buffer); + glResolveMultisampleFramebufferAPPLE(); + + glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); +#elif ANDROID_ENABLED + + // In GLES2 Android Blit is not available, so just copy color texture manually + _copy_texture_to_buffer(storage->frame.current_rt->multisample_color, next_buffer); +#endif + } else if (use_post_process) { + _copy_texture_to_buffer(storage->frame.current_rt->color, storage->frame.current_rt->mip_maps[0].sizes[0].fbo); + } + + if (!use_post_process) { + return; + } + + // Order of operation + //1) DOF Blur (first blur, then copy to buffer applying the blur) //only on desktop + //2) Bloom (Glow) //only on desktop + //3) Adjustments + + // DOF Blur + + if (env->dof_blur_far_enabled) { + + int vp_h = storage->frame.current_rt->height; + int vp_w = storage->frame.current_rt->width; + + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::USE_ORTHOGONAL_PROJECTION, p_cam_projection.is_orthogonal()); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_FAR_BLUR, true); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_LOW, env->dof_blur_far_quality == VS::ENV_DOF_BLUR_QUALITY_LOW); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_MEDIUM, env->dof_blur_far_quality == VS::ENV_DOF_BLUR_QUALITY_MEDIUM); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_HIGH, env->dof_blur_far_quality == VS::ENV_DOF_BLUR_QUALITY_HIGH); + + state.effect_blur_shader.bind(); + int qsteps[3] = { 4, 10, 20 }; + + float radius = (env->dof_blur_far_amount * env->dof_blur_far_amount) / qsteps[env->dof_blur_far_quality]; + + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_BEGIN, env->dof_blur_far_distance); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_END, env->dof_blur_far_distance + env->dof_blur_far_transition); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_DIR, Vector2(1, 0)); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_RADIUS, radius); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h)); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::CAMERA_Z_NEAR, p_cam_projection.get_z_near()); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::CAMERA_Z_FAR, p_cam_projection.get_z_far()); + + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth); + + glActiveTexture(GL_TEXTURE0); + + if (storage->frame.current_rt->mip_maps[0].color) { + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color); + } else { + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].sizes[0].color); + } + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //copy to front first + + storage->_copy_screen(); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_DIR, Vector2(0, 1)); + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->mip_maps[0].sizes[0].fbo); // copy to base level + storage->_copy_screen(); + + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_FAR_BLUR, false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_LOW, false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_MEDIUM, false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_HIGH, false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::USE_ORTHOGONAL_PROJECTION, false); + } + + if (env->dof_blur_near_enabled) { + + //convert texture to RGBA format if not already + if (!storage->frame.current_rt->used_dof_blur_near) { + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + } + + int vp_h = storage->frame.current_rt->height; + int vp_w = storage->frame.current_rt->width; + + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::USE_ORTHOGONAL_PROJECTION, p_cam_projection.is_orthogonal()); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_NEAR_BLUR, true); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_NEAR_FIRST_TAP, true); + + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_LOW, env->dof_blur_near_quality == VS::ENV_DOF_BLUR_QUALITY_LOW); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_MEDIUM, env->dof_blur_near_quality == VS::ENV_DOF_BLUR_QUALITY_MEDIUM); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_HIGH, env->dof_blur_near_quality == VS::ENV_DOF_BLUR_QUALITY_HIGH); + + state.effect_blur_shader.bind(); + int qsteps[3] = { 4, 10, 20 }; + + float radius = (env->dof_blur_near_amount * env->dof_blur_near_amount) / qsteps[env->dof_blur_near_quality]; + + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_BEGIN, env->dof_blur_near_distance); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_END, env->dof_blur_near_distance - env->dof_blur_near_transition); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_DIR, Vector2(1, 0)); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_RADIUS, radius); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h)); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::CAMERA_Z_NEAR, p_cam_projection.get_z_near()); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::CAMERA_Z_FAR, p_cam_projection.get_z_far()); + + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth); + + glActiveTexture(GL_TEXTURE0); + if (!storage->frame.current_rt->used_dof_blur_near) { + if (storage->frame.current_rt->mip_maps[0].color) { + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color); + } else { + for (int i = 0; i < storage->frame.current_rt->mip_maps[i].sizes.size(); i++) { + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].sizes[i].color); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, storage->frame.current_rt->mip_maps[0].sizes[i].width, storage->frame.current_rt->mip_maps[0].sizes[i].height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + } + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].sizes[0].color); + } + } + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //copy to front first + + storage->_copy_screen(); + + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_NEAR_FIRST_TAP, false); + state.effect_blur_shader.bind(); + + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_BEGIN, env->dof_blur_near_distance); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_END, env->dof_blur_near_distance - env->dof_blur_near_transition); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_DIR, Vector2(0, 1)); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_RADIUS, radius); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h)); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::CAMERA_Z_NEAR, p_cam_projection.get_z_near()); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::CAMERA_Z_FAR, p_cam_projection.get_z_far()); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); + + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->mip_maps[0].sizes[0].fbo); // copy to base level + + glEnable(GL_BLEND); + glBlendEquation(GL_FUNC_ADD); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + storage->_copy_screen(); + + glDisable(GL_BLEND); + + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_NEAR_BLUR, false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_NEAR_FIRST_TAP, false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_LOW, false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_MEDIUM, false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_HIGH, false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::USE_ORTHOGONAL_PROJECTION, false); + storage->frame.current_rt->used_dof_blur_near = true; + } + + if (env->dof_blur_near_enabled || env->dof_blur_far_enabled) { + //these needed to disable filtering, reenamble + glActiveTexture(GL_TEXTURE0); + if (storage->frame.current_rt->mip_maps[0].color) { + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + } else { + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].sizes[0].color); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + } + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + } + + //glow + + int max_glow_level = -1; + int glow_mask = 0; + + if (env->glow_enabled) { + + for (int i = 0; i < VS::MAX_GLOW_LEVELS; i++) { + if (env->glow_levels & (1 << i)) { + + if (i >= storage->frame.current_rt->mip_maps[1].sizes.size()) { + max_glow_level = storage->frame.current_rt->mip_maps[1].sizes.size() - 1; + glow_mask |= 1 << max_glow_level; + + } else { + max_glow_level = i; + glow_mask |= (1 << i); + } + } + } + + for (int i = 0; i < (max_glow_level + 1); i++) { + + int vp_w = storage->frame.current_rt->mip_maps[1].sizes[i].width; + int vp_h = storage->frame.current_rt->mip_maps[1].sizes[i].height; + glViewport(0, 0, vp_w, vp_h); + //horizontal pass + if (i == 0) { + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::GLOW_FIRST_PASS, true); + } + + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::GLOW_GAUSSIAN_HORIZONTAL, true); + state.effect_blur_shader.bind(); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h)); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::LOD, storage->frame.current_rt->mip_maps[0].color ? float(i) : 0.0); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::GLOW_STRENGTH, env->glow_strength); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::LUMINANCE_CAP, env->glow_hdr_luminance_cap); + + glActiveTexture(GL_TEXTURE0); + + if (storage->frame.current_rt->mip_maps[0].color) { + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color); + } else { + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].sizes[i].color); + } + + if (i == 0) { + + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::GLOW_BLOOM, env->glow_bloom); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::GLOW_HDR_THRESHOLD, env->glow_hdr_bleed_threshold); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::GLOW_HDR_SCALE, env->glow_hdr_bleed_scale); + } + + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->mip_maps[1].sizes[i].fbo); + storage->_copy_screen(); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::GLOW_GAUSSIAN_HORIZONTAL, false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::GLOW_FIRST_PASS, false); + + //vertical pass + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::GLOW_GAUSSIAN_VERTICAL, true); + state.effect_blur_shader.bind(); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h)); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::LOD, storage->frame.current_rt->mip_maps[0].color ? float(i) : 0.0); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::GLOW_STRENGTH, env->glow_strength); + glActiveTexture(GL_TEXTURE0); + + if (storage->frame.current_rt->mip_maps[0].color) { + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[1].color); + } else { + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[1].sizes[i].color); + } + + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->mip_maps[0].sizes[i + 1].fbo); //next level, since mipmaps[0] starts one level bigger + storage->_copy_screen(); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::GLOW_GAUSSIAN_VERTICAL, false); + } + + glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); + } + + if (storage->frame.current_rt->external.fbo != 0) { + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->external.fbo); + } else { + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); + } + + glActiveTexture(GL_TEXTURE0); + if (storage->frame.current_rt->mip_maps[0].color) { + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color); + } else { + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].sizes[0].color); + } + + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_FILTER_BICUBIC, env->glow_bicubic_upscale); + + if (max_glow_level >= 0) { + if (storage->frame.current_rt->mip_maps[0].color) { + for (int i = 0; i < (max_glow_level + 1); i++) { + + if (glow_mask & (1 << i)) { + if (i == 0) { + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL1, true); + } + if (i == 1) { + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL2, true); + } + if (i == 2) { + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL3, true); + } + if (i == 3) { + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL4, true); + } + if (i == 4) { + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL5, true); + } + if (i == 5) { + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL6, true); + } + if (i == 6) { + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL7, true); + } + } + } + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color); + } else { + + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_MULTI_TEXTURE_GLOW, true); + int active_glow_level = 0; + for (int i = 0; i < (max_glow_level + 1); i++) { + + if (glow_mask & (1 << i)) { + active_glow_level++; + glActiveTexture(GL_TEXTURE0 + active_glow_level); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].sizes[i + 1].color); + if (active_glow_level == 1) { + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL1, true); + } + if (active_glow_level == 2) { + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL2, true); + } + if (active_glow_level == 3) { + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL3, true); + } + if (active_glow_level == 4) { + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL4, true); + } + if (active_glow_level == 5) { + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL5, true); + } + if (active_glow_level == 6) { + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL6, true); + } + if (active_glow_level == 7) { + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL7, true); + } + } + } + } + + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_SCREEN, env->glow_blend_mode == VS::GLOW_BLEND_MODE_SCREEN); + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_SOFTLIGHT, env->glow_blend_mode == VS::GLOW_BLEND_MODE_SOFTLIGHT); + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_REPLACE, env->glow_blend_mode == VS::GLOW_BLEND_MODE_REPLACE); + } + + //Adjustments + if (env->adjustments_enabled) { + + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_BCS, true); + RasterizerStorageGLES2::Texture *tex = storage->texture_owner.getornull(env->color_correction); + if (tex) { + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_COLOR_CORRECTION, true); + glActiveTexture(GL_TEXTURE2); + glBindTexture(tex->target, tex->tex_id); + } + } + + state.tonemap_shader.bind(); + + if (max_glow_level >= 0) { + + state.tonemap_shader.set_uniform(TonemapShaderGLES2::GLOW_INTENSITY, env->glow_intensity); + int ss[2] = { + storage->frame.current_rt->width, + storage->frame.current_rt->height, + }; + glUniform2iv(state.tonemap_shader.get_uniform(TonemapShaderGLES2::GLOW_TEXTURE_SIZE), 1, ss); + } + + if (env->adjustments_enabled) { + + state.tonemap_shader.set_uniform(TonemapShaderGLES2::BCS, Vector3(env->adjustments_brightness, env->adjustments_contrast, env->adjustments_saturation)); + } + + storage->_copy_screen(); + + //turn off everything used + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL1, false); + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL2, false); + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL3, false); + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL4, false); + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL5, false); + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL6, false); + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL7, false); + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_REPLACE, false); + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_SCREEN, false); + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_SOFTLIGHT, false); + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_FILTER_BICUBIC, false); + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_MULTI_TEXTURE_GLOW, false); + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_BCS, false); + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_COLOR_CORRECTION, false); +} + void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) { Transform cam_transform = p_cam_transform; @@ -3010,7 +3488,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const #elif ANDROID_ENABLED // In GLES2 AndroidBlit is not available, so just copy color texture manually - _copy_texture_to_front_buffer(storage->frame.current_rt->multisample_color); + _copy_texture_to_buffer(storage->frame.current_rt->multisample_color, storage->frame.current_rt->fbo); #endif } @@ -3031,32 +3509,8 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const _render_render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, reverse_cull, true, false); - glDisable(GL_DEPTH_TEST); - - if (storage->frame.current_rt && storage->frame.current_rt->multisample_active) { -#ifdef GLES_OVER_GL - - glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo); - glReadBuffer(GL_COLOR_ATTACHMENT0); - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo); - glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); - - glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); -#elif IPHONE_ENABLED - - glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo); - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo); - glResolveMultisampleFramebufferAPPLE(); - - glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); -#elif ANDROID_ENABLED - - // In GLES2 Android Blit is not available, so just copy color texture manually - _copy_texture_to_front_buffer(storage->frame.current_rt->multisample_color); -#endif - } + //post process + _post_process(env, p_cam_projection); //#define GLES2_SHADOW_ATLAS_DEBUG_VIEW @@ -3439,6 +3893,8 @@ void RasterizerSceneGLES2::initialize() { state.scene_shader.set_conditional(SceneShaderGLES2::USE_RGBA_SHADOWS, storage->config.use_rgba_3d_shadows); state.cube_to_dp_shader.init(); + state.effect_blur_shader.init(); + state.tonemap_shader.init(); render_list.init(); diff --git a/drivers/gles2/rasterizer_scene_gles2.h b/drivers/gles2/rasterizer_scene_gles2.h index 69a2295fc1a..366a9020fc2 100644 --- a/drivers/gles2/rasterizer_scene_gles2.h +++ b/drivers/gles2/rasterizer_scene_gles2.h @@ -35,10 +35,12 @@ #include "rasterizer_storage_gles2.h" #include "shaders/cube_to_dp.glsl.gen.h" +#include "shaders/effect_blur.glsl.gen.h" #include "shaders/scene.glsl.gen.h" +#include "shaders/tonemap.glsl.gen.h" /* -#include "drivers/gles3/shaders/effect_blur.glsl.gen.h" + #include "drivers/gles3/shaders/exposure.glsl.gen.h" #include "drivers/gles3/shaders/resolve.glsl.gen.h" #include "drivers/gles3/shaders/scene.glsl.gen.h" @@ -47,7 +49,6 @@ #include "drivers/gles3/shaders/ssao_blur.glsl.gen.h" #include "drivers/gles3/shaders/ssao_minify.glsl.gen.h" #include "drivers/gles3/shaders/subsurf_scattering.glsl.gen.h" -#include "drivers/gles3/shaders/tonemap.glsl.gen.h" */ @@ -99,6 +100,8 @@ public: SceneShaderGLES2 scene_shader; CubeToDpShaderGLES2 cube_to_dp_shader; + TonemapShaderGLES2 tonemap_shader; + EffectBlurShaderGLES2 effect_blur_shader; GLuint sky_verts; @@ -114,7 +117,6 @@ public: // SsaoShaderGLES3 ssao_shader; // SsaoBlurShaderGLES3 ssao_blur_shader; // ExposureShaderGLES3 exposure_shader; - // TonemapShaderGLES3 tonemap_shader; /* struct SceneDataUBO { @@ -362,6 +364,35 @@ public: int canvas_max_layer; + bool glow_enabled; + int glow_levels; + float glow_intensity; + float glow_strength; + float glow_bloom; + VS::EnvironmentGlowBlendMode glow_blend_mode; + float glow_hdr_bleed_threshold; + float glow_hdr_bleed_scale; + float glow_hdr_luminance_cap; + bool glow_bicubic_upscale; + + bool dof_blur_far_enabled; + float dof_blur_far_distance; + float dof_blur_far_transition; + float dof_blur_far_amount; + VS::EnvironmentDOFBlurQuality dof_blur_far_quality; + + bool dof_blur_near_enabled; + float dof_blur_near_distance; + float dof_blur_near_transition; + float dof_blur_near_amount; + VS::EnvironmentDOFBlurQuality dof_blur_near_quality; + + bool adjustments_enabled; + float adjustments_brightness; + float adjustments_contrast; + float adjustments_saturation; + RID color_correction; + bool fog_enabled; Color fog_color; Color fog_sun_color; @@ -387,6 +418,30 @@ public: ambient_energy(1.0), ambient_sky_contribution(0.0), canvas_max_layer(0), + glow_enabled(false), + glow_levels((1 << 2) | (1 << 4)), + glow_intensity(1.5), + glow_strength(1.3), + glow_bloom(0.0), + glow_blend_mode(VS::GLOW_BLEND_MODE_SOFTLIGHT), + glow_hdr_bleed_threshold(0.9), + glow_hdr_bleed_scale(2.0), + glow_hdr_luminance_cap(12.0), + glow_bicubic_upscale(false), + dof_blur_far_enabled(false), + dof_blur_far_distance(10), + dof_blur_far_transition(5), + dof_blur_far_amount(0.1), + dof_blur_far_quality(VS::ENV_DOF_BLUR_QUALITY_MEDIUM), + dof_blur_near_enabled(false), + dof_blur_near_distance(2), + dof_blur_near_transition(1), + dof_blur_near_amount(0.1), + dof_blur_near_quality(VS::ENV_DOF_BLUR_QUALITY_MEDIUM), + adjustments_enabled(false), + adjustments_brightness(1.0), + adjustments_contrast(1.0), + adjustments_saturation(1.0), fog_enabled(false), fog_color(Color(0.5, 0.5, 0.5)), fog_sun_color(Color(0.8, 0.8, 0.0)), @@ -674,7 +729,7 @@ public: void _add_geometry(RasterizerStorageGLES2::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES2::GeometryOwner *p_owner, int p_material, bool p_depth_pass, bool p_shadow_pass); void _add_geometry_with_material(RasterizerStorageGLES2::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES2::GeometryOwner *p_owner, RasterizerStorageGLES2::Material *p_material, bool p_depth_pass, bool p_shadow_pass); - void _copy_texture_to_front_buffer(GLuint texture); + void _copy_texture_to_buffer(GLuint p_texture, GLuint p_buffer); void _fill_render_list(InstanceBase **p_cull_result, int p_cull_count, bool p_depth_pass, bool p_shadow_pass); void _render_render_list(RenderList::Element **p_elements, int p_element_count, const Transform &p_view_transform, @@ -698,6 +753,8 @@ public: _FORCE_INLINE_ void _setup_refprobes(ReflectionProbeInstance *p_refprobe1, ReflectionProbeInstance *p_refprobe2, const Transform &p_view_transform, Environment *p_env); _FORCE_INLINE_ void _render_geometry(RenderList::Element *p_element); + void _post_process(Environment *env, const CameraMatrix &p_cam_projection); + virtual void render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass); virtual void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count); virtual bool free(RID p_rid); diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp index 9f511cd787a..1584295b4c5 100644 --- a/drivers/gles2/rasterizer_storage_gles2.cpp +++ b/drivers/gles2/rasterizer_storage_gles2.cpp @@ -82,6 +82,8 @@ GLuint RasterizerStorageGLES2::system_fbo = 0; #define _DEPTH_COMPONENT24_OES 0x81A6 #ifndef GLES_OVER_GL +#define glClearDepth glClearDepthf + // enable extensions manually for android and ios #include // needed to load extensions @@ -4586,6 +4588,9 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) { color_format = GL_RGB; } + rt->used_dof_blur_near = false; + rt->mip_maps_allocated = false; + { /* Front FBO */ @@ -4780,6 +4785,127 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) { } } + // Allocate mipmap chains for post_process effects + if (!rt->flags[RasterizerStorage::RENDER_TARGET_NO_3D] && rt->width >= 2 && rt->height >= 2) { + + for (int i = 0; i < 2; i++) { + + ERR_FAIL_COND(rt->mip_maps[i].sizes.size()); + int w = rt->width; + int h = rt->height; + + if (i > 0) { + w >>= 1; + h >>= 1; + } + + int level = 0; + int fb_w = w; + int fb_h = h; + + while (true) { + + RenderTarget::MipMaps::Size mm; + mm.width = w; + mm.height = h; + rt->mip_maps[i].sizes.push_back(mm); + + w >>= 1; + h >>= 1; + + if (w < 2 || h < 2) + break; + + level++; + } + + GLsizei width = fb_w; + GLsizei height = fb_h; + + if (config.render_to_mipmap_supported) { + + glGenTextures(1, &rt->mip_maps[i].color); + glBindTexture(GL_TEXTURE_2D, rt->mip_maps[i].color); + + for (int l = 0; l < level + 1; l++) { + glTexImage2D(GL_TEXTURE_2D, l, color_internal_format, width, height, 0, color_format, color_type, NULL); + width = MAX(1, (width / 2)); + height = MAX(1, (height / 2)); + } +#ifdef GLES_OVER_GL + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level); +#endif + } else { + + // Can't render to specific levels of a mipmap in ES 2.0 or Webgl so create a texture for each level + for (int l = 0; l < level + 1; l++) { + glGenTextures(1, &rt->mip_maps[i].sizes.write[l].color); + glBindTexture(GL_TEXTURE_2D, rt->mip_maps[i].sizes[l].color); + glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, width, height, 0, color_format, color_type, NULL); + width = MAX(1, (width / 2)); + height = MAX(1, (height / 2)); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + } + } + + glDisable(GL_SCISSOR_TEST); + glColorMask(1, 1, 1, 1); + glDepthMask(GL_TRUE); + + for (int j = 0; j < rt->mip_maps[i].sizes.size(); j++) { + + RenderTarget::MipMaps::Size &mm = rt->mip_maps[i].sizes.write[j]; + + glGenFramebuffers(1, &mm.fbo); + glBindFramebuffer(GL_FRAMEBUFFER, mm.fbo); + + if (config.render_to_mipmap_supported) { + + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->mip_maps[i].color, j); + } else { + + glBindTexture(GL_TEXTURE_2D, rt->mip_maps[i].sizes[j].color); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->mip_maps[i].sizes[j].color, 0); + } + + bool used_depth = false; + if (j == 0 && i == 0) { //use always + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0); + used_depth = true; + } + + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + if (status != GL_FRAMEBUFFER_COMPLETE) { + WARN_PRINT_ONCE("Cannot allocate mipmaps for 3D post processing effects"); + glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo); + return; + } + + glClearColor(1.0, 0.0, 1.0, 0.0); + glViewport(0, 0, rt->mip_maps[i].sizes[j].width, rt->mip_maps[i].sizes[j].height); + glClear(GL_COLOR_BUFFER_BIT); + if (used_depth) { + glClearDepth(1.0); + glClear(GL_DEPTH_BUFFER_BIT); + } + } + + rt->mip_maps[i].levels = level; + + if (config.render_to_mipmap_supported) { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + } + } + rt->mip_maps_allocated = true; + } + glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo); } @@ -4837,6 +4963,20 @@ void RasterizerStorageGLES2::_render_target_clear(RenderTarget *rt) { rt->copy_screen_effect.color = 0; } + for (int i = 0; i < 2; i++) { + if (rt->mip_maps[i].sizes.size()) { + for (int j = 0; j < rt->mip_maps[i].sizes.size(); j++) { + glDeleteFramebuffers(1, &rt->mip_maps[i].sizes[j].fbo); + glDeleteTextures(1, &rt->mip_maps[i].sizes[j].color); + } + + glDeleteTextures(1, &rt->mip_maps[i].color); + rt->mip_maps[i].sizes.clear(); + rt->mip_maps[i].levels = 0; + rt->mip_maps[i].color = 0; + } + } + if (rt->multisample_active) { glDeleteFramebuffers(1, &rt->multisample_fbo); rt->multisample_fbo = 0; @@ -5616,6 +5756,13 @@ void RasterizerStorageGLES2::initialize() { // Check for multisample support config.multisample_supported = config.extensions.has("GL_EXT_framebuffer_multisample") || config.extensions.has("GL_EXT_multisampled_render_to_texture") || config.extensions.has("GL_APPLE_framebuffer_multisample"); +#ifdef GLES_OVER_GL + config.render_to_mipmap_supported = true; +#else + //check if mipmaps can be used for SCREEN_TEXTURE and Glow on Mobile and web platforms + config.render_to_mipmap_supported = config.extensions.has("GL_OES_fbo_render_mipmap") && config.extensions.has("GL_EXT_texture_lod"); +#endif + #ifdef GLES_OVER_GL config.use_rgba_2d_shadows = false; config.support_depth_texture = true; diff --git a/drivers/gles2/rasterizer_storage_gles2.h b/drivers/gles2/rasterizer_storage_gles2.h index ba9274b576c..2e78910614c 100644 --- a/drivers/gles2/rasterizer_storage_gles2.h +++ b/drivers/gles2/rasterizer_storage_gles2.h @@ -95,6 +95,7 @@ public: bool support_shadow_cubemaps; bool multisample_supported; + bool render_to_mipmap_supported; GLuint depth_internalformat; GLuint depth_type; @@ -1140,12 +1141,6 @@ public: GLuint multisample_depth; bool multisample_active; - // TODO post processing effects? - - // TODO HDR? - - // TODO this is hardcoded for texscreen copies for now - struct Effect { GLuint fbo; int width; @@ -1163,6 +1158,27 @@ public: Effect copy_screen_effect; + struct MipMaps { + + struct Size { + GLuint fbo; + GLuint color; + int width; + int height; + }; + + Vector sizes; + GLuint color; + int levels; + + MipMaps() : + color(0), + levels(0) { + } + }; + + MipMaps mip_maps[2]; + struct External { GLuint fbo; GLuint color; @@ -1182,6 +1198,9 @@ public: RID texture; + bool used_dof_blur_near; + bool mip_maps_allocated; + RenderTarget() : fbo(0), color(0), @@ -1195,7 +1214,9 @@ public: width(0), height(0), used_in_frame(false), - msaa(VS::VIEWPORT_MSAA_DISABLED) { + msaa(VS::VIEWPORT_MSAA_DISABLED), + used_dof_blur_near(false), + mip_maps_allocated(false) { for (int i = 0; i < RENDER_TARGET_FLAG_MAX; ++i) { flags[i] = false; } diff --git a/drivers/gles2/shaders/SCsub b/drivers/gles2/shaders/SCsub index 085c43319cc..d7ae0243e6d 100644 --- a/drivers/gles2/shaders/SCsub +++ b/drivers/gles2/shaders/SCsub @@ -12,12 +12,12 @@ if 'GLES2_GLSL' in env['BUILDERS']: env.GLES2_GLSL('cube_to_dp.glsl'); # env.GLES2_GLSL('blend_shape.glsl'); # env.GLES2_GLSL('screen_space_reflection.glsl'); -# env.GLES2_GLSL('effect_blur.glsl'); + env.GLES2_GLSL('effect_blur.glsl'); # env.GLES2_GLSL('subsurf_scattering.glsl'); # env.GLES2_GLSL('ssao.glsl'); # env.GLES2_GLSL('ssao_minify.glsl'); # env.GLES2_GLSL('ssao_blur.glsl'); # env.GLES2_GLSL('exposure.glsl'); -# env.GLES2_GLSL('tonemap.glsl'); + env.GLES2_GLSL('tonemap.glsl'); # env.GLES2_GLSL('particles.glsl'); env.GLES2_GLSL('lens_distorted.glsl'); diff --git a/drivers/gles2/shaders/canvas_shadow.glsl b/drivers/gles2/shaders/canvas_shadow.glsl index dcb43d523f8..7a5ba4f5716 100644 --- a/drivers/gles2/shaders/canvas_shadow.glsl +++ b/drivers/gles2/shaders/canvas_shadow.glsl @@ -34,9 +34,14 @@ void main() { #define mediump #define highp #else +#if defined(USE_HIGHP_PRECISION) +precision highp float; +precision highp int; +#else precision mediump float; precision mediump int; #endif +#endif varying highp vec4 position_interp; /* clang-format on */ diff --git a/drivers/gles2/shaders/cube_to_dp.glsl b/drivers/gles2/shaders/cube_to_dp.glsl index cb4b3f6dec0..769908c3b48 100644 --- a/drivers/gles2/shaders/cube_to_dp.glsl +++ b/drivers/gles2/shaders/cube_to_dp.glsl @@ -30,9 +30,14 @@ void main() { #define mediump #define highp #else +#if defined(USE_HIGHP_PRECISION) +precision highp float; +precision highp int; +#else precision mediump float; precision mediump int; #endif +#endif uniform highp samplerCube source_cube; //texunit:0 /* clang-format on */ diff --git a/drivers/gles2/shaders/effect_blur.glsl b/drivers/gles2/shaders/effect_blur.glsl index df79e899311..b28d78a6cab 100644 --- a/drivers/gles2/shaders/effect_blur.glsl +++ b/drivers/gles2/shaders/effect_blur.glsl @@ -1,11 +1,20 @@ /* clang-format off */ [vertex] -layout(location = 0) in highp vec4 vertex_attrib; -/* clang-format on */ -layout(location = 4) in vec2 uv_in; +#ifdef USE_GLES_OVER_GL +#define lowp +#define mediump +#define highp +#else +precision highp float; +precision highp int; +#endif -out vec2 uv_interp; +attribute vec2 vertex_attrib; // attrib:0 +/* clang-format on */ +attribute vec2 uv_in; // attrib:4 + +varying vec2 uv_interp; #ifdef USE_BLUR_SECTION @@ -16,7 +25,7 @@ uniform vec4 blur_section; void main() { uv_interp = uv_in; - gl_Position = vertex_attrib; + gl_Position = vec4(vertex_attrib, 0.0, 1.0); #ifdef USE_BLUR_SECTION uv_interp = blur_section.xy + uv_interp * blur_section.zw; @@ -27,29 +36,46 @@ void main() { /* clang-format off */ [fragment] -#if !defined(GLES_OVER_GL) -precision mediump float; +// texture2DLodEXT and textureCubeLodEXT are fragment shader specific. +// Do not copy these defines in the vertex section. +#ifndef USE_GLES_OVER_GL +#ifdef GL_EXT_shader_texture_lod +#extension GL_EXT_shader_texture_lod : enable +#define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod) +#define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod) +#endif +#endif // !USE_GLES_OVER_GL + +#ifdef GL_ARB_shader_texture_lod +#extension GL_ARB_shader_texture_lod : enable #endif -in vec2 uv_interp; +#if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod) +#define texture2DLod(img, coord, lod) texture2D(img, coord, lod) +#define textureCubeLod(img, coord, lod) textureCube(img, coord, lod) +#endif + +#ifdef USE_GLES_OVER_GL +#define lowp +#define mediump +#define highp +#else +#if defined(USE_HIGHP_PRECISION) +precision highp float; +precision highp int; +#else +precision mediump float; +precision mediump int; +#endif +#endif + +varying vec2 uv_interp; /* clang-format on */ uniform sampler2D source_color; //texunit:0 -#ifdef SSAO_MERGE -uniform sampler2D source_ssao; //texunit:1 -#endif - uniform float lod; uniform vec2 pixel_size; -layout(location = 0) out vec4 frag_color; - -#ifdef SSAO_MERGE - -uniform vec4 ssao_color; - -#endif - #if defined(GLOW_GAUSSIAN_HORIZONTAL) || defined(GLOW_GAUSSIAN_VERTICAL) uniform float glow_strength; @@ -58,6 +84,7 @@ uniform float glow_strength; #if defined(DOF_FAR_BLUR) || defined(DOF_NEAR_BLUR) +#ifdef USE_GLES_OVER_GL #ifdef DOF_QUALITY_LOW const int dof_kernel_size = 5; const int dof_kernel_from = 2; @@ -76,6 +103,7 @@ const int dof_kernel_size = 21; const int dof_kernel_from = 10; const float dof_kernel[21] = float[](0.028174, 0.032676, 0.037311, 0.041944, 0.046421, 0.050582, 0.054261, 0.057307, 0.059587, 0.060998, 0.061476, 0.060998, 0.059587, 0.057307, 0.054261, 0.050582, 0.046421, 0.041944, 0.037311, 0.032676, 0.028174); #endif +#endif uniform sampler2D dof_source_depth; //texunit:1 uniform float dof_begin; @@ -83,24 +111,11 @@ uniform float dof_end; uniform vec2 dof_dir; uniform float dof_radius; -#ifdef DOF_NEAR_BLUR_MERGE - -uniform sampler2D source_dof_original; //texunit:2 -#endif - #endif #ifdef GLOW_FIRST_PASS -uniform float exposure; -uniform float white; - -#ifdef GLOW_USE_AUTO_EXPOSURE - -uniform highp sampler2D source_auto_exposure; //texunit:1 -uniform highp float auto_exposure_grey; - -#endif +uniform highp float luminance_cap; uniform float glow_bloom; uniform float glow_hdr_threshold; @@ -113,60 +128,95 @@ uniform float camera_z_near; void main() { -#ifdef GAUSSIAN_HORIZONTAL - vec2 pix_size = pixel_size; - pix_size *= 0.5; //reading from larger buffer, so use more samples - // sigma 2 - vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pix_size, lod) * 0.214607; - color += textureLod(source_color, uv_interp + vec2(1.0, 0.0) * pix_size, lod) * 0.189879; - color += textureLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.131514; - color += textureLod(source_color, uv_interp + vec2(3.0, 0.0) * pix_size, lod) * 0.071303; - color += textureLod(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size, lod) * 0.189879; - color += textureLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.131514; - color += textureLod(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size, lod) * 0.071303; - frag_color = color; -#endif - -#ifdef GAUSSIAN_VERTICAL - vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pixel_size, lod) * 0.38774; - color += textureLod(source_color, uv_interp + vec2(0.0, 1.0) * pixel_size, lod) * 0.24477; - color += textureLod(source_color, uv_interp + vec2(0.0, 2.0) * pixel_size, lod) * 0.06136; - color += textureLod(source_color, uv_interp + vec2(0.0, -1.0) * pixel_size, lod) * 0.24477; - color += textureLod(source_color, uv_interp + vec2(0.0, -2.0) * pixel_size, lod) * 0.06136; - frag_color = color; -#endif - - //glow uses larger sigma for a more rounded blur effect - #ifdef GLOW_GAUSSIAN_HORIZONTAL vec2 pix_size = pixel_size; pix_size *= 0.5; //reading from larger buffer, so use more samples - vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pix_size, lod) * 0.174938; - color += textureLod(source_color, uv_interp + vec2(1.0, 0.0) * pix_size, lod) * 0.165569; - color += textureLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.140367; - color += textureLod(source_color, uv_interp + vec2(3.0, 0.0) * pix_size, lod) * 0.106595; - color += textureLod(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size, lod) * 0.165569; - color += textureLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.140367; - color += textureLod(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size, lod) * 0.106595; + vec4 color = texture2DLod(source_color, uv_interp + vec2(0.0, 0.0) * pix_size, lod) * 0.174938; + color += texture2DLod(source_color, uv_interp + vec2(1.0, 0.0) * pix_size, lod) * 0.165569; + color += texture2DLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.140367; + color += texture2DLod(source_color, uv_interp + vec2(3.0, 0.0) * pix_size, lod) * 0.106595; + color += texture2DLod(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size, lod) * 0.165569; + color += texture2DLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.140367; + color += texture2DLod(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size, lod) * 0.106595; color *= glow_strength; - frag_color = color; + gl_FragColor = color; #endif #ifdef GLOW_GAUSSIAN_VERTICAL - vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pixel_size, lod) * 0.288713; - color += textureLod(source_color, uv_interp + vec2(0.0, 1.0) * pixel_size, lod) * 0.233062; - color += textureLod(source_color, uv_interp + vec2(0.0, 2.0) * pixel_size, lod) * 0.122581; - color += textureLod(source_color, uv_interp + vec2(0.0, -1.0) * pixel_size, lod) * 0.233062; - color += textureLod(source_color, uv_interp + vec2(0.0, -2.0) * pixel_size, lod) * 0.122581; + vec4 color = texture2DLod(source_color, uv_interp + vec2(0.0, 0.0) * pixel_size, lod) * 0.288713; + color += texture2DLod(source_color, uv_interp + vec2(0.0, 1.0) * pixel_size, lod) * 0.233062; + color += texture2DLod(source_color, uv_interp + vec2(0.0, 2.0) * pixel_size, lod) * 0.122581; + color += texture2DLod(source_color, uv_interp + vec2(0.0, -1.0) * pixel_size, lod) * 0.233062; + color += texture2DLod(source_color, uv_interp + vec2(0.0, -2.0) * pixel_size, lod) * 0.122581; color *= glow_strength; - frag_color = color; + gl_FragColor = color; #endif +#ifndef USE_GLES_OVER_GL +#if defined(DOF_FAR_BLUR) || defined(DOF_NEAR_BLUR) + +#ifdef DOF_QUALITY_LOW + const int dof_kernel_size = 5; + const int dof_kernel_from = 2; + float dof_kernel[5]; + dof_kernel[0] = 0.153388; + dof_kernel[1] = 0.221461; + dof_kernel[2] = 0.250301; + dof_kernel[3] = 0.221461; + dof_kernel[4] = 0.153388; +#endif + +#ifdef DOF_QUALITY_MEDIUM + const int dof_kernel_size = 11; + const int dof_kernel_from = 5; + float dof_kernel[11]; + dof_kernel[0] = 0.055037; + dof_kernel[1] = 0.072806; + dof_kernel[2] = 0.090506; + dof_kernel[3] = 0.105726; + dof_kernel[4] = 0.116061; + dof_kernel[5] = 0.119726; + dof_kernel[6] = 0.116061; + dof_kernel[7] = 0.105726; + dof_kernel[8] = 0.090506; + dof_kernel[9] = 0.072806; + dof_kernel[10] = 0.055037; +#endif + +#ifdef DOF_QUALITY_HIGH + const int dof_kernel_size = 21; + const int dof_kernel_from = 10; + float dof_kernel[21]; + dof_kernel[0] = 0.028174; + dof_kernel[1] = 0.032676; + dof_kernel[2] = 0.037311; + dof_kernel[3] = 0.041944; + dof_kernel[4] = 0.046421; + dof_kernel[5] = 0.050582; + dof_kernel[6] = 0.054261; + dof_kernel[7] = 0.057307; + dof_kernel[8] = 0.059587; + dof_kernel[9] = 0.060998; + dof_kernel[10] = 0.061476; + dof_kernel[11] = 0.060998; + dof_kernel[12] = 0.059587; + dof_kernel[13] = 0.057307; + dof_kernel[14] = 0.054261; + dof_kernel[15] = 0.050582; + dof_kernel[16] = 0.046421; + dof_kernel[17] = 0.041944; + dof_kernel[18] = 0.037311; + dof_kernel[19] = 0.032676; + dof_kernel[20] = 0.028174; +#endif +#endif +#endif //!USE_GLES_OVER_GL + #ifdef DOF_FAR_BLUR vec4 color_accum = vec4(0.0); - float depth = textureLod(dof_source_depth, uv_interp, 0.0).r; + float depth = texture2DLod(dof_source_depth, uv_interp, 0.0).r; depth = depth * 2.0 - 1.0; #ifdef USE_ORTHOGONAL_PROJECTION depth = ((depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; @@ -184,17 +234,17 @@ void main() { float tap_k = dof_kernel[i]; - float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r; + float tap_depth = texture2D(dof_source_depth, tap_uv, 0.0).r; tap_depth = tap_depth * 2.0 - 1.0; #ifdef USE_ORTHOGONAL_PROJECTION tap_depth = ((tap_depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; #else tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near)); #endif - float tap_amount = mix(smoothstep(dof_begin, dof_end, tap_depth), 1.0, int_ofs == 0); + float tap_amount = int_ofs == 0 ? 1.0 : smoothstep(dof_begin, dof_end, tap_depth); tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect - vec4 tap_color = textureLod(source_color, tap_uv, 0.0) * tap_k; + vec4 tap_color = texture2DLod(source_color, tap_uv, 0.0) * tap_k; k_accum += tap_k * tap_amount; color_accum += tap_color * tap_amount; @@ -204,7 +254,7 @@ void main() { color_accum /= k_accum; } - frag_color = color_accum; ///k_accum; + gl_FragColor = color_accum; ///k_accum; #endif @@ -212,19 +262,19 @@ void main() { vec4 color_accum = vec4(0.0); - float max_accum = 0; + float max_accum = 0.0; for (int i = 0; i < dof_kernel_size; i++) { int int_ofs = i - dof_kernel_from; vec2 tap_uv = uv_interp + dof_dir * float(int_ofs) * dof_radius; - float ofs_influence = max(0.0, 1.0 - float(abs(int_ofs)) / float(dof_kernel_from)); + float ofs_influence = max(0.0, 1.0 - abs(float(int_ofs)) / float(dof_kernel_from)); float tap_k = dof_kernel[i]; - vec4 tap_color = textureLod(source_color, tap_uv, 0.0); + vec4 tap_color = texture2DLod(source_color, tap_uv, 0.0); - float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r; + float tap_depth = texture2D(dof_source_depth, tap_uv, 0.0).r; tap_depth = tap_depth * 2.0 - 1.0; #ifdef USE_ORTHOGONAL_PROJECTION tap_depth = ((tap_depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; @@ -247,46 +297,16 @@ void main() { color_accum.a = max(color_accum.a, sqrt(max_accum)); -#ifdef DOF_NEAR_BLUR_MERGE - - vec4 original = textureLod(source_dof_original, uv_interp, 0.0); - color_accum = mix(original, color_accum, color_accum.a); - -#endif - -#ifndef DOF_NEAR_FIRST_TAP - //color_accum=vec4(vec3(color_accum.a),1.0); -#endif - frag_color = color_accum; + gl_FragColor = color_accum; #endif #ifdef GLOW_FIRST_PASS -#ifdef GLOW_USE_AUTO_EXPOSURE - - frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / auto_exposure_grey; -#endif - frag_color *= exposure; - - float luminance = max(frag_color.r, max(frag_color.g, frag_color.b)); + float luminance = max(gl_FragColor.r, max(gl_FragColor.g, gl_FragColor.b)); float feedback = max(smoothstep(glow_hdr_threshold, glow_hdr_threshold + glow_hdr_scale, luminance), glow_bloom); - frag_color *= feedback; - -#endif - -#ifdef SIMPLE_COPY - vec4 color = textureLod(source_color, uv_interp, 0.0); - frag_color = color; -#endif - -#ifdef SSAO_MERGE - - vec4 color = textureLod(source_color, uv_interp, 0.0); - float ssao = textureLod(source_ssao, uv_interp, 0.0).r; - - frag_color = vec4(mix(color.rgb, color.rgb * mix(ssao_color.rgb, vec3(1.0), ssao), color.a), 1.0); + gl_FragColor = min(gl_FragColor * feedback, vec4(luminance_cap)); #endif } diff --git a/drivers/gles2/shaders/lens_distorted.glsl b/drivers/gles2/shaders/lens_distorted.glsl index 81898a75a52..f4ff80ba9a6 100644 --- a/drivers/gles2/shaders/lens_distorted.glsl +++ b/drivers/gles2/shaders/lens_distorted.glsl @@ -34,8 +34,13 @@ void main() { #define mediump #define highp #else -precision mediump float; +#if defined(USE_HIGHP_PRECISION) +precision highp float; precision highp int; +#else +precision mediump float; +precision mediump int; +#endif #endif uniform sampler2D source; //texunit:0 diff --git a/drivers/gles2/shaders/tonemap.glsl b/drivers/gles2/shaders/tonemap.glsl index eae3b5a1ca2..585d8216269 100644 --- a/drivers/gles2/shaders/tonemap.glsl +++ b/drivers/gles2/shaders/tonemap.glsl @@ -1,66 +1,103 @@ /* clang-format off */ [vertex] -layout(location = 0) in highp vec4 vertex_attrib; -/* clang-format on */ -layout(location = 4) in vec2 uv_in; +#ifdef USE_GLES_OVER_GL +#define lowp +#define mediump +#define highp +#else +precision highp float; +precision highp int; +#endif -out vec2 uv_interp; +attribute vec2 vertex_attrib; // attrib:0 +/* clang-format on */ +attribute vec2 uv_in; // attrib:4 + +varying vec2 uv_interp; void main() { + gl_Position = vec4(vertex_attrib, 0.0, 1.0); - gl_Position = vertex_attrib; uv_interp = uv_in; -#ifdef V_FLIP - uv_interp.y = 1.0 - uv_interp.y; -#endif } /* clang-format off */ [fragment] -#if !defined(GLES_OVER_GL) -precision mediump float; + +// texture2DLodEXT and textureCubeLodEXT are fragment shader specific. +// Do not copy these defines in the vertex section. +#ifndef USE_GLES_OVER_GL +#ifdef GL_EXT_shader_texture_lod +#extension GL_EXT_shader_texture_lod : enable +#define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod) +#define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod) +#endif +#endif // !USE_GLES_OVER_GL + +#ifdef GL_ARB_shader_texture_lod +#extension GL_ARB_shader_texture_lod : enable #endif -in vec2 uv_interp; +#if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod) +#define texture2DLod(img, coord, lod) texture2D(img, coord, lod) +#define textureCubeLod(img, coord, lod) textureCube(img, coord, lod) +#endif + +// Allows the use of bitshift operators for bicubic upscale +#ifdef GL_EXT_gpu_shader4 +#extension GL_EXT_gpu_shader4 : enable +#endif + +#ifdef USE_GLES_OVER_GL +#define lowp +#define mediump +#define highp +#else +#if defined(USE_HIGHP_PRECISION) +precision highp float; +precision highp int; +#else +precision mediump float; +precision mediump int; +#endif +#endif + +#include "stdlib.glsl" + +varying vec2 uv_interp; /* clang-format on */ uniform highp sampler2D source; //texunit:0 -uniform float exposure; -uniform float white; - -#ifdef USE_AUTO_EXPOSURE - -uniform highp sampler2D source_auto_exposure; //texunit:1 -uniform highp float auto_exposure_grey; - -#endif - #if defined(USE_GLOW_LEVEL1) || defined(USE_GLOW_LEVEL2) || defined(USE_GLOW_LEVEL3) || defined(USE_GLOW_LEVEL4) || defined(USE_GLOW_LEVEL5) || defined(USE_GLOW_LEVEL6) || defined(USE_GLOW_LEVEL7) +#define USING_GLOW // only use glow when at least one glow level is selected -uniform highp sampler2D source_glow; //texunit:2 +#ifdef USE_MULTI_TEXTURE_GLOW +uniform highp sampler2D source_glow1; //texunit:1 +uniform highp sampler2D source_glow2; //texunit:2 +uniform highp sampler2D source_glow3; //texunit:3 +uniform highp sampler2D source_glow4; //texunit:4 +uniform highp sampler2D source_glow5; //texunit:5 +uniform highp sampler2D source_glow6; //texunit:6 +uniform highp sampler2D source_glow7; //texunit:7 +#else +uniform highp sampler2D source_glow; //texunit:1 +#endif uniform highp float glow_intensity; - #endif #ifdef USE_BCS - uniform vec3 bcs; - #endif #ifdef USE_COLOR_CORRECTION - -uniform sampler2D color_correction; //texunit:3 - +uniform sampler2D color_correction; //texunit:2 #endif -layout(location = 0) out vec4 frag_color; - +#ifdef GL_EXT_gpu_shader4 #ifdef USE_GLOW_FILTER_BICUBIC - // w0, w1, w2, and w3 are the four cubic B-spline basis functions float w0(float a) { return (1.0 / 6.0) * (a * (a * (-a + 3.0) - 3.0) + 1.0); @@ -101,8 +138,10 @@ uniform ivec2 glow_texture_size; vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) { float lod = float(p_lod); vec2 tex_size = vec2(glow_texture_size >> p_lod); - vec2 pixel_size = 1.0 / tex_size; - uv = uv * tex_size + 0.5; + vec2 pixel_size = vec2(1.0) / tex_size; + + uv = uv * tex_size + vec2(0.5); + vec2 iuv = floor(uv); vec2 fuv = fract(uv); @@ -113,73 +152,97 @@ vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) { float h0y = h0(fuv.y); float h1y = h1(fuv.y); - vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - 0.5) * pixel_size; - vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - 0.5) * pixel_size; - vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - 0.5) * pixel_size; - vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - 0.5) * pixel_size; + vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5)) * pixel_size; + vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5)) * pixel_size; + vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5)) * pixel_size; + vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5)) * pixel_size; - return (g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + g1x * textureLod(tex, p1, lod))) + - (g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod))); + return (g0(fuv.y) * (g0x * texture2DLod(tex, p0, lod) + g1x * texture2DLod(tex, p1, lod))) + + (g1(fuv.y) * (g0x * texture2DLod(tex, p2, lod) + g1x * texture2DLod(tex, p3, lod))); } #define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod) +#else //!USE_GLOW_FILTER_BICUBIC +#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2DLod(m_tex, m_uv, float(m_lod)) +#endif //USE_GLOW_FILTER_BICUBIC -#else - -#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, m_uv, float(m_lod)) +#else //!GL_EXT_gpu_shader4 +#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2DLod(m_tex, m_uv, float(m_lod)) +#endif //GL_EXT_gpu_shader4 +vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blending mode +#ifdef USE_GLOW_REPLACE + color = glow; #endif -vec3 tonemap_filmic(vec3 color, float white) { +#ifdef USE_GLOW_SCREEN + color = max((color + glow) - (color * glow), vec3(0.0)); +#endif - float A = 0.15; - float B = 0.50; - float C = 0.10; - float D = 0.20; - float E = 0.02; - float F = 0.30; - float W = 11.2; +#ifdef USE_GLOW_SOFTLIGHT + glow = glow * vec3(0.5) + vec3(0.5); - vec3 coltn = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F; - float whitetn = ((white * (A * white + C * B) + D * E) / (white * (A * white + B) + D * F)) - E / F; + color.r = (glow.r <= 0.5) ? (color.r - (1.0 - 2.0 * glow.r) * color.r * (1.0 - color.r)) : (((glow.r > 0.5) && (color.r <= 0.25)) ? (color.r + (2.0 * glow.r - 1.0) * (4.0 * color.r * (4.0 * color.r + 1.0) * (color.r - 1.0) + 7.0 * color.r)) : (color.r + (2.0 * glow.r - 1.0) * (sqrt(color.r) - color.r))); + color.g = (glow.g <= 0.5) ? (color.g - (1.0 - 2.0 * glow.g) * color.g * (1.0 - color.g)) : (((glow.g > 0.5) && (color.g <= 0.25)) ? (color.g + (2.0 * glow.g - 1.0) * (4.0 * color.g * (4.0 * color.g + 1.0) * (color.g - 1.0) + 7.0 * color.g)) : (color.g + (2.0 * glow.g - 1.0) * (sqrt(color.g) - color.g))); + color.b = (glow.b <= 0.5) ? (color.b - (1.0 - 2.0 * glow.b) * color.b * (1.0 - color.b)) : (((glow.b > 0.5) && (color.b <= 0.25)) ? (color.b + (2.0 * glow.b - 1.0) * (4.0 * color.b * (4.0 * color.b + 1.0) * (color.b - 1.0) + 7.0 * color.b)) : (color.b + (2.0 * glow.b - 1.0) * (sqrt(color.b) - color.b))); +#endif - return coltn / whitetn; +#if !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE) // no other selected -> additive + color += glow; +#endif + + return color; } -vec3 tonemap_aces(vec3 color) { - float a = 2.51f; - float b = 0.03f; - float c = 2.43f; - float d = 0.59f; - float e = 0.14f; - return color = clamp((color * (a * color + b)) / (color * (c * color + d) + e), vec3(0.0), vec3(1.0)); +vec3 apply_bcs(vec3 color, vec3 bcs) { + color = mix(vec3(0.0), color, bcs.x); + color = mix(vec3(0.5), color, bcs.y); + color = mix(vec3(dot(vec3(1.0), color) * 0.33333), color, bcs.z); + + return color; } -vec3 tonemap_reindhart(vec3 color, float white) { +vec3 apply_color_correction(vec3 color, sampler2D correction_tex) { + color.r = texture2D(correction_tex, vec2(color.r, 0.0)).r; + color.g = texture2D(correction_tex, vec2(color.g, 0.0)).g; + color.b = texture2D(correction_tex, vec2(color.b, 0.0)).b; - return (color * (1.0 + (color / (white)))) / (1.0 + color); + return color; } void main() { + vec3 color = texture2DLod(source, uv_interp, 0.0).rgb; - vec4 color = textureLod(source, uv_interp, 0.0); + // Glow -#ifdef USE_AUTO_EXPOSURE - - color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / auto_exposure_grey; -#endif - - color *= exposure; - -#if defined(USE_GLOW_LEVEL1) || defined(USE_GLOW_LEVEL2) || defined(USE_GLOW_LEVEL3) || defined(USE_GLOW_LEVEL4) || defined(USE_GLOW_LEVEL5) || defined(USE_GLOW_LEVEL6) || defined(USE_GLOW_LEVEL7) -#define USING_GLOW -#endif - -#if defined(USING_GLOW) +#ifdef USING_GLOW vec3 glow = vec3(0.0); +#ifdef USE_MULTI_TEXTURE_GLOW +#ifdef USE_GLOW_LEVEL1 + glow += GLOW_TEXTURE_SAMPLE(source_glow1, uv_interp, 0).rgb; +#ifdef USE_GLOW_LEVEL2 + glow += GLOW_TEXTURE_SAMPLE(source_glow2, uv_interp, 0).rgb; +#ifdef USE_GLOW_LEVEL3 + glow += GLOW_TEXTURE_SAMPLE(source_glow3, uv_interp, 0).rgb; +#ifdef USE_GLOW_LEVEL4 + glow += GLOW_TEXTURE_SAMPLE(source_glow4, uv_interp, 0).rgb; +#ifdef USE_GLOW_LEVEL5 + glow += GLOW_TEXTURE_SAMPLE(source_glow5, uv_interp, 0).rgb; +#ifdef USE_GLOW_LEVEL6 + glow += GLOW_TEXTURE_SAMPLE(source_glow6, uv_interp, 0).rgb; +#ifdef USE_GLOW_LEVEL7 + glow += GLOW_TEXTURE_SAMPLE(source_glow7, uv_interp, 0).rgb; +#endif +#endif +#endif +#endif +#endif +#endif +#endif + +#else #ifdef USE_GLOW_LEVEL1 - glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 1).rgb; #endif @@ -206,100 +269,21 @@ void main() { #ifdef USE_GLOW_LEVEL7 glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 7).rgb; #endif +#endif //USE_MULTI_TEXTURE_GLOW glow *= glow_intensity; - + color = apply_glow(color, glow); #endif -#ifdef USE_REINDHART_TONEMAPPER - - color.rgb = tonemap_reindhart(color.rgb, white); - -#if defined(USING_GLOW) - glow = tonemap_reindhart(glow, white); -#endif - -#endif - -#ifdef USE_FILMIC_TONEMAPPER - - color.rgb = tonemap_filmic(color.rgb, white); - -#if defined(USING_GLOW) - glow = tonemap_filmic(glow, white); -#endif - -#endif - -#ifdef USE_ACES_TONEMAPPER - - color.rgb = tonemap_aces(color.rgb); - -#if defined(USING_GLOW) - glow = tonemap_aces(glow); -#endif - -#endif - - //regular Linear -> SRGB conversion - vec3 a = vec3(0.055); - color.rgb = mix((vec3(1.0) + a) * pow(color.rgb, vec3(1.0 / 2.4)) - a, 12.92 * color.rgb, lessThan(color.rgb, vec3(0.0031308))); - -#if defined(USING_GLOW) - glow = mix((vec3(1.0) + a) * pow(glow, vec3(1.0 / 2.4)) - a, 12.92 * glow, lessThan(glow, vec3(0.0031308))); -#endif - - //glow needs to be added in SRGB space (together with image space effects) - - color.rgb = clamp(color.rgb, 0.0, 1.0); - -#if defined(USING_GLOW) - glow = clamp(glow, 0.0, 1.0); -#endif - -#ifdef USE_GLOW_REPLACE - - color.rgb = glow; - -#endif - -#ifdef USE_GLOW_SCREEN - - color.rgb = max((color.rgb + glow) - (color.rgb * glow), vec3(0.0)); - -#endif - -#ifdef USE_GLOW_SOFTLIGHT - - { - - glow = (glow * 0.5) + 0.5; - color.r = (glow.r <= 0.5) ? (color.r - (1.0 - 2.0 * glow.r) * color.r * (1.0 - color.r)) : (((glow.r > 0.5) && (color.r <= 0.25)) ? (color.r + (2.0 * glow.r - 1.0) * (4.0 * color.r * (4.0 * color.r + 1.0) * (color.r - 1.0) + 7.0 * color.r)) : (color.r + (2.0 * glow.r - 1.0) * (sqrt(color.r) - color.r))); - color.g = (glow.g <= 0.5) ? (color.g - (1.0 - 2.0 * glow.g) * color.g * (1.0 - color.g)) : (((glow.g > 0.5) && (color.g <= 0.25)) ? (color.g + (2.0 * glow.g - 1.0) * (4.0 * color.g * (4.0 * color.g + 1.0) * (color.g - 1.0) + 7.0 * color.g)) : (color.g + (2.0 * glow.g - 1.0) * (sqrt(color.g) - color.g))); - color.b = (glow.b <= 0.5) ? (color.b - (1.0 - 2.0 * glow.b) * color.b * (1.0 - color.b)) : (((glow.b > 0.5) && (color.b <= 0.25)) ? (color.b + (2.0 * glow.b - 1.0) * (4.0 * color.b * (4.0 * color.b + 1.0) * (color.b - 1.0) + 7.0 * color.b)) : (color.b + (2.0 * glow.b - 1.0) * (sqrt(color.b) - color.b))); - } - -#endif - -#if defined(USING_GLOW) && !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE) - //additive - color.rgb += glow; -#endif + // Additional effects #ifdef USE_BCS - - color.rgb = mix(vec3(0.0), color.rgb, bcs.x); - color.rgb = mix(vec3(0.5), color.rgb, bcs.y); - color.rgb = mix(vec3(dot(vec3(1.0), color.rgb) * 0.33333), color.rgb, bcs.z); - + color = apply_bcs(color, bcs); #endif #ifdef USE_COLOR_CORRECTION - - color.r = texture(color_correction, vec2(color.r, 0.0)).r; - color.g = texture(color_correction, vec2(color.g, 0.0)).g; - color.b = texture(color_correction, vec2(color.b, 0.0)).b; + color = apply_color_correction(color, color_correction); #endif - frag_color = vec4(color.rgb, 1.0); + gl_FragColor = vec4(color, 1.0); } diff --git a/scene/resources/environment.cpp b/scene/resources/environment.cpp index afb7f1102b4..2817ec4eb08 100644 --- a/scene/resources/environment.cpp +++ b/scene/resources/environment.cpp @@ -354,10 +354,6 @@ void Environment::_validate_property(PropertyInfo &property) const { "tonemap_", "ss_reflections_", "ssao_", - "dof_blur_far_", - "dof_blur_near_", - "glow_", - "adjustment_", NULL }; @@ -1378,6 +1374,11 @@ Environment::Environment() : glow_hdr_luminance_cap = 12.0; glow_hdr_bleed_scale = 2.0; glow_bicubic_upscale = false; + if (VisualServer::get_singleton()->is_low_end()) { + glow_hdr_bleed_threshold = 0.9; + glow_intensity = 1.5; + glow_strength = 1.3; + } dof_blur_far_enabled = false; dof_blur_far_distance = 10;