260 lines
10 KiB
C++
260 lines
10 KiB
C++
/**************************************************************************/
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/* copy_effects.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifdef GLES3_ENABLED
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#include "copy_effects.h"
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#include "../storage/texture_storage.h"
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using namespace GLES3;
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CopyEffects *CopyEffects::singleton = nullptr;
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CopyEffects *CopyEffects::get_singleton() {
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return singleton;
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}
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CopyEffects::CopyEffects() {
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singleton = this;
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copy.shader.initialize();
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copy.shader_version = copy.shader.version_create();
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copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_DEFAULT);
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{ // Screen Triangle.
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glGenBuffers(1, &screen_triangle);
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glBindBuffer(GL_ARRAY_BUFFER, screen_triangle);
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const float qv[6] = {
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-1.0f,
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-1.0f,
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3.0f,
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-1.0f,
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-1.0f,
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3.0f,
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};
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6, qv, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
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glGenVertexArrays(1, &screen_triangle_array);
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glBindVertexArray(screen_triangle_array);
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glBindBuffer(GL_ARRAY_BUFFER, screen_triangle);
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glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, nullptr);
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glEnableVertexAttribArray(RS::ARRAY_VERTEX);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
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}
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{ // Screen Quad
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glGenBuffers(1, &quad);
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glBindBuffer(GL_ARRAY_BUFFER, quad);
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const float qv[12] = {
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-1.0f,
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-1.0f,
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1.0f,
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-1.0f,
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1.0f,
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1.0f,
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-1.0f,
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-1.0f,
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1.0f,
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1.0f,
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-1.0f,
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1.0f,
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};
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 12, qv, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
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glGenVertexArrays(1, &quad_array);
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glBindVertexArray(quad_array);
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glBindBuffer(GL_ARRAY_BUFFER, quad);
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glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, nullptr);
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glEnableVertexAttribArray(RS::ARRAY_VERTEX);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
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}
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}
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CopyEffects::~CopyEffects() {
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singleton = nullptr;
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glDeleteBuffers(1, &screen_triangle);
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glDeleteVertexArrays(1, &screen_triangle_array);
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glDeleteBuffers(1, &quad);
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glDeleteVertexArrays(1, &quad_array);
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copy.shader.version_free(copy.shader_version);
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}
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void CopyEffects::copy_to_rect(const Rect2 &p_rect) {
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bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION);
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if (!success) {
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return;
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}
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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);
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draw_screen_quad();
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}
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void CopyEffects::copy_screen() {
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bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_DEFAULT);
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if (!success) {
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return;
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}
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draw_screen_triangle();
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}
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// Intended for efficiently mipmapping textures.
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void CopyEffects::bilinear_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region) {
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GLuint framebuffers[2];
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glGenFramebuffers(2, framebuffers);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffers[0]);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_source_texture, 0);
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Rect2i source_region = p_region;
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Rect2i dest_region = p_region;
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for (int i = 1; i < p_mipmap_count; i++) {
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dest_region.position.x >>= 1;
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dest_region.position.y >>= 1;
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dest_region.size.x = MAX(1, dest_region.size.x >> 1);
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dest_region.size.y = MAX(1, dest_region.size.y >> 1);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffers[i % 2]);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_source_texture, i);
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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,
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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);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffers[i % 2]);
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source_region = dest_region;
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}
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glDeleteFramebuffers(2, framebuffers);
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}
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// Intended for approximating a gaussian blur. Used for 2D backbuffer mipmaps. Slightly less efficient than bilinear_blur().
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void CopyEffects::gaussian_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region, const Size2i &p_size) {
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GLuint framebuffer;
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glGenFramebuffers(1, &framebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, p_source_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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Size2i base_size = p_size;
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Rect2i source_region = p_region;
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Rect2i dest_region = p_region;
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Size2 float_size = Size2(p_size);
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Rect2 normalized_source_region = Rect2(p_region);
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normalized_source_region.position = normalized_source_region.position / float_size;
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normalized_source_region.size = normalized_source_region.size / float_size;
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Rect2 normalized_dest_region = Rect2(p_region);
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for (int i = 1; i < p_mipmap_count; i++) {
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dest_region.position.x >>= 1;
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dest_region.position.y >>= 1;
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dest_region.size.x = MAX(1, dest_region.size.x >> 1);
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dest_region.size.y = MAX(1, dest_region.size.y >> 1);
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base_size.x >>= 1;
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base_size.y >>= 1;
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glBindTexture(GL_TEXTURE_2D, p_source_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, i - 1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, i - 1);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_source_texture, i);
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#ifdef DEV_ENABLED
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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WARN_PRINT("Could not bind Gaussian blur framebuffer, status: " + GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status));
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}
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#endif
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glViewport(0, 0, base_size.x, base_size.y);
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bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_GAUSSIAN_BLUR);
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if (!success) {
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return;
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}
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float_size = Size2(base_size);
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normalized_dest_region.position = Size2(dest_region.position) / float_size;
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normalized_dest_region.size = Size2(dest_region.size) / float_size;
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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);
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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);
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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);
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draw_screen_quad();
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source_region = dest_region;
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normalized_source_region = normalized_dest_region;
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDeleteFramebuffers(1, &framebuffer);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, p_mipmap_count - 1);
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glBindTexture(GL_TEXTURE_2D, 0);
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glViewport(0, 0, p_size.x, p_size.y);
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}
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void CopyEffects::set_color(const Color &p_color, const Rect2i &p_region) {
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bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_SIMPLE_COLOR);
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if (!success) {
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return;
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}
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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);
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copy.shader.version_set_uniform(CopyShaderGLES3::COLOR_IN, p_color, copy.shader_version, CopyShaderGLES3::MODE_SIMPLE_COLOR);
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draw_screen_quad();
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}
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void CopyEffects::draw_screen_triangle() {
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glBindVertexArray(screen_triangle_array);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindVertexArray(0);
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}
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void CopyEffects::draw_screen_quad() {
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glBindVertexArray(quad_array);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glBindVertexArray(0);
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}
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#endif // GLES3_ENABLED
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