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

260 lines
10 KiB
C++

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