godot/drivers/gles3/effects/post_effects.cpp

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/**************************************************************************/
/* post_effects.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifdef GLES3_ENABLED
#include "post_effects.h"
#include "../storage/texture_storage.h"
using namespace GLES3;
PostEffects *PostEffects::singleton = nullptr;
PostEffects *PostEffects::get_singleton() {
return singleton;
}
PostEffects::PostEffects() {
singleton = this;
post.shader.initialize();
post.shader_version = post.shader.version_create();
post.shader.version_bind_shader(post.shader_version, PostShaderGLES3::MODE_DEFAULT);
{ // Screen Triangle.
glGenBuffers(1, &screen_triangle);
glBindBuffer(GL_ARRAY_BUFFER, screen_triangle);
const float qv[6] = {
-1.0f,
-1.0f,
3.0f,
-1.0f,
-1.0f,
3.0f,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6, qv, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
glGenVertexArrays(1, &screen_triangle_array);
glBindVertexArray(screen_triangle_array);
glBindBuffer(GL_ARRAY_BUFFER, screen_triangle);
glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, nullptr);
glEnableVertexAttribArray(RS::ARRAY_VERTEX);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
}
}
PostEffects::~PostEffects() {
singleton = nullptr;
glDeleteBuffers(1, &screen_triangle);
glDeleteVertexArrays(1, &screen_triangle_array);
post.shader.version_free(post.shader_version);
}
void PostEffects::_draw_screen_triangle() {
glBindVertexArray(screen_triangle_array);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
}
void PostEffects::post_copy(GLuint p_dest_framebuffer, Size2i p_dest_size, GLuint p_source_color, Size2i p_source_size, float p_luminance_multiplier, const Glow::GLOWLEVEL *p_glow_buffers, float p_glow_intensity, uint32_t p_view, bool p_use_multiview, uint64_t p_spec_constants) {
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glDisable(GL_BLEND);
glBindFramebuffer(GL_FRAMEBUFFER, p_dest_framebuffer);
glViewport(0, 0, p_dest_size.x, p_dest_size.y);
PostShaderGLES3::ShaderVariant mode = PostShaderGLES3::MODE_DEFAULT;
uint64_t flags = p_spec_constants;
if (p_use_multiview) {
flags |= PostShaderGLES3::USE_MULTIVIEW;
}
if (p_glow_buffers != nullptr) {
flags |= PostShaderGLES3::USE_GLOW;
}
if (p_luminance_multiplier != 1.0) {
flags |= PostShaderGLES3::USE_LUMINANCE_MULTIPLIER;
}
bool success = post.shader.version_bind_shader(post.shader_version, mode, flags);
if (!success) {
return;
}
GLenum texture_target = p_use_multiview ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture_target, p_source_color);
glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
if (p_glow_buffers != nullptr) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, p_glow_buffers[0].color);
post.shader.version_set_uniform(PostShaderGLES3::PIXEL_SIZE, 1.0 / p_source_size.x, 1.0 / p_source_size.y, post.shader_version, mode, flags);
post.shader.version_set_uniform(PostShaderGLES3::GLOW_INTENSITY, p_glow_intensity, post.shader_version, mode, flags);
}
post.shader.version_set_uniform(PostShaderGLES3::VIEW, float(p_view), post.shader_version, mode, flags);
post.shader.version_set_uniform(PostShaderGLES3::LUMINANCE_MULTIPLIER, p_luminance_multiplier, post.shader_version, mode, flags);
_draw_screen_triangle();
// Reset state
if (p_glow_buffers != nullptr) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
}
// Return back to nearest
glActiveTexture(GL_TEXTURE0);
glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(texture_target, 0);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glUseProgram(0);
glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
}
#endif // GLES3_ENABLED