/**************************************************************************/ /* glow.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #ifdef GLES3_ENABLED #include "glow.h" #include "../storage/texture_storage.h" using namespace GLES3; Glow *Glow::singleton = nullptr; Glow *Glow::get_singleton() { return singleton; } Glow::Glow() { singleton = this; glow.shader.initialize(); glow.shader_version = glow.shader.version_create(); { // Screen Triangle. glGenBuffers(1, &screen_triangle); glBindBuffer(GL_ARRAY_BUFFER, screen_triangle); const float qv[6] = { -1.0f, -1.0f, 3.0f, -1.0f, -1.0f, 3.0f, }; glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6, qv, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind glGenVertexArrays(1, &screen_triangle_array); glBindVertexArray(screen_triangle_array); glBindBuffer(GL_ARRAY_BUFFER, screen_triangle); glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, nullptr); glEnableVertexAttribArray(RS::ARRAY_VERTEX); glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind } } Glow::~Glow() { glDeleteBuffers(1, &screen_triangle); glDeleteVertexArrays(1, &screen_triangle_array); glow.shader.version_free(glow.shader_version); singleton = nullptr; } void Glow::_draw_screen_triangle() { glBindVertexArray(screen_triangle_array); glDrawArrays(GL_TRIANGLES, 0, 3); glBindVertexArray(0); } void Glow::process_glow(GLuint p_source_color, Size2i p_size, const Glow::GLOWLEVEL *p_glow_buffers, uint32_t p_view, bool p_use_multiview) { ERR_FAIL_COND(p_source_color == 0); ERR_FAIL_COND(p_glow_buffers[3].color == 0); // Reset some OpenGL state... glDisable(GL_BLEND); glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); // Start with our filter pass { glBindFramebuffer(GL_FRAMEBUFFER, p_glow_buffers[0].fbo); glViewport(0, 0, p_glow_buffers[0].size.x, p_glow_buffers[0].size.y); glActiveTexture(GL_TEXTURE0); glBindTexture(p_use_multiview ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D, p_source_color); uint64_t specialization = p_use_multiview ? GlowShaderGLES3::USE_MULTIVIEW : 0; bool success = glow.shader.version_bind_shader(glow.shader_version, GlowShaderGLES3::MODE_FILTER, specialization); if (!success) { return; } glow.shader.version_set_uniform(GlowShaderGLES3::PIXEL_SIZE, 1.0 / p_glow_buffers[0].size.x, 1.0 / p_glow_buffers[0].size.y, glow.shader_version, GlowShaderGLES3::MODE_FILTER, specialization); glow.shader.version_set_uniform(GlowShaderGLES3::VIEW, float(p_view), glow.shader_version, GlowShaderGLES3::MODE_FILTER, specialization); glow.shader.version_set_uniform(GlowShaderGLES3::LUMINANCE_MULTIPLIER, luminance_multiplier, glow.shader_version, GlowShaderGLES3::MODE_FILTER, specialization); glow.shader.version_set_uniform(GlowShaderGLES3::GLOW_BLOOM, glow_bloom, glow.shader_version, GlowShaderGLES3::MODE_FILTER, specialization); glow.shader.version_set_uniform(GlowShaderGLES3::GLOW_HDR_THRESHOLD, glow_hdr_bleed_threshold, glow.shader_version, GlowShaderGLES3::MODE_FILTER, specialization); glow.shader.version_set_uniform(GlowShaderGLES3::GLOW_HDR_SCALE, glow_hdr_bleed_scale, glow.shader_version, GlowShaderGLES3::MODE_FILTER, specialization); glow.shader.version_set_uniform(GlowShaderGLES3::GLOW_LUMINANCE_CAP, glow_hdr_luminance_cap, glow.shader_version, GlowShaderGLES3::MODE_FILTER, specialization); _draw_screen_triangle(); } // Continue with downsampling { bool success = glow.shader.version_bind_shader(glow.shader_version, GlowShaderGLES3::MODE_DOWNSAMPLE, 0); if (!success) { return; } for (int i = 1; i < 4; i++) { glBindFramebuffer(GL_FRAMEBUFFER, p_glow_buffers[i].fbo); glViewport(0, 0, p_glow_buffers[i].size.x, p_glow_buffers[i].size.y); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, p_glow_buffers[i - 1].color); glow.shader.version_set_uniform(GlowShaderGLES3::PIXEL_SIZE, 1.0 / p_glow_buffers[i].size.x, 1.0 / p_glow_buffers[i].size.y, glow.shader_version, GlowShaderGLES3::MODE_DOWNSAMPLE); _draw_screen_triangle(); } } // Now upsample { bool success = glow.shader.version_bind_shader(glow.shader_version, GlowShaderGLES3::MODE_UPSAMPLE, 0); if (!success) { return; } for (int i = 2; i >= 0; i--) { glBindFramebuffer(GL_FRAMEBUFFER, p_glow_buffers[i].fbo); glViewport(0, 0, p_glow_buffers[i].size.x, p_glow_buffers[i].size.y); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, p_glow_buffers[i + 1].color); glow.shader.version_set_uniform(GlowShaderGLES3::PIXEL_SIZE, 1.0 / p_glow_buffers[i].size.x, 1.0 / p_glow_buffers[i].size.y, glow.shader_version, GlowShaderGLES3::MODE_UPSAMPLE); _draw_screen_triangle(); } } glDisable(GL_BLEND); glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); glUseProgram(0); glBindTexture(GL_TEXTURE_2D, 0); glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo); } #endif // GLES3_ENABLED