/**************************************************************************/ /* 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