/**************************************************************************/ /* 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) { 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 = 0; 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