311 lines
13 KiB
C++
311 lines
13 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_to_rect_3d(const Rect2 &p_rect, float p_layer, int p_type, float p_lod) {
|
|
ERR_FAIL_COND(p_type != Texture::TYPE_LAYERED && p_type != Texture::TYPE_3D);
|
|
|
|
CopyShaderGLES3::ShaderVariant variant = p_type == Texture::TYPE_LAYERED
|
|
? CopyShaderGLES3::MODE_COPY_SECTION_2D_ARRAY
|
|
: CopyShaderGLES3::MODE_COPY_SECTION_3D;
|
|
|
|
bool success = copy.shader.version_bind_shader(copy.shader_version, variant);
|
|
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, variant);
|
|
copy.shader.version_set_uniform(CopyShaderGLES3::LAYER, p_layer, copy.shader_version, variant);
|
|
copy.shader.version_set_uniform(CopyShaderGLES3::LOD, p_lod, copy.shader_version, variant);
|
|
draw_screen_quad();
|
|
}
|
|
|
|
void CopyEffects::copy_to_and_from_rect(const Rect2 &p_rect) {
|
|
bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION_SOURCE);
|
|
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_SOURCE);
|
|
copy.shader.version_set_uniform(CopyShaderGLES3::SOURCE_SECTION, p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y, copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION_SOURCE);
|
|
|
|
draw_screen_quad();
|
|
}
|
|
|
|
void CopyEffects::copy_screen(float p_multiply) {
|
|
bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_SCREEN);
|
|
if (!success) {
|
|
return;
|
|
}
|
|
|
|
copy.shader.version_set_uniform(CopyShaderGLES3::MULTIPLY, p_multiply, copy.shader_version, CopyShaderGLES3::MODE_SCREEN);
|
|
|
|
draw_screen_triangle();
|
|
}
|
|
|
|
void CopyEffects::copy_cube_to_rect(const Rect2 &p_rect) {
|
|
bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_CUBE_TO_OCTAHEDRAL);
|
|
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_CUBE_TO_OCTAHEDRAL);
|
|
draw_screen_quad();
|
|
}
|
|
|
|
void CopyEffects::copy_cube_to_panorama(float p_mip_level) {
|
|
bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_CUBE_TO_PANORAMA);
|
|
if (!success) {
|
|
return;
|
|
}
|
|
|
|
copy.shader.version_set_uniform(CopyShaderGLES3::MIP_LEVEL, p_mip_level, copy.shader_version, CopyShaderGLES3::MODE_CUBE_TO_PANORAMA);
|
|
draw_screen_quad();
|
|
}
|
|
|
|
// 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 = Size2i(dest_region.size.x >> 1, dest_region.size.y >> 1).maxi(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, GLES3::TextureStorage::system_fbo);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
|
|
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 = Size2i(dest_region.size.x >> 1, dest_region.size.y >> 1).maxi(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, GLES3::TextureStorage::system_fbo);
|
|
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
|