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