| 1 | /**************************************************************************/ | 
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| 2 | /*  copy_effects.cpp                                                      */ | 
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| 3 | /**************************************************************************/ | 
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| 4 | /*                         This file is part of:                          */ | 
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| 5 | /*                             GODOT ENGINE                               */ | 
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| 6 | /*                        https://godotengine.org                         */ | 
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| 7 | /**************************************************************************/ | 
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| 8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ | 
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| 9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */ | 
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| 10 | /*                                                                        */ | 
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| 11 | /* Permission is hereby granted, free of charge, to any person obtaining  */ | 
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| 12 | /* a copy of this software and associated documentation files (the        */ | 
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| 13 | /* "Software"), to deal in the Software without restriction, including    */ | 
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| 14 | /* without limitation the rights to use, copy, modify, merge, publish,    */ | 
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| 15 | /* distribute, sublicense, and/or sell copies of the Software, and to     */ | 
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| 16 | /* permit persons to whom the Software is furnished to do so, subject to  */ | 
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| 17 | /* the following conditions:                                              */ | 
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| 18 | /*                                                                        */ | 
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| 19 | /* The above copyright notice and this permission notice shall be         */ | 
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| 20 | /* included in all copies or substantial portions of the Software.        */ | 
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| 21 | /*                                                                        */ | 
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| 22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */ | 
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| 23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */ | 
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| 24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ | 
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| 25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */ | 
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| 26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */ | 
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| 27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */ | 
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| 28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */ | 
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| 29 | /**************************************************************************/ | 
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| 30 |  | 
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| 31 | #ifdef GLES3_ENABLED | 
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| 32 |  | 
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| 33 | #include "copy_effects.h" | 
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| 34 | #include "../storage/texture_storage.h" | 
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| 35 |  | 
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| 36 | using namespace GLES3; | 
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| 37 |  | 
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| 38 | CopyEffects *CopyEffects::singleton = nullptr; | 
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| 39 |  | 
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| 40 | CopyEffects *CopyEffects::get_singleton() { | 
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| 41 | return singleton; | 
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| 42 | } | 
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| 43 |  | 
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| 44 | CopyEffects::CopyEffects() { | 
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| 45 | singleton = this; | 
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| 46 |  | 
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| 47 | copy.shader.initialize(); | 
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| 48 | copy.shader_version = copy.shader.version_create(); | 
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| 49 | copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_DEFAULT); | 
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| 50 |  | 
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| 51 | { // Screen Triangle. | 
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| 52 | glGenBuffers(1, &screen_triangle); | 
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| 53 | glBindBuffer(GL_ARRAY_BUFFER, screen_triangle); | 
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| 54 |  | 
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| 55 | const float qv[6] = { | 
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| 56 | -1.0f, | 
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| 57 | -1.0f, | 
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| 58 | 3.0f, | 
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| 59 | -1.0f, | 
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| 60 | -1.0f, | 
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| 61 | 3.0f, | 
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| 62 | }; | 
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| 63 |  | 
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| 64 | glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6, qv, GL_STATIC_DRAW); | 
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| 65 | glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind | 
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| 66 |  | 
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| 67 | glGenVertexArrays(1, &screen_triangle_array); | 
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| 68 | glBindVertexArray(screen_triangle_array); | 
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| 69 | glBindBuffer(GL_ARRAY_BUFFER, screen_triangle); | 
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| 70 | glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, nullptr); | 
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| 71 | glEnableVertexAttribArray(RS::ARRAY_VERTEX); | 
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| 72 | glBindVertexArray(0); | 
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| 73 | glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind | 
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| 74 | } | 
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| 75 |  | 
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| 76 | { // Screen Quad | 
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| 77 |  | 
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| 78 | glGenBuffers(1, &quad); | 
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| 79 | glBindBuffer(GL_ARRAY_BUFFER, quad); | 
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| 80 |  | 
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| 81 | const float qv[12] = { | 
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| 82 | -1.0f, | 
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| 83 | -1.0f, | 
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| 84 | 1.0f, | 
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| 85 | -1.0f, | 
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| 86 | 1.0f, | 
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| 87 | 1.0f, | 
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| 88 | -1.0f, | 
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| 89 | -1.0f, | 
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| 90 | 1.0f, | 
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| 91 | 1.0f, | 
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| 92 | -1.0f, | 
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| 93 | 1.0f, | 
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| 94 | }; | 
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| 95 |  | 
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| 96 | glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 12, qv, GL_STATIC_DRAW); | 
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| 97 | glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind | 
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| 98 |  | 
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| 99 | glGenVertexArrays(1, &quad_array); | 
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| 100 | glBindVertexArray(quad_array); | 
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| 101 | glBindBuffer(GL_ARRAY_BUFFER, quad); | 
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| 102 | glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, nullptr); | 
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| 103 | glEnableVertexAttribArray(RS::ARRAY_VERTEX); | 
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| 104 | glBindVertexArray(0); | 
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| 105 | glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind | 
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| 106 | } | 
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| 107 | } | 
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| 108 |  | 
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| 109 | CopyEffects::~CopyEffects() { | 
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| 110 | singleton = nullptr; | 
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| 111 | glDeleteBuffers(1, &screen_triangle); | 
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| 112 | glDeleteVertexArrays(1, &screen_triangle_array); | 
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| 113 | glDeleteBuffers(1, &quad); | 
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| 114 | glDeleteVertexArrays(1, &quad_array); | 
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| 115 | copy.shader.version_free(copy.shader_version); | 
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| 116 | } | 
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| 117 |  | 
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| 118 | void CopyEffects::copy_to_rect(const Rect2 &p_rect) { | 
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| 119 | bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION); | 
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| 120 | if (!success) { | 
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| 121 | return; | 
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| 122 | } | 
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| 123 |  | 
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| 124 | 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); | 
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| 125 | draw_screen_quad(); | 
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| 126 | } | 
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| 127 |  | 
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| 128 | void CopyEffects::copy_screen() { | 
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| 129 | bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_DEFAULT); | 
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| 130 | if (!success) { | 
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| 131 | return; | 
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| 132 | } | 
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| 133 |  | 
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| 134 | draw_screen_triangle(); | 
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| 135 | } | 
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| 136 |  | 
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| 137 | // Intended for efficiently mipmapping textures. | 
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| 138 | void CopyEffects::bilinear_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region) { | 
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| 139 | GLuint framebuffers[2]; | 
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| 140 | glGenFramebuffers(2, framebuffers); | 
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| 141 | glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffers[0]); | 
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| 142 | glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_source_texture, 0); | 
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| 143 |  | 
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| 144 | Rect2i source_region = p_region; | 
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| 145 | Rect2i dest_region = p_region; | 
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| 146 | for (int i = 1; i < p_mipmap_count; i++) { | 
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| 147 | dest_region.position.x >>= 1; | 
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| 148 | dest_region.position.y >>= 1; | 
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| 149 | dest_region.size.x = MAX(1, dest_region.size.x >> 1); | 
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| 150 | dest_region.size.y = MAX(1, dest_region.size.y >> 1); | 
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| 151 | glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffers[i % 2]); | 
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| 152 | glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_source_texture, i); | 
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| 153 | 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, | 
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| 154 | 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); | 
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| 155 | glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffers[i % 2]); | 
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| 156 | source_region = dest_region; | 
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| 157 | } | 
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| 158 | glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); | 
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| 159 | glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); | 
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| 160 | glDeleteFramebuffers(2, framebuffers); | 
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| 161 | } | 
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| 162 |  | 
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| 163 | // Intended for approximating a gaussian blur. Used for 2D backbuffer mipmaps. Slightly less efficient than bilinear_blur(). | 
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| 164 | void CopyEffects::gaussian_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region, const Size2i &p_size) { | 
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| 165 | GLuint framebuffer; | 
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| 166 | glGenFramebuffers(1, &framebuffer); | 
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| 167 | glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); | 
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| 168 |  | 
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| 169 | glActiveTexture(GL_TEXTURE0); | 
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| 170 | glBindTexture(GL_TEXTURE_2D, p_source_texture); | 
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| 171 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | 
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| 172 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | 
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| 173 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | 
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| 174 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | 
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| 175 |  | 
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| 176 | Size2i base_size = p_size; | 
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| 177 |  | 
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| 178 | Rect2i source_region = p_region; | 
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| 179 | Rect2i dest_region = p_region; | 
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| 180 |  | 
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| 181 | Size2 float_size = Size2(p_size); | 
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| 182 | Rect2 normalized_source_region = Rect2(p_region); | 
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| 183 | normalized_source_region.position = normalized_source_region.position / float_size; | 
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| 184 | normalized_source_region.size = normalized_source_region.size / float_size; | 
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| 185 | Rect2 normalized_dest_region = Rect2(p_region); | 
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| 186 | for (int i = 1; i < p_mipmap_count; i++) { | 
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| 187 | dest_region.position.x >>= 1; | 
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| 188 | dest_region.position.y >>= 1; | 
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| 189 | dest_region.size.x = MAX(1, dest_region.size.x >> 1); | 
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| 190 | dest_region.size.y = MAX(1, dest_region.size.y >> 1); | 
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| 191 | base_size.x >>= 1; | 
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| 192 | base_size.y >>= 1; | 
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| 193 |  | 
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| 194 | glBindTexture(GL_TEXTURE_2D, p_source_texture); | 
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| 195 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, i - 1); | 
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| 196 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, i - 1); | 
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| 197 | glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_source_texture, i); | 
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| 198 | #ifdef DEV_ENABLED | 
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| 199 | GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); | 
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| 200 | if (status != GL_FRAMEBUFFER_COMPLETE) { | 
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| 201 | WARN_PRINT( "Could not bind Gaussian blur framebuffer, status: "+ GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status)); | 
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| 202 | } | 
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| 203 | #endif | 
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| 204 |  | 
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| 205 | glViewport(0, 0, base_size.x, base_size.y); | 
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| 206 |  | 
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| 207 | bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_GAUSSIAN_BLUR); | 
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| 208 | if (!success) { | 
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| 209 | return; | 
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| 210 | } | 
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| 211 |  | 
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| 212 | float_size = Size2(base_size); | 
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| 213 | normalized_dest_region.position = Size2(dest_region.position) / float_size; | 
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| 214 | normalized_dest_region.size = Size2(dest_region.size) / float_size; | 
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| 215 |  | 
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| 216 | 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); | 
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| 217 | 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); | 
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| 218 | 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); | 
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| 219 |  | 
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| 220 | draw_screen_quad(); | 
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| 221 |  | 
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| 222 | source_region = dest_region; | 
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| 223 | normalized_source_region = normalized_dest_region; | 
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| 224 | } | 
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| 225 | glBindFramebuffer(GL_FRAMEBUFFER, 0); | 
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| 226 | glDeleteFramebuffers(1, &framebuffer); | 
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| 227 |  | 
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| 228 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | 
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| 229 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); | 
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| 230 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); | 
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| 231 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, p_mipmap_count - 1); | 
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| 232 | glBindTexture(GL_TEXTURE_2D, 0); | 
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| 233 |  | 
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| 234 | glViewport(0, 0, p_size.x, p_size.y); | 
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| 235 | } | 
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| 236 |  | 
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| 237 | void CopyEffects::set_color(const Color &p_color, const Rect2i &p_region) { | 
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| 238 | bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_SIMPLE_COLOR); | 
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| 239 | if (!success) { | 
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| 240 | return; | 
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| 241 | } | 
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| 242 |  | 
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| 243 | 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); | 
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| 244 | copy.shader.version_set_uniform(CopyShaderGLES3::COLOR_IN, p_color, copy.shader_version, CopyShaderGLES3::MODE_SIMPLE_COLOR); | 
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| 245 | draw_screen_quad(); | 
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| 246 | } | 
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| 247 |  | 
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| 248 | void CopyEffects::draw_screen_triangle() { | 
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| 249 | glBindVertexArray(screen_triangle_array); | 
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| 250 | glDrawArrays(GL_TRIANGLES, 0, 3); | 
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| 251 | glBindVertexArray(0); | 
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| 252 | } | 
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| 253 |  | 
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| 254 | void CopyEffects::draw_screen_quad() { | 
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| 255 | glBindVertexArray(quad_array); | 
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| 256 | glDrawArrays(GL_TRIANGLES, 0, 6); | 
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| 257 | glBindVertexArray(0); | 
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| 258 | } | 
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| 259 |  | 
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| 260 | #endif // GLES3_ENABLED | 
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| 261 |  | 
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