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