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author | Bastiaan Olij <mux213@gmail.com> | 2024-01-19 16:14:36 +1100 |
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committer | Bastiaan Olij <mux213@gmail.com> | 2024-02-19 13:29:43 +1100 |
commit | aa260e5f3d4ce0c5551e84ef0b098ddf9e78fd0d (patch) | |
tree | 36f783a9e1c84aafe723833d2831f2ef3c8c430b /drivers/gles3/effects/glow.cpp | |
parent | ab4c5a594ab11cf6446fa819de639bb71de9ccbf (diff) | |
download | redot-engine-aa260e5f3d4ce0c5551e84ef0b098ddf9e78fd0d.tar.gz |
Implement glow/bloom on compatibility renderer
Diffstat (limited to 'drivers/gles3/effects/glow.cpp')
-rw-r--r-- | drivers/gles3/effects/glow.cpp | 172 |
1 files changed, 172 insertions, 0 deletions
diff --git a/drivers/gles3/effects/glow.cpp b/drivers/gles3/effects/glow.cpp new file mode 100644 index 0000000000..9fc2eef65b --- /dev/null +++ b/drivers/gles3/effects/glow.cpp @@ -0,0 +1,172 @@ +/**************************************************************************/ +/* glow.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 "glow.h" + +using namespace GLES3; + +Glow *Glow::singleton = nullptr; + +Glow *Glow::get_singleton() { + return singleton; +} + +Glow::Glow() { + singleton = this; + + glow.shader.initialize(); + glow.shader_version = glow.shader.version_create(); + + { // 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 + } +} + +Glow::~Glow() { + glDeleteBuffers(1, &screen_triangle); + glDeleteVertexArrays(1, &screen_triangle_array); + + glow.shader.version_free(glow.shader_version); + + singleton = nullptr; +} + +void Glow::_draw_screen_triangle() { + glBindVertexArray(screen_triangle_array); + glDrawArrays(GL_TRIANGLES, 0, 3); + glBindVertexArray(0); +} + +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) { + ERR_FAIL_COND(p_source_color == 0); + ERR_FAIL_COND(p_glow_buffers[3].color == 0); + + // Reset some OpenGL state... + glDisable(GL_BLEND); + glDisable(GL_DEPTH_TEST); + glDepthMask(GL_FALSE); + + // Start with our filter pass + { + glBindFramebuffer(GL_FRAMEBUFFER, p_glow_buffers[0].fbo); + glViewport(0, 0, p_glow_buffers[0].size.x, p_glow_buffers[0].size.y); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(p_use_multiview ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D, p_source_color); + + uint64_t specialization = p_use_multiview ? GlowShaderGLES3::USE_MULTIVIEW : 0; + bool success = glow.shader.version_bind_shader(glow.shader_version, GlowShaderGLES3::MODE_FILTER, specialization); + if (!success) { + return; + } + + 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); + glow.shader.version_set_uniform(GlowShaderGLES3::VIEW, float(p_view), glow.shader_version, GlowShaderGLES3::MODE_FILTER, specialization); + glow.shader.version_set_uniform(GlowShaderGLES3::LUMINANCE_MULTIPLIER, luminance_multiplier, glow.shader_version, GlowShaderGLES3::MODE_FILTER, specialization); + glow.shader.version_set_uniform(GlowShaderGLES3::GLOW_BLOOM, glow_bloom, glow.shader_version, GlowShaderGLES3::MODE_FILTER, specialization); + glow.shader.version_set_uniform(GlowShaderGLES3::GLOW_HDR_THRESHOLD, glow_hdr_bleed_threshold, glow.shader_version, GlowShaderGLES3::MODE_FILTER, specialization); + glow.shader.version_set_uniform(GlowShaderGLES3::GLOW_HDR_SCALE, glow_hdr_bleed_scale, glow.shader_version, GlowShaderGLES3::MODE_FILTER, specialization); + glow.shader.version_set_uniform(GlowShaderGLES3::GLOW_LUMINANCE_CAP, glow_hdr_luminance_cap, glow.shader_version, GlowShaderGLES3::MODE_FILTER, specialization); + + _draw_screen_triangle(); + } + + // Continue with downsampling + { + bool success = glow.shader.version_bind_shader(glow.shader_version, GlowShaderGLES3::MODE_DOWNSAMPLE, 0); + if (!success) { + return; + } + + for (int i = 1; i < 4; i++) { + glBindFramebuffer(GL_FRAMEBUFFER, p_glow_buffers[i].fbo); + glViewport(0, 0, p_glow_buffers[i].size.x, p_glow_buffers[i].size.y); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, p_glow_buffers[i - 1].color); + + 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); + + _draw_screen_triangle(); + } + } + + // Now upsample + { + bool success = glow.shader.version_bind_shader(glow.shader_version, GlowShaderGLES3::MODE_UPSAMPLE, 0); + if (!success) { + return; + } + + for (int i = 2; i >= 0; i--) { + glBindFramebuffer(GL_FRAMEBUFFER, p_glow_buffers[i].fbo); + glViewport(0, 0, p_glow_buffers[i].size.x, p_glow_buffers[i].size.y); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, p_glow_buffers[i + 1].color); + + 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); + + _draw_screen_triangle(); + } + } + + glDisable(GL_BLEND); + glEnable(GL_DEPTH_TEST); + glDepthMask(GL_TRUE); + glUseProgram(0); + glBindTexture(GL_TEXTURE_2D, 0); + glBindFramebuffer(GL_FRAMEBUFFER, 0); +} + +#endif // GLES3_ENABLED |