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path: root/drivers/gles3/effects/copy_effects.cpp
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Diffstat (limited to 'drivers/gles3/effects/copy_effects.cpp')
-rw-r--r--drivers/gles3/effects/copy_effects.cpp76
1 files changed, 76 insertions, 0 deletions
diff --git a/drivers/gles3/effects/copy_effects.cpp b/drivers/gles3/effects/copy_effects.cpp
index b8c56018dc..658c0e6145 100644
--- a/drivers/gles3/effects/copy_effects.cpp
+++ b/drivers/gles3/effects/copy_effects.cpp
@@ -31,6 +31,7 @@
#ifdef GLES3_ENABLED
#include "copy_effects.h"
+#include "../storage/texture_storage.h"
using namespace GLES3;
@@ -133,6 +134,7 @@ void CopyEffects::copy_screen() {
draw_screen_triangle();
}
+// 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);
@@ -158,6 +160,80 @@ void CopyEffects::bilinear_blur(GLuint p_source_texture, int p_mipmap_count, con
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.x = MAX(1, dest_region.size.x >> 1);
+ dest_region.size.y = MAX(1, dest_region.size.y >> 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, 0);
+ 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) {