Path: blob/master/drivers/gles3/effects/post_effects.cpp
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/**************************************************************************/1/* post_effects.cpp */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#ifdef GLES3_ENABLED3132#include "post_effects.h"33#include "../storage/texture_storage.h"3435using namespace GLES3;3637PostEffects *PostEffects::singleton = nullptr;3839PostEffects *PostEffects::get_singleton() {40return singleton;41}4243PostEffects::PostEffects() {44singleton = this;4546post.shader.initialize();47post.shader_version = post.shader.version_create();48post.shader.version_bind_shader(post.shader_version, PostShaderGLES3::MODE_DEFAULT);4950{ // Screen Triangle.51glGenBuffers(1, &screen_triangle);52glBindBuffer(GL_ARRAY_BUFFER, screen_triangle);5354const float qv[6] = {55-1.0f,56-1.0f,573.0f,58-1.0f,59-1.0f,603.0f,61};6263glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6, qv, GL_STATIC_DRAW);64glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind6566glGenVertexArrays(1, &screen_triangle_array);67glBindVertexArray(screen_triangle_array);68glBindBuffer(GL_ARRAY_BUFFER, screen_triangle);69glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, nullptr);70glEnableVertexAttribArray(RS::ARRAY_VERTEX);71glBindVertexArray(0);72glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind73}74}7576PostEffects::~PostEffects() {77singleton = nullptr;78glDeleteBuffers(1, &screen_triangle);79glDeleteVertexArrays(1, &screen_triangle_array);80post.shader.version_free(post.shader_version);81}8283void PostEffects::_draw_screen_triangle() {84glBindVertexArray(screen_triangle_array);85glDrawArrays(GL_TRIANGLES, 0, 3);86glBindVertexArray(0);87}8889void PostEffects::post_copy(GLuint p_dest_framebuffer, Size2i p_dest_size, GLuint p_source_color, Size2i p_source_size, float p_luminance_multiplier, const Glow::GLOWLEVEL *p_glow_buffers, float p_glow_intensity, uint32_t p_view, bool p_use_multiview, uint64_t p_spec_constants) {90glDisable(GL_DEPTH_TEST);91glDepthMask(GL_FALSE);92glDisable(GL_BLEND);9394glBindFramebuffer(GL_FRAMEBUFFER, p_dest_framebuffer);95glViewport(0, 0, p_dest_size.x, p_dest_size.y);9697PostShaderGLES3::ShaderVariant mode = PostShaderGLES3::MODE_DEFAULT;98uint64_t flags = p_spec_constants;99if (p_use_multiview) {100flags |= PostShaderGLES3::USE_MULTIVIEW;101}102if (p_glow_buffers != nullptr) {103flags |= PostShaderGLES3::USE_GLOW;104}105if (p_luminance_multiplier != 1.0) {106flags |= PostShaderGLES3::USE_LUMINANCE_MULTIPLIER;107}108109bool success = post.shader.version_bind_shader(post.shader_version, mode, flags);110if (!success) {111return;112}113114GLenum texture_target = p_use_multiview ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;115glActiveTexture(GL_TEXTURE0);116glBindTexture(texture_target, p_source_color);117glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);118glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);119120if (p_glow_buffers != nullptr) {121glActiveTexture(GL_TEXTURE1);122glBindTexture(GL_TEXTURE_2D, p_glow_buffers[0].color);123124post.shader.version_set_uniform(PostShaderGLES3::PIXEL_SIZE, 1.0 / p_source_size.x, 1.0 / p_source_size.y, post.shader_version, mode, flags);125post.shader.version_set_uniform(PostShaderGLES3::GLOW_INTENSITY, p_glow_intensity, post.shader_version, mode, flags);126}127128post.shader.version_set_uniform(PostShaderGLES3::VIEW, float(p_view), post.shader_version, mode, flags);129post.shader.version_set_uniform(PostShaderGLES3::LUMINANCE_MULTIPLIER, p_luminance_multiplier, post.shader_version, mode, flags);130131_draw_screen_triangle();132133// Reset state134if (p_glow_buffers != nullptr) {135glActiveTexture(GL_TEXTURE1);136glBindTexture(GL_TEXTURE_2D, 0);137}138139// Return back to nearest140glActiveTexture(GL_TEXTURE0);141glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);142glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);143glBindTexture(texture_target, 0);144145glDisable(GL_BLEND);146glEnable(GL_DEPTH_TEST);147glDepthMask(GL_TRUE);148glUseProgram(0);149glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);150}151152#endif // GLES3_ENABLED153154155