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Merge pull request #87360 from BastiaanOlij/gles_glow
Implement glow/bloom on compatibility renderer
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/**************************************************************************/ | ||
/* 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. */ | ||
/**************************************************************************/ | ||
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#ifdef GLES3_ENABLED | ||
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#include "glow.h" | ||
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using namespace GLES3; | ||
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Glow *Glow::singleton = nullptr; | ||
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Glow *Glow::get_singleton() { | ||
return singleton; | ||
} | ||
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Glow::Glow() { | ||
singleton = this; | ||
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glow.shader.initialize(); | ||
glow.shader_version = glow.shader.version_create(); | ||
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{ // Screen Triangle. | ||
glGenBuffers(1, &screen_triangle); | ||
glBindBuffer(GL_ARRAY_BUFFER, screen_triangle); | ||
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const float qv[6] = { | ||
-1.0f, | ||
-1.0f, | ||
3.0f, | ||
-1.0f, | ||
-1.0f, | ||
3.0f, | ||
}; | ||
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6, qv, GL_STATIC_DRAW); | ||
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind | ||
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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 | ||
} | ||
} | ||
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Glow::~Glow() { | ||
glDeleteBuffers(1, &screen_triangle); | ||
glDeleteVertexArrays(1, &screen_triangle_array); | ||
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glow.shader.version_free(glow.shader_version); | ||
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singleton = nullptr; | ||
} | ||
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void Glow::_draw_screen_triangle() { | ||
glBindVertexArray(screen_triangle_array); | ||
glDrawArrays(GL_TRIANGLES, 0, 3); | ||
glBindVertexArray(0); | ||
} | ||
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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); | ||
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// Reset some OpenGL state... | ||
glDisable(GL_BLEND); | ||
glDisable(GL_DEPTH_TEST); | ||
glDepthMask(GL_FALSE); | ||
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// 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); | ||
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glActiveTexture(GL_TEXTURE0); | ||
glBindTexture(p_use_multiview ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D, p_source_color); | ||
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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; | ||
} | ||
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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); | ||
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_draw_screen_triangle(); | ||
} | ||
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// Continue with downsampling | ||
{ | ||
bool success = glow.shader.version_bind_shader(glow.shader_version, GlowShaderGLES3::MODE_DOWNSAMPLE, 0); | ||
if (!success) { | ||
return; | ||
} | ||
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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); | ||
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glActiveTexture(GL_TEXTURE0); | ||
glBindTexture(GL_TEXTURE_2D, p_glow_buffers[i - 1].color); | ||
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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); | ||
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_draw_screen_triangle(); | ||
} | ||
} | ||
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// Now upsample | ||
{ | ||
bool success = glow.shader.version_bind_shader(glow.shader_version, GlowShaderGLES3::MODE_UPSAMPLE, 0); | ||
if (!success) { | ||
return; | ||
} | ||
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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); | ||
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glActiveTexture(GL_TEXTURE0); | ||
glBindTexture(GL_TEXTURE_2D, p_glow_buffers[i + 1].color); | ||
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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); | ||
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_draw_screen_triangle(); | ||
} | ||
} | ||
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glDisable(GL_BLEND); | ||
glEnable(GL_DEPTH_TEST); | ||
glDepthMask(GL_TRUE); | ||
glUseProgram(0); | ||
glBindTexture(GL_TEXTURE_2D, 0); | ||
glBindFramebuffer(GL_FRAMEBUFFER, 0); | ||
} | ||
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#endif // GLES3_ENABLED |
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,89 @@ | ||
/**************************************************************************/ | ||
/* glow.h */ | ||
/**************************************************************************/ | ||
/* 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. */ | ||
/**************************************************************************/ | ||
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#ifndef GLOW_GLES3_H | ||
#define GLOW_GLES3_H | ||
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#ifdef GLES3_ENABLED | ||
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#include "drivers/gles3/shaders/effects/glow.glsl.gen.h" | ||
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namespace GLES3 { | ||
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class Glow { | ||
private: | ||
static Glow *singleton; | ||
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struct GLOW { | ||
GlowShaderGLES3 shader; | ||
RID shader_version; | ||
} glow; | ||
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float luminance_multiplier = 1.0; | ||
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float glow_intensity = 1.0; | ||
float glow_bloom = 0.0; | ||
float glow_hdr_bleed_threshold = 1.0; | ||
float glow_hdr_bleed_scale = 2.0; | ||
float glow_hdr_luminance_cap = 12.0; | ||
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// Use for full-screen effects. Slightly more efficient than screen_quad as this eliminates pixel overdraw along the diagonal. | ||
GLuint screen_triangle = 0; | ||
GLuint screen_triangle_array = 0; | ||
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void _draw_screen_triangle(); | ||
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public: | ||
struct GLOWLEVEL { | ||
Size2i size; | ||
GLuint color = 0; | ||
GLuint fbo = 0; | ||
}; | ||
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static Glow *get_singleton(); | ||
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Glow(); | ||
~Glow(); | ||
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void set_intensity(float p_value) { glow_intensity = p_value; } | ||
void set_luminance_multiplier(float p_luminance_multiplier) { luminance_multiplier = p_luminance_multiplier; } | ||
void set_glow_bloom(float p_bloom) { glow_bloom = p_bloom; } | ||
void set_glow_hdr_bleed_threshold(float p_threshold) { glow_hdr_bleed_threshold = p_threshold; } | ||
void set_glow_hdr_bleed_scale(float p_scale) { glow_hdr_bleed_scale = p_scale; } | ||
void set_glow_hdr_luminance_cap(float p_cap) { glow_hdr_luminance_cap = p_cap; } | ||
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void process_glow(GLuint p_source_color, Size2i p_size, const GLOWLEVEL *p_glow_buffers, uint32_t p_view = 0, bool p_use_multiview = false); | ||
}; | ||
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} //namespace GLES3 | ||
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#endif // GLES3_ENABLED | ||
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#endif // GLOW_GLES3_H |
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