|
@@ -778,18 +778,44 @@ void RasterizerSceneGLES2::environment_set_camera_feed_id(RID p_env, int p_camer
|
|
|
}
|
|
|
|
|
|
void RasterizerSceneGLES2::environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality) {
|
|
|
+
|
|
|
Environment *env = environment_owner.getornull(p_env);
|
|
|
ERR_FAIL_COND(!env);
|
|
|
+
|
|
|
+ env->dof_blur_far_enabled = p_enable;
|
|
|
+ env->dof_blur_far_distance = p_distance;
|
|
|
+ env->dof_blur_far_transition = p_transition;
|
|
|
+ env->dof_blur_far_amount = p_amount;
|
|
|
+ env->dof_blur_far_quality = p_quality;
|
|
|
}
|
|
|
|
|
|
void RasterizerSceneGLES2::environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality) {
|
|
|
+
|
|
|
Environment *env = environment_owner.getornull(p_env);
|
|
|
ERR_FAIL_COND(!env);
|
|
|
+
|
|
|
+ env->dof_blur_near_enabled = p_enable;
|
|
|
+ env->dof_blur_near_distance = p_distance;
|
|
|
+ env->dof_blur_near_transition = p_transition;
|
|
|
+ env->dof_blur_near_amount = p_amount;
|
|
|
+ env->dof_blur_near_quality = p_quality;
|
|
|
}
|
|
|
|
|
|
void RasterizerSceneGLES2::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) {
|
|
|
+
|
|
|
Environment *env = environment_owner.getornull(p_env);
|
|
|
ERR_FAIL_COND(!env);
|
|
|
+
|
|
|
+ env->glow_enabled = p_enable;
|
|
|
+ env->glow_levels = p_level_flags;
|
|
|
+ env->glow_intensity = p_intensity;
|
|
|
+ env->glow_strength = p_strength;
|
|
|
+ env->glow_bloom = p_bloom_threshold;
|
|
|
+ env->glow_blend_mode = p_blend_mode;
|
|
|
+ env->glow_hdr_bleed_threshold = p_hdr_bleed_threshold;
|
|
|
+ env->glow_hdr_bleed_scale = p_hdr_bleed_scale;
|
|
|
+ env->glow_hdr_luminance_cap = p_hdr_luminance_cap;
|
|
|
+ env->glow_bicubic_upscale = p_bicubic_upscale;
|
|
|
}
|
|
|
|
|
|
void RasterizerSceneGLES2::environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) {
|
|
@@ -813,8 +839,15 @@ void RasterizerSceneGLES2::environment_set_tonemap(RID p_env, VS::EnvironmentTon
|
|
|
}
|
|
|
|
|
|
void RasterizerSceneGLES2::environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) {
|
|
|
+
|
|
|
Environment *env = environment_owner.getornull(p_env);
|
|
|
ERR_FAIL_COND(!env);
|
|
|
+
|
|
|
+ env->adjustments_enabled = p_enable;
|
|
|
+ env->adjustments_brightness = p_brightness;
|
|
|
+ env->adjustments_contrast = p_contrast;
|
|
|
+ env->adjustments_saturation = p_saturation;
|
|
|
+ env->color_correction = p_ramp;
|
|
|
}
|
|
|
|
|
|
void RasterizerSceneGLES2::environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) {
|
|
@@ -1174,10 +1207,10 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
|
|
|
}
|
|
|
}
|
|
|
|
|
|
-void RasterizerSceneGLES2::_copy_texture_to_front_buffer(GLuint p_texture) {
|
|
|
+void RasterizerSceneGLES2::_copy_texture_to_buffer(GLuint p_texture, GLuint p_buffer) {
|
|
|
|
|
|
//copy to front buffer
|
|
|
- glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, p_buffer);
|
|
|
|
|
|
glDepthMask(GL_FALSE);
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
@@ -2710,6 +2743,451 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C
|
|
|
storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_CUBEMAP, false);
|
|
|
}
|
|
|
|
|
|
+void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p_cam_projection) {
|
|
|
+
|
|
|
+ //copy to front buffer
|
|
|
+
|
|
|
+ glDepthMask(GL_FALSE);
|
|
|
+ glDisable(GL_DEPTH_TEST);
|
|
|
+ glDisable(GL_CULL_FACE);
|
|
|
+ glDisable(GL_BLEND);
|
|
|
+ glDepthFunc(GL_LEQUAL);
|
|
|
+ glColorMask(1, 1, 1, 1);
|
|
|
+
|
|
|
+ //no post process on small, transparent or render targets without an env
|
|
|
+ bool use_post_process = env && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
|
|
|
+ use_post_process = use_post_process && storage->frame.current_rt->width >= 4 && storage->frame.current_rt->height >= 4;
|
|
|
+ use_post_process = use_post_process && storage->frame.current_rt->mip_maps_allocated;
|
|
|
+
|
|
|
+ if (env) {
|
|
|
+ use_post_process = use_post_process && (env->adjustments_enabled || env->glow_enabled || env->dof_blur_far_enabled || env->dof_blur_near_enabled);
|
|
|
+ }
|
|
|
+
|
|
|
+ GLuint next_buffer;
|
|
|
+
|
|
|
+ if (use_post_process) {
|
|
|
+ next_buffer = storage->frame.current_rt->mip_maps[0].sizes[0].fbo;
|
|
|
+ } else {
|
|
|
+ // set next_buffer to front buffer so multisample blit can happen if needed
|
|
|
+ next_buffer = storage->frame.current_rt->fbo;
|
|
|
+ }
|
|
|
+
|
|
|
+ // If using multisample buffer, resolve to post_process_effect buffer or to front buffer
|
|
|
+ if (storage->frame.current_rt && storage->frame.current_rt->multisample_active) {
|
|
|
+#ifdef GLES_OVER_GL
|
|
|
+
|
|
|
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
|
|
|
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
|
|
|
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, next_buffer);
|
|
|
+ glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
|
|
+
|
|
|
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
|
|
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
|
|
+#elif IPHONE_ENABLED
|
|
|
+
|
|
|
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
|
|
|
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, next_buffer);
|
|
|
+ glResolveMultisampleFramebufferAPPLE();
|
|
|
+
|
|
|
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
|
|
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
|
|
+#elif ANDROID_ENABLED
|
|
|
+
|
|
|
+ // In GLES2 Android Blit is not available, so just copy color texture manually
|
|
|
+ _copy_texture_to_buffer(storage->frame.current_rt->multisample_color, next_buffer);
|
|
|
+#endif
|
|
|
+ } else if (use_post_process) {
|
|
|
+ _copy_texture_to_buffer(storage->frame.current_rt->color, storage->frame.current_rt->mip_maps[0].sizes[0].fbo);
|
|
|
+ }
|
|
|
+
|
|
|
+ if (!use_post_process) {
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Order of operation
|
|
|
+ //1) DOF Blur (first blur, then copy to buffer applying the blur) //only on desktop
|
|
|
+ //2) Bloom (Glow) //only on desktop
|
|
|
+ //3) Adjustments
|
|
|
+
|
|
|
+ // DOF Blur
|
|
|
+
|
|
|
+ if (env->dof_blur_far_enabled) {
|
|
|
+
|
|
|
+ int vp_h = storage->frame.current_rt->height;
|
|
|
+ int vp_w = storage->frame.current_rt->width;
|
|
|
+
|
|
|
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::USE_ORTHOGONAL_PROJECTION, p_cam_projection.is_orthogonal());
|
|
|
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_FAR_BLUR, true);
|
|
|
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_LOW, env->dof_blur_far_quality == VS::ENV_DOF_BLUR_QUALITY_LOW);
|
|
|
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_MEDIUM, env->dof_blur_far_quality == VS::ENV_DOF_BLUR_QUALITY_MEDIUM);
|
|
|
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_HIGH, env->dof_blur_far_quality == VS::ENV_DOF_BLUR_QUALITY_HIGH);
|
|
|
+
|
|
|
+ state.effect_blur_shader.bind();
|
|
|
+ int qsteps[3] = { 4, 10, 20 };
|
|
|
+
|
|
|
+ float radius = (env->dof_blur_far_amount * env->dof_blur_far_amount) / qsteps[env->dof_blur_far_quality];
|
|
|
+
|
|
|
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_BEGIN, env->dof_blur_far_distance);
|
|
|
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_END, env->dof_blur_far_distance + env->dof_blur_far_transition);
|
|
|
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_DIR, Vector2(1, 0));
|
|
|
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_RADIUS, radius);
|
|
|
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
|
|
|
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::CAMERA_Z_NEAR, p_cam_projection.get_z_near());
|
|
|
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::CAMERA_Z_FAR, p_cam_projection.get_z_far());
|
|
|
+
|
|
|
+ glActiveTexture(GL_TEXTURE1);
|
|
|
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
|
|
|
+
|
|
|
+ glActiveTexture(GL_TEXTURE0);
|
|
|
+
|
|
|
+ if (storage->frame.current_rt->mip_maps[0].color) {
|
|
|
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color);
|
|
|
+ } else {
|
|
|
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].sizes[0].color);
|
|
|
+ }
|
|
|
+
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
|
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
+
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //copy to front first
|
|
|
+
|
|
|
+ storage->_copy_screen();
|
|
|
+
|
|
|
+ glActiveTexture(GL_TEXTURE0);
|
|
|
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
|
|
|
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_DIR, Vector2(0, 1));
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->mip_maps[0].sizes[0].fbo); // copy to base level
|
|
|
+ storage->_copy_screen();
|
|
|
+
|
|
|
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_FAR_BLUR, false);
|
|
|
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_LOW, false);
|
|
|
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_MEDIUM, false);
|
|
|
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_HIGH, false);
|
|
|
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::USE_ORTHOGONAL_PROJECTION, false);
|
|
|
+ }
|
|
|
+
|
|
|
+ if (env->dof_blur_near_enabled) {
|
|
|
+
|
|
|
+ //convert texture to RGBA format if not already
|
|
|
+ if (!storage->frame.current_rt->used_dof_blur_near) {
|
|
|
+ glActiveTexture(GL_TEXTURE0);
|
|
|
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
|
|
|
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
|
|
+ }
|
|
|
+
|
|
|
+ int vp_h = storage->frame.current_rt->height;
|
|
|
+ int vp_w = storage->frame.current_rt->width;
|
|
|
+
|
|
|
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::USE_ORTHOGONAL_PROJECTION, p_cam_projection.is_orthogonal());
|
|
|
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_NEAR_BLUR, true);
|
|
|
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_NEAR_FIRST_TAP, true);
|
|
|
+
|
|
|
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_LOW, env->dof_blur_near_quality == VS::ENV_DOF_BLUR_QUALITY_LOW);
|
|
|
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_MEDIUM, env->dof_blur_near_quality == VS::ENV_DOF_BLUR_QUALITY_MEDIUM);
|
|
|
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_HIGH, env->dof_blur_near_quality == VS::ENV_DOF_BLUR_QUALITY_HIGH);
|
|
|
+
|
|
|
+ state.effect_blur_shader.bind();
|
|
|
+ int qsteps[3] = { 4, 10, 20 };
|
|
|
+
|
|
|
+ float radius = (env->dof_blur_near_amount * env->dof_blur_near_amount) / qsteps[env->dof_blur_near_quality];
|
|
|
+
|
|
|
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_BEGIN, env->dof_blur_near_distance);
|
|
|
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_END, env->dof_blur_near_distance - env->dof_blur_near_transition);
|
|
|
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_DIR, Vector2(1, 0));
|
|
|
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_RADIUS, radius);
|
|
|
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
|
|
|
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::CAMERA_Z_NEAR, p_cam_projection.get_z_near());
|
|
|
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::CAMERA_Z_FAR, p_cam_projection.get_z_far());
|
|
|
+
|
|
|
+ glActiveTexture(GL_TEXTURE1);
|
|
|
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
|
|
|
+
|
|
|
+ glActiveTexture(GL_TEXTURE0);
|
|
|
+ if (!storage->frame.current_rt->used_dof_blur_near) {
|
|
|
+ if (storage->frame.current_rt->mip_maps[0].color) {
|
|
|
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color);
|
|
|
+ } else {
|
|
|
+ for (int i = 0; i < storage->frame.current_rt->mip_maps[i].sizes.size(); i++) {
|
|
|
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].sizes[i].color);
|
|
|
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, storage->frame.current_rt->mip_maps[0].sizes[i].width, storage->frame.current_rt->mip_maps[0].sizes[i].height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
|
|
+ }
|
|
|
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].sizes[0].color);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
|
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
+
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //copy to front first
|
|
|
+
|
|
|
+ storage->_copy_screen();
|
|
|
+
|
|
|
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_NEAR_FIRST_TAP, false);
|
|
|
+ state.effect_blur_shader.bind();
|
|
|
+
|
|
|
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_BEGIN, env->dof_blur_near_distance);
|
|
|
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_END, env->dof_blur_near_distance - env->dof_blur_near_transition);
|
|
|
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_DIR, Vector2(0, 1));
|
|
|
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_RADIUS, radius);
|
|
|
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
|
|
|
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::CAMERA_Z_NEAR, p_cam_projection.get_z_near());
|
|
|
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::CAMERA_Z_FAR, p_cam_projection.get_z_far());
|
|
|
+
|
|
|
+ glActiveTexture(GL_TEXTURE0);
|
|
|
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
|
|
|
+
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->mip_maps[0].sizes[0].fbo); // copy to base level
|
|
|
+
|
|
|
+ glEnable(GL_BLEND);
|
|
|
+ glBlendEquation(GL_FUNC_ADD);
|
|
|
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
+
|
|
|
+ storage->_copy_screen();
|
|
|
+
|
|
|
+ glDisable(GL_BLEND);
|
|
|
+
|
|
|
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_NEAR_BLUR, false);
|
|
|
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_NEAR_FIRST_TAP, false);
|
|
|
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_LOW, false);
|
|
|
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_MEDIUM, false);
|
|
|
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_HIGH, false);
|
|
|
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::USE_ORTHOGONAL_PROJECTION, false);
|
|
|
+ storage->frame.current_rt->used_dof_blur_near = true;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (env->dof_blur_near_enabled || env->dof_blur_far_enabled) {
|
|
|
+ //these needed to disable filtering, reenamble
|
|
|
+ glActiveTexture(GL_TEXTURE0);
|
|
|
+ if (storage->frame.current_rt->mip_maps[0].color) {
|
|
|
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color);
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
|
|
+ } else {
|
|
|
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].sizes[0].color);
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
+ }
|
|
|
+
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
+ }
|
|
|
+
|
|
|
+ //glow
|
|
|
+
|
|
|
+ int max_glow_level = -1;
|
|
|
+ int glow_mask = 0;
|
|
|
+
|
|
|
+ if (env->glow_enabled) {
|
|
|
+
|
|
|
+ for (int i = 0; i < VS::MAX_GLOW_LEVELS; i++) {
|
|
|
+ if (env->glow_levels & (1 << i)) {
|
|
|
+
|
|
|
+ if (i >= storage->frame.current_rt->mip_maps[1].sizes.size()) {
|
|
|
+ max_glow_level = storage->frame.current_rt->mip_maps[1].sizes.size() - 1;
|
|
|
+ glow_mask |= 1 << max_glow_level;
|
|
|
+
|
|
|
+ } else {
|
|
|
+ max_glow_level = i;
|
|
|
+ glow_mask |= (1 << i);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ for (int i = 0; i < (max_glow_level + 1); i++) {
|
|
|
+
|
|
|
+ int vp_w = storage->frame.current_rt->mip_maps[1].sizes[i].width;
|
|
|
+ int vp_h = storage->frame.current_rt->mip_maps[1].sizes[i].height;
|
|
|
+ glViewport(0, 0, vp_w, vp_h);
|
|
|
+ //horizontal pass
|
|
|
+ if (i == 0) {
|
|
|
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::GLOW_FIRST_PASS, true);
|
|
|
+ }
|
|
|
+
|
|
|
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::GLOW_GAUSSIAN_HORIZONTAL, true);
|
|
|
+ state.effect_blur_shader.bind();
|
|
|
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
|
|
|
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::LOD, storage->frame.current_rt->mip_maps[0].color ? float(i) : 0.0);
|
|
|
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::GLOW_STRENGTH, env->glow_strength);
|
|
|
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::LUMINANCE_CAP, env->glow_hdr_luminance_cap);
|
|
|
+
|
|
|
+ glActiveTexture(GL_TEXTURE0);
|
|
|
+
|
|
|
+ if (storage->frame.current_rt->mip_maps[0].color) {
|
|
|
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color);
|
|
|
+ } else {
|
|
|
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].sizes[i].color);
|
|
|
+ }
|
|
|
+
|
|
|
+ if (i == 0) {
|
|
|
+
|
|
|
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::GLOW_BLOOM, env->glow_bloom);
|
|
|
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::GLOW_HDR_THRESHOLD, env->glow_hdr_bleed_threshold);
|
|
|
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::GLOW_HDR_SCALE, env->glow_hdr_bleed_scale);
|
|
|
+ }
|
|
|
+
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->mip_maps[1].sizes[i].fbo);
|
|
|
+ storage->_copy_screen();
|
|
|
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::GLOW_GAUSSIAN_HORIZONTAL, false);
|
|
|
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::GLOW_FIRST_PASS, false);
|
|
|
+
|
|
|
+ //vertical pass
|
|
|
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::GLOW_GAUSSIAN_VERTICAL, true);
|
|
|
+ state.effect_blur_shader.bind();
|
|
|
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
|
|
|
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::LOD, storage->frame.current_rt->mip_maps[0].color ? float(i) : 0.0);
|
|
|
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::GLOW_STRENGTH, env->glow_strength);
|
|
|
+ glActiveTexture(GL_TEXTURE0);
|
|
|
+
|
|
|
+ if (storage->frame.current_rt->mip_maps[0].color) {
|
|
|
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[1].color);
|
|
|
+ } else {
|
|
|
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[1].sizes[i].color);
|
|
|
+ }
|
|
|
+
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->mip_maps[0].sizes[i + 1].fbo); //next level, since mipmaps[0] starts one level bigger
|
|
|
+ storage->_copy_screen();
|
|
|
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::GLOW_GAUSSIAN_VERTICAL, false);
|
|
|
+ }
|
|
|
+
|
|
|
+ glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
|
|
|
+ }
|
|
|
+
|
|
|
+ if (storage->frame.current_rt->external.fbo != 0) {
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->external.fbo);
|
|
|
+ } else {
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
|
|
|
+ }
|
|
|
+
|
|
|
+ glActiveTexture(GL_TEXTURE0);
|
|
|
+ if (storage->frame.current_rt->mip_maps[0].color) {
|
|
|
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color);
|
|
|
+ } else {
|
|
|
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].sizes[0].color);
|
|
|
+ }
|
|
|
+
|
|
|
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_FILTER_BICUBIC, env->glow_bicubic_upscale);
|
|
|
+
|
|
|
+ if (max_glow_level >= 0) {
|
|
|
+ if (storage->frame.current_rt->mip_maps[0].color) {
|
|
|
+ for (int i = 0; i < (max_glow_level + 1); i++) {
|
|
|
+
|
|
|
+ if (glow_mask & (1 << i)) {
|
|
|
+ if (i == 0) {
|
|
|
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL1, true);
|
|
|
+ }
|
|
|
+ if (i == 1) {
|
|
|
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL2, true);
|
|
|
+ }
|
|
|
+ if (i == 2) {
|
|
|
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL3, true);
|
|
|
+ }
|
|
|
+ if (i == 3) {
|
|
|
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL4, true);
|
|
|
+ }
|
|
|
+ if (i == 4) {
|
|
|
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL5, true);
|
|
|
+ }
|
|
|
+ if (i == 5) {
|
|
|
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL6, true);
|
|
|
+ }
|
|
|
+ if (i == 6) {
|
|
|
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL7, true);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ glActiveTexture(GL_TEXTURE1);
|
|
|
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color);
|
|
|
+ } else {
|
|
|
+
|
|
|
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_MULTI_TEXTURE_GLOW, true);
|
|
|
+ int active_glow_level = 0;
|
|
|
+ for (int i = 0; i < (max_glow_level + 1); i++) {
|
|
|
+
|
|
|
+ if (glow_mask & (1 << i)) {
|
|
|
+ active_glow_level++;
|
|
|
+ glActiveTexture(GL_TEXTURE0 + active_glow_level);
|
|
|
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].sizes[i + 1].color);
|
|
|
+ if (active_glow_level == 1) {
|
|
|
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL1, true);
|
|
|
+ }
|
|
|
+ if (active_glow_level == 2) {
|
|
|
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL2, true);
|
|
|
+ }
|
|
|
+ if (active_glow_level == 3) {
|
|
|
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL3, true);
|
|
|
+ }
|
|
|
+ if (active_glow_level == 4) {
|
|
|
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL4, true);
|
|
|
+ }
|
|
|
+ if (active_glow_level == 5) {
|
|
|
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL5, true);
|
|
|
+ }
|
|
|
+ if (active_glow_level == 6) {
|
|
|
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL6, true);
|
|
|
+ }
|
|
|
+ if (active_glow_level == 7) {
|
|
|
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL7, true);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_SCREEN, env->glow_blend_mode == VS::GLOW_BLEND_MODE_SCREEN);
|
|
|
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_SOFTLIGHT, env->glow_blend_mode == VS::GLOW_BLEND_MODE_SOFTLIGHT);
|
|
|
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_REPLACE, env->glow_blend_mode == VS::GLOW_BLEND_MODE_REPLACE);
|
|
|
+ }
|
|
|
+
|
|
|
+ //Adjustments
|
|
|
+ if (env->adjustments_enabled) {
|
|
|
+
|
|
|
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_BCS, true);
|
|
|
+ RasterizerStorageGLES2::Texture *tex = storage->texture_owner.getornull(env->color_correction);
|
|
|
+ if (tex) {
|
|
|
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_COLOR_CORRECTION, true);
|
|
|
+ glActiveTexture(GL_TEXTURE2);
|
|
|
+ glBindTexture(tex->target, tex->tex_id);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ state.tonemap_shader.bind();
|
|
|
+
|
|
|
+ if (max_glow_level >= 0) {
|
|
|
+
|
|
|
+ state.tonemap_shader.set_uniform(TonemapShaderGLES2::GLOW_INTENSITY, env->glow_intensity);
|
|
|
+ int ss[2] = {
|
|
|
+ storage->frame.current_rt->width,
|
|
|
+ storage->frame.current_rt->height,
|
|
|
+ };
|
|
|
+ glUniform2iv(state.tonemap_shader.get_uniform(TonemapShaderGLES2::GLOW_TEXTURE_SIZE), 1, ss);
|
|
|
+ }
|
|
|
+
|
|
|
+ if (env->adjustments_enabled) {
|
|
|
+
|
|
|
+ state.tonemap_shader.set_uniform(TonemapShaderGLES2::BCS, Vector3(env->adjustments_brightness, env->adjustments_contrast, env->adjustments_saturation));
|
|
|
+ }
|
|
|
+
|
|
|
+ storage->_copy_screen();
|
|
|
+
|
|
|
+ //turn off everything used
|
|
|
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL1, false);
|
|
|
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL2, false);
|
|
|
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL3, false);
|
|
|
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL4, false);
|
|
|
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL5, false);
|
|
|
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL6, false);
|
|
|
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL7, false);
|
|
|
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_REPLACE, false);
|
|
|
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_SCREEN, false);
|
|
|
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_SOFTLIGHT, false);
|
|
|
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_FILTER_BICUBIC, false);
|
|
|
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_MULTI_TEXTURE_GLOW, false);
|
|
|
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_BCS, false);
|
|
|
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_COLOR_CORRECTION, false);
|
|
|
+}
|
|
|
+
|
|
|
void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {
|
|
|
|
|
|
Transform cam_transform = p_cam_transform;
|
|
@@ -3010,7 +3488,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
|
|
|
#elif ANDROID_ENABLED
|
|
|
|
|
|
// In GLES2 AndroidBlit is not available, so just copy color texture manually
|
|
|
- _copy_texture_to_front_buffer(storage->frame.current_rt->multisample_color);
|
|
|
+ _copy_texture_to_buffer(storage->frame.current_rt->multisample_color, storage->frame.current_rt->fbo);
|
|
|
#endif
|
|
|
}
|
|
|
|
|
@@ -3031,32 +3509,8 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
|
|
|
|
|
|
_render_render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, reverse_cull, true, false);
|
|
|
|
|
|
- glDisable(GL_DEPTH_TEST);
|
|
|
-
|
|
|
- if (storage->frame.current_rt && storage->frame.current_rt->multisample_active) {
|
|
|
-#ifdef GLES_OVER_GL
|
|
|
-
|
|
|
- glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
|
|
|
- glReadBuffer(GL_COLOR_ATTACHMENT0);
|
|
|
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
|
|
|
- glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
|
|
-
|
|
|
- glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
|
|
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
|
|
-#elif IPHONE_ENABLED
|
|
|
-
|
|
|
- glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
|
|
|
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
|
|
|
- glResolveMultisampleFramebufferAPPLE();
|
|
|
-
|
|
|
- glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
|
|
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
|
|
-#elif ANDROID_ENABLED
|
|
|
-
|
|
|
- // In GLES2 Android Blit is not available, so just copy color texture manually
|
|
|
- _copy_texture_to_front_buffer(storage->frame.current_rt->multisample_color);
|
|
|
-#endif
|
|
|
- }
|
|
|
+ //post process
|
|
|
+ _post_process(env, p_cam_projection);
|
|
|
|
|
|
//#define GLES2_SHADOW_ATLAS_DEBUG_VIEW
|
|
|
|
|
@@ -3439,6 +3893,8 @@ void RasterizerSceneGLES2::initialize() {
|
|
|
|
|
|
state.scene_shader.set_conditional(SceneShaderGLES2::USE_RGBA_SHADOWS, storage->config.use_rgba_3d_shadows);
|
|
|
state.cube_to_dp_shader.init();
|
|
|
+ state.effect_blur_shader.init();
|
|
|
+ state.tonemap_shader.init();
|
|
|
|
|
|
render_list.init();
|
|
|
|