diff options
author | Juan Linietsky <reduzio@gmail.com> | 2017-06-26 22:58:03 -0300 |
---|---|---|
committer | Juan Linietsky <reduzio@gmail.com> | 2017-06-26 22:58:46 -0300 |
commit | 3ce046ee0c49b23bb1e5d59a5a0fe8c70bc64c7d (patch) | |
tree | b07579f992f505f78c4b68225ff7cfa031ec7d22 /drivers/gles3/rasterizer_canvas_gles3.cpp | |
parent | 90592ccf03521cda14ee3a9576b671136da2021d (diff) |
-Fixed SCREEN_TEXTURE and other related 2D shader parameters.
-Fixded BackBuffercopy object
Diffstat (limited to 'drivers/gles3/rasterizer_canvas_gles3.cpp')
-rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.cpp | 139 |
1 files changed, 104 insertions, 35 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index c71bf22965..8c3569bec0 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -28,10 +28,10 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "rasterizer_canvas_gles3.h" -#include "servers/visual/visual_server_raster.h" - #include "global_config.h" #include "os/os.h" +#include "rasterizer_scene_gles3.h" +#include "servers/visual/visual_server_raster.h" #ifndef GLES_OVER_GL #define glClearDepth glClearDepthf #endif @@ -172,6 +172,11 @@ void RasterizerCanvasGLES3::canvas_begin() { state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, Color(1, 1, 1, 1)); state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, Transform2D()); state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, Transform2D()); + if (storage->frame.current_rt) { + state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height)); + } else { + state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0)); + } //state.canvas_shader.set_uniform(CanvasShaderGLES3::PROJECTION_MATRIX,state.vp); //state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,Transform()); @@ -282,7 +287,11 @@ void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable, bool p_ninepat state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate); state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform); state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix); - + if (storage->frame.current_rt) { + state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height)); + } else { + state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0)); + } state.using_texture_rect = p_enable; state.using_ninepatch = p_ninepatch; } @@ -822,6 +831,78 @@ void RasterizerGLES2::_canvas_item_setup_shader_params(ShaderMaterial *material, #endif +void RasterizerCanvasGLES3::_copy_texscreen(const Rect2 &p_rect) { + + state.canvas_texscreen_used = true; + //blur diffuse into effect mipmaps using separatable convolution + //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true); + + Vector2 wh(storage->frame.current_rt->width, storage->frame.current_rt->height); + + Color blur_section(p_rect.position.x / wh.x, p_rect.position.y / wh.y, p_rect.size.x / wh.x, p_rect.size.y / wh.y); + + if (p_rect != Rect2()) { + + scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_BLUR_SECTION, true); + storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_COPY_SECTION, true); + } + + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); + + storage->shaders.copy.bind(); + storage->shaders.copy.set_uniform(CopyShaderGLES3::COPY_SECTION, blur_section); + + scene_render->_copy_screen(); + + for (int i = 0; i < storage->frame.current_rt->effects.mip_maps[1].sizes.size(); i++) { + + int vp_w = storage->frame.current_rt->effects.mip_maps[1].sizes[i].width; + int vp_h = storage->frame.current_rt->effects.mip_maps[1].sizes[i].height; + glViewport(0, 0, vp_w, vp_h); + //horizontal pass + scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, true); + scene_render->state.effect_blur_shader.bind(); + scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h)); + scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i)); + scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::BLUR_SECTION, blur_section); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo); + + scene_render->_copy_screen(); + + scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, false); + + //vertical pass + scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, true); + scene_render->state.effect_blur_shader.bind(); + scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h)); + scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i)); + scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::BLUR_SECTION, blur_section); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[1].color); + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[i + 1].fbo); //next level, since mipmaps[0] starts one level bigger + + scene_render->_copy_screen(); + + scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, false); + } + + scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_BLUR_SECTION, false); + storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_COPY_SECTION, false); + + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //back to front + glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); + state.canvas_shader.bind(); //back to canvas + + if (state.using_texture_rect) { + state.using_texture_rect = false; + _set_texture_rect_mode(state.using_texture_rect, state.using_ninepatch); + } +} + void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light) { Item *current_clip = NULL; @@ -875,44 +956,17 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons glDisable(GL_SCISSOR_TEST); } } -#if 0 - if (ci->copy_back_buffer && framebuffer.active && framebuffer.scale==1) { - Rect2 rect; - int x,y; + if (ci->copy_back_buffer) { if (ci->copy_back_buffer->full) { - x = viewport.x; - y = window_size.height-(viewport.height+viewport.y); - } else { - x = viewport.x+ci->copy_back_buffer->screen_rect.pos.x; - y = window_size.height-(viewport.y+ci->copy_back_buffer->screen_rect.pos.y+ci->copy_back_buffer->screen_rect.size.y); - } - glActiveTexture(GL_TEXTURE0+max_texture_units-1); - glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color); - -#ifdef GLEW_ENABLED - if (current_rt) { - glReadBuffer(GL_COLOR_ATTACHMENT0); - } else { - glReadBuffer(GL_BACK); - } -#endif - if (current_rt) { - glCopyTexSubImage2D(GL_TEXTURE_2D,0,viewport.x,viewport.y,viewport.x,viewport.y,viewport.width,viewport.height); - //window_size.height-(viewport.height+viewport.y) + _copy_texscreen(Rect2()); } else { - glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height); + _copy_texscreen(ci->copy_back_buffer->rect); } - - canvas_texscreen_used=true; - glActiveTexture(GL_TEXTURE0); - } -#endif - //begin rect Item *material_owner = ci->material_owner ? ci->material_owner : ci; @@ -934,6 +988,11 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons if (shader_ptr && shader_ptr != shader_cache) { + if (shader_ptr->canvas_item.uses_screen_texture && !state.canvas_texscreen_used) { + //copy if not copied before + _copy_texscreen(Rect2()); + } + state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id); state.canvas_shader.bind(); @@ -1046,7 +1105,11 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate); state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform); state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix); - + if (storage->frame.current_rt) { + state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height)); + } else { + state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0)); + } if (unshaded || (state.canvas_item_modulate.a > 0.001 && (!shader_cache || shader_cache->canvas_item.light_mode != RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY) && !ci->light_masked)) _canvas_item_render_commands(ci, current_clip, reclip); @@ -1376,6 +1439,12 @@ void RasterizerCanvasGLES3::reset_canvas() { glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + //use for reading from screen + if (storage->frame.current_rt) { + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); + } + glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); @@ -1543,7 +1612,7 @@ void RasterizerCanvasGLES3::initialize() { glBindBuffer(GL_UNIFORM_BUFFER, 0); state.canvas_shader.init(); - state.canvas_shader.set_base_material_tex_index(1); + state.canvas_shader.set_base_material_tex_index(2); state.canvas_shadow_shader.init(); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows); |