Files
godot/drivers/gles3/effects/post_effects.cpp
T
Hugo Locurcio 5df0c8b271 Add a nearest-neighbor scaling option to Viewport's Scaling 3D Mode property
This is useful for 3D games with a pixel art appearance, or when
using a resolution scale of `0.5` to improve performance without
compromising crispness too much when not using FSR 1.0.

The property hints now allow decreasing the scale further to accomodate
for pixel art use cases, as well as increased precision in the value
(useful for a scale of `0.3333`).

Co-authored-by: Daniel Savage <dansvg@gmail.com>
Co-authored-by: Kaleb Reid <78945904+Kaleb-Reid@users.noreply.github.com>
2026-03-25 00:05:54 +01:00

192 lines
7.7 KiB
C++

/**************************************************************************/
/* post_effects.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. */
/**************************************************************************/
#include "post_effects.h"
#ifdef GLES3_ENABLED
#include "drivers/gles3/storage/texture_storage.h"
using namespace GLES3;
PostEffects *PostEffects::singleton = nullptr;
PostEffects *PostEffects::get_singleton() {
return singleton;
}
PostEffects::PostEffects() {
singleton = this;
post.shader.initialize();
post.shader_version = post.shader.version_create();
post.shader.version_bind_shader(post.shader_version, PostShaderGLES3::MODE_DEFAULT);
{ // Screen Triangle.
glGenBuffers(1, &screen_triangle);
glBindBuffer(GL_ARRAY_BUFFER, screen_triangle);
const float qv[6] = {
-1.0f,
-1.0f,
3.0f,
-1.0f,
-1.0f,
3.0f,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6, qv, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
glGenVertexArrays(1, &screen_triangle_array);
glBindVertexArray(screen_triangle_array);
glBindBuffer(GL_ARRAY_BUFFER, screen_triangle);
glVertexAttribPointer(RSE::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, nullptr);
glEnableVertexAttribArray(RSE::ARRAY_VERTEX);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
}
}
PostEffects::~PostEffects() {
singleton = nullptr;
glDeleteBuffers(1, &screen_triangle);
glDeleteVertexArrays(1, &screen_triangle_array);
post.shader.version_free(post.shader_version);
}
void PostEffects::_draw_screen_triangle() {
glBindVertexArray(screen_triangle_array);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
}
void PostEffects::post_copy(
GLuint p_dest_framebuffer, Size2i p_dest_size, GLuint p_source_color,
GLuint p_source_depth, bool p_ssao_enabled, int p_ssao_quality_level, float p_ssao_strength, float p_ssao_radius,
Size2i p_source_size, float p_luminance_multiplier, const Glow::Level *p_glow_buffers, float p_glow_intensity,
float p_srgb_white, uint32_t p_view, bool p_use_multiview, uint64_t p_spec_constants, bool p_filter) {
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glDisable(GL_BLEND);
glBindFramebuffer(GL_FRAMEBUFFER, p_dest_framebuffer);
glViewport(0, 0, p_dest_size.x, p_dest_size.y);
PostShaderGLES3::ShaderVariant mode = PostShaderGLES3::MODE_DEFAULT;
uint64_t flags = p_spec_constants;
if (p_use_multiview) {
flags |= PostShaderGLES3::USE_MULTIVIEW;
}
if (p_glow_buffers != nullptr) {
flags |= PostShaderGLES3::USE_GLOW;
}
if (p_ssao_enabled) {
if (p_ssao_quality_level == RSE::ENV_SSAO_QUALITY_VERY_LOW) {
flags |= PostShaderGLES3::USE_SSAO_ABYSS;
} else if (p_ssao_quality_level == RSE::ENV_SSAO_QUALITY_LOW) {
flags |= PostShaderGLES3::USE_SSAO_LOW;
} else if (p_ssao_quality_level == RSE::ENV_SSAO_QUALITY_HIGH) {
flags |= PostShaderGLES3::USE_SSAO_HIGH;
} else if (p_ssao_quality_level == RSE::ENV_SSAO_QUALITY_ULTRA) {
flags |= PostShaderGLES3::USE_SSAO_MEGA;
} else {
flags |= PostShaderGLES3::USE_SSAO_MED;
}
}
if (p_luminance_multiplier != 1.0) {
flags |= PostShaderGLES3::USE_LUMINANCE_MULTIPLIER;
}
bool success = post.shader.version_bind_shader(post.shader_version, mode, flags);
if (!success) {
return;
}
GLenum texture_target = p_use_multiview ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture_target, p_source_color);
glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, p_filter ? GL_LINEAR : GL_NEAREST);
glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, p_filter ? GL_LINEAR : GL_NEAREST);
if (p_ssao_enabled) {
glActiveTexture(GL_TEXTURE3);
glBindTexture(texture_target, p_source_depth);
glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Thanks to mrjustaguy!
glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
post.shader.version_set_uniform(PostShaderGLES3::SSAO_INTENSITY, p_ssao_strength, post.shader_version, mode, flags);
post.shader.version_set_uniform(PostShaderGLES3::SSAO_RADIUS_FRAC, p_ssao_radius, post.shader_version, mode, flags);
post.shader.version_set_uniform(PostShaderGLES3::SSAO_PRN_UV, // This converts the UV coordinate into a pseudo-random number.
p_source_size.x * 1.087f * ((1.0f + sqrt(5.0f)) / 2.0f),
p_source_size.y * 1.087f * ((9.0f + sqrt(221.0f)) / 10.0f),
post.shader_version, mode, flags);
}
if (p_glow_buffers != nullptr) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, p_glow_buffers[0].color);
post.shader.version_set_uniform(PostShaderGLES3::PIXEL_SIZE, 1.0 / p_source_size.x, 1.0 / p_source_size.y, post.shader_version, mode, flags);
post.shader.version_set_uniform(PostShaderGLES3::GLOW_INTENSITY, p_glow_intensity, post.shader_version, mode, flags);
post.shader.version_set_uniform(PostShaderGLES3::SRGB_WHITE, p_srgb_white, post.shader_version, mode, flags);
}
post.shader.version_set_uniform(PostShaderGLES3::VIEW, float(p_view), post.shader_version, mode, flags);
post.shader.version_set_uniform(PostShaderGLES3::LUMINANCE_MULTIPLIER, p_luminance_multiplier, post.shader_version, mode, flags);
_draw_screen_triangle();
// Reset state
if (p_glow_buffers != nullptr) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
}
if (p_ssao_enabled) {
glActiveTexture(GL_TEXTURE3);
glBindTexture(texture_target, 0);
}
// Return back to nearest
glActiveTexture(GL_TEXTURE0);
glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(texture_target, 0);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glUseProgram(0);
glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
}
#endif // GLES3_ENABLED