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Completely rewrite the GL backend shader to support advance blending and correct the blending behavior. Now the GL backend has the same blending result as SKIA and CanvasRenderingContext2D in browers did. The formula is referenced from: https://www.w3.org/TR/compositing-1/#porterduffcompositingoperators issue: https://github.com/thorvg/thorvg/issues/2799
500 lines
18 KiB
C++
500 lines
18 KiB
C++
/*
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* Copyright (c) 2020 - 2025 the ThorVG project. All rights reserved.
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include "tvgGlRenderTask.h"
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#include "tvgGlProgram.h"
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#include "tvgGlRenderPass.h"
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GlRenderTask::GlRenderTask(GlProgram* program, GlRenderTask* other): mProgram(program)
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{
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mVertexLayout.push(other->mVertexLayout);
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mViewport = other->mViewport;
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mIndexOffset = other->mIndexOffset;
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mIndexCount = other->mIndexCount;
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}
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void GlRenderTask::run()
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{
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// bind shader
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mProgram->load();
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int32_t dLoc = mProgram->getUniformLocation("uDepth");
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if (dLoc >= 0) {
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// fixme: prevent compiler warning: macro expands to multiple statements [-Wmultistatement-macros]
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GL_CHECK(glUniform1f(dLoc, mDrawDepth));
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}
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// setup scissor rect
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GL_CHECK(glScissor(mViewport.x, mViewport.y, mViewport.w, mViewport.h));
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// setup attribute layout
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for (uint32_t i = 0; i < mVertexLayout.count; i++) {
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const auto &layout = mVertexLayout[i];
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GL_CHECK(glEnableVertexAttribArray(layout.index));
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GL_CHECK(glVertexAttribPointer(layout.index, layout.size, GL_FLOAT,
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GL_FALSE, layout.stride,
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reinterpret_cast<void *>(layout.offset)));
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}
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// binding uniforms
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for (uint32_t i = 0; i < mBindingResources.count; i++) {
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const auto& binding = mBindingResources[i];
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if (binding.type == GlBindingType::kTexture) {
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GL_CHECK(glActiveTexture(GL_TEXTURE0 + binding.bindPoint));
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GL_CHECK(glBindTexture(GL_TEXTURE_2D, binding.gBufferId));
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mProgram->setUniform1Value(binding.location, 1, (int32_t*)&binding.bindPoint);
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} else if (binding.type == GlBindingType::kUniformBuffer) {
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GL_CHECK(glUniformBlockBinding(mProgram->getProgramId(), binding.location, binding.bindPoint));
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GL_CHECK(glBindBufferRange(GL_UNIFORM_BUFFER, binding.bindPoint, binding.gBufferId,
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binding.bufferOffset, binding.bufferRange));
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}
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}
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GL_CHECK(glDrawElements(GL_TRIANGLES, mIndexCount, GL_UNSIGNED_INT, reinterpret_cast<void*>(mIndexOffset)));
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// setup attribute layout
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for (uint32_t i = 0; i < mVertexLayout.count; i++) {
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const auto &layout = mVertexLayout[i];
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GL_CHECK(glDisableVertexAttribArray(layout.index));
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}
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}
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void GlRenderTask::addVertexLayout(const GlVertexLayout &layout)
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{
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mVertexLayout.push(layout);
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}
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void GlRenderTask::addBindResource(const GlBindingResource &binding)
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{
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mBindingResources.push(binding);
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}
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void GlRenderTask::setDrawRange(uint32_t offset, uint32_t count)
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{
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mIndexOffset = offset;
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mIndexCount = count;
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}
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void GlRenderTask::setViewport(const RenderRegion &viewport)
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{
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mViewport = viewport;
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if (mViewport.w < 0) {
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mViewport.w = 0;
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}
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if (mViewport.h < 0) {
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mViewport.h = 0;
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}
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}
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GlStencilCoverTask::GlStencilCoverTask(GlRenderTask* stencil, GlRenderTask* cover, GlStencilMode mode)
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:GlRenderTask(nullptr), mStencilTask(stencil), mCoverTask(cover), mStencilMode(mode) {}
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GlStencilCoverTask::~GlStencilCoverTask()
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{
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delete mStencilTask;
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delete mCoverTask;
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}
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void GlStencilCoverTask::run()
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{
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GL_CHECK(glEnable(GL_STENCIL_TEST));
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if (mStencilMode == GlStencilMode::Stroke) {
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GL_CHECK(glStencilFunc(GL_NOTEQUAL, 0x1, 0xFF));
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GL_CHECK(glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE));
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} else {
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GL_CHECK(glStencilFuncSeparate(GL_FRONT, GL_ALWAYS, 0x0, 0xFF));
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GL_CHECK(glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP));
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GL_CHECK(glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 0x0, 0xFF));
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GL_CHECK(glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP));
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}
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GL_CHECK(glColorMask(0, 0, 0, 0));
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mStencilTask->run();
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if (mStencilMode == GlStencilMode::FillEvenOdd) {
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GL_CHECK(glStencilFunc(GL_NOTEQUAL, 0x00, 0x01));
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GL_CHECK(glStencilOp(GL_REPLACE, GL_KEEP, GL_REPLACE));
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} else {
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GL_CHECK(glStencilFunc(GL_NOTEQUAL, 0x0, 0xFF));
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GL_CHECK(glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE));
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}
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GL_CHECK(glColorMask(1, 1, 1, 1));
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mCoverTask->run();
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GL_CHECK(glDisable(GL_STENCIL_TEST));
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}
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void GlStencilCoverTask::normalizeDrawDepth(int32_t maxDepth)
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{
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mCoverTask->normalizeDrawDepth(maxDepth);
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mStencilTask->normalizeDrawDepth(maxDepth);
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}
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GlComposeTask::GlComposeTask(GlProgram* program, GLuint target, GlRenderTarget* fbo, Array<GlRenderTask*>&& tasks)
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:GlRenderTask(program) ,mTargetFbo(target), mFbo(fbo), mTasks()
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{
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mTasks.push(tasks);
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tasks.clear();
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}
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GlComposeTask::~GlComposeTask()
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{
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ARRAY_FOREACH(p, mTasks) delete(*p);
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mTasks.clear();
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}
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void GlComposeTask::run()
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{
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GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, getSelfFbo()));
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// clear this fbo
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if (mClearBuffer) {
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// we must clear all area of fbo
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GL_CHECK(glViewport(0, 0, mFbo->getWidth(), mFbo->getHeight()));
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GL_CHECK(glScissor(0, 0, mFbo->getWidth(), mFbo->getHeight()));
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GL_CHECK(glClearColor(0, 0, 0, 0));
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GL_CHECK(glClearStencil(0));
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#ifdef THORVG_GL_TARGET_GLES
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GL_CHECK(glClearDepthf(0.0));
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#else
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GL_CHECK(glClearDepth(0.0));
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#endif
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GL_CHECK(glDepthMask(1));
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GL_CHECK(glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
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GL_CHECK(glDepthMask(0));
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}
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GL_CHECK(glViewport(0, 0, mRenderWidth, mRenderHeight));
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GL_CHECK(glScissor(0, 0, mRenderWidth, mRenderHeight));
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ARRAY_FOREACH(p, mTasks) {
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(*p)->run();
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}
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#if defined(THORVG_GL_TARGET_GLES)
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// only OpenGLES has tiled base framebuffer and discard function
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GLenum attachments[2] = {GL_STENCIL_ATTACHMENT, GL_DEPTH_ATTACHMENT };
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GL_CHECK(glInvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments));
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#endif
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// reset scissor box
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GL_CHECK(glScissor(0, 0, mFbo->getWidth(), mFbo->getHeight()));
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onResolve();
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}
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GLuint GlComposeTask::getSelfFbo() { return mFbo->getFboId(); }
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GLuint GlComposeTask::getResolveFboId() { return mFbo->getResolveFboId(); }
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void GlComposeTask::onResolve() {
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GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, getSelfFbo()));
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GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, getResolveFboId()));
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GL_CHECK(glBlitFramebuffer(0, 0, mRenderWidth, mRenderHeight, 0, 0, mRenderWidth, mRenderHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST));
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}
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GlBlitTask::GlBlitTask(GlProgram* program, GLuint target, GlRenderTarget* fbo, Array<GlRenderTask*>&& tasks)
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: GlComposeTask(program, target, fbo, std::move(tasks)), mColorTex(fbo->getColorTexture())
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{
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}
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void GlBlitTask::run()
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{
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GlComposeTask::run();
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GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()));
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GL_CHECK(glViewport(mTargetViewport.x, mTargetViewport.y, mTargetViewport.w, mTargetViewport.h));
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if (mClearBuffer) {
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GL_CHECK(glClearColor(0, 0, 0, 0));
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GL_CHECK(glClear(GL_COLOR_BUFFER_BIT));
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}
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GL_CHECK(glDisable(GL_DEPTH_TEST));
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// make sure the blending is correct
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GL_CHECK(glEnable(GL_BLEND));
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GL_CHECK(glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
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GlRenderTask::run();
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}
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GlDrawBlitTask::GlDrawBlitTask(GlProgram* program, GLuint target, GlRenderTarget* fbo, Array<GlRenderTask*>&& tasks)
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: GlComposeTask(program, target, fbo, std::move(tasks))
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{
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}
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GlDrawBlitTask::~GlDrawBlitTask()
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{
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if (mPrevTask) delete mPrevTask;
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}
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void GlDrawBlitTask::run()
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{
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if (mPrevTask) mPrevTask->run();
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GlComposeTask::run();
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GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()));
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GL_CHECK(glViewport(0, 0, mParentWidth, mParentHeight));
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GL_CHECK(glScissor(0, 0, mParentWidth, mParentWidth));
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GlRenderTask::run();
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}
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GlClipTask::GlClipTask(GlRenderTask* clip, GlRenderTask* mask)
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:GlRenderTask(nullptr), mClipTask(clip), mMaskTask(mask) {}
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GlClipTask::~GlClipTask()
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{
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delete mClipTask;
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delete mMaskTask;
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}
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void GlClipTask::run()
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{
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GL_CHECK(glEnable(GL_STENCIL_TEST));
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GL_CHECK(glColorMask(0, 0, 0, 0));
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// draw clip path as normal stencil mask
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GL_CHECK(glStencilFuncSeparate(GL_FRONT, GL_ALWAYS, 0x1, 0xFF));
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GL_CHECK(glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP));
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GL_CHECK(glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 0x1, 0xFF));
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GL_CHECK(glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP));
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mClipTask->run();
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// draw clip mask
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GL_CHECK(glDepthMask(1));
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GL_CHECK(glStencilFunc(GL_EQUAL, 0x0, 0xFF));
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GL_CHECK(glStencilOp(GL_REPLACE, GL_KEEP, GL_REPLACE));
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mMaskTask->run();
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GL_CHECK(glColorMask(1, 1, 1, 1));
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GL_CHECK(glDepthMask(0));
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GL_CHECK(glDisable(GL_STENCIL_TEST));
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}
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void GlClipTask::normalizeDrawDepth(int32_t maxDepth)
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{
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mClipTask->normalizeDrawDepth(maxDepth);
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mMaskTask->normalizeDrawDepth(maxDepth);
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}
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GlSimpleBlendTask::GlSimpleBlendTask(BlendMethod method, GlProgram* program)
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: GlRenderTask(program), mBlendMethod(method) {}
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void GlSimpleBlendTask::run()
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{
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if (mBlendMethod == BlendMethod::Add) glBlendFunc(GL_ONE, GL_ONE);
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else if (mBlendMethod == BlendMethod::Darken) {
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glBlendFunc(GL_ONE, GL_ONE);
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glBlendEquation(GL_MIN);
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} else if (mBlendMethod == BlendMethod::Lighten) {
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glBlendFunc(GL_ONE, GL_ONE);
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glBlendEquation(GL_MAX);
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}
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else glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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GlRenderTask::run();
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if (mBlendMethod == BlendMethod::Darken || mBlendMethod == BlendMethod::Lighten) glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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}
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GlComplexBlendTask::GlComplexBlendTask(GlProgram* program, GlRenderTarget* dstFbo, GlRenderTarget* dstCopyFbo, GlComposeTask* composeTask)
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: GlRenderTask(program), mDstFbo(dstFbo), mDstCopyFbo(dstCopyFbo), mComposeTask(composeTask) {}
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GlComplexBlendTask::~GlComplexBlendTask()
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{
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delete mComposeTask;
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}
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void GlComplexBlendTask::run()
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{
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mComposeTask->run();
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// copy the current fbo to the dstCopyFbo
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GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, mDstFbo->getFboId()));
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GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mDstCopyFbo->getResolveFboId()));
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GL_CHECK(glViewport(0, 0, mViewport.w, mViewport.h));
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GL_CHECK(glScissor(0, 0, mViewport.w, mViewport.h));
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const auto& vp = getViewport();
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GL_CHECK(glBlitFramebuffer(vp.x, vp.y, vp.x + vp.w, vp.y + vp.h, 0, 0, vp.w, vp.h, GL_COLOR_BUFFER_BIT, GL_LINEAR));
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GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, mDstFbo->getFboId()));
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GL_CHECK(glBlendFunc(GL_ONE, GL_ZERO));
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GlRenderTask::run();
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GL_CHECK(glDisable(GL_STENCIL_TEST));
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GL_CHECK(glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
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}
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void GlComplexBlendTask::normalizeDrawDepth(int32_t maxDepth)
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{
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GlRenderTask::normalizeDrawDepth(maxDepth);
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}
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void GlGaussianBlurTask::run()
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{
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const auto vp = getViewport();
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const auto width = mDstFbo->getWidth();
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const auto height = mDstFbo->getHeight();
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// get targets handles
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GLuint dstCopyTexId0 = mDstCopyFbo0->getColorTexture();
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GLuint dstCopyTexId1 = mDstCopyFbo1->getColorTexture();
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// get programs properties
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GlProgram* programHorz = horzTask->getProgram();
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GlProgram* programVert = vertTask->getProgram();
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GLint horzSrcTextureLoc = programHorz->getUniformLocation("uSrcTexture");
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GLint vertSrcTextureLoc = programVert->getUniformLocation("uSrcTexture");
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GL_CHECK(glViewport(0, 0, width, height));
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GL_CHECK(glScissor(0, 0, width, height));
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// we need to make a full copy of dst to intermediate buffers to be sure that they don’t contain prev data.
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GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, mDstFbo->getFboId()));
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GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mDstCopyFbo0->getResolveFboId()));
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GL_CHECK(glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST));
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GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, mDstFbo->getFboId()));
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GL_CHECK(glDisable(GL_BLEND));
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if (effect->direction == 0) {
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GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, mDstFbo->getFboId()));
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GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mDstCopyFbo1->getResolveFboId()));
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GL_CHECK(glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST));
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// horizontal blur
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GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, mDstCopyFbo1->getResolveFboId()));
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horzTask->setViewport(vp);
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horzTask->addBindResource({ 0, dstCopyTexId0, horzSrcTextureLoc });
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horzTask->run();
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// vertical blur
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GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, mDstFbo->getFboId()));
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vertTask->setViewport(vp);
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vertTask->addBindResource({ 0, dstCopyTexId1, vertSrcTextureLoc });
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vertTask->run();
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} // horizontal
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else if (effect->direction == 1) {
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horzTask->setViewport(vp);
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horzTask->addBindResource({ 0, dstCopyTexId0, horzSrcTextureLoc });
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horzTask->run();
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} // vertical
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else if (effect->direction == 2) {
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vertTask->setViewport(vp);
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vertTask->addBindResource({ 0, dstCopyTexId0, vertSrcTextureLoc });
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vertTask->run();
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}
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GL_CHECK(glEnable(GL_BLEND));
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}
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void GlEffectDropShadowTask::run()
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{
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const auto vp = getViewport();
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const auto width = mDstFbo->getWidth();
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const auto height = mDstFbo->getHeight();
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// get targets handles
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GLuint dstCopyTexId0 = mDstCopyFbo0->getColorTexture();
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GLuint dstCopyTexId1 = mDstCopyFbo1->getColorTexture();
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// get programs properties
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GlProgram* programHorz = horzTask->getProgram();
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GlProgram* programVert = vertTask->getProgram();
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GLint horzSrcTextureLoc = programHorz->getUniformLocation("uSrcTexture");
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GLint vertSrcTextureLoc = programVert->getUniformLocation("uSrcTexture");
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GLint srcTextureLoc = getProgram()->getUniformLocation("uSrcTexture");
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GLint blrTextureLoc = getProgram()->getUniformLocation("uBlrTexture");
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addBindResource({ 0, dstCopyTexId0, srcTextureLoc });
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addBindResource({ 1, dstCopyTexId1, blrTextureLoc });
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GL_CHECK(glViewport(0, 0, width, height));
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GL_CHECK(glScissor(0, 0, width, height));
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// we need to make a full copy of dst to intermediate buffers to be sure that they don’t contain prev data.
|
||
GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, mDstFbo->getFboId()));
|
||
GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mDstCopyFbo0->getResolveFboId()));
|
||
GL_CHECK(glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST));
|
||
GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, mDstFbo->getFboId()));
|
||
GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mDstCopyFbo1->getResolveFboId()));
|
||
GL_CHECK(glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST));
|
||
|
||
GL_CHECK(glDisable(GL_BLEND));
|
||
// horizontal blur
|
||
GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, mDstCopyFbo0->getResolveFboId()));
|
||
horzTask->setViewport(vp);
|
||
horzTask->addBindResource({ 0, dstCopyTexId1, horzSrcTextureLoc });
|
||
horzTask->run();
|
||
// vertical blur
|
||
GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, mDstCopyFbo1->getResolveFboId()));
|
||
vertTask->setViewport(vp);
|
||
vertTask->addBindResource({ 0, dstCopyTexId0, vertSrcTextureLoc });
|
||
vertTask->run();
|
||
// copy original image to intermediate buffer
|
||
GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, mDstFbo->getFboId()));
|
||
GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mDstCopyFbo0->getResolveFboId()));
|
||
GL_CHECK(glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST));
|
||
// run drop shadow effect
|
||
GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, mDstFbo->getFboId()));
|
||
GlRenderTask::run();
|
||
GL_CHECK(glEnable(GL_BLEND));
|
||
}
|
||
|
||
|
||
void GlEffectColorTransformTask::run()
|
||
{
|
||
const auto width = mDstFbo->getWidth();
|
||
const auto height = mDstFbo->getHeight();
|
||
// get targets handles and pass to shader
|
||
GLuint dstCopyTexId = mDstCopyFbo->getColorTexture();
|
||
GLint srcTextureLoc = getProgram()->getUniformLocation("uSrcTexture");
|
||
addBindResource({ 0, dstCopyTexId, srcTextureLoc });
|
||
|
||
GL_CHECK(glViewport(0, 0, width, height));
|
||
GL_CHECK(glScissor(0, 0, width, height));
|
||
// we need to make a full copy of dst to intermediate buffers to be sure that they don’t contain prev data.
|
||
GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, mDstFbo->getFboId()));
|
||
GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mDstCopyFbo->getResolveFboId()));
|
||
GL_CHECK(glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST));
|
||
GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, mDstFbo->getFboId()));
|
||
|
||
// run transform
|
||
GL_CHECK(glDisable(GL_BLEND));
|
||
GlRenderTask::run();
|
||
GL_CHECK(glEnable(GL_BLEND));
|
||
}
|