123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110 |
- .. _doc_screen-reading_shaders:
- Screen-reading shaders
- ======================
- Introduction
- ~~~~~~~~~~~~
- Very often it is desired to make a shader that reads from the same
- screen it's writing to. 3D APIs such as OpenGL or DirectX make this very
- difficult because of internal hardware limitations. GPUs are extremely
- parallel, so reading and writing causes all sort of cache and coherency
- problems. As a result, not even the most modern hardware supports this
- properly.
- The workaround is to make a copy of the screen, or a part of the screen,
- to a back-buffer and then read from it while drawing. Godot provides a
- few tools that makes this process easy!
- TexScreen shader instruction
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Godot :ref:`doc_shading_language` has a special instruction, "texscreen", it takes as
- parameter the UV of the screen and returns a vec3 RGB with the color. A
- special built-in varying: SCREEN_UV can be used to obtain the UV for
- the current fragment. As a result, this simple 2D fragment shader:
- ::
- COLOR=vec4( texscreen(SCREEN_UV), 1.0 );
- results in an invisible object, because it just shows what lies behind.
- The same shader using the visual editor looks like this:
- .. image:: /img/texscreen_visual_shader.png
- TexScreen example
- ~~~~~~~~~~~~~~~~~
- Texscreen instruction can be used for a lot of things. There is a
- special demo for *Screen Space Shaders*, that you can download to see
- and learn. One example is a simple shader to adjust brightness, contrast
- and saturation:
- ::
- uniform float brightness = 1.0;
- uniform float contrast = 1.0;
- uniform float saturation = 1.0;
- vec3 c = texscreen(SCREEN_UV);
- c.rgb = mix(vec3(0.0), c.rgb, brightness);
- c.rgb = mix(vec3(0.5), c.rgb, contrast);
- c.rgb = mix(vec3(dot(vec3(1.0), c.rgb)*0.33333), c.rgb, saturation);
- COLOR.rgb = c;
- Behind the scenes
- ~~~~~~~~~~~~~~~~~
- While this seems magical, it's not. The Texscreen instruction, when
- first found in a node that is about to be drawn, does a full-screen
- copy to a back-buffer. Subsequent nodes that use texscreen() in
- shaders will not have the screen copied for them, because this ends up
- being very inefficient.
- As a result, if shaders that use texscreen() overlap, the second one
- will not use the result of the first one, resulting in unexpected
- visuals:
- .. image:: /img/texscreen_demo1.png
- In the above image, the second sphere (top right) is using the same
- source for texscreen() as the first one below, so the first one
- "disappears", or is not visible.
- To correct this, a
- :ref:`BackBufferCopy <class_BackBufferCopy>`
- node can be instanced between both spheres. BackBufferCopy can work by
- either specifying a screen region or the whole screen:
- .. image:: /img/texscreen_bbc.png
- With correct back-buffer copying, the two spheres blend correctly:
- .. image:: /img/texscreen_demo2.png
- Back-buffer logic
- ~~~~~~~~~~~~~~~~~
- So, to make it clearer, here's how the backbuffer copying logic works in
- Godot:
- - If a node uses the texscreen(), the entire screen is copied to the
- back buffer before drawing that node. This only happens the first
- time, subsequent nodes do not trigger this.
- - If a BackBufferCopy node was processed before the situation in the
- point above (even if texscreen() was not used), this behavior
- described in the point above does not happen. In other words,
- automatic copying of the entire screen only happens if texscreen() is
- used in a node for the first time and no BackBufferCopy node (not
- disabled) was found before in tree-order.
- - BackBufferCopy can copy either the entire screen or a region. If set
- to only a region (not the whole screen) and your shader uses pixels
- not in the region copied, the result of that read is undefined
- (most likely garbage from previous frames). In other words, it's
- possible to use BackBufferCopy to copy back a region of the screen
- and then use texscreen() on a different region. Avoid this behavior!
|