3923 lines
121 KiB
C++
3923 lines
121 KiB
C++
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/*************************************************************************/
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/* rasterizer_storage_gles2.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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//#define GLES2_DISABLE_RENDER_TARGETS
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#include "rasterizer_storage_gles2.h"
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#ifdef GLES2_BACKEND_ENABLED
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#include "core/config/project_settings.h"
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#include "core/math/transform_3d.h"
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#include "drivers/gles_common/rasterizer_storage_common.h"
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#include "rasterizer_canvas_gles2.h"
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#include "rasterizer_scene_gles2.h"
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#include "servers/rendering/shader_language.h"
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GLuint RasterizerStorageGLES2::system_fbo = 0;
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/* TEXTURE API */
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#define _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
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#define _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
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#define _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
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#define _EXT_COMPRESSED_RED_RGTC1_EXT 0x8DBB
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#define _EXT_COMPRESSED_RED_RGTC1 0x8DBB
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#define _EXT_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC
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#define _EXT_COMPRESSED_RG_RGTC2 0x8DBD
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#define _EXT_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE
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#define _EXT_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC
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#define _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD
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#define _EXT_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE
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#define _EXT_ETC1_RGB8_OES 0x8D64
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#define _EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
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#define _EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG 0x8C01
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#define _EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
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#define _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG 0x8C03
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#define _EXT_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT 0x8A54
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#define _EXT_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT 0x8A55
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#define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT 0x8A56
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#define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT 0x8A57
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#define _EXT_COMPRESSED_RGBA_BPTC_UNORM 0x8E8C
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#define _EXT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM 0x8E8D
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#define _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E
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#define _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F
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#define _GL_TEXTURE_EXTERNAL_OES 0x8D65
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#ifdef GLES_OVER_GL
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#define _GL_HALF_FLOAT_OES 0x140B
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#else
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#define _GL_HALF_FLOAT_OES 0x8D61
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#endif
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#define _EXT_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
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#define _RED_OES 0x1903
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#define _DEPTH_COMPONENT24_OES 0x81A6
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#ifndef GLES_OVER_GL
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#define glClearDepth glClearDepthf
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// enable extensions manually for android and ios
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#ifndef UWP_ENABLED
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#include <dlfcn.h> // needed to load extensions
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#endif
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#ifdef IPHONE_ENABLED
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#include <OpenGLES/ES2/glext.h>
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//void *glRenderbufferStorageMultisampleAPPLE;
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//void *glResolveMultisampleFramebufferAPPLE;
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#define glRenderbufferStorageMultisample glRenderbufferStorageMultisampleAPPLE
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#elif defined(ANDROID_ENABLED)
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#include <GLES2/gl2ext.h>
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PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC glRenderbufferStorageMultisampleEXT;
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PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC glFramebufferTexture2DMultisampleEXT;
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#define glRenderbufferStorageMultisample glRenderbufferStorageMultisampleEXT
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#define glFramebufferTexture2DMultisample glFramebufferTexture2DMultisampleEXT
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#elif defined(UWP_ENABLED)
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#include <GLES2/gl2ext.h>
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#define glRenderbufferStorageMultisample glRenderbufferStorageMultisampleANGLE
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#define glFramebufferTexture2DMultisample glFramebufferTexture2DMultisampleANGLE
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#endif
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#define GL_TEXTURE_3D 0x806F
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#define GL_MAX_SAMPLES 0x8D57
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#endif //!GLES_OVER_GL
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void RasterizerStorageGLES2::bind_quad_array() const {
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glBindBuffer(GL_ARRAY_BUFFER, resources.quadie);
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glVertexAttribPointer(GD_VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0);
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glVertexAttribPointer(GD_VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(8));
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glEnableVertexAttribArray(GD_VS::ARRAY_VERTEX);
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glEnableVertexAttribArray(GD_VS::ARRAY_TEX_UV);
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}
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Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_force_decompress) const {
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r_gl_format = 0;
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Ref<Image> image = p_image;
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r_compressed = false;
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r_real_format = p_format;
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bool need_decompress = false;
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switch (p_format) {
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case Image::FORMAT_L8: {
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r_gl_internal_format = GL_LUMINANCE;
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r_gl_format = GL_LUMINANCE;
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r_gl_type = GL_UNSIGNED_BYTE;
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} break;
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case Image::FORMAT_LA8: {
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r_gl_internal_format = GL_LUMINANCE_ALPHA;
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r_gl_format = GL_LUMINANCE_ALPHA;
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r_gl_type = GL_UNSIGNED_BYTE;
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} break;
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case Image::FORMAT_R8: {
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r_gl_internal_format = GL_ALPHA;
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r_gl_format = GL_ALPHA;
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r_gl_type = GL_UNSIGNED_BYTE;
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} break;
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case Image::FORMAT_RG8: {
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ERR_PRINT("RG texture not supported, converting to RGB8.");
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if (image.is_valid())
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image->convert(Image::FORMAT_RGB8);
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r_real_format = Image::FORMAT_RGB8;
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r_gl_internal_format = GL_RGB;
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r_gl_format = GL_RGB;
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r_gl_type = GL_UNSIGNED_BYTE;
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} break;
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case Image::FORMAT_RGB8: {
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r_gl_internal_format = GL_RGB;
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r_gl_format = GL_RGB;
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r_gl_type = GL_UNSIGNED_BYTE;
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} break;
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case Image::FORMAT_RGBA8: {
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r_gl_format = GL_RGBA;
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r_gl_internal_format = GL_RGBA;
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r_gl_type = GL_UNSIGNED_BYTE;
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} break;
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case Image::FORMAT_RGBA4444: {
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r_gl_internal_format = GL_RGBA;
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r_gl_format = GL_RGBA;
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r_gl_type = GL_UNSIGNED_SHORT_4_4_4_4;
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} break;
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// case Image::FORMAT_RGBA5551: {
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// r_gl_internal_format = GL_RGB5_A1;
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// r_gl_format = GL_RGBA;
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// r_gl_type = GL_UNSIGNED_SHORT_5_5_5_1;
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// } break;
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case Image::FORMAT_RF: {
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if (!config.float_texture_supported) {
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ERR_PRINT("R float texture not supported, converting to RGB8.");
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if (image.is_valid())
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image->convert(Image::FORMAT_RGB8);
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r_real_format = Image::FORMAT_RGB8;
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r_gl_internal_format = GL_RGB;
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r_gl_format = GL_RGB;
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r_gl_type = GL_UNSIGNED_BYTE;
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} else {
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r_gl_internal_format = GL_ALPHA;
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r_gl_format = GL_ALPHA;
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r_gl_type = GL_FLOAT;
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}
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} break;
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case Image::FORMAT_RGF: {
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ERR_PRINT("RG float texture not supported, converting to RGB8.");
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if (image.is_valid())
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image->convert(Image::FORMAT_RGB8);
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r_real_format = Image::FORMAT_RGB8;
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r_gl_internal_format = GL_RGB;
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r_gl_format = GL_RGB;
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r_gl_type = GL_UNSIGNED_BYTE;
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} break;
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case Image::FORMAT_RGBF: {
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if (!config.float_texture_supported) {
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ERR_PRINT("RGB float texture not supported, converting to RGB8.");
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if (image.is_valid())
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image->convert(Image::FORMAT_RGB8);
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r_real_format = Image::FORMAT_RGB8;
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r_gl_internal_format = GL_RGB;
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r_gl_format = GL_RGB;
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r_gl_type = GL_UNSIGNED_BYTE;
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} else {
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r_gl_internal_format = GL_RGB;
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r_gl_format = GL_RGB;
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r_gl_type = GL_FLOAT;
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}
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} break;
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case Image::FORMAT_RGBAF: {
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if (!config.float_texture_supported) {
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ERR_PRINT("RGBA float texture not supported, converting to RGBA8.");
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if (image.is_valid())
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image->convert(Image::FORMAT_RGBA8);
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r_real_format = Image::FORMAT_RGBA8;
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r_gl_internal_format = GL_RGBA;
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r_gl_format = GL_RGBA;
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r_gl_type = GL_UNSIGNED_BYTE;
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} else {
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r_gl_internal_format = GL_RGBA;
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r_gl_format = GL_RGBA;
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r_gl_type = GL_FLOAT;
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}
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} break;
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case Image::FORMAT_RH: {
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need_decompress = true;
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} break;
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case Image::FORMAT_RGH: {
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need_decompress = true;
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} break;
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case Image::FORMAT_RGBH: {
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need_decompress = true;
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} break;
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case Image::FORMAT_RGBAH: {
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need_decompress = true;
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} break;
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case Image::FORMAT_RGBE9995: {
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r_gl_internal_format = GL_RGB;
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r_gl_format = GL_RGB;
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r_gl_type = GL_UNSIGNED_BYTE;
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if (image.is_valid())
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image = image->rgbe_to_srgb();
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return image;
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} break;
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case Image::FORMAT_DXT1: {
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if (config.s3tc_supported) {
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r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT;
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r_gl_format = GL_RGBA;
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r_gl_type = GL_UNSIGNED_BYTE;
|
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r_compressed = true;
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} else {
|
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need_decompress = true;
|
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}
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} break;
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case Image::FORMAT_DXT3: {
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if (config.s3tc_supported) {
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r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT;
|
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r_gl_format = GL_RGBA;
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r_gl_type = GL_UNSIGNED_BYTE;
|
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r_compressed = true;
|
||
|
} else {
|
||
|
need_decompress = true;
|
||
|
}
|
||
|
|
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} break;
|
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case Image::FORMAT_DXT5: {
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if (config.s3tc_supported) {
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r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT;
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r_gl_format = GL_RGBA;
|
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r_gl_type = GL_UNSIGNED_BYTE;
|
||
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r_compressed = true;
|
||
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} else {
|
||
|
need_decompress = true;
|
||
|
}
|
||
|
|
||
|
} break;
|
||
|
case Image::FORMAT_RGTC_R: {
|
||
|
if (config.rgtc_supported) {
|
||
|
r_gl_internal_format = _EXT_COMPRESSED_RED_RGTC1_EXT;
|
||
|
r_gl_format = GL_RGBA;
|
||
|
r_gl_type = GL_UNSIGNED_BYTE;
|
||
|
r_compressed = true;
|
||
|
|
||
|
} else {
|
||
|
need_decompress = true;
|
||
|
}
|
||
|
|
||
|
} break;
|
||
|
case Image::FORMAT_RGTC_RG: {
|
||
|
if (config.rgtc_supported) {
|
||
|
r_gl_internal_format = _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT;
|
||
|
r_gl_format = GL_RGBA;
|
||
|
r_gl_type = GL_UNSIGNED_BYTE;
|
||
|
r_compressed = true;
|
||
|
} else {
|
||
|
need_decompress = true;
|
||
|
}
|
||
|
|
||
|
} break;
|
||
|
case Image::FORMAT_BPTC_RGBA: {
|
||
|
if (config.bptc_supported) {
|
||
|
r_gl_internal_format = _EXT_COMPRESSED_RGBA_BPTC_UNORM;
|
||
|
r_gl_format = GL_RGBA;
|
||
|
r_gl_type = GL_UNSIGNED_BYTE;
|
||
|
r_compressed = true;
|
||
|
|
||
|
} else {
|
||
|
need_decompress = true;
|
||
|
}
|
||
|
} break;
|
||
|
case Image::FORMAT_BPTC_RGBF: {
|
||
|
if (config.bptc_supported) {
|
||
|
r_gl_internal_format = _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT;
|
||
|
r_gl_format = GL_RGB;
|
||
|
r_gl_type = GL_FLOAT;
|
||
|
r_compressed = true;
|
||
|
} else {
|
||
|
need_decompress = true;
|
||
|
}
|
||
|
} break;
|
||
|
case Image::FORMAT_BPTC_RGBFU: {
|
||
|
if (config.bptc_supported) {
|
||
|
r_gl_internal_format = _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT;
|
||
|
r_gl_format = GL_RGB;
|
||
|
r_gl_type = GL_FLOAT;
|
||
|
r_compressed = true;
|
||
|
} else {
|
||
|
need_decompress = true;
|
||
|
}
|
||
|
} break;
|
||
|
#if 0
|
||
|
// these have changed in the enum, no idea about PVR formats so left out for now
|
||
|
// FTODO
|
||
|
case Image::FORMAT_PVRTC2: {
|
||
|
if (config.pvrtc_supported) {
|
||
|
r_gl_internal_format = _EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
|
||
|
r_gl_format = GL_RGBA;
|
||
|
r_gl_type = GL_UNSIGNED_BYTE;
|
||
|
r_compressed = true;
|
||
|
|
||
|
} else {
|
||
|
need_decompress = true;
|
||
|
}
|
||
|
} break;
|
||
|
case Image::FORMAT_PVRTC2A: {
|
||
|
if (config.pvrtc_supported) {
|
||
|
r_gl_internal_format = _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
|
||
|
r_gl_format = GL_RGBA;
|
||
|
r_gl_type = GL_UNSIGNED_BYTE;
|
||
|
r_compressed = true;
|
||
|
|
||
|
} else {
|
||
|
need_decompress = true;
|
||
|
}
|
||
|
|
||
|
} break;
|
||
|
case Image::FORMAT_PVRTC4: {
|
||
|
if (config.pvrtc_supported) {
|
||
|
r_gl_internal_format = _EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
|
||
|
r_gl_format = GL_RGBA;
|
||
|
r_gl_type = GL_UNSIGNED_BYTE;
|
||
|
r_compressed = true;
|
||
|
|
||
|
} else {
|
||
|
need_decompress = true;
|
||
|
}
|
||
|
|
||
|
} break;
|
||
|
case Image::FORMAT_PVRTC4A: {
|
||
|
if (config.pvrtc_supported) {
|
||
|
r_gl_internal_format = _EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
|
||
|
r_gl_format = GL_RGBA;
|
||
|
r_gl_type = GL_UNSIGNED_BYTE;
|
||
|
r_compressed = true;
|
||
|
|
||
|
} else {
|
||
|
need_decompress = true;
|
||
|
}
|
||
|
|
||
|
} break;
|
||
|
#endif
|
||
|
case Image::FORMAT_ETC: {
|
||
|
if (config.etc1_supported) {
|
||
|
r_gl_internal_format = _EXT_ETC1_RGB8_OES;
|
||
|
r_gl_format = GL_RGBA;
|
||
|
r_gl_type = GL_UNSIGNED_BYTE;
|
||
|
r_compressed = true;
|
||
|
} else {
|
||
|
need_decompress = true;
|
||
|
}
|
||
|
} break;
|
||
|
case Image::FORMAT_ETC2_R11: {
|
||
|
need_decompress = true;
|
||
|
} break;
|
||
|
case Image::FORMAT_ETC2_R11S: {
|
||
|
need_decompress = true;
|
||
|
} break;
|
||
|
case Image::FORMAT_ETC2_RG11: {
|
||
|
need_decompress = true;
|
||
|
} break;
|
||
|
case Image::FORMAT_ETC2_RG11S: {
|
||
|
need_decompress = true;
|
||
|
} break;
|
||
|
case Image::FORMAT_ETC2_RGB8: {
|
||
|
need_decompress = true;
|
||
|
} break;
|
||
|
case Image::FORMAT_ETC2_RGBA8: {
|
||
|
need_decompress = true;
|
||
|
} break;
|
||
|
case Image::FORMAT_ETC2_RGB8A1: {
|
||
|
need_decompress = true;
|
||
|
} break;
|
||
|
default: {
|
||
|
ERR_FAIL_V(Ref<Image>());
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (need_decompress || p_force_decompress) {
|
||
|
if (!image.is_null()) {
|
||
|
image = image->duplicate();
|
||
|
image->decompress();
|
||
|
ERR_FAIL_COND_V(image->is_compressed(), image);
|
||
|
switch (image->get_format()) {
|
||
|
case Image::FORMAT_RGB8: {
|
||
|
r_gl_format = GL_RGB;
|
||
|
r_gl_internal_format = GL_RGB;
|
||
|
r_gl_type = GL_UNSIGNED_BYTE;
|
||
|
r_real_format = Image::FORMAT_RGB8;
|
||
|
r_compressed = false;
|
||
|
} break;
|
||
|
case Image::FORMAT_RGBA8: {
|
||
|
r_gl_format = GL_RGBA;
|
||
|
r_gl_internal_format = GL_RGBA;
|
||
|
r_gl_type = GL_UNSIGNED_BYTE;
|
||
|
r_real_format = Image::FORMAT_RGBA8;
|
||
|
r_compressed = false;
|
||
|
} break;
|
||
|
default: {
|
||
|
image->convert(Image::FORMAT_RGBA8);
|
||
|
r_gl_format = GL_RGBA;
|
||
|
r_gl_internal_format = GL_RGBA;
|
||
|
r_gl_type = GL_UNSIGNED_BYTE;
|
||
|
r_real_format = Image::FORMAT_RGBA8;
|
||
|
r_compressed = false;
|
||
|
|
||
|
} break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return image;
|
||
|
}
|
||
|
|
||
|
return p_image;
|
||
|
}
|
||
|
|
||
|
static const GLenum _cube_side_enum[6] = {
|
||
|
GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
|
||
|
GL_TEXTURE_CUBE_MAP_POSITIVE_X,
|
||
|
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
|
||
|
GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
|
||
|
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
|
||
|
GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
|
||
|
};
|
||
|
|
||
|
RID RasterizerStorageGLES2::texture_allocate() {
|
||
|
RID id = texture_create();
|
||
|
ERR_FAIL_COND_V(id == RID(), id);
|
||
|
return id;
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) {
|
||
|
// Texture *tex = texture_owner.getornull(p_texture);
|
||
|
// ERR_FAIL_COND(!tex);
|
||
|
|
||
|
int w = p_image->get_width();
|
||
|
int h = p_image->get_height();
|
||
|
|
||
|
_texture_allocate_internal(p_texture, w, h, 1, p_image->get_format(), GD_RD::TEXTURE_TYPE_2D, 0);
|
||
|
texture_set_data(p_texture, p_image);
|
||
|
}
|
||
|
|
||
|
//RID RasterizerStorageGLES2::texture_2d_create(const Ref<Image> &p_image) {
|
||
|
// RID id = texture_create();
|
||
|
// ERR_FAIL_COND_V(id == RID(), id);
|
||
|
|
||
|
// int w = p_image->get_width();
|
||
|
// int h = p_image->get_height();
|
||
|
|
||
|
// texture_allocate(id, w, h, 1, p_image->get_format(), GD_RD::TEXTURE_TYPE_2D, 0);
|
||
|
|
||
|
// texture_set_data(id, p_image);
|
||
|
|
||
|
// return id;
|
||
|
//}
|
||
|
|
||
|
//RID RasterizerStorageGLES2::texture_2d_layered_create(const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) {
|
||
|
// return RID();
|
||
|
//}
|
||
|
|
||
|
//RID RasterizerStorageGLES2::texture_proxy_create(RID p_base) {
|
||
|
// RID link = texture_create();
|
||
|
// texture_set_proxy(link, p_base);
|
||
|
// return link;
|
||
|
//}
|
||
|
|
||
|
//void RasterizerStorageGLES2::texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer) {
|
||
|
// // only 1 layer so far
|
||
|
// texture_set_data(p_texture, p_image);
|
||
|
//}
|
||
|
void RasterizerStorageGLES2::texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer) {
|
||
|
// only 1 layer so far
|
||
|
texture_set_data(p_texture, p_image);
|
||
|
}
|
||
|
|
||
|
//RID RasterizerStorageGLES2::texture_2d_placeholder_create() {
|
||
|
// return RID();
|
||
|
//}
|
||
|
|
||
|
Ref<Image> RasterizerStorageGLES2::texture_2d_get(RID p_texture) const {
|
||
|
Texture *tex = texture_owner.getornull(p_texture);
|
||
|
ERR_FAIL_COND_V(!tex, Ref<Image>());
|
||
|
|
||
|
/*
|
||
|
#ifdef TOOLS_ENABLED
|
||
|
if (tex->image_cache_2d.is_valid()) {
|
||
|
return tex->image_cache_2d;
|
||
|
}
|
||
|
#endif
|
||
|
Vector<uint8_t> data = RD::get_singleton()->texture_get_data(tex->rd_texture, 0);
|
||
|
ERR_FAIL_COND_V(data.size() == 0, Ref<Image>());
|
||
|
Ref<Image> image;
|
||
|
image.instance();
|
||
|
image->create(tex->width, tex->height, tex->mipmaps > 1, tex->validated_format, data);
|
||
|
ERR_FAIL_COND_V(image->empty(), Ref<Image>());
|
||
|
if (tex->format != tex->validated_format) {
|
||
|
image->convert(tex->format);
|
||
|
}
|
||
|
|
||
|
#ifdef TOOLS_ENABLED
|
||
|
if (Engine::get_singleton()->is_editor_hint()) {
|
||
|
tex->image_cache_2d = image;
|
||
|
}
|
||
|
#endif
|
||
|
*/
|
||
|
ERR_FAIL_COND_V(!tex->images.size(), Ref<Image>());
|
||
|
|
||
|
return tex->images[0];
|
||
|
|
||
|
// return image;
|
||
|
|
||
|
// return Ref<Image>();
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::texture_replace(RID p_texture, RID p_by_texture) {
|
||
|
Texture *tex_to = texture_owner.getornull(p_texture);
|
||
|
ERR_FAIL_COND(!tex_to);
|
||
|
Texture *tex_from = texture_owner.getornull(p_by_texture);
|
||
|
ERR_FAIL_COND(!tex_from);
|
||
|
|
||
|
tex_to->destroy();
|
||
|
tex_to->copy_from(*tex_from);
|
||
|
|
||
|
// copy image data and upload to GL
|
||
|
tex_to->images.resize(tex_from->images.size());
|
||
|
|
||
|
for (int n = 0; n < tex_from->images.size(); n++) {
|
||
|
texture_set_data(p_texture, tex_from->images[n], n);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool RasterizerStorageGLES2::_is_main_thread() {
|
||
|
//#if defined DEBUG_ENABLED && defined TOOLS_ENABLED
|
||
|
// must be called from main thread in OpenGL
|
||
|
bool is_main_thread = _main_thread_id == Thread::get_caller_id();
|
||
|
//#endif
|
||
|
return is_main_thread;
|
||
|
}
|
||
|
|
||
|
RID RasterizerStorageGLES2::texture_create() {
|
||
|
ERR_FAIL_COND_V(!_is_main_thread(), RID());
|
||
|
|
||
|
Texture *texture = memnew(Texture);
|
||
|
ERR_FAIL_COND_V(!texture, RID());
|
||
|
glGenTextures(1, &texture->tex_id);
|
||
|
texture->active = false;
|
||
|
texture->total_data_size = 0;
|
||
|
|
||
|
return texture_owner.make_rid(texture);
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::_texture_allocate_internal(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, GD_RD::TextureType p_type, uint32_t p_flags) {
|
||
|
// GLenum format;
|
||
|
// GLenum internal_format;
|
||
|
// GLenum type;
|
||
|
|
||
|
// bool compressed = false;
|
||
|
|
||
|
if (p_flags & TEXTURE_FLAG_USED_FOR_STREAMING) {
|
||
|
p_flags &= ~TEXTURE_FLAG_MIPMAPS; // no mipies for video
|
||
|
}
|
||
|
|
||
|
Texture *texture = texture_owner.getornull(p_texture);
|
||
|
ERR_FAIL_COND(!texture);
|
||
|
texture->width = p_width;
|
||
|
texture->height = p_height;
|
||
|
texture->format = p_format;
|
||
|
texture->flags = p_flags;
|
||
|
texture->stored_cube_sides = 0;
|
||
|
texture->type = p_type;
|
||
|
|
||
|
switch (p_type) {
|
||
|
case GD_RD::TEXTURE_TYPE_2D: {
|
||
|
texture->target = GL_TEXTURE_2D;
|
||
|
texture->images.resize(1);
|
||
|
} break;
|
||
|
// case GD_RD::TEXTURE_TYPE_EXTERNAL: {
|
||
|
//#ifdef ANDROID_ENABLED
|
||
|
// texture->target = _GL_TEXTURE_EXTERNAL_OES;
|
||
|
//#else
|
||
|
// texture->target = GL_TEXTURE_2D;
|
||
|
//#endif
|
||
|
// texture->images.resize(0);
|
||
|
// } break;
|
||
|
case GD_RD::TEXTURE_TYPE_CUBE: {
|
||
|
texture->target = GL_TEXTURE_CUBE_MAP;
|
||
|
texture->images.resize(6);
|
||
|
} break;
|
||
|
case GD_RD::TEXTURE_TYPE_2D_ARRAY:
|
||
|
case GD_RD::TEXTURE_TYPE_3D: {
|
||
|
texture->target = GL_TEXTURE_3D;
|
||
|
ERR_PRINT("3D textures and Texture Arrays are not supported in GLES2. Please switch to the GLES3 backend.");
|
||
|
return;
|
||
|
} break;
|
||
|
default: {
|
||
|
ERR_PRINT("Unknown texture type!");
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#if 0
|
||
|
// if (p_type != GD_VS::TEXTURE_TYPE_EXTERNAL) {
|
||
|
if (p_type == GD_RD::TEXTURE_TYPE_2D) {
|
||
|
texture->alloc_width = texture->width;
|
||
|
texture->alloc_height = texture->height;
|
||
|
texture->resize_to_po2 = false;
|
||
|
if (!config.support_npot_repeat_mipmap) {
|
||
|
int po2_width = next_power_of_2(p_width);
|
||
|
int po2_height = next_power_of_2(p_height);
|
||
|
|
||
|
bool is_po2 = p_width == po2_width && p_height == po2_height;
|
||
|
|
||
|
if (!is_po2 && (p_flags & TEXTURE_FLAG_REPEAT || p_flags & TEXTURE_FLAG_MIPMAPS)) {
|
||
|
if (p_flags & TEXTURE_FLAG_USED_FOR_STREAMING) {
|
||
|
//not supported
|
||
|
ERR_PRINT("Streaming texture for non power of 2 or has mipmaps on this hardware: " + texture->path + "'. Mipmaps and repeat disabled.");
|
||
|
texture->flags &= ~(TEXTURE_FLAG_REPEAT | TEXTURE_FLAG_MIPMAPS);
|
||
|
} else {
|
||
|
texture->alloc_height = po2_height;
|
||
|
texture->alloc_width = po2_width;
|
||
|
texture->resize_to_po2 = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
GLenum format;
|
||
|
GLenum internal_format;
|
||
|
GLenum type;
|
||
|
bool compressed = false;
|
||
|
|
||
|
Image::Format real_format;
|
||
|
_get_gl_image_and_format(Ref<Image>(),
|
||
|
texture->format,
|
||
|
texture->flags,
|
||
|
real_format,
|
||
|
format,
|
||
|
internal_format,
|
||
|
type,
|
||
|
compressed,
|
||
|
texture->resize_to_po2);
|
||
|
|
||
|
texture->gl_format_cache = format;
|
||
|
texture->gl_type_cache = type;
|
||
|
texture->gl_internal_format_cache = internal_format;
|
||
|
texture->data_size = 0;
|
||
|
texture->mipmaps = 1;
|
||
|
|
||
|
texture->compressed = compressed;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
glActiveTexture(GL_TEXTURE0);
|
||
|
glBindTexture(texture->target, texture->tex_id);
|
||
|
|
||
|
// if (p_type == GD_VS::TEXTURE_TYPE_EXTERNAL) {
|
||
|
// glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||
|
// glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||
|
// glTexParameteri(texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||
|
// glTexParameteri(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||
|
// } else if (p_flags & TEXTURE_FLAG_USED_FOR_STREAMING) {
|
||
|
// //prealloc if video
|
||
|
// glTexImage2D(texture->target, 0, internal_format, texture->alloc_width, texture->alloc_height, 0, format, type, NULL);
|
||
|
// }
|
||
|
|
||
|
texture->active = true;
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer) {
|
||
|
Texture *texture = texture_owner.getornull(p_texture);
|
||
|
|
||
|
ERR_FAIL_COND(!_is_main_thread());
|
||
|
|
||
|
ERR_FAIL_COND(!texture);
|
||
|
if (texture->target == GL_TEXTURE_3D) {
|
||
|
// Target is set to a 3D texture or array texture, exit early to avoid spamming errors
|
||
|
return;
|
||
|
}
|
||
|
ERR_FAIL_COND(!texture->active);
|
||
|
ERR_FAIL_COND(texture->render_target);
|
||
|
ERR_FAIL_COND(p_image.is_null());
|
||
|
ERR_FAIL_COND(texture->format != p_image->get_format());
|
||
|
|
||
|
ERR_FAIL_COND(!p_image->get_width());
|
||
|
ERR_FAIL_COND(!p_image->get_height());
|
||
|
|
||
|
// ERR_FAIL_COND(texture->type == GD_VS::TEXTURE_TYPE_EXTERNAL);
|
||
|
|
||
|
GLenum type;
|
||
|
GLenum format;
|
||
|
GLenum internal_format;
|
||
|
bool compressed = false;
|
||
|
|
||
|
if (config.keep_original_textures && !(texture->flags & TEXTURE_FLAG_USED_FOR_STREAMING)) {
|
||
|
texture->images.write[p_layer] = p_image;
|
||
|
}
|
||
|
|
||
|
// print_line("texture_set_data width " + itos (p_image->get_width()) + " height " + itos(p_image->get_height()));
|
||
|
|
||
|
Image::Format real_format;
|
||
|
Ref<Image> img = _get_gl_image_and_format(p_image, p_image->get_format(), texture->flags, real_format, format, internal_format, type, compressed, texture->resize_to_po2);
|
||
|
|
||
|
if (texture->resize_to_po2) {
|
||
|
if (p_image->is_compressed()) {
|
||
|
ERR_PRINT("Texture '" + texture->path + "' is required to be a power of 2 because it uses either mipmaps or repeat, so it was decompressed. This will hurt performance and memory usage.");
|
||
|
}
|
||
|
|
||
|
if (img == p_image) {
|
||
|
img = img->duplicate();
|
||
|
}
|
||
|
img->resize_to_po2(false);
|
||
|
}
|
||
|
|
||
|
if (config.shrink_textures_x2 && (p_image->has_mipmaps() || !p_image->is_compressed()) && !(texture->flags & TEXTURE_FLAG_USED_FOR_STREAMING)) {
|
||
|
texture->alloc_height = MAX(1, texture->alloc_height / 2);
|
||
|
texture->alloc_width = MAX(1, texture->alloc_width / 2);
|
||
|
|
||
|
if (texture->alloc_width == img->get_width() / 2 && texture->alloc_height == img->get_height() / 2) {
|
||
|
img->shrink_x2();
|
||
|
} else if (img->get_format() <= Image::FORMAT_RGBA8) {
|
||
|
img->resize(texture->alloc_width, texture->alloc_height, Image::INTERPOLATE_BILINEAR);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
GLenum blit_target = (texture->target == GL_TEXTURE_CUBE_MAP) ? _cube_side_enum[p_layer] : GL_TEXTURE_2D;
|
||
|
|
||
|
texture->data_size = img->get_data().size();
|
||
|
Vector<uint8_t> read = img->get_data();
|
||
|
|
||
|
glActiveTexture(GL_TEXTURE0);
|
||
|
glBindTexture(texture->target, texture->tex_id);
|
||
|
|
||
|
texture->ignore_mipmaps = compressed && !img->has_mipmaps();
|
||
|
|
||
|
// set filtering and repeat state
|
||
|
_texture_set_state_from_flags(texture);
|
||
|
|
||
|
int mipmaps = ((texture->flags & TEXTURE_FLAG_MIPMAPS) && img->has_mipmaps()) ? img->get_mipmap_count() + 1 : 1;
|
||
|
|
||
|
int w = img->get_width();
|
||
|
int h = img->get_height();
|
||
|
|
||
|
int tsize = 0;
|
||
|
|
||
|
for (int i = 0; i < mipmaps; i++) {
|
||
|
int size, ofs;
|
||
|
img->get_mipmap_offset_and_size(i, ofs, size);
|
||
|
|
||
|
if (compressed) {
|
||
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
|
||
|
|
||
|
int bw = w;
|
||
|
int bh = h;
|
||
|
|
||
|
glCompressedTexImage2D(blit_target, i, internal_format, bw, bh, 0, size, &read[ofs]);
|
||
|
} else {
|
||
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||
|
if (texture->flags & TEXTURE_FLAG_USED_FOR_STREAMING) {
|
||
|
glTexSubImage2D(blit_target, i, 0, 0, w, h, format, type, &read[ofs]);
|
||
|
} else {
|
||
|
glTexImage2D(blit_target, i, internal_format, w, h, 0, format, type, &read[ofs]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
tsize += size;
|
||
|
|
||
|
w = MAX(1, w >> 1);
|
||
|
h = MAX(1, h >> 1);
|
||
|
}
|
||
|
|
||
|
info.texture_mem -= texture->total_data_size;
|
||
|
texture->total_data_size = tsize;
|
||
|
info.texture_mem += texture->total_data_size;
|
||
|
|
||
|
// printf("texture: %i x %i - size: %i - total: %i\n", texture->width, texture->height, tsize, info.texture_mem);
|
||
|
|
||
|
texture->stored_cube_sides |= (1 << p_layer);
|
||
|
|
||
|
if ((texture->flags & TEXTURE_FLAG_MIPMAPS) && mipmaps == 1 && !texture->ignore_mipmaps && (texture->type != GD_RD::TEXTURE_TYPE_CUBE || texture->stored_cube_sides == (1 << 6) - 1)) {
|
||
|
//generate mipmaps if they were requested and the image does not contain them
|
||
|
glGenerateMipmap(texture->target);
|
||
|
}
|
||
|
|
||
|
texture->mipmaps = mipmaps;
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, int p_layer) {
|
||
|
// TODO
|
||
|
ERR_PRINT("Not implemented (ask Karroffel to do it :p)");
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
Ref<Image> RasterizerStorageGLES2::texture_get_data(RID p_texture, int p_layer) const {
|
||
|
Texture *texture = texture_owner.getornull(p_texture);
|
||
|
|
||
|
ERR_FAIL_COND_V(!texture, Ref<Image>());
|
||
|
ERR_FAIL_COND_V(!texture->active, Ref<Image>());
|
||
|
ERR_FAIL_COND_V(texture->data_size == 0 && !texture->render_target, Ref<Image>());
|
||
|
|
||
|
if (texture->type == GD_VS::TEXTURE_TYPE_CUBEMAP && p_layer < 6 && p_layer >= 0 && !texture->images[p_layer].is_null()) {
|
||
|
return texture->images[p_layer];
|
||
|
}
|
||
|
|
||
|
#ifdef GLES_OVER_GL
|
||
|
|
||
|
Image::Format real_format;
|
||
|
GLenum gl_format;
|
||
|
GLenum gl_internal_format;
|
||
|
GLenum gl_type;
|
||
|
bool compressed;
|
||
|
_get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed, false);
|
||
|
|
||
|
PoolVector<uint8_t> data;
|
||
|
|
||
|
int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, real_format, texture->mipmaps > 1);
|
||
|
|
||
|
data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers
|
||
|
PoolVector<uint8_t>::Write wb = data.write();
|
||
|
|
||
|
glActiveTexture(GL_TEXTURE0);
|
||
|
|
||
|
glBindTexture(texture->target, texture->tex_id);
|
||
|
|
||
|
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
|
||
|
|
||
|
for (int i = 0; i < texture->mipmaps; i++) {
|
||
|
int ofs = Image::get_image_mipmap_offset(texture->alloc_width, texture->alloc_height, real_format, i);
|
||
|
|
||
|
if (texture->compressed) {
|
||
|
glPixelStorei(GL_PACK_ALIGNMENT, 4);
|
||
|
glGetCompressedTexImage(texture->target, i, &wb[ofs]);
|
||
|
} else {
|
||
|
glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
||
|
glGetTexImage(texture->target, i, texture->gl_format_cache, texture->gl_type_cache, &wb[ofs]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
wb.release();
|
||
|
|
||
|
data.resize(data_size);
|
||
|
|
||
|
Image *img = memnew(Image(texture->alloc_width, texture->alloc_height, texture->mipmaps > 1, real_format, data));
|
||
|
|
||
|
return Ref<Image>(img);
|
||
|
#else
|
||
|
|
||
|
Image::Format real_format;
|
||
|
GLenum gl_format;
|
||
|
GLenum gl_internal_format;
|
||
|
GLenum gl_type;
|
||
|
bool compressed;
|
||
|
_get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed, texture->resize_to_po2);
|
||
|
|
||
|
PoolVector<uint8_t> data;
|
||
|
|
||
|
int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, Image::FORMAT_RGBA8, false);
|
||
|
|
||
|
data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers
|
||
|
PoolVector<uint8_t>::Write wb = data.write();
|
||
|
|
||
|
GLuint temp_framebuffer;
|
||
|
glGenFramebuffers(1, &temp_framebuffer);
|
||
|
|
||
|
GLuint temp_color_texture;
|
||
|
glGenTextures(1, &temp_color_texture);
|
||
|
|
||
|
glBindFramebuffer(GL_FRAMEBUFFER, temp_framebuffer);
|
||
|
|
||
|
glBindTexture(GL_TEXTURE_2D, temp_color_texture);
|
||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->alloc_width, texture->alloc_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||
|
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, temp_color_texture, 0);
|
||
|
|
||
|
glDepthMask(GL_FALSE);
|
||
|
glDisable(GL_DEPTH_TEST);
|
||
|
glDisable(GL_CULL_FACE);
|
||
|
glDisable(GL_BLEND);
|
||
|
glDepthFunc(GL_LEQUAL);
|
||
|
glColorMask(1, 1, 1, 1);
|
||
|
glActiveTexture(GL_TEXTURE0);
|
||
|
glBindTexture(GL_TEXTURE_2D, texture->tex_id);
|
||
|
|
||
|
glViewport(0, 0, texture->alloc_width, texture->alloc_height);
|
||
|
|
||
|
shaders.copy.bind();
|
||
|
|
||
|
glClearColor(0.0, 0.0, 0.0, 0.0);
|
||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||
|
bind_quad_array();
|
||
|
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||
|
|
||
|
glReadPixels(0, 0, texture->alloc_width, texture->alloc_height, GL_RGBA, GL_UNSIGNED_BYTE, &wb[0]);
|
||
|
|
||
|
glDeleteTextures(1, &temp_color_texture);
|
||
|
|
||
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||
|
glDeleteFramebuffers(1, &temp_framebuffer);
|
||
|
|
||
|
wb.release();
|
||
|
|
||
|
data.resize(data_size);
|
||
|
|
||
|
Image *img = memnew(Image(texture->alloc_width, texture->alloc_height, false, Image::FORMAT_RGBA8, data));
|
||
|
if (!texture->compressed) {
|
||
|
img->convert(real_format);
|
||
|
}
|
||
|
|
||
|
return Ref<Image>(img);
|
||
|
|
||
|
#endif
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
void RasterizerStorageGLES2::_texture_set_state_from_flags(Texture *p_tex) {
|
||
|
if ((p_tex->flags & TEXTURE_FLAG_MIPMAPS) && !p_tex->ignore_mipmaps)
|
||
|
if (p_tex->flags & TEXTURE_FLAG_FILTER) {
|
||
|
// these do not exactly correspond ...
|
||
|
p_tex->GLSetFilter(p_tex->target, RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS);
|
||
|
//texture->glTexParam_MinFilter(texture->target, config.use_fast_texture_filter ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR_MIPMAP_LINEAR);
|
||
|
} else {
|
||
|
p_tex->GLSetFilter(p_tex->target, RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS);
|
||
|
//texture->glTexParam_MinFilter(texture->target, config.use_fast_texture_filter ? GL_NEAREST_MIPMAP_NEAREST : GL_NEAREST_MIPMAP_LINEAR);
|
||
|
}
|
||
|
else {
|
||
|
if (p_tex->flags & TEXTURE_FLAG_FILTER) {
|
||
|
p_tex->GLSetFilter(p_tex->target, RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR);
|
||
|
//texture->glTexParam_MinFilter(texture->target, GL_LINEAR);
|
||
|
} else {
|
||
|
p_tex->GLSetFilter(p_tex->target, RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST);
|
||
|
// texture->glTexParam_MinFilter(texture->target, GL_NEAREST);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (((p_tex->flags & TEXTURE_FLAG_REPEAT) || (p_tex->flags & TEXTURE_FLAG_MIRRORED_REPEAT)) && p_tex->target != GL_TEXTURE_CUBE_MAP) {
|
||
|
if (p_tex->flags & TEXTURE_FLAG_MIRRORED_REPEAT) {
|
||
|
p_tex->GLSetRepeat(RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR);
|
||
|
} else {
|
||
|
p_tex->GLSetRepeat(RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
|
||
|
}
|
||
|
} else {
|
||
|
p_tex->GLSetRepeat(RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::texture_set_flags(RID p_texture, uint32_t p_flags) {
|
||
|
Texture *texture = texture_owner.getornull(p_texture);
|
||
|
ERR_FAIL_COND(!texture);
|
||
|
|
||
|
bool had_mipmaps = texture->flags & TEXTURE_FLAG_MIPMAPS;
|
||
|
|
||
|
texture->flags = p_flags;
|
||
|
|
||
|
glActiveTexture(GL_TEXTURE0);
|
||
|
glBindTexture(texture->target, texture->tex_id);
|
||
|
|
||
|
// set filtering and repeat state
|
||
|
_texture_set_state_from_flags(texture);
|
||
|
|
||
|
if ((texture->flags & TEXTURE_FLAG_MIPMAPS) && !texture->ignore_mipmaps) {
|
||
|
if (!had_mipmaps && texture->mipmaps == 1) {
|
||
|
glGenerateMipmap(texture->target);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
uint32_t RasterizerStorageGLES2::texture_get_flags(RID p_texture) const {
|
||
|
Texture *texture = texture_owner.getornull(p_texture);
|
||
|
|
||
|
ERR_FAIL_COND_V(!texture, 0);
|
||
|
|
||
|
return texture->flags;
|
||
|
}
|
||
|
|
||
|
Image::Format RasterizerStorageGLES2::texture_get_format(RID p_texture) const {
|
||
|
Texture *texture = texture_owner.getornull(p_texture);
|
||
|
|
||
|
ERR_FAIL_COND_V(!texture, Image::FORMAT_L8);
|
||
|
|
||
|
return texture->format;
|
||
|
}
|
||
|
|
||
|
GD_RD::TextureType RasterizerStorageGLES2::texture_get_type(RID p_texture) const {
|
||
|
Texture *texture = texture_owner.getornull(p_texture);
|
||
|
|
||
|
ERR_FAIL_COND_V(!texture, GD_RD::TEXTURE_TYPE_2D);
|
||
|
|
||
|
return texture->type;
|
||
|
}
|
||
|
|
||
|
uint32_t RasterizerStorageGLES2::texture_get_texid(RID p_texture) const {
|
||
|
Texture *texture = texture_owner.getornull(p_texture);
|
||
|
|
||
|
ERR_FAIL_COND_V(!texture, 0);
|
||
|
|
||
|
return texture->tex_id;
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::texture_bind(RID p_texture, uint32_t p_texture_no) {
|
||
|
Texture *texture = texture_owner.getornull(p_texture);
|
||
|
|
||
|
ERR_FAIL_COND(!texture);
|
||
|
|
||
|
glActiveTexture(GL_TEXTURE0 + p_texture_no);
|
||
|
glBindTexture(texture->target, texture->tex_id);
|
||
|
}
|
||
|
|
||
|
uint32_t RasterizerStorageGLES2::texture_get_width(RID p_texture) const {
|
||
|
Texture *texture = texture_owner.getornull(p_texture);
|
||
|
|
||
|
ERR_FAIL_COND_V(!texture, 0);
|
||
|
|
||
|
return texture->width;
|
||
|
}
|
||
|
|
||
|
uint32_t RasterizerStorageGLES2::texture_get_height(RID p_texture) const {
|
||
|
Texture *texture = texture_owner.getornull(p_texture);
|
||
|
|
||
|
ERR_FAIL_COND_V(!texture, 0);
|
||
|
|
||
|
return texture->height;
|
||
|
}
|
||
|
|
||
|
uint32_t RasterizerStorageGLES2::texture_get_depth(RID p_texture) const {
|
||
|
Texture *texture = texture_owner.getornull(p_texture);
|
||
|
|
||
|
ERR_FAIL_COND_V(!texture, 0);
|
||
|
|
||
|
return texture->depth;
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::texture_set_size_override(RID p_texture, int p_width, int p_height) {
|
||
|
Texture *texture = texture_owner.getornull(p_texture);
|
||
|
|
||
|
ERR_FAIL_COND(!texture);
|
||
|
ERR_FAIL_COND(texture->render_target);
|
||
|
|
||
|
ERR_FAIL_COND(p_width <= 0 || p_width > 16384);
|
||
|
ERR_FAIL_COND(p_height <= 0 || p_height > 16384);
|
||
|
//real texture size is in alloc width and height
|
||
|
texture->width = p_width;
|
||
|
texture->height = p_height;
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::texture_set_path(RID p_texture, const String &p_path) {
|
||
|
Texture *texture = texture_owner.getornull(p_texture);
|
||
|
ERR_FAIL_COND(!texture);
|
||
|
|
||
|
texture->path = p_path;
|
||
|
}
|
||
|
|
||
|
String RasterizerStorageGLES2::texture_get_path(RID p_texture) const {
|
||
|
Texture *texture = texture_owner.getornull(p_texture);
|
||
|
ERR_FAIL_COND_V(!texture, "");
|
||
|
|
||
|
return texture->path;
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::texture_debug_usage(List<GD_VS::TextureInfo> *r_info) {
|
||
|
List<RID> textures;
|
||
|
texture_owner.get_owned_list(&textures);
|
||
|
|
||
|
for (List<RID>::Element *E = textures.front(); E; E = E->next()) {
|
||
|
Texture *t = texture_owner.getornull(E->get());
|
||
|
if (!t)
|
||
|
continue;
|
||
|
GD_VS::TextureInfo tinfo;
|
||
|
tinfo.path = t->path;
|
||
|
tinfo.format = t->format;
|
||
|
tinfo.width = t->alloc_width;
|
||
|
tinfo.height = t->alloc_height;
|
||
|
tinfo.depth = 0;
|
||
|
tinfo.bytes = t->total_data_size;
|
||
|
r_info->push_back(tinfo);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::texture_set_shrink_all_x2_on_set_data(bool p_enable) {
|
||
|
config.shrink_textures_x2 = p_enable;
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::textures_keep_original(bool p_enable) {
|
||
|
config.keep_original_textures = p_enable;
|
||
|
}
|
||
|
|
||
|
Size2 RasterizerStorageGLES2::texture_size_with_proxy(RID p_texture) {
|
||
|
const Texture *texture = texture_owner.getornull(p_texture);
|
||
|
ERR_FAIL_COND_V(!texture, Size2());
|
||
|
if (texture->proxy) {
|
||
|
return Size2(texture->proxy->width, texture->proxy->height);
|
||
|
} else {
|
||
|
return Size2(texture->width, texture->height);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// example use in 3.2
|
||
|
// VS::get_singleton()->texture_set_proxy(default_texture->proxy, texture_rid);
|
||
|
|
||
|
// p_proxy is the source (pre-existing) texture?
|
||
|
// and p_texture is the one that is being made into a proxy?
|
||
|
//This naming is confusing. Comments!!!
|
||
|
|
||
|
// The naming of the parameters seemed to be reversed?
|
||
|
// The p_proxy is the source texture
|
||
|
// and p_texture is actually the proxy????
|
||
|
|
||
|
void RasterizerStorageGLES2::texture_set_proxy(RID p_texture, RID p_proxy) {
|
||
|
Texture *texture = texture_owner.getornull(p_texture);
|
||
|
ERR_FAIL_COND(!texture);
|
||
|
|
||
|
if (texture->proxy) {
|
||
|
texture->proxy->proxy_owners.erase(texture);
|
||
|
texture->proxy = NULL;
|
||
|
}
|
||
|
|
||
|
if (p_proxy.is_valid()) {
|
||
|
Texture *proxy = texture_owner.getornull(p_proxy);
|
||
|
ERR_FAIL_COND(!proxy);
|
||
|
ERR_FAIL_COND(proxy == texture);
|
||
|
proxy->proxy_owners.insert(texture);
|
||
|
texture->proxy = proxy;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) {
|
||
|
Texture *texture = texture_owner.getornull(p_texture);
|
||
|
ERR_FAIL_COND(!texture);
|
||
|
|
||
|
texture->redraw_if_visible = p_enable;
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::texture_set_detect_3d_callback(RID p_texture, GD_VS::TextureDetectCallback p_callback, void *p_userdata) {
|
||
|
Texture *texture = texture_owner.getornull(p_texture);
|
||
|
ERR_FAIL_COND(!texture);
|
||
|
|
||
|
texture->detect_3d = p_callback;
|
||
|
texture->detect_3d_ud = p_userdata;
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::texture_set_detect_srgb_callback(RID p_texture, GD_VS::TextureDetectCallback p_callback, void *p_userdata) {
|
||
|
Texture *texture = texture_owner.getornull(p_texture);
|
||
|
ERR_FAIL_COND(!texture);
|
||
|
|
||
|
texture->detect_srgb = p_callback;
|
||
|
texture->detect_srgb_ud = p_userdata;
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::texture_set_detect_normal_callback(RID p_texture, GD_VS::TextureDetectCallback p_callback, void *p_userdata) {
|
||
|
Texture *texture = texture_owner.getornull(p_texture);
|
||
|
ERR_FAIL_COND(!texture);
|
||
|
|
||
|
texture->detect_normal = p_callback;
|
||
|
texture->detect_normal_ud = p_userdata;
|
||
|
}
|
||
|
|
||
|
RID RasterizerStorageGLES2::texture_create_radiance_cubemap(RID p_source, int p_resolution) const {
|
||
|
return RID();
|
||
|
}
|
||
|
|
||
|
RID RasterizerStorageGLES2::sky_create() {
|
||
|
Sky *sky = memnew(Sky);
|
||
|
sky->radiance = 0;
|
||
|
return sky_owner.make_rid(sky);
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_radiance_size) {
|
||
|
Sky *sky = sky_owner.getornull(p_sky);
|
||
|
ERR_FAIL_COND(!sky);
|
||
|
|
||
|
if (sky->panorama.is_valid()) {
|
||
|
sky->panorama = RID();
|
||
|
glDeleteTextures(1, &sky->radiance);
|
||
|
sky->radiance = 0;
|
||
|
}
|
||
|
|
||
|
sky->panorama = p_panorama;
|
||
|
if (!sky->panorama.is_valid()) {
|
||
|
return; // the panorama was cleared
|
||
|
}
|
||
|
|
||
|
Texture *texture = texture_owner.getornull(sky->panorama);
|
||
|
if (!texture) {
|
||
|
sky->panorama = RID();
|
||
|
ERR_FAIL_COND(!texture);
|
||
|
}
|
||
|
|
||
|
// glBindVertexArray(0) and more
|
||
|
{
|
||
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||
|
glDisable(GL_CULL_FACE);
|
||
|
glDisable(GL_DEPTH_TEST);
|
||
|
glDisable(GL_SCISSOR_TEST);
|
||
|
glDisable(GL_BLEND);
|
||
|
|
||
|
for (int i = 0; i < GD_VS::ARRAY_MAX - 1; i++) {
|
||
|
glDisableVertexAttribArray(i);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
glActiveTexture(GL_TEXTURE0);
|
||
|
glBindTexture(texture->target, texture->tex_id);
|
||
|
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //need this for proper sampling
|
||
|
|
||
|
glActiveTexture(GL_TEXTURE1);
|
||
|
glBindTexture(GL_TEXTURE_2D, resources.radical_inverse_vdc_cache_tex);
|
||
|
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||
|
|
||
|
// New cubemap that will hold the mipmaps with different roughness values
|
||
|
glActiveTexture(GL_TEXTURE2);
|
||
|
glGenTextures(1, &sky->radiance);
|
||
|
glBindTexture(GL_TEXTURE_CUBE_MAP, sky->radiance);
|
||
|
|
||
|
int size = p_radiance_size / 2; //divide by two because its a cubemap (this is an approximation because GLES3 uses a dual paraboloid)
|
||
|
|
||
|
GLenum internal_format = GL_RGB;
|
||
|
GLenum format = GL_RGB;
|
||
|
GLenum type = GL_UNSIGNED_BYTE;
|
||
|
|
||
|
// Set the initial (empty) mipmaps
|
||
|
// Mobile hardware (PowerVR specially) prefers this approach,
|
||
|
// the previous approach with manual lod levels kills the game.
|
||
|
for (int i = 0; i < 6; i++) {
|
||
|
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, size, size, 0, format, type, NULL);
|
||
|
}
|
||
|
|
||
|
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
|
||
|
|
||
|
// No filters for now
|
||
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||
|
|
||
|
// Framebuffer
|
||
|
|
||
|
bind_framebuffer(resources.mipmap_blur_fbo);
|
||
|
|
||
|
int mipmaps = 6;
|
||
|
int lod = 0;
|
||
|
int mm_level = mipmaps;
|
||
|
size = p_radiance_size / 2;
|
||
|
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_SOURCE_PANORAMA, true);
|
||
|
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_DIRECT_WRITE, true);
|
||
|
shaders.cubemap_filter.bind();
|
||
|
|
||
|
// third, render to the framebuffer using separate textures, then copy to mipmaps
|
||
|
while (size >= 1) {
|
||
|
//make framebuffer size the texture size, need to use a separate texture for compatibility
|
||
|
glActiveTexture(GL_TEXTURE3);
|
||
|
glBindTexture(GL_TEXTURE_2D, resources.mipmap_blur_color);
|
||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, size, size, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
|
||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, resources.mipmap_blur_color, 0);
|
||
|
|
||
|
if (lod == 1) {
|
||
|
//bind panorama for smaller lods
|
||
|
|
||
|
glActiveTexture(GL_TEXTURE0);
|
||
|
glBindTexture(GL_TEXTURE_CUBE_MAP, sky->radiance);
|
||
|
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_SOURCE_PANORAMA, false);
|
||
|
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_DIRECT_WRITE, false);
|
||
|
shaders.cubemap_filter.bind();
|
||
|
}
|
||
|
glViewport(0, 0, size, size);
|
||
|
bind_quad_array();
|
||
|
|
||
|
glActiveTexture(GL_TEXTURE2); //back to panorama
|
||
|
|
||
|
for (int i = 0; i < 6; i++) {
|
||
|
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::FACE_ID, i);
|
||
|
|
||
|
float roughness = mm_level >= 0 ? lod / (float)(mipmaps - 1) : 1;
|
||
|
roughness = MIN(1.0, roughness); //keep max at 1
|
||
|
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::ROUGHNESS, roughness);
|
||
|
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::Z_FLIP, false);
|
||
|
|
||
|
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||
|
|
||
|
glCopyTexSubImage2D(_cube_side_enum[i], lod, 0, 0, 0, 0, size, size);
|
||
|
}
|
||
|
|
||
|
size >>= 1;
|
||
|
|
||
|
mm_level--;
|
||
|
|
||
|
lod++;
|
||
|
}
|
||
|
|
||
|
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_SOURCE_PANORAMA, false);
|
||
|
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_DIRECT_WRITE, false);
|
||
|
|
||
|
// restore ranges
|
||
|
glActiveTexture(GL_TEXTURE2); //back to panorama
|
||
|
|
||
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||
|
|
||
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||
|
glActiveTexture(GL_TEXTURE3); //back to panorama
|
||
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||
|
glActiveTexture(GL_TEXTURE1);
|
||
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||
|
glActiveTexture(GL_TEXTURE0);
|
||
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||
|
|
||
|
//reset flags on Sky Texture that may have changed
|
||
|
texture_set_flags(sky->panorama, texture->flags);
|
||
|
|
||
|
// Framebuffer did its job. thank mr framebuffer
|
||
|
glActiveTexture(GL_TEXTURE0); //back to panorama
|
||
|
bind_framebuffer_system();
|
||
|
}
|
||
|
|
||
|
/* SHADER API */
|
||
|
|
||
|
RID RasterizerStorageGLES2::shader_allocate() {
|
||
|
Shader *shader = memnew(Shader);
|
||
|
shader->mode = GD_VS::SHADER_SPATIAL;
|
||
|
shader->shader = &scene->state.scene_shader;
|
||
|
RID rid = shader_owner.make_rid(shader);
|
||
|
_shader_make_dirty(shader);
|
||
|
shader->self = rid;
|
||
|
|
||
|
return rid;
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::shader_initialize(RID p_rid) {
|
||
|
// noop
|
||
|
}
|
||
|
|
||
|
//RID RasterizerStorageGLES2::shader_create() {
|
||
|
// Shader *shader = memnew(Shader);
|
||
|
// shader->mode = GD_VS::SHADER_SPATIAL;
|
||
|
// shader->shader = &scene->state.scene_shader;
|
||
|
// RID rid = shader_owner.make_rid(shader);
|
||
|
// _shader_make_dirty(shader);
|
||
|
// shader->self = rid;
|
||
|
|
||
|
// return rid;
|
||
|
//}
|
||
|
|
||
|
void RasterizerStorageGLES2::_shader_make_dirty(Shader *p_shader) {
|
||
|
if (p_shader->dirty_list.in_list())
|
||
|
return;
|
||
|
|
||
|
_shader_dirty_list.add(&p_shader->dirty_list);
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::shader_set_code(RID p_shader, const String &p_code) {
|
||
|
Shader *shader = shader_owner.getornull(p_shader);
|
||
|
ERR_FAIL_COND(!shader);
|
||
|
|
||
|
shader->code = p_code;
|
||
|
|
||
|
String mode_string = ShaderLanguage::get_shader_type(p_code);
|
||
|
GD_VS::ShaderMode mode;
|
||
|
|
||
|
if (mode_string == "canvas_item")
|
||
|
mode = GD_VS::SHADER_CANVAS_ITEM;
|
||
|
else if (mode_string == "particles")
|
||
|
mode = GD_VS::SHADER_PARTICLES;
|
||
|
else
|
||
|
mode = GD_VS::SHADER_SPATIAL;
|
||
|
|
||
|
if (shader->custom_code_id && mode != shader->mode) {
|
||
|
shader->shader->free_custom_shader(shader->custom_code_id);
|
||
|
shader->custom_code_id = 0;
|
||
|
}
|
||
|
|
||
|
shader->mode = mode;
|
||
|
|
||
|
// TODO handle all shader types
|
||
|
if (mode == GD_VS::SHADER_CANVAS_ITEM) {
|
||
|
shader->shader = &canvas->state.canvas_shader;
|
||
|
|
||
|
} else if (mode == GD_VS::SHADER_SPATIAL) {
|
||
|
shader->shader = &scene->state.scene_shader;
|
||
|
} else {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (shader->custom_code_id == 0) {
|
||
|
shader->custom_code_id = shader->shader->create_custom_shader();
|
||
|
}
|
||
|
|
||
|
_shader_make_dirty(shader);
|
||
|
}
|
||
|
|
||
|
String RasterizerStorageGLES2::shader_get_code(RID p_shader) const {
|
||
|
const Shader *shader = shader_owner.getornull(p_shader);
|
||
|
ERR_FAIL_COND_V(!shader, "");
|
||
|
|
||
|
return shader->code;
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
|
||
|
_shader_dirty_list.remove(&p_shader->dirty_list);
|
||
|
|
||
|
p_shader->valid = false;
|
||
|
|
||
|
p_shader->uniforms.clear();
|
||
|
|
||
|
if (p_shader->code == String()) {
|
||
|
return; //just invalid, but no error
|
||
|
}
|
||
|
|
||
|
ShaderCompilerGLES2::GeneratedCode gen_code;
|
||
|
ShaderCompilerGLES2::IdentifierActions *actions = NULL;
|
||
|
|
||
|
switch (p_shader->mode) {
|
||
|
case GD_VS::SHADER_CANVAS_ITEM: {
|
||
|
p_shader->canvas_item.light_mode = Shader::CanvasItem::LIGHT_MODE_NORMAL;
|
||
|
p_shader->canvas_item.blend_mode = Shader::CanvasItem::BLEND_MODE_MIX;
|
||
|
|
||
|
p_shader->canvas_item.uses_screen_texture = false;
|
||
|
p_shader->canvas_item.uses_screen_uv = false;
|
||
|
p_shader->canvas_item.uses_time = false;
|
||
|
p_shader->canvas_item.uses_modulate = false;
|
||
|
p_shader->canvas_item.uses_color = false;
|
||
|
p_shader->canvas_item.uses_vertex = false;
|
||
|
p_shader->canvas_item.batch_flags = 0;
|
||
|
|
||
|
p_shader->canvas_item.uses_world_matrix = false;
|
||
|
p_shader->canvas_item.uses_extra_matrix = false;
|
||
|
p_shader->canvas_item.uses_projection_matrix = false;
|
||
|
p_shader->canvas_item.uses_instance_custom = false;
|
||
|
|
||
|
shaders.actions_canvas.render_mode_values["blend_add"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_ADD);
|
||
|
shaders.actions_canvas.render_mode_values["blend_mix"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_MIX);
|
||
|
shaders.actions_canvas.render_mode_values["blend_sub"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_SUB);
|
||
|
shaders.actions_canvas.render_mode_values["blend_mul"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_MUL);
|
||
|
shaders.actions_canvas.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_PMALPHA);
|
||
|
|
||
|
shaders.actions_canvas.render_mode_values["unshaded"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_UNSHADED);
|
||
|
shaders.actions_canvas.render_mode_values["light_only"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY);
|
||
|
|
||
|
shaders.actions_canvas.usage_flag_pointers["SCREEN_UV"] = &p_shader->canvas_item.uses_screen_uv;
|
||
|
shaders.actions_canvas.usage_flag_pointers["SCREEN_PIXEL_SIZE"] = &p_shader->canvas_item.uses_screen_uv;
|
||
|
shaders.actions_canvas.usage_flag_pointers["SCREEN_TEXTURE"] = &p_shader->canvas_item.uses_screen_texture;
|
||
|
shaders.actions_canvas.usage_flag_pointers["TIME"] = &p_shader->canvas_item.uses_time;
|
||
|
shaders.actions_canvas.usage_flag_pointers["MODULATE"] = &p_shader->canvas_item.uses_modulate;
|
||
|
shaders.actions_canvas.usage_flag_pointers["COLOR"] = &p_shader->canvas_item.uses_color;
|
||
|
|
||
|
shaders.actions_canvas.usage_flag_pointers["VERTEX"] = &p_shader->canvas_item.uses_vertex;
|
||
|
|
||
|
shaders.actions_canvas.usage_flag_pointers["WORLD_MATRIX"] = &p_shader->canvas_item.uses_world_matrix;
|
||
|
shaders.actions_canvas.usage_flag_pointers["EXTRA_MATRIX"] = &p_shader->canvas_item.uses_extra_matrix;
|
||
|
shaders.actions_canvas.usage_flag_pointers["PROJECTION_MATRIX"] = &p_shader->canvas_item.uses_projection_matrix;
|
||
|
shaders.actions_canvas.usage_flag_pointers["INSTANCE_CUSTOM"] = &p_shader->canvas_item.uses_instance_custom;
|
||
|
|
||
|
actions = &shaders.actions_canvas;
|
||
|
actions->uniforms = &p_shader->uniforms;
|
||
|
} break;
|
||
|
|
||
|
case GD_VS::SHADER_SPATIAL: {
|
||
|
p_shader->spatial.blend_mode = Shader::Spatial::BLEND_MODE_MIX;
|
||
|
p_shader->spatial.depth_draw_mode = Shader::Spatial::DEPTH_DRAW_OPAQUE;
|
||
|
p_shader->spatial.cull_mode = Shader::Spatial::CULL_MODE_BACK;
|
||
|
p_shader->spatial.uses_alpha = false;
|
||
|
p_shader->spatial.uses_alpha_scissor = false;
|
||
|
p_shader->spatial.uses_discard = false;
|
||
|
p_shader->spatial.unshaded = false;
|
||
|
p_shader->spatial.no_depth_test = false;
|
||
|
p_shader->spatial.uses_sss = false;
|
||
|
p_shader->spatial.uses_time = false;
|
||
|
p_shader->spatial.uses_vertex_lighting = false;
|
||
|
p_shader->spatial.uses_screen_texture = false;
|
||
|
p_shader->spatial.uses_depth_texture = false;
|
||
|
p_shader->spatial.uses_vertex = false;
|
||
|
p_shader->spatial.uses_tangent = false;
|
||
|
p_shader->spatial.uses_ensure_correct_normals = false;
|
||
|
p_shader->spatial.writes_modelview_or_projection = false;
|
||
|
p_shader->spatial.uses_world_coordinates = false;
|
||
|
|
||
|
shaders.actions_scene.render_mode_values["blend_add"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_ADD);
|
||
|
shaders.actions_scene.render_mode_values["blend_mix"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_MIX);
|
||
|
shaders.actions_scene.render_mode_values["blend_sub"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_SUB);
|
||
|
shaders.actions_scene.render_mode_values["blend_mul"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_MUL);
|
||
|
|
||
|
shaders.actions_scene.render_mode_values["depth_draw_opaque"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_OPAQUE);
|
||
|
shaders.actions_scene.render_mode_values["depth_draw_always"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_ALWAYS);
|
||
|
shaders.actions_scene.render_mode_values["depth_draw_never"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_NEVER);
|
||
|
shaders.actions_scene.render_mode_values["depth_draw_alpha_prepass"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS);
|
||
|
|
||
|
shaders.actions_scene.render_mode_values["cull_front"] = Pair<int *, int>(&p_shader->spatial.cull_mode, Shader::Spatial::CULL_MODE_FRONT);
|
||
|
shaders.actions_scene.render_mode_values["cull_back"] = Pair<int *, int>(&p_shader->spatial.cull_mode, Shader::Spatial::CULL_MODE_BACK);
|
||
|
shaders.actions_scene.render_mode_values["cull_disabled"] = Pair<int *, int>(&p_shader->spatial.cull_mode, Shader::Spatial::CULL_MODE_DISABLED);
|
||
|
|
||
|
shaders.actions_scene.render_mode_flags["unshaded"] = &p_shader->spatial.unshaded;
|
||
|
shaders.actions_scene.render_mode_flags["depth_test_disable"] = &p_shader->spatial.no_depth_test;
|
||
|
|
||
|
shaders.actions_scene.render_mode_flags["vertex_lighting"] = &p_shader->spatial.uses_vertex_lighting;
|
||
|
|
||
|
shaders.actions_scene.render_mode_flags["world_vertex_coords"] = &p_shader->spatial.uses_world_coordinates;
|
||
|
|
||
|
shaders.actions_scene.render_mode_flags["ensure_correct_normals"] = &p_shader->spatial.uses_ensure_correct_normals;
|
||
|
|
||
|
shaders.actions_scene.usage_flag_pointers["ALPHA"] = &p_shader->spatial.uses_alpha;
|
||
|
shaders.actions_scene.usage_flag_pointers["ALPHA_SCISSOR"] = &p_shader->spatial.uses_alpha_scissor;
|
||
|
|
||
|
shaders.actions_scene.usage_flag_pointers["SSS_STRENGTH"] = &p_shader->spatial.uses_sss;
|
||
|
shaders.actions_scene.usage_flag_pointers["DISCARD"] = &p_shader->spatial.uses_discard;
|
||
|
shaders.actions_scene.usage_flag_pointers["SCREEN_TEXTURE"] = &p_shader->spatial.uses_screen_texture;
|
||
|
shaders.actions_scene.usage_flag_pointers["DEPTH_TEXTURE"] = &p_shader->spatial.uses_depth_texture;
|
||
|
shaders.actions_scene.usage_flag_pointers["TIME"] = &p_shader->spatial.uses_time;
|
||
|
|
||
|
// Use of any of these BUILTINS indicate the need for transformed tangents.
|
||
|
// This is needed to know when to transform tangents in software skinning.
|
||
|
shaders.actions_scene.usage_flag_pointers["TANGENT"] = &p_shader->spatial.uses_tangent;
|
||
|
shaders.actions_scene.usage_flag_pointers["NORMALMAP"] = &p_shader->spatial.uses_tangent;
|
||
|
|
||
|
shaders.actions_scene.write_flag_pointers["MODELVIEW_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection;
|
||
|
shaders.actions_scene.write_flag_pointers["PROJECTION_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection;
|
||
|
shaders.actions_scene.write_flag_pointers["VERTEX"] = &p_shader->spatial.uses_vertex;
|
||
|
|
||
|
actions = &shaders.actions_scene;
|
||
|
actions->uniforms = &p_shader->uniforms;
|
||
|
|
||
|
if (p_shader->spatial.uses_screen_texture && p_shader->spatial.uses_depth_texture) {
|
||
|
ERR_PRINT_ONCE("Using both SCREEN_TEXTURE and DEPTH_TEXTURE is not supported in GLES2");
|
||
|
}
|
||
|
|
||
|
if (p_shader->spatial.uses_depth_texture && !config.support_depth_texture) {
|
||
|
ERR_PRINT_ONCE("Using DEPTH_TEXTURE is not permitted on this hardware, operation will fail.");
|
||
|
}
|
||
|
} break;
|
||
|
|
||
|
default: {
|
||
|
return;
|
||
|
} break;
|
||
|
}
|
||
|
|
||
|
Error err = shaders.compiler.compile(p_shader->mode, p_shader->code, actions, p_shader->path, gen_code);
|
||
|
if (err != OK) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
p_shader->shader->set_custom_shader_code(p_shader->custom_code_id, gen_code.vertex, gen_code.vertex_global, gen_code.fragment, gen_code.light, gen_code.fragment_global, gen_code.uniforms, gen_code.texture_uniforms, gen_code.custom_defines);
|
||
|
|
||
|
p_shader->texture_count = gen_code.texture_uniforms.size();
|
||
|
p_shader->texture_hints = gen_code.texture_hints;
|
||
|
|
||
|
p_shader->uses_vertex_time = gen_code.uses_vertex_time;
|
||
|
p_shader->uses_fragment_time = gen_code.uses_fragment_time;
|
||
|
|
||
|
// some logic for batching
|
||
|
if (p_shader->mode == GD_VS::SHADER_CANVAS_ITEM) {
|
||
|
if (p_shader->canvas_item.uses_modulate | p_shader->canvas_item.uses_color) {
|
||
|
p_shader->canvas_item.batch_flags |= RasterizerStorageCommon::PREVENT_COLOR_BAKING;
|
||
|
}
|
||
|
if (p_shader->canvas_item.uses_vertex) {
|
||
|
p_shader->canvas_item.batch_flags |= RasterizerStorageCommon::PREVENT_VERTEX_BAKING;
|
||
|
}
|
||
|
if (p_shader->canvas_item.uses_world_matrix | p_shader->canvas_item.uses_extra_matrix | p_shader->canvas_item.uses_projection_matrix | p_shader->canvas_item.uses_instance_custom) {
|
||
|
p_shader->canvas_item.batch_flags |= RasterizerStorageCommon::PREVENT_ITEM_JOINING;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
p_shader->shader->set_custom_shader(p_shader->custom_code_id);
|
||
|
p_shader->shader->bind();
|
||
|
|
||
|
// cache uniform locations
|
||
|
|
||
|
for (SelfList<Material> *E = p_shader->materials.first(); E; E = E->next()) {
|
||
|
_material_make_dirty(E->self());
|
||
|
}
|
||
|
|
||
|
p_shader->valid = true;
|
||
|
p_shader->version++;
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::update_dirty_shaders() {
|
||
|
while (_shader_dirty_list.first()) {
|
||
|
_update_shader(_shader_dirty_list.first()->self());
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
|
||
|
Shader *shader = shader_owner.getornull(p_shader);
|
||
|
ERR_FAIL_COND(!shader);
|
||
|
|
||
|
if (shader->dirty_list.in_list()) {
|
||
|
_update_shader(shader);
|
||
|
}
|
||
|
|
||
|
Map<int, StringName> order;
|
||
|
|
||
|
for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = shader->uniforms.front(); E; E = E->next()) {
|
||
|
if (E->get().texture_order >= 0) {
|
||
|
order[E->get().texture_order + 100000] = E->key();
|
||
|
} else {
|
||
|
order[E->get().order] = E->key();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
|
||
|
PropertyInfo pi;
|
||
|
ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[E->get()];
|
||
|
|
||
|
pi.name = E->get();
|
||
|
|
||
|
switch (u.type) {
|
||
|
case ShaderLanguage::TYPE_VOID: {
|
||
|
pi.type = Variant::NIL;
|
||
|
} break;
|
||
|
|
||
|
case ShaderLanguage::TYPE_BOOL: {
|
||
|
pi.type = Variant::BOOL;
|
||
|
} break;
|
||
|
|
||
|
// bool vectors
|
||
|
case ShaderLanguage::TYPE_BVEC2: {
|
||
|
pi.type = Variant::INT;
|
||
|
pi.hint = PROPERTY_HINT_FLAGS;
|
||
|
pi.hint_string = "x,y";
|
||
|
} break;
|
||
|
case ShaderLanguage::TYPE_BVEC3: {
|
||
|
pi.type = Variant::INT;
|
||
|
pi.hint = PROPERTY_HINT_FLAGS;
|
||
|
pi.hint_string = "x,y,z";
|
||
|
} break;
|
||
|
case ShaderLanguage::TYPE_BVEC4: {
|
||
|
pi.type = Variant::INT;
|
||
|
pi.hint = PROPERTY_HINT_FLAGS;
|
||
|
pi.hint_string = "x,y,z,w";
|
||
|
} break;
|
||
|
|
||
|
// int stuff
|
||
|
case ShaderLanguage::TYPE_UINT:
|
||
|
case ShaderLanguage::TYPE_INT: {
|
||
|
pi.type = Variant::INT;
|
||
|
|
||
|
if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) {
|
||
|
pi.hint = PROPERTY_HINT_RANGE;
|
||
|
pi.hint_string = rtos(u.hint_range[0]) + "," + rtos(u.hint_range[1]) + "," + rtos(u.hint_range[2]);
|
||
|
}
|
||
|
} break;
|
||
|
|
||
|
case ShaderLanguage::TYPE_IVEC2:
|
||
|
case ShaderLanguage::TYPE_UVEC2:
|
||
|
case ShaderLanguage::TYPE_IVEC3:
|
||
|
case ShaderLanguage::TYPE_UVEC3:
|
||
|
case ShaderLanguage::TYPE_IVEC4:
|
||
|
case ShaderLanguage::TYPE_UVEC4: {
|
||
|
// not sure what this should be in godot 4
|
||
|
// pi.type = Variant::POOL_INT_ARRAY;
|
||
|
pi.type = Variant::PACKED_INT32_ARRAY;
|
||
|
} break;
|
||
|
|
||
|
case ShaderLanguage::TYPE_FLOAT: {
|
||
|
pi.type = Variant::FLOAT;
|
||
|
if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) {
|
||
|
pi.hint = PROPERTY_HINT_RANGE;
|
||
|
pi.hint_string = rtos(u.hint_range[0]) + "," + rtos(u.hint_range[1]) + "," + rtos(u.hint_range[2]);
|
||
|
}
|
||
|
} break;
|
||
|
|
||
|
case ShaderLanguage::TYPE_VEC2: {
|
||
|
pi.type = Variant::VECTOR2;
|
||
|
} break;
|
||
|
case ShaderLanguage::TYPE_VEC3: {
|
||
|
pi.type = Variant::VECTOR3;
|
||
|
} break;
|
||
|
|
||
|
case ShaderLanguage::TYPE_VEC4: {
|
||
|
if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
|
||
|
pi.type = Variant::COLOR;
|
||
|
} else {
|
||
|
pi.type = Variant::PLANE;
|
||
|
}
|
||
|
} break;
|
||
|
|
||
|
case ShaderLanguage::TYPE_MAT2: {
|
||
|
pi.type = Variant::TRANSFORM2D;
|
||
|
} break;
|
||
|
|
||
|
case ShaderLanguage::TYPE_MAT3: {
|
||
|
pi.type = Variant::BASIS;
|
||
|
} break;
|
||
|
|
||
|
case ShaderLanguage::TYPE_MAT4: {
|
||
|
pi.type = Variant::TRANSFORM3D;
|
||
|
} break;
|
||
|
|
||
|
case ShaderLanguage::TYPE_SAMPLER2D:
|
||
|
// case ShaderLanguage::TYPE_SAMPLEREXT:
|
||
|
case ShaderLanguage::TYPE_ISAMPLER2D:
|
||
|
case ShaderLanguage::TYPE_USAMPLER2D: {
|
||
|
pi.type = Variant::OBJECT;
|
||
|
pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
|
||
|
pi.hint_string = "Texture";
|
||
|
} break;
|
||
|
|
||
|
case ShaderLanguage::TYPE_SAMPLERCUBE: {
|
||
|
pi.type = Variant::OBJECT;
|
||
|
pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
|
||
|
pi.hint_string = "CubeMap";
|
||
|
} break;
|
||
|
|
||
|
case ShaderLanguage::TYPE_SAMPLER2DARRAY:
|
||
|
case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
|
||
|
case ShaderLanguage::TYPE_USAMPLER2DARRAY:
|
||
|
case ShaderLanguage::TYPE_SAMPLER3D:
|
||
|
case ShaderLanguage::TYPE_ISAMPLER3D:
|
||
|
case ShaderLanguage::TYPE_USAMPLER3D: {
|
||
|
// Not implemented in GLES2
|
||
|
} break;
|
||
|
// new for godot 4
|
||
|
case ShaderLanguage::TYPE_SAMPLERCUBEARRAY:
|
||
|
case ShaderLanguage::TYPE_STRUCT:
|
||
|
case ShaderLanguage::TYPE_MAX: {
|
||
|
} break;
|
||
|
}
|
||
|
|
||
|
p_param_list->push_back(pi);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) {
|
||
|
Shader *shader = shader_owner.getornull(p_shader);
|
||
|
ERR_FAIL_COND(!shader);
|
||
|
ERR_FAIL_COND(p_texture.is_valid() && !texture_owner.owns(p_texture));
|
||
|
|
||
|
if (p_texture.is_valid()) {
|
||
|
shader->default_textures[p_name] = p_texture;
|
||
|
} else {
|
||
|
shader->default_textures.erase(p_name);
|
||
|
}
|
||
|
|
||
|
_shader_make_dirty(shader);
|
||
|
}
|
||
|
|
||
|
RID RasterizerStorageGLES2::shader_get_default_texture_param(RID p_shader, const StringName &p_name) const {
|
||
|
const Shader *shader = shader_owner.getornull(p_shader);
|
||
|
ERR_FAIL_COND_V(!shader, RID());
|
||
|
|
||
|
const Map<StringName, RID>::Element *E = shader->default_textures.find(p_name);
|
||
|
|
||
|
if (!E) {
|
||
|
return RID();
|
||
|
}
|
||
|
|
||
|
return E->get();
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::shader_add_custom_define(RID p_shader, const String &p_define) {
|
||
|
Shader *shader = shader_owner.getornull(p_shader);
|
||
|
ERR_FAIL_COND(!shader);
|
||
|
|
||
|
shader->shader->add_custom_define(p_define);
|
||
|
|
||
|
_shader_make_dirty(shader);
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::shader_get_custom_defines(RID p_shader, Vector<String> *p_defines) const {
|
||
|
Shader *shader = shader_owner.getornull(p_shader);
|
||
|
ERR_FAIL_COND(!shader);
|
||
|
|
||
|
shader->shader->get_custom_defines(p_defines);
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::shader_remove_custom_define(RID p_shader, const String &p_define) {
|
||
|
Shader *shader = shader_owner.getornull(p_shader);
|
||
|
ERR_FAIL_COND(!shader);
|
||
|
|
||
|
shader->shader->remove_custom_define(p_define);
|
||
|
|
||
|
_shader_make_dirty(shader);
|
||
|
}
|
||
|
|
||
|
/* COMMON MATERIAL API */
|
||
|
|
||
|
void RasterizerStorageGLES2::_material_make_dirty(Material *p_material) const {
|
||
|
if (p_material->dirty_list.in_list())
|
||
|
return;
|
||
|
|
||
|
_material_dirty_list.add(&p_material->dirty_list);
|
||
|
}
|
||
|
|
||
|
RID RasterizerStorageGLES2::material_allocate() {
|
||
|
Material *material = memnew(Material);
|
||
|
return material_owner.make_rid(material);
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::material_initialize(RID p_rid) {
|
||
|
}
|
||
|
|
||
|
//RID RasterizerStorageGLES2::material_create() {
|
||
|
// Material *material = memnew(Material);
|
||
|
|
||
|
// return material_owner.make_rid(material);
|
||
|
//}
|
||
|
|
||
|
void RasterizerStorageGLES2::material_set_shader(RID p_material, RID p_shader) {
|
||
|
Material *material = material_owner.getornull(p_material);
|
||
|
ERR_FAIL_COND(!material);
|
||
|
|
||
|
Shader *shader = shader_owner.getornull(p_shader);
|
||
|
|
||
|
if (material->shader) {
|
||
|
// if a shader is present, remove the old shader
|
||
|
material->shader->materials.remove(&material->list);
|
||
|
}
|
||
|
|
||
|
material->shader = shader;
|
||
|
|
||
|
if (shader) {
|
||
|
shader->materials.add(&material->list);
|
||
|
}
|
||
|
|
||
|
_material_make_dirty(material);
|
||
|
}
|
||
|
|
||
|
RID RasterizerStorageGLES2::material_get_shader(RID p_material) const {
|
||
|
const Material *material = material_owner.getornull(p_material);
|
||
|
ERR_FAIL_COND_V(!material, RID());
|
||
|
|
||
|
if (material->shader) {
|
||
|
return material->shader->self;
|
||
|
}
|
||
|
|
||
|
return RID();
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) {
|
||
|
Material *material = material_owner.getornull(p_material);
|
||
|
ERR_FAIL_COND(!material);
|
||
|
|
||
|
if (p_value.get_type() == Variant::NIL) {
|
||
|
material->params.erase(p_param);
|
||
|
} else {
|
||
|
material->params[p_param] = p_value;
|
||
|
}
|
||
|
|
||
|
_material_make_dirty(material);
|
||
|
}
|
||
|
|
||
|
Variant RasterizerStorageGLES2::material_get_param(RID p_material, const StringName &p_param) const {
|
||
|
const Material *material = material_owner.getornull(p_material);
|
||
|
ERR_FAIL_COND_V(!material, RID());
|
||
|
|
||
|
if (material->params.has(p_param)) {
|
||
|
return material->params[p_param];
|
||
|
}
|
||
|
|
||
|
return material_get_param_default(p_material, p_param);
|
||
|
}
|
||
|
|
||
|
Variant RasterizerStorageGLES2::material_get_param_default(RID p_material, const StringName &p_param) const {
|
||
|
const Material *material = material_owner.getornull(p_material);
|
||
|
ERR_FAIL_COND_V(!material, Variant());
|
||
|
|
||
|
if (material->shader) {
|
||
|
if (material->shader->uniforms.has(p_param)) {
|
||
|
ShaderLanguage::ShaderNode::Uniform uniform = material->shader->uniforms[p_param];
|
||
|
Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
|
||
|
return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
|
||
|
}
|
||
|
}
|
||
|
return Variant();
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::material_set_line_width(RID p_material, float p_width) {
|
||
|
Material *material = material_owner.getornull(p_material);
|
||
|
ERR_FAIL_COND(!material);
|
||
|
|
||
|
material->line_width = p_width;
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::material_set_next_pass(RID p_material, RID p_next_material) {
|
||
|
Material *material = material_owner.getornull(p_material);
|
||
|
ERR_FAIL_COND(!material);
|
||
|
|
||
|
material->next_pass = p_next_material;
|
||
|
}
|
||
|
|
||
|
bool RasterizerStorageGLES2::material_is_animated(RID p_material) {
|
||
|
Material *material = material_owner.getornull(p_material);
|
||
|
ERR_FAIL_COND_V(!material, false);
|
||
|
if (material->dirty_list.in_list()) {
|
||
|
_update_material(material);
|
||
|
}
|
||
|
|
||
|
bool animated = material->is_animated_cache;
|
||
|
if (!animated && material->next_pass.is_valid()) {
|
||
|
animated = material_is_animated(material->next_pass);
|
||
|
}
|
||
|
return animated;
|
||
|
}
|
||
|
|
||
|
bool RasterizerStorageGLES2::material_casts_shadows(RID p_material) {
|
||
|
Material *material = material_owner.getornull(p_material);
|
||
|
ERR_FAIL_COND_V(!material, false);
|
||
|
if (material->dirty_list.in_list()) {
|
||
|
_update_material(material);
|
||
|
}
|
||
|
|
||
|
bool casts_shadows = material->can_cast_shadow_cache;
|
||
|
|
||
|
if (!casts_shadows && material->next_pass.is_valid()) {
|
||
|
casts_shadows = material_casts_shadows(material->next_pass);
|
||
|
}
|
||
|
|
||
|
return casts_shadows;
|
||
|
}
|
||
|
|
||
|
bool RasterizerStorageGLES2::material_uses_tangents(RID p_material) {
|
||
|
Material *material = material_owner.getornull(p_material);
|
||
|
ERR_FAIL_COND_V(!material, false);
|
||
|
|
||
|
if (!material->shader) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if (material->shader->dirty_list.in_list()) {
|
||
|
_update_shader(material->shader);
|
||
|
}
|
||
|
|
||
|
return material->shader->spatial.uses_tangent;
|
||
|
}
|
||
|
|
||
|
bool RasterizerStorageGLES2::material_uses_ensure_correct_normals(RID p_material) {
|
||
|
Material *material = material_owner.getornull(p_material);
|
||
|
ERR_FAIL_COND_V(!material, false);
|
||
|
|
||
|
if (!material->shader) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if (material->shader->dirty_list.in_list()) {
|
||
|
_update_shader(material->shader);
|
||
|
}
|
||
|
|
||
|
return material->shader->spatial.uses_ensure_correct_normals;
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::material_add_instance_owner(RID p_material, DependencyTracker *p_instance) {
|
||
|
/*
|
||
|
Material *material = material_owner.getornull(p_material);
|
||
|
ERR_FAIL_COND(!material);
|
||
|
|
||
|
Map<InstanceBaseDependency *, int>::Element *E = material->instance_owners.find(p_instance);
|
||
|
if (E) {
|
||
|
E->get()++;
|
||
|
} else {
|
||
|
material->instance_owners[p_instance] = 1;
|
||
|
}
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::material_remove_instance_owner(RID p_material, DependencyTracker *p_instance) {
|
||
|
/*
|
||
|
Material *material = material_owner.getornull(p_material);
|
||
|
ERR_FAIL_COND(!material);
|
||
|
|
||
|
Map<InstanceBaseDependency *, int>::Element *E = material->instance_owners.find(p_instance);
|
||
|
ERR_FAIL_COND(!E);
|
||
|
|
||
|
E->get()--;
|
||
|
|
||
|
if (E->get() == 0) {
|
||
|
material->instance_owners.erase(E);
|
||
|
}
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::material_set_render_priority(RID p_material, int priority) {
|
||
|
ERR_FAIL_COND(priority < GD_VS::MATERIAL_RENDER_PRIORITY_MIN);
|
||
|
ERR_FAIL_COND(priority > GD_VS::MATERIAL_RENDER_PRIORITY_MAX);
|
||
|
|
||
|
Material *material = material_owner.getornull(p_material);
|
||
|
ERR_FAIL_COND(!material);
|
||
|
|
||
|
material->render_priority = priority;
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::_update_material(Material *p_material) {
|
||
|
if (p_material->dirty_list.in_list()) {
|
||
|
_material_dirty_list.remove(&p_material->dirty_list);
|
||
|
}
|
||
|
|
||
|
if (p_material->shader && p_material->shader->dirty_list.in_list()) {
|
||
|
_update_shader(p_material->shader);
|
||
|
}
|
||
|
|
||
|
if (p_material->shader && !p_material->shader->valid) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
{
|
||
|
bool can_cast_shadow = false;
|
||
|
bool is_animated = false;
|
||
|
|
||
|
if (p_material->shader && p_material->shader->mode == GD_VS::SHADER_SPATIAL) {
|
||
|
if (p_material->shader->spatial.blend_mode == Shader::Spatial::BLEND_MODE_MIX &&
|
||
|
(!p_material->shader->spatial.uses_alpha || p_material->shader->spatial.depth_draw_mode == Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS)) {
|
||
|
can_cast_shadow = true;
|
||
|
}
|
||
|
|
||
|
if (p_material->shader->spatial.uses_discard && p_material->shader->uses_fragment_time) {
|
||
|
is_animated = true;
|
||
|
}
|
||
|
|
||
|
if (p_material->shader->spatial.uses_vertex && p_material->shader->uses_vertex_time) {
|
||
|
is_animated = true;
|
||
|
}
|
||
|
|
||
|
if (can_cast_shadow != p_material->can_cast_shadow_cache || is_animated != p_material->is_animated_cache) {
|
||
|
p_material->can_cast_shadow_cache = can_cast_shadow;
|
||
|
p_material->is_animated_cache = is_animated;
|
||
|
|
||
|
/*
|
||
|
for (Map<Geometry *, int>::Element *E = p_material->geometry_owners.front(); E; E = E->next()) {
|
||
|
E->key()->material_changed_notify();
|
||
|
}
|
||
|
|
||
|
for (Map<InstanceBaseDependency *, int>::Element *E = p_material->instance_owners.front(); E; E = E->next()) {
|
||
|
E->key()->base_changed(false, true);
|
||
|
}
|
||
|
*/
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// uniforms and other things will be set in the use_material method in ShaderGLES2
|
||
|
|
||
|
if (p_material->shader && p_material->shader->texture_count > 0) {
|
||
|
p_material->textures.resize(p_material->shader->texture_count);
|
||
|
|
||
|
for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = p_material->shader->uniforms.front(); E; E = E->next()) {
|
||
|
if (E->get().texture_order < 0)
|
||
|
continue; // not a texture, does not go here
|
||
|
|
||
|
RID texture;
|
||
|
|
||
|
Map<StringName, Variant>::Element *V = p_material->params.find(E->key());
|
||
|
|
||
|
if (V) {
|
||
|
texture = V->get();
|
||
|
}
|
||
|
|
||
|
if (!texture.is_valid()) {
|
||
|
Map<StringName, RID>::Element *W = p_material->shader->default_textures.find(E->key());
|
||
|
|
||
|
if (W) {
|
||
|
texture = W->get();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
p_material->textures.write[E->get().texture_order] = Pair<StringName, RID>(E->key(), texture);
|
||
|
}
|
||
|
} else {
|
||
|
p_material->textures.clear();
|
||
|
}
|
||
|
}
|
||
|
/*
|
||
|
void RasterizerStorageGLES2::_material_add_geometry(RID p_material, Geometry *p_geometry) {
|
||
|
Material *material = material_owner.getornull(p_material);
|
||
|
ERR_FAIL_COND(!material);
|
||
|
|
||
|
Map<Geometry *, int>::Element *I = material->geometry_owners.find(p_geometry);
|
||
|
|
||
|
if (I) {
|
||
|
I->get()++;
|
||
|
} else {
|
||
|
material->geometry_owners[p_geometry] = 1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::_material_remove_geometry(RID p_material, Geometry *p_geometry) {
|
||
|
Material *material = material_owner.getornull(p_material);
|
||
|
ERR_FAIL_COND(!material);
|
||
|
|
||
|
Map<Geometry *, int>::Element *I = material->geometry_owners.find(p_geometry);
|
||
|
ERR_FAIL_COND(!I);
|
||
|
|
||
|
I->get()--;
|
||
|
|
||
|
if (I->get() == 0) {
|
||
|
material->geometry_owners.erase(I);
|
||
|
}
|
||
|
}
|
||
|
*/
|
||
|
void RasterizerStorageGLES2::update_dirty_materials() {
|
||
|
while (_material_dirty_list.first()) {
|
||
|
Material *material = _material_dirty_list.first()->self();
|
||
|
_update_material(material);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/* RENDER TARGET */
|
||
|
|
||
|
void RasterizerStorageGLES2::_set_current_render_target(RID p_render_target) {
|
||
|
#ifdef GLES2_DISABLE_RENDER_TARGETS
|
||
|
return;
|
||
|
#endif
|
||
|
|
||
|
RenderTarget *rt = render_target_owner.getornull(p_render_target);
|
||
|
|
||
|
// FTODO
|
||
|
// if (!p_render_target.is_valid() && storage->frame.current_rt && storage->frame.clear_request) {
|
||
|
// // pending clear request. Do that first.
|
||
|
// glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
|
||
|
// glClearColor(storage->frame.clear_request_color.r,
|
||
|
// storage->frame.clear_request_color.g,
|
||
|
// storage->frame.clear_request_color.b,
|
||
|
// storage->frame.clear_request_color.a);
|
||
|
// glClear(GL_COLOR_BUFFER_BIT);
|
||
|
// }
|
||
|
|
||
|
if (rt) {
|
||
|
if (rt->allocate_is_dirty) {
|
||
|
rt->allocate_is_dirty = false;
|
||
|
_render_target_allocate(rt);
|
||
|
}
|
||
|
|
||
|
// if (p_render_target.is_valid()) {
|
||
|
// RasterizerStorageGLES2::RenderTarget *rt = storage.render_target_owner.getornull(p_render_target);
|
||
|
frame.current_rt = rt;
|
||
|
ERR_FAIL_COND(!rt);
|
||
|
frame.clear_request = false;
|
||
|
|
||
|
glViewport(0, 0, rt->width, rt->height);
|
||
|
|
||
|
// print_line("_set_current_render_target w " + itos(rt->width) + " h " + itos(rt->height));
|
||
|
|
||
|
_dims.rt_width = rt->width;
|
||
|
_dims.rt_height = rt->height;
|
||
|
_dims.win_width = rt->width;
|
||
|
_dims.win_height = rt->height;
|
||
|
|
||
|
} else {
|
||
|
frame.current_rt = NULL;
|
||
|
frame.clear_request = false;
|
||
|
// FTODO
|
||
|
// glViewport(0, 0, OS::get_singleton()->get_window_size().width, OS::get_singleton()->get_window_size().height);
|
||
|
bind_framebuffer_system();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
|
||
|
#ifdef GLES2_DISABLE_RENDER_TARGETS
|
||
|
return;
|
||
|
#endif
|
||
|
|
||
|
// do not allocate a render target with no size
|
||
|
if (rt->width <= 0 || rt->height <= 0)
|
||
|
return;
|
||
|
|
||
|
// do not allocate a render target that is attached to the screen
|
||
|
if (rt->flags[RENDER_TARGET_DIRECT_TO_SCREEN]) {
|
||
|
rt->fbo = RasterizerStorageGLES2::system_fbo;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
GLuint color_internal_format;
|
||
|
GLuint color_format;
|
||
|
GLuint color_type = GL_UNSIGNED_BYTE;
|
||
|
Image::Format image_format;
|
||
|
|
||
|
if (rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT]) {
|
||
|
#ifdef GLES_OVER_GL
|
||
|
color_internal_format = GL_RGBA8;
|
||
|
#else
|
||
|
color_internal_format = GL_RGBA;
|
||
|
#endif
|
||
|
color_format = GL_RGBA;
|
||
|
image_format = Image::FORMAT_RGBA8;
|
||
|
} else {
|
||
|
#ifdef GLES_OVER_GL
|
||
|
color_internal_format = GL_RGB8;
|
||
|
#else
|
||
|
color_internal_format = GL_RGB;
|
||
|
#endif
|
||
|
color_format = GL_RGB;
|
||
|
image_format = Image::FORMAT_RGB8;
|
||
|
}
|
||
|
|
||
|
rt->used_dof_blur_near = false;
|
||
|
rt->mip_maps_allocated = false;
|
||
|
|
||
|
{
|
||
|
/* Front FBO */
|
||
|
|
||
|
Texture *texture = texture_owner.getornull(rt->texture);
|
||
|
ERR_FAIL_COND(!texture);
|
||
|
|
||
|
// framebuffer
|
||
|
glGenFramebuffers(1, &rt->fbo);
|
||
|
bind_framebuffer(rt->fbo);
|
||
|
|
||
|
// color
|
||
|
glGenTextures(1, &rt->color);
|
||
|
glBindTexture(GL_TEXTURE_2D, rt->color);
|
||
|
|
||
|
glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, rt->width, rt->height, 0, color_format, color_type, NULL);
|
||
|
|
||
|
if (texture->flags & TEXTURE_FLAG_FILTER) {
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||
|
} else {
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||
|
}
|
||
|
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||
|
|
||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
|
||
|
|
||
|
// depth
|
||
|
|
||
|
if (config.support_depth_texture) {
|
||
|
glGenTextures(1, &rt->depth);
|
||
|
glBindTexture(GL_TEXTURE_2D, rt->depth);
|
||
|
glTexImage2D(GL_TEXTURE_2D, 0, config.depth_internalformat, rt->width, rt->height, 0, GL_DEPTH_COMPONENT, config.depth_type, NULL);
|
||
|
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||
|
|
||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
|
||
|
} else {
|
||
|
glGenRenderbuffers(1, &rt->depth);
|
||
|
glBindRenderbuffer(GL_RENDERBUFFER, rt->depth);
|
||
|
|
||
|
glRenderbufferStorage(GL_RENDERBUFFER, config.depth_buffer_internalformat, rt->width, rt->height);
|
||
|
|
||
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
|
||
|
}
|
||
|
|
||
|
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||
|
|
||
|
if (status != GL_FRAMEBUFFER_COMPLETE) {
|
||
|
glDeleteFramebuffers(1, &rt->fbo);
|
||
|
if (config.support_depth_texture) {
|
||
|
glDeleteTextures(1, &rt->depth);
|
||
|
} else {
|
||
|
glDeleteRenderbuffers(1, &rt->depth);
|
||
|
}
|
||
|
|
||
|
glDeleteTextures(1, &rt->color);
|
||
|
rt->fbo = 0;
|
||
|
rt->width = 0;
|
||
|
rt->height = 0;
|
||
|
rt->color = 0;
|
||
|
rt->depth = 0;
|
||
|
texture->tex_id = 0;
|
||
|
texture->active = false;
|
||
|
WARN_PRINT("Could not create framebuffer!!");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
texture->format = image_format;
|
||
|
texture->gl_format_cache = color_format;
|
||
|
texture->gl_type_cache = GL_UNSIGNED_BYTE;
|
||
|
texture->gl_internal_format_cache = color_internal_format;
|
||
|
texture->tex_id = rt->color;
|
||
|
texture->width = rt->width;
|
||
|
texture->alloc_width = rt->width;
|
||
|
texture->height = rt->height;
|
||
|
texture->alloc_height = rt->height;
|
||
|
texture->active = true;
|
||
|
|
||
|
texture_set_flags(rt->texture, texture->flags);
|
||
|
}
|
||
|
|
||
|
/* BACK FBO */
|
||
|
/* For MSAA */
|
||
|
|
||
|
#ifndef JAVASCRIPT_ENABLED
|
||
|
if (rt->msaa >= GD_VS::VIEWPORT_MSAA_2X && rt->msaa <= GD_VS::VIEWPORT_MSAA_8X && config.multisample_supported) {
|
||
|
rt->multisample_active = true;
|
||
|
|
||
|
static const int msaa_value[] = { 0, 2, 4, 8, 16 };
|
||
|
int msaa = msaa_value[rt->msaa];
|
||
|
|
||
|
int max_samples = 0;
|
||
|
glGetIntegerv(GL_MAX_SAMPLES, &max_samples);
|
||
|
if (msaa > max_samples) {
|
||
|
WARN_PRINT("MSAA must be <= GL_MAX_SAMPLES, falling-back to GL_MAX_SAMPLES = " + itos(max_samples));
|
||
|
msaa = max_samples;
|
||
|
}
|
||
|
|
||
|
//regular fbo
|
||
|
glGenFramebuffers(1, &rt->multisample_fbo);
|
||
|
bind_framebuffer(rt->multisample_fbo);
|
||
|
|
||
|
glGenRenderbuffers(1, &rt->multisample_depth);
|
||
|
glBindRenderbuffer(GL_RENDERBUFFER, rt->multisample_depth);
|
||
|
glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, config.depth_buffer_internalformat, rt->width, rt->height);
|
||
|
|
||
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->multisample_depth);
|
||
|
|
||
|
#if defined(GLES_OVER_GL) || defined(IPHONE_ENABLED)
|
||
|
|
||
|
glGenRenderbuffers(1, &rt->multisample_color);
|
||
|
glBindRenderbuffer(GL_RENDERBUFFER, rt->multisample_color);
|
||
|
glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, color_internal_format, rt->width, rt->height);
|
||
|
|
||
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rt->multisample_color);
|
||
|
#elif ANDROID_ENABLED
|
||
|
// Render to a texture in android
|
||
|
glGenTextures(1, &rt->multisample_color);
|
||
|
glBindTexture(GL_TEXTURE_2D, rt->multisample_color);
|
||
|
|
||
|
glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, rt->width, rt->height, 0, color_format, color_type, NULL);
|
||
|
|
||
|
// multisample buffer is same size as front buffer, so just use nearest
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||
|
|
||
|
glFramebufferTexture2DMultisample(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->multisample_color, 0, msaa);
|
||
|
#endif
|
||
|
|
||
|
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||
|
|
||
|
if (status != GL_FRAMEBUFFER_COMPLETE) {
|
||
|
// Delete allocated resources and default to no MSAA
|
||
|
WARN_PRINT_ONCE("Cannot allocate back framebuffer for MSAA");
|
||
|
printf("err status: %x\n", status);
|
||
|
config.multisample_supported = false;
|
||
|
rt->multisample_active = false;
|
||
|
|
||
|
glDeleteFramebuffers(1, &rt->multisample_fbo);
|
||
|
rt->multisample_fbo = 0;
|
||
|
|
||
|
glDeleteRenderbuffers(1, &rt->multisample_depth);
|
||
|
rt->multisample_depth = 0;
|
||
|
#ifdef ANDROID_ENABLED
|
||
|
glDeleteTextures(1, &rt->multisample_color);
|
||
|
#else
|
||
|
glDeleteRenderbuffers(1, &rt->multisample_color);
|
||
|
#endif
|
||
|
rt->multisample_color = 0;
|
||
|
}
|
||
|
|
||
|
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
||
|
bind_framebuffer(0);
|
||
|
#ifdef ANDROID_ENABLED
|
||
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||
|
#endif
|
||
|
|
||
|
} else
|
||
|
#endif // JAVASCRIPT_ENABLED
|
||
|
{
|
||
|
rt->multisample_active = false;
|
||
|
}
|
||
|
|
||
|
glClearColor(0, 0, 0, 0);
|
||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||
|
|
||
|
// copy texscreen buffers
|
||
|
// if (!(rt->flags[RendererStorage::RENDER_TARGET_NO_SAMPLING])) {
|
||
|
if (true) {
|
||
|
glGenTextures(1, &rt->copy_screen_effect.color);
|
||
|
glBindTexture(GL_TEXTURE_2D, rt->copy_screen_effect.color);
|
||
|
|
||
|
if (rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT]) {
|
||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||
|
} else {
|
||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, rt->width, rt->height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
|
||
|
}
|
||
|
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||
|
|
||
|
glGenFramebuffers(1, &rt->copy_screen_effect.fbo);
|
||
|
bind_framebuffer(rt->copy_screen_effect.fbo);
|
||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->copy_screen_effect.color, 0);
|
||
|
|
||
|
glClearColor(0, 0, 0, 0);
|
||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||
|
|
||
|
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||
|
if (status != GL_FRAMEBUFFER_COMPLETE) {
|
||
|
_render_target_clear(rt);
|
||
|
ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Allocate mipmap chains for post_process effects
|
||
|
// if (!rt->flags[RendererStorage::RENDER_TARGET_NO_3D] && rt->width >= 2 && rt->height >= 2) {
|
||
|
if (rt->width >= 2 && rt->height >= 2) {
|
||
|
for (int i = 0; i < 2; i++) {
|
||
|
ERR_FAIL_COND(rt->mip_maps[i].sizes.size());
|
||
|
int w = rt->width;
|
||
|
int h = rt->height;
|
||
|
|
||
|
if (i > 0) {
|
||
|
w >>= 1;
|
||
|
h >>= 1;
|
||
|
}
|
||
|
|
||
|
int level = 0;
|
||
|
int fb_w = w;
|
||
|
int fb_h = h;
|
||
|
|
||
|
while (true) {
|
||
|
RenderTarget::MipMaps::Size mm;
|
||
|
mm.width = w;
|
||
|
mm.height = h;
|
||
|
rt->mip_maps[i].sizes.push_back(mm);
|
||
|
|
||
|
w >>= 1;
|
||
|
h >>= 1;
|
||
|
|
||
|
if (w < 2 || h < 2)
|
||
|
break;
|
||
|
|
||
|
level++;
|
||
|
}
|
||
|
|
||
|
GLsizei width = fb_w;
|
||
|
GLsizei height = fb_h;
|
||
|
|
||
|
if (config.render_to_mipmap_supported) {
|
||
|
glGenTextures(1, &rt->mip_maps[i].color);
|
||
|
glBindTexture(GL_TEXTURE_2D, rt->mip_maps[i].color);
|
||
|
|
||
|
for (int l = 0; l < level + 1; l++) {
|
||
|
glTexImage2D(GL_TEXTURE_2D, l, color_internal_format, width, height, 0, color_format, color_type, NULL);
|
||
|
width = MAX(1, (width / 2));
|
||
|
height = MAX(1, (height / 2));
|
||
|
}
|
||
|
#ifdef GLES_OVER_GL
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level);
|
||
|
#endif
|
||
|
} else {
|
||
|
// Can't render to specific levels of a mipmap in ES 2.0 or Webgl so create a texture for each level
|
||
|
for (int l = 0; l < level + 1; l++) {
|
||
|
glGenTextures(1, &rt->mip_maps[i].sizes.write[l].color);
|
||
|
glBindTexture(GL_TEXTURE_2D, rt->mip_maps[i].sizes[l].color);
|
||
|
glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, width, height, 0, color_format, color_type, NULL);
|
||
|
width = MAX(1, (width / 2));
|
||
|
height = MAX(1, (height / 2));
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
glDisable(GL_SCISSOR_TEST);
|
||
|
glColorMask(1, 1, 1, 1);
|
||
|
glDepthMask(GL_TRUE);
|
||
|
|
||
|
for (int j = 0; j < rt->mip_maps[i].sizes.size(); j++) {
|
||
|
RenderTarget::MipMaps::Size &mm = rt->mip_maps[i].sizes.write[j];
|
||
|
|
||
|
glGenFramebuffers(1, &mm.fbo);
|
||
|
bind_framebuffer(mm.fbo);
|
||
|
|
||
|
if (config.render_to_mipmap_supported) {
|
||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->mip_maps[i].color, j);
|
||
|
} else {
|
||
|
glBindTexture(GL_TEXTURE_2D, rt->mip_maps[i].sizes[j].color);
|
||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->mip_maps[i].sizes[j].color, 0);
|
||
|
}
|
||
|
|
||
|
bool used_depth = false;
|
||
|
if (j == 0 && i == 0) { //use always
|
||
|
if (config.support_depth_texture) {
|
||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
|
||
|
} else {
|
||
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
|
||
|
}
|
||
|
used_depth = true;
|
||
|
}
|
||
|
|
||
|
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||
|
if (status != GL_FRAMEBUFFER_COMPLETE) {
|
||
|
WARN_PRINT_ONCE("Cannot allocate mipmaps for 3D post processing effects");
|
||
|
bind_framebuffer_system();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
glClearColor(1.0, 0.0, 1.0, 0.0);
|
||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||
|
if (used_depth) {
|
||
|
glClearDepth(1.0);
|
||
|
glClear(GL_DEPTH_BUFFER_BIT);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
rt->mip_maps[i].levels = level;
|
||
|
|
||
|
if (config.render_to_mipmap_supported) {
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||
|
}
|
||
|
}
|
||
|
rt->mip_maps_allocated = true;
|
||
|
}
|
||
|
|
||
|
bind_framebuffer_system();
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::_render_target_clear(RenderTarget *rt) {
|
||
|
#ifdef GLES2_DISABLE_RENDER_TARGETS
|
||
|
return;
|
||
|
#endif
|
||
|
|
||
|
// there is nothing to clear when DIRECT_TO_SCREEN is used
|
||
|
if (rt->flags[RENDER_TARGET_DIRECT_TO_SCREEN])
|
||
|
return;
|
||
|
|
||
|
if (rt->fbo) {
|
||
|
glDeleteFramebuffers(1, &rt->fbo);
|
||
|
glDeleteTextures(1, &rt->color);
|
||
|
rt->fbo = 0;
|
||
|
}
|
||
|
|
||
|
if (rt->external.fbo != 0) {
|
||
|
// free this
|
||
|
glDeleteFramebuffers(1, &rt->external.fbo);
|
||
|
|
||
|
// clean up our texture
|
||
|
Texture *t = texture_owner.getornull(rt->external.texture);
|
||
|
t->alloc_height = 0;
|
||
|
t->alloc_width = 0;
|
||
|
t->width = 0;
|
||
|
t->height = 0;
|
||
|
t->active = false;
|
||
|
texture_owner.free(rt->external.texture);
|
||
|
memdelete(t);
|
||
|
|
||
|
rt->external.fbo = 0;
|
||
|
}
|
||
|
|
||
|
if (rt->depth) {
|
||
|
if (config.support_depth_texture) {
|
||
|
glDeleteTextures(1, &rt->depth);
|
||
|
} else {
|
||
|
glDeleteRenderbuffers(1, &rt->depth);
|
||
|
}
|
||
|
|
||
|
rt->depth = 0;
|
||
|
}
|
||
|
|
||
|
Texture *tex = texture_owner.getornull(rt->texture);
|
||
|
tex->alloc_height = 0;
|
||
|
tex->alloc_width = 0;
|
||
|
tex->width = 0;
|
||
|
tex->height = 0;
|
||
|
tex->active = false;
|
||
|
|
||
|
if (rt->copy_screen_effect.color) {
|
||
|
glDeleteFramebuffers(1, &rt->copy_screen_effect.fbo);
|
||
|
rt->copy_screen_effect.fbo = 0;
|
||
|
|
||
|
glDeleteTextures(1, &rt->copy_screen_effect.color);
|
||
|
rt->copy_screen_effect.color = 0;
|
||
|
}
|
||
|
|
||
|
for (int i = 0; i < 2; i++) {
|
||
|
if (rt->mip_maps[i].sizes.size()) {
|
||
|
for (int j = 0; j < rt->mip_maps[i].sizes.size(); j++) {
|
||
|
glDeleteFramebuffers(1, &rt->mip_maps[i].sizes[j].fbo);
|
||
|
glDeleteTextures(1, &rt->mip_maps[i].sizes[j].color);
|
||
|
}
|
||
|
|
||
|
glDeleteTextures(1, &rt->mip_maps[i].color);
|
||
|
rt->mip_maps[i].sizes.clear();
|
||
|
rt->mip_maps[i].levels = 0;
|
||
|
rt->mip_maps[i].color = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (rt->multisample_active) {
|
||
|
glDeleteFramebuffers(1, &rt->multisample_fbo);
|
||
|
rt->multisample_fbo = 0;
|
||
|
|
||
|
glDeleteRenderbuffers(1, &rt->multisample_depth);
|
||
|
rt->multisample_depth = 0;
|
||
|
#ifdef ANDROID_ENABLED
|
||
|
glDeleteTextures(1, &rt->multisample_color);
|
||
|
#else
|
||
|
glDeleteRenderbuffers(1, &rt->multisample_color);
|
||
|
#endif
|
||
|
rt->multisample_color = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
RID RasterizerStorageGLES2::render_target_create() {
|
||
|
#ifdef GLES2_DISABLE_RENDER_TARGETS
|
||
|
// return RID();
|
||
|
#endif
|
||
|
|
||
|
RenderTarget *rt = memnew(RenderTarget);
|
||
|
Texture *t = memnew(Texture);
|
||
|
|
||
|
t->type = GD_RD::TEXTURE_TYPE_2D;
|
||
|
t->flags = 0;
|
||
|
t->width = 0;
|
||
|
t->height = 0;
|
||
|
t->alloc_height = 0;
|
||
|
t->alloc_width = 0;
|
||
|
t->format = Image::FORMAT_R8;
|
||
|
t->target = GL_TEXTURE_2D;
|
||
|
t->gl_format_cache = 0;
|
||
|
t->gl_internal_format_cache = 0;
|
||
|
t->gl_type_cache = 0;
|
||
|
t->data_size = 0;
|
||
|
t->total_data_size = 0;
|
||
|
t->ignore_mipmaps = false;
|
||
|
t->compressed = false;
|
||
|
t->mipmaps = 1;
|
||
|
t->active = true;
|
||
|
t->tex_id = 0;
|
||
|
t->render_target = rt;
|
||
|
|
||
|
rt->texture = texture_owner.make_rid(t);
|
||
|
return render_target_owner.make_rid(rt);
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::render_target_set_position(RID p_render_target, int p_x, int p_y) {
|
||
|
#ifdef GLES2_DISABLE_RENDER_TARGETS
|
||
|
return;
|
||
|
#endif
|
||
|
|
||
|
RenderTarget *rt = render_target_owner.getornull(p_render_target);
|
||
|
ERR_FAIL_COND(!rt);
|
||
|
|
||
|
rt->x = p_x;
|
||
|
rt->y = p_y;
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) {
|
||
|
#ifdef GLES2_DISABLE_RENDER_TARGETS
|
||
|
return;
|
||
|
#endif
|
||
|
|
||
|
RenderTarget *rt = render_target_owner.getornull(p_render_target);
|
||
|
ERR_FAIL_COND(!rt);
|
||
|
|
||
|
if (p_width == rt->width && p_height == rt->height)
|
||
|
return;
|
||
|
|
||
|
_render_target_clear(rt);
|
||
|
|
||
|
rt->width = p_width;
|
||
|
rt->height = p_height;
|
||
|
|
||
|
// print_line("render_target_set_size " + itos(p_render_target.get_id()) + ", w " + itos(p_width) + " h " + itos(p_height));
|
||
|
|
||
|
rt->allocate_is_dirty = true;
|
||
|
//_render_target_allocate(rt);
|
||
|
}
|
||
|
|
||
|
RID RasterizerStorageGLES2::render_target_get_texture(RID p_render_target) {
|
||
|
#ifdef GLES2_DISABLE_RENDER_TARGETS
|
||
|
return RID();
|
||
|
#endif
|
||
|
|
||
|
RenderTarget *rt = render_target_owner.getornull(p_render_target);
|
||
|
ERR_FAIL_COND_V(!rt, RID());
|
||
|
|
||
|
if (rt->external.fbo == 0) {
|
||
|
return rt->texture;
|
||
|
} else {
|
||
|
return rt->external.texture;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) {
|
||
|
#ifdef GLES2_DISABLE_RENDER_TARGETS
|
||
|
return;
|
||
|
#endif
|
||
|
|
||
|
RenderTarget *rt = render_target_owner.getornull(p_render_target);
|
||
|
ERR_FAIL_COND(!rt);
|
||
|
|
||
|
if (p_texture_id == 0) {
|
||
|
if (rt->external.fbo != 0) {
|
||
|
// free this
|
||
|
glDeleteFramebuffers(1, &rt->external.fbo);
|
||
|
|
||
|
// and this
|
||
|
if (rt->external.depth != 0) {
|
||
|
glDeleteRenderbuffers(1, &rt->external.depth);
|
||
|
}
|
||
|
|
||
|
// clean up our texture
|
||
|
Texture *t = texture_owner.getornull(rt->external.texture);
|
||
|
t->alloc_height = 0;
|
||
|
t->alloc_width = 0;
|
||
|
t->width = 0;
|
||
|
t->height = 0;
|
||
|
t->active = false;
|
||
|
texture_owner.free(rt->external.texture);
|
||
|
memdelete(t);
|
||
|
|
||
|
rt->external.fbo = 0;
|
||
|
rt->external.color = 0;
|
||
|
rt->external.depth = 0;
|
||
|
}
|
||
|
} else {
|
||
|
Texture *t;
|
||
|
|
||
|
if (rt->external.fbo == 0) {
|
||
|
// create our fbo
|
||
|
glGenFramebuffers(1, &rt->external.fbo);
|
||
|
bind_framebuffer(rt->external.fbo);
|
||
|
|
||
|
// allocate a texture
|
||
|
t = memnew(Texture);
|
||
|
|
||
|
t->type = GD_RD::TEXTURE_TYPE_2D;
|
||
|
t->flags = 0;
|
||
|
t->width = 0;
|
||
|
t->height = 0;
|
||
|
t->alloc_height = 0;
|
||
|
t->alloc_width = 0;
|
||
|
t->format = Image::FORMAT_RGBA8;
|
||
|
t->target = GL_TEXTURE_2D;
|
||
|
t->gl_format_cache = 0;
|
||
|
t->gl_internal_format_cache = 0;
|
||
|
t->gl_type_cache = 0;
|
||
|
t->data_size = 0;
|
||
|
t->compressed = false;
|
||
|
t->srgb = false;
|
||
|
t->total_data_size = 0;
|
||
|
t->ignore_mipmaps = false;
|
||
|
t->mipmaps = 1;
|
||
|
t->active = true;
|
||
|
t->tex_id = 0;
|
||
|
t->render_target = rt;
|
||
|
|
||
|
rt->external.texture = texture_owner.make_rid(t);
|
||
|
|
||
|
} else {
|
||
|
// bind our frame buffer
|
||
|
bind_framebuffer(rt->external.fbo);
|
||
|
|
||
|
// find our texture
|
||
|
t = texture_owner.getornull(rt->external.texture);
|
||
|
}
|
||
|
|
||
|
// set our texture
|
||
|
t->tex_id = p_texture_id;
|
||
|
rt->external.color = p_texture_id;
|
||
|
|
||
|
// size shouldn't be different
|
||
|
t->width = rt->width;
|
||
|
t->height = rt->height;
|
||
|
t->alloc_height = rt->width;
|
||
|
t->alloc_width = rt->height;
|
||
|
|
||
|
// Switch our texture on our frame buffer
|
||
|
#if ANDROID_ENABLED
|
||
|
if (rt->msaa >= GD_VS::VIEWPORT_MSAA_2X && rt->msaa <= GD_VS::VIEWPORT_MSAA_4X) {
|
||
|
// This code only applies to the Oculus Go and Oculus Quest. Due to the the tiled nature
|
||
|
// of the GPU we can do a single render pass by rendering directly into our texture chains
|
||
|
// texture and apply MSAA as we render.
|
||
|
|
||
|
// On any other hardware these two modes are ignored and we do not have any MSAA,
|
||
|
// the normal MSAA modes need to be used to enable our two pass approach
|
||
|
|
||
|
static const int msaa_value[] = { 2, 4 };
|
||
|
int msaa = msaa_value[rt->msaa - GD_VS::VIEWPORT_MSAA_2X];
|
||
|
|
||
|
if (rt->external.depth == 0) {
|
||
|
// create a multisample depth buffer, we're not reusing Godots because Godot's didn't get created..
|
||
|
glGenRenderbuffers(1, &rt->external.depth);
|
||
|
glBindRenderbuffer(GL_RENDERBUFFER, rt->external.depth);
|
||
|
glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, config.depth_buffer_internalformat, rt->width, rt->height);
|
||
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->external.depth);
|
||
|
}
|
||
|
|
||
|
// and set our external texture as the texture...
|
||
|
glFramebufferTexture2DMultisample(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0, msaa);
|
||
|
|
||
|
} else
|
||
|
#endif
|
||
|
{
|
||
|
// set our texture as the destination for our framebuffer
|
||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0);
|
||
|
|
||
|
// seeing we're rendering into this directly, better also use our depth buffer, just use our existing one :)
|
||
|
if (config.support_depth_texture) {
|
||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
|
||
|
} else {
|
||
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// check status and unbind
|
||
|
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||
|
bind_framebuffer_system();
|
||
|
|
||
|
if (status != GL_FRAMEBUFFER_COMPLETE) {
|
||
|
printf("framebuffer fail, status: %x\n", status);
|
||
|
}
|
||
|
|
||
|
ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) {
|
||
|
#ifdef GLES2_DISABLE_RENDER_TARGETS
|
||
|
return;
|
||
|
#endif
|
||
|
|
||
|
RenderTarget *rt = render_target_owner.getornull(p_render_target);
|
||
|
ERR_FAIL_COND(!rt);
|
||
|
|
||
|
// When setting DIRECT_TO_SCREEN, you need to clear before the value is set, but allocate after as
|
||
|
// those functions change how they operate depending on the value of DIRECT_TO_SCREEN
|
||
|
if (p_flag == RENDER_TARGET_DIRECT_TO_SCREEN && p_value != rt->flags[RENDER_TARGET_DIRECT_TO_SCREEN]) {
|
||
|
_render_target_clear(rt);
|
||
|
rt->flags[p_flag] = p_value;
|
||
|
_render_target_allocate(rt);
|
||
|
}
|
||
|
|
||
|
rt->flags[p_flag] = p_value;
|
||
|
|
||
|
switch (p_flag) {
|
||
|
case RENDER_TARGET_TRANSPARENT:
|
||
|
/*
|
||
|
case RENDER_TARGET_HDR:
|
||
|
case RENDER_TARGET_NO_3D:
|
||
|
case RENDER_TARGET_NO_SAMPLING:
|
||
|
case RENDER_TARGET_NO_3D_EFFECTS: */
|
||
|
{
|
||
|
//must reset for these formats
|
||
|
_render_target_clear(rt);
|
||
|
_render_target_allocate(rt);
|
||
|
}
|
||
|
break;
|
||
|
default: {
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool RasterizerStorageGLES2::render_target_was_used(RID p_render_target) {
|
||
|
#ifdef GLES2_DISABLE_RENDER_TARGETS
|
||
|
return false;
|
||
|
#endif
|
||
|
|
||
|
RenderTarget *rt = render_target_owner.getornull(p_render_target);
|
||
|
ERR_FAIL_COND_V(!rt, false);
|
||
|
|
||
|
return rt->used_in_frame;
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::render_target_clear_used(RID p_render_target) {
|
||
|
#ifdef GLES2_DISABLE_RENDER_TARGETS
|
||
|
return;
|
||
|
#endif
|
||
|
|
||
|
RenderTarget *rt = render_target_owner.getornull(p_render_target);
|
||
|
ERR_FAIL_COND(!rt);
|
||
|
|
||
|
rt->used_in_frame = false;
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::render_target_set_msaa(RID p_render_target, GD_VS::ViewportMSAA p_msaa) {
|
||
|
#ifdef GLES2_DISABLE_RENDER_TARGETS
|
||
|
return;
|
||
|
#endif
|
||
|
|
||
|
RenderTarget *rt = render_target_owner.getornull(p_render_target);
|
||
|
ERR_FAIL_COND(!rt);
|
||
|
|
||
|
if (rt->msaa == p_msaa)
|
||
|
return;
|
||
|
|
||
|
if (!config.multisample_supported) {
|
||
|
ERR_PRINT("MSAA not supported on this hardware.");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
_render_target_clear(rt);
|
||
|
rt->msaa = p_msaa;
|
||
|
_render_target_allocate(rt);
|
||
|
}
|
||
|
|
||
|
//RasterizerStorageGLES2::RenderTarget * RasterizerStorageGLES2::render_target_get(RID p_render_target)
|
||
|
//{
|
||
|
// return render_target_owner.getornull(p_render_target);
|
||
|
//}
|
||
|
|
||
|
void RasterizerStorageGLES2::render_target_set_use_fxaa(RID p_render_target, bool p_fxaa) {
|
||
|
#ifdef GLES2_DISABLE_RENDER_TARGETS
|
||
|
return;
|
||
|
#endif
|
||
|
|
||
|
RenderTarget *rt = render_target_owner.getornull(p_render_target);
|
||
|
ERR_FAIL_COND(!rt);
|
||
|
|
||
|
rt->use_fxaa = p_fxaa;
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::render_target_set_use_debanding(RID p_render_target, bool p_debanding) {
|
||
|
#ifdef GLES2_DISABLE_RENDER_TARGETS
|
||
|
return;
|
||
|
#endif
|
||
|
|
||
|
RenderTarget *rt = render_target_owner.getornull(p_render_target);
|
||
|
ERR_FAIL_COND(!rt);
|
||
|
|
||
|
if (p_debanding) {
|
||
|
WARN_PRINT_ONCE("Debanding is not supported in the GLES2 backend. Switch to the GLES3 backend and make sure HDR is enabled.");
|
||
|
}
|
||
|
|
||
|
rt->use_debanding = p_debanding;
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::render_target_request_clear(RID p_render_target, const Color &p_clear_color) {
|
||
|
#ifdef GLES2_DISABLE_RENDER_TARGETS
|
||
|
return;
|
||
|
#endif
|
||
|
|
||
|
RenderTarget *rt = render_target_owner.getornull(p_render_target);
|
||
|
ERR_FAIL_COND(!rt);
|
||
|
rt->clear_requested = true;
|
||
|
rt->clear_color = p_clear_color;
|
||
|
|
||
|
// ERR_FAIL_COND(!frame.current_rt);
|
||
|
// frame.clear_request = true;
|
||
|
// frame.clear_request_color = p_color;
|
||
|
}
|
||
|
|
||
|
bool RasterizerStorageGLES2::render_target_is_clear_requested(RID p_render_target) {
|
||
|
#ifdef GLES2_DISABLE_RENDER_TARGETS
|
||
|
return false;
|
||
|
#endif
|
||
|
RenderTarget *rt = render_target_owner.getornull(p_render_target);
|
||
|
ERR_FAIL_COND_V(!rt, false);
|
||
|
return rt->clear_requested;
|
||
|
}
|
||
|
Color RasterizerStorageGLES2::render_target_get_clear_request_color(RID p_render_target) {
|
||
|
#ifdef GLES2_DISABLE_RENDER_TARGETS
|
||
|
return Color();
|
||
|
#endif
|
||
|
|
||
|
RenderTarget *rt = render_target_owner.getornull(p_render_target);
|
||
|
ERR_FAIL_COND_V(!rt, Color());
|
||
|
return rt->clear_color;
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::render_target_disable_clear_request(RID p_render_target) {
|
||
|
#ifdef GLES2_DISABLE_RENDER_TARGETS
|
||
|
return;
|
||
|
#endif
|
||
|
RenderTarget *rt = render_target_owner.getornull(p_render_target);
|
||
|
ERR_FAIL_COND(!rt);
|
||
|
rt->clear_requested = false;
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::render_target_do_clear_request(RID p_render_target) {
|
||
|
#ifdef GLES2_DISABLE_RENDER_TARGETS
|
||
|
return;
|
||
|
#endif
|
||
|
|
||
|
// NEW for GLES...
|
||
|
// This is being called at the wrong time. Instead it will be performed
|
||
|
// at canvas begin
|
||
|
return;
|
||
|
|
||
|
/*
|
||
|
RenderTarget *rt = render_target_owner.getornull(p_render_target);
|
||
|
ERR_FAIL_COND(!rt);
|
||
|
if (!rt->clear_requested) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
const Color &c = rt->clear_color;
|
||
|
|
||
|
glClearColor(c.r, c.g, c.b, c.a);
|
||
|
// more bits?
|
||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
/* CANVAS SHADOW */
|
||
|
|
||
|
RID RasterizerStorageGLES2::canvas_light_shadow_buffer_create(int p_width) {
|
||
|
CanvasLightShadow *cls = memnew(CanvasLightShadow);
|
||
|
|
||
|
if (p_width > config.max_texture_size)
|
||
|
p_width = config.max_texture_size;
|
||
|
|
||
|
cls->size = p_width;
|
||
|
cls->height = 16;
|
||
|
|
||
|
glActiveTexture(GL_TEXTURE0);
|
||
|
|
||
|
glGenFramebuffers(1, &cls->fbo);
|
||
|
bind_framebuffer(cls->fbo);
|
||
|
|
||
|
glGenRenderbuffers(1, &cls->depth);
|
||
|
glBindRenderbuffer(GL_RENDERBUFFER, cls->depth);
|
||
|
glRenderbufferStorage(GL_RENDERBUFFER, config.depth_buffer_internalformat, cls->size, cls->height);
|
||
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, cls->depth);
|
||
|
|
||
|
glGenTextures(1, &cls->distance);
|
||
|
glBindTexture(GL_TEXTURE_2D, cls->distance);
|
||
|
if (config.use_rgba_2d_shadows) {
|
||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, cls->size, cls->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||
|
} else {
|
||
|
#ifdef GLES_OVER_GL
|
||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, cls->size, cls->height, 0, _RED_OES, GL_FLOAT, NULL);
|
||
|
#else
|
||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_FLOAT, cls->size, cls->height, 0, _RED_OES, GL_FLOAT, NULL);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, cls->distance, 0);
|
||
|
|
||
|
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||
|
//printf("errnum: %x\n",status);
|
||
|
bind_framebuffer_system();
|
||
|
|
||
|
if (status != GL_FRAMEBUFFER_COMPLETE) {
|
||
|
memdelete(cls);
|
||
|
ERR_FAIL_COND_V(status != GL_FRAMEBUFFER_COMPLETE, RID());
|
||
|
}
|
||
|
|
||
|
return canvas_light_shadow_owner.make_rid(cls);
|
||
|
}
|
||
|
|
||
|
/* LIGHT SHADOW MAPPING */
|
||
|
/*
|
||
|
|
||
|
RID RasterizerStorageGLES2::canvas_light_occluder_create() {
|
||
|
CanvasOccluder *co = memnew(CanvasOccluder);
|
||
|
co->index_id = 0;
|
||
|
co->vertex_id = 0;
|
||
|
co->len = 0;
|
||
|
|
||
|
return canvas_occluder_owner.make_rid(co);
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector<Vector2> &p_lines) {
|
||
|
CanvasOccluder *co = canvas_occluder_owner.get(p_occluder);
|
||
|
ERR_FAIL_COND(!co);
|
||
|
|
||
|
co->lines = p_lines;
|
||
|
|
||
|
if (p_lines.size() != co->len) {
|
||
|
if (co->index_id)
|
||
|
glDeleteBuffers(1, &co->index_id);
|
||
|
if (co->vertex_id)
|
||
|
glDeleteBuffers(1, &co->vertex_id);
|
||
|
|
||
|
co->index_id = 0;
|
||
|
co->vertex_id = 0;
|
||
|
co->len = 0;
|
||
|
}
|
||
|
|
||
|
if (p_lines.size()) {
|
||
|
PoolVector<float> geometry;
|
||
|
PoolVector<uint16_t> indices;
|
||
|
int lc = p_lines.size();
|
||
|
|
||
|
geometry.resize(lc * 6);
|
||
|
indices.resize(lc * 3);
|
||
|
|
||
|
PoolVector<float>::Write vw = geometry.write();
|
||
|
PoolVector<uint16_t>::Write iw = indices.write();
|
||
|
|
||
|
PoolVector<Vector2>::Read lr = p_lines.read();
|
||
|
|
||
|
const int POLY_HEIGHT = 16384;
|
||
|
|
||
|
for (int i = 0; i < lc / 2; i++) {
|
||
|
vw[i * 12 + 0] = lr[i * 2 + 0].x;
|
||
|
vw[i * 12 + 1] = lr[i * 2 + 0].y;
|
||
|
vw[i * 12 + 2] = POLY_HEIGHT;
|
||
|
|
||
|
vw[i * 12 + 3] = lr[i * 2 + 1].x;
|
||
|
vw[i * 12 + 4] = lr[i * 2 + 1].y;
|
||
|
vw[i * 12 + 5] = POLY_HEIGHT;
|
||
|
|
||
|
vw[i * 12 + 6] = lr[i * 2 + 1].x;
|
||
|
vw[i * 12 + 7] = lr[i * 2 + 1].y;
|
||
|
vw[i * 12 + 8] = -POLY_HEIGHT;
|
||
|
|
||
|
vw[i * 12 + 9] = lr[i * 2 + 0].x;
|
||
|
vw[i * 12 + 10] = lr[i * 2 + 0].y;
|
||
|
vw[i * 12 + 11] = -POLY_HEIGHT;
|
||
|
|
||
|
iw[i * 6 + 0] = i * 4 + 0;
|
||
|
iw[i * 6 + 1] = i * 4 + 1;
|
||
|
iw[i * 6 + 2] = i * 4 + 2;
|
||
|
|
||
|
iw[i * 6 + 3] = i * 4 + 2;
|
||
|
iw[i * 6 + 4] = i * 4 + 3;
|
||
|
iw[i * 6 + 5] = i * 4 + 0;
|
||
|
}
|
||
|
|
||
|
//if same buffer len is being set, just use BufferSubData to avoid a pipeline flush
|
||
|
|
||
|
if (!co->vertex_id) {
|
||
|
glGenBuffers(1, &co->vertex_id);
|
||
|
glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id);
|
||
|
glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(real_t), vw.ptr(), GL_STATIC_DRAW);
|
||
|
} else {
|
||
|
glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id);
|
||
|
glBufferSubData(GL_ARRAY_BUFFER, 0, lc * 6 * sizeof(real_t), vw.ptr());
|
||
|
}
|
||
|
|
||
|
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
|
||
|
|
||
|
if (!co->index_id) {
|
||
|
glGenBuffers(1, &co->index_id);
|
||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, co->index_id);
|
||
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, lc * 3 * sizeof(uint16_t), iw.ptr(), GL_DYNAMIC_DRAW);
|
||
|
} else {
|
||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, co->index_id);
|
||
|
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, lc * 3 * sizeof(uint16_t), iw.ptr());
|
||
|
}
|
||
|
|
||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //unbind
|
||
|
|
||
|
co->len = lc;
|
||
|
}
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
GD_VS::InstanceType RasterizerStorageGLES2::get_base_type(RID p_rid) const {
|
||
|
return GD_VS::INSTANCE_NONE;
|
||
|
|
||
|
/*
|
||
|
if (mesh_owner.owns(p_rid)) {
|
||
|
return GD_VS::INSTANCE_MESH;
|
||
|
} else if (light_owner.owns(p_rid)) {
|
||
|
return GD_VS::INSTANCE_LIGHT;
|
||
|
} else if (multimesh_owner.owns(p_rid)) {
|
||
|
return GD_VS::INSTANCE_MULTIMESH;
|
||
|
} else if (immediate_owner.owns(p_rid)) {
|
||
|
return GD_VS::INSTANCE_IMMEDIATE;
|
||
|
} else if (reflection_probe_owner.owns(p_rid)) {
|
||
|
return GD_VS::INSTANCE_REFLECTION_PROBE;
|
||
|
} else if (lightmap_capture_data_owner.owns(p_rid)) {
|
||
|
return GD_VS::INSTANCE_LIGHTMAP_CAPTURE;
|
||
|
} else {
|
||
|
return GD_VS::INSTANCE_NONE;
|
||
|
}
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
bool RasterizerStorageGLES2::free(RID p_rid) {
|
||
|
if (render_target_owner.owns(p_rid)) {
|
||
|
RenderTarget *rt = render_target_owner.getornull(p_rid);
|
||
|
_render_target_clear(rt);
|
||
|
|
||
|
Texture *t = texture_owner.getornull(rt->texture);
|
||
|
if (t) {
|
||
|
texture_owner.free(rt->texture);
|
||
|
memdelete(t);
|
||
|
}
|
||
|
render_target_owner.free(p_rid);
|
||
|
memdelete(rt);
|
||
|
|
||
|
return true;
|
||
|
} else if (texture_owner.owns(p_rid)) {
|
||
|
Texture *t = texture_owner.getornull(p_rid);
|
||
|
// can't free a render target texture
|
||
|
ERR_FAIL_COND_V(t->render_target, true);
|
||
|
|
||
|
info.texture_mem -= t->total_data_size;
|
||
|
texture_owner.free(p_rid);
|
||
|
memdelete(t);
|
||
|
|
||
|
return true;
|
||
|
} else if (sky_owner.owns(p_rid)) {
|
||
|
Sky *sky = sky_owner.getornull(p_rid);
|
||
|
sky_set_texture(p_rid, RID(), 256);
|
||
|
sky_owner.free(p_rid);
|
||
|
memdelete(sky);
|
||
|
|
||
|
return true;
|
||
|
} else if (shader_owner.owns(p_rid)) {
|
||
|
Shader *shader = shader_owner.getornull(p_rid);
|
||
|
|
||
|
if (shader->shader && shader->custom_code_id) {
|
||
|
shader->shader->free_custom_shader(shader->custom_code_id);
|
||
|
}
|
||
|
|
||
|
if (shader->dirty_list.in_list()) {
|
||
|
_shader_dirty_list.remove(&shader->dirty_list);
|
||
|
}
|
||
|
|
||
|
while (shader->materials.first()) {
|
||
|
Material *m = shader->materials.first()->self();
|
||
|
|
||
|
m->shader = NULL;
|
||
|
_material_make_dirty(m);
|
||
|
|
||
|
shader->materials.remove(shader->materials.first());
|
||
|
}
|
||
|
|
||
|
shader_owner.free(p_rid);
|
||
|
memdelete(shader);
|
||
|
|
||
|
return true;
|
||
|
} else if (material_owner.owns(p_rid)) {
|
||
|
Material *m = material_owner.getornull(p_rid);
|
||
|
|
||
|
if (m->shader) {
|
||
|
m->shader->materials.remove(&m->list);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
for (Map<Geometry *, int>::Element *E = m->geometry_owners.front(); E; E = E->next()) {
|
||
|
Geometry *g = E->key();
|
||
|
g->material = RID();
|
||
|
}
|
||
|
|
||
|
for (Map<InstanceBaseDependency *, int>::Element *E = m->instance_owners.front(); E; E = E->next()) {
|
||
|
InstanceBaseDependency *ins = E->key();
|
||
|
|
||
|
if (ins->material_override == p_rid) {
|
||
|
ins->material_override = RID();
|
||
|
}
|
||
|
|
||
|
for (int i = 0; i < ins->materials.size(); i++) {
|
||
|
if (ins->materials[i] == p_rid) {
|
||
|
ins->materials.write[i] = RID();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
material_owner.free(p_rid);
|
||
|
memdelete(m);
|
||
|
|
||
|
return true;
|
||
|
|
||
|
} else {
|
||
|
return false;
|
||
|
}
|
||
|
/*
|
||
|
} else if (skeleton_owner.owns(p_rid)) {
|
||
|
Skeleton *s = skeleton_owner.getornull(p_rid);
|
||
|
|
||
|
if (s->update_list.in_list()) {
|
||
|
skeleton_update_list.remove(&s->update_list);
|
||
|
}
|
||
|
|
||
|
for (Set<InstanceBaseDependency *>::Element *E = s->instances.front(); E; E = E->next()) {
|
||
|
E->get()->skeleton = RID();
|
||
|
}
|
||
|
|
||
|
skeleton_allocate(p_rid, 0, false);
|
||
|
|
||
|
if (s->tex_id) {
|
||
|
glDeleteTextures(1, &s->tex_id);
|
||
|
}
|
||
|
|
||
|
skeleton_owner.free(p_rid);
|
||
|
memdelete(s);
|
||
|
|
||
|
return true;
|
||
|
} else if (mesh_owner.owns(p_rid)) {
|
||
|
Mesh *mesh = mesh_owner.getornull(p_rid);
|
||
|
|
||
|
mesh->instance_remove_deps();
|
||
|
mesh_clear(p_rid);
|
||
|
|
||
|
while (mesh->multimeshes.first()) {
|
||
|
MultiMesh *multimesh = mesh->multimeshes.first()->self();
|
||
|
multimesh->mesh = RID();
|
||
|
multimesh->dirty_aabb = true;
|
||
|
|
||
|
mesh->multimeshes.remove(mesh->multimeshes.first());
|
||
|
|
||
|
if (!multimesh->update_list.in_list()) {
|
||
|
multimesh_update_list.add(&multimesh->update_list);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
mesh_owner.free(p_rid);
|
||
|
memdelete(mesh);
|
||
|
|
||
|
return true;
|
||
|
} else if (multimesh_owner.owns(p_rid)) {
|
||
|
MultiMesh *multimesh = multimesh_owner.getornull(p_rid);
|
||
|
multimesh->instance_remove_deps();
|
||
|
|
||
|
if (multimesh->mesh.is_valid()) {
|
||
|
Mesh *mesh = mesh_owner.getornull(multimesh->mesh);
|
||
|
if (mesh) {
|
||
|
mesh->multimeshes.remove(&multimesh->mesh_list);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
multimesh_allocate(p_rid, 0, GD_VS::MULTIMESH_TRANSFORM_3D, GD_VS::MULTIMESH_COLOR_NONE);
|
||
|
|
||
|
update_dirty_multimeshes();
|
||
|
|
||
|
multimesh_owner.free(p_rid);
|
||
|
memdelete(multimesh);
|
||
|
|
||
|
return true;
|
||
|
} else if (immediate_owner.owns(p_rid)) {
|
||
|
Immediate *im = immediate_owner.getornull(p_rid);
|
||
|
im->instance_remove_deps();
|
||
|
|
||
|
immediate_owner.free(p_rid);
|
||
|
memdelete(im);
|
||
|
|
||
|
return true;
|
||
|
} else if (light_owner.owns(p_rid)) {
|
||
|
Light *light = light_owner.getornull(p_rid);
|
||
|
light->instance_remove_deps();
|
||
|
|
||
|
light_owner.free(p_rid);
|
||
|
memdelete(light);
|
||
|
|
||
|
return true;
|
||
|
} else if (reflection_probe_owner.owns(p_rid)) {
|
||
|
// delete the texture
|
||
|
ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_rid);
|
||
|
reflection_probe->instance_remove_deps();
|
||
|
|
||
|
reflection_probe_owner.free(p_rid);
|
||
|
memdelete(reflection_probe);
|
||
|
|
||
|
return true;
|
||
|
} else if (lightmap_capture_data_owner.owns(p_rid)) {
|
||
|
// delete the texture
|
||
|
LightmapCapture *lightmap_capture = lightmap_capture_data_owner.getornull(p_rid);
|
||
|
lightmap_capture->instance_remove_deps();
|
||
|
|
||
|
lightmap_capture_data_owner.free(p_rid);
|
||
|
memdelete(lightmap_capture);
|
||
|
return true;
|
||
|
|
||
|
} else if (canvas_occluder_owner.owns(p_rid)) {
|
||
|
CanvasOccluder *co = canvas_occluder_owner.getornull(p_rid);
|
||
|
if (co->index_id)
|
||
|
glDeleteBuffers(1, &co->index_id);
|
||
|
if (co->vertex_id)
|
||
|
glDeleteBuffers(1, &co->vertex_id);
|
||
|
|
||
|
canvas_occluder_owner.free(p_rid);
|
||
|
memdelete(co);
|
||
|
|
||
|
return true;
|
||
|
|
||
|
} else if (canvas_light_shadow_owner.owns(p_rid)) {
|
||
|
CanvasLightShadow *cls = canvas_light_shadow_owner.getornull(p_rid);
|
||
|
glDeleteFramebuffers(1, &cls->fbo);
|
||
|
glDeleteRenderbuffers(1, &cls->depth);
|
||
|
glDeleteTextures(1, &cls->distance);
|
||
|
canvas_light_shadow_owner.free(p_rid);
|
||
|
memdelete(cls);
|
||
|
|
||
|
return true;
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
bool RasterizerStorageGLES2::has_os_feature(const String &p_feature) const {
|
||
|
if (p_feature == "pvrtc")
|
||
|
return config.pvrtc_supported;
|
||
|
|
||
|
if (p_feature == "s3tc")
|
||
|
return config.s3tc_supported;
|
||
|
|
||
|
if (p_feature == "etc")
|
||
|
return config.etc1_supported;
|
||
|
|
||
|
if (p_feature == "skinning_fallback")
|
||
|
return config.use_skeleton_software;
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////
|
||
|
|
||
|
void RasterizerStorageGLES2::set_debug_generate_wireframes(bool p_generate) {
|
||
|
}
|
||
|
|
||
|
//void RasterizerStorageGLES2::render_info_begin_capture() {
|
||
|
// info.snap = info.render;
|
||
|
//}
|
||
|
|
||
|
//void RasterizerStorageGLES2::render_info_end_capture() {
|
||
|
// info.snap.object_count = info.render.object_count - info.snap.object_count;
|
||
|
// info.snap.draw_call_count = info.render.draw_call_count - info.snap.draw_call_count;
|
||
|
// info.snap.material_switch_count = info.render.material_switch_count - info.snap.material_switch_count;
|
||
|
// info.snap.surface_switch_count = info.render.surface_switch_count - info.snap.surface_switch_count;
|
||
|
// info.snap.shader_rebind_count = info.render.shader_rebind_count - info.snap.shader_rebind_count;
|
||
|
// info.snap.vertices_count = info.render.vertices_count - info.snap.vertices_count;
|
||
|
// info.snap._2d_item_count = info.render._2d_item_count - info.snap._2d_item_count;
|
||
|
// info.snap._2d_draw_call_count = info.render._2d_draw_call_count - info.snap._2d_draw_call_count;
|
||
|
//}
|
||
|
|
||
|
//int RasterizerStorageGLES2::get_captured_render_info(GD_VS::RenderInfo p_info) {
|
||
|
// switch (p_info) {
|
||
|
// case GD_VS::INFO_OBJECTS_IN_FRAME: {
|
||
|
// return info.snap.object_count;
|
||
|
// } break;
|
||
|
// case GD_VS::INFO_VERTICES_IN_FRAME: {
|
||
|
// return info.snap.vertices_count;
|
||
|
// } break;
|
||
|
// case GD_VS::INFO_MATERIAL_CHANGES_IN_FRAME: {
|
||
|
// return info.snap.material_switch_count;
|
||
|
// } break;
|
||
|
// case GD_VS::INFO_SHADER_CHANGES_IN_FRAME: {
|
||
|
// return info.snap.shader_rebind_count;
|
||
|
// } break;
|
||
|
// case GD_VS::INFO_SURFACE_CHANGES_IN_FRAME: {
|
||
|
// return info.snap.surface_switch_count;
|
||
|
// } break;
|
||
|
// case GD_VS::INFO_DRAW_CALLS_IN_FRAME: {
|
||
|
// return info.snap.draw_call_count;
|
||
|
// } break;
|
||
|
// /*
|
||
|
// case GD_VS::INFO_2D_ITEMS_IN_FRAME: {
|
||
|
// return info.snap._2d_item_count;
|
||
|
// } break;
|
||
|
// case GD_VS::INFO_2D_DRAW_CALLS_IN_FRAME: {
|
||
|
// return info.snap._2d_draw_call_count;
|
||
|
// } break;
|
||
|
// */
|
||
|
// default: {
|
||
|
// return get_render_info(p_info);
|
||
|
// }
|
||
|
// }
|
||
|
//}
|
||
|
|
||
|
//int RasterizerStorageGLES2::get_render_info(GD_VS::RenderInfo p_info) {
|
||
|
// switch (p_info) {
|
||
|
// case GD_VS::INFO_OBJECTS_IN_FRAME:
|
||
|
// return info.render_final.object_count;
|
||
|
// case GD_VS::INFO_VERTICES_IN_FRAME:
|
||
|
// return info.render_final.vertices_count;
|
||
|
// case GD_VS::INFO_MATERIAL_CHANGES_IN_FRAME:
|
||
|
// return info.render_final.material_switch_count;
|
||
|
// case GD_VS::INFO_SHADER_CHANGES_IN_FRAME:
|
||
|
// return info.render_final.shader_rebind_count;
|
||
|
// case GD_VS::INFO_SURFACE_CHANGES_IN_FRAME:
|
||
|
// return info.render_final.surface_switch_count;
|
||
|
// case GD_VS::INFO_DRAW_CALLS_IN_FRAME:
|
||
|
// return info.render_final.draw_call_count;
|
||
|
// /*
|
||
|
// case GD_VS::INFO_2D_ITEMS_IN_FRAME:
|
||
|
// return info.render_final._2d_item_count;
|
||
|
// case GD_VS::INFO_2D_DRAW_CALLS_IN_FRAME:
|
||
|
// return info.render_final._2d_draw_call_count;
|
||
|
//*/
|
||
|
// case GD_VS::INFO_USAGE_VIDEO_MEM_TOTAL:
|
||
|
// return 0; //no idea
|
||
|
// case GD_VS::INFO_VIDEO_MEM_USED:
|
||
|
// return info.vertex_mem + info.texture_mem;
|
||
|
// case GD_VS::INFO_TEXTURE_MEM_USED:
|
||
|
// return info.texture_mem;
|
||
|
// case GD_VS::INFO_VERTEX_MEM_USED:
|
||
|
// return info.vertex_mem;
|
||
|
// default:
|
||
|
// return 0; //no idea either
|
||
|
// }
|
||
|
//}
|
||
|
|
||
|
String RasterizerStorageGLES2::get_video_adapter_name() const {
|
||
|
return (const char *)glGetString(GL_RENDERER);
|
||
|
}
|
||
|
|
||
|
String RasterizerStorageGLES2::get_video_adapter_vendor() const {
|
||
|
return (const char *)glGetString(GL_VENDOR);
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::initialize() {
|
||
|
RasterizerStorageGLES2::system_fbo = 0;
|
||
|
|
||
|
{
|
||
|
const GLubyte *extension_string = glGetString(GL_EXTENSIONS);
|
||
|
|
||
|
Vector<String> extensions = String((const char *)extension_string).split(" ");
|
||
|
|
||
|
for (int i = 0; i < extensions.size(); i++) {
|
||
|
config.extensions.insert(extensions[i]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// FTODO
|
||
|
config.keep_original_textures = true; // false
|
||
|
config.shrink_textures_x2 = false;
|
||
|
config.depth_internalformat = GL_DEPTH_COMPONENT;
|
||
|
config.depth_type = GL_UNSIGNED_INT;
|
||
|
|
||
|
#ifdef GLES_OVER_GL
|
||
|
config.float_texture_supported = true;
|
||
|
config.s3tc_supported = true;
|
||
|
config.pvrtc_supported = false;
|
||
|
config.etc1_supported = false;
|
||
|
config.support_npot_repeat_mipmap = true;
|
||
|
config.depth_buffer_internalformat = GL_DEPTH_COMPONENT24;
|
||
|
#else
|
||
|
config.float_texture_supported = config.extensions.has("GL_ARB_texture_float") || config.extensions.has("GL_OES_texture_float");
|
||
|
config.s3tc_supported = config.extensions.has("GL_EXT_texture_compression_s3tc") || config.extensions.has("WEBGL_compressed_texture_s3tc");
|
||
|
config.etc1_supported = config.extensions.has("GL_OES_compressed_ETC1_RGB8_texture") || config.extensions.has("WEBGL_compressed_texture_etc1");
|
||
|
config.pvrtc_supported = config.extensions.has("GL_IMG_texture_compression_pvrtc") || config.extensions.has("WEBGL_compressed_texture_pvrtc");
|
||
|
config.support_npot_repeat_mipmap = config.extensions.has("GL_OES_texture_npot");
|
||
|
|
||
|
#ifdef JAVASCRIPT_ENABLED
|
||
|
// RenderBuffer internal format must be 16 bits in WebGL,
|
||
|
// but depth_texture should default to 32 always
|
||
|
// if the implementation doesn't support 32, it should just quietly use 16 instead
|
||
|
// https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/
|
||
|
config.depth_buffer_internalformat = GL_DEPTH_COMPONENT16;
|
||
|
config.depth_type = GL_UNSIGNED_INT;
|
||
|
#else
|
||
|
// on mobile check for 24 bit depth support for RenderBufferStorage
|
||
|
if (config.extensions.has("GL_OES_depth24")) {
|
||
|
config.depth_buffer_internalformat = _DEPTH_COMPONENT24_OES;
|
||
|
config.depth_type = GL_UNSIGNED_INT;
|
||
|
} else {
|
||
|
config.depth_buffer_internalformat = GL_DEPTH_COMPONENT16;
|
||
|
config.depth_type = GL_UNSIGNED_SHORT;
|
||
|
}
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
#ifndef GLES_OVER_GL
|
||
|
//Manually load extensions for android and ios
|
||
|
|
||
|
#ifdef IPHONE_ENABLED
|
||
|
// appears that IPhone doesn't need to dlopen TODO: test this rigorously before removing
|
||
|
//void *gles2_lib = dlopen(NULL, RTLD_LAZY);
|
||
|
//glRenderbufferStorageMultisampleAPPLE = dlsym(gles2_lib, "glRenderbufferStorageMultisampleAPPLE");
|
||
|
//glResolveMultisampleFramebufferAPPLE = dlsym(gles2_lib, "glResolveMultisampleFramebufferAPPLE");
|
||
|
#elif ANDROID_ENABLED
|
||
|
|
||
|
void *gles2_lib = dlopen("libGLESv2.so", RTLD_LAZY);
|
||
|
glRenderbufferStorageMultisampleEXT = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)dlsym(gles2_lib, "glRenderbufferStorageMultisampleEXT");
|
||
|
glFramebufferTexture2DMultisampleEXT = (PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC)dlsym(gles2_lib, "glFramebufferTexture2DMultisampleEXT");
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
// Check for multisample support
|
||
|
config.multisample_supported = config.extensions.has("GL_EXT_framebuffer_multisample") || config.extensions.has("GL_EXT_multisampled_render_to_texture") || config.extensions.has("GL_APPLE_framebuffer_multisample");
|
||
|
|
||
|
#ifdef GLES_OVER_GL
|
||
|
//TODO: causes huge problems with desktop video drivers. Making false for now, needs to be true to render SCREEN_TEXTURE mipmaps
|
||
|
config.render_to_mipmap_supported = false;
|
||
|
#else
|
||
|
//check if mipmaps can be used for SCREEN_TEXTURE and Glow on Mobile and web platforms
|
||
|
config.render_to_mipmap_supported = config.extensions.has("GL_OES_fbo_render_mipmap") && config.extensions.has("GL_EXT_texture_lod");
|
||
|
#endif
|
||
|
|
||
|
#ifdef GLES_OVER_GL
|
||
|
config.use_rgba_2d_shadows = false;
|
||
|
config.support_depth_texture = true;
|
||
|
config.use_rgba_3d_shadows = false;
|
||
|
config.support_depth_cubemaps = true;
|
||
|
#else
|
||
|
config.use_rgba_2d_shadows = !(config.float_texture_supported && config.extensions.has("GL_EXT_texture_rg"));
|
||
|
config.support_depth_texture = config.extensions.has("GL_OES_depth_texture") || config.extensions.has("WEBGL_depth_texture");
|
||
|
config.use_rgba_3d_shadows = !config.support_depth_texture;
|
||
|
config.support_depth_cubemaps = config.extensions.has("GL_OES_depth_texture_cube_map");
|
||
|
#endif
|
||
|
|
||
|
#ifdef GLES_OVER_GL
|
||
|
config.support_32_bits_indices = true;
|
||
|
#else
|
||
|
config.support_32_bits_indices = config.extensions.has("GL_OES_element_index_uint");
|
||
|
#endif
|
||
|
|
||
|
#ifdef GLES_OVER_GL
|
||
|
config.support_write_depth = true;
|
||
|
#elif defined(JAVASCRIPT_ENABLED)
|
||
|
config.support_write_depth = false;
|
||
|
#else
|
||
|
config.support_write_depth = config.extensions.has("GL_EXT_frag_depth");
|
||
|
#endif
|
||
|
|
||
|
config.support_half_float_vertices = true;
|
||
|
//every platform should support this except web, iOS has issues with their support, so add option to disable
|
||
|
#ifdef JAVASCRIPT_ENABLED
|
||
|
config.support_half_float_vertices = false;
|
||
|
#endif
|
||
|
bool disable_half_float = GLOBAL_GET("rendering/gles2/compatibility/disable_half_float");
|
||
|
if (disable_half_float) {
|
||
|
config.support_half_float_vertices = false;
|
||
|
}
|
||
|
|
||
|
config.rgtc_supported = config.extensions.has("GL_EXT_texture_compression_rgtc") || config.extensions.has("GL_ARB_texture_compression_rgtc") || config.extensions.has("EXT_texture_compression_rgtc");
|
||
|
config.bptc_supported = config.extensions.has("GL_ARB_texture_compression_bptc") || config.extensions.has("EXT_texture_compression_bptc");
|
||
|
|
||
|
//determine formats for depth textures (or renderbuffers)
|
||
|
if (config.support_depth_texture) {
|
||
|
// Will use texture for depth
|
||
|
// have to manually see if we can create a valid framebuffer texture using UNSIGNED_INT,
|
||
|
// as there is no extension to test for this.
|
||
|
GLuint fbo;
|
||
|
glGenFramebuffers(1, &fbo);
|
||
|
bind_framebuffer(fbo);
|
||
|
GLuint depth;
|
||
|
glGenTextures(1, &depth);
|
||
|
glBindTexture(GL_TEXTURE_2D, depth);
|
||
|
glTexImage2D(GL_TEXTURE_2D, 0, config.depth_internalformat, 32, 32, 0, GL_DEPTH_COMPONENT, config.depth_type, NULL);
|
||
|
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||
|
|
||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0);
|
||
|
|
||
|
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||
|
|
||
|
bind_framebuffer_system();
|
||
|
glDeleteFramebuffers(1, &fbo);
|
||
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||
|
glDeleteTextures(1, &depth);
|
||
|
|
||
|
if (status != GL_FRAMEBUFFER_COMPLETE) {
|
||
|
// If it fails, test to see if it supports a framebuffer texture using UNSIGNED_SHORT
|
||
|
// This is needed because many OSX devices don't support either UNSIGNED_INT or UNSIGNED_SHORT
|
||
|
#ifdef GLES_OVER_GL
|
||
|
config.depth_internalformat = GL_DEPTH_COMPONENT16;
|
||
|
#else
|
||
|
// OES_depth_texture extension only specifies GL_DEPTH_COMPONENT.
|
||
|
config.depth_internalformat = GL_DEPTH_COMPONENT;
|
||
|
#endif
|
||
|
config.depth_type = GL_UNSIGNED_SHORT;
|
||
|
|
||
|
glGenFramebuffers(1, &fbo);
|
||
|
bind_framebuffer(fbo);
|
||
|
|
||
|
glGenTextures(1, &depth);
|
||
|
glBindTexture(GL_TEXTURE_2D, depth);
|
||
|
glTexImage2D(GL_TEXTURE_2D, 0, config.depth_internalformat, 32, 32, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL);
|
||
|
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||
|
|
||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0);
|
||
|
|
||
|
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||
|
if (status != GL_FRAMEBUFFER_COMPLETE) {
|
||
|
//if it fails again depth textures aren't supported, use rgba shadows and renderbuffer for depth
|
||
|
config.support_depth_texture = false;
|
||
|
config.use_rgba_3d_shadows = true;
|
||
|
}
|
||
|
|
||
|
bind_framebuffer_system();
|
||
|
glDeleteFramebuffers(1, &fbo);
|
||
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||
|
glDeleteTextures(1, &depth);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//picky requirements for these
|
||
|
config.support_shadow_cubemaps = config.support_depth_texture && config.support_write_depth && config.support_depth_cubemaps;
|
||
|
|
||
|
frame.count = 0;
|
||
|
frame.delta = 0;
|
||
|
frame.current_rt = NULL;
|
||
|
frame.clear_request = false;
|
||
|
|
||
|
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &config.max_vertex_texture_image_units);
|
||
|
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &config.max_texture_image_units);
|
||
|
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &config.max_texture_size);
|
||
|
|
||
|
// the use skeleton software path should be used if either float texture is not supported,
|
||
|
// OR max_vertex_texture_image_units is zero
|
||
|
config.use_skeleton_software = (config.float_texture_supported == false) || (config.max_vertex_texture_image_units == 0);
|
||
|
|
||
|
shaders.copy.init();
|
||
|
shaders.cubemap_filter.init();
|
||
|
bool ggx_hq = GLOBAL_GET("rendering/quality/reflections/high_quality_ggx");
|
||
|
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::LOW_QUALITY, !ggx_hq);
|
||
|
|
||
|
{
|
||
|
// quad for copying stuff
|
||
|
|
||
|
glGenBuffers(1, &resources.quadie);
|
||
|
glBindBuffer(GL_ARRAY_BUFFER, resources.quadie);
|
||
|
{
|
||
|
const float qv[16] = {
|
||
|
-1,
|
||
|
-1,
|
||
|
0,
|
||
|
0,
|
||
|
-1,
|
||
|
1,
|
||
|
0,
|
||
|
1,
|
||
|
1,
|
||
|
1,
|
||
|
1,
|
||
|
1,
|
||
|
1,
|
||
|
-1,
|
||
|
1,
|
||
|
0,
|
||
|
};
|
||
|
|
||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 16, qv, GL_STATIC_DRAW);
|
||
|
}
|
||
|
|
||
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||
|
}
|
||
|
|
||
|
{
|
||
|
//default textures
|
||
|
|
||
|
glGenTextures(1, &resources.white_tex);
|
||
|
unsigned char whitetexdata[8 * 8 * 3];
|
||
|
for (int i = 0; i < 8 * 8 * 3; i++) {
|
||
|
whitetexdata[i] = 255;
|
||
|
}
|
||
|
|
||
|
glActiveTexture(GL_TEXTURE0);
|
||
|
glBindTexture(GL_TEXTURE_2D, resources.white_tex);
|
||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, whitetexdata);
|
||
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||
|
|
||
|
glGenTextures(1, &resources.black_tex);
|
||
|
unsigned char blacktexdata[8 * 8 * 3];
|
||
|
for (int i = 0; i < 8 * 8 * 3; i++) {
|
||
|
blacktexdata[i] = 0;
|
||
|
}
|
||
|
|
||
|
glActiveTexture(GL_TEXTURE0);
|
||
|
glBindTexture(GL_TEXTURE_2D, resources.black_tex);
|
||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, blacktexdata);
|
||
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||
|
|
||
|
glGenTextures(1, &resources.normal_tex);
|
||
|
unsigned char normaltexdata[8 * 8 * 3];
|
||
|
for (int i = 0; i < 8 * 8 * 3; i += 3) {
|
||
|
normaltexdata[i + 0] = 128;
|
||
|
normaltexdata[i + 1] = 128;
|
||
|
normaltexdata[i + 2] = 255;
|
||
|
}
|
||
|
|
||
|
glActiveTexture(GL_TEXTURE0);
|
||
|
glBindTexture(GL_TEXTURE_2D, resources.normal_tex);
|
||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, normaltexdata);
|
||
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||
|
|
||
|
glGenTextures(1, &resources.aniso_tex);
|
||
|
unsigned char anisotexdata[8 * 8 * 3];
|
||
|
for (int i = 0; i < 8 * 8 * 3; i += 3) {
|
||
|
anisotexdata[i + 0] = 255;
|
||
|
anisotexdata[i + 1] = 128;
|
||
|
anisotexdata[i + 2] = 0;
|
||
|
}
|
||
|
|
||
|
glActiveTexture(GL_TEXTURE0);
|
||
|
glBindTexture(GL_TEXTURE_2D, resources.aniso_tex);
|
||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, anisotexdata);
|
||
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||
|
}
|
||
|
|
||
|
// skeleton buffer
|
||
|
{
|
||
|
resources.skeleton_transform_buffer_size = 0;
|
||
|
glGenBuffers(1, &resources.skeleton_transform_buffer);
|
||
|
}
|
||
|
|
||
|
// radical inverse vdc cache texture
|
||
|
// used for cubemap filtering
|
||
|
if (true /*||config.float_texture_supported*/) { //uint8 is similar and works everywhere
|
||
|
glGenTextures(1, &resources.radical_inverse_vdc_cache_tex);
|
||
|
|
||
|
glActiveTexture(GL_TEXTURE0);
|
||
|
glBindTexture(GL_TEXTURE_2D, resources.radical_inverse_vdc_cache_tex);
|
||
|
|
||
|
uint8_t radical_inverse[512];
|
||
|
|
||
|
for (uint32_t i = 0; i < 512; i++) {
|
||
|
uint32_t bits = i;
|
||
|
|
||
|
bits = (bits << 16) | (bits >> 16);
|
||
|
bits = ((bits & 0x55555555) << 1) | ((bits & 0xAAAAAAAA) >> 1);
|
||
|
bits = ((bits & 0x33333333) << 2) | ((bits & 0xCCCCCCCC) >> 2);
|
||
|
bits = ((bits & 0x0F0F0F0F) << 4) | ((bits & 0xF0F0F0F0) >> 4);
|
||
|
bits = ((bits & 0x00FF00FF) << 8) | ((bits & 0xFF00FF00) >> 8);
|
||
|
|
||
|
float value = float(bits) * 2.3283064365386963e-10;
|
||
|
radical_inverse[i] = uint8_t(CLAMP(value * 255.0, 0, 255));
|
||
|
}
|
||
|
|
||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 512, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, radical_inverse);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); //need this for proper sampling
|
||
|
|
||
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||
|
}
|
||
|
|
||
|
{
|
||
|
glGenFramebuffers(1, &resources.mipmap_blur_fbo);
|
||
|
glGenTextures(1, &resources.mipmap_blur_color);
|
||
|
}
|
||
|
|
||
|
#ifdef GLES_OVER_GL
|
||
|
//this needs to be enabled manually in OpenGL 2.1
|
||
|
|
||
|
if (config.extensions.has("GL_ARB_seamless_cube_map")) {
|
||
|
glEnable(_EXT_TEXTURE_CUBE_MAP_SEAMLESS);
|
||
|
}
|
||
|
glEnable(GL_POINT_SPRITE);
|
||
|
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
|
||
|
#endif
|
||
|
|
||
|
config.force_vertex_shading = GLOBAL_GET("rendering/quality/shading/force_vertex_shading");
|
||
|
config.use_fast_texture_filter = GLOBAL_GET("rendering/quality/filters/use_nearest_mipmap_filter");
|
||
|
//config.should_orphan = GLOBAL_GET("rendering/options/api_usage_legacy/orphan_buffers");
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::finalize() {
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::_copy_screen() {
|
||
|
bind_quad_array();
|
||
|
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||
|
}
|
||
|
|
||
|
void RasterizerStorageGLES2::update_dirty_resources() {
|
||
|
update_dirty_shaders();
|
||
|
update_dirty_materials();
|
||
|
// update_dirty_skeletons();
|
||
|
// update_dirty_multimeshes();
|
||
|
}
|
||
|
|
||
|
RasterizerStorageGLES2::RasterizerStorageGLES2() {
|
||
|
RasterizerStorageGLES2::system_fbo = 0;
|
||
|
config.should_orphan = true;
|
||
|
}
|
||
|
|
||
|
#endif // GLES2_BACKEND_ENABLED
|