Merge pull request #68138 from clayjohn/GLES3-webgl-tex-fixes
Add texture reading code to OpenGL3 renderer for web and mobile
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commit
1e7a4de916
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@ -587,6 +587,13 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
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_record_item_commands(ci, p_canvas_transform_inverse, current_clip, blend_mode, p_lights, index, batch_broken);
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}
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if (r_last_index >= index) {
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// Nothing to render, just return.
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state.current_batch_index = 0;
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state.canvas_instance_batches.clear();
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return;
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}
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// Copy over all data needed for rendering.
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glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_instance_data_buffers[state.current_buffer].ubo);
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#ifdef WEB_ENABLED
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@ -1004,7 +1004,7 @@ void MeshStorage::multimesh_set_mesh(RID p_multimesh, RID p_mesh) {
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#define MULTIMESH_DIRTY_REGION_SIZE 512
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void MeshStorage::_multimesh_make_local(MultiMesh *multimesh) const {
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if (multimesh->data_cache.size() > 0) {
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if (multimesh->data_cache.size() > 0 || multimesh->instances == 0) {
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return; //already local
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}
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ERR_FAIL_COND(multimesh->data_cache.size() > 0);
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@ -1421,7 +1421,7 @@ Vector<float> MeshStorage::multimesh_get_buffer(RID p_multimesh) const {
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MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
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ERR_FAIL_COND_V(!multimesh, Vector<float>());
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Vector<float> ret;
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if (multimesh->buffer == 0) {
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if (multimesh->buffer == 0 || multimesh->instances == 0) {
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return Vector<float>();
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} else if (multimesh->data_cache.size()) {
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ret = multimesh->data_cache;
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@ -790,6 +790,7 @@ Ref<Image> TextureStorage::texture_2d_get(RID p_texture) const {
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#ifdef GLES_OVER_GL
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// OpenGL 3.3 supports glGetTexImage which is faster and simpler than glReadPixels.
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// It also allows for reading compressed textures, mipmaps, and more formats.
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Vector<uint8_t> data;
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int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, texture->real_format, texture->mipmaps > 1);
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@ -826,8 +827,65 @@ Ref<Image> TextureStorage::texture_2d_get(RID p_texture) const {
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image->convert(texture->format);
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}
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#else
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// Support for Web and Mobile will come later.
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Ref<Image> image;
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Vector<uint8_t> data;
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// On web and mobile we always read an RGBA8 image with no mipmaps.
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int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, Image::FORMAT_RGBA8, false);
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data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers
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uint8_t *w = data.ptrw();
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GLuint temp_framebuffer;
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glGenFramebuffers(1, &temp_framebuffer);
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GLuint temp_color_texture;
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glGenTextures(1, &temp_color_texture);
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glBindFramebuffer(GL_FRAMEBUFFER, temp_framebuffer);
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glBindTexture(GL_TEXTURE_2D, temp_color_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->alloc_width, texture->alloc_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, temp_color_texture, 0);
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glDepthMask(GL_FALSE);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glDisable(GL_BLEND);
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glDepthFunc(GL_LEQUAL);
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glColorMask(1, 1, 1, 1);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture->tex_id);
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glViewport(0, 0, texture->alloc_width, texture->alloc_height);
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glClearColor(0.0, 0.0, 0.0, 0.0);
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glClear(GL_COLOR_BUFFER_BIT);
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CopyEffects::get_singleton()->copy_to_rect(Rect2i(0, 0, 1.0, 1.0));
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glReadPixels(0, 0, texture->alloc_width, texture->alloc_height, GL_RGBA, GL_UNSIGNED_BYTE, &w[0]);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDeleteTextures(1, &temp_color_texture);
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glDeleteFramebuffers(1, &temp_framebuffer);
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data.resize(data_size);
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ERR_FAIL_COND_V(data.size() == 0, Ref<Image>());
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Ref<Image> image = Image::create_from_data(texture->width, texture->height, false, Image::FORMAT_RGBA8, data);
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ERR_FAIL_COND_V(image->is_empty(), Ref<Image>());
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if (texture->format != Image::FORMAT_RGBA8) {
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image->convert(texture->format);
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}
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if (texture->mipmaps > 1) {
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image->generate_mipmaps();
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}
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#endif
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#ifdef TOOLS_ENABLED
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@ -71,6 +71,11 @@ Utilities::~Utilities() {
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Vector<uint8_t> Utilities::buffer_get_data(GLenum p_target, GLuint p_buffer, uint32_t p_buffer_size) {
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Vector<uint8_t> ret;
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if (p_buffer_size == 0) {
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return ret;
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}
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ret.resize(p_buffer_size);
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glBindBuffer(p_target, p_buffer);
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