godot/drivers/gles3/storage/texture_storage.cpp

1721 lines
51 KiB
C++

/*************************************************************************/
/* texture_storage.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifdef GLES3_ENABLED
#include "texture_storage.h"
#include "config.h"
#include "drivers/gles3/effects/copy_effects.h"
using namespace GLES3;
TextureStorage *TextureStorage::singleton = nullptr;
TextureStorage *TextureStorage::get_singleton() {
return singleton;
}
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,
};
TextureStorage::TextureStorage() {
singleton = this;
system_fbo = 0;
{ //create default textures
{ // White Textures
Ref<Image> image;
image.instantiate();
image->create(4, 4, true, Image::FORMAT_RGBA8);
image->fill(Color(1, 1, 1, 1));
image->generate_mipmaps();
default_gl_textures[DEFAULT_GL_TEXTURE_WHITE] = texture_allocate();
texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_WHITE], image);
Vector<Ref<Image>> images;
images.push_back(image);
default_gl_textures[DEFAULT_GL_TEXTURE_2D_ARRAY_WHITE] = texture_allocate();
texture_2d_layered_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_2D_ARRAY_WHITE], images, RS::TEXTURE_LAYERED_2D_ARRAY);
for (int i = 0; i < 3; i++) {
images.push_back(image);
}
default_gl_textures[DEFAULT_GL_TEXTURE_3D_WHITE] = texture_allocate();
texture_3d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_3D_WHITE], image->get_format(), 4, 4, 4, false, images);
for (int i = 0; i < 2; i++) {
images.push_back(image);
}
default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_WHITE] = texture_allocate();
texture_2d_layered_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_WHITE], images, RS::TEXTURE_LAYERED_CUBEMAP);
}
{ // black
Ref<Image> image;
image.instantiate();
image->create(4, 4, true, Image::FORMAT_RGBA8);
image->fill(Color(0, 0, 0, 1));
image->generate_mipmaps();
default_gl_textures[DEFAULT_GL_TEXTURE_BLACK] = texture_allocate();
texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_BLACK], image);
Vector<Ref<Image>> images;
for (int i = 0; i < 4; i++) {
images.push_back(image);
}
default_gl_textures[DEFAULT_GL_TEXTURE_3D_BLACK] = texture_allocate();
texture_3d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_3D_BLACK], image->get_format(), 4, 4, 4, false, images);
for (int i = 0; i < 2; i++) {
images.push_back(image);
}
default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_BLACK] = texture_allocate();
texture_2d_layered_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_BLACK], images, RS::TEXTURE_LAYERED_CUBEMAP);
}
{ // transparent black
Ref<Image> image;
image.instantiate();
image->create(4, 4, true, Image::FORMAT_RGBA8);
image->fill(Color(0, 0, 0, 0));
image->generate_mipmaps();
default_gl_textures[DEFAULT_GL_TEXTURE_TRANSPARENT] = texture_allocate();
texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_TRANSPARENT], image);
}
{
Ref<Image> image;
image.instantiate();
image->create(4, 4, true, Image::FORMAT_RGBA8);
image->fill(Color(0.5, 0.5, 1, 1));
image->generate_mipmaps();
default_gl_textures[DEFAULT_GL_TEXTURE_NORMAL] = texture_allocate();
texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_NORMAL], image);
}
{
Ref<Image> image;
image.instantiate();
image->create(4, 4, true, Image::FORMAT_RGBA8);
image->fill(Color(1.0, 0.5, 1, 1));
image->generate_mipmaps();
default_gl_textures[DEFAULT_GL_TEXTURE_ANISO] = texture_allocate();
texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_ANISO], image);
}
{
unsigned char pixel_data[4 * 4 * 4];
for (int i = 0; i < 16; i++) {
pixel_data[i * 4 + 0] = 0;
pixel_data[i * 4 + 1] = 0;
pixel_data[i * 4 + 2] = 0;
pixel_data[i * 4 + 3] = 0;
}
default_gl_textures[DEFAULT_GL_TEXTURE_2D_UINT] = texture_allocate();
Texture texture;
texture.width = 4;
texture.height = 4;
texture.format = Image::FORMAT_RGBA8;
texture.type = Texture::TYPE_2D;
texture.target = GL_TEXTURE_2D;
texture.active = true;
glGenTextures(1, &texture.tex_id);
texture_owner.initialize_rid(default_gl_textures[DEFAULT_GL_TEXTURE_2D_UINT], texture);
glBindTexture(GL_TEXTURE_2D, texture.tex_id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, 4, 4, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, pixel_data);
texture.gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST);
}
{
uint16_t pixel_data[4 * 4];
for (int i = 0; i < 16; i++) {
pixel_data[i] = Math::make_half_float(1.0f);
}
default_gl_textures[DEFAULT_GL_TEXTURE_DEPTH] = texture_allocate();
Texture texture;
texture.width = 4;
texture.height = 4;
texture.format = Image::FORMAT_RGBA8;
texture.type = Texture::TYPE_2D;
texture.target = GL_TEXTURE_2D;
texture.active = true;
glGenTextures(1, &texture.tex_id);
texture_owner.initialize_rid(default_gl_textures[DEFAULT_GL_TEXTURE_DEPTH], texture);
glBindTexture(GL_TEXTURE_2D, texture.tex_id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, 4, 4, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, pixel_data);
texture.gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST);
}
}
glBindTexture(GL_TEXTURE_2D, 0);
#ifdef GLES_OVER_GL
glEnable(GL_PROGRAM_POINT_SIZE);
#endif
}
TextureStorage::~TextureStorage() {
singleton = nullptr;
for (int i = 0; i < DEFAULT_GL_TEXTURE_MAX; i++) {
texture_free(default_gl_textures[i]);
}
}
//TODO, move back to storage
bool TextureStorage::can_create_resources_async() const {
return false;
}
/* Canvas Texture API */
RID TextureStorage::canvas_texture_allocate() {
return canvas_texture_owner.allocate_rid();
}
void TextureStorage::canvas_texture_initialize(RID p_rid) {
canvas_texture_owner.initialize_rid(p_rid);
}
void TextureStorage::canvas_texture_free(RID p_rid) {
canvas_texture_owner.free(p_rid);
}
void TextureStorage::canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) {
CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
switch (p_channel) {
case RS::CANVAS_TEXTURE_CHANNEL_DIFFUSE: {
ct->diffuse = p_texture;
} break;
case RS::CANVAS_TEXTURE_CHANNEL_NORMAL: {
ct->normal_map = p_texture;
} break;
case RS::CANVAS_TEXTURE_CHANNEL_SPECULAR: {
ct->specular = p_texture;
} break;
}
}
void TextureStorage::canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess) {
CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
ct->specular_color.r = p_specular_color.r;
ct->specular_color.g = p_specular_color.g;
ct->specular_color.b = p_specular_color.b;
ct->specular_color.a = p_shininess;
}
void TextureStorage::canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter) {
CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
ct->texture_filter = p_filter;
}
void TextureStorage::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat) {
CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
ct->texture_repeat = p_repeat;
}
/* CANVAS SHADOW */
RID TextureStorage::canvas_light_shadow_buffer_create(int p_width) {
Config *config = Config::get_singleton();
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);
glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
glGenRenderbuffers(1, &cls->depth);
glBindRenderbuffer(GL_RENDERBUFFER, cls->depth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, 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_RGBA8, cls->size, cls->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
} else {
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, cls->size, cls->height, 0, GL_RED, GL_FLOAT, nullptr);
}
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);
glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
if (status != GL_FRAMEBUFFER_COMPLETE) {
memdelete(cls);
ERR_FAIL_COND_V(status != GL_FRAMEBUFFER_COMPLETE, RID());
}
return canvas_light_shadow_owner.make_rid(cls);
}
/* Texture API */
Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, 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 {
Config *config = Config::get_singleton();
r_gl_format = 0;
Ref<Image> image = p_image;
r_compressed = false;
r_real_format = p_format;
bool need_decompress = false;
switch (p_format) {
case Image::FORMAT_L8: {
#ifdef GLES_OVER_GL
r_gl_internal_format = GL_R8;
r_gl_format = GL_RED;
r_gl_type = GL_UNSIGNED_BYTE;
#else
r_gl_internal_format = GL_LUMINANCE;
r_gl_format = GL_LUMINANCE;
r_gl_type = GL_UNSIGNED_BYTE;
#endif
} break;
case Image::FORMAT_LA8: {
#ifdef GLES_OVER_GL
r_gl_internal_format = GL_RG8;
r_gl_format = GL_RG;
r_gl_type = GL_UNSIGNED_BYTE;
#else
r_gl_internal_format = GL_LUMINANCE_ALPHA;
r_gl_format = GL_LUMINANCE_ALPHA;
r_gl_type = GL_UNSIGNED_BYTE;
#endif
} break;
case Image::FORMAT_R8: {
r_gl_internal_format = GL_R8;
r_gl_format = GL_RED;
r_gl_type = GL_UNSIGNED_BYTE;
} break;
case Image::FORMAT_RG8: {
r_gl_internal_format = GL_RG8;
r_gl_format = GL_RG;
r_gl_type = GL_UNSIGNED_BYTE;
} break;
case Image::FORMAT_RGB8: {
r_gl_internal_format = GL_RGB8;
r_gl_format = GL_RGB;
r_gl_type = GL_UNSIGNED_BYTE;
} break;
case Image::FORMAT_RGBA8: {
r_gl_format = GL_RGBA;
r_gl_internal_format = GL_RGBA8;
r_gl_type = GL_UNSIGNED_BYTE;
} break;
case Image::FORMAT_RGBA4444: {
r_gl_internal_format = GL_RGBA4;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_SHORT_4_4_4_4;
} break;
case Image::FORMAT_RF: {
r_gl_internal_format = GL_R32F;
r_gl_format = GL_RED;
r_gl_type = GL_FLOAT;
} break;
case Image::FORMAT_RGF: {
r_gl_internal_format = GL_RG32F;
r_gl_format = GL_RG;
r_gl_type = GL_FLOAT;
} break;
case Image::FORMAT_RGBF: {
r_gl_internal_format = GL_RGB32F;
r_gl_format = GL_RGB;
r_gl_type = GL_FLOAT;
} break;
case Image::FORMAT_RGBAF: {
r_gl_internal_format = GL_RGBA32F;
r_gl_format = GL_RGBA;
r_gl_type = GL_FLOAT;
} break;
case Image::FORMAT_RH: {
r_gl_internal_format = GL_R16F;
r_gl_format = GL_RED;
r_gl_type = GL_HALF_FLOAT;
} break;
case Image::FORMAT_RGH: {
r_gl_internal_format = GL_RG16F;
r_gl_format = GL_RG;
r_gl_type = GL_HALF_FLOAT;
} break;
case Image::FORMAT_RGBH: {
r_gl_internal_format = GL_RGB16F;
r_gl_format = GL_RGB;
r_gl_type = GL_HALF_FLOAT;
} break;
case Image::FORMAT_RGBAH: {
r_gl_internal_format = GL_RGBA16F;
r_gl_format = GL_RGBA;
r_gl_type = GL_HALF_FLOAT;
} break;
case Image::FORMAT_RGBE9995: {
r_gl_internal_format = GL_RGB9_E5;
r_gl_format = GL_RGB;
r_gl_type = GL_UNSIGNED_INT_5_9_9_9_REV;
} break;
case Image::FORMAT_DXT1: {
if (config->s3tc_supported) {
r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_DXT3: {
if (config->s3tc_supported) {
r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_DXT5: {
if (config->s3tc_supported) {
r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
} 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;
case Image::FORMAT_ETC2_R11: {
if (config->etc2_supported) {
r_gl_internal_format = _EXT_COMPRESSED_R11_EAC;
r_gl_format = GL_RED;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_ETC2_R11S: {
if (config->etc2_supported) {
r_gl_internal_format = _EXT_COMPRESSED_SIGNED_R11_EAC;
r_gl_format = GL_RED;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_ETC2_RG11: {
if (config->etc2_supported) {
r_gl_internal_format = _EXT_COMPRESSED_RG11_EAC;
r_gl_format = GL_RG;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_ETC2_RG11S: {
if (config->etc2_supported) {
r_gl_internal_format = _EXT_COMPRESSED_SIGNED_RG11_EAC;
r_gl_format = GL_RG;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_ETC:
case Image::FORMAT_ETC2_RGB8: {
if (config->etc2_supported) {
r_gl_internal_format = _EXT_COMPRESSED_RGB8_ETC2;
r_gl_format = GL_RGB;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_ETC2_RGBA8: {
if (config->etc2_supported) {
r_gl_internal_format = _EXT_COMPRESSED_RGBA8_ETC2_EAC;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_ETC2_RGB8A1: {
if (config->etc2_supported) {
r_gl_internal_format = _EXT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
default: {
ERR_FAIL_V_MSG(Ref<Image>(), "Image Format: " + itos(p_format) + " is not supported by the OpenGL3 Renderer");
}
}
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;
}
RID TextureStorage::texture_allocate() {
return texture_owner.allocate_rid();
}
void TextureStorage::texture_free(RID p_texture) {
Texture *t = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND(!t);
ERR_FAIL_COND(t->is_render_target);
if (t->canvas_texture) {
memdelete(t->canvas_texture);
}
if (t->tex_id != 0) {
glDeleteTextures(1, &t->tex_id);
t->tex_id = 0;
}
if (t->is_proxy && t->proxy_to.is_valid()) {
Texture *proxy_to = texture_owner.get_or_null(t->proxy_to);
if (proxy_to) {
proxy_to->proxies.erase(p_texture);
}
}
//decal_atlas_remove_texture(p_texture);
for (int i = 0; i < t->proxies.size(); i++) {
Texture *p = texture_owner.get_or_null(t->proxies[i]);
ERR_CONTINUE(!p);
p->proxy_to = RID();
p->tex_id = 0;
}
texture_owner.free(p_texture);
}
void TextureStorage::texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) {
ERR_FAIL_COND(p_image.is_null());
Texture texture;
texture.width = p_image->get_width();
texture.height = p_image->get_height();
texture.alloc_width = texture.width;
texture.alloc_height = texture.height;
texture.mipmaps = p_image->get_mipmap_count();
texture.format = p_image->get_format();
texture.type = Texture::TYPE_2D;
texture.target = GL_TEXTURE_2D;
_get_gl_image_and_format(Ref<Image>(), texture.format, texture.real_format, texture.gl_format_cache, texture.gl_internal_format_cache, texture.gl_type_cache, texture.compressed, false);
//texture.total_data_size = p_image->get_image_data_size(); // verify that this returns size in bytes
texture.active = true;
glGenTextures(1, &texture.tex_id);
texture_owner.initialize_rid(p_texture, texture);
texture_set_data(p_texture, p_image);
}
void TextureStorage::texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) {
texture_owner.initialize_rid(p_texture, Texture());
}
void TextureStorage::texture_3d_initialize(RID p_texture, Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) {
texture_owner.initialize_rid(p_texture, Texture());
}
// Called internally when texture_proxy_create(p_base) is called.
// Note: p_base is the root and p_texture is the proxy.
void TextureStorage::texture_proxy_initialize(RID p_texture, RID p_base) {
Texture *texture = texture_owner.get_or_null(p_base);
ERR_FAIL_COND(!texture);
Texture proxy_tex;
proxy_tex.copy_from(*texture);
proxy_tex.proxy_to = p_base;
proxy_tex.is_render_target = false;
proxy_tex.is_proxy = true;
proxy_tex.proxies.clear();
texture->proxies.push_back(p_texture);
texture_owner.initialize_rid(p_texture, proxy_tex);
}
void TextureStorage::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);
#ifdef TOOLS_ENABLED
Texture *tex = texture_owner.get_or_null(p_texture);
tex->image_cache_2d.unref();
#endif
}
void TextureStorage::texture_proxy_update(RID p_texture, RID p_proxy_to) {
}
void TextureStorage::texture_2d_placeholder_initialize(RID p_texture) {
//this could be better optimized to reuse an existing image , done this way
//for now to get it working
Ref<Image> image;
image.instantiate();
image->create(4, 4, false, Image::FORMAT_RGBA8);
image->fill(Color(1, 0, 1, 1));
texture_2d_initialize(p_texture, image);
}
void TextureStorage::texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) {
//this could be better optimized to reuse an existing image , done this way
//for now to get it working
Ref<Image> image;
image.instantiate();
image->create(4, 4, false, Image::FORMAT_RGBA8);
image->fill(Color(1, 0, 1, 1));
Vector<Ref<Image>> images;
if (p_layered_type == RS::TEXTURE_LAYERED_2D_ARRAY) {
images.push_back(image);
} else {
//cube
for (int i = 0; i < 6; i++) {
images.push_back(image);
}
}
texture_2d_layered_initialize(p_texture, images, p_layered_type);
}
void TextureStorage::texture_3d_placeholder_initialize(RID p_texture) {
//this could be better optimized to reuse an existing image , done this way
//for now to get it working
Ref<Image> image;
image.instantiate();
image->create(4, 4, false, Image::FORMAT_RGBA8);
image->fill(Color(1, 0, 1, 1));
Vector<Ref<Image>> images;
//cube
for (int i = 0; i < 4; i++) {
images.push_back(image);
}
texture_3d_initialize(p_texture, Image::FORMAT_RGBA8, 4, 4, 4, false, images);
}
Ref<Image> TextureStorage::texture_2d_get(RID p_texture) const {
Texture *texture = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND_V(!texture, Ref<Image>());
#ifdef TOOLS_ENABLED
if (texture->image_cache_2d.is_valid() && !texture->is_render_target) {
return texture->image_cache_2d;
}
#endif
#ifdef GLES_OVER_GL
// OpenGL 3.3 supports glGetTexImage which is faster and simpler than glReadPixels.
Vector<uint8_t> data;
int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, texture->real_format, texture->mipmaps > 1);
data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers
uint8_t *w = data.ptrw();
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, texture->real_format, i);
if (texture->compressed) {
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glGetCompressedTexImage(texture->target, i, &w[ofs]);
} else {
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glGetTexImage(texture->target, i, texture->gl_format_cache, texture->gl_type_cache, &w[ofs]);
}
}
data.resize(data_size);
ERR_FAIL_COND_V(data.size() == 0, Ref<Image>());
Ref<Image> image;
image.instantiate();
image->create(texture->width, texture->height, texture->mipmaps > 1, texture->real_format, data);
ERR_FAIL_COND_V(image->is_empty(), Ref<Image>());
if (texture->format != texture->real_format) {
image->convert(texture->format);
}
#else
// Support for Web and Mobile will come later.
Ref<Image> image;
#endif
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint() && !texture->is_render_target) {
texture->image_cache_2d = image;
}
#endif
return image;
}
void TextureStorage::texture_replace(RID p_texture, RID p_by_texture) {
Texture *tex_to = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND(!tex_to);
ERR_FAIL_COND(tex_to->is_proxy); //can't replace proxy
Texture *tex_from = texture_owner.get_or_null(p_by_texture);
ERR_FAIL_COND(!tex_from);
ERR_FAIL_COND(tex_from->is_proxy); //can't replace proxy
if (tex_to == tex_from) {
return;
}
if (tex_to->canvas_texture) {
memdelete(tex_to->canvas_texture);
tex_to->canvas_texture = nullptr;
}
if (tex_to->tex_id) {
glDeleteTextures(1, &tex_to->tex_id);
tex_to->tex_id = 0;
}
Vector<RID> proxies_to_update = tex_to->proxies;
Vector<RID> proxies_to_redirect = tex_from->proxies;
tex_to->copy_from(*tex_from);
tex_to->proxies = proxies_to_update; //restore proxies, so they can be updated
if (tex_to->canvas_texture) {
tex_to->canvas_texture->diffuse = p_texture; //update
}
for (int i = 0; i < proxies_to_update.size(); i++) {
texture_proxy_update(proxies_to_update[i], p_texture);
}
for (int i = 0; i < proxies_to_redirect.size(); i++) {
texture_proxy_update(proxies_to_redirect[i], p_texture);
}
//delete last, so proxies can be updated
texture_owner.free(p_by_texture);
//decal_atlas_mark_dirty_on_texture(p_texture);
}
void TextureStorage::texture_set_size_override(RID p_texture, int p_width, int p_height) {
Texture *texture = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND(!texture);
ERR_FAIL_COND(texture->is_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 TextureStorage::texture_set_path(RID p_texture, const String &p_path) {
Texture *texture = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND(!texture);
texture->path = p_path;
}
String TextureStorage::texture_get_path(RID p_texture) const {
Texture *texture = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND_V(!texture, "");
return texture->path;
}
void TextureStorage::texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) {
Texture *texture = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND(!texture);
texture->detect_3d_callback = p_callback;
texture->detect_3d_callback_ud = p_userdata;
}
void TextureStorage::texture_set_detect_srgb_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) {
}
void TextureStorage::texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) {
Texture *texture = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND(!texture);
texture->detect_normal_callback = p_callback;
texture->detect_normal_callback_ud = p_userdata;
}
void TextureStorage::texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) {
Texture *texture = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND(!texture);
texture->detect_roughness_callback = p_callback;
texture->detect_roughness_callback_ud = p_userdata;
}
void TextureStorage::texture_debug_usage(List<RS::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.get_or_null(E->get());
if (!t) {
continue;
}
RS::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 TextureStorage::texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) {
Texture *texture = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND(!texture);
texture->redraw_if_visible = p_enable;
}
Size2 TextureStorage::texture_size_with_proxy(RID p_texture) {
const Texture *texture = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND_V(!texture, Size2());
if (texture->is_proxy) {
const Texture *proxy = texture_owner.get_or_null(texture->proxy_to);
return Size2(proxy->width, proxy->height);
} else {
return Size2(texture->width, texture->height);
}
}
void TextureStorage::texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer) {
Texture *texture = texture_owner.get_or_null(p_texture);
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->is_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 == RS::TEXTURE_TYPE_EXTERNAL);
GLenum type;
GLenum format;
GLenum internal_format;
bool compressed = false;
// 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(), real_format, format, internal_format, type, compressed, texture->resize_to_po2);
ERR_FAIL_COND(img.is_null());
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);
}
GLenum blit_target = (texture->target == GL_TEXTURE_CUBE_MAP) ? _cube_side_enum[p_layer] : GL_TEXTURE_2D;
Vector<uint8_t> read = img->get_data();
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
// set filtering and repeat state to default
texture->gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST);
texture->gl_set_repeat(RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
//set swizle for older format compatibility
#ifdef GLES_OVER_GL
switch (texture->format) {
case Image::FORMAT_L8: {
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_RED);
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_B, GL_RED);
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_A, GL_ONE);
} break;
case Image::FORMAT_LA8: {
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_RED);
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_B, GL_RED);
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_A, GL_GREEN);
} break;
default: {
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
} break;
}
#endif
int 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);
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; // TODO make this work again!!
texture->total_data_size = tsize;
// info.texture_mem += texture->total_data_size; // TODO make this work again!!
// 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);
texture->mipmaps = mipmaps;
}
void TextureStorage::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) {
ERR_PRINT("Not implemented yet, sorry :(");
}
Image::Format TextureStorage::texture_get_format(RID p_texture) const {
Texture *texture = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND_V(!texture, Image::FORMAT_L8);
return texture->format;
}
uint32_t TextureStorage::texture_get_texid(RID p_texture) const {
Texture *texture = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND_V(!texture, 0);
return texture->tex_id;
}
uint32_t TextureStorage::texture_get_width(RID p_texture) const {
Texture *texture = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND_V(!texture, 0);
return texture->width;
}
uint32_t TextureStorage::texture_get_height(RID p_texture) const {
Texture *texture = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND_V(!texture, 0);
return texture->height;
}
uint32_t TextureStorage::texture_get_depth(RID p_texture) const {
Texture *texture = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND_V(!texture, 0);
return texture->depth;
}
void TextureStorage::texture_bind(RID p_texture, uint32_t p_texture_no) {
Texture *texture = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND(!texture);
glActiveTexture(GL_TEXTURE0 + p_texture_no);
glBindTexture(texture->target, texture->tex_id);
}
RID TextureStorage::texture_create_radiance_cubemap(RID p_source, int p_resolution) const {
return RID();
}
/* DECAL API */
RID TextureStorage::decal_allocate() {
return RID();
}
void TextureStorage::decal_initialize(RID p_rid) {
}
void TextureStorage::decal_set_extents(RID p_decal, const Vector3 &p_extents) {
}
void TextureStorage::decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) {
}
void TextureStorage::decal_set_emission_energy(RID p_decal, float p_energy) {
}
void TextureStorage::decal_set_albedo_mix(RID p_decal, float p_mix) {
}
void TextureStorage::decal_set_modulate(RID p_decal, const Color &p_modulate) {
}
void TextureStorage::decal_set_cull_mask(RID p_decal, uint32_t p_layers) {
}
void TextureStorage::decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) {
}
void TextureStorage::decal_set_fade(RID p_decal, float p_above, float p_below) {
}
void TextureStorage::decal_set_normal_fade(RID p_decal, float p_fade) {
}
AABB TextureStorage::decal_get_aabb(RID p_decal) const {
return AABB();
}
/* DECAL INSTANCE API */
RID TextureStorage::decal_instance_create(RID p_decal) {
return RID();
}
void TextureStorage::decal_instance_free(RID p_decal_instance) {
}
void TextureStorage::decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) {
}
/* RENDER TARGET API */
GLuint TextureStorage::system_fbo = 0;
void TextureStorage::_update_render_target(RenderTarget *rt) {
// do not allocate a render target with no size
if (rt->size.x <= 0 || rt->size.y <= 0) {
return;
}
// do not allocate a render target that is attached to the screen
if (rt->direct_to_screen) {
rt->fbo = system_fbo;
return;
}
rt->color_internal_format = rt->is_transparent ? GL_RGBA8 : GL_RGB10_A2;
rt->color_format = GL_RGBA;
rt->color_type = rt->is_transparent ? GL_UNSIGNED_BYTE : GL_UNSIGNED_INT_2_10_10_10_REV;
rt->image_format = Image::FORMAT_RGBA8;
glDisable(GL_SCISSOR_TEST);
glColorMask(1, 1, 1, 1);
glDepthMask(GL_FALSE);
{
/* Front FBO */
Texture *texture = get_texture(rt->texture);
ERR_FAIL_COND(!texture);
// framebuffer
glGenFramebuffers(1, &rt->fbo);
glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
// color
glGenTextures(1, &rt->color);
glBindTexture(GL_TEXTURE_2D, rt->color);
glTexImage2D(GL_TEXTURE_2D, 0, rt->color_internal_format, rt->size.x, rt->size.y, 0, rt->color_format, rt->color_type, nullptr);
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);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
glDeleteFramebuffers(1, &rt->fbo);
glDeleteTextures(1, &rt->color);
rt->fbo = 0;
rt->size.x = 0;
rt->size.y = 0;
rt->color = 0;
texture->tex_id = 0;
texture->active = false;
WARN_PRINT("Could not create render target, status: " + get_framebuffer_error(status));
return;
}
texture->format = rt->image_format;
texture->real_format = rt->image_format;
texture->type = Texture::TYPE_2D;
texture->target = GL_TEXTURE_2D;
texture->gl_format_cache = rt->color_format;
texture->gl_type_cache = GL_UNSIGNED_BYTE;
texture->gl_internal_format_cache = rt->color_internal_format;
texture->tex_id = rt->color;
texture->width = rt->size.x;
texture->alloc_width = rt->size.x;
texture->height = rt->size.y;
texture->alloc_height = rt->size.y;
texture->active = true;
}
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, system_fbo);
}
void TextureStorage::_create_render_target_backbuffer(RenderTarget *rt) {
ERR_FAIL_COND_MSG(rt->backbuffer_fbo != 0, "Cannot allocate RenderTarget backbuffer: already initialized.");
ERR_FAIL_COND(rt->direct_to_screen);
// Allocate mipmap chains for full screen blur
// Limit mipmaps so smallest is 32x32 to avoid unnecessary framebuffer switches
int count = MAX(1, Image::get_image_required_mipmaps(rt->size.x, rt->size.y, Image::FORMAT_RGBA8) - 4);
if (rt->size.x > 40 && rt->size.y > 40) {
GLsizei width = rt->size.x;
GLsizei height = rt->size.y;
rt->mipmap_count = count;
glGenTextures(1, &rt->backbuffer);
glBindTexture(GL_TEXTURE_2D, rt->backbuffer);
for (int l = 0; l < count; l++) {
glTexImage2D(GL_TEXTURE_2D, l, rt->color_internal_format, width, height, 0, rt->color_format, rt->color_type, nullptr);
width = MAX(1, (width / 2));
height = MAX(1, (height / 2));
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, count - 1);
glGenFramebuffers(1, &rt->backbuffer_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->backbuffer, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
WARN_PRINT_ONCE("Cannot allocate mipmaps for canvas screen blur. Status: " + get_framebuffer_error(status));
glBindFramebuffer(GL_FRAMEBUFFER, system_fbo);
return;
}
// Initialize all levels to opaque Magenta.
for (int j = 0; j < count; j++) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->backbuffer, j);
glClearColor(1.0, 0.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
}
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->backbuffer, 0);
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);
}
}
void TextureStorage::_clear_render_target(RenderTarget *rt) {
// there is nothing to clear when DIRECT_TO_SCREEN is used
if (rt->direct_to_screen) {
return;
}
if (rt->fbo) {
glDeleteFramebuffers(1, &rt->fbo);
glDeleteTextures(1, &rt->color);
rt->fbo = 0;
rt->color = 0;
}
/*
if (rt->external.fbo != 0) {
// free this
glDeleteFramebuffers(1, &rt->external.fbo);
// clean up our texture
Texture *t = get_texture(rt->external.texture);
t->alloc_height = 0;
t->alloc_width = 0;
t->width = 0;
t->height = 0;
t->active = false;
texture_free(rt->external.texture);
memdelete(t);
rt->external.fbo = 0;
}
*/
Texture *tex = get_texture(rt->texture);
tex->alloc_height = 0;
tex->alloc_width = 0;
tex->width = 0;
tex->height = 0;
tex->active = false;
if (rt->backbuffer_fbo != 0) {
glDeleteFramebuffers(1, &rt->backbuffer_fbo);
glDeleteTextures(1, &rt->backbuffer);
rt->backbuffer = 0;
rt->backbuffer_fbo = 0;
}
}
RID TextureStorage::render_target_create() {
RenderTarget render_target;
//render_target.was_used = false;
render_target.clear_requested = false;
Texture t;
t.active = true;
t.render_target = &render_target;
t.is_render_target = true;
render_target.texture = texture_owner.make_rid(t);
_update_render_target(&render_target);
return render_target_owner.make_rid(render_target);
}
void TextureStorage::render_target_free(RID p_rid) {
RenderTarget *rt = render_target_owner.get_or_null(p_rid);
_clear_render_target(rt);
Texture *t = get_texture(rt->texture);
if (t) {
t->is_render_target = false;
texture_free(rt->texture);
//memdelete(t);
}
render_target_owner.free(p_rid);
}
void TextureStorage::render_target_set_position(RID p_render_target, int p_x, int p_y) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
rt->position = Point2i(p_x, p_y);
}
void TextureStorage::render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
if (p_width == rt->size.x && p_height == rt->size.y) {
return;
}
_clear_render_target(rt);
rt->size = Size2i(p_width, p_height);
_update_render_target(rt);
}
// TODO: convert to Size2i internally
Size2i TextureStorage::render_target_get_size(RID p_render_target) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND_V(!rt, Size2());
return rt->size;
}
RID TextureStorage::render_target_get_texture(RID p_render_target) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND_V(!rt, RID());
if (rt->external.fbo == 0) {
return rt->texture;
} else {
return rt->external.texture;
}
}
void TextureStorage::render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) {
RenderTarget *rt = render_target_owner.get_or_null(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 = get_texture(rt->external.texture);
t->alloc_height = 0;
t->alloc_width = 0;
t->width = 0;
t->height = 0;
t->active = false;
texture_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);
glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo);
// allocate a texture
t = memnew(Texture);
t->type = Texture::TYPE_2D;
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->total_data_size = 0;
t->mipmaps = 1;
t->active = true;
t->tex_id = 0;
t->render_target = rt;
t->is_render_target = true;
//rt->external.texture = make_rid(t);
} else {
// bind our frame buffer
glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo);
// find our texture
t = get_texture(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->size.x;
t->height = rt->size.y;
t->alloc_height = rt->size.x;
t->alloc_width = rt->size.y;
// Switch our texture on our frame buffer
{
// set our texture as the destination for our framebuffer
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0);
}
// check status and unbind
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
if (status != GL_FRAMEBUFFER_COMPLETE) {
WARN_PRINT("framebuffer fail, status: " + get_framebuffer_error(status));
}
ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
}
}
void TextureStorage::render_target_set_transparent(RID p_render_target, bool p_transparent) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
rt->is_transparent = p_transparent;
_clear_render_target(rt);
_update_render_target(rt);
}
void TextureStorage::render_target_set_direct_to_screen(RID p_render_target, bool p_direct_to_screen) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
if (p_direct_to_screen == rt->direct_to_screen) {
return;
}
// 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
_clear_render_target(rt);
rt->direct_to_screen = p_direct_to_screen;
_update_render_target(rt);
}
bool TextureStorage::render_target_was_used(RID p_render_target) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND_V(!rt, false);
return rt->used_in_frame;
}
void TextureStorage::render_target_clear_used(RID p_render_target) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
rt->used_in_frame = false;
}
void TextureStorage::render_target_set_msaa(RID p_render_target, RS::ViewportMSAA p_msaa) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
if (p_msaa == rt->msaa) {
return;
}
WARN_PRINT("2D MSAA is not yet supported for GLES3.");
_clear_render_target(rt);
rt->msaa = p_msaa;
_update_render_target(rt);
}
void TextureStorage::render_target_request_clear(RID p_render_target, const Color &p_clear_color) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
rt->clear_requested = true;
rt->clear_color = p_clear_color;
}
bool TextureStorage::render_target_is_clear_requested(RID p_render_target) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND_V(!rt, false);
return rt->clear_requested;
}
Color TextureStorage::render_target_get_clear_request_color(RID p_render_target) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND_V(!rt, Color());
return rt->clear_color;
}
void TextureStorage::render_target_disable_clear_request(RID p_render_target) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
rt->clear_requested = false;
}
void TextureStorage::render_target_do_clear_request(RID p_render_target) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
if (!rt->clear_requested) {
return;
}
glClearBufferfv(GL_COLOR, 0, rt->clear_color.components);
rt->clear_requested = false;
}
void TextureStorage::render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {
}
Rect2i TextureStorage::render_target_get_sdf_rect(RID p_render_target) const {
return Rect2i();
}
void TextureStorage::render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) {
}
void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
ERR_FAIL_COND(rt->direct_to_screen);
if (rt->backbuffer_fbo == 0) {
_create_render_target_backbuffer(rt);
}
Rect2i region;
if (p_region == Rect2i()) {
region.size = rt->size;
} else {
region = Rect2i(Size2i(), rt->size).intersection(p_region);
if (region.size == Size2i()) {
return; //nothing to do
}
}
glDisable(GL_BLEND);
//single texture copy for backbuffer
glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, rt->color);
GLES3::CopyEffects::get_singleton()->copy_screen();
if (p_gen_mipmaps) {
GLES3::CopyEffects::get_singleton()->bilinear_blur(rt->backbuffer, rt->mipmap_count, region);
glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
}
glEnable(GL_BLEND); // 2D almost always uses blend.
}
void TextureStorage::render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
ERR_FAIL_COND(rt->direct_to_screen);
if (rt->backbuffer_fbo == 0) {
_create_render_target_backbuffer(rt);
}
Rect2i region;
if (p_region == Rect2i()) {
// Just do a full screen clear;
glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
glClearColor(p_color.r, p_color.g, p_color.b, p_color.a);
glClear(GL_COLOR_BUFFER_BIT);
} else {
region = Rect2i(Size2i(), rt->size).intersection(p_region);
if (region.size == Size2i()) {
return; //nothing to do
}
glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
GLES3::CopyEffects::get_singleton()->set_color(p_color, region);
}
}
void TextureStorage::render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
if (rt->backbuffer_fbo == 0) {
_create_render_target_backbuffer(rt);
}
Rect2i region;
if (p_region == Rect2i()) {
region.size = rt->size;
} else {
region = Rect2i(Size2i(), rt->size).intersection(p_region);
if (region.size == Size2i()) {
return; //nothing to do
}
}
GLES3::CopyEffects::get_singleton()->bilinear_blur(rt->backbuffer, rt->mipmap_count, region);
glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
}
#endif // GLES3_ENABLED