godot/drivers/gles3/storage/render_scene_buffers_gles3.cpp
clayjohn fea48cdfc6 Fix rendering when using WebGL2.
Fixes include using proper depth buffer format in 3D (this had previously been fixed already but the changes were lost in a rebase), Remove unused lighting and shadowing code in 2D, and update 2D UBOs using glBufferSubData so that they remain the appropriate size.
2022-09-06 14:42:08 -07:00

104 lines
4.6 KiB
C++

/*************************************************************************/
/* render_scene_buffers_gles3.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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#ifdef GLES3_ENABLED
#include "render_scene_buffers_gles3.h"
#include "texture_storage.h"
RenderSceneBuffersGLES3::~RenderSceneBuffersGLES3() {
free_render_buffer_data();
}
void RenderSceneBuffersGLES3::configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) {
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
//internal_size.x = p_internal_size.x; // ignore for now
//internal_size.y = p_internal_size.y;
width = p_target_size.x;
height = p_target_size.y;
//fsr_sharpness = p_fsr_sharpness;
//texture_mipmap_bias = p_texture_mipmap_bias;
render_target = p_render_target;
//msaa = p_msaa;
//screen_space_aa = p_screen_space_aa;
//use_debanding = p_use_debanding;
//view_count = p_view_count;
free_render_buffer_data();
GLES3::RenderTarget *rt = texture_storage->get_render_target(p_render_target);
is_transparent = rt->is_transparent;
// framebuffer
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glBindTexture(GL_TEXTURE_2D, rt->color);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
glGenTextures(1, &depth_texture);
glBindTexture(GL_TEXTURE_2D, depth_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, rt->size.x, rt->size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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_texture, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, texture_storage->system_fbo);
if (status != GL_FRAMEBUFFER_COMPLETE) {
free_render_buffer_data();
WARN_PRINT("Could not create 3D renderbuffer, status: " + texture_storage->get_framebuffer_error(status));
return;
}
}
void RenderSceneBuffersGLES3::free_render_buffer_data() {
if (depth_texture) {
glDeleteTextures(1, &depth_texture);
depth_texture = 0;
}
if (framebuffer) {
glDeleteFramebuffers(1, &framebuffer);
framebuffer = 0;
}
}
#endif // GLES3_ENABLED