diff options
author | Juan Linietsky <reduzio@gmail.com> | 2015-03-31 17:57:16 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2015-03-31 17:57:16 -0300 |
commit | 7fc4059b1311afbf986f4b356bb93cd164ba829a (patch) | |
tree | 7a3507176e92bc24ba549e138db1f613994919d0 /drivers/gles2/rasterizer_gles2.cpp | |
parent | ad634876b5b7d775f6d490cf7f874c6aae058a28 (diff) |
read depth fixes
Diffstat (limited to 'drivers/gles2/rasterizer_gles2.cpp')
-rw-r--r-- | drivers/gles2/rasterizer_gles2.cpp | 75 |
1 files changed, 70 insertions, 5 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index d2bf28a1bc..ae5f3d8f2f 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -8559,6 +8559,7 @@ RID RasterizerGLES2::canvas_light_shadow_buffer_create(int p_width) { #ifdef GLEW_ENABLED glDrawBuffer(GL_NONE); #endif + } else { // We'll use a RGBA texture into which we pack the depth info glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, cls->size, cls->height, 0, @@ -8567,6 +8568,7 @@ RID RasterizerGLES2::canvas_light_shadow_buffer_create(int p_width) { // Attach the RGBA texture to FBO color attachment point glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, cls->depth, 0); + cls->rgba=cls->depth; // Allocate 16-bit depth buffer glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, cls->size, cls->height); @@ -8845,10 +8847,14 @@ void RasterizerGLES2::canvas_debug_viewport_shadows(CanvasLight* p_lights_with_s int h = 10; int w = viewport.width; int ofs = h; + + //print_line(" debug lights "); while(light) { + // print_line("debug light"); if (light->shadow_buffer.is_valid()) { + // print_line("sb is valid"); CanvasLightShadow * sb = canvas_light_shadow_owner.get(light->shadow_buffer); if (sb) { glActiveTexture(GL_TEXTURE0); @@ -9858,9 +9864,9 @@ void RasterizerGLES2::free(const RID& p_rid) { glDeleteFramebuffers(1,&cls->fbo); glDeleteRenderbuffers(1,&cls->rbo); glDeleteTextures(1,&cls->depth); - if (!read_depth_supported) { - glDeleteTextures(1,&cls->rgba); - } + //if (!read_depth_supported) { + // glDeleteTextures(1,&cls->rgba); + //} canvas_light_shadow_owner.free(p_rid); memdelete(cls); @@ -10366,6 +10372,62 @@ void RasterizerGLES2::_update_blur_buffer() { } #endif + + +bool RasterizerGLES2::_test_depth_shadow_buffer() { + + + int size=16; + + GLuint fbo; + GLuint rbo; + GLuint depth; + + glActiveTexture(GL_TEXTURE0); + + glGenFramebuffers(1, &fbo); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + + // Create a render buffer + glGenRenderbuffers(1, &rbo); + glBindRenderbuffer(GL_RENDERBUFFER, rbo); + + // Create a texture for storing the depth + glGenTextures(1, &depth); + glBindTexture(GL_TEXTURE_2D, depth); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + + // Remove artifact on the edges of the shadowmap + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + + + // We'll use a depth texture to store the depths in the shadow map + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size, size, 0, + GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); + +#ifdef GLEW_ENABLED + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); +#endif + + // Attach the depth texture to FBO depth attachment point + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, + GL_TEXTURE_2D, depth, 0); + + + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + + glDeleteFramebuffers(1,&fbo); + glDeleteRenderbuffers(1,&rbo); + glDeleteTextures(1,&depth); + + return status == GL_FRAMEBUFFER_COMPLETE; + +} + void RasterizerGLES2::init() { #ifdef GLEW_ENABLED @@ -10438,7 +10500,7 @@ void RasterizerGLES2::init() { #ifdef GLEW_ENABLED - read_depth_supported=true; + pvr_supported=false; etc_supported=false; use_depth24 =true; @@ -10456,7 +10518,10 @@ void RasterizerGLES2::init() { use_anisotropic_filter=true; float_linear_supported=true; float_supported=true; - use_rgba_shadowmaps=false; + + read_depth_supported=_test_depth_shadow_buffer(); + use_rgba_shadowmaps=!read_depth_supported; + //print_line("read depth support? "+itos(read_depth_supported)); glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,&anisotropic_level); anisotropic_level=MIN(anisotropic_level,float(GLOBAL_DEF("rasterizer/anisotropic_filter_level",4.0))); |