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authorJuan Linietsky <reduzio@gmail.com>2019-01-24 17:00:33 -0300
committerJuan Linietsky <reduzio@gmail.com>2019-01-24 17:00:33 -0300
commit7fa41f17a608c75d164d313331105140b69cf494 (patch)
tree7410414ab70b1d65f659cac5d27e41517972746f /drivers/gles2
parent8ff00ca52dbf97a3d5da431b64d529665b37307f (diff)
Makes screen texture work in GLES2 (2D for now), fixes #23604
Diffstat (limited to 'drivers/gles2')
-rw-r--r--drivers/gles2/rasterizer_canvas_gles2.cpp74
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.cpp12
-rw-r--r--drivers/gles2/shader_gles2.h2
-rw-r--r--drivers/gles2/shaders/copy.glsl2
4 files changed, 85 insertions, 5 deletions
diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp
index 047eaaf0ac..6f686690bf 100644
--- a/drivers/gles2/rasterizer_canvas_gles2.cpp
+++ b/drivers/gles2/rasterizer_canvas_gles2.cpp
@@ -1162,7 +1162,65 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
void RasterizerCanvasGLES2::_copy_texscreen(const Rect2 &p_rect) {
- // This isn't really working yet, so disabling for now.
+ if (storage->frame.current_rt->copy_screen_effect.color == 0) {
+ ERR_EXPLAIN("Can't use screen texture copying in a render target configured without copy buffers");
+ ERR_FAIL();
+ }
+
+ glDisable(GL_BLEND);
+
+ state.canvas_texscreen_used = true;
+
+ Vector2 wh(storage->frame.current_rt->width, storage->frame.current_rt->height);
+
+ Color copy_section(p_rect.position.x / wh.x, p_rect.position.y / wh.y, p_rect.size.x / wh.x, p_rect.size.y / wh.y);
+
+ if (p_rect != Rect2()) {
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, true);
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->copy_screen_effect.fbo);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
+
+ glClearColor(1, 0, 1, 1);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ storage->shaders.copy.bind();
+ storage->shaders.copy.set_uniform(CopyShaderGLES2::COPY_SECTION, copy_section);
+
+ const Vector2 vertpos[4] = {
+ Vector2(-1, -1),
+ Vector2(-1, 1),
+ Vector2(1, 1),
+ Vector2(1, -1),
+ };
+
+ const Vector2 uvpos[4] = {
+ Vector2(0, 0),
+ Vector2(0, 1),
+ Vector2(1, 1),
+ Vector2(1, 0)
+ };
+
+ const int indexpos[6] = {
+ 0, 1, 2,
+ 2, 3, 0
+ };
+
+ _draw_polygon(indexpos, 6, 4, vertpos, uvpos, NULL, false);
+
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, false);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //back to front
+
+ // back to canvas, force rebind
+ state.using_texture_rect = false;
+ state.canvas_shader.bind();
+ _bind_canvas_texture(state.current_tex, state.current_normal);
+ _set_uniforms();
+
+ glEnable(GL_BLEND);
}
void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) {
@@ -1178,6 +1236,7 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons
state.current_tex = RID();
state.current_tex_ptr = NULL;
state.current_normal = RID();
+ state.canvas_texscreen_used = false;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
@@ -1265,7 +1324,18 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons
if (shader_ptr) {
if (shader_ptr->canvas_item.uses_screen_texture) {
- _copy_texscreen(Rect2());
+ if (!state.canvas_texscreen_used) {
+ //copy if not copied before
+ _copy_texscreen(Rect2());
+
+ // blend mode will have been enabled so make sure we disable it again later on
+ //last_blend_mode = last_blend_mode != RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_DISABLED ? last_blend_mode : -1;
+ }
+
+ if (storage->frame.current_rt->copy_screen_effect.color) {
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color);
+ }
}
if (shader_ptr != shader_cache) {
diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp
index 22c05d9d77..f0deff4791 100644
--- a/drivers/gles2/rasterizer_storage_gles2.cpp
+++ b/drivers/gles2/rasterizer_storage_gles2.cpp
@@ -4251,7 +4251,8 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// copy texscreen buffers
- {
+ if (!(rt->flags[RasterizerStorage::RENDER_TARGET_NO_SAMPLING])) {
+
int w = rt->width;
int h = rt->height;
@@ -4259,10 +4260,17 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
glBindTexture(GL_TEXTURE_2D, rt->copy_screen_effect.color);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glGenFramebuffers(1, &rt->copy_screen_effect.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, rt->copy_screen_effect.fbo);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
+ 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) {
diff --git a/drivers/gles2/shader_gles2.h b/drivers/gles2/shader_gles2.h
index 468971471c..5805432d09 100644
--- a/drivers/gles2/shader_gles2.h
+++ b/drivers/gles2/shader_gles2.h
@@ -465,6 +465,8 @@ public:
void set_custom_shader(uint32_t p_code_id);
void free_custom_shader(uint32_t p_code_id);
+ uint32_t get_version_key() const { return conditional_version.version; }
+
void set_uniform_default(int p_idx, const Variant &p_value) {
if (p_value.get_type() == Variant::NIL) {
diff --git a/drivers/gles2/shaders/copy.glsl b/drivers/gles2/shaders/copy.glsl
index f3c2a7eec4..286ba6b8c0 100644
--- a/drivers/gles2/shaders/copy.glsl
+++ b/drivers/gles2/shaders/copy.glsl
@@ -29,7 +29,7 @@ varying vec2 uv_interp;
varying vec2 uv2_interp;
#ifdef USE_COPY_SECTION
-uniform vec4 copy_section;
+uniform highp vec4 copy_section;
#endif
void main() {