diff options
Diffstat (limited to 'drivers/gles2/rasterizer_scene_gles2.cpp')
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.cpp | 43 |
1 files changed, 34 insertions, 9 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index 22cc45a0f6..15f1aa44be 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -42,6 +42,8 @@ #define glClearDepth glClearDepthf #endif +#define _DEPTH_COMPONENT24_OES 0x81A6 + static const GLenum _cube_side_enum[6] = { GL_TEXTURE_CUBE_MAP_NEGATIVE_X, @@ -461,7 +463,8 @@ RID RasterizerSceneGLES2::reflection_probe_instance_create(RID p_probe) { glGenFramebuffers(1, &rpi->fbo_blur); glGenRenderbuffers(1, &rpi->depth); - glGenTextures(1, &rpi->cubemap); + rpi->cubemap = 0; + //glGenTextures(1, &rpi->cubemap); return rpi->self; } @@ -502,14 +505,37 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance int size = rpi->probe_ptr->resolution; rpi->current_resolution = size; - int lod = 0; - - GLenum internal_format = GL_RGBA; - GLenum format = GL_RGBA; + GLenum internal_format = GL_RGB; + GLenum format = GL_RGB; GLenum type = GL_UNSIGNED_BYTE; glActiveTexture(GL_TEXTURE0); + if (rpi->cubemap != 0) { + glDeleteTextures(1, &rpi->cubemap); + } + glGenTextures(1, &rpi->cubemap); glBindTexture(GL_TEXTURE_CUBE_MAP, rpi->cubemap); +#if 1 + //Mobile hardware (PowerVR specially) prefers this approach, the other one kills the game + for (int i = 0; i < 6; i++) { + glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, size, size, 0, format, type, NULL); + } + + glGenerateMipmap(GL_TEXTURE_CUBE_MAP); + + glBindRenderbuffer(GL_RENDERBUFFER, rpi->depth); //resize depth buffer + glRenderbufferStorage(GL_RENDERBUFFER, _DEPTH_COMPONENT24_OES, size, size); + + for (int i = 0; i < 6; i++) { + glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], rpi->cubemap, 0); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rpi->depth); + } + +#else + int lod = 0; + + //the approach below is fatal for powervr // Set the initial (empty) mipmaps, all need to be set for this to work in GLES2, even if later wont be used. while (size >= 1) { @@ -521,7 +547,7 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], rpi->cubemap, 0); glBindRenderbuffer(GL_RENDERBUFFER, rpi->depth); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size); + glRenderbufferStorage(GL_RENDERBUFFER, _DEPTH_COMPONENT24_OES, size, size); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rpi->depth); #ifdef DEBUG_ENABLED @@ -535,7 +561,7 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance size >>= 1; } - +#endif glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); @@ -2540,7 +2566,6 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const _render_render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, false, true, false); - glDepthMask(GL_FALSE); glDisable(GL_DEPTH_TEST); //#define GLES2_SHADOW_ATLAS_DEBUG_VIEW @@ -2984,7 +3009,7 @@ void RasterizerSceneGLES2::initialize() { glBindTexture(GL_TEXTURE_CUBE_MAP, cube.cubemap); for (int i = 0; i < 6; i++) { - glTexImage2D(_cube_side_enum[i], 0, GL_DEPTH_COMPONENT, cube_size, cube_size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL); + glTexImage2D(_cube_side_enum[i], 0, GL_DEPTH_COMPONENT, cube_size, cube_size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); } glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |