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path: root/drivers/gles2/rasterizer_scene_gles2.cpp
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Diffstat (limited to 'drivers/gles2/rasterizer_scene_gles2.cpp')
-rw-r--r--drivers/gles2/rasterizer_scene_gles2.cpp96
1 files changed, 89 insertions, 7 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp
index 50cb39b13f..a07c6832dc 100644
--- a/drivers/gles2/rasterizer_scene_gles2.cpp
+++ b/drivers/gles2/rasterizer_scene_gles2.cpp
@@ -36,6 +36,7 @@
#include "core/project_settings.h"
#include "core/vmap.h"
#include "rasterizer_canvas_gles2.h"
+#include "servers/camera/camera_feed.h"
#include "servers/visual/visual_server_raster.h"
#ifndef GLES_OVER_GL
@@ -769,6 +770,13 @@ void RasterizerSceneGLES2::environment_set_ambient_light(RID p_env, const Color
env->ambient_sky_contribution = p_sky_contribution;
}
+void RasterizerSceneGLES2::environment_set_camera_feed_id(RID p_env, int p_camera_feed_id) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->camera_feed_id = p_camera_feed_id;
+}
+
void RasterizerSceneGLES2::environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
@@ -2261,7 +2269,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
bool rebind_reflection = false;
bool rebind_lightmap = false;
- if (!p_shadow) {
+ if (!p_shadow && material->shader) {
bool unshaded = material->shader->spatial.unshaded;
@@ -2281,7 +2289,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
bool depth_prepass = false;
- if (!p_alpha_pass && material->shader && material->shader->spatial.depth_draw_mode == RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) {
+ if (!p_alpha_pass && material->shader->spatial.depth_draw_mode == RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) {
depth_prepass = true;
}
@@ -2843,6 +2851,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
// clear color
Color clear_color(0, 0, 0, 1);
+ Ref<CameraFeed> feed;
if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
clear_color = Color(0, 0, 0, 0);
@@ -2855,6 +2864,9 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
} else if (env->bg_mode == VS::ENV_BG_CANVAS || env->bg_mode == VS::ENV_BG_COLOR || env->bg_mode == VS::ENV_BG_COLOR_SKY) {
clear_color = env->bg_color;
storage->frame.clear_request = false;
+ } else if (env->bg_mode == VS::ENV_BG_CAMERA_FEED) {
+ feed = CameraServer::get_singleton()->get_feed_by_id(env->camera_feed_id);
+ storage->frame.clear_request = false;
} else {
storage->frame.clear_request = false;
}
@@ -2891,7 +2903,66 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
env_radiance_tex = sky->radiance;
}
} break;
+ case VS::ENV_BG_CAMERA_FEED: {
+ if (feed.is_valid() && (feed->get_base_width() > 0) && (feed->get_base_height() > 0)) {
+ // copy our camera feed to our background
+
+ glDisable(GL_BLEND);
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_NO_ALPHA, true);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_DISPLAY_TRANSFORM, true);
+
+ if (feed->get_datatype() == CameraFeed::FEED_RGB) {
+ RID camera_RGBA = feed->get_texture(CameraServer::FEED_RGBA_IMAGE);
+
+ VS::get_singleton()->texture_bind(camera_RGBA, 0);
+
+ } else if (feed->get_datatype() == CameraFeed::FEED_YCbCr) {
+ RID camera_YCbCr = feed->get_texture(CameraServer::FEED_YCbCr_IMAGE);
+
+ VS::get_singleton()->texture_bind(camera_YCbCr, 0);
+
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::YCBCR_TO_RGB, true);
+
+ } else if (feed->get_datatype() == CameraFeed::FEED_YCbCr_Sep) {
+ RID camera_Y = feed->get_texture(CameraServer::FEED_Y_IMAGE);
+ RID camera_CbCr = feed->get_texture(CameraServer::FEED_CbCr_IMAGE);
+
+ VS::get_singleton()->texture_bind(camera_Y, 0);
+ VS::get_singleton()->texture_bind(camera_CbCr, 1);
+
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::SEP_CBCR_TEXTURE, true);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::YCBCR_TO_RGB, true);
+ };
+
+ storage->shaders.copy.bind();
+ storage->shaders.copy.set_uniform(CopyShaderGLES2::DISPLAY_TRANSFORM, feed->get_transform());
+
+ storage->bind_quad_array();
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ glDisableVertexAttribArray(VS::ARRAY_VERTEX);
+ glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ // turn off everything used
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::SEP_CBCR_TEXTURE, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::YCBCR_TO_RGB, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_NO_ALPHA, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_DISPLAY_TRANSFORM, false);
+ //restore
+ glEnable(GL_BLEND);
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ } else {
+ // don't have a feed, just show greenscreen :)
+ clear_color = Color(0.0, 1.0, 0.0, 1.0);
+ }
+ } break;
default: {
// FIXME: implement other background modes
} break;
@@ -2919,7 +2990,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
if (storage->frame.current_rt && state.used_screen_texture) {
//copy screen texture
- if (storage->frame.current_rt && storage->frame.current_rt->multisample_active) {
+ if (storage->frame.current_rt->multisample_active) {
// Resolve framebuffer to front buffer before copying
#ifdef GLES_OVER_GL
@@ -2931,14 +3002,16 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
#elif IPHONE_ENABLED
+
glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
glResolveMultisampleFramebufferAPPLE();
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
-#else
- // In GLES2 Blit is not available, so just copy color texture manually
+#elif ANDROID_ENABLED
+
+ // In GLES2 AndroidBlit is not available, so just copy color texture manually
_copy_texture_to_front_buffer(storage->frame.current_rt->multisample_color);
#endif
}
@@ -2972,8 +3045,17 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
-#else
- // In GLES2 Blit is not available, so just copy color texture manually
+#elif IPHONE_ENABLED
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
+ glResolveMultisampleFramebufferAPPLE();
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+#elif ANDROID_ENABLED
+
+ // In GLES2 Android Blit is not available, so just copy color texture manually
_copy_texture_to_front_buffer(storage->frame.current_rt->multisample_color);
#endif
}