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Diffstat (limited to 'drivers/gles2/rasterizer_storage_gles2.cpp')
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.cpp886
1 files changed, 755 insertions, 131 deletions
diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp
index b26e8a98b9..13fdd1db73 100644
--- a/drivers/gles2/rasterizer_storage_gles2.cpp
+++ b/drivers/gles2/rasterizer_storage_gles2.cpp
@@ -44,8 +44,31 @@ GLuint RasterizerStorageGLES2::system_fbo = 0;
#define _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
#define _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
+#define _EXT_COMPRESSED_RED_RGTC1_EXT 0x8DBB
+#define _EXT_COMPRESSED_RED_RGTC1 0x8DBB
+#define _EXT_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC
+#define _EXT_COMPRESSED_RG_RGTC2 0x8DBD
+#define _EXT_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE
+#define _EXT_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC
+#define _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD
+#define _EXT_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE
#define _EXT_ETC1_RGB8_OES 0x8D64
+#define _EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
+#define _EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG 0x8C01
+#define _EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
+#define _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG 0x8C03
+
+#define _EXT_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT 0x8A54
+#define _EXT_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT 0x8A55
+#define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT 0x8A56
+#define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT 0x8A57
+
+#define _EXT_COMPRESSED_RGBA_BPTC_UNORM 0x8E8C
+#define _EXT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM 0x8E8D
+#define _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E
+#define _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F
+
#ifdef GLES_OVER_GL
#define _GL_HALF_FLOAT_OES 0x140B
#else
@@ -54,20 +77,20 @@ GLuint RasterizerStorageGLES2::system_fbo = 0;
#define _EXT_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
-#define _DEPTH_COMPONENT24_OES 0x81A6
-
#define _RED_OES 0x1903
+#define _DEPTH_COMPONENT24_OES 0x81A6
+
void RasterizerStorageGLES2::bind_quad_array() const {
glBindBuffer(GL_ARRAY_BUFFER, resources.quadie);
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0);
- glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, ((uint8_t *)NULL) + 8);
+ glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(8));
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
}
-Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed) const {
+Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_will_need_resize) const {
r_gl_format = 0;
Ref<Image> image = p_image;
@@ -97,9 +120,13 @@ Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_
} break;
case Image::FORMAT_RG8: {
-
- ERR_EXPLAIN("RG texture not supported");
- ERR_FAIL_V(image);
+ ERR_PRINT("RG texture not supported, converting to RGB8.");
+ if (image.is_valid())
+ image->convert(Image::FORMAT_RGB8);
+ r_real_format = Image::FORMAT_RGB8;
+ r_gl_internal_format = GL_RGB;
+ r_gl_format = GL_RGB;
+ r_gl_type = GL_UNSIGNED_BYTE;
} break;
case Image::FORMAT_RGB8: {
@@ -132,42 +159,57 @@ Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_
} break;
case Image::FORMAT_RF: {
if (!config.float_texture_supported) {
- ERR_EXPLAIN("R float texture not supported");
- ERR_FAIL_V(image);
+ ERR_PRINT("R float texture not supported, converting to RGB8.");
+ if (image.is_valid())
+ image->convert(Image::FORMAT_RGB8);
+ r_real_format = Image::FORMAT_RGB8;
+ r_gl_internal_format = GL_RGB;
+ r_gl_format = GL_RGB;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ } else {
+ r_gl_internal_format = GL_ALPHA;
+ r_gl_format = GL_ALPHA;
+ r_gl_type = GL_FLOAT;
}
-
- r_gl_internal_format = GL_ALPHA;
- r_gl_format = GL_ALPHA;
- r_gl_type = GL_FLOAT;
} break;
case Image::FORMAT_RGF: {
- ERR_EXPLAIN("RG float texture not supported");
- ERR_FAIL_V(image);
-
+ ERR_PRINT("RG float texture not supported, converting to RGB8.");
+ if (image.is_valid())
+ image->convert(Image::FORMAT_RGB8);
+ r_real_format = Image::FORMAT_RGB8;
+ r_gl_internal_format = GL_RGB;
+ r_gl_format = GL_RGB;
+ r_gl_type = GL_UNSIGNED_BYTE;
} break;
case Image::FORMAT_RGBF: {
if (!config.float_texture_supported) {
-
- ERR_EXPLAIN("RGB float texture not supported");
- ERR_FAIL_V(image);
+ ERR_PRINT("RGB float texture not supported, converting to RGB8.");
+ if (image.is_valid())
+ image->convert(Image::FORMAT_RGB8);
+ r_real_format = Image::FORMAT_RGB8;
+ r_gl_internal_format = GL_RGB;
+ r_gl_format = GL_RGB;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ } else {
+ r_gl_internal_format = GL_RGB;
+ r_gl_format = GL_RGB;
+ r_gl_type = GL_FLOAT;
}
-
- r_gl_internal_format = GL_RGB;
- r_gl_format = GL_RGB;
- r_gl_type = GL_FLOAT;
-
} break;
case Image::FORMAT_RGBAF: {
if (!config.float_texture_supported) {
-
- ERR_EXPLAIN("RGBA float texture not supported");
- ERR_FAIL_V(image);
+ ERR_PRINT("RGBA float texture not supported, converting to RGBA8.");
+ if (image.is_valid())
+ image->convert(Image::FORMAT_RGBA8);
+ r_real_format = Image::FORMAT_RGBA8;
+ r_gl_internal_format = GL_RGBA;
+ r_gl_format = GL_RGBA;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ } else {
+ r_gl_internal_format = GL_RGBA;
+ r_gl_format = GL_RGBA;
+ r_gl_type = GL_FLOAT;
}
-
- r_gl_internal_format = GL_RGBA;
- r_gl_format = GL_RGBA;
- r_gl_type = GL_FLOAT;
-
} break;
case Image::FORMAT_RH: {
need_decompress = true;
@@ -195,7 +237,7 @@ Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_
} break;
case Image::FORMAT_DXT1: {
- if (config.s3tc_supported) {
+ if (config.s3tc_supported && !p_will_need_resize) {
r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
@@ -207,7 +249,7 @@ Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_
} break;
case Image::FORMAT_DXT3: {
- if (config.s3tc_supported) {
+ if (config.s3tc_supported && !p_will_need_resize) {
r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
@@ -219,7 +261,7 @@ Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_
} break;
case Image::FORMAT_DXT5: {
- if (config.s3tc_supported) {
+ if (config.s3tc_supported && !p_will_need_resize) {
r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
@@ -231,45 +273,134 @@ Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_
} break;
case Image::FORMAT_RGTC_R: {
- need_decompress = true;
+ if (config.rgtc_supported) {
+
+ r_gl_internal_format = _EXT_COMPRESSED_RED_RGTC1_EXT;
+ r_gl_format = GL_RGBA;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_compressed = true;
+
+ } else {
+
+ need_decompress = true;
+ }
} break;
case Image::FORMAT_RGTC_RG: {
- need_decompress = true;
+ if (config.rgtc_supported) {
+
+ r_gl_internal_format = _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT;
+ r_gl_format = GL_RGBA;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_compressed = true;
+ } else {
+
+ need_decompress = true;
+ }
} break;
case Image::FORMAT_BPTC_RGBA: {
- need_decompress = true;
+ if (config.bptc_supported) {
+
+ r_gl_internal_format = _EXT_COMPRESSED_RGBA_BPTC_UNORM;
+ r_gl_format = GL_RGBA;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_compressed = true;
+
+ } else {
+
+ need_decompress = true;
+ }
} break;
case Image::FORMAT_BPTC_RGBF: {
- need_decompress = true;
+ if (config.bptc_supported) {
+
+ r_gl_internal_format = _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT;
+ r_gl_format = GL_RGB;
+ r_gl_type = GL_FLOAT;
+ r_compressed = true;
+ } else {
+
+ need_decompress = true;
+ }
} break;
case Image::FORMAT_BPTC_RGBFU: {
+ if (config.bptc_supported) {
- need_decompress = true;
+ r_gl_internal_format = _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT;
+ r_gl_format = GL_RGB;
+ r_gl_type = GL_FLOAT;
+ r_compressed = true;
+ } else {
+
+ need_decompress = true;
+ }
} break;
case Image::FORMAT_PVRTC2: {
- need_decompress = true;
+ if (config.pvrtc_supported) {
+
+ r_gl_internal_format = _EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
+ r_gl_format = GL_RGBA;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_compressed = true;
+
+ } else {
+
+ need_decompress = true;
+ }
} break;
case Image::FORMAT_PVRTC2A: {
- need_decompress = true;
+ if (config.pvrtc_supported) {
+
+ r_gl_internal_format = _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
+ r_gl_format = GL_RGBA;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_compressed = true;
+
+ } else {
+
+ need_decompress = true;
+ }
+
} break;
case Image::FORMAT_PVRTC4: {
- need_decompress = true;
+ if (config.pvrtc_supported) {
+
+ r_gl_internal_format = _EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
+ r_gl_format = GL_RGBA;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_compressed = true;
+
+ } else {
+
+ need_decompress = true;
+ }
+
} break;
case Image::FORMAT_PVRTC4A: {
- need_decompress = true;
+ if (config.pvrtc_supported) {
+
+ r_gl_internal_format = _EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
+ r_gl_format = GL_RGBA;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_compressed = true;
+
+ } else {
+
+ need_decompress = true;
+ }
+
} break;
case Image::FORMAT_ETC: {
- if (config.etc1_supported) {
+ if (config.etc1_supported && !p_will_need_resize) {
r_gl_internal_format = _EXT_ETC1_RGB8_OES;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
@@ -315,17 +446,37 @@ Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_
if (need_decompress) {
if (!image.is_null()) {
+
image = image->duplicate();
image->decompress();
ERR_FAIL_COND_V(image->is_compressed(), image);
- image->convert(Image::FORMAT_RGBA8);
+ switch (image->get_format()) {
+ case Image::FORMAT_RGB8: {
+ r_gl_format = GL_RGB;
+ r_gl_internal_format = GL_RGB;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_real_format = Image::FORMAT_RGB8;
+ r_compressed = false;
+ } break;
+ case Image::FORMAT_RGBA8: {
+ r_gl_format = GL_RGBA;
+ r_gl_internal_format = GL_RGBA;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_real_format = Image::FORMAT_RGBA8;
+ r_compressed = false;
+ } break;
+ default: {
+ image->convert(Image::FORMAT_RGBA8);
+ r_gl_format = GL_RGBA;
+ r_gl_internal_format = GL_RGBA;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_real_format = Image::FORMAT_RGBA8;
+ r_compressed = false;
+
+ } break;
+ }
}
- r_gl_format = GL_RGBA;
- r_gl_internal_format = GL_RGBA;
- r_gl_type = GL_UNSIGNED_BYTE;
- r_real_format = Image::FORMAT_RGBA8;
-
return image;
}
@@ -395,11 +546,31 @@ void RasterizerStorageGLES2::texture_allocate(RID p_texture, int p_width, int p_
}
}
- Image::Format real_format;
- _get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, format, internal_format, type, compressed);
-
texture->alloc_width = texture->width;
texture->alloc_height = texture->height;
+ texture->resize_to_po2 = false;
+ if (!config.support_npot_repeat_mipmap) {
+ int po2_width = next_power_of_2(p_width);
+ int po2_height = next_power_of_2(p_height);
+
+ bool is_po2 = p_width == po2_width && p_height == po2_height;
+
+ if (!is_po2 && (p_flags & VS::TEXTURE_FLAG_REPEAT || p_flags & VS::TEXTURE_FLAG_MIPMAPS)) {
+
+ if (p_flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) {
+ //not supported
+ ERR_PRINTS("Streaming texture for non power of 2 or has mipmaps on this hardware: " + texture->path + "'. Mipmaps and repeat disabled.");
+ texture->flags &= ~(VS::TEXTURE_FLAG_REPEAT | VS::TEXTURE_FLAG_MIPMAPS);
+ } else {
+ texture->alloc_height = po2_height;
+ texture->alloc_width = po2_width;
+ texture->resize_to_po2 = true;
+ }
+ }
+ }
+
+ Image::Format real_format;
+ _get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, format, internal_format, type, compressed, texture->resize_to_po2);
texture->gl_format_cache = format;
texture->gl_type_cache = type;
@@ -414,7 +585,7 @@ void RasterizerStorageGLES2::texture_allocate(RID p_texture, int p_width, int p_
if (p_flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) {
//prealloc if video
- glTexImage2D(texture->target, 0, internal_format, p_width, p_height, 0, format, type, NULL);
+ glTexImage2D(texture->target, 0, internal_format, texture->alloc_width, texture->alloc_height, 0, format, type, NULL);
}
texture->active = true;
@@ -439,7 +610,18 @@ void RasterizerStorageGLES2::texture_set_data(RID p_texture, const Ref<Image> &p
}
Image::Format real_format;
- Ref<Image> img = _get_gl_image_and_format(p_image, p_image->get_format(), texture->flags, real_format, format, internal_format, type, compressed);
+ Ref<Image> img = _get_gl_image_and_format(p_image, p_image->get_format(), texture->flags, real_format, format, internal_format, type, compressed, texture->resize_to_po2);
+
+ if (texture->resize_to_po2) {
+ if (p_image->is_compressed()) {
+ ERR_PRINTS("Texture '" + texture->path + "' was required to be a power of 2 (because it uses either mipmaps or repeat), so it was decompressed. This will hurt performance and memory usage.");
+ }
+
+ if (img == p_image) {
+ img = img->duplicate();
+ }
+ img->resize_to_po2(false);
+ }
if (config.shrink_textures_x2 && (p_image->has_mipmaps() || !p_image->is_compressed()) && !(texture->flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING)) {
@@ -575,7 +757,7 @@ Ref<Image> RasterizerStorageGLES2::texture_get_data(RID p_texture, int p_layer)
GLenum gl_internal_format;
GLenum gl_type;
bool compressed;
- _get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed);
+ _get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed, false);
PoolVector<uint8_t> data;
@@ -620,7 +802,7 @@ Ref<Image> RasterizerStorageGLES2::texture_get_data(RID p_texture, int p_layer)
GLenum gl_internal_format;
GLenum gl_type;
bool compressed;
- _get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed);
+ _get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed, texture->resize_to_po2);
PoolVector<uint8_t> data;
@@ -974,17 +1156,7 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
glGenTextures(1, &sky->radiance);
glBindTexture(GL_TEXTURE_CUBE_MAP, sky->radiance);
- // Now we create a new framebuffer. The new cubemap images will be used as
- // attachements for it, so we can fill them by issuing draw calls.
- GLuint tmp_fb;
-
- int size = p_radiance_size / 4; //divide by four because its a cubemap (this is an approximation because GLES3 uses a dual paraboloid)
-
- int lod = 0;
-
- int mipmaps = 6;
-
- int mm_level = mipmaps;
+ int size = p_radiance_size / 2; //divide by two because its a cubemap (this is an approximation because GLES3 uses a dual paraboloid)
GLenum internal_format = GL_RGB;
GLenum format = GL_RGB;
@@ -998,6 +1170,12 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
}
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
+ //no filters for now
+ glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_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);
+ glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
#else
while (size >= 1) {
@@ -1011,34 +1189,52 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
}
#endif
//framebuffer
- glGenFramebuffers(1, &tmp_fb);
- glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb);
- shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_SOURCE_PANORAMA, texture->target == GL_TEXTURE_2D);
+ glBindFramebuffer(GL_FRAMEBUFFER, resources.mipmap_blur_fbo);
+ int mipmaps = 6;
+ int lod = 0;
+ int mm_level = mipmaps;
+ size = p_radiance_size / 2;
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_SOURCE_PANORAMA, true);
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_DIRECT_WRITE, true);
shaders.cubemap_filter.bind();
- lod = 0;
- mm_level = mipmaps;
- size = p_radiance_size;
-
- // now render to the framebuffer, mipmap level for mipmap level
+ // third, render to the framebuffer using separate textures, then copy to mipmaps
while (size >= 1) {
- for (int i = 0; i < 6; i++) {
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], sky->radiance, lod);
+ //make framebuffer size the texture size, need to use a separate texture for compatibility
+ glActiveTexture(GL_TEXTURE3);
+ glBindTexture(GL_TEXTURE_2D, resources.mipmap_blur_color);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, size, size, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, resources.mipmap_blur_color, 0);
- glViewport(0, 0, size, size);
+ if (lod == 1) {
+ //bind panorama for smaller lods
- bind_quad_array();
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, sky->radiance);
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_SOURCE_PANORAMA, false);
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_DIRECT_WRITE, false);
+ shaders.cubemap_filter.bind();
+ }
+ glViewport(0, 0, size, size);
+ bind_quad_array();
+
+ glActiveTexture(GL_TEXTURE2); //back to panorama
+
+ for (int i = 0; i < 6; i++) {
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::FACE_ID, i);
- float roughness = mm_level ? lod / (float)(mipmaps - 1) : 1;
+ float roughness = mm_level >= 0 ? lod / (float)(mipmaps - 1) : 1;
roughness = MIN(1.0, roughness); //keep max at 1
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::ROUGHNESS, roughness);
+ shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::Z_FLIP, false);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ glCopyTexSubImage2D(_cube_side_enum[i], lod, 0, 0, 0, 0, size, size);
}
size >>= 1;
@@ -1048,16 +1244,28 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
lod++;
}
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_SOURCE_PANORAMA, false);
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_DIRECT_WRITE, false);
+
// restore ranges
+ glActiveTexture(GL_TEXTURE2); //back to panorama
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);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glActiveTexture(GL_TEXTURE3); //back to panorama
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
// Framebuffer did its job. thank mr framebuffer
+ glActiveTexture(GL_TEXTURE0); //back to panorama
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo);
- glDeleteFramebuffers(1, &tmp_fb);
}
/* SHADER API */
@@ -1147,8 +1355,6 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
switch (p_shader->mode) {
- // TODO
-
case VS::SHADER_CANVAS_ITEM: {
p_shader->canvas_item.light_mode = Shader::CanvasItem::LIGHT_MODE_NORMAL;
@@ -1230,6 +1436,14 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
actions = &shaders.actions_scene;
actions->uniforms = &p_shader->uniforms;
+
+ if (p_shader->spatial.uses_screen_texture && p_shader->spatial.uses_depth_texture) {
+ ERR_PRINT_ONCE("Using both SCREEN_TEXTURE and DEPTH_TEXTURE is not supported in GLES2");
+ }
+
+ if (p_shader->spatial.uses_depth_texture && !config.support_depth_texture) {
+ ERR_PRINT_ONCE("Using DEPTH_TEXTURE is not permitted on this hardware, operation will fail.");
+ }
} break;
default: {
@@ -1343,6 +1557,10 @@ void RasterizerStorageGLES2::shader_get_param_list(RID p_shader, List<PropertyIn
case ShaderLanguage::TYPE_FLOAT: {
pi.type = Variant::REAL;
+ if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) {
+ pi.hint = PROPERTY_HINT_RANGE;
+ pi.hint_string = rtos(u.hint_range[0]) + "," + rtos(u.hint_range[1]) + "," + rtos(u.hint_range[2]);
+ }
} break;
case ShaderLanguage::TYPE_VEC2: {
@@ -2174,14 +2392,19 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
surface->aabb = p_aabb;
surface->max_bone = p_bone_aabbs.size();
-
+#ifdef TOOLS_ENABLED
+ surface->blend_shape_data = p_blend_shapes;
+ if (surface->blend_shape_data.size()) {
+ ERR_PRINT_ONCE("Blend shapes are not supported in OpenGL ES 2.0");
+ }
surface->data = array;
surface->index_data = p_index_array;
+#endif
surface->total_data_size += surface->array_byte_size + surface->index_array_byte_size;
for (int i = 0; i < surface->skeleton_bone_used.size(); i++) {
- surface->skeleton_bone_used.write[i] = surface->skeleton_bone_aabb[i].size.x < 0 || surface->skeleton_bone_aabb[i].size.y < 0 || surface->skeleton_bone_aabb[i].size.z < 0;
+ surface->skeleton_bone_used.write[i] = !(surface->skeleton_bone_aabb[i].size.x < 0 || surface->skeleton_bone_aabb[i].size.y < 0 || surface->skeleton_bone_aabb[i].size.z < 0);
}
for (int i = 0; i < VS::ARRAY_MAX; i++) {
@@ -2205,6 +2428,8 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_id);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_array_size, ir.ptr(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ } else {
+ surface->index_id = 0;
}
// TODO generate wireframes
@@ -2231,7 +2456,7 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
}
mesh->surfaces.push_back(surface);
- mesh->instance_change_notify(true, false);
+ mesh->instance_change_notify(true, true);
info.vertex_mem += surface->total_data_size;
}
@@ -2244,12 +2469,12 @@ void RasterizerStorageGLES2::mesh_set_blend_shape_count(RID p_mesh, int p_amount
ERR_FAIL_COND(p_amount < 0);
mesh->blend_shape_count = p_amount;
+ mesh->instance_change_notify(true, false);
}
int RasterizerStorageGLES2::mesh_get_blend_shape_count(RID p_mesh) const {
const Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!mesh, 0);
-
return mesh->blend_shape_count;
}
@@ -2335,7 +2560,9 @@ PoolVector<uint8_t> RasterizerStorageGLES2::mesh_surface_get_array(RID p_mesh, i
ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), PoolVector<uint8_t>());
Surface *surface = mesh->surfaces[p_surface];
-
+#ifndef TOOLS_ENABLED
+ ERR_PRINT("OpenGL ES 2.0 does not allow retrieving mesh array data");
+#endif
return surface->data;
}
@@ -2375,8 +2602,14 @@ AABB RasterizerStorageGLES2::mesh_surface_get_aabb(RID p_mesh, int p_surface) co
}
Vector<PoolVector<uint8_t> > RasterizerStorageGLES2::mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const {
- WARN_PRINT("GLES2 mesh_surface_get_blend_shapes is not implemented");
- return Vector<PoolVector<uint8_t> >();
+ const Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh, Vector<PoolVector<uint8_t> >());
+ ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Vector<PoolVector<uint8_t> >());
+#ifndef TOOLS_ENABLED
+ ERR_PRINT("OpenGL ES 2.0 does not allow retrieving mesh array data");
+#endif
+
+ return mesh->surfaces[p_surface]->blend_shape_data;
}
Vector<AABB> RasterizerStorageGLES2::mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const {
const Mesh *mesh = mesh_owner.getornull(p_mesh);
@@ -2395,7 +2628,7 @@ void RasterizerStorageGLES2::mesh_remove_surface(RID p_mesh, int p_surface) {
Surface *surface = mesh->surfaces[p_surface];
if (surface->material.is_valid()) {
- // TODO _material_remove_geometry(surface->material, mesh->surfaces[p_surface]);
+ _material_remove_geometry(surface->material, mesh->surfaces[p_surface]);
}
glDeleteBuffers(1, &surface->vertex_id);
@@ -2443,16 +2676,110 @@ AABB RasterizerStorageGLES2::mesh_get_aabb(RID p_mesh, RID p_skeleton) const {
if (mesh->custom_aabb != AABB())
return mesh->custom_aabb;
- // TODO handle skeletons
+ Skeleton *sk = NULL;
+ if (p_skeleton.is_valid()) {
+ sk = skeleton_owner.get(p_skeleton);
+ }
AABB aabb;
- if (mesh->surfaces.size() >= 1) {
- aabb = mesh->surfaces[0]->aabb;
- }
+ if (sk && sk->size != 0) {
+
+ for (int i = 0; i < mesh->surfaces.size(); i++) {
+
+ AABB laabb;
+ if ((mesh->surfaces[i]->format & VS::ARRAY_FORMAT_BONES) && mesh->surfaces[i]->skeleton_bone_aabb.size()) {
+
+ int bs = mesh->surfaces[i]->skeleton_bone_aabb.size();
+ const AABB *skbones = mesh->surfaces[i]->skeleton_bone_aabb.ptr();
+ const bool *skused = mesh->surfaces[i]->skeleton_bone_used.ptr();
+
+ int sbs = sk->size;
+ ERR_CONTINUE(bs > sbs);
+ const float *texture = sk->bone_data.ptr();
+
+ bool first = true;
+ if (sk->use_2d) {
+ for (int j = 0; j < bs; j++) {
+
+ if (!skused[j])
+ continue;
+
+ int base_ofs = j * 2 * 4;
+
+ Transform mtx;
+
+ mtx.basis[0].x = texture[base_ofs + 0];
+ mtx.basis[0].y = texture[base_ofs + 1];
+ mtx.origin.x = texture[base_ofs + 3];
+ base_ofs += 4;
+ mtx.basis[1].x = texture[base_ofs + 0];
+ mtx.basis[1].y = texture[base_ofs + 1];
+ mtx.origin.y = texture[base_ofs + 3];
+
+ AABB baabb = mtx.xform(skbones[j]);
+
+ if (first) {
+ laabb = baabb;
+ first = false;
+ } else {
+ laabb.merge_with(baabb);
+ }
+ }
+ } else {
+ for (int j = 0; j < bs; j++) {
+
+ if (!skused[j])
+ continue;
+
+ int base_ofs = j * 3 * 4;
+
+ Transform mtx;
+
+ mtx.basis[0].x = texture[base_ofs + 0];
+ mtx.basis[0].y = texture[base_ofs + 1];
+ mtx.basis[0].z = texture[base_ofs + 2];
+ mtx.origin.x = texture[base_ofs + 3];
+ base_ofs += 4;
+ mtx.basis[1].x = texture[base_ofs + 0];
+ mtx.basis[1].y = texture[base_ofs + 1];
+ mtx.basis[1].z = texture[base_ofs + 2];
+ mtx.origin.y = texture[base_ofs + 3];
+ base_ofs += 4;
+ mtx.basis[2].x = texture[base_ofs + 0];
+ mtx.basis[2].y = texture[base_ofs + 1];
+ mtx.basis[2].z = texture[base_ofs + 2];
+ mtx.origin.z = texture[base_ofs + 3];
+
+ AABB baabb = mtx.xform(skbones[j]);
+ if (first) {
+ laabb = baabb;
+ first = false;
+ } else {
+ laabb.merge_with(baabb);
+ }
+ }
+ }
+
+ } else {
+
+ laabb = mesh->surfaces[i]->aabb;
+ }
+
+ if (i == 0)
+ aabb = laabb;
+ else
+ aabb.merge_with(laabb);
+ }
+ } else {
+
+ for (int i = 0; i < mesh->surfaces.size(); i++) {
- for (int i = 0; i < mesh->surfaces.size(); i++) {
- aabb.merge_with(mesh->surfaces[i]->aabb);
+ if (i == 0)
+ aabb = mesh->surfaces[i]->aabb;
+ else
+ aabb.merge_with(mesh->surfaces[i]->aabb);
+ }
}
return aabb;
@@ -3146,7 +3473,6 @@ void RasterizerStorageGLES2::skeleton_allocate(RID p_skeleton, int p_bones, bool
skeleton->size = p_bones;
skeleton->use_2d = p_2d_skeleton;
- // TODO use float texture for vertex shader
if (config.float_texture_supported) {
glGenTextures(1, &skeleton->tex_id);
@@ -3297,6 +3623,23 @@ void RasterizerStorageGLES2::skeleton_set_base_transform_2d(RID p_skeleton, cons
skeleton->base_transform_2d = p_base_transform;
}
+void RasterizerStorageGLES2::skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform &p_world_transform) {
+
+ Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+
+ ERR_FAIL_COND(skeleton->use_2d);
+
+ skeleton->world_transform = p_world_transform;
+ skeleton->use_world_transform = p_enable;
+ if (p_enable) {
+ skeleton->world_transform_inverse = skeleton->world_transform.affine_inverse();
+ }
+
+ if (!skeleton->update_list.in_list()) {
+ skeleton_update_list.add(&skeleton->update_list);
+ }
+}
+
void RasterizerStorageGLES2::_update_skeleton_transform_buffer(const PoolVector<float> &p_data, size_t p_size) {
glBindBuffer(GL_ARRAY_BUFFER, resources.skeleton_transform_buffer);
@@ -3399,7 +3742,8 @@ void RasterizerStorageGLES2::light_set_param(RID p_light, VS::LightParam p_param
light->version++;
light->instance_change_notify(true, false);
} break;
- default: {}
+ default: {
+ }
}
light->param[p_param] = p_value;
@@ -3617,6 +3961,7 @@ RID RasterizerStorageGLES2::reflection_probe_create() {
reflection_probe->intensity = 1.0;
reflection_probe->interior_ambient = Color();
reflection_probe->interior_ambient_energy = 1.0;
+ reflection_probe->interior_ambient_probe_contrib = 0.0;
reflection_probe->max_distance = 0;
reflection_probe->extents = Vector3(1, 1, 1);
reflection_probe->origin_offset = Vector3(0, 0, 0);
@@ -3702,6 +4047,7 @@ void RasterizerStorageGLES2::reflection_probe_set_as_interior(RID p_probe, bool
ERR_FAIL_COND(!reflection_probe);
reflection_probe->interior = p_enable;
+ reflection_probe->instance_change_notify(true, false);
}
void RasterizerStorageGLES2::reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) {
@@ -4218,7 +4564,12 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
glGenTextures(1, &rt->color);
glBindTexture(GL_TEXTURE_2D, rt->color);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+
+ if (rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ } else {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, rt->width, rt->height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+ }
if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
@@ -4236,21 +4587,36 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
// depth
- glGenRenderbuffers(1, &rt->depth);
- glBindRenderbuffer(GL_RENDERBUFFER, rt->depth);
-#ifdef JAVASCRIPT_ENABLED
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, rt->width, rt->height);
-#else
- glRenderbufferStorage(GL_RENDERBUFFER, _DEPTH_COMPONENT24_OES, rt->width, rt->height);
-#endif
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
+ if (config.support_depth_texture) {
+ glGenTextures(1, &rt->depth);
+ glBindTexture(GL_TEXTURE_2D, rt->depth);
+ glTexImage2D(GL_TEXTURE_2D, 0, config.depth_internalformat, rt->width, rt->height, 0, GL_DEPTH_COMPONENT, config.depth_type, NULL);
+
+ 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, rt->depth, 0);
+ } else {
+ glGenRenderbuffers(1, &rt->depth);
+ glBindRenderbuffer(GL_RENDERBUFFER, rt->depth);
+
+ glRenderbufferStorage(GL_RENDERBUFFER, config.depth_internalformat, rt->width, rt->height);
+
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
+ }
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
- glDeleteRenderbuffers(1, &rt->fbo);
- glDeleteTextures(1, &rt->depth);
+ glDeleteFramebuffers(1, &rt->fbo);
+ if (config.support_depth_texture) {
+ glDeleteTextures(1, &rt->depth);
+ } else {
+ glDeleteRenderbuffers(1, &rt->depth);
+ }
glDeleteTextures(1, &rt->color);
rt->fbo = 0;
rt->width = 0;
@@ -4282,13 +4648,15 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
// copy texscreen buffers
if (!(rt->flags[RasterizerStorage::RENDER_TARGET_NO_SAMPLING])) {
- int w = rt->width;
- int h = rt->height;
-
glGenTextures(1, &rt->copy_screen_effect.color);
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);
+ if (rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ } else {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, rt->width, rt->height, 0, GL_RGB, 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);
@@ -4301,7 +4669,7 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
_render_target_clear(rt);
ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
@@ -4319,8 +4687,30 @@ void RasterizerStorageGLES2::_render_target_clear(RenderTarget *rt) {
rt->fbo = 0;
}
+ if (rt->external.fbo != 0) {
+ // free this
+ glDeleteFramebuffers(1, &rt->external.fbo);
+
+ // clean up our texture
+ Texture *t = texture_owner.get(rt->external.texture);
+ t->alloc_height = 0;
+ t->alloc_width = 0;
+ t->width = 0;
+ t->height = 0;
+ t->active = false;
+ texture_owner.free(rt->external.texture);
+ memdelete(t);
+
+ rt->external.fbo = 0;
+ }
+
if (rt->depth) {
- glDeleteRenderbuffers(1, &rt->depth);
+ if (config.support_depth_texture) {
+ glDeleteTextures(1, &rt->depth);
+ } else {
+ glDeleteRenderbuffers(1, &rt->depth);
+ }
+
rt->depth = 0;
}
@@ -4331,7 +4721,6 @@ void RasterizerStorageGLES2::_render_target_clear(RenderTarget *rt) {
tex->height = 0;
tex->active = false;
- // TODO hardcoded texscreen copy effect
if (rt->copy_screen_effect.color) {
glDeleteFramebuffers(1, &rt->copy_screen_effect.fbo);
rt->copy_screen_effect.fbo = 0;
@@ -4393,7 +4782,108 @@ RID RasterizerStorageGLES2::render_target_get_texture(RID p_render_target) const
RenderTarget *rt = render_target_owner.getornull(p_render_target);
ERR_FAIL_COND_V(!rt, RID());
- return rt->texture;
+ if (rt->external.fbo == 0) {
+ return rt->texture;
+ } else {
+ return rt->external.texture;
+ }
+}
+
+void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) {
+ RenderTarget *rt = render_target_owner.getornull(p_render_target);
+ ERR_FAIL_COND(!rt);
+
+ if (p_texture_id == 0) {
+ if (rt->external.fbo != 0) {
+ // free this
+ glDeleteFramebuffers(1, &rt->external.fbo);
+
+ // clean up our texture
+ Texture *t = texture_owner.get(rt->external.texture);
+ t->alloc_height = 0;
+ t->alloc_width = 0;
+ t->width = 0;
+ t->height = 0;
+ t->active = false;
+ texture_owner.free(rt->external.texture);
+ memdelete(t);
+
+ rt->external.fbo = 0;
+ rt->external.color = 0;
+ }
+ } else {
+ Texture *t;
+
+ if (rt->external.fbo == 0) {
+ // create our fbo
+ glGenFramebuffers(1, &rt->external.fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo);
+
+ // allocate a texture
+ t = memnew(Texture);
+
+ t->type = VS::TEXTURE_TYPE_2D;
+ t->flags = 0;
+ t->width = 0;
+ t->height = 0;
+ t->alloc_height = 0;
+ t->alloc_width = 0;
+ t->format = Image::FORMAT_RGBA8;
+ t->target = GL_TEXTURE_2D;
+ t->gl_format_cache = 0;
+ t->gl_internal_format_cache = 0;
+ t->gl_type_cache = 0;
+ t->data_size = 0;
+ t->compressed = false;
+ t->srgb = false;
+ t->total_data_size = 0;
+ t->ignore_mipmaps = false;
+ t->mipmaps = 1;
+ t->active = true;
+ t->tex_id = 0;
+ t->render_target = rt;
+
+ rt->external.texture = texture_owner.make_rid(t);
+ } else {
+ // bind our frame buffer
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo);
+
+ // find our texture
+ t = texture_owner.get(rt->external.texture);
+ }
+
+ // set our texture
+ t->tex_id = p_texture_id;
+ rt->external.color = p_texture_id;
+
+ // size shouldn't be different
+ t->width = rt->width;
+ t->height = rt->height;
+ t->alloc_height = rt->width;
+ t->alloc_width = rt->height;
+
+ // is there a point to setting the internal formats? we don't know them..
+
+ // set our texture as the destination for our framebuffer
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0);
+
+ // seeing we're rendering into this directly, better also use our depth buffer, just use our existing one :)
+ if (config.support_depth_texture) {
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
+ } else {
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
+ }
+
+ // check status and unbind
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ printf("framebuffer fail, status: %x\n", status);
+ }
+
+ ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
+ }
}
void RasterizerStorageGLES2::render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) {
@@ -4403,6 +4893,7 @@ void RasterizerStorageGLES2::render_target_set_flag(RID p_render_target, RenderT
rt->flags[p_flag] = p_value;
switch (p_flag) {
+ case RENDER_TARGET_TRANSPARENT:
case RENDER_TARGET_HDR:
case RENDER_TARGET_NO_3D:
case RENDER_TARGET_NO_SAMPLING:
@@ -4412,7 +4903,8 @@ void RasterizerStorageGLES2::render_target_set_flag(RID p_render_target, RenderT
_render_target_allocate(rt);
} break;
- default: {}
+ default: {
+ }
}
}
@@ -4461,13 +4953,8 @@ RID RasterizerStorageGLES2::canvas_light_shadow_buffer_create(int p_width) {
glGenRenderbuffers(1, &cls->depth);
glBindRenderbuffer(GL_RENDERBUFFER, cls->depth);
-#ifdef JAVASCRIPT_ENABLED
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, cls->size, cls->height);
-#else
- glRenderbufferStorage(GL_RENDERBUFFER, _DEPTH_COMPONENT24_OES, cls->size, cls->height);
-#endif
+ glRenderbufferStorage(GL_RENDERBUFFER, config.depth_internalformat, cls->size, cls->height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, cls->depth);
- glBindRenderbuffer(GL_RENDERBUFFER, 0);
glGenTextures(1, &cls->distance);
glBindTexture(GL_TEXTURE_2D, cls->distance);
@@ -4845,6 +5332,9 @@ bool RasterizerStorageGLES2::free(RID p_rid) {
bool RasterizerStorageGLES2::has_os_feature(const String &p_feature) const {
+ if (p_feature == "pvrtc")
+ return config.pvrtc_supported;
+
if (p_feature == "s3tc")
return config.s3tc_supported;
@@ -4860,18 +5350,72 @@ void RasterizerStorageGLES2::set_debug_generate_wireframes(bool p_generate) {
}
void RasterizerStorageGLES2::render_info_begin_capture() {
+
+ info.snap = info.render;
}
void RasterizerStorageGLES2::render_info_end_capture() {
+
+ info.snap.object_count = info.render.object_count - info.snap.object_count;
+ info.snap.draw_call_count = info.render.draw_call_count - info.snap.draw_call_count;
+ info.snap.material_switch_count = info.render.material_switch_count - info.snap.material_switch_count;
+ info.snap.surface_switch_count = info.render.surface_switch_count - info.snap.surface_switch_count;
+ info.snap.shader_rebind_count = info.render.shader_rebind_count - info.snap.shader_rebind_count;
+ info.snap.vertices_count = info.render.vertices_count - info.snap.vertices_count;
}
int RasterizerStorageGLES2::get_captured_render_info(VS::RenderInfo p_info) {
- return get_render_info(p_info);
+ switch (p_info) {
+ case VS::INFO_OBJECTS_IN_FRAME: {
+ return info.snap.object_count;
+ } break;
+ case VS::INFO_VERTICES_IN_FRAME: {
+ return info.snap.vertices_count;
+ } break;
+ case VS::INFO_MATERIAL_CHANGES_IN_FRAME: {
+ return info.snap.material_switch_count;
+ } break;
+ case VS::INFO_SHADER_CHANGES_IN_FRAME: {
+ return info.snap.shader_rebind_count;
+ } break;
+ case VS::INFO_SURFACE_CHANGES_IN_FRAME: {
+ return info.snap.surface_switch_count;
+ } break;
+ case VS::INFO_DRAW_CALLS_IN_FRAME: {
+ return info.snap.draw_call_count;
+ } break;
+ default: {
+ return get_render_info(p_info);
+ }
+ }
}
int RasterizerStorageGLES2::get_render_info(VS::RenderInfo p_info) {
- return 0;
+ switch (p_info) {
+ case VS::INFO_OBJECTS_IN_FRAME:
+ return info.render_final.object_count;
+ case VS::INFO_VERTICES_IN_FRAME:
+ return info.render_final.vertices_count;
+ case VS::INFO_MATERIAL_CHANGES_IN_FRAME:
+ return info.render_final.material_switch_count;
+ case VS::INFO_SHADER_CHANGES_IN_FRAME:
+ return info.render_final.shader_rebind_count;
+ case VS::INFO_SURFACE_CHANGES_IN_FRAME:
+ return info.render_final.surface_switch_count;
+ case VS::INFO_DRAW_CALLS_IN_FRAME:
+ return info.render_final.draw_call_count;
+ case VS::INFO_USAGE_VIDEO_MEM_TOTAL:
+ return 0; //no idea
+ case VS::INFO_VIDEO_MEM_USED:
+ return info.vertex_mem + info.texture_mem;
+ case VS::INFO_TEXTURE_MEM_USED:
+ return info.texture_mem;
+ case VS::INFO_VERTEX_MEM_USED:
+ return info.vertex_mem;
+ default:
+ return 0; //no idea either
+ }
}
void RasterizerStorageGLES2::initialize() {
@@ -4894,16 +5438,30 @@ void RasterizerStorageGLES2::initialize() {
#ifdef GLES_OVER_GL
config.float_texture_supported = true;
config.s3tc_supported = true;
+ config.pvrtc_supported = false;
config.etc1_supported = false;
+ config.support_npot_repeat_mipmap = true;
+ config.depth_internalformat = GL_DEPTH_COMPONENT;
+ config.depth_type = GL_UNSIGNED_INT;
+
#else
config.float_texture_supported = config.extensions.has("GL_ARB_texture_float") || config.extensions.has("GL_OES_texture_float");
config.s3tc_supported = config.extensions.has("GL_EXT_texture_compression_s3tc") || config.extensions.has("WEBGL_compressed_texture_s3tc");
config.etc1_supported = config.extensions.has("GL_OES_compressed_ETC1_RGB8_texture") || config.extensions.has("WEBGL_compressed_texture_etc1");
+ config.pvrtc_supported = config.extensions.has("IMG_texture_compression_pvrtc");
+ config.support_npot_repeat_mipmap = config.extensions.has("GL_OES_texture_npot");
+
#endif
#ifdef GLES_OVER_GL
config.use_rgba_2d_shadows = false;
+ config.support_depth_texture = true;
+ config.use_rgba_3d_shadows = false;
+ config.support_depth_cubemaps = true;
#else
config.use_rgba_2d_shadows = !(config.float_texture_supported && config.extensions.has("GL_EXT_texture_rg"));
+ config.support_depth_texture = config.extensions.has("GL_OES_depth_texture");
+ config.use_rgba_3d_shadows = !config.support_depth_texture;
+ config.support_depth_cubemaps = config.extensions.has("GL_OES_depth_texture_cube_map");
#endif
#ifdef GLES_OVER_GL
@@ -4914,6 +5472,8 @@ void RasterizerStorageGLES2::initialize() {
#ifdef GLES_OVER_GL
config.support_write_depth = true;
+#elif defined(JAVASCRIPT_ENABLED)
+ config.support_write_depth = false;
#else
config.support_write_depth = config.extensions.has("GL_EXT_frag_depth");
#endif
@@ -4925,6 +5485,58 @@ void RasterizerStorageGLES2::initialize() {
config.support_half_float_vertices = true;
#endif
+ config.rgtc_supported = config.extensions.has("GL_EXT_texture_compression_rgtc") || config.extensions.has("GL_ARB_texture_compression_rgtc") || config.extensions.has("EXT_texture_compression_rgtc");
+ config.bptc_supported = config.extensions.has("GL_ARB_texture_compression_bptc");
+
+ //determine formats for depth textures (or renderbuffers)
+ if (config.support_depth_texture) {
+ // Will use texture for depth
+ // have to manually see if we can create a valid framebuffer texture using UNSIGNED_INT,
+ // as there is no extension to test for this.
+ GLuint fbo;
+ glGenFramebuffers(1, &fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ GLuint depth;
+ glGenTextures(1, &depth);
+ glBindTexture(GL_TEXTURE_2D, depth);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 32, 32, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+
+ 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, 0);
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+ if (status == GL_FRAMEBUFFER_COMPLETE) {
+ config.depth_internalformat = GL_DEPTH_COMPONENT;
+ config.depth_type = GL_UNSIGNED_INT;
+ } else {
+ config.depth_internalformat = GL_DEPTH_COMPONENT16;
+ config.depth_type = GL_UNSIGNED_SHORT;
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, system_fbo);
+ glDeleteFramebuffers(1, &fbo);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glDeleteTextures(1, &depth);
+
+ } else {
+ // Will use renderbuffer for depth
+ if (config.extensions.has("GL_OES_depth24")) {
+ config.depth_internalformat = _DEPTH_COMPONENT24_OES;
+ config.depth_type = GL_UNSIGNED_INT;
+ } else {
+ config.depth_internalformat = GL_DEPTH_COMPONENT16;
+ config.depth_type = GL_UNSIGNED_SHORT;
+ }
+ }
+
+ //picky requirements for these
+ config.support_shadow_cubemaps = config.support_depth_texture && config.support_write_depth && config.support_depth_cubemaps;
+
frame.count = 0;
frame.delta = 0;
frame.current_rt = NULL;
@@ -4935,7 +5547,7 @@ void RasterizerStorageGLES2::initialize() {
shaders.copy.init();
shaders.cubemap_filter.init();
- bool ggx_hq = GLOBAL_GET("rendering/quality/reflections/high_quality_ggx.mobile");
+ bool ggx_hq = GLOBAL_GET("rendering/quality/reflections/high_quality_ggx");
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::LOW_QUALITY, !ggx_hq);
{
@@ -5055,14 +5667,26 @@ void RasterizerStorageGLES2::initialize() {
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 512, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, radical_inverse);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); //need this for proper sampling
glBindTexture(GL_TEXTURE_2D, 0);
}
+ {
+
+ glGenFramebuffers(1, &resources.mipmap_blur_fbo);
+ glGenTextures(1, &resources.mipmap_blur_color);
+ }
+
#ifdef GLES_OVER_GL
//this needs to be enabled manually in OpenGL 2.1
- glEnable(_EXT_TEXTURE_CUBE_MAP_SEAMLESS);
+ if (config.extensions.has("GL_ARB_seamless_cube_map")) {
+ glEnable(_EXT_TEXTURE_CUBE_MAP_SEAMLESS);
+ }
glEnable(GL_POINT_SPRITE);
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
#endif