diff options
Diffstat (limited to 'drivers/gles2/rasterizer_storage_gles2.cpp')
-rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.cpp | 921 |
1 files changed, 787 insertions, 134 deletions
diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp index 38fcff3ab2..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; @@ -195,11 +237,11 @@ Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_ } break; case Image::FORMAT_DXT1: { - r_compressed = true; - 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; + r_compressed = true; } else { need_decompress = true; } @@ -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; @@ -846,6 +1028,17 @@ void RasterizerStorageGLES2::textures_keep_original(bool p_enable) { config.keep_original_textures = p_enable; } +Size2 RasterizerStorageGLES2::texture_size_with_proxy(RID p_texture) const { + + const Texture *texture = texture_owner.getornull(p_texture); + ERR_FAIL_COND_V(!texture, Size2()); + if (texture->proxy) { + return Size2(texture->proxy->width, texture->proxy->height); + } else { + return Size2(texture->width, texture->height); + } +} + void RasterizerStorageGLES2::texture_set_proxy(RID p_texture, RID p_proxy) { Texture *texture = texture_owner.getornull(p_texture); ERR_FAIL_COND(!texture); @@ -963,17 +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; @@ -987,6 +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) { @@ -1000,34 +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); + + if (lod == 1) { + //bind panorama for smaller lods + + 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(); - glViewport(0, 0, size, size); + glActiveTexture(GL_TEXTURE2); //back to panorama - bind_quad_array(); + 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; @@ -1037,16 +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 */ @@ -1136,8 +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; @@ -1219,6 +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: { @@ -1332,6 +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: { @@ -2163,14 +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++) { @@ -2194,6 +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 @@ -2220,7 +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; } @@ -2233,12 +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; } @@ -2324,7 +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; } @@ -2364,8 +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); @@ -2384,7 +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); @@ -2432,16 +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(); - for (int i = 0; i < mesh->surfaces.size(); i++) { - aabb.merge_with(mesh->surfaces[i]->aabb); + 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++) { + + if (i == 0) + aabb = mesh->surfaces[i]->aabb; + else + aabb.merge_with(mesh->surfaces[i]->aabb); + } } return aabb; @@ -3135,7 +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); @@ -3286,6 +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); @@ -3358,6 +3712,7 @@ RID RasterizerStorageGLES2::light_create(VS::LightType p_type) { light->directional_blend_splits = false; light->directional_range_mode = VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE; light->reverse_cull = false; + light->use_gi = true; light->version = 0; return light_owner.make_rid(light); @@ -3387,7 +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; @@ -3444,6 +3800,16 @@ void RasterizerStorageGLES2::light_set_reverse_cull_face_mode(RID p_light, bool light->instance_change_notify(true, false); } +void RasterizerStorageGLES2::light_set_use_gi(RID p_light, bool p_enabled) { + Light *light = light_owner.getornull(p_light); + ERR_FAIL_COND(!light); + + light->use_gi = p_enabled; + + light->version++; + light->instance_change_notify(true, false); +} + void RasterizerStorageGLES2::light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode) { Light *light = light_owner.getornull(p_light); ERR_FAIL_COND(!light); @@ -3539,6 +3905,13 @@ Color RasterizerStorageGLES2::light_get_color(RID p_light) { return light->color; } +bool RasterizerStorageGLES2::light_get_use_gi(RID p_light) { + Light *light = light_owner.getornull(p_light); + ERR_FAIL_COND_V(!light, false); + + return light->use_gi; +} + bool RasterizerStorageGLES2::light_has_shadow(RID p_light) const { Light *light = light_owner.getornull(p_light); ERR_FAIL_COND_V(!light, false); @@ -3588,6 +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); @@ -3673,6 +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) { @@ -4189,7 +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) { @@ -4207,21 +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; @@ -4253,13 +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); @@ -4272,7 +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); @@ -4290,8 +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; } @@ -4302,7 +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; @@ -4364,7 +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) { @@ -4374,6 +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: @@ -4383,7 +4903,8 @@ void RasterizerStorageGLES2::render_target_set_flag(RID p_render_target, RenderT _render_target_allocate(rt); } break; - default: {} + default: { + } } } @@ -4432,13 +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); @@ -4816,6 +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; @@ -4831,18 +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() { @@ -4865,16 +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.etc1_supported = config.extensions.has("GL_OES_compressed_ETC1_RGB8_texture"); + 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 @@ -4885,6 +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 @@ -4896,6 +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; @@ -4906,7 +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); { @@ -5026,14 +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 |