diff options
Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 85 |
1 files changed, 76 insertions, 9 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index dbc6d87e0c..b3a1d32bf4 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -34,6 +34,7 @@ #include "core/os/os.h" #include "core/project_settings.h" #include "rasterizer_canvas_gles3.h" +#include "servers/camera/camera_feed.h" #include "servers/visual/visual_server_raster.h" #ifndef GLES_OVER_GL @@ -830,6 +831,12 @@ void RasterizerSceneGLES3::environment_set_ambient_light(RID p_env, const Color env->ambient_energy = p_energy; env->ambient_sky_contribution = p_sky_contribution; } +void RasterizerSceneGLES3::environment_set_camera_feed_id(RID p_env, int p_camera_feed_id) { + Environment *env = environment_owner.getornull(p_env); + ERR_FAIL_COND(!env); + + env->camera_feed_id = p_camera_feed_id; +} void RasterizerSceneGLES3::environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality) { @@ -3304,7 +3311,7 @@ void RasterizerSceneGLES3::_prepare_depth_texture() { void RasterizerSceneGLES3::_bind_depth_texture() { if (!state.bound_depth_texture) { - ERR_FAIL_COND(!state.prepared_depth_texture) + ERR_FAIL_COND(!state.prepared_depth_texture); //bind depth for read glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 8); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth); @@ -4342,6 +4349,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const Color clear_color(0, 0, 0, 0); RasterizerStorageGLES3::Sky *sky = NULL; + Ref<CameraFeed> feed; GLuint env_radiance_tex = 0; if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) { @@ -4376,6 +4384,9 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const clear_color = env->bg_color.to_linear(); storage->frame.clear_request = false; + } else if (env->bg_mode == VS::ENV_BG_CAMERA_FEED) { + feed = CameraServer::get_singleton()->get_feed_by_id(env->camera_feed_id); + storage->frame.clear_request = false; } else { storage->frame.clear_request = false; } @@ -4426,6 +4437,63 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); break; + case VS::ENV_BG_CAMERA_FEED: + if (feed.is_valid() && (feed->get_base_width() > 0) && (feed->get_base_height() > 0)) { + // copy our camera feed to our background + + glDisable(GL_BLEND); + glDepthMask(GL_FALSE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_CULL_FACE); + + storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_DISPLAY_TRANSFORM, true); + storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, true); + storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, true); + + if (feed->get_datatype() == CameraFeed::FEED_RGB) { + RID camera_RGBA = feed->get_texture(CameraServer::FEED_RGBA_IMAGE); + + VS::get_singleton()->texture_bind(camera_RGBA, 0); + } else if (feed->get_datatype() == CameraFeed::FEED_YCBCR) { + RID camera_YCbCr = feed->get_texture(CameraServer::FEED_YCBCR_IMAGE); + + VS::get_singleton()->texture_bind(camera_YCbCr, 0); + + storage->shaders.copy.set_conditional(CopyShaderGLES3::YCBCR_TO_SRGB, true); + + } else if (feed->get_datatype() == CameraFeed::FEED_YCBCR_SEP) { + RID camera_Y = feed->get_texture(CameraServer::FEED_Y_IMAGE); + RID camera_CbCr = feed->get_texture(CameraServer::FEED_CBCR_IMAGE); + + VS::get_singleton()->texture_bind(camera_Y, 0); + VS::get_singleton()->texture_bind(camera_CbCr, 1); + + storage->shaders.copy.set_conditional(CopyShaderGLES3::SEP_CBCR_TEXTURE, true); + storage->shaders.copy.set_conditional(CopyShaderGLES3::YCBCR_TO_SRGB, true); + }; + + storage->shaders.copy.bind(); + storage->shaders.copy.set_uniform(CopyShaderGLES3::DISPLAY_TRANSFORM, feed->get_transform()); + + _copy_screen(true, true); + + //turn off everything used + storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_DISPLAY_TRANSFORM, false); + storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false); + storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, false); + storage->shaders.copy.set_conditional(CopyShaderGLES3::SEP_CBCR_TEXTURE, false); + storage->shaders.copy.set_conditional(CopyShaderGLES3::YCBCR_TO_SRGB, false); + + //restore + glEnable(GL_BLEND); + glDepthMask(GL_TRUE); + glEnable(GL_DEPTH_TEST); + glEnable(GL_CULL_FACE); + } else { + // don't have a feed, just show greenscreen :) + clear_color = Color(0.0, 1.0, 0.0, 1.0); + } + break; default: { } } @@ -4552,8 +4620,8 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const } _post_process(env, p_cam_projection); - - if (false && shadow_atlas) { + // Needed only for debugging + /* if (shadow_atlas && storage->frame.current_rt) { //_copy_texture_to_front_buffer(shadow_atlas->depth); storage->canvas->canvas_begin(); @@ -4563,7 +4631,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1)); } - if (false && storage->frame.current_rt) { + if (storage->frame.current_rt) { //_copy_texture_to_front_buffer(shadow_atlas->depth); storage->canvas->canvas_begin(); @@ -4573,7 +4641,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 16, storage->frame.current_rt->height / 16), Rect2(0, 0, 1, 1)); } - if (false && reflection_atlas && storage->frame.current_rt) { + if (reflection_atlas && storage->frame.current_rt) { //_copy_texture_to_front_buffer(shadow_atlas->depth); storage->canvas->canvas_begin(); @@ -4582,7 +4650,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1)); } - if (false && directional_shadow.fbo) { + if (directional_shadow.fbo) { //_copy_texture_to_front_buffer(shadow_atlas->depth); storage->canvas->canvas_begin(); @@ -4592,7 +4660,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1)); } - if (false && env_radiance_tex) { + if ( env_radiance_tex) { //_copy_texture_to_front_buffer(shadow_atlas->depth); storage->canvas->canvas_begin(); @@ -4603,8 +4671,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1)); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - } - + }*/ //disable all stuff } |