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path: root/drivers/gles3/rasterizer_storage_gles3.cpp
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Diffstat (limited to 'drivers/gles3/rasterizer_storage_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp224
1 files changed, 169 insertions, 55 deletions
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index b1dc32e1c0..8b86316da8 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -1275,87 +1275,200 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
glActiveTexture(GL_TEXTURE1);
glGenTextures(1, &sky->radiance);
- glBindTexture(GL_TEXTURE_2D, sky->radiance);
- GLuint tmp_fb;
+ if (config.use_texture_array_environment) {
- glGenFramebuffers(1, &tmp_fb);
- glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb);
+ //texture3D
+ glBindTexture(GL_TEXTURE_2D_ARRAY, sky->radiance);
- int size = p_radiance_size;
+ GLuint tmp_fb;
- int lod = 0;
+ glGenFramebuffers(1, &tmp_fb);
+ glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb);
- int mipmaps = 6;
+ int size = p_radiance_size;
- int mm_level = mipmaps;
+ int array_level = 6;
- bool use_float = config.hdr_supported;
+ bool use_float = config.hdr_supported;
- GLenum internal_format = use_float ? GL_RGBA16F : GL_RGB10_A2;
- GLenum format = GL_RGBA;
- GLenum type = use_float ? GL_HALF_FLOAT : GL_UNSIGNED_INT_2_10_10_10_REV;
+ GLenum internal_format = use_float ? GL_RGBA16F : GL_RGB10_A2;
+ GLenum format = GL_RGBA;
+ GLenum type = use_float ? GL_HALF_FLOAT : GL_UNSIGNED_INT_2_10_10_10_REV;
- while (mm_level) {
+ glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, internal_format, size, size * 2, array_level, 0, format, type, NULL);
- glTexImage2D(GL_TEXTURE_2D, lod, internal_format, size, size * 2, 0, format, type, NULL);
- lod++;
- mm_level--;
+ glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- if (size > 1)
- size >>= 1;
- }
+ GLuint tmp_fb2;
+ GLuint tmp_tex;
+ {
+ //generate another one for rendering, as can't read and write from a single texarray it seems
+ glGenFramebuffers(1, &tmp_fb2);
+ glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb2);
+ glGenTextures(1, &tmp_tex);
+ glBindTexture(GL_TEXTURE_2D, tmp_tex);
+ glTexImage2D(GL_TEXTURE_2D, 0, internal_format, size, size * 2, 0, format, type, NULL);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tmp_tex, 0);
+ glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+#ifdef DEBUG_ENABLED
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
+#endif
+ }
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, lod - 1);
+ for (int j = 0; j < array_level; j++) {
- lod = 0;
- mm_level = mipmaps;
+ glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb2);
- size = p_radiance_size;
+ if (j == 0) {
- shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true);
- shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_PANORAMA, true);
- shaders.cubemap_filter.bind();
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true);
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, true);
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DIRECT_WRITE, true);
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID_ARRAY, false);
+ shaders.cubemap_filter.bind();
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(texture->target, texture->tex_id);
+ } else {
- while (mm_level) {
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true);
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false);
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID_ARRAY, true);
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DIRECT_WRITE, false);
+ shaders.cubemap_filter.bind();
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D_ARRAY, sky->radiance);
+ shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_ARRAY_INDEX, j - 1); //read from previous to ensure better blur
+ }
+
+ for (int i = 0; i < 2; i++) {
+ glViewport(0, i * size, size, size);
+ glBindVertexArray(resources.quadie_array);
+
+ shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP, i > 0);
+ shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS, j / float(array_level - 1));
+
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ glBindVertexArray(0);
+ }
+
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, tmp_fb);
+ glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, sky->radiance, 0, j);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, tmp_fb2);
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ glBlitFramebuffer(0, 0, size, size * 2, 0, 0, size, size * 2, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ }
+
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false);
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, false);
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID_ARRAY, false);
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DIRECT_WRITE, false);
+
+ //restore ranges
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D_ARRAY, sky->radiance);
+
+ glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
+
+ glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
+ glDeleteFramebuffers(1, &tmp_fb);
+ glDeleteFramebuffers(1, &tmp_fb2);
+ glDeleteTextures(1, &tmp_tex);
+
+ } else {
+ //regular single texture with mipmaps
+ glBindTexture(GL_TEXTURE_2D, sky->radiance);
+
+ GLuint tmp_fb;
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sky->radiance, lod);
+ glGenFramebuffers(1, &tmp_fb);
+ glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb);
+
+ int size = p_radiance_size;
+
+ int lod = 0;
+
+ int mipmaps = 6;
+
+ int mm_level = mipmaps;
+
+ bool use_float = config.hdr_supported;
+
+ GLenum internal_format = use_float ? GL_RGBA16F : GL_RGB10_A2;
+ GLenum format = GL_RGBA;
+ GLenum type = use_float ? GL_HALF_FLOAT : GL_UNSIGNED_INT_2_10_10_10_REV;
+
+ while (mm_level) {
+
+ glTexImage2D(GL_TEXTURE_2D, lod, internal_format, size, size * 2, 0, format, type, NULL);
+ lod++;
+ mm_level--;
+
+ if (size > 1)
+ size >>= 1;
+ }
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, lod - 1);
+
+ lod = 0;
+ mm_level = mipmaps;
+
+ size = p_radiance_size;
+
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true);
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, true);
+ shaders.cubemap_filter.bind();
+
+ while (mm_level) {
+
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sky->radiance, lod);
#ifdef DEBUG_ENABLED
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
#endif
- for (int i = 0; i < 2; i++) {
- glViewport(0, i * size, size, size);
- glBindVertexArray(resources.quadie_array);
+ for (int i = 0; i < 2; i++) {
+ glViewport(0, i * size, size, size);
+ glBindVertexArray(resources.quadie_array);
- shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP, i > 0);
- shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS, lod / float(mipmaps - 1));
+ shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP, i > 0);
+ shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS, lod / float(mipmaps - 1));
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- glBindVertexArray(0);
- }
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ glBindVertexArray(0);
+ }
- if (size > 1)
- size >>= 1;
- lod++;
- mm_level--;
- }
- shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, false);
- shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_PANORAMA, false);
+ if (size > 1)
+ size >>= 1;
+ lod++;
+ mm_level--;
+ }
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, false);
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false);
- //restore ranges
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, lod - 1);
+ //restore ranges
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, lod - 1);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- 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_LINEAR_MIPMAP_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
- glDeleteFramebuffers(1, &tmp_fb);
+ glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
+ glDeleteFramebuffers(1, &tmp_fb);
+ }
}
/* SHADER API */
@@ -6857,6 +6970,7 @@ void RasterizerStorageGLES3::initialize() {
frame.current_rt = NULL;
config.keep_original_textures = false;
config.generate_wireframes = false;
+ config.use_texture_array_environment = GLOBAL_DEF("rendering/quality/texture_array_environments", true);
}
void RasterizerStorageGLES3::finalize() {