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path: root/drivers/gles3/storage/texture_storage.cpp
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Diffstat (limited to 'drivers/gles3/storage/texture_storage.cpp')
-rw-r--r--drivers/gles3/storage/texture_storage.cpp62
1 files changed, 60 insertions, 2 deletions
diff --git a/drivers/gles3/storage/texture_storage.cpp b/drivers/gles3/storage/texture_storage.cpp
index 524ff14cc9..076225adf4 100644
--- a/drivers/gles3/storage/texture_storage.cpp
+++ b/drivers/gles3/storage/texture_storage.cpp
@@ -790,6 +790,7 @@ Ref<Image> TextureStorage::texture_2d_get(RID p_texture) const {
#ifdef GLES_OVER_GL
// OpenGL 3.3 supports glGetTexImage which is faster and simpler than glReadPixels.
+ // It also allows for reading compressed textures, mipmaps, and more formats.
Vector<uint8_t> data;
int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, texture->real_format, texture->mipmaps > 1);
@@ -826,8 +827,65 @@ Ref<Image> TextureStorage::texture_2d_get(RID p_texture) const {
image->convert(texture->format);
}
#else
- // Support for Web and Mobile will come later.
- Ref<Image> image;
+
+ Vector<uint8_t> data;
+
+ // On web and mobile we always read an RGBA8 image with no mipmaps.
+ int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, Image::FORMAT_RGBA8, false);
+
+ data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers
+ uint8_t *w = data.ptrw();
+
+ GLuint temp_framebuffer;
+ glGenFramebuffers(1, &temp_framebuffer);
+
+ GLuint temp_color_texture;
+ glGenTextures(1, &temp_color_texture);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, temp_framebuffer);
+
+ glBindTexture(GL_TEXTURE_2D, temp_color_texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->alloc_width, texture->alloc_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, temp_color_texture, 0);
+
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthFunc(GL_LEQUAL);
+ glColorMask(1, 1, 1, 1);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, texture->tex_id);
+
+ glViewport(0, 0, texture->alloc_width, texture->alloc_height);
+ glClearColor(0.0, 0.0, 0.0, 0.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ CopyEffects::get_singleton()->copy_to_rect(Rect2i(0, 0, 1.0, 1.0));
+
+ glReadPixels(0, 0, texture->alloc_width, texture->alloc_height, GL_RGBA, GL_UNSIGNED_BYTE, &w[0]);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glDeleteTextures(1, &temp_color_texture);
+ glDeleteFramebuffers(1, &temp_framebuffer);
+
+ data.resize(data_size);
+
+ ERR_FAIL_COND_V(data.size() == 0, Ref<Image>());
+ Ref<Image> image = Image::create_from_data(texture->width, texture->height, false, Image::FORMAT_RGBA8, data);
+ ERR_FAIL_COND_V(image->is_empty(), Ref<Image>());
+
+ if (texture->format != Image::FORMAT_RGBA8) {
+ image->convert(texture->format);
+ }
+
+ if (texture->mipmaps > 1) {
+ image->generate_mipmaps();
+ }
+
#endif
#ifdef TOOLS_ENABLED