diff options
Diffstat (limited to 'drivers/gles3')
-rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.cpp | 9 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 74 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.h | 1 | ||||
-rw-r--r-- | drivers/gles3/shaders/canvas.glsl | 19 |
4 files changed, 74 insertions, 29 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index f0932c2f80..0c6893d419 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -967,7 +967,6 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur //enable instancing state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, true); - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, true); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true); //reset shader and force rebind state.using_texture_rect = true; @@ -976,10 +975,8 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(particles_cmd->texture, particles_cmd->normal_map); if (texture) { - Size2 texpixel_size(1.0 / (texture->width / particles_cmd->h_frames), 1.0 / (texture->height / particles_cmd->v_frames)); + Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height); state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size); - } else { - state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, Vector2(1.0, 1.0)); } if (!particles->use_local_coords) { @@ -993,9 +990,6 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * inv_xf); } - state.canvas_shader.set_uniform(CanvasShaderGLES3::H_FRAMES, particles_cmd->h_frames); - state.canvas_shader.set_uniform(CanvasShaderGLES3::V_FRAMES, particles_cmd->v_frames); - glBindVertexArray(data.particle_quad_array); //use particle quad array glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[0]); //bind particle buffer @@ -1073,7 +1067,6 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false); - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, false); state.using_texture_rect = true; _set_texture_rect_mode(false); diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index 8a73804eec..c06ef805a6 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -1116,8 +1116,78 @@ Ref<Image> RasterizerStorageGLES3::texture_get_data(RID p_texture, int p_layer) return Ref<Image>(img); #else - ERR_EXPLAIN("Sorry, It's not possible to obtain images back in OpenGL ES"); - ERR_FAIL_V(Ref<Image>()); + Image::Format real_format; + GLenum gl_format; + GLenum gl_internal_format; + GLenum gl_type; + bool compressed; + bool srgb; + _get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed, srgb); + + PoolVector<uint8_t> data; + + 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 + PoolVector<uint8_t>::Write wb = data.write(); + + 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); + + print_line(itos(texture->alloc_width) + " xx " + itos(texture->alloc_height) + " -> " + itos(real_format)); + + 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); + + shaders.copy.bind(); + + shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, !srgb); + + glClearColor(0.0, 0.0, 0.0, 0.0); + glClear(GL_COLOR_BUFFER_BIT); + glBindVertexArray(resources.quadie_array); + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + glBindVertexArray(0); + + glReadPixels(0, 0, texture->alloc_width, texture->alloc_height, GL_RGBA, GL_UNSIGNED_BYTE, &wb[0]); + + shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, false); + + glDeleteTextures(1, &temp_color_texture); + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + glDeleteFramebuffers(1, &temp_framebuffer); + + wb = PoolVector<uint8_t>::Write(); + + data.resize(data_size); + + Image *img = memnew(Image(texture->alloc_width, texture->alloc_height, false, Image::FORMAT_RGBA8, data)); + if (!texture->compressed) { + img->convert(real_format); + } + + return Ref<Image>(img); #endif } diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h index 8c26e09037..773b149e0b 100644 --- a/drivers/gles3/rasterizer_storage_gles3.h +++ b/drivers/gles3/rasterizer_storage_gles3.h @@ -449,6 +449,7 @@ public: }; int light_mode; + bool uses_screen_texture; bool uses_screen_uv; bool uses_time; diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index 8e8b693eb2..52746e0862 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -92,11 +92,6 @@ const bool at_light_pass = true; const bool at_light_pass = false; #endif -#ifdef USE_PARTICLES -uniform int h_frames; -uniform int v_frames; -#endif - #if defined(USE_MATERIAL) /* clang-format off */ @@ -143,20 +138,6 @@ void main() { highp vec4 outvec = vec4(vertex, 0.0, 1.0); #endif -#ifdef USE_PARTICLES - //scale by texture size - outvec.xy /= color_texpixel_size; - - //compute h and v frames and adjust UV interp for animation - int total_frames = h_frames * v_frames; - int frame = min(int(float(total_frames) * instance_custom.z), total_frames - 1); - float frame_w = 1.0 / float(h_frames); - float frame_h = 1.0 / float(v_frames); - uv_interp.x = uv_interp.x * frame_w + frame_w * float(frame % h_frames); - uv_interp.y = uv_interp.y * frame_h + frame_h * float(frame / h_frames); - -#endif - #define extra_matrix extra_matrix_instance { |