#include "rasterizer_gles3.h" #include "os/os.h" #include "globals.h" #include "gl_context/context_gl.h" #include RasterizerStorage *RasterizerGLES3::get_storage() { return storage; } RasterizerCanvas *RasterizerGLES3::get_canvas() { return canvas; } RasterizerScene *RasterizerGLES3::get_scene() { return scene; } static void _gl_debug_print(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const GLvoid *userParam) { if (type==GL_DEBUG_TYPE_OTHER_ARB) return; print_line("mesege"); char debSource[256], debType[256], debSev[256]; if(source == GL_DEBUG_SOURCE_API_ARB) strcpy(debSource, "OpenGL"); else if(source == GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB) strcpy(debSource, "Windows"); else if(source == GL_DEBUG_SOURCE_SHADER_COMPILER_ARB) strcpy(debSource, "Shader Compiler"); else if(source == GL_DEBUG_SOURCE_THIRD_PARTY_ARB) strcpy(debSource, "Third Party"); else if(source == GL_DEBUG_SOURCE_APPLICATION_ARB) strcpy(debSource, "Application"); else if(source == GL_DEBUG_SOURCE_OTHER_ARB) strcpy(debSource, "Other"); if(type == GL_DEBUG_TYPE_ERROR_ARB) strcpy(debType, "Error"); else if(type == GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB) strcpy(debType, "Deprecated behavior"); else if(type == GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB) strcpy(debType, "Undefined behavior"); else if(type == GL_DEBUG_TYPE_PORTABILITY_ARB) strcpy(debType, "Portability"); else if(type == GL_DEBUG_TYPE_PERFORMANCE_ARB) strcpy(debType, "Performance"); else if(type == GL_DEBUG_TYPE_OTHER_ARB) strcpy(debType, "Other"); if(severity == GL_DEBUG_SEVERITY_HIGH_ARB) strcpy(debSev, "High"); else if(severity == GL_DEBUG_SEVERITY_MEDIUM_ARB) strcpy(debSev, "Medium"); else if(severity == GL_DEBUG_SEVERITY_LOW_ARB) strcpy(debSev, "Low"); String output = String()+ "GL ERROR: Source: " + debSource + "\tType: " + debType + "\tID: " + itos(id) + "\tSeverity: " + debSev + "\tMessage: " + message; ERR_PRINTS(output); } void RasterizerGLES3::initialize() { if (OS::get_singleton()->is_stdout_verbose()) { print_line("Using GLES3 video driver"); } #ifdef GLEW_ENABLED GLuint res = glewInit(); ERR_FAIL_COND(res!=GLEW_OK); if (OS::get_singleton()->is_stdout_verbose()) { print_line(String("GLES2: Using GLEW ") + (const char*) glewGetString(GLEW_VERSION)); } // Check for GL 2.1 compatibility, if not bail out if (!glewIsSupported("GL_VERSION_3_0")) { ERR_PRINT("Your system's graphic drivers seem not to support OpenGL 3.0+ / GLES 3.0, sorry :(\n" "Try a drivers update, buy a new GPU or try software rendering on Linux; Godot will now crash with a segmentation fault."); OS::get_singleton()->alert("Your system's graphic drivers seem not to support OpenGL 3.0+ / GLES 3.0, sorry :(\n" "Godot Engine will self-destruct as soon as you acknowledge this error message.", "Fatal error: Insufficient OpenGL / GLES drivers"); // TODO: If it's even possible, we should stop the execution without segfault and memory leaks :) } #endif glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB); glDebugMessageCallbackARB(_gl_debug_print, NULL); glEnable(GL_DEBUG_OUTPUT); /* glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_ERROR_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE); glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE); glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE); glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_PORTABILITY_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE); glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_PERFORMANCE_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE); glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_OTHER_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE); glDebugMessageInsertARB( GL_DEBUG_SOURCE_API_ARB, GL_DEBUG_TYPE_OTHER_ARB, 1, GL_DEBUG_SEVERITY_HIGH_ARB,5, "hello"); */ storage->initialize(); canvas->initialize(); scene->initialize(); } void RasterizerGLES3::begin_frame(){ double time_total = double(OS::get_singleton()->get_ticks_usec())/1000000.0; storage->frame.time[0]=time_total; storage->frame.time[1]=Math::fmod(time_total,3600); storage->frame.time[2]=Math::fmod(time_total,900); storage->frame.time[3]=Math::fmod(time_total,60); storage->frame.count++; storage->update_dirty_skeletons(); storage->update_dirty_shaders(); storage->update_dirty_materials(); scene->iteration(); } void RasterizerGLES3::set_current_render_target(RID p_render_target){ if (!p_render_target.is_valid() && storage->frame.current_rt && storage->frame.clear_request) { //handle pending clear request, if the framebuffer was not cleared glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->front.fbo); print_line("unbind clear of: "+storage->frame.clear_request_color); glClearColor( storage->frame.clear_request_color.r, storage->frame.clear_request_color.g, storage->frame.clear_request_color.b, storage->frame.clear_request_color.a ); glClear(GL_COLOR_BUFFER_BIT); } if (p_render_target.is_valid()) { RasterizerStorageGLES3::RenderTarget * rt = storage->render_target_owner.getornull(p_render_target); if (!rt) { storage->frame.current_rt=NULL; } ERR_FAIL_COND(!rt); storage->frame.current_rt=rt; storage->frame.clear_request=false; glViewport(0,0,rt->width,rt->height); } else { storage->frame.current_rt=NULL; storage->frame.clear_request=false; glViewport(0,0,OS::get_singleton()->get_window_size().width,OS::get_singleton()->get_window_size().height); glBindFramebuffer(GL_FRAMEBUFFER,storage->config.system_fbo); } } void RasterizerGLES3::restore_render_target() { ERR_FAIL_COND(storage->frame.current_rt==NULL); RasterizerStorageGLES3::RenderTarget * rt = storage->frame.current_rt; glBindFramebuffer(GL_FRAMEBUFFER,rt->front.fbo); glViewport(0,0,rt->width,rt->height); } void RasterizerGLES3::clear_render_target(const Color& p_color) { ERR_FAIL_COND(!storage->frame.current_rt); storage->frame.clear_request=true; storage->frame.clear_request_color=p_color; } void RasterizerGLES3::blit_render_target_to_screen(RID p_render_target,const Rect2& p_screen_rect,int p_screen){ ERR_FAIL_COND( storage->frame.current_rt ); RasterizerStorageGLES3::RenderTarget *rt = storage->render_target_owner.getornull(p_render_target); ERR_FAIL_COND(!rt); canvas->canvas_begin(); glDisable(GL_BLEND); glBindFramebuffer(GL_FRAMEBUFFER,storage->config.system_fbo); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D,rt->front.color); canvas->draw_generic_textured_rect(p_screen_rect,Rect2(0,0,1,-1)); glBindTexture(GL_TEXTURE_2D,0); canvas->canvas_end(); } void RasterizerGLES3::end_frame(){ #if 0 canvas->canvas_begin(); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex); glDisable(GL_BLEND); glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); float vtx[8]={0,0, 0,1, 1,1, 1,0 }; glBindBuffer(GL_ARRAY_BUFFER,0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); glEnableVertexAttribArray(VS::ARRAY_VERTEX); glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, 0, vtx ); // glBindBuffer(GL_ARRAY_BUFFER,canvas->data.canvas_quad_vertices); // glEnableVertexAttribArray(VS::ARRAY_VERTEX); // glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, 0, 0 ); glBindVertexArray(canvas->data.canvas_quad_array); canvas->draw_generic_textured_rect(Rect2(0,0,15,15),Rect2(0,0,1,1)); #endif if (ContextGL::get_singleton()) ContextGL::get_singleton()->swap_buffers(); } void RasterizerGLES3::finalize(){ storage->finalize(); canvas->finalize(); } Rasterizer *RasterizerGLES3::_create_current() { return memnew( RasterizerGLES3 ); } void RasterizerGLES3::make_current() { _create_func=_create_current; } void RasterizerGLES3::register_config() { GLOBAL_DEF("rendering/gles3/render_architecture",0); Globals::get_singleton()->set_custom_property_info("rendering/gles3/render_architecture",PropertyInfo(Variant::INT,"",PROPERTY_HINT_ENUM,"Desktop,Mobile")); GLOBAL_DEF("rendering/gles3/use_nearest_mipmap_filter",false); GLOBAL_DEF("rendering/gles3/anisotropic_filter_level",4.0); } RasterizerGLES3::RasterizerGLES3() { storage = memnew( RasterizerStorageGLES3 ); canvas = memnew( RasterizerCanvasGLES3 ); scene = memnew( RasterizerSceneGLES3 ); canvas->storage=storage; storage->canvas=canvas; scene->storage=storage; storage->scene=scene; } RasterizerGLES3::~RasterizerGLES3() { memdelete(storage); memdelete(canvas); }