/*************************************************************************/ /* rasterizer_gles3.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "rasterizer_gles3.h" #include "gl_context/context_gl.h" #include "os/os.h" #include "project_settings.h" #include RasterizerStorage *RasterizerGLES3::get_storage() { return storage; } RasterizerCanvas *RasterizerGLES3::get_canvas() { return canvas; } RasterizerScene *RasterizerGLES3::get_scene() { return scene; } #define _EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242 #define _EXT_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243 #define _EXT_DEBUG_CALLBACK_FUNCTION_ARB 0x8244 #define _EXT_DEBUG_CALLBACK_USER_PARAM_ARB 0x8245 #define _EXT_DEBUG_SOURCE_API_ARB 0x8246 #define _EXT_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x8247 #define _EXT_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x8248 #define _EXT_DEBUG_SOURCE_THIRD_PARTY_ARB 0x8249 #define _EXT_DEBUG_SOURCE_APPLICATION_ARB 0x824A #define _EXT_DEBUG_SOURCE_OTHER_ARB 0x824B #define _EXT_DEBUG_TYPE_ERROR_ARB 0x824C #define _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D #define _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E #define _EXT_DEBUG_TYPE_PORTABILITY_ARB 0x824F #define _EXT_DEBUG_TYPE_PERFORMANCE_ARB 0x8250 #define _EXT_DEBUG_TYPE_OTHER_ARB 0x8251 #define _EXT_MAX_DEBUG_MESSAGE_LENGTH_ARB 0x9143 #define _EXT_MAX_DEBUG_LOGGED_MESSAGES_ARB 0x9144 #define _EXT_DEBUG_LOGGED_MESSAGES_ARB 0x9145 #define _EXT_DEBUG_SEVERITY_HIGH_ARB 0x9146 #define _EXT_DEBUG_SEVERITY_MEDIUM_ARB 0x9147 #define _EXT_DEBUG_SEVERITY_LOW_ARB 0x9148 #define _EXT_DEBUG_OUTPUT 0x92E0 #if (defined WINDOWS_ENABLED) && !(defined UWP_ENABLED) #define GLAPIENTRY APIENTRY #else #define GLAPIENTRY #endif static void GLAPIENTRY _gl_debug_print(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const GLvoid *userParam) { if (type == _EXT_DEBUG_TYPE_OTHER_ARB) return; if (type == _EXT_DEBUG_TYPE_PERFORMANCE_ARB) return; //these are ultimately annoying, so removing for now char debSource[256], debType[256], debSev[256]; if (source == _EXT_DEBUG_SOURCE_API_ARB) strcpy(debSource, "OpenGL"); else if (source == _EXT_DEBUG_SOURCE_WINDOW_SYSTEM_ARB) strcpy(debSource, "Windows"); else if (source == _EXT_DEBUG_SOURCE_SHADER_COMPILER_ARB) strcpy(debSource, "Shader Compiler"); else if (source == _EXT_DEBUG_SOURCE_THIRD_PARTY_ARB) strcpy(debSource, "Third Party"); else if (source == _EXT_DEBUG_SOURCE_APPLICATION_ARB) strcpy(debSource, "Application"); else if (source == _EXT_DEBUG_SOURCE_OTHER_ARB) strcpy(debSource, "Other"); if (type == _EXT_DEBUG_TYPE_ERROR_ARB) strcpy(debType, "Error"); else if (type == _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB) strcpy(debType, "Deprecated behavior"); else if (type == _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB) strcpy(debType, "Undefined behavior"); else if (type == _EXT_DEBUG_TYPE_PORTABILITY_ARB) strcpy(debType, "Portability"); else if (type == _EXT_DEBUG_TYPE_PERFORMANCE_ARB) strcpy(debType, "Performance"); if (severity == _EXT_DEBUG_SEVERITY_HIGH_ARB) strcpy(debSev, "High"); else if (severity == _EXT_DEBUG_SEVERITY_MEDIUM_ARB) strcpy(debSev, "Medium"); else if (severity == _EXT_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); } typedef void (*DEBUGPROCARB)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const char *message, const void *userParam); typedef void (*DebugMessageCallbackARB)(DEBUGPROCARB callback, const void *userParam); void RasterizerGLES3::initialize() { print_verbose("Using GLES3 video driver"); #ifdef GLAD_ENABLED if (!gladLoadGL()) { ERR_PRINT("Error initializing GLAD"); } // GLVersion seems to be used for both GL and GL ES, so we need different version checks for them #ifdef OPENGL_ENABLED // OpenGL 3.3 Core Profile required if (GLVersion.major < 3 && GLVersion.minor < 3) { #else // OpenGL ES 3.0 if (GLVersion.major < 3) { #endif ERR_PRINT("Your system's graphic drivers seem not to support OpenGL 3.3 / OpenGL ES 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 3.3 / OpenGL ES 3.0, sorry :(\n" "Godot Engine will self-destruct as soon as you acknowledge this error message.", "Fatal error: Insufficient OpenGL / GLES driver support"); } if (OS::get_singleton()->is_stdout_verbose()) { if (GLAD_GL_ARB_debug_output) { glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB); glDebugMessageCallbackARB(_gl_debug_print, NULL); glEnable(_EXT_DEBUG_OUTPUT); } else { print_line("OpenGL debugging not supported!"); } } #endif // GLAD_ENABLED /* // For debugging if (GLAD_GL_ARB_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"); } */ const GLubyte *renderer = glGetString(GL_RENDERER); print_line("OpenGL ES 3.0 Renderer: " + String((const char *)renderer)); storage->initialize(); canvas->initialize(); scene->initialize(); } void RasterizerGLES3::begin_frame(double frame_step) { time_total += frame_step; if (frame_step == 0) { //to avoid hiccups frame_step = 0.001; } double time_roll_over = GLOBAL_GET("rendering/limits/time/time_rollover_secs"); if (time_total > time_roll_over) time_total = 0; //roll over every day (should be customz 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->frame.delta = frame_step; storage->update_dirty_resources(); storage->info.render_final = storage->info.render; storage->info.render.reset(); 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->fbo); 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); storage->frame.current_rt = rt; ERR_FAIL_COND(!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, RasterizerStorageGLES3::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->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::set_boot_image(const Ref &p_image, const Color &p_color, bool p_scale) { if (p_image.is_null() || p_image->empty()) return; begin_frame(0.0); int window_w = OS::get_singleton()->get_video_mode(0).width; int window_h = OS::get_singleton()->get_video_mode(0).height; glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo); glViewport(0, 0, window_w, window_h); glDisable(GL_BLEND); glDepthMask(GL_FALSE); if (OS::get_singleton()->get_window_per_pixel_transparency_enabled()) { glClearColor(0.0, 0.0, 0.0, 0.0); } else { glClearColor(p_color.r, p_color.g, p_color.b, 1.0); } glClear(GL_COLOR_BUFFER_BIT); canvas->canvas_begin(); RID texture = storage->texture_create(); storage->texture_allocate(texture, p_image->get_width(), p_image->get_height(), 0, p_image->get_format(), VS::TEXTURE_TYPE_2D, VS::TEXTURE_FLAG_FILTER); storage->texture_set_data(texture, p_image); Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height()); Rect2 screenrect; if (p_scale) { if (window_w > window_h) { //scale horizontally screenrect.size.y = window_h; screenrect.size.x = imgrect.size.x * window_h / imgrect.size.y; screenrect.position.x = (window_w - screenrect.size.x) / 2; } else { //scale vertically screenrect.size.x = window_w; screenrect.size.y = imgrect.size.y * window_w / imgrect.size.x; screenrect.position.y = (window_h - screenrect.size.y) / 2; } } else { screenrect = imgrect; screenrect.position += ((Size2(window_w, window_h) - screenrect.size) / 2.0).floor(); } RasterizerStorageGLES3::Texture *t = storage->texture_owner.get(texture); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, t->tex_id); canvas->draw_generic_textured_rect(screenrect, Rect2(0, 0, 1, 1)); glBindTexture(GL_TEXTURE_2D, 0); canvas->canvas_end(); storage->free(texture); // free since it's only one frame that stays there end_frame(true); } 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); #if 1 Size2 win_size = OS::get_singleton()->get_window_size(); glBindFramebuffer(GL_READ_FRAMEBUFFER, rt->fbo); glReadBuffer(GL_COLOR_ATTACHMENT0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo); glBlitFramebuffer(0, 0, rt->width, rt->height, p_screen_rect.position.x, win_size.height - p_screen_rect.position.y - p_screen_rect.size.height, p_screen_rect.position.x + p_screen_rect.size.width, win_size.height - p_screen_rect.position.y, GL_COLOR_BUFFER_BIT, GL_NEAREST); #else canvas->canvas_begin(); glDisable(GL_BLEND); glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, rt->color); //glBindTexture(GL_TEXTURE_2D, rt->effects.mip_maps[0].color); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex); canvas->draw_generic_textured_rect(p_screen_rect, Rect2(0, 0, 1, -1)); glBindTexture(GL_TEXTURE_2D, 0); canvas->canvas_end(); #endif } void RasterizerGLES3::end_frame(bool p_swap_buffers) { if (OS::get_singleton()->is_layered_allowed()) { if (OS::get_singleton()->get_window_per_pixel_transparency_enabled()) { #if (defined WINDOWS_ENABLED) && !(defined UWP_ENABLED) Size2 wndsize = OS::get_singleton()->get_layered_buffer_size(); uint8_t *data = OS::get_singleton()->get_layered_buffer_data(); if (data) { glReadPixels(0, 0, wndsize.x, wndsize.y, GL_BGRA, GL_UNSIGNED_BYTE, data); OS::get_singleton()->swap_layered_buffer(); return; } #endif } else { //clear alpha glColorMask(false, false, false, true); glClearColor(0, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT); glColorMask(true, true, true, true); } } if (p_swap_buffers) OS::get_singleton()->swap_buffers(); else glFinish(); } 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/quality/filters/use_nearest_mipmap_filter", false); GLOBAL_DEF("rendering/quality/filters/anisotropic_filter_level", 4); ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/filters/anisotropic_filter_level", PropertyInfo(Variant::INT, "rendering/quality/filters/anisotropic_filter_level", PROPERTY_HINT_RANGE, "1,16,1")); GLOBAL_DEF("rendering/limits/time/time_rollover_secs", 3600); } RasterizerGLES3::RasterizerGLES3() { storage = memnew(RasterizerStorageGLES3); canvas = memnew(RasterizerCanvasGLES3); scene = memnew(RasterizerSceneGLES3); canvas->storage = storage; canvas->scene_render = scene; storage->canvas = canvas; scene->storage = storage; storage->scene = scene; time_total = 0; } RasterizerGLES3::~RasterizerGLES3() { memdelete(storage); memdelete(canvas); memdelete(scene); }