/*************************************************************************/ /* render_scene_buffers_gles3.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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. */ /*************************************************************************/ #ifdef GLES3_ENABLED #include "render_scene_buffers_gles3.h" #include "texture_storage.h" #ifdef ANDROID_ENABLED #define glFramebufferTextureMultiviewOVR GLES3::Config::get_singleton()->eglFramebufferTextureMultiviewOVR #endif RenderSceneBuffersGLES3::~RenderSceneBuffersGLES3() { free_render_buffer_data(); } void RenderSceneBuffersGLES3::configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) { GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton(); GLES3::Config *config = GLES3::Config::get_singleton(); //internal_size.x = p_internal_size.x; // ignore for now //internal_size.y = p_internal_size.y; width = p_target_size.x; height = p_target_size.y; //fsr_sharpness = p_fsr_sharpness; //texture_mipmap_bias = p_texture_mipmap_bias; render_target = p_render_target; //msaa = p_msaa; //screen_space_aa = p_screen_space_aa; //use_debanding = p_use_debanding; view_count = p_view_count; free_render_buffer_data(); GLES3::RenderTarget *rt = texture_storage->get_render_target(p_render_target); is_transparent = rt->is_transparent; // framebuffer glGenFramebuffers(1, &framebuffer); glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); if (view_count > 1 && config->multiview_supported) { glBindTexture(GL_TEXTURE_2D_ARRAY, rt->color); glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, rt->color, 0, 0, view_count); } else { glBindTexture(GL_TEXTURE_2D, rt->color); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0); } glGenTextures(1, &depth_texture); if (view_count > 1 && config->multiview_supported) { glBindTexture(GL_TEXTURE_2D_ARRAY, depth_texture); glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_DEPTH_COMPONENT24, rt->size.x, rt->size.y, view_count, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } else { glBindTexture(GL_TEXTURE_2D, depth_texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, rt->size.x, rt->size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } if (view_count > 1 && config->multiview_supported) { glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depth_texture, 0, 0, view_count); } else { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_texture, 0); } GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D_ARRAY, 0); glBindFramebuffer(GL_FRAMEBUFFER, texture_storage->system_fbo); if (status != GL_FRAMEBUFFER_COMPLETE) { free_render_buffer_data(); WARN_PRINT("Could not create 3D renderbuffer, status: " + texture_storage->get_framebuffer_error(status)); return; } } void RenderSceneBuffersGLES3::free_render_buffer_data() { if (depth_texture) { glDeleteTextures(1, &depth_texture); depth_texture = 0; } if (framebuffer) { glDeleteFramebuffers(1, &framebuffer); framebuffer = 0; } } #endif // GLES3_ENABLED