/*************************************************************************/ /* texture_storage.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 "texture_storage.h" #include "config.h" #include "drivers/gles3/effects/copy_effects.h" using namespace GLES3; TextureStorage *TextureStorage::singleton = nullptr; TextureStorage *TextureStorage::get_singleton() { return singleton; } static const GLenum _cube_side_enum[6] = { GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, }; TextureStorage::TextureStorage() { singleton = this; system_fbo = 0; { //create default textures { // White Textures Ref image; image.instantiate(); image->create(4, 4, true, Image::FORMAT_RGBA8); image->fill(Color(1, 1, 1, 1)); image->generate_mipmaps(); default_gl_textures[DEFAULT_GL_TEXTURE_WHITE] = texture_allocate(); texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_WHITE], image); Vector> images; images.push_back(image); default_gl_textures[DEFAULT_GL_TEXTURE_2D_ARRAY_WHITE] = texture_allocate(); texture_2d_layered_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_2D_ARRAY_WHITE], images, RS::TEXTURE_LAYERED_2D_ARRAY); for (int i = 0; i < 3; i++) { images.push_back(image); } default_gl_textures[DEFAULT_GL_TEXTURE_3D_WHITE] = texture_allocate(); texture_3d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_3D_WHITE], image->get_format(), 4, 4, 4, false, images); for (int i = 0; i < 2; i++) { images.push_back(image); } default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_WHITE] = texture_allocate(); texture_2d_layered_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_WHITE], images, RS::TEXTURE_LAYERED_CUBEMAP); } { // black Ref image; image.instantiate(); image->create(4, 4, true, Image::FORMAT_RGBA8); image->fill(Color(0, 0, 0, 1)); image->generate_mipmaps(); default_gl_textures[DEFAULT_GL_TEXTURE_BLACK] = texture_allocate(); texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_BLACK], image); Vector> images; for (int i = 0; i < 4; i++) { images.push_back(image); } default_gl_textures[DEFAULT_GL_TEXTURE_3D_BLACK] = texture_allocate(); texture_3d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_3D_BLACK], image->get_format(), 4, 4, 4, false, images); for (int i = 0; i < 2; i++) { images.push_back(image); } default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_BLACK] = texture_allocate(); texture_2d_layered_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_BLACK], images, RS::TEXTURE_LAYERED_CUBEMAP); } { Ref image; image.instantiate(); image->create(4, 4, true, Image::FORMAT_RGBA8); image->fill(Color(0.5, 0.5, 1, 1)); image->generate_mipmaps(); default_gl_textures[DEFAULT_GL_TEXTURE_NORMAL] = texture_allocate(); texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_NORMAL], image); } { Ref image; image.instantiate(); image->create(4, 4, true, Image::FORMAT_RGBA8); image->fill(Color(1.0, 0.5, 1, 1)); image->generate_mipmaps(); default_gl_textures[DEFAULT_GL_TEXTURE_ANISO] = texture_allocate(); texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_ANISO], image); } { unsigned char pixel_data[4 * 4 * 4]; for (int i = 0; i < 16; i++) { pixel_data[i * 4 + 0] = 0; pixel_data[i * 4 + 1] = 0; pixel_data[i * 4 + 2] = 0; pixel_data[i * 4 + 3] = 0; } default_gl_textures[DEFAULT_GL_TEXTURE_2D_UINT] = texture_allocate(); Texture texture; texture.width = 4; texture.height = 4; texture.format = Image::FORMAT_RGBA8; texture.type = Texture::TYPE_2D; texture.target = GL_TEXTURE_2D; texture.active = true; glGenTextures(1, &texture.tex_id); texture_owner.initialize_rid(default_gl_textures[DEFAULT_GL_TEXTURE_2D_UINT], texture); glBindTexture(GL_TEXTURE_2D, texture.tex_id); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, 4, 4, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, pixel_data); texture.gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST); } { uint16_t pixel_data[4 * 4]; for (int i = 0; i < 16; i++) { pixel_data[i] = Math::make_half_float(1.0f); } default_gl_textures[DEFAULT_GL_TEXTURE_DEPTH] = texture_allocate(); Texture texture; texture.width = 4; texture.height = 4; texture.format = Image::FORMAT_RGBA8; texture.type = Texture::TYPE_2D; texture.target = GL_TEXTURE_2D; texture.active = true; glGenTextures(1, &texture.tex_id); texture_owner.initialize_rid(default_gl_textures[DEFAULT_GL_TEXTURE_DEPTH], texture); glBindTexture(GL_TEXTURE_2D, texture.tex_id); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, 4, 4, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, pixel_data); texture.gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST); } } glBindTexture(GL_TEXTURE_2D, 0); #ifdef GLES_OVER_GL glEnable(GL_PROGRAM_POINT_SIZE); #endif } TextureStorage::~TextureStorage() { singleton = nullptr; for (int i = 0; i < DEFAULT_GL_TEXTURE_MAX; i++) { texture_free(default_gl_textures[i]); } } //TODO, move back to storage bool TextureStorage::can_create_resources_async() const { return false; } /* Canvas Texture API */ RID TextureStorage::canvas_texture_allocate() { return canvas_texture_owner.allocate_rid(); } void TextureStorage::canvas_texture_initialize(RID p_rid) { canvas_texture_owner.initialize_rid(p_rid); } void TextureStorage::canvas_texture_free(RID p_rid) { canvas_texture_owner.free(p_rid); } void TextureStorage::canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) { CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture); switch (p_channel) { case RS::CANVAS_TEXTURE_CHANNEL_DIFFUSE: { ct->diffuse = p_texture; } break; case RS::CANVAS_TEXTURE_CHANNEL_NORMAL: { ct->normal_map = p_texture; } break; case RS::CANVAS_TEXTURE_CHANNEL_SPECULAR: { ct->specular = p_texture; } break; } } void TextureStorage::canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess) { CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture); ct->specular_color.r = p_specular_color.r; ct->specular_color.g = p_specular_color.g; ct->specular_color.b = p_specular_color.b; ct->specular_color.a = p_shininess; } void TextureStorage::canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter) { CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture); ct->texture_filter = p_filter; } void TextureStorage::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat) { CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture); ct->texture_repeat = p_repeat; } /* CANVAS SHADOW */ RID TextureStorage::canvas_light_shadow_buffer_create(int p_width) { Config *config = Config::get_singleton(); CanvasLightShadow *cls = memnew(CanvasLightShadow); if (p_width > config->max_texture_size) { p_width = config->max_texture_size; } cls->size = p_width; cls->height = 16; glActiveTexture(GL_TEXTURE0); glGenFramebuffers(1, &cls->fbo); glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo); glGenRenderbuffers(1, &cls->depth); glBindRenderbuffer(GL_RENDERBUFFER, cls->depth); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, cls->size, cls->height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, cls->depth); glGenTextures(1, &cls->distance); glBindTexture(GL_TEXTURE_2D, cls->distance); if (config->use_rgba_2d_shadows) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, cls->size, cls->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); } else { glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, cls->size, cls->height, 0, GL_RED, GL_FLOAT, nullptr); } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, cls->distance, 0); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); //printf("errnum: %x\n",status); glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo); if (status != GL_FRAMEBUFFER_COMPLETE) { memdelete(cls); ERR_FAIL_COND_V(status != GL_FRAMEBUFFER_COMPLETE, RID()); } return canvas_light_shadow_owner.make_rid(cls); } /* Texture API */ Ref TextureStorage::_get_gl_image_and_format(const Ref &p_image, Image::Format p_format, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_force_decompress) const { Config *config = Config::get_singleton(); r_gl_format = 0; Ref image = p_image; r_compressed = false; r_real_format = p_format; bool need_decompress = false; switch (p_format) { case Image::FORMAT_L8: { #ifdef GLES_OVER_GL r_gl_internal_format = GL_R8; r_gl_format = GL_RED; r_gl_type = GL_UNSIGNED_BYTE; #else r_gl_internal_format = GL_LUMINANCE; r_gl_format = GL_LUMINANCE; r_gl_type = GL_UNSIGNED_BYTE; #endif } break; case Image::FORMAT_LA8: { #ifdef GLES_OVER_GL r_gl_internal_format = GL_RG8; r_gl_format = GL_RG; r_gl_type = GL_UNSIGNED_BYTE; #else r_gl_internal_format = GL_LUMINANCE_ALPHA; r_gl_format = GL_LUMINANCE_ALPHA; r_gl_type = GL_UNSIGNED_BYTE; #endif } break; case Image::FORMAT_R8: { r_gl_internal_format = GL_R8; r_gl_format = GL_RED; r_gl_type = GL_UNSIGNED_BYTE; } break; case Image::FORMAT_RG8: { r_gl_internal_format = GL_RG8; r_gl_format = GL_RG; r_gl_type = GL_UNSIGNED_BYTE; } break; case Image::FORMAT_RGB8: { r_gl_internal_format = GL_RGB8; r_gl_format = GL_RGB; r_gl_type = GL_UNSIGNED_BYTE; } break; case Image::FORMAT_RGBA8: { r_gl_format = GL_RGBA; r_gl_internal_format = GL_RGBA8; r_gl_type = GL_UNSIGNED_BYTE; } break; case Image::FORMAT_RGBA4444: { r_gl_internal_format = GL_RGBA4; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_SHORT_4_4_4_4; } break; case Image::FORMAT_RF: { r_gl_internal_format = GL_R32F; r_gl_format = GL_RED; r_gl_type = GL_FLOAT; } break; case Image::FORMAT_RGF: { r_gl_internal_format = GL_RG32F; r_gl_format = GL_RG; r_gl_type = GL_FLOAT; } break; case Image::FORMAT_RGBF: { r_gl_internal_format = GL_RGB32F; r_gl_format = GL_RGB; r_gl_type = GL_FLOAT; } break; case Image::FORMAT_RGBAF: { r_gl_internal_format = GL_RGBA32F; r_gl_format = GL_RGBA; r_gl_type = GL_FLOAT; } break; case Image::FORMAT_RH: { r_gl_internal_format = GL_R16F; r_gl_format = GL_RED; r_gl_type = GL_HALF_FLOAT; } break; case Image::FORMAT_RGH: { r_gl_internal_format = GL_RG16F; r_gl_format = GL_RG; r_gl_type = GL_HALF_FLOAT; } break; case Image::FORMAT_RGBH: { r_gl_internal_format = GL_RGB16F; r_gl_format = GL_RGB; r_gl_type = GL_HALF_FLOAT; } break; case Image::FORMAT_RGBAH: { r_gl_internal_format = GL_RGBA16F; r_gl_format = GL_RGBA; r_gl_type = GL_HALF_FLOAT; } break; case Image::FORMAT_RGBE9995: { r_gl_internal_format = GL_RGB9_E5; r_gl_format = GL_RGB; r_gl_type = GL_UNSIGNED_INT_5_9_9_9_REV; } break; case Image::FORMAT_DXT1: { if (config->s3tc_supported) { r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_DXT3: { if (config->s3tc_supported) { r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_DXT5: { if (config->s3tc_supported) { r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_RGTC_R: { if (config->rgtc_supported) { r_gl_internal_format = _EXT_COMPRESSED_RED_RGTC1_EXT; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_RGTC_RG: { if (config->rgtc_supported) { r_gl_internal_format = _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_BPTC_RGBA: { if (config->bptc_supported) { r_gl_internal_format = _EXT_COMPRESSED_RGBA_BPTC_UNORM; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_BPTC_RGBF: { if (config->bptc_supported) { r_gl_internal_format = _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT; r_gl_format = GL_RGB; r_gl_type = GL_FLOAT; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_BPTC_RGBFU: { if (config->bptc_supported) { r_gl_internal_format = _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT; r_gl_format = GL_RGB; r_gl_type = GL_FLOAT; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_ETC2_R11: { if (config->etc2_supported) { r_gl_internal_format = _EXT_COMPRESSED_R11_EAC; r_gl_format = GL_RED; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_ETC2_R11S: { if (config->etc2_supported) { r_gl_internal_format = _EXT_COMPRESSED_SIGNED_R11_EAC; r_gl_format = GL_RED; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_ETC2_RG11: { if (config->etc2_supported) { r_gl_internal_format = _EXT_COMPRESSED_RG11_EAC; r_gl_format = GL_RG; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_ETC2_RG11S: { if (config->etc2_supported) { r_gl_internal_format = _EXT_COMPRESSED_SIGNED_RG11_EAC; r_gl_format = GL_RG; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_ETC: case Image::FORMAT_ETC2_RGB8: { if (config->etc2_supported) { r_gl_internal_format = _EXT_COMPRESSED_RGB8_ETC2; r_gl_format = GL_RGB; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_ETC2_RGBA8: { if (config->etc2_supported) { r_gl_internal_format = _EXT_COMPRESSED_RGBA8_ETC2_EAC; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_ETC2_RGB8A1: { if (config->etc2_supported) { r_gl_internal_format = _EXT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else { need_decompress = true; } } break; default: { ERR_FAIL_V_MSG(Ref(), "Image Format: " + itos(p_format) + " is not supported by the OpenGL3 Renderer"); } } if (need_decompress || p_force_decompress) { if (!image.is_null()) { image = image->duplicate(); image->decompress(); ERR_FAIL_COND_V(image->is_compressed(), image); switch (image->get_format()) { case Image::FORMAT_RGB8: { r_gl_format = GL_RGB; r_gl_internal_format = GL_RGB; r_gl_type = GL_UNSIGNED_BYTE; r_real_format = Image::FORMAT_RGB8; r_compressed = false; } break; case Image::FORMAT_RGBA8: { r_gl_format = GL_RGBA; r_gl_internal_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_real_format = Image::FORMAT_RGBA8; r_compressed = false; } break; default: { image->convert(Image::FORMAT_RGBA8); r_gl_format = GL_RGBA; r_gl_internal_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_real_format = Image::FORMAT_RGBA8; r_compressed = false; } break; } } return image; } return p_image; } RID TextureStorage::texture_allocate() { return texture_owner.allocate_rid(); } void TextureStorage::texture_free(RID p_texture) { Texture *t = texture_owner.get_or_null(p_texture); ERR_FAIL_COND(!t); ERR_FAIL_COND(t->is_render_target); if (t->canvas_texture) { memdelete(t->canvas_texture); } if (t->tex_id != 0) { glDeleteTextures(1, &t->tex_id); t->tex_id = 0; } if (t->is_proxy && t->proxy_to.is_valid()) { Texture *proxy_to = texture_owner.get_or_null(t->proxy_to); if (proxy_to) { proxy_to->proxies.erase(p_texture); } } //decal_atlas_remove_texture(p_texture); for (int i = 0; i < t->proxies.size(); i++) { Texture *p = texture_owner.get_or_null(t->proxies[i]); ERR_CONTINUE(!p); p->proxy_to = RID(); p->tex_id = 0; } texture_owner.free(p_texture); } void TextureStorage::texture_2d_initialize(RID p_texture, const Ref &p_image) { Texture texture; texture.width = p_image->get_width(); texture.height = p_image->get_height(); texture.alloc_width = texture.width; texture.alloc_height = texture.height; texture.mipmaps = p_image->get_mipmap_count(); texture.format = p_image->get_format(); texture.type = Texture::TYPE_2D; texture.target = GL_TEXTURE_2D; _get_gl_image_and_format(Ref(), texture.format, texture.real_format, texture.gl_format_cache, texture.gl_internal_format_cache, texture.gl_type_cache, texture.compressed, false); //texture.total_data_size = p_image->get_image_data_size(); // verify that this returns size in bytes texture.active = true; glGenTextures(1, &texture.tex_id); texture_owner.initialize_rid(p_texture, texture); texture_set_data(p_texture, p_image); } void TextureStorage::texture_2d_layered_initialize(RID p_texture, const Vector> &p_layers, RS::TextureLayeredType p_layered_type) { texture_owner.initialize_rid(p_texture, Texture()); } void TextureStorage::texture_3d_initialize(RID p_texture, Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector> &p_data) { texture_owner.initialize_rid(p_texture, Texture()); } // Called internally when texture_proxy_create(p_base) is called. // Note: p_base is the root and p_texture is the proxy. void TextureStorage::texture_proxy_initialize(RID p_texture, RID p_base) { Texture *texture = texture_owner.get_or_null(p_base); ERR_FAIL_COND(!texture); Texture proxy_tex; proxy_tex.copy_from(*texture); proxy_tex.proxy_to = p_base; proxy_tex.is_render_target = false; proxy_tex.is_proxy = true; proxy_tex.proxies.clear(); texture->proxies.push_back(p_texture); texture_owner.initialize_rid(p_texture, proxy_tex); } void TextureStorage::texture_2d_update(RID p_texture, const Ref &p_image, int p_layer) { // only 1 layer so far texture_set_data(p_texture, p_image); #ifdef TOOLS_ENABLED Texture *tex = texture_owner.get_or_null(p_texture); tex->image_cache_2d.unref(); #endif } void TextureStorage::texture_proxy_update(RID p_texture, RID p_proxy_to) { } void TextureStorage::texture_2d_placeholder_initialize(RID p_texture) { //this could be better optimized to reuse an existing image , done this way //for now to get it working Ref image; image.instantiate(); image->create(4, 4, false, Image::FORMAT_RGBA8); image->fill(Color(1, 0, 1, 1)); texture_2d_initialize(p_texture, image); } void TextureStorage::texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) { //this could be better optimized to reuse an existing image , done this way //for now to get it working Ref image; image.instantiate(); image->create(4, 4, false, Image::FORMAT_RGBA8); image->fill(Color(1, 0, 1, 1)); Vector> images; if (p_layered_type == RS::TEXTURE_LAYERED_2D_ARRAY) { images.push_back(image); } else { //cube for (int i = 0; i < 6; i++) { images.push_back(image); } } texture_2d_layered_initialize(p_texture, images, p_layered_type); } void TextureStorage::texture_3d_placeholder_initialize(RID p_texture) { //this could be better optimized to reuse an existing image , done this way //for now to get it working Ref image; image.instantiate(); image->create(4, 4, false, Image::FORMAT_RGBA8); image->fill(Color(1, 0, 1, 1)); Vector> images; //cube for (int i = 0; i < 4; i++) { images.push_back(image); } texture_3d_initialize(p_texture, Image::FORMAT_RGBA8, 4, 4, 4, false, images); } Ref TextureStorage::texture_2d_get(RID p_texture) const { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND_V(!texture, Ref()); #ifdef TOOLS_ENABLED if (texture->image_cache_2d.is_valid() && !texture->is_render_target) { return texture->image_cache_2d; } #endif #ifdef GLES_OVER_GL // OpenGL 3.3 supports glGetTexImage which is faster and simpler than glReadPixels. Vector data; int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, texture->real_format, texture->mipmaps > 1); data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers uint8_t *w = data.ptrw(); glActiveTexture(GL_TEXTURE0); glBindTexture(texture->target, texture->tex_id); glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); for (int i = 0; i < texture->mipmaps; i++) { int ofs = Image::get_image_mipmap_offset(texture->alloc_width, texture->alloc_height, texture->real_format, i); if (texture->compressed) { glPixelStorei(GL_PACK_ALIGNMENT, 4); glGetCompressedTexImage(texture->target, i, &w[ofs]); } else { glPixelStorei(GL_PACK_ALIGNMENT, 1); glGetTexImage(texture->target, i, texture->gl_format_cache, texture->gl_type_cache, &w[ofs]); } } data.resize(data_size); ERR_FAIL_COND_V(data.size() == 0, Ref()); Ref image; image.instantiate(); image->create(texture->width, texture->height, texture->mipmaps > 1, texture->real_format, data); ERR_FAIL_COND_V(image->is_empty(), Ref()); if (texture->format != texture->real_format) { image->convert(texture->format); } #else // Support for Web and Mobile will come later. Ref image; #endif #ifdef TOOLS_ENABLED if (Engine::get_singleton()->is_editor_hint() && !texture->is_render_target) { texture->image_cache_2d = image; } #endif return image; } void TextureStorage::texture_replace(RID p_texture, RID p_by_texture) { Texture *tex_to = texture_owner.get_or_null(p_texture); ERR_FAIL_COND(!tex_to); ERR_FAIL_COND(tex_to->is_proxy); //can't replace proxy Texture *tex_from = texture_owner.get_or_null(p_by_texture); ERR_FAIL_COND(!tex_from); ERR_FAIL_COND(tex_from->is_proxy); //can't replace proxy if (tex_to == tex_from) { return; } if (tex_to->canvas_texture) { memdelete(tex_to->canvas_texture); tex_to->canvas_texture = nullptr; } if (tex_to->tex_id) { glDeleteTextures(1, &tex_to->tex_id); tex_to->tex_id = 0; } Vector proxies_to_update = tex_to->proxies; Vector proxies_to_redirect = tex_from->proxies; tex_to->copy_from(*tex_from); tex_to->proxies = proxies_to_update; //restore proxies, so they can be updated if (tex_to->canvas_texture) { tex_to->canvas_texture->diffuse = p_texture; //update } for (int i = 0; i < proxies_to_update.size(); i++) { texture_proxy_update(proxies_to_update[i], p_texture); } for (int i = 0; i < proxies_to_redirect.size(); i++) { texture_proxy_update(proxies_to_redirect[i], p_texture); } //delete last, so proxies can be updated texture_owner.free(p_by_texture); //decal_atlas_mark_dirty_on_texture(p_texture); } void TextureStorage::texture_set_size_override(RID p_texture, int p_width, int p_height) { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND(!texture); ERR_FAIL_COND(texture->is_render_target); ERR_FAIL_COND(p_width <= 0 || p_width > 16384); ERR_FAIL_COND(p_height <= 0 || p_height > 16384); //real texture size is in alloc width and height texture->width = p_width; texture->height = p_height; } void TextureStorage::texture_set_path(RID p_texture, const String &p_path) { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND(!texture); texture->path = p_path; } String TextureStorage::texture_get_path(RID p_texture) const { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND_V(!texture, ""); return texture->path; } void TextureStorage::texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND(!texture); texture->detect_3d_callback = p_callback; texture->detect_3d_callback_ud = p_userdata; } void TextureStorage::texture_set_detect_srgb_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) { } void TextureStorage::texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND(!texture); texture->detect_normal_callback = p_callback; texture->detect_normal_callback_ud = p_userdata; } void TextureStorage::texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND(!texture); texture->detect_roughness_callback = p_callback; texture->detect_roughness_callback_ud = p_userdata; } void TextureStorage::texture_debug_usage(List *r_info) { List textures; texture_owner.get_owned_list(&textures); for (List::Element *E = textures.front(); E; E = E->next()) { Texture *t = texture_owner.get_or_null(E->get()); if (!t) { continue; } RS::TextureInfo tinfo; tinfo.path = t->path; tinfo.format = t->format; tinfo.width = t->alloc_width; tinfo.height = t->alloc_height; tinfo.depth = 0; tinfo.bytes = t->total_data_size; r_info->push_back(tinfo); } } void TextureStorage::texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND(!texture); texture->redraw_if_visible = p_enable; } Size2 TextureStorage::texture_size_with_proxy(RID p_texture) { const Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND_V(!texture, Size2()); if (texture->is_proxy) { const Texture *proxy = texture_owner.get_or_null(texture->proxy_to); return Size2(proxy->width, proxy->height); } else { return Size2(texture->width, texture->height); } } void TextureStorage::texture_set_data(RID p_texture, const Ref &p_image, int p_layer) { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND(!texture); if (texture->target == GL_TEXTURE_3D) { // Target is set to a 3D texture or array texture, exit early to avoid spamming errors return; } ERR_FAIL_COND(!texture->active); ERR_FAIL_COND(texture->is_render_target); ERR_FAIL_COND(p_image.is_null()); ERR_FAIL_COND(texture->format != p_image->get_format()); ERR_FAIL_COND(!p_image->get_width()); ERR_FAIL_COND(!p_image->get_height()); // ERR_FAIL_COND(texture->type == RS::TEXTURE_TYPE_EXTERNAL); GLenum type; GLenum format; GLenum internal_format; bool compressed = false; // print_line("texture_set_data width " + itos (p_image->get_width()) + " height " + itos(p_image->get_height())); Image::Format real_format; Ref img = _get_gl_image_and_format(p_image, p_image->get_format(), real_format, format, internal_format, type, compressed, texture->resize_to_po2); ERR_FAIL_COND(img.is_null()); if (texture->resize_to_po2) { if (p_image->is_compressed()) { ERR_PRINT("Texture '" + texture->path + "' is required to be a power of 2 because it uses either mipmaps or repeat, so it was decompressed. This will hurt performance and memory usage."); } if (img == p_image) { img = img->duplicate(); } img->resize_to_po2(false); } GLenum blit_target = (texture->target == GL_TEXTURE_CUBE_MAP) ? _cube_side_enum[p_layer] : GL_TEXTURE_2D; Vector read = img->get_data(); glActiveTexture(GL_TEXTURE0); glBindTexture(texture->target, texture->tex_id); // set filtering and repeat state to default texture->gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST); texture->gl_set_repeat(RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); //set swizle for older format compatibility #ifdef GLES_OVER_GL switch (texture->format) { case Image::FORMAT_L8: { glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED); glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_RED); glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_B, GL_RED); glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_A, GL_ONE); } break; case Image::FORMAT_LA8: { glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED); glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_RED); glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_B, GL_RED); glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_A, GL_GREEN); } break; default: { glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED); glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_GREEN); glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_B, GL_BLUE); glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); } break; } #endif int mipmaps = img->has_mipmaps() ? img->get_mipmap_count() + 1 : 1; int w = img->get_width(); int h = img->get_height(); int tsize = 0; for (int i = 0; i < mipmaps; i++) { int size, ofs; img->get_mipmap_offset_and_size(i, ofs, size); if (compressed) { glPixelStorei(GL_UNPACK_ALIGNMENT, 4); int bw = w; int bh = h; glCompressedTexImage2D(blit_target, i, internal_format, bw, bh, 0, size, &read[ofs]); } else { glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexImage2D(blit_target, i, internal_format, w, h, 0, format, type, &read[ofs]); } tsize += size; w = MAX(1, w >> 1); h = MAX(1, h >> 1); } // info.texture_mem -= texture->total_data_size; // TODO make this work again!! texture->total_data_size = tsize; // info.texture_mem += texture->total_data_size; // TODO make this work again!! // printf("texture: %i x %i - size: %i - total: %i\n", texture->width, texture->height, tsize, info.texture_mem); texture->stored_cube_sides |= (1 << p_layer); texture->mipmaps = mipmaps; } void TextureStorage::texture_set_data_partial(RID p_texture, const Ref &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, int p_layer) { ERR_PRINT("Not implemented yet, sorry :("); } Image::Format TextureStorage::texture_get_format(RID p_texture) const { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND_V(!texture, Image::FORMAT_L8); return texture->format; } uint32_t TextureStorage::texture_get_texid(RID p_texture) const { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND_V(!texture, 0); return texture->tex_id; } uint32_t TextureStorage::texture_get_width(RID p_texture) const { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND_V(!texture, 0); return texture->width; } uint32_t TextureStorage::texture_get_height(RID p_texture) const { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND_V(!texture, 0); return texture->height; } uint32_t TextureStorage::texture_get_depth(RID p_texture) const { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND_V(!texture, 0); return texture->depth; } void TextureStorage::texture_bind(RID p_texture, uint32_t p_texture_no) { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND(!texture); glActiveTexture(GL_TEXTURE0 + p_texture_no); glBindTexture(texture->target, texture->tex_id); } RID TextureStorage::texture_create_radiance_cubemap(RID p_source, int p_resolution) const { return RID(); } /* DECAL API */ RID TextureStorage::decal_allocate() { return RID(); } void TextureStorage::decal_initialize(RID p_rid) { } void TextureStorage::decal_set_extents(RID p_decal, const Vector3 &p_extents) { } void TextureStorage::decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) { } void TextureStorage::decal_set_emission_energy(RID p_decal, float p_energy) { } void TextureStorage::decal_set_albedo_mix(RID p_decal, float p_mix) { } void TextureStorage::decal_set_modulate(RID p_decal, const Color &p_modulate) { } void TextureStorage::decal_set_cull_mask(RID p_decal, uint32_t p_layers) { } void TextureStorage::decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) { } void TextureStorage::decal_set_fade(RID p_decal, float p_above, float p_below) { } void TextureStorage::decal_set_normal_fade(RID p_decal, float p_fade) { } AABB TextureStorage::decal_get_aabb(RID p_decal) const { return AABB(); } /* RENDER TARGET API */ GLuint TextureStorage::system_fbo = 0; void TextureStorage::_update_render_target(RenderTarget *rt) { // do not allocate a render target with no size if (rt->size.x <= 0 || rt->size.y <= 0) { return; } // do not allocate a render target that is attached to the screen if (rt->direct_to_screen) { rt->fbo = system_fbo; return; } rt->color_internal_format = rt->is_transparent ? GL_RGBA8 : GL_RGB10_A2; rt->color_format = GL_RGBA; rt->color_type = rt->is_transparent ? GL_BYTE : GL_UNSIGNED_INT_2_10_10_10_REV; rt->image_format = Image::FORMAT_RGBA8; glDisable(GL_SCISSOR_TEST); glColorMask(1, 1, 1, 1); glDepthMask(GL_FALSE); { /* Front FBO */ Texture *texture = get_texture(rt->texture); ERR_FAIL_COND(!texture); // framebuffer glGenFramebuffers(1, &rt->fbo); glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo); // color glGenTextures(1, &rt->color); glBindTexture(GL_TEXTURE_2D, rt->color); glTexImage2D(GL_TEXTURE_2D, 0, rt->color_internal_format, rt->size.x, rt->size.y, 0, rt->color_format, rt->color_type, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { glDeleteFramebuffers(1, &rt->fbo); glDeleteTextures(1, &rt->color); rt->fbo = 0; rt->size.x = 0; rt->size.y = 0; rt->color = 0; texture->tex_id = 0; texture->active = false; WARN_PRINT("Could not create render target, status: " + get_framebuffer_error(status)); return; } texture->format = rt->image_format; texture->real_format = rt->image_format; texture->type = Texture::TYPE_2D; texture->target = GL_TEXTURE_2D; texture->gl_format_cache = rt->color_format; texture->gl_type_cache = GL_UNSIGNED_BYTE; texture->gl_internal_format_cache = rt->color_internal_format; texture->tex_id = rt->color; texture->width = rt->size.x; texture->alloc_width = rt->size.x; texture->height = rt->size.y; texture->alloc_height = rt->size.y; texture->active = true; } glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT); glBindFramebuffer(GL_FRAMEBUFFER, system_fbo); } void TextureStorage::_create_render_target_backbuffer(RenderTarget *rt) { ERR_FAIL_COND_MSG(rt->backbuffer_fbo != 0, "Cannot allocate RenderTarget backbuffer: already initialized."); ERR_FAIL_COND(rt->direct_to_screen); // Allocate mipmap chains for full screen blur // Limit mipmaps so smallest is 32x32 to avoid unnecessary framebuffer switches int count = MAX(1, Image::get_image_required_mipmaps(rt->size.x, rt->size.y, Image::FORMAT_RGBA8) - 4); if (rt->size.x > 40 && rt->size.y > 40) { GLsizei width = rt->size.x; GLsizei height = rt->size.y; rt->mipmap_count = count; glGenTextures(1, &rt->backbuffer); glBindTexture(GL_TEXTURE_2D, rt->backbuffer); for (int l = 0; l < count; l++) { glTexImage2D(GL_TEXTURE_2D, l, rt->color_internal_format, width, height, 0, rt->color_format, rt->color_type, nullptr); width = MAX(1, (width / 2)); height = MAX(1, (height / 2)); } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, count - 1); glGenFramebuffers(1, &rt->backbuffer_fbo); glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->backbuffer, 0); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { WARN_PRINT_ONCE("Cannot allocate mipmaps for canvas screen blur. Status: " + get_framebuffer_error(status)); glBindFramebuffer(GL_FRAMEBUFFER, system_fbo); return; } // Initialize all levels to opaque Magenta. for (int j = 0; j < count; j++) { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->backbuffer, j); glClearColor(1.0, 0.0, 1.0, 1.0); glClear(GL_COLOR_BUFFER_BIT); } glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->backbuffer, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } } void TextureStorage::_clear_render_target(RenderTarget *rt) { // there is nothing to clear when DIRECT_TO_SCREEN is used if (rt->direct_to_screen) { return; } if (rt->fbo) { glDeleteFramebuffers(1, &rt->fbo); glDeleteTextures(1, &rt->color); rt->fbo = 0; rt->color = 0; } /* if (rt->external.fbo != 0) { // free this glDeleteFramebuffers(1, &rt->external.fbo); // clean up our texture Texture *t = get_texture(rt->external.texture); t->alloc_height = 0; t->alloc_width = 0; t->width = 0; t->height = 0; t->active = false; texture_free(rt->external.texture); memdelete(t); rt->external.fbo = 0; } */ Texture *tex = get_texture(rt->texture); tex->alloc_height = 0; tex->alloc_width = 0; tex->width = 0; tex->height = 0; tex->active = false; if (rt->backbuffer_fbo != 0) { glDeleteFramebuffers(1, &rt->backbuffer_fbo); glDeleteTextures(1, &rt->backbuffer); rt->backbuffer = 0; rt->backbuffer_fbo = 0; } } RID TextureStorage::render_target_create() { RenderTarget render_target; //render_target.was_used = false; render_target.clear_requested = false; Texture t; t.active = true; t.render_target = &render_target; t.is_render_target = true; render_target.texture = texture_owner.make_rid(t); _update_render_target(&render_target); return render_target_owner.make_rid(render_target); } void TextureStorage::render_target_free(RID p_rid) { RenderTarget *rt = render_target_owner.get_or_null(p_rid); _clear_render_target(rt); Texture *t = get_texture(rt->texture); if (t) { t->is_render_target = false; texture_free(rt->texture); //memdelete(t); } render_target_owner.free(p_rid); } void TextureStorage::render_target_set_position(RID p_render_target, int p_x, int p_y) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND(!rt); rt->position = Point2i(p_x, p_y); } void TextureStorage::render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND(!rt); if (p_width == rt->size.x && p_height == rt->size.y) { return; } _clear_render_target(rt); rt->size = Size2i(p_width, p_height); _update_render_target(rt); } // TODO: convert to Size2i internally Size2i TextureStorage::render_target_get_size(RID p_render_target) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND_V(!rt, Size2()); return rt->size; } RID TextureStorage::render_target_get_texture(RID p_render_target) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND_V(!rt, RID()); if (rt->external.fbo == 0) { return rt->texture; } else { return rt->external.texture; } } void TextureStorage::render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND(!rt); if (p_texture_id == 0) { if (rt->external.fbo != 0) { // free this glDeleteFramebuffers(1, &rt->external.fbo); // and this if (rt->external.depth != 0) { glDeleteRenderbuffers(1, &rt->external.depth); } // clean up our texture Texture *t = get_texture(rt->external.texture); t->alloc_height = 0; t->alloc_width = 0; t->width = 0; t->height = 0; t->active = false; texture_free(rt->external.texture); //memdelete(t); rt->external.fbo = 0; rt->external.color = 0; rt->external.depth = 0; } } else { Texture *t; if (rt->external.fbo == 0) { // create our fbo glGenFramebuffers(1, &rt->external.fbo); glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo); // allocate a texture t = memnew(Texture); t->type = Texture::TYPE_2D; t->width = 0; t->height = 0; t->alloc_height = 0; t->alloc_width = 0; t->format = Image::FORMAT_RGBA8; t->target = GL_TEXTURE_2D; t->gl_format_cache = 0; t->gl_internal_format_cache = 0; t->gl_type_cache = 0; t->total_data_size = 0; t->mipmaps = 1; t->active = true; t->tex_id = 0; t->render_target = rt; t->is_render_target = true; //rt->external.texture = make_rid(t); } else { // bind our frame buffer glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo); // find our texture t = get_texture(rt->external.texture); } // set our texture t->tex_id = p_texture_id; rt->external.color = p_texture_id; // size shouldn't be different t->width = rt->size.x; t->height = rt->size.y; t->alloc_height = rt->size.x; t->alloc_width = rt->size.y; // Switch our texture on our frame buffer { // set our texture as the destination for our framebuffer glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0); } // check status and unbind GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo); if (status != GL_FRAMEBUFFER_COMPLETE) { WARN_PRINT("framebuffer fail, status: " + get_framebuffer_error(status)); } ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE); } } void TextureStorage::render_target_set_transparent(RID p_render_target, bool p_transparent) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND(!rt); rt->is_transparent = p_transparent; _clear_render_target(rt); _update_render_target(rt); } void TextureStorage::render_target_set_direct_to_screen(RID p_render_target, bool p_direct_to_screen) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND(!rt); if (p_direct_to_screen == rt->direct_to_screen) { return; } // When setting DIRECT_TO_SCREEN, you need to clear before the value is set, but allocate after as // those functions change how they operate depending on the value of DIRECT_TO_SCREEN _clear_render_target(rt); rt->direct_to_screen = p_direct_to_screen; _update_render_target(rt); } bool TextureStorage::render_target_was_used(RID p_render_target) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND_V(!rt, false); return rt->used_in_frame; } void TextureStorage::render_target_clear_used(RID p_render_target) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND(!rt); rt->used_in_frame = false; } void TextureStorage::render_target_request_clear(RID p_render_target, const Color &p_clear_color) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND(!rt); rt->clear_requested = true; rt->clear_color = p_clear_color; } bool TextureStorage::render_target_is_clear_requested(RID p_render_target) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND_V(!rt, false); return rt->clear_requested; } Color TextureStorage::render_target_get_clear_request_color(RID p_render_target) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND_V(!rt, Color()); return rt->clear_color; } void TextureStorage::render_target_disable_clear_request(RID p_render_target) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND(!rt); rt->clear_requested = false; } void TextureStorage::render_target_do_clear_request(RID p_render_target) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND(!rt); if (!rt->clear_requested) { return; } glClearBufferfv(GL_COLOR, 0, rt->clear_color.components); rt->clear_requested = false; } void TextureStorage::render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) { } Rect2i TextureStorage::render_target_get_sdf_rect(RID p_render_target) const { return Rect2i(); } void TextureStorage::render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) { } void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND(!rt); ERR_FAIL_COND(rt->direct_to_screen); if (rt->backbuffer_fbo == 0) { _create_render_target_backbuffer(rt); } Rect2i region; if (p_region == Rect2i()) { region.size = rt->size; } else { region = Rect2i(Size2i(), rt->size).intersection(p_region); if (region.size == Size2i()) { return; //nothing to do } } glDisable(GL_BLEND); //single texture copy for backbuffer glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, rt->color); GLES3::CopyEffects::get_singleton()->copy_screen(); if (p_gen_mipmaps) { GLES3::CopyEffects::get_singleton()->bilinear_blur(rt->backbuffer, rt->mipmap_count, region); glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo); } glEnable(GL_BLEND); // 2D almost always uses blend. } void TextureStorage::render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND(!rt); ERR_FAIL_COND(rt->direct_to_screen); if (rt->backbuffer_fbo == 0) { _create_render_target_backbuffer(rt); } Rect2i region; if (p_region == Rect2i()) { // Just do a full screen clear; glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo); glClearColor(p_color.r, p_color.g, p_color.b, p_color.a); glClear(GL_COLOR_BUFFER_BIT); } else { region = Rect2i(Size2i(), rt->size).intersection(p_region); if (region.size == Size2i()) { return; //nothing to do } glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo); GLES3::CopyEffects::get_singleton()->set_color(p_color, region); } } void TextureStorage::render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND(!rt); if (rt->backbuffer_fbo == 0) { _create_render_target_backbuffer(rt); } Rect2i region; if (p_region == Rect2i()) { region.size = rt->size; } else { region = Rect2i(Size2i(), rt->size).intersection(p_region); if (region.size == Size2i()) { return; //nothing to do } } GLES3::CopyEffects::get_singleton()->bilinear_blur(rt->backbuffer, rt->mipmap_count, region); glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo); } #endif // GLES3_ENABLED