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path: root/drivers/gles3/storage/render_scene_buffers_gles3.cpp
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/*************************************************************************/
/*  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"

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();

	//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);

	glBindTexture(GL_TEXTURE_2D, rt->color);
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);

	glGenTextures(1, &depth_texture);
	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);

	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_texture, 0);

	GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);

	glBindTexture(GL_TEXTURE_2D, 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