Add clipping, backbuffer, and CanvasGroups to 2D GLES3 renderer
As well as significant consequent cleanup in the RenderTarget, Texture, and Canvas renderer code
This commit is contained in:
parent
d81c5eab8c
commit
3e20c1347d
27 changed files with 734 additions and 1173 deletions
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@ -32,6 +32,7 @@
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#include "texture_storage.h"
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#include "config.h"
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#include "drivers/gles3/effects/copy_effects.h"
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using namespace GLES3;
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@ -55,8 +56,6 @@ TextureStorage::TextureStorage() {
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system_fbo = 0;
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frame.current_rt = nullptr;
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{ //create default textures
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{ // White Textures
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@ -247,7 +246,7 @@ void TextureStorage::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS:
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/* Texture API */
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Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, 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 {
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Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &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 {
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Config *config = Config::get_singleton();
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r_gl_format = 0;
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Ref<Image> image = p_image;
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@ -295,14 +294,12 @@ Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, I
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r_gl_internal_format = GL_RGB8;
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r_gl_format = GL_RGB;
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r_gl_type = GL_UNSIGNED_BYTE;
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//r_srgb = true;
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} break;
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case Image::FORMAT_RGBA8: {
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r_gl_format = GL_RGBA;
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r_gl_internal_format = GL_RGBA8;
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r_gl_type = GL_UNSIGNED_BYTE;
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//r_srgb = true;
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} break;
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case Image::FORMAT_RGBA4444: {
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@ -311,12 +308,6 @@ Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, I
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r_gl_type = GL_UNSIGNED_SHORT_4_4_4_4;
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} break;
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//case Image::FORMAT_RGBA5551: {
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// r_gl_internal_format = GL_RGB5_A1;
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// r_gl_format = GL_RGBA;
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// r_gl_type = GL_UNSIGNED_SHORT_5_5_5_1;
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//
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//} break;
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case Image::FORMAT_RF: {
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r_gl_internal_format = GL_R32F;
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r_gl_format = GL_RED;
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@ -376,8 +367,6 @@ Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, I
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r_gl_format = GL_RGBA;
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r_gl_type = GL_UNSIGNED_BYTE;
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r_compressed = true;
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//r_srgb = true;
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} else {
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need_decompress = true;
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}
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@ -388,8 +377,6 @@ Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, I
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r_gl_format = GL_RGBA;
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r_gl_type = GL_UNSIGNED_BYTE;
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r_compressed = true;
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//r_srgb = true;
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} else {
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need_decompress = true;
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}
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@ -400,8 +387,6 @@ Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, I
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r_gl_format = GL_RGBA;
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r_gl_type = GL_UNSIGNED_BYTE;
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r_compressed = true;
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//r_srgb = true;
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} else {
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need_decompress = true;
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}
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@ -412,7 +397,6 @@ Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, I
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r_gl_format = GL_RGBA;
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r_gl_type = GL_UNSIGNED_BYTE;
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r_compressed = true;
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} else {
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need_decompress = true;
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}
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@ -433,8 +417,6 @@ Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, I
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r_gl_format = GL_RGBA;
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r_gl_type = GL_UNSIGNED_BYTE;
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r_compressed = true;
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//r_srgb = true;
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} else {
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need_decompress = true;
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}
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@ -459,19 +441,6 @@ Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, I
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need_decompress = true;
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}
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} break;
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case Image::FORMAT_ETC: {
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if (config->etc_supported) {
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r_gl_internal_format = _EXT_ETC1_RGB8_OES;
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r_gl_format = GL_RGBA;
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r_gl_type = GL_UNSIGNED_BYTE;
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r_compressed = true;
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} else {
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need_decompress = true;
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}
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} break;
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/*
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case Image::FORMAT_ETC2_R11: {
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if (config->etc2_supported) {
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r_gl_internal_format = _EXT_COMPRESSED_R11_EAC;
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@ -516,13 +485,13 @@ Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, I
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need_decompress = true;
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}
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} break;
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case Image::FORMAT_ETC:
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case Image::FORMAT_ETC2_RGB8: {
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if (config->etc2_supported) {
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r_gl_internal_format = _EXT_COMPRESSED_RGB8_ETC2;
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r_gl_format = GL_RGB;
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r_gl_type = GL_UNSIGNED_BYTE;
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r_compressed = true;
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//r_srgb = true;
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} else {
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need_decompress = true;
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@ -534,7 +503,6 @@ Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, I
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r_gl_format = GL_RGBA;
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r_gl_type = GL_UNSIGNED_BYTE;
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r_compressed = true;
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//r_srgb = true;
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} else {
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need_decompress = true;
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@ -546,13 +514,11 @@ Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, I
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r_gl_format = GL_RGBA;
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r_gl_type = GL_UNSIGNED_BYTE;
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r_compressed = true;
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//r_srgb = true;
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} else {
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need_decompress = true;
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}
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} break;
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*/
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default: {
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ERR_FAIL_V_MSG(Ref<Image>(), "Image Format: " + itos(p_format) + " is not supported by the OpenGL3 Renderer");
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}
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@ -643,7 +609,7 @@ void TextureStorage::texture_2d_initialize(RID p_texture, const Ref<Image> &p_im
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texture.format = p_image->get_format();
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texture.type = Texture::TYPE_2D;
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texture.target = GL_TEXTURE_2D;
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_get_gl_image_and_format(Ref<Image>(), texture.format, 0, texture.real_format, texture.gl_format_cache, texture.gl_internal_format_cache, texture.gl_type_cache, texture.compressed, false);
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_get_gl_image_and_format(Ref<Image>(), texture.format, texture.real_format, texture.gl_format_cache, texture.gl_internal_format_cache, texture.gl_type_cache, texture.compressed, false);
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//texture.total_data_size = p_image->get_image_data_size(); // verify that this returns size in bytes
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texture.active = true;
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glGenTextures(1, &texture.tex_id);
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@ -880,11 +846,6 @@ void TextureStorage::texture_set_detect_3d_callback(RID p_texture, RS::TextureDe
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}
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void TextureStorage::texture_set_detect_srgb_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) {
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Texture *texture = texture_owner.get_or_null(p_texture);
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ERR_FAIL_COND(!texture);
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texture->detect_srgb = p_callback;
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texture->detect_srgb_ud = p_userdata;
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}
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void TextureStorage::texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) {
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@ -967,7 +928,7 @@ void TextureStorage::texture_set_data(RID p_texture, const Ref<Image> &p_image,
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// print_line("texture_set_data width " + itos (p_image->get_width()) + " height " + itos(p_image->get_height()));
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Image::Format real_format;
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Ref<Image> img = _get_gl_image_and_format(p_image, p_image->get_format(), 0, real_format, format, internal_format, type, compressed, texture->resize_to_po2);
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Ref<Image> img = _get_gl_image_and_format(p_image, p_image->get_format(), real_format, format, internal_format, type, compressed, texture->resize_to_po2);
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ERR_FAIL_COND(img.is_null());
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if (texture->resize_to_po2) {
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if (p_image->is_compressed()) {
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@ -1054,11 +1015,6 @@ void TextureStorage::texture_set_data(RID p_texture, const Ref<Image> &p_image,
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texture->stored_cube_sides |= (1 << p_layer);
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//if ((texture->flags & TEXTURE_FLAG_MIPMAPS) && mipmaps == 1 && !texture->ignore_mipmaps && (texture->type != RenderingDevice::TEXTURE_TYPE_CUBE || texture->stored_cube_sides == (1 << 6) - 1)) {
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//generate mipmaps if they were requested and the image does not contain them
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// glGenerateMipmap(texture->target);
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//}
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texture->mipmaps = mipmaps;
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}
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@ -1066,128 +1022,6 @@ void TextureStorage::texture_set_data_partial(RID p_texture, const Ref<Image> &p
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ERR_PRINT("Not implemented yet, sorry :(");
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}
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/*
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Ref<Image> TextureStorage::texture_get_data(RID p_texture, int p_layer) const {
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Texture *texture = texture_owner.get_or_null(p_texture);
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ERR_FAIL_COND_V(!texture, Ref<Image>());
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ERR_FAIL_COND_V(!texture->active, Ref<Image>());
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ERR_FAIL_COND_V(texture->data_size == 0 && !texture->render_target, Ref<Image>());
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#ifdef GLES_OVER_GL
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Image::Format real_format;
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GLenum gl_format;
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GLenum gl_internal_format;
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GLenum gl_type;
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bool compressed;
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_get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed, false);
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PoolVector<uint8_t> data;
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int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, real_format, texture->mipmaps > 1);
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data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers
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PoolVector<uint8_t>::Write wb = data.write();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(texture->target, texture->tex_id);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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for (int i = 0; i < texture->mipmaps; i++) {
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int ofs = Image::get_image_mipmap_offset(texture->alloc_width, texture->alloc_height, real_format, i);
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if (texture->compressed) {
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glPixelStorei(GL_PACK_ALIGNMENT, 4);
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glGetCompressedTexImage(texture->target, i, &wb[ofs]);
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} else {
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glGetTexImage(texture->target, i, texture->gl_format_cache, texture->gl_type_cache, &wb[ofs]);
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}
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}
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wb.release();
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data.resize(data_size);
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Image *img = memnew(Image(texture->alloc_width, texture->alloc_height, texture->mipmaps > 1, real_format, data));
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return Ref<Image>(img);
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#else
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Image::Format real_format;
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GLenum gl_format;
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GLenum gl_internal_format;
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GLenum gl_type;
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bool compressed;
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_get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed, texture->resize_to_po2);
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PoolVector<uint8_t> data;
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int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, Image::FORMAT_RGBA8, false);
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data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers
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PoolVector<uint8_t>::Write wb = data.write();
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GLuint temp_framebuffer;
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glGenFramebuffers(1, &temp_framebuffer);
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GLuint temp_color_texture;
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glGenTextures(1, &temp_color_texture);
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glBindFramebuffer(GL_FRAMEBUFFER, temp_framebuffer);
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glBindTexture(GL_TEXTURE_2D, temp_color_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->alloc_width, texture->alloc_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, temp_color_texture, 0);
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glDepthMask(GL_FALSE);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glDisable(GL_BLEND);
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glDepthFunc(GL_LEQUAL);
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glColorMask(1, 1, 1, 1);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture->tex_id);
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glViewport(0, 0, texture->alloc_width, texture->alloc_height);
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shaders.copy.bind();
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glClearColor(0.0, 0.0, 0.0, 0.0);
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glClear(GL_COLOR_BUFFER_BIT);
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bind_quad_array();
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glReadPixels(0, 0, texture->alloc_width, texture->alloc_height, GL_RGBA, GL_UNSIGNED_BYTE, &wb[0]);
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glDeleteTextures(1, &temp_color_texture);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDeleteFramebuffers(1, &temp_framebuffer);
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wb.release();
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data.resize(data_size);
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Image *img = memnew(Image(texture->alloc_width, texture->alloc_height, false, Image::FORMAT_RGBA8, data));
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if (!texture->compressed) {
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img->convert(real_format);
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}
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return Ref<Image>(img);
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#endif
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}
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*/
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Image::Format TextureStorage::texture_get_format(RID p_texture) const {
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Texture *texture = texture_owner.get_or_null(p_texture);
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@ -1285,32 +1119,6 @@ AABB TextureStorage::decal_get_aabb(RID p_decal) const {
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GLuint TextureStorage::system_fbo = 0;
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void TextureStorage::_set_current_render_target(RID p_render_target) {
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RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
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if (rt) {
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if (rt->allocate_is_dirty) {
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rt->allocate_is_dirty = false;
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//_clear_render_target(rt);
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//_update_render_target(rt);
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}
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frame.current_rt = rt;
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ERR_FAIL_COND(!rt);
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glViewport(rt->position.x, rt->position.y, rt->size.x, rt->size.y);
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_dims.rt_width = rt->size.x;
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_dims.rt_height = rt->size.y;
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_dims.win_width = rt->size.x;
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_dims.win_height = rt->size.y;
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} else {
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frame.current_rt = nullptr;
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glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
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}
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}
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void TextureStorage::_update_render_target(RenderTarget *rt) {
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// do not allocate a render target with no size
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if (rt->size.x <= 0 || rt->size.y <= 0) {
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@ -1318,14 +1126,14 @@ void TextureStorage::_update_render_target(RenderTarget *rt) {
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}
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// do not allocate a render target that is attached to the screen
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if (rt->flags[RENDER_TARGET_DIRECT_TO_SCREEN]) {
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if (rt->direct_to_screen) {
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rt->fbo = system_fbo;
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return;
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}
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rt->color_internal_format = rt->flags[RENDER_TARGET_TRANSPARENT] ? GL_RGBA8 : GL_RGB10_A2;
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rt->color_internal_format = rt->is_transparent ? GL_RGBA8 : GL_RGB10_A2;
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rt->color_format = GL_RGBA;
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rt->color_type = rt->flags[RENDER_TARGET_TRANSPARENT] ? GL_BYTE : GL_UNSIGNED_INT_2_10_10_10_REV;
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rt->color_type = rt->is_transparent ? GL_BYTE : GL_UNSIGNED_INT_2_10_10_10_REV;
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rt->image_format = Image::FORMAT_RGBA8;
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glDisable(GL_SCISSOR_TEST);
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@ -1388,87 +1196,64 @@ void TextureStorage::_update_render_target(RenderTarget *rt) {
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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glBindFramebuffer(GL_FRAMEBUFFER, system_fbo);
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}
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void TextureStorage::_create_render_target_backbuffer(RenderTarget *rt) {
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ERR_FAIL_COND_MSG(rt->backbuffer_fbo != 0, "Cannot allocate RenderTarget backbuffer: already initialized.");
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ERR_FAIL_COND(rt->direct_to_screen);
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// Allocate mipmap chains for full screen blur
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if (rt->size.x >= 2 && rt->size.y >= 2) {
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for (int i = 0; i < 2; i++) {
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ERR_FAIL_COND(rt->mip_maps[i].sizes.size());
|
||||
int w = rt->size.x;
|
||||
int h = rt->size.y;
|
||||
// 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;
|
||||
|
||||
if (i > 0) {
|
||||
w >>= 1;
|
||||
h >>= 1;
|
||||
}
|
||||
rt->mipmap_count = count;
|
||||
|
||||
int level = 0;
|
||||
GLsizei width = w;
|
||||
GLsizei height = h;
|
||||
glGenTextures(1, &rt->backbuffer);
|
||||
glBindTexture(GL_TEXTURE_2D, rt->backbuffer);
|
||||
|
||||
while (true) {
|
||||
RenderTarget::MipMaps::Size mm;
|
||||
mm.width = w;
|
||||
mm.height = h;
|
||||
rt->mip_maps[i].sizes.push_back(mm);
|
||||
|
||||
w >>= 1;
|
||||
h >>= 1;
|
||||
|
||||
if (w < 2 || h < 2) {
|
||||
break;
|
||||
}
|
||||
|
||||
level++;
|
||||
}
|
||||
|
||||
glGenTextures(1, &rt->mip_maps[i].color);
|
||||
glBindTexture(GL_TEXTURE_2D, rt->mip_maps[i].color);
|
||||
|
||||
for (int l = 0; l < level + 1; 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));
|
||||
}
|
||||
#ifdef GLES_OVER_GL
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level);
|
||||
#endif
|
||||
|
||||
for (int j = 0; j < rt->mip_maps[i].sizes.size(); j++) {
|
||||
RenderTarget::MipMaps::Size &mm = rt->mip_maps[i].sizes.write[j];
|
||||
|
||||
glGenFramebuffers(1, &mm.fbo);
|
||||
bind_framebuffer(mm.fbo);
|
||||
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->mip_maps[i].color, j);
|
||||
|
||||
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));
|
||||
bind_framebuffer_system();
|
||||
return;
|
||||
}
|
||||
|
||||
glClearColor(1.0, 0.0, 1.0, 0.0);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
}
|
||||
|
||||
rt->mip_maps[i].levels = level;
|
||||
|
||||
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);
|
||||
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));
|
||||
}
|
||||
rt->mip_maps_allocated = true;
|
||||
}
|
||||
|
||||
bind_framebuffer_system();
|
||||
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->flags[RENDER_TARGET_DIRECT_TO_SCREEN]) {
|
||||
if (rt->direct_to_screen) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -1504,17 +1289,11 @@ void TextureStorage::_clear_render_target(RenderTarget *rt) {
|
|||
tex->height = 0;
|
||||
tex->active = false;
|
||||
|
||||
for (int i = 0; i < 2; i++) {
|
||||
if (rt->mip_maps[i].sizes.size()) {
|
||||
for (int j = 0; j < rt->mip_maps[i].sizes.size(); j++) {
|
||||
glDeleteFramebuffers(1, &rt->mip_maps[i].sizes[j].fbo);
|
||||
}
|
||||
|
||||
glDeleteTextures(1, &rt->mip_maps[i].color);
|
||||
rt->mip_maps[i].sizes.clear();
|
||||
rt->mip_maps[i].levels = 0;
|
||||
rt->mip_maps[i].color = 0;
|
||||
}
|
||||
if (rt->backbuffer_fbo != 0) {
|
||||
glDeleteFramebuffers(1, &rt->backbuffer_fbo);
|
||||
glDeleteTextures(1, &rt->backbuffer);
|
||||
rt->backbuffer = 0;
|
||||
rt->backbuffer_fbo = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -1523,9 +1302,6 @@ RID TextureStorage::render_target_create() {
|
|||
//render_target.was_used = false;
|
||||
render_target.clear_requested = false;
|
||||
|
||||
for (int i = 0; i < RENDER_TARGET_FLAG_MAX; i++) {
|
||||
render_target.flags[i] = false;
|
||||
}
|
||||
Texture t;
|
||||
t.active = true;
|
||||
t.render_target = &render_target;
|
||||
|
|
@ -1568,9 +1344,6 @@ void TextureStorage::render_target_set_size(RID p_render_target, int p_width, in
|
|||
|
||||
rt->size = Size2i(p_width, p_height);
|
||||
|
||||
// print_line("render_target_set_size " + itos(p_render_target.get_id()) + ", w " + itos(p_width) + " h " + itos(p_height));
|
||||
|
||||
rt->allocate_is_dirty = true;
|
||||
_update_render_target(rt);
|
||||
}
|
||||
|
||||
|
|
@ -1642,7 +1415,6 @@ void TextureStorage::render_target_set_external_texture(RID p_render_target, uns
|
|||
t->gl_format_cache = 0;
|
||||
t->gl_internal_format_cache = 0;
|
||||
t->gl_type_cache = 0;
|
||||
t->srgb = false;
|
||||
t->total_data_size = 0;
|
||||
t->mipmaps = 1;
|
||||
t->active = true;
|
||||
|
|
@ -1688,29 +1460,28 @@ void TextureStorage::render_target_set_external_texture(RID p_render_target, uns
|
|||
}
|
||||
}
|
||||
|
||||
void TextureStorage::render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) {
|
||||
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
|
||||
if (p_flag == RENDER_TARGET_DIRECT_TO_SCREEN && p_value != rt->flags[RENDER_TARGET_DIRECT_TO_SCREEN]) {
|
||||
_clear_render_target(rt);
|
||||
rt->flags[p_flag] = p_value;
|
||||
_update_render_target(rt);
|
||||
}
|
||||
|
||||
rt->flags[p_flag] = p_value;
|
||||
|
||||
switch (p_flag) {
|
||||
case RENDER_TARGET_TRANSPARENT: {
|
||||
//must reset for these formats
|
||||
_clear_render_target(rt);
|
||||
_update_render_target(rt);
|
||||
} break;
|
||||
default: {
|
||||
}
|
||||
}
|
||||
_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) {
|
||||
|
|
@ -1772,4 +1543,85 @@ Rect2i TextureStorage::render_target_get_sdf_rect(RID p_render_target) const {
|
|||
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
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue