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/*************************************************************************/
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/* rasterizer_storage_opengl.cpp */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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. */
/*************************************************************************/
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//#define OPENGL_DISABLE_RENDER_TARGETS
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# include "rasterizer_storage_opengl.h"
# ifdef OPENGL_BACKEND_ENABLED
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# include "core/config/project_settings.h"
# include "core/math/transform_3d.h"
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# include "drivers/opengl/rasterizer_storage_common.h"
# include "rasterizer_canvas_opengl.h"
# include "rasterizer_scene_opengl.h"
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# include "servers/rendering/shader_language.h"
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GLuint RasterizerStorageOpenGL : : system_fbo = 0 ;
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/* TEXTURE API */
# define _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
# define _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
# define _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
# define _EXT_COMPRESSED_RED_RGTC1_EXT 0x8DBB
# define _EXT_COMPRESSED_RED_RGTC1 0x8DBB
# define _EXT_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC
# define _EXT_COMPRESSED_RG_RGTC2 0x8DBD
# define _EXT_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE
# define _EXT_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC
# define _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD
# define _EXT_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE
# define _EXT_ETC1_RGB8_OES 0x8D64
# define _EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
# define _EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG 0x8C01
# define _EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
# define _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG 0x8C03
# define _EXT_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT 0x8A54
# define _EXT_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT 0x8A55
# define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT 0x8A56
# define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT 0x8A57
# define _EXT_COMPRESSED_RGBA_BPTC_UNORM 0x8E8C
# define _EXT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM 0x8E8D
# define _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E
# define _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F
# define _GL_TEXTURE_EXTERNAL_OES 0x8D65
# ifdef GLES_OVER_GL
# define _GL_HALF_FLOAT_OES 0x140B
# else
# define _GL_HALF_FLOAT_OES 0x8D61
# endif
# define _EXT_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
# define _RED_OES 0x1903
# define _DEPTH_COMPONENT24_OES 0x81A6
# ifndef GLES_OVER_GL
# define glClearDepth glClearDepthf
// enable extensions manually for android and ios
# ifndef UWP_ENABLED
# include <dlfcn.h> // needed to load extensions
# endif
# ifdef IPHONE_ENABLED
# include <OpenGLES/ES2/glext.h>
//void *glRenderbufferStorageMultisampleAPPLE;
//void *glResolveMultisampleFramebufferAPPLE;
# define glRenderbufferStorageMultisample glRenderbufferStorageMultisampleAPPLE
# elif defined(ANDROID_ENABLED)
# include <GLES2/gl2ext.h>
PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC glRenderbufferStorageMultisampleEXT ;
PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC glFramebufferTexture2DMultisampleEXT ;
# define glRenderbufferStorageMultisample glRenderbufferStorageMultisampleEXT
# define glFramebufferTexture2DMultisample glFramebufferTexture2DMultisampleEXT
# elif defined(UWP_ENABLED)
# include <GLES2/gl2ext.h>
# define glRenderbufferStorageMultisample glRenderbufferStorageMultisampleANGLE
# define glFramebufferTexture2DMultisample glFramebufferTexture2DMultisampleANGLE
# endif
# define GL_TEXTURE_3D 0x806F
# define GL_MAX_SAMPLES 0x8D57
# endif //!GLES_OVER_GL
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void RasterizerStorageOpenGL : : bind_quad_array ( ) const {
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glBindBuffer ( GL_ARRAY_BUFFER , resources . quadie ) ;
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glVertexAttribPointer ( RS : : ARRAY_VERTEX , 2 , GL_FLOAT , GL_FALSE , sizeof ( float ) * 4 , 0 ) ;
glVertexAttribPointer ( RS : : ARRAY_TEX_UV , 2 , GL_FLOAT , GL_FALSE , sizeof ( float ) * 4 , CAST_INT_TO_UCHAR_PTR ( 8 ) ) ;
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glEnableVertexAttribArray ( RS : : ARRAY_VERTEX ) ;
glEnableVertexAttribArray ( RS : : ARRAY_TEX_UV ) ;
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}
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bool RasterizerStorageOpenGL : : can_create_resources_async ( ) const {
return false ;
}
Ref < Image > RasterizerStorageOpenGL : : _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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r_gl_format = 0 ;
Ref < Image > image = p_image ;
r_compressed = false ;
r_real_format = p_format ;
bool need_decompress = false ;
switch ( p_format ) {
case Image : : FORMAT_L8 : {
r_gl_internal_format = GL_LUMINANCE ;
r_gl_format = GL_LUMINANCE ;
r_gl_type = GL_UNSIGNED_BYTE ;
} break ;
case Image : : FORMAT_LA8 : {
r_gl_internal_format = GL_LUMINANCE_ALPHA ;
r_gl_format = GL_LUMINANCE_ALPHA ;
r_gl_type = GL_UNSIGNED_BYTE ;
} break ;
case Image : : FORMAT_R8 : {
r_gl_internal_format = GL_ALPHA ;
r_gl_format = GL_ALPHA ;
r_gl_type = GL_UNSIGNED_BYTE ;
} break ;
case Image : : FORMAT_RG8 : {
ERR_PRINT ( " RG texture not supported, converting to RGB8. " ) ;
if ( image . is_valid ( ) )
image - > convert ( Image : : FORMAT_RGB8 ) ;
r_real_format = Image : : FORMAT_RGB8 ;
r_gl_internal_format = GL_RGB ;
r_gl_format = GL_RGB ;
r_gl_type = GL_UNSIGNED_BYTE ;
} break ;
case Image : : FORMAT_RGB8 : {
r_gl_internal_format = GL_RGB ;
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_RGBA ;
r_gl_type = GL_UNSIGNED_BYTE ;
} break ;
case Image : : FORMAT_RGBA4444 : {
r_gl_internal_format = GL_RGBA ;
r_gl_format = GL_RGBA ;
r_gl_type = GL_UNSIGNED_SHORT_4_4_4_4 ;
} break ;
// case Image::FORMAT_RGBA5551: {
// r_gl_internal_format = GL_RGB5_A1;
// r_gl_format = GL_RGBA;
// r_gl_type = GL_UNSIGNED_SHORT_5_5_5_1;
// } break;
case Image : : FORMAT_RF : {
if ( ! config . float_texture_supported ) {
ERR_PRINT ( " R float texture not supported, converting to RGB8. " ) ;
if ( image . is_valid ( ) )
image - > convert ( Image : : FORMAT_RGB8 ) ;
r_real_format = Image : : FORMAT_RGB8 ;
r_gl_internal_format = GL_RGB ;
r_gl_format = GL_RGB ;
r_gl_type = GL_UNSIGNED_BYTE ;
} else {
r_gl_internal_format = GL_ALPHA ;
r_gl_format = GL_ALPHA ;
r_gl_type = GL_FLOAT ;
}
} break ;
case Image : : FORMAT_RGF : {
ERR_PRINT ( " RG float texture not supported, converting to RGB8. " ) ;
if ( image . is_valid ( ) )
image - > convert ( Image : : FORMAT_RGB8 ) ;
r_real_format = Image : : FORMAT_RGB8 ;
r_gl_internal_format = GL_RGB ;
r_gl_format = GL_RGB ;
r_gl_type = GL_UNSIGNED_BYTE ;
} break ;
case Image : : FORMAT_RGBF : {
if ( ! config . float_texture_supported ) {
ERR_PRINT ( " RGB float texture not supported, converting to RGB8. " ) ;
if ( image . is_valid ( ) )
image - > convert ( Image : : FORMAT_RGB8 ) ;
r_real_format = Image : : FORMAT_RGB8 ;
r_gl_internal_format = GL_RGB ;
r_gl_format = GL_RGB ;
r_gl_type = GL_UNSIGNED_BYTE ;
} else {
r_gl_internal_format = GL_RGB ;
r_gl_format = GL_RGB ;
r_gl_type = GL_FLOAT ;
}
} break ;
case Image : : FORMAT_RGBAF : {
if ( ! config . float_texture_supported ) {
ERR_PRINT ( " RGBA float texture not supported, converting to RGBA8. " ) ;
if ( image . is_valid ( ) )
image - > convert ( Image : : FORMAT_RGBA8 ) ;
r_real_format = Image : : FORMAT_RGBA8 ;
r_gl_internal_format = GL_RGBA ;
r_gl_format = GL_RGBA ;
r_gl_type = GL_UNSIGNED_BYTE ;
} else {
r_gl_internal_format = GL_RGBA ;
r_gl_format = GL_RGBA ;
r_gl_type = GL_FLOAT ;
}
} break ;
case Image : : FORMAT_RH : {
need_decompress = true ;
} break ;
case Image : : FORMAT_RGH : {
need_decompress = true ;
} break ;
case Image : : FORMAT_RGBH : {
need_decompress = true ;
} break ;
case Image : : FORMAT_RGBAH : {
need_decompress = true ;
} break ;
case Image : : FORMAT_RGBE9995 : {
r_gl_internal_format = GL_RGB ;
r_gl_format = GL_RGB ;
r_gl_type = GL_UNSIGNED_BYTE ;
if ( image . is_valid ( ) )
image = image - > rgbe_to_srgb ( ) ;
return image ;
} 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 ;
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case Image : : FORMAT_PVRTC1_2 : {
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if ( config . pvrtc_supported ) {
r_gl_internal_format = _EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG ;
r_gl_format = GL_RGBA ;
r_gl_type = GL_UNSIGNED_BYTE ;
r_compressed = true ;
} else {
need_decompress = true ;
}
} break ;
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case Image : : FORMAT_PVRTC1_2A : {
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if ( config . pvrtc_supported ) {
r_gl_internal_format = _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG ;
r_gl_format = GL_RGBA ;
r_gl_type = GL_UNSIGNED_BYTE ;
r_compressed = true ;
} else {
need_decompress = true ;
}
} break ;
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case Image : : FORMAT_PVRTC1_4 : {
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if ( config . pvrtc_supported ) {
r_gl_internal_format = _EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG ;
r_gl_format = GL_RGBA ;
r_gl_type = GL_UNSIGNED_BYTE ;
r_compressed = true ;
} else {
need_decompress = true ;
}
} break ;
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case Image : : FORMAT_PVRTC1_4A : {
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if ( config . pvrtc_supported ) {
r_gl_internal_format = _EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG ;
r_gl_format = GL_RGBA ;
r_gl_type = GL_UNSIGNED_BYTE ;
r_compressed = true ;
} else {
need_decompress = true ;
}
} break ;
case Image : : FORMAT_ETC : {
if ( config . etc1_supported ) {
r_gl_internal_format = _EXT_ETC1_RGB8_OES ;
r_gl_format = GL_RGBA ;
r_gl_type = GL_UNSIGNED_BYTE ;
r_compressed = true ;
} else {
need_decompress = true ;
}
} break ;
case Image : : FORMAT_ETC2_R11 : {
need_decompress = true ;
} break ;
case Image : : FORMAT_ETC2_R11S : {
need_decompress = true ;
} break ;
case Image : : FORMAT_ETC2_RG11 : {
need_decompress = true ;
} break ;
case Image : : FORMAT_ETC2_RG11S : {
need_decompress = true ;
} break ;
case Image : : FORMAT_ETC2_RGB8 : {
need_decompress = true ;
} break ;
case Image : : FORMAT_ETC2_RGBA8 : {
need_decompress = true ;
} break ;
case Image : : FORMAT_ETC2_RGB8A1 : {
need_decompress = true ;
} break ;
default : {
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ERR_FAIL_V ( p_image ) ;
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}
}
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 ;
}
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 ,
} ;
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RID RasterizerStorageOpenGL : : texture_allocate ( ) {
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RID id = texture_create ( ) ;
ERR_FAIL_COND_V ( id = = RID ( ) , id ) ;
return id ;
}
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void RasterizerStorageOpenGL : : texture_2d_initialize ( RID p_texture , const Ref < Image > & p_image ) {
Texture * tex = texture_owner . get_or_null ( p_texture ) ;
ERR_FAIL_COND ( ! tex ) ;
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int w = p_image - > get_width ( ) ;
int h = p_image - > get_height ( ) ;
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_texture_allocate_internal ( p_texture , w , h , 1 , p_image - > get_format ( ) , RenderingDevice : : TEXTURE_TYPE_2D , 0 ) ;
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texture_set_data ( p_texture , p_image ) ;
}
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void RasterizerStorageOpenGL : : texture_2d_layered_initialize ( RID p_texture , const Vector < Ref < Image > > & p_layers , RS : : TextureLayeredType p_layered_type ) {
}
void RasterizerStorageOpenGL : : texture_3d_initialize ( RID p_texture , Image : : Format , int p_width , int p_height , int p_depth , bool p_mipmaps , const Vector < Ref < Image > > & p_data ) {
}
void RasterizerStorageOpenGL : : texture_proxy_initialize ( RID p_texture , RID p_base ) {
}
//RID RasterizerStorageOpenGL::texture_2d_create(const Ref<Image> &p_image) {
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// RID id = texture_create();
// ERR_FAIL_COND_V(id == RID(), id);
// int w = p_image->get_width();
// int h = p_image->get_height();
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// texture_allocate(id, w, h, 1, p_image->get_format(), RenderingDevice::TEXTURE_TYPE_2D, 0);
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// texture_set_data(id, p_image);
// return id;
//}
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//RID RasterizerStorageOpenGL::texture_2d_layered_create(const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) {
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// return RID();
//}
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//RID RasterizerStorageOpenGL::texture_proxy_create(RID p_base) {
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// RID link = texture_create();
// texture_set_proxy(link, p_base);
// return link;
//}
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//void RasterizerStorageOpenGL::texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer) {
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// // only 1 layer so far
// texture_set_data(p_texture, p_image);
//}
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void RasterizerStorageOpenGL : : texture_2d_update ( RID p_texture , const Ref < Image > & p_image , int p_layer ) {
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// only 1 layer so far
texture_set_data ( p_texture , p_image ) ;
}
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void RasterizerStorageOpenGL : : texture_2d_placeholder_initialize ( RID p_texture ) {
}
void RasterizerStorageOpenGL : : texture_2d_layered_placeholder_initialize ( RID p_texture , RenderingServer : : TextureLayeredType p_layered_type ) {
}
void RasterizerStorageOpenGL : : texture_3d_placeholder_initialize ( RID p_texture ) {
}
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Ref < Image > RasterizerStorageOpenGL : : texture_2d_get ( RID p_texture ) const {
Texture * tex = texture_owner . get_or_null ( p_texture ) ;
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ERR_FAIL_COND_V ( ! tex , Ref < Image > ( ) ) ;
/*
# ifdef TOOLS_ENABLED
if ( tex - > image_cache_2d . is_valid ( ) ) {
return tex - > image_cache_2d ;
}
# endif
Vector < uint8_t > data = RD : : get_singleton ( ) - > texture_get_data ( tex - > rd_texture , 0 ) ;
ERR_FAIL_COND_V ( data . size ( ) = = 0 , Ref < Image > ( ) ) ;
Ref < Image > image ;
image . instance ( ) ;
image - > create ( tex - > width , tex - > height , tex - > mipmaps > 1 , tex - > validated_format , data ) ;
ERR_FAIL_COND_V ( image - > empty ( ) , Ref < Image > ( ) ) ;
if ( tex - > format ! = tex - > validated_format ) {
image - > convert ( tex - > format ) ;
}
# ifdef TOOLS_ENABLED
if ( Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
tex - > image_cache_2d = image ;
}
# endif
*/
ERR_FAIL_COND_V ( ! tex - > images . size ( ) , Ref < Image > ( ) ) ;
return tex - > images [ 0 ] ;
// return image;
// return Ref<Image>();
}
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void RasterizerStorageOpenGL : : texture_replace ( RID p_texture , RID p_by_texture ) {
Texture * tex_to = texture_owner . get_or_null ( p_texture ) ;
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ERR_FAIL_COND ( ! tex_to ) ;
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Texture * tex_from = texture_owner . get_or_null ( p_by_texture ) ;
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ERR_FAIL_COND ( ! tex_from ) ;
tex_to - > destroy ( ) ;
tex_to - > copy_from ( * tex_from ) ;
// copy image data and upload to GL
tex_to - > images . resize ( tex_from - > images . size ( ) ) ;
for ( int n = 0 ; n < tex_from - > images . size ( ) ; n + + ) {
texture_set_data ( p_texture , tex_from - > images [ n ] , n ) ;
}
}
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bool RasterizerStorageOpenGL : : _is_main_thread ( ) {
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//#if defined DEBUG_ENABLED && defined TOOLS_ENABLED
// must be called from main thread in OpenGL
bool is_main_thread = _main_thread_id = = Thread : : get_caller_id ( ) ;
//#endif
return is_main_thread ;
}
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RID RasterizerStorageOpenGL : : texture_create ( ) {
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ERR_FAIL_COND_V ( ! _is_main_thread ( ) , RID ( ) ) ;
Texture * texture = memnew ( Texture ) ;
ERR_FAIL_COND_V ( ! texture , RID ( ) ) ;
glGenTextures ( 1 , & texture - > tex_id ) ;
texture - > active = false ;
texture - > total_data_size = 0 ;
return texture_owner . make_rid ( texture ) ;
}
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void RasterizerStorageOpenGL : : _texture_allocate_internal ( RID p_texture , int p_width , int p_height , int p_depth_3d , Image : : Format p_format , RenderingDevice : : TextureType p_type , uint32_t p_flags ) {
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// GLenum format;
// GLenum internal_format;
// GLenum type;
// bool compressed = false;
if ( p_flags & TEXTURE_FLAG_USED_FOR_STREAMING ) {
p_flags & = ~ TEXTURE_FLAG_MIPMAPS ; // no mipies for video
}
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Texture * texture = texture_owner . get_or_null ( p_texture ) ;
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ERR_FAIL_COND ( ! texture ) ;
texture - > width = p_width ;
texture - > height = p_height ;
texture - > format = p_format ;
texture - > flags = p_flags ;
texture - > stored_cube_sides = 0 ;
texture - > type = p_type ;
switch ( p_type ) {
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case RenderingDevice : : TEXTURE_TYPE_2D : {
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texture - > target = GL_TEXTURE_2D ;
texture - > images . resize ( 1 ) ;
} break ;
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// case RenderingDevice::TEXTURE_TYPE_EXTERNAL: {
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//#ifdef ANDROID_ENABLED
// texture->target = _GL_TEXTURE_EXTERNAL_OES;
//#else
// texture->target = GL_TEXTURE_2D;
//#endif
// texture->images.resize(0);
// } break;
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case RenderingDevice : : TEXTURE_TYPE_CUBE : {
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texture - > target = GL_TEXTURE_CUBE_MAP ;
texture - > images . resize ( 6 ) ;
} break ;
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case RenderingDevice : : TEXTURE_TYPE_2D_ARRAY :
case RenderingDevice : : TEXTURE_TYPE_3D : {
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texture - > target = GL_TEXTURE_3D ;
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ERR_PRINT ( " 3D textures and Texture Arrays are not supported in OpenGL. Please switch to the Vulkan backend. " ) ;
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return ;
} break ;
default : {
ERR_PRINT ( " Unknown texture type! " ) ;
return ;
}
}
#if 0
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// if (p_type != RS::TEXTURE_TYPE_EXTERNAL) {
if ( p_type = = RenderingDevice : : TEXTURE_TYPE_2D ) {
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texture - > alloc_width = texture - > width ;
texture - > alloc_height = texture - > height ;
texture - > resize_to_po2 = false ;
if ( ! config . support_npot_repeat_mipmap ) {
int po2_width = next_power_of_2 ( p_width ) ;
int po2_height = next_power_of_2 ( p_height ) ;
bool is_po2 = p_width = = po2_width & & p_height = = po2_height ;
if ( ! is_po2 & & ( p_flags & TEXTURE_FLAG_REPEAT | | p_flags & TEXTURE_FLAG_MIPMAPS ) ) {
if ( p_flags & TEXTURE_FLAG_USED_FOR_STREAMING ) {
//not supported
ERR_PRINT ( " Streaming texture for non power of 2 or has mipmaps on this hardware: " + texture - > path + " '. Mipmaps and repeat disabled. " ) ;
texture - > flags & = ~ ( TEXTURE_FLAG_REPEAT | TEXTURE_FLAG_MIPMAPS ) ;
} else {
texture - > alloc_height = po2_height ;
texture - > alloc_width = po2_width ;
texture - > resize_to_po2 = true ;
}
}
}
GLenum format ;
GLenum internal_format ;
GLenum type ;
bool compressed = false ;
Image : : Format real_format ;
_get_gl_image_and_format ( Ref < Image > ( ) ,
texture - > format ,
texture - > flags ,
real_format ,
format ,
internal_format ,
type ,
compressed ,
texture - > resize_to_po2 ) ;
texture - > gl_format_cache = format ;
texture - > gl_type_cache = type ;
texture - > gl_internal_format_cache = internal_format ;
texture - > data_size = 0 ;
texture - > mipmaps = 1 ;
texture - > compressed = compressed ;
}
# endif
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( texture - > target , texture - > tex_id ) ;
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// if (p_type == RS::TEXTURE_TYPE_EXTERNAL) {
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// glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// glTexParameteri(texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
// glTexParameteri(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// } else if (p_flags & TEXTURE_FLAG_USED_FOR_STREAMING) {
// //prealloc if video
// glTexImage2D(texture->target, 0, internal_format, texture->alloc_width, texture->alloc_height, 0, format, type, NULL);
// }
texture - > active = true ;
}
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void RasterizerStorageOpenGL : : texture_set_data ( RID p_texture , const Ref < Image > & p_image , int p_layer ) {
Texture * texture = texture_owner . get_or_null ( p_texture ) ;
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ERR_FAIL_COND ( ! _is_main_thread ( ) ) ;
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 - > 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 ( ) ) ;
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// ERR_FAIL_COND(texture->type == RS::TEXTURE_TYPE_EXTERNAL);
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GLenum type ;
GLenum format ;
GLenum internal_format ;
bool compressed = false ;
if ( config . keep_original_textures & & ! ( texture - > flags & TEXTURE_FLAG_USED_FOR_STREAMING ) ) {
texture - > images . write [ p_layer ] = p_image ;
}
// print_line("texture_set_data width " + itos (p_image->get_width()) + " height " + itos(p_image->get_height()));
Image : : Format real_format ;
Ref < Image > img = _get_gl_image_and_format ( p_image , p_image - > get_format ( ) , texture - > flags , real_format , format , internal_format , type , compressed , texture - > resize_to_po2 ) ;
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 ) ;
}
if ( config . shrink_textures_x2 & & ( p_image - > has_mipmaps ( ) | | ! p_image - > is_compressed ( ) ) & & ! ( texture - > flags & TEXTURE_FLAG_USED_FOR_STREAMING ) ) {
texture - > alloc_height = MAX ( 1 , texture - > alloc_height / 2 ) ;
texture - > alloc_width = MAX ( 1 , texture - > alloc_width / 2 ) ;
if ( texture - > alloc_width = = img - > get_width ( ) / 2 & & texture - > alloc_height = = img - > get_height ( ) / 2 ) {
img - > shrink_x2 ( ) ;
} else if ( img - > get_format ( ) < = Image : : FORMAT_RGBA8 ) {
img - > resize ( texture - > alloc_width , texture - > alloc_height , Image : : INTERPOLATE_BILINEAR ) ;
}
}
GLenum blit_target = ( texture - > target = = GL_TEXTURE_CUBE_MAP ) ? _cube_side_enum [ p_layer ] : GL_TEXTURE_2D ;
texture - > data_size = img - > get_data ( ) . size ( ) ;
Vector < uint8_t > read = img - > get_data ( ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( texture - > target , texture - > tex_id ) ;
texture - > ignore_mipmaps = compressed & & ! img - > has_mipmaps ( ) ;
// set filtering and repeat state
_texture_set_state_from_flags ( texture ) ;
int mipmaps = ( ( texture - > flags & TEXTURE_FLAG_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 ) ;
if ( texture - > flags & TEXTURE_FLAG_USED_FOR_STREAMING ) {
glTexSubImage2D ( blit_target , i , 0 , 0 , w , h , format , type , & read [ ofs ] ) ;
} else {
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 ;
texture - > total_data_size = tsize ;
info . texture_mem + = texture - > total_data_size ;
// 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 ) ;
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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
glGenerateMipmap ( texture - > target ) ;
}
texture - > mipmaps = mipmaps ;
}
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void RasterizerStorageOpenGL : : texture_set_data_partial ( RID p_texture , const Ref < Image > & 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 ) {
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// TODO
ERR_PRINT ( " Not implemented (ask Karroffel to do it :p) " ) ;
}
/*
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Ref < Image > RasterizerStorageOpenGL : : texture_get_data ( RID p_texture , int p_layer ) const {
Texture * texture = texture_owner . get_or_null ( p_texture ) ;
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ERR_FAIL_COND_V ( ! texture , Ref < Image > ( ) ) ;
ERR_FAIL_COND_V ( ! texture - > active , Ref < Image > ( ) ) ;
ERR_FAIL_COND_V ( texture - > data_size = = 0 & & ! texture - > render_target , Ref < Image > ( ) ) ;
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if ( texture - > type = = RS : : TEXTURE_TYPE_CUBEMAP & & p_layer < 6 & & p_layer > = 0 & & ! texture - > images [ p_layer ] . is_null ( ) ) {
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return texture - > images [ p_layer ] ;
}
# ifdef GLES_OVER_GL
Image : : Format real_format ;
GLenum gl_format ;
GLenum gl_internal_format ;
GLenum gl_type ;
bool compressed ;
_get_gl_image_and_format ( Ref < Image > ( ) , texture - > format , texture - > flags , real_format , gl_format , gl_internal_format , gl_type , compressed , false ) ;
PoolVector < uint8_t > data ;
int data_size = Image : : get_image_data_size ( texture - > alloc_width , texture - > alloc_height , real_format , texture - > mipmaps > 1 ) ;
data . resize ( data_size * 2 ) ; //add some memory at the end, just in case for buggy drivers
PoolVector < uint8_t > : : Write wb = data . write ( ) ;
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 , real_format , i ) ;
if ( texture - > compressed ) {
glPixelStorei ( GL_PACK_ALIGNMENT , 4 ) ;
glGetCompressedTexImage ( texture - > target , i , & wb [ ofs ] ) ;
} else {
glPixelStorei ( GL_PACK_ALIGNMENT , 1 ) ;
glGetTexImage ( texture - > target , i , texture - > gl_format_cache , texture - > gl_type_cache , & wb [ ofs ] ) ;
}
}
wb . release ( ) ;
data . resize ( data_size ) ;
Image * img = memnew ( Image ( texture - > alloc_width , texture - > alloc_height , texture - > mipmaps > 1 , real_format , data ) ) ;
return Ref < Image > ( img ) ;
# else
Image : : Format real_format ;
GLenum gl_format ;
GLenum gl_internal_format ;
GLenum gl_type ;
bool compressed ;
_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 ) ;
PoolVector < uint8_t > data ;
int data_size = Image : : get_image_data_size ( texture - > alloc_width , texture - > alloc_height , Image : : FORMAT_RGBA8 , false ) ;
data . resize ( data_size * 2 ) ; //add some memory at the end, just in case for buggy drivers
PoolVector < uint8_t > : : Write wb = data . write ( ) ;
GLuint temp_framebuffer ;
glGenFramebuffers ( 1 , & temp_framebuffer ) ;
GLuint temp_color_texture ;
glGenTextures ( 1 , & temp_color_texture ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , temp_framebuffer ) ;
glBindTexture ( GL_TEXTURE_2D , temp_color_texture ) ;
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGBA , texture - > alloc_width , texture - > alloc_height , 0 , GL_RGBA , GL_UNSIGNED_BYTE , NULL ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_LINEAR ) ;
glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_COLOR_ATTACHMENT0 , GL_TEXTURE_2D , temp_color_texture , 0 ) ;
glDepthMask ( GL_FALSE ) ;
glDisable ( GL_DEPTH_TEST ) ;
glDisable ( GL_CULL_FACE ) ;
glDisable ( GL_BLEND ) ;
glDepthFunc ( GL_LEQUAL ) ;
glColorMask ( 1 , 1 , 1 , 1 ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , texture - > tex_id ) ;
glViewport ( 0 , 0 , texture - > alloc_width , texture - > alloc_height ) ;
shaders . copy . bind ( ) ;
glClearColor ( 0.0 , 0.0 , 0.0 , 0.0 ) ;
glClear ( GL_COLOR_BUFFER_BIT ) ;
bind_quad_array ( ) ;
glDrawArrays ( GL_TRIANGLE_FAN , 0 , 4 ) ;
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
glReadPixels ( 0 , 0 , texture - > alloc_width , texture - > alloc_height , GL_RGBA , GL_UNSIGNED_BYTE , & wb [ 0 ] ) ;
glDeleteTextures ( 1 , & temp_color_texture ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , 0 ) ;
glDeleteFramebuffers ( 1 , & temp_framebuffer ) ;
wb . release ( ) ;
data . resize ( data_size ) ;
Image * img = memnew ( Image ( texture - > alloc_width , texture - > alloc_height , false , Image : : FORMAT_RGBA8 , data ) ) ;
if ( ! texture - > compressed ) {
img - > convert ( real_format ) ;
}
return Ref < Image > ( img ) ;
# endif
}
*/
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void RasterizerStorageOpenGL : : _texture_set_state_from_flags ( Texture * p_tex ) {
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if ( ( p_tex - > flags & TEXTURE_FLAG_MIPMAPS ) & & ! p_tex - > ignore_mipmaps )
if ( p_tex - > flags & TEXTURE_FLAG_FILTER ) {
// these do not exactly correspond ...
p_tex - > GLSetFilter ( p_tex - > target , RS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS ) ;
//texture->glTexParam_MinFilter(texture->target, config.use_fast_texture_filter ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR_MIPMAP_LINEAR);
} else {
p_tex - > GLSetFilter ( p_tex - > target , RS : : CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS ) ;
//texture->glTexParam_MinFilter(texture->target, config.use_fast_texture_filter ? GL_NEAREST_MIPMAP_NEAREST : GL_NEAREST_MIPMAP_LINEAR);
}
else {
if ( p_tex - > flags & TEXTURE_FLAG_FILTER ) {
p_tex - > GLSetFilter ( p_tex - > target , RS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR ) ;
//texture->glTexParam_MinFilter(texture->target, GL_LINEAR);
} else {
p_tex - > GLSetFilter ( p_tex - > target , RS : : CANVAS_ITEM_TEXTURE_FILTER_NEAREST ) ;
// texture->glTexParam_MinFilter(texture->target, GL_NEAREST);
}
}
if ( ( ( p_tex - > flags & TEXTURE_FLAG_REPEAT ) | | ( p_tex - > flags & TEXTURE_FLAG_MIRRORED_REPEAT ) ) & & p_tex - > target ! = GL_TEXTURE_CUBE_MAP ) {
if ( p_tex - > flags & TEXTURE_FLAG_MIRRORED_REPEAT ) {
p_tex - > GLSetRepeat ( RS : : CANVAS_ITEM_TEXTURE_REPEAT_MIRROR ) ;
} else {
p_tex - > GLSetRepeat ( RS : : CANVAS_ITEM_TEXTURE_REPEAT_ENABLED ) ;
}
} else {
p_tex - > GLSetRepeat ( RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ;
}
}
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void RasterizerStorageOpenGL : : texture_set_flags ( RID p_texture , uint32_t p_flags ) {
Texture * texture = texture_owner . get_or_null ( p_texture ) ;
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ERR_FAIL_COND ( ! texture ) ;
bool had_mipmaps = texture - > flags & TEXTURE_FLAG_MIPMAPS ;
texture - > flags = p_flags ;
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( texture - > target , texture - > tex_id ) ;
// set filtering and repeat state
_texture_set_state_from_flags ( texture ) ;
if ( ( texture - > flags & TEXTURE_FLAG_MIPMAPS ) & & ! texture - > ignore_mipmaps ) {
if ( ! had_mipmaps & & texture - > mipmaps = = 1 ) {
glGenerateMipmap ( texture - > target ) ;
}
}
}
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uint32_t RasterizerStorageOpenGL : : texture_get_flags ( RID p_texture ) const {
Texture * texture = texture_owner . get_or_null ( p_texture ) ;
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ERR_FAIL_COND_V ( ! texture , 0 ) ;
return texture - > flags ;
}
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Image : : Format RasterizerStorageOpenGL : : texture_get_format ( RID p_texture ) const {
Texture * texture = texture_owner . get_or_null ( p_texture ) ;
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ERR_FAIL_COND_V ( ! texture , Image : : FORMAT_L8 ) ;
return texture - > format ;
}
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RenderingDevice : : TextureType RasterizerStorageOpenGL : : texture_get_type ( RID p_texture ) const {
Texture * texture = texture_owner . get_or_null ( p_texture ) ;
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ERR_FAIL_COND_V ( ! texture , RenderingDevice : : TEXTURE_TYPE_2D ) ;
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return texture - > type ;
}
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uint32_t RasterizerStorageOpenGL : : texture_get_texid ( RID p_texture ) const {
Texture * texture = texture_owner . get_or_null ( p_texture ) ;
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ERR_FAIL_COND_V ( ! texture , 0 ) ;
return texture - > tex_id ;
}
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void RasterizerStorageOpenGL : : texture_bind ( RID p_texture , uint32_t p_texture_no ) {
Texture * texture = texture_owner . get_or_null ( p_texture ) ;
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ERR_FAIL_COND ( ! texture ) ;
glActiveTexture ( GL_TEXTURE0 + p_texture_no ) ;
glBindTexture ( texture - > target , texture - > tex_id ) ;
}
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uint32_t RasterizerStorageOpenGL : : texture_get_width ( RID p_texture ) const {
Texture * texture = texture_owner . get_or_null ( p_texture ) ;
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ERR_FAIL_COND_V ( ! texture , 0 ) ;
return texture - > width ;
}
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uint32_t RasterizerStorageOpenGL : : texture_get_height ( RID p_texture ) const {
Texture * texture = texture_owner . get_or_null ( p_texture ) ;
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ERR_FAIL_COND_V ( ! texture , 0 ) ;
return texture - > height ;
}
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uint32_t RasterizerStorageOpenGL : : texture_get_depth ( RID p_texture ) const {
Texture * texture = texture_owner . get_or_null ( p_texture ) ;
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ERR_FAIL_COND_V ( ! texture , 0 ) ;
return texture - > depth ;
}
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void RasterizerStorageOpenGL : : texture_set_size_override ( RID p_texture , int p_width , int p_height ) {
Texture * texture = texture_owner . get_or_null ( p_texture ) ;
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ERR_FAIL_COND ( ! texture ) ;
ERR_FAIL_COND ( texture - > 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 ;
}
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void RasterizerStorageOpenGL : : texture_set_path ( RID p_texture , const String & p_path ) {
Texture * texture = texture_owner . get_or_null ( p_texture ) ;
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ERR_FAIL_COND ( ! texture ) ;
texture - > path = p_path ;
}
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String RasterizerStorageOpenGL : : texture_get_path ( RID p_texture ) const {
Texture * texture = texture_owner . get_or_null ( p_texture ) ;
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ERR_FAIL_COND_V ( ! texture , " " ) ;
return texture - > path ;
}
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void RasterizerStorageOpenGL : : texture_debug_usage ( List < RS : : TextureInfo > * r_info ) {
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List < RID > textures ;
texture_owner . get_owned_list ( & textures ) ;
for ( List < RID > : : Element * E = textures . front ( ) ; E ; E = E - > next ( ) ) {
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Texture * t = texture_owner . get_or_null ( E - > get ( ) ) ;
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if ( ! t )
continue ;
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RS : : TextureInfo tinfo ;
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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 ) ;
}
}
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void RasterizerStorageOpenGL : : texture_set_shrink_all_x2_on_set_data ( bool p_enable ) {
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config . shrink_textures_x2 = p_enable ;
}
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void RasterizerStorageOpenGL : : textures_keep_original ( bool p_enable ) {
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config . keep_original_textures = p_enable ;
}
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Size2 RasterizerStorageOpenGL : : texture_size_with_proxy ( RID p_texture ) {
const Texture * texture = texture_owner . get_or_null ( p_texture ) ;
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ERR_FAIL_COND_V ( ! texture , Size2 ( ) ) ;
if ( texture - > proxy ) {
return Size2 ( texture - > proxy - > width , texture - > proxy - > height ) ;
} else {
return Size2 ( texture - > width , texture - > height ) ;
}
}
// example use in 3.2
// VS::get_singleton()->texture_set_proxy(default_texture->proxy, texture_rid);
// p_proxy is the source (pre-existing) texture?
// and p_texture is the one that is being made into a proxy?
//This naming is confusing. Comments!!!
// The naming of the parameters seemed to be reversed?
// The p_proxy is the source texture
// and p_texture is actually the proxy????
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void RasterizerStorageOpenGL : : texture_set_proxy ( RID p_texture , RID p_proxy ) {
Texture * texture = texture_owner . get_or_null ( p_texture ) ;
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ERR_FAIL_COND ( ! texture ) ;
if ( texture - > proxy ) {
texture - > proxy - > proxy_owners . erase ( texture ) ;
texture - > proxy = NULL ;
}
if ( p_proxy . is_valid ( ) ) {
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Texture * proxy = texture_owner . get_or_null ( p_proxy ) ;
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ERR_FAIL_COND ( ! proxy ) ;
ERR_FAIL_COND ( proxy = = texture ) ;
proxy - > proxy_owners . insert ( texture ) ;
texture - > proxy = proxy ;
}
}
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void RasterizerStorageOpenGL : : texture_set_force_redraw_if_visible ( RID p_texture , bool p_enable ) {
Texture * texture = texture_owner . get_or_null ( p_texture ) ;
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ERR_FAIL_COND ( ! texture ) ;
texture - > redraw_if_visible = p_enable ;
}
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void RasterizerStorageOpenGL : : texture_set_detect_3d_callback ( RID p_texture , RS : : TextureDetectCallback p_callback , void * p_userdata ) {
Texture * texture = texture_owner . get_or_null ( p_texture ) ;
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ERR_FAIL_COND ( ! texture ) ;
texture - > detect_3d = p_callback ;
texture - > detect_3d_ud = p_userdata ;
}
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void RasterizerStorageOpenGL : : texture_set_detect_srgb_callback ( RID p_texture , RS : : TextureDetectCallback p_callback , void * p_userdata ) {
Texture * texture = texture_owner . get_or_null ( p_texture ) ;
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ERR_FAIL_COND ( ! texture ) ;
texture - > detect_srgb = p_callback ;
texture - > detect_srgb_ud = p_userdata ;
}
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void RasterizerStorageOpenGL : : texture_set_detect_normal_callback ( RID p_texture , RS : : TextureDetectCallback p_callback , void * p_userdata ) {
Texture * texture = texture_owner . get_or_null ( p_texture ) ;
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ERR_FAIL_COND ( ! texture ) ;
texture - > detect_normal = p_callback ;
texture - > detect_normal_ud = p_userdata ;
}
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RID RasterizerStorageOpenGL : : texture_create_radiance_cubemap ( RID p_source , int p_resolution ) const {
return RID ( ) ;
}
RID RasterizerStorageOpenGL : : canvas_texture_allocate ( ) {
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return RID ( ) ;
}
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void RasterizerStorageOpenGL : : canvas_texture_initialize ( RID p_rid ) {
}
void RasterizerStorageOpenGL : : canvas_texture_set_channel ( RID p_canvas_texture , RS : : CanvasTextureChannel p_channel , RID p_texture ) {
}
void RasterizerStorageOpenGL : : canvas_texture_set_shading_parameters ( RID p_canvas_texture , const Color & p_base_color , float p_shininess ) {
}
void RasterizerStorageOpenGL : : canvas_texture_set_texture_filter ( RID p_item , RS : : CanvasItemTextureFilter p_filter ) {
}
void RasterizerStorageOpenGL : : canvas_texture_set_texture_repeat ( RID p_item , RS : : CanvasItemTextureRepeat p_repeat ) {
}
RID RasterizerStorageOpenGL : : sky_create ( ) {
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Sky * sky = memnew ( Sky ) ;
sky - > radiance = 0 ;
return sky_owner . make_rid ( sky ) ;
}
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void RasterizerStorageOpenGL : : sky_set_texture ( RID p_sky , RID p_panorama , int p_radiance_size ) {
Sky * sky = sky_owner . get_or_null ( p_sky ) ;
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ERR_FAIL_COND ( ! sky ) ;
if ( sky - > panorama . is_valid ( ) ) {
sky - > panorama = RID ( ) ;
glDeleteTextures ( 1 , & sky - > radiance ) ;
sky - > radiance = 0 ;
}
sky - > panorama = p_panorama ;
if ( ! sky - > panorama . is_valid ( ) ) {
return ; // the panorama was cleared
}
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Texture * texture = texture_owner . get_or_null ( sky - > panorama ) ;
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if ( ! texture ) {
sky - > panorama = RID ( ) ;
ERR_FAIL_COND ( ! texture ) ;
}
// glBindVertexArray(0) and more
{
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , 0 ) ;
glDisable ( GL_CULL_FACE ) ;
glDisable ( GL_DEPTH_TEST ) ;
glDisable ( GL_SCISSOR_TEST ) ;
glDisable ( GL_BLEND ) ;
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for ( int i = 0 ; i < RS : : ARRAY_MAX - 1 ; i + + ) {
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glDisableVertexAttribArray ( i ) ;
}
}
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( texture - > target , texture - > tex_id ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_LINEAR ) ; //need this for proper sampling
glActiveTexture ( GL_TEXTURE1 ) ;
glBindTexture ( GL_TEXTURE_2D , resources . radical_inverse_vdc_cache_tex ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_NEAREST ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_NEAREST ) ;
// New cubemap that will hold the mipmaps with different roughness values
glActiveTexture ( GL_TEXTURE2 ) ;
glGenTextures ( 1 , & sky - > radiance ) ;
glBindTexture ( GL_TEXTURE_CUBE_MAP , sky - > radiance ) ;
int size = p_radiance_size / 2 ; //divide by two because its a cubemap (this is an approximation because GLES3 uses a dual paraboloid)
GLenum internal_format = GL_RGB ;
GLenum format = GL_RGB ;
GLenum type = GL_UNSIGNED_BYTE ;
// Set the initial (empty) mipmaps
// Mobile hardware (PowerVR specially) prefers this approach,
// the previous approach with manual lod levels kills the game.
for ( int i = 0 ; i < 6 ; i + + ) {
glTexImage2D ( GL_TEXTURE_CUBE_MAP_POSITIVE_X + i , 0 , internal_format , size , size , 0 , format , type , NULL ) ;
}
glGenerateMipmap ( GL_TEXTURE_CUBE_MAP ) ;
// No filters for now
glTexParameteri ( GL_TEXTURE_CUBE_MAP , GL_TEXTURE_MIN_FILTER , GL_LINEAR ) ;
glTexParameteri ( GL_TEXTURE_CUBE_MAP , GL_TEXTURE_MAG_FILTER , GL_LINEAR ) ;
glTexParameteri ( GL_TEXTURE_CUBE_MAP , GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE ) ;
glTexParameteri ( GL_TEXTURE_CUBE_MAP , GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE ) ;
// Framebuffer
bind_framebuffer ( resources . mipmap_blur_fbo ) ;
int mipmaps = 6 ;
int lod = 0 ;
int mm_level = mipmaps ;
size = p_radiance_size / 2 ;
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shaders . cubemap_filter . set_conditional ( CubemapFilterShaderOpenGL : : USE_SOURCE_PANORAMA , true ) ;
shaders . cubemap_filter . set_conditional ( CubemapFilterShaderOpenGL : : USE_DIRECT_WRITE , true ) ;
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shaders . cubemap_filter . bind ( ) ;
// third, render to the framebuffer using separate textures, then copy to mipmaps
while ( size > = 1 ) {
//make framebuffer size the texture size, need to use a separate texture for compatibility
glActiveTexture ( GL_TEXTURE3 ) ;
glBindTexture ( GL_TEXTURE_2D , resources . mipmap_blur_color ) ;
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGB , size , size , 0 , GL_RGB , GL_UNSIGNED_BYTE , NULL ) ;
glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_COLOR_ATTACHMENT0 , GL_TEXTURE_2D , resources . mipmap_blur_color , 0 ) ;
if ( lod = = 1 ) {
//bind panorama for smaller lods
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_CUBE_MAP , sky - > radiance ) ;
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shaders . cubemap_filter . set_conditional ( CubemapFilterShaderOpenGL : : USE_SOURCE_PANORAMA , false ) ;
shaders . cubemap_filter . set_conditional ( CubemapFilterShaderOpenGL : : USE_DIRECT_WRITE , false ) ;
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shaders . cubemap_filter . bind ( ) ;
}
glViewport ( 0 , 0 , size , size ) ;
bind_quad_array ( ) ;
glActiveTexture ( GL_TEXTURE2 ) ; //back to panorama
for ( int i = 0 ; i < 6 ; i + + ) {
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shaders . cubemap_filter . set_uniform ( CubemapFilterShaderOpenGL : : FACE_ID , i ) ;
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float roughness = mm_level > = 0 ? lod / ( float ) ( mipmaps - 1 ) : 1 ;
roughness = MIN ( 1.0 , roughness ) ; //keep max at 1
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shaders . cubemap_filter . set_uniform ( CubemapFilterShaderOpenGL : : ROUGHNESS , roughness ) ;
shaders . cubemap_filter . set_uniform ( CubemapFilterShaderOpenGL : : Z_FLIP , false ) ;
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glDrawArrays ( GL_TRIANGLE_FAN , 0 , 4 ) ;
glCopyTexSubImage2D ( _cube_side_enum [ i ] , lod , 0 , 0 , 0 , 0 , size , size ) ;
}
size > > = 1 ;
mm_level - - ;
lod + + ;
}
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shaders . cubemap_filter . set_conditional ( CubemapFilterShaderOpenGL : : USE_SOURCE_PANORAMA , false ) ;
shaders . cubemap_filter . set_conditional ( CubemapFilterShaderOpenGL : : USE_DIRECT_WRITE , false ) ;
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// restore ranges
glActiveTexture ( GL_TEXTURE2 ) ; //back to panorama
glTexParameteri ( GL_TEXTURE_CUBE_MAP , GL_TEXTURE_MIN_FILTER , GL_LINEAR_MIPMAP_LINEAR ) ;
glTexParameteri ( GL_TEXTURE_CUBE_MAP , GL_TEXTURE_MAG_FILTER , GL_LINEAR ) ;
glTexParameteri ( GL_TEXTURE_CUBE_MAP , GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE ) ;
glTexParameteri ( GL_TEXTURE_CUBE_MAP , GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE ) ;
glBindTexture ( GL_TEXTURE_2D , 0 ) ;
glActiveTexture ( GL_TEXTURE3 ) ; //back to panorama
glBindTexture ( GL_TEXTURE_2D , 0 ) ;
glActiveTexture ( GL_TEXTURE1 ) ;
glBindTexture ( GL_TEXTURE_2D , 0 ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , 0 ) ;
//reset flags on Sky Texture that may have changed
texture_set_flags ( sky - > panorama , texture - > flags ) ;
// Framebuffer did its job. thank mr framebuffer
glActiveTexture ( GL_TEXTURE0 ) ; //back to panorama
bind_framebuffer_system ( ) ;
}
/* SHADER API */
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RID RasterizerStorageOpenGL : : shader_allocate ( ) {
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Shader * shader = memnew ( Shader ) ;
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shader - > mode = RS : : SHADER_SPATIAL ;
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shader - > shader = & scene - > state . scene_shader ;
RID rid = shader_owner . make_rid ( shader ) ;
_shader_make_dirty ( shader ) ;
shader - > self = rid ;
return rid ;
}
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void RasterizerStorageOpenGL : : shader_initialize ( RID p_rid ) {
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// noop
}
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//RID RasterizerStorageOpenGL::shader_create() {
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// Shader *shader = memnew(Shader);
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// shader->mode = RS::SHADER_SPATIAL;
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// shader->shader = &scene->state.scene_shader;
// RID rid = shader_owner.make_rid(shader);
// _shader_make_dirty(shader);
// shader->self = rid;
// return rid;
//}
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void RasterizerStorageOpenGL : : _shader_make_dirty ( Shader * p_shader ) {
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if ( p_shader - > dirty_list . in_list ( ) )
return ;
_shader_dirty_list . add ( & p_shader - > dirty_list ) ;
}
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void RasterizerStorageOpenGL : : shader_set_code ( RID p_shader , const String & p_code ) {
Shader * shader = shader_owner . get_or_null ( p_shader ) ;
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ERR_FAIL_COND ( ! shader ) ;
shader - > code = p_code ;
String mode_string = ShaderLanguage : : get_shader_type ( p_code ) ;
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RS : : ShaderMode mode ;
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if ( mode_string = = " canvas_item " )
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mode = RS : : SHADER_CANVAS_ITEM ;
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else if ( mode_string = = " particles " )
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mode = RS : : SHADER_PARTICLES ;
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else
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mode = RS : : SHADER_SPATIAL ;
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if ( shader - > custom_code_id & & mode ! = shader - > mode ) {
shader - > shader - > free_custom_shader ( shader - > custom_code_id ) ;
shader - > custom_code_id = 0 ;
}
shader - > mode = mode ;
// TODO handle all shader types
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if ( mode = = RS : : SHADER_CANVAS_ITEM ) {
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shader - > shader = & canvas - > state . canvas_shader ;
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} else if ( mode = = RS : : SHADER_SPATIAL ) {
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shader - > shader = & scene - > state . scene_shader ;
} else {
return ;
}
if ( shader - > custom_code_id = = 0 ) {
shader - > custom_code_id = shader - > shader - > create_custom_shader ( ) ;
}
_shader_make_dirty ( shader ) ;
}
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String RasterizerStorageOpenGL : : shader_get_code ( RID p_shader ) const {
const Shader * shader = shader_owner . get_or_null ( p_shader ) ;
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ERR_FAIL_COND_V ( ! shader , " " ) ;
return shader - > code ;
}
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void RasterizerStorageOpenGL : : _update_shader ( Shader * p_shader ) const {
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_shader_dirty_list . remove ( & p_shader - > dirty_list ) ;
p_shader - > valid = false ;
p_shader - > uniforms . clear ( ) ;
if ( p_shader - > code = = String ( ) ) {
return ; //just invalid, but no error
}
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ShaderCompilerOpenGL : : GeneratedCode gen_code ;
ShaderCompilerOpenGL : : IdentifierActions * actions = NULL ;
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switch ( p_shader - > mode ) {
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case RS : : SHADER_CANVAS_ITEM : {
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p_shader - > canvas_item . light_mode = Shader : : CanvasItem : : LIGHT_MODE_NORMAL ;
p_shader - > canvas_item . blend_mode = Shader : : CanvasItem : : BLEND_MODE_MIX ;
p_shader - > canvas_item . uses_screen_texture = false ;
p_shader - > canvas_item . uses_screen_uv = false ;
p_shader - > canvas_item . uses_time = false ;
p_shader - > canvas_item . uses_modulate = false ;
p_shader - > canvas_item . uses_color = false ;
p_shader - > canvas_item . uses_vertex = false ;
p_shader - > canvas_item . batch_flags = 0 ;
p_shader - > canvas_item . uses_world_matrix = false ;
p_shader - > canvas_item . uses_extra_matrix = false ;
p_shader - > canvas_item . uses_projection_matrix = false ;
p_shader - > canvas_item . uses_instance_custom = false ;
shaders . actions_canvas . render_mode_values [ " blend_add " ] = Pair < int * , int > ( & p_shader - > canvas_item . blend_mode , Shader : : CanvasItem : : BLEND_MODE_ADD ) ;
shaders . actions_canvas . render_mode_values [ " blend_mix " ] = Pair < int * , int > ( & p_shader - > canvas_item . blend_mode , Shader : : CanvasItem : : BLEND_MODE_MIX ) ;
shaders . actions_canvas . render_mode_values [ " blend_sub " ] = Pair < int * , int > ( & p_shader - > canvas_item . blend_mode , Shader : : CanvasItem : : BLEND_MODE_SUB ) ;
shaders . actions_canvas . render_mode_values [ " blend_mul " ] = Pair < int * , int > ( & p_shader - > canvas_item . blend_mode , Shader : : CanvasItem : : BLEND_MODE_MUL ) ;
shaders . actions_canvas . render_mode_values [ " blend_premul_alpha " ] = Pair < int * , int > ( & p_shader - > canvas_item . blend_mode , Shader : : CanvasItem : : BLEND_MODE_PMALPHA ) ;
shaders . actions_canvas . render_mode_values [ " unshaded " ] = Pair < int * , int > ( & p_shader - > canvas_item . light_mode , Shader : : CanvasItem : : LIGHT_MODE_UNSHADED ) ;
shaders . actions_canvas . render_mode_values [ " light_only " ] = Pair < int * , int > ( & p_shader - > canvas_item . light_mode , Shader : : CanvasItem : : LIGHT_MODE_LIGHT_ONLY ) ;
shaders . actions_canvas . usage_flag_pointers [ " SCREEN_UV " ] = & p_shader - > canvas_item . uses_screen_uv ;
shaders . actions_canvas . usage_flag_pointers [ " SCREEN_PIXEL_SIZE " ] = & p_shader - > canvas_item . uses_screen_uv ;
shaders . actions_canvas . usage_flag_pointers [ " SCREEN_TEXTURE " ] = & p_shader - > canvas_item . uses_screen_texture ;
shaders . actions_canvas . usage_flag_pointers [ " TIME " ] = & p_shader - > canvas_item . uses_time ;
shaders . actions_canvas . usage_flag_pointers [ " MODULATE " ] = & p_shader - > canvas_item . uses_modulate ;
shaders . actions_canvas . usage_flag_pointers [ " COLOR " ] = & p_shader - > canvas_item . uses_color ;
shaders . actions_canvas . usage_flag_pointers [ " VERTEX " ] = & p_shader - > canvas_item . uses_vertex ;
shaders . actions_canvas . usage_flag_pointers [ " WORLD_MATRIX " ] = & p_shader - > canvas_item . uses_world_matrix ;
shaders . actions_canvas . usage_flag_pointers [ " EXTRA_MATRIX " ] = & p_shader - > canvas_item . uses_extra_matrix ;
shaders . actions_canvas . usage_flag_pointers [ " PROJECTION_MATRIX " ] = & p_shader - > canvas_item . uses_projection_matrix ;
shaders . actions_canvas . usage_flag_pointers [ " INSTANCE_CUSTOM " ] = & p_shader - > canvas_item . uses_instance_custom ;
actions = & shaders . actions_canvas ;
actions - > uniforms = & p_shader - > uniforms ;
} break ;
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case RS : : SHADER_SPATIAL : {
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p_shader - > spatial . blend_mode = Shader : : Spatial : : BLEND_MODE_MIX ;
p_shader - > spatial . depth_draw_mode = Shader : : Spatial : : DEPTH_DRAW_OPAQUE ;
p_shader - > spatial . cull_mode = Shader : : Spatial : : CULL_MODE_BACK ;
p_shader - > spatial . uses_alpha = false ;
p_shader - > spatial . uses_alpha_scissor = false ;
p_shader - > spatial . uses_discard = false ;
p_shader - > spatial . unshaded = false ;
p_shader - > spatial . no_depth_test = false ;
p_shader - > spatial . uses_sss = false ;
p_shader - > spatial . uses_time = false ;
p_shader - > spatial . uses_vertex_lighting = false ;
p_shader - > spatial . uses_screen_texture = false ;
p_shader - > spatial . uses_depth_texture = false ;
p_shader - > spatial . uses_vertex = false ;
p_shader - > spatial . uses_tangent = false ;
p_shader - > spatial . uses_ensure_correct_normals = false ;
p_shader - > spatial . writes_modelview_or_projection = false ;
p_shader - > spatial . uses_world_coordinates = false ;
shaders . actions_scene . render_mode_values [ " blend_add " ] = Pair < int * , int > ( & p_shader - > spatial . blend_mode , Shader : : Spatial : : BLEND_MODE_ADD ) ;
shaders . actions_scene . render_mode_values [ " blend_mix " ] = Pair < int * , int > ( & p_shader - > spatial . blend_mode , Shader : : Spatial : : BLEND_MODE_MIX ) ;
shaders . actions_scene . render_mode_values [ " blend_sub " ] = Pair < int * , int > ( & p_shader - > spatial . blend_mode , Shader : : Spatial : : BLEND_MODE_SUB ) ;
shaders . actions_scene . render_mode_values [ " blend_mul " ] = Pair < int * , int > ( & p_shader - > spatial . blend_mode , Shader : : Spatial : : BLEND_MODE_MUL ) ;
shaders . actions_scene . render_mode_values [ " depth_draw_opaque " ] = Pair < int * , int > ( & p_shader - > spatial . depth_draw_mode , Shader : : Spatial : : DEPTH_DRAW_OPAQUE ) ;
shaders . actions_scene . render_mode_values [ " depth_draw_always " ] = Pair < int * , int > ( & p_shader - > spatial . depth_draw_mode , Shader : : Spatial : : DEPTH_DRAW_ALWAYS ) ;
shaders . actions_scene . render_mode_values [ " depth_draw_never " ] = Pair < int * , int > ( & p_shader - > spatial . depth_draw_mode , Shader : : Spatial : : DEPTH_DRAW_NEVER ) ;
shaders . actions_scene . render_mode_values [ " depth_draw_alpha_prepass " ] = Pair < int * , int > ( & p_shader - > spatial . depth_draw_mode , Shader : : Spatial : : DEPTH_DRAW_ALPHA_PREPASS ) ;
shaders . actions_scene . render_mode_values [ " cull_front " ] = Pair < int * , int > ( & p_shader - > spatial . cull_mode , Shader : : Spatial : : CULL_MODE_FRONT ) ;
shaders . actions_scene . render_mode_values [ " cull_back " ] = Pair < int * , int > ( & p_shader - > spatial . cull_mode , Shader : : Spatial : : CULL_MODE_BACK ) ;
shaders . actions_scene . render_mode_values [ " cull_disabled " ] = Pair < int * , int > ( & p_shader - > spatial . cull_mode , Shader : : Spatial : : CULL_MODE_DISABLED ) ;
shaders . actions_scene . render_mode_flags [ " unshaded " ] = & p_shader - > spatial . unshaded ;
shaders . actions_scene . render_mode_flags [ " depth_test_disable " ] = & p_shader - > spatial . no_depth_test ;
shaders . actions_scene . render_mode_flags [ " vertex_lighting " ] = & p_shader - > spatial . uses_vertex_lighting ;
shaders . actions_scene . render_mode_flags [ " world_vertex_coords " ] = & p_shader - > spatial . uses_world_coordinates ;
shaders . actions_scene . render_mode_flags [ " ensure_correct_normals " ] = & p_shader - > spatial . uses_ensure_correct_normals ;
shaders . actions_scene . usage_flag_pointers [ " ALPHA " ] = & p_shader - > spatial . uses_alpha ;
shaders . actions_scene . usage_flag_pointers [ " ALPHA_SCISSOR " ] = & p_shader - > spatial . uses_alpha_scissor ;
shaders . actions_scene . usage_flag_pointers [ " SSS_STRENGTH " ] = & p_shader - > spatial . uses_sss ;
shaders . actions_scene . usage_flag_pointers [ " DISCARD " ] = & p_shader - > spatial . uses_discard ;
shaders . actions_scene . usage_flag_pointers [ " SCREEN_TEXTURE " ] = & p_shader - > spatial . uses_screen_texture ;
shaders . actions_scene . usage_flag_pointers [ " DEPTH_TEXTURE " ] = & p_shader - > spatial . uses_depth_texture ;
shaders . actions_scene . usage_flag_pointers [ " TIME " ] = & p_shader - > spatial . uses_time ;
// Use of any of these BUILTINS indicate the need for transformed tangents.
// This is needed to know when to transform tangents in software skinning.
shaders . actions_scene . usage_flag_pointers [ " TANGENT " ] = & p_shader - > spatial . uses_tangent ;
shaders . actions_scene . usage_flag_pointers [ " NORMALMAP " ] = & p_shader - > spatial . uses_tangent ;
shaders . actions_scene . write_flag_pointers [ " MODELVIEW_MATRIX " ] = & p_shader - > spatial . writes_modelview_or_projection ;
shaders . actions_scene . write_flag_pointers [ " PROJECTION_MATRIX " ] = & p_shader - > spatial . writes_modelview_or_projection ;
shaders . actions_scene . write_flag_pointers [ " VERTEX " ] = & p_shader - > spatial . uses_vertex ;
actions = & shaders . actions_scene ;
actions - > uniforms = & p_shader - > uniforms ;
if ( p_shader - > spatial . uses_screen_texture & & p_shader - > spatial . uses_depth_texture ) {
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ERR_PRINT_ONCE ( " Using both SCREEN_TEXTURE and DEPTH_TEXTURE is not supported in OpenGL " ) ;
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}
if ( p_shader - > spatial . uses_depth_texture & & ! config . support_depth_texture ) {
ERR_PRINT_ONCE ( " Using DEPTH_TEXTURE is not permitted on this hardware, operation will fail. " ) ;
}
} break ;
default : {
return ;
} break ;
}
Error err = shaders . compiler . compile ( p_shader - > mode , p_shader - > code , actions , p_shader - > path , gen_code ) ;
if ( err ! = OK ) {
return ;
}
p_shader - > shader - > set_custom_shader_code ( p_shader - > custom_code_id , gen_code . vertex , gen_code . vertex_global , gen_code . fragment , gen_code . light , gen_code . fragment_global , gen_code . uniforms , gen_code . texture_uniforms , gen_code . custom_defines ) ;
p_shader - > texture_count = gen_code . texture_uniforms . size ( ) ;
p_shader - > texture_hints = gen_code . texture_hints ;
p_shader - > uses_vertex_time = gen_code . uses_vertex_time ;
p_shader - > uses_fragment_time = gen_code . uses_fragment_time ;
// some logic for batching
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if ( p_shader - > mode = = RS : : SHADER_CANVAS_ITEM ) {
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if ( p_shader - > canvas_item . uses_modulate | p_shader - > canvas_item . uses_color ) {
p_shader - > canvas_item . batch_flags | = RasterizerStorageCommon : : PREVENT_COLOR_BAKING ;
}
if ( p_shader - > canvas_item . uses_vertex ) {
p_shader - > canvas_item . batch_flags | = RasterizerStorageCommon : : PREVENT_VERTEX_BAKING ;
}
if ( p_shader - > canvas_item . uses_world_matrix | p_shader - > canvas_item . uses_extra_matrix | p_shader - > canvas_item . uses_projection_matrix | p_shader - > canvas_item . uses_instance_custom ) {
p_shader - > canvas_item . batch_flags | = RasterizerStorageCommon : : PREVENT_ITEM_JOINING ;
}
}
p_shader - > shader - > set_custom_shader ( p_shader - > custom_code_id ) ;
p_shader - > shader - > bind ( ) ;
// cache uniform locations
for ( SelfList < Material > * E = p_shader - > materials . first ( ) ; E ; E = E - > next ( ) ) {
_material_make_dirty ( E - > self ( ) ) ;
}
p_shader - > valid = true ;
p_shader - > version + + ;
}
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void RasterizerStorageOpenGL : : update_dirty_shaders ( ) {
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while ( _shader_dirty_list . first ( ) ) {
_update_shader ( _shader_dirty_list . first ( ) - > self ( ) ) ;
}
}
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void RasterizerStorageOpenGL : : shader_get_param_list ( RID p_shader , List < PropertyInfo > * p_param_list ) const {
Shader * shader = shader_owner . get_or_null ( p_shader ) ;
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ERR_FAIL_COND ( ! shader ) ;
if ( shader - > dirty_list . in_list ( ) ) {
_update_shader ( shader ) ;
}
Map < int , StringName > order ;
for ( Map < StringName , ShaderLanguage : : ShaderNode : : Uniform > : : Element * E = shader - > uniforms . front ( ) ; E ; E = E - > next ( ) ) {
if ( E - > get ( ) . texture_order > = 0 ) {
order [ E - > get ( ) . texture_order + 100000 ] = E - > key ( ) ;
} else {
order [ E - > get ( ) . order ] = E - > key ( ) ;
}
}
for ( Map < int , StringName > : : Element * E = order . front ( ) ; E ; E = E - > next ( ) ) {
PropertyInfo pi ;
ShaderLanguage : : ShaderNode : : Uniform & u = shader - > uniforms [ E - > get ( ) ] ;
pi . name = E - > get ( ) ;
switch ( u . type ) {
case ShaderLanguage : : TYPE_VOID : {
pi . type = Variant : : NIL ;
} break ;
case ShaderLanguage : : TYPE_BOOL : {
pi . type = Variant : : BOOL ;
} break ;
// bool vectors
case ShaderLanguage : : TYPE_BVEC2 : {
pi . type = Variant : : INT ;
pi . hint = PROPERTY_HINT_FLAGS ;
pi . hint_string = " x,y " ;
} break ;
case ShaderLanguage : : TYPE_BVEC3 : {
pi . type = Variant : : INT ;
pi . hint = PROPERTY_HINT_FLAGS ;
pi . hint_string = " x,y,z " ;
} break ;
case ShaderLanguage : : TYPE_BVEC4 : {
pi . type = Variant : : INT ;
pi . hint = PROPERTY_HINT_FLAGS ;
pi . hint_string = " x,y,z,w " ;
} break ;
// int stuff
case ShaderLanguage : : TYPE_UINT :
case ShaderLanguage : : TYPE_INT : {
pi . type = Variant : : INT ;
if ( u . hint = = ShaderLanguage : : ShaderNode : : Uniform : : HINT_RANGE ) {
pi . hint = PROPERTY_HINT_RANGE ;
pi . hint_string = rtos ( u . hint_range [ 0 ] ) + " , " + rtos ( u . hint_range [ 1 ] ) + " , " + rtos ( u . hint_range [ 2 ] ) ;
}
} break ;
case ShaderLanguage : : TYPE_IVEC2 :
case ShaderLanguage : : TYPE_UVEC2 :
case ShaderLanguage : : TYPE_IVEC3 :
case ShaderLanguage : : TYPE_UVEC3 :
case ShaderLanguage : : TYPE_IVEC4 :
case ShaderLanguage : : TYPE_UVEC4 : {
// not sure what this should be in godot 4
// pi.type = Variant::POOL_INT_ARRAY;
pi . type = Variant : : PACKED_INT32_ARRAY ;
} break ;
case ShaderLanguage : : TYPE_FLOAT : {
pi . type = Variant : : FLOAT ;
if ( u . hint = = ShaderLanguage : : ShaderNode : : Uniform : : HINT_RANGE ) {
pi . hint = PROPERTY_HINT_RANGE ;
pi . hint_string = rtos ( u . hint_range [ 0 ] ) + " , " + rtos ( u . hint_range [ 1 ] ) + " , " + rtos ( u . hint_range [ 2 ] ) ;
}
} break ;
case ShaderLanguage : : TYPE_VEC2 : {
pi . type = Variant : : VECTOR2 ;
} break ;
case ShaderLanguage : : TYPE_VEC3 : {
pi . type = Variant : : VECTOR3 ;
} break ;
case ShaderLanguage : : TYPE_VEC4 : {
if ( u . hint = = ShaderLanguage : : ShaderNode : : Uniform : : HINT_COLOR ) {
pi . type = Variant : : COLOR ;
} else {
pi . type = Variant : : PLANE ;
}
} break ;
case ShaderLanguage : : TYPE_MAT2 : {
pi . type = Variant : : TRANSFORM2D ;
} break ;
case ShaderLanguage : : TYPE_MAT3 : {
pi . type = Variant : : BASIS ;
} break ;
case ShaderLanguage : : TYPE_MAT4 : {
pi . type = Variant : : TRANSFORM3D ;
} break ;
case ShaderLanguage : : TYPE_SAMPLER2D :
// case ShaderLanguage::TYPE_SAMPLEREXT:
case ShaderLanguage : : TYPE_ISAMPLER2D :
case ShaderLanguage : : TYPE_USAMPLER2D : {
pi . type = Variant : : OBJECT ;
pi . hint = PROPERTY_HINT_RESOURCE_TYPE ;
pi . hint_string = " Texture " ;
} break ;
case ShaderLanguage : : TYPE_SAMPLERCUBE : {
pi . type = Variant : : OBJECT ;
pi . hint = PROPERTY_HINT_RESOURCE_TYPE ;
pi . hint_string = " CubeMap " ;
} break ;
case ShaderLanguage : : TYPE_SAMPLER2DARRAY :
case ShaderLanguage : : TYPE_ISAMPLER2DARRAY :
case ShaderLanguage : : TYPE_USAMPLER2DARRAY :
case ShaderLanguage : : TYPE_SAMPLER3D :
case ShaderLanguage : : TYPE_ISAMPLER3D :
case ShaderLanguage : : TYPE_USAMPLER3D : {
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// Not implemented in OpenGL
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} break ;
// new for godot 4
case ShaderLanguage : : TYPE_SAMPLERCUBEARRAY :
case ShaderLanguage : : TYPE_STRUCT :
case ShaderLanguage : : TYPE_MAX : {
} break ;
}
p_param_list - > push_back ( pi ) ;
}
}
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void RasterizerStorageOpenGL : : shader_set_default_texture_param ( RID p_shader , const StringName & p_name , RID p_texture ) {
Shader * shader = shader_owner . get_or_null ( p_shader ) ;
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ERR_FAIL_COND ( ! shader ) ;
ERR_FAIL_COND ( p_texture . is_valid ( ) & & ! texture_owner . owns ( p_texture ) ) ;
if ( p_texture . is_valid ( ) ) {
shader - > default_textures [ p_name ] = p_texture ;
} else {
shader - > default_textures . erase ( p_name ) ;
}
_shader_make_dirty ( shader ) ;
}
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RID RasterizerStorageOpenGL : : shader_get_default_texture_param ( RID p_shader , const StringName & p_name ) const {
const Shader * shader = shader_owner . get_or_null ( p_shader ) ;
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ERR_FAIL_COND_V ( ! shader , RID ( ) ) ;
const Map < StringName , RID > : : Element * E = shader - > default_textures . find ( p_name ) ;
if ( ! E ) {
return RID ( ) ;
}
return E - > get ( ) ;
}
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void RasterizerStorageOpenGL : : shader_add_custom_define ( RID p_shader , const String & p_define ) {
Shader * shader = shader_owner . get_or_null ( p_shader ) ;
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ERR_FAIL_COND ( ! shader ) ;
shader - > shader - > add_custom_define ( p_define ) ;
_shader_make_dirty ( shader ) ;
}
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void RasterizerStorageOpenGL : : shader_get_custom_defines ( RID p_shader , Vector < String > * p_defines ) const {
Shader * shader = shader_owner . get_or_null ( p_shader ) ;
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ERR_FAIL_COND ( ! shader ) ;
shader - > shader - > get_custom_defines ( p_defines ) ;
}
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void RasterizerStorageOpenGL : : shader_remove_custom_define ( RID p_shader , const String & p_define ) {
Shader * shader = shader_owner . get_or_null ( p_shader ) ;
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ERR_FAIL_COND ( ! shader ) ;
shader - > shader - > remove_custom_define ( p_define ) ;
_shader_make_dirty ( shader ) ;
}
/* COMMON MATERIAL API */
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void RasterizerStorageOpenGL : : _material_make_dirty ( Material * p_material ) const {
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if ( p_material - > dirty_list . in_list ( ) )
return ;
_material_dirty_list . add ( & p_material - > dirty_list ) ;
}
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RID RasterizerStorageOpenGL : : material_allocate ( ) {
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Material * material = memnew ( Material ) ;
return material_owner . make_rid ( material ) ;
}
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void RasterizerStorageOpenGL : : material_initialize ( RID p_rid ) {
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}
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//RID RasterizerStorageOpenGL::material_create() {
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// Material *material = memnew(Material);
// return material_owner.make_rid(material);
//}
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void RasterizerStorageOpenGL : : material_set_shader ( RID p_material , RID p_shader ) {
Material * material = material_owner . get_or_null ( p_material ) ;
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ERR_FAIL_COND ( ! material ) ;
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Shader * shader = shader_owner . get_or_null ( p_shader ) ;
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if ( material - > shader ) {
// if a shader is present, remove the old shader
material - > shader - > materials . remove ( & material - > list ) ;
}
material - > shader = shader ;
if ( shader ) {
shader - > materials . add ( & material - > list ) ;
}
_material_make_dirty ( material ) ;
}
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RID RasterizerStorageOpenGL : : material_get_shader ( RID p_material ) const {
const Material * material = material_owner . get_or_null ( p_material ) ;
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ERR_FAIL_COND_V ( ! material , RID ( ) ) ;
if ( material - > shader ) {
return material - > shader - > self ;
}
return RID ( ) ;
}
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void RasterizerStorageOpenGL : : material_set_param ( RID p_material , const StringName & p_param , const Variant & p_value ) {
Material * material = material_owner . get_or_null ( p_material ) ;
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ERR_FAIL_COND ( ! material ) ;
if ( p_value . get_type ( ) = = Variant : : NIL ) {
material - > params . erase ( p_param ) ;
} else {
material - > params [ p_param ] = p_value ;
}
_material_make_dirty ( material ) ;
}
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Variant RasterizerStorageOpenGL : : material_get_param ( RID p_material , const StringName & p_param ) const {
const Material * material = material_owner . get_or_null ( p_material ) ;
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ERR_FAIL_COND_V ( ! material , RID ( ) ) ;
if ( material - > params . has ( p_param ) ) {
return material - > params [ p_param ] ;
}
return material_get_param_default ( p_material , p_param ) ;
}
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Variant RasterizerStorageOpenGL : : material_get_param_default ( RID p_material , const StringName & p_param ) const {
const Material * material = material_owner . get_or_null ( p_material ) ;
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ERR_FAIL_COND_V ( ! material , Variant ( ) ) ;
if ( material - > shader ) {
if ( material - > shader - > uniforms . has ( p_param ) ) {
ShaderLanguage : : ShaderNode : : Uniform uniform = material - > shader - > uniforms [ p_param ] ;
Vector < ShaderLanguage : : ConstantNode : : Value > default_value = uniform . default_value ;
return ShaderLanguage : : constant_value_to_variant ( default_value , uniform . type , uniform . hint ) ;
}
}
return Variant ( ) ;
}
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void RasterizerStorageOpenGL : : material_set_line_width ( RID p_material , float p_width ) {
Material * material = material_owner . get_or_null ( p_material ) ;
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ERR_FAIL_COND ( ! material ) ;
material - > line_width = p_width ;
}
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void RasterizerStorageOpenGL : : material_set_next_pass ( RID p_material , RID p_next_material ) {
Material * material = material_owner . get_or_null ( p_material ) ;
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ERR_FAIL_COND ( ! material ) ;
material - > next_pass = p_next_material ;
}
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bool RasterizerStorageOpenGL : : material_is_animated ( RID p_material ) {
Material * material = material_owner . get_or_null ( p_material ) ;
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ERR_FAIL_COND_V ( ! material , false ) ;
if ( material - > dirty_list . in_list ( ) ) {
_update_material ( material ) ;
}
bool animated = material - > is_animated_cache ;
if ( ! animated & & material - > next_pass . is_valid ( ) ) {
animated = material_is_animated ( material - > next_pass ) ;
}
return animated ;
}
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bool RasterizerStorageOpenGL : : material_casts_shadows ( RID p_material ) {
Material * material = material_owner . get_or_null ( p_material ) ;
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ERR_FAIL_COND_V ( ! material , false ) ;
if ( material - > dirty_list . in_list ( ) ) {
_update_material ( material ) ;
}
bool casts_shadows = material - > can_cast_shadow_cache ;
if ( ! casts_shadows & & material - > next_pass . is_valid ( ) ) {
casts_shadows = material_casts_shadows ( material - > next_pass ) ;
}
return casts_shadows ;
}
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bool RasterizerStorageOpenGL : : material_uses_tangents ( RID p_material ) {
Material * material = material_owner . get_or_null ( p_material ) ;
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ERR_FAIL_COND_V ( ! material , false ) ;
if ( ! material - > shader ) {
return false ;
}
if ( material - > shader - > dirty_list . in_list ( ) ) {
_update_shader ( material - > shader ) ;
}
return material - > shader - > spatial . uses_tangent ;
}
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bool RasterizerStorageOpenGL : : material_uses_ensure_correct_normals ( RID p_material ) {
Material * material = material_owner . get_or_null ( p_material ) ;
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ERR_FAIL_COND_V ( ! material , false ) ;
if ( ! material - > shader ) {
return false ;
}
if ( material - > shader - > dirty_list . in_list ( ) ) {
_update_shader ( material - > shader ) ;
}
return material - > shader - > spatial . uses_ensure_correct_normals ;
}
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void RasterizerStorageOpenGL : : material_add_instance_owner ( RID p_material , DependencyTracker * p_instance ) {
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/*
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Material * material = material_owner . get_or_null ( p_material ) ;
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ERR_FAIL_COND ( ! material ) ;
Map < InstanceBaseDependency * , int > : : Element * E = material - > instance_owners . find ( p_instance ) ;
if ( E ) {
E - > get ( ) + + ;
} else {
material - > instance_owners [ p_instance ] = 1 ;
}
*/
}
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void RasterizerStorageOpenGL : : material_remove_instance_owner ( RID p_material , DependencyTracker * p_instance ) {
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/*
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Material * material = material_owner . get_or_null ( p_material ) ;
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ERR_FAIL_COND ( ! material ) ;
Map < InstanceBaseDependency * , int > : : Element * E = material - > instance_owners . find ( p_instance ) ;
ERR_FAIL_COND ( ! E ) ;
E - > get ( ) - - ;
if ( E - > get ( ) = = 0 ) {
material - > instance_owners . erase ( E ) ;
}
*/
}
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void RasterizerStorageOpenGL : : material_set_render_priority ( RID p_material , int priority ) {
ERR_FAIL_COND ( priority < RS : : MATERIAL_RENDER_PRIORITY_MIN ) ;
ERR_FAIL_COND ( priority > RS : : MATERIAL_RENDER_PRIORITY_MAX ) ;
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Material * material = material_owner . get_or_null ( p_material ) ;
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ERR_FAIL_COND ( ! material ) ;
material - > render_priority = priority ;
}
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void RasterizerStorageOpenGL : : _update_material ( Material * p_material ) {
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if ( p_material - > dirty_list . in_list ( ) ) {
_material_dirty_list . remove ( & p_material - > dirty_list ) ;
}
if ( p_material - > shader & & p_material - > shader - > dirty_list . in_list ( ) ) {
_update_shader ( p_material - > shader ) ;
}
if ( p_material - > shader & & ! p_material - > shader - > valid ) {
return ;
}
{
bool can_cast_shadow = false ;
bool is_animated = false ;
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if ( p_material - > shader & & p_material - > shader - > mode = = RS : : SHADER_SPATIAL ) {
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if ( p_material - > shader - > spatial . blend_mode = = Shader : : Spatial : : BLEND_MODE_MIX & &
( ! p_material - > shader - > spatial . uses_alpha | | p_material - > shader - > spatial . depth_draw_mode = = Shader : : Spatial : : DEPTH_DRAW_ALPHA_PREPASS ) ) {
can_cast_shadow = true ;
}
if ( p_material - > shader - > spatial . uses_discard & & p_material - > shader - > uses_fragment_time ) {
is_animated = true ;
}
if ( p_material - > shader - > spatial . uses_vertex & & p_material - > shader - > uses_vertex_time ) {
is_animated = true ;
}
if ( can_cast_shadow ! = p_material - > can_cast_shadow_cache | | is_animated ! = p_material - > is_animated_cache ) {
p_material - > can_cast_shadow_cache = can_cast_shadow ;
p_material - > is_animated_cache = is_animated ;
/*
for ( Map < Geometry * , int > : : Element * E = p_material - > geometry_owners . front ( ) ; E ; E = E - > next ( ) ) {
E - > key ( ) - > material_changed_notify ( ) ;
}
for ( Map < InstanceBaseDependency * , int > : : Element * E = p_material - > instance_owners . front ( ) ; E ; E = E - > next ( ) ) {
E - > key ( ) - > base_changed ( false , true ) ;
}
*/
}
}
}
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// uniforms and other things will be set in the use_material method in ShaderOpenGL
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if ( p_material - > shader & & p_material - > shader - > texture_count > 0 ) {
p_material - > textures . resize ( p_material - > shader - > texture_count ) ;
for ( Map < StringName , ShaderLanguage : : ShaderNode : : Uniform > : : Element * E = p_material - > shader - > uniforms . front ( ) ; E ; E = E - > next ( ) ) {
if ( E - > get ( ) . texture_order < 0 )
continue ; // not a texture, does not go here
RID texture ;
Map < StringName , Variant > : : Element * V = p_material - > params . find ( E - > key ( ) ) ;
if ( V ) {
texture = V - > get ( ) ;
}
if ( ! texture . is_valid ( ) ) {
Map < StringName , RID > : : Element * W = p_material - > shader - > default_textures . find ( E - > key ( ) ) ;
if ( W ) {
texture = W - > get ( ) ;
}
}
p_material - > textures . write [ E - > get ( ) . texture_order ] = Pair < StringName , RID > ( E - > key ( ) , texture ) ;
}
} else {
p_material - > textures . clear ( ) ;
}
}
/*
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void RasterizerStorageOpenGL : : _material_add_geometry ( RID p_material , Geometry * p_geometry ) {
Material * material = material_owner . get_or_null ( p_material ) ;
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ERR_FAIL_COND ( ! material ) ;
Map < Geometry * , int > : : Element * I = material - > geometry_owners . find ( p_geometry ) ;
if ( I ) {
I - > get ( ) + + ;
} else {
material - > geometry_owners [ p_geometry ] = 1 ;
}
}
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void RasterizerStorageOpenGL : : _material_remove_geometry ( RID p_material , Geometry * p_geometry ) {
Material * material = material_owner . get_or_null ( p_material ) ;
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ERR_FAIL_COND ( ! material ) ;
Map < Geometry * , int > : : Element * I = material - > geometry_owners . find ( p_geometry ) ;
ERR_FAIL_COND ( ! I ) ;
I - > get ( ) - - ;
if ( I - > get ( ) = = 0 ) {
material - > geometry_owners . erase ( I ) ;
}
}
*/
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void RasterizerStorageOpenGL : : update_dirty_materials ( ) {
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while ( _material_dirty_list . first ( ) ) {
Material * material = _material_dirty_list . first ( ) - > self ( ) ;
_update_material ( material ) ;
}
}
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/* MESH API */
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RID RasterizerStorageOpenGL : : mesh_allocate ( ) {
return RID ( ) ;
}
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void RasterizerStorageOpenGL : : mesh_initialize ( RID p_rid ) {
}
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void RasterizerStorageOpenGL : : mesh_set_blend_shape_count ( RID p_mesh , int p_blend_shape_count ) {
}
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bool RasterizerStorageOpenGL : : mesh_needs_instance ( RID p_mesh , bool p_has_skeleton ) {
return false ;
}
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RID RasterizerStorageOpenGL : : mesh_instance_create ( RID p_base ) {
return RID ( ) ;
}
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void RasterizerStorageOpenGL : : mesh_instance_set_skeleton ( RID p_mesh_instance , RID p_skeleton ) {
}
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void RasterizerStorageOpenGL : : mesh_instance_set_blend_shape_weight ( RID p_mesh_instance , int p_shape , float p_weight ) {
}
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void RasterizerStorageOpenGL : : mesh_instance_check_for_update ( RID p_mesh_instance ) {
}
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void RasterizerStorageOpenGL : : update_mesh_instances ( ) {
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}
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void RasterizerStorageOpenGL : : reflection_probe_set_lod_threshold ( RID p_probe , float p_ratio ) {
}
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float RasterizerStorageOpenGL : : reflection_probe_get_lod_threshold ( RID p_probe ) const {
return 0.0 ;
}
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void RasterizerStorageOpenGL : : mesh_add_surface ( RID p_mesh , const RS : : SurfaceData & p_surface ) {
}
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int RasterizerStorageOpenGL : : mesh_get_blend_shape_count ( RID p_mesh ) const {
return 0 ;
}
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void RasterizerStorageOpenGL : : mesh_set_blend_shape_mode ( RID p_mesh , RS : : BlendShapeMode p_mode ) {
}
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RS : : BlendShapeMode RasterizerStorageOpenGL : : mesh_get_blend_shape_mode ( RID p_mesh ) const {
return RS : : BLEND_SHAPE_MODE_NORMALIZED ;
}
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void RasterizerStorageOpenGL : : mesh_surface_update_vertex_region ( RID p_mesh , int p_surface , int p_offset , const Vector < uint8_t > & p_data ) {
}
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void RasterizerStorageOpenGL : : mesh_surface_update_attribute_region ( RID p_mesh , int p_surface , int p_offset , const Vector < uint8_t > & p_data ) {
}
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void RasterizerStorageOpenGL : : mesh_surface_update_skin_region ( RID p_mesh , int p_surface , int p_offset , const Vector < uint8_t > & p_data ) {
}
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void RasterizerStorageOpenGL : : mesh_surface_set_material ( RID p_mesh , int p_surface , RID p_material ) {
}
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RID RasterizerStorageOpenGL : : mesh_surface_get_material ( RID p_mesh , int p_surface ) const {
return RID ( ) ;
}
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RS : : SurfaceData RasterizerStorageOpenGL : : mesh_get_surface ( RID p_mesh , int p_surface ) const {
return RS : : SurfaceData ( ) ;
}
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int RasterizerStorageOpenGL : : mesh_get_surface_count ( RID p_mesh ) const {
return 0 ;
}
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void RasterizerStorageOpenGL : : mesh_set_custom_aabb ( RID p_mesh , const AABB & p_aabb ) {
}
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AABB RasterizerStorageOpenGL : : mesh_get_custom_aabb ( RID p_mesh ) const {
return AABB ( ) ;
}
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AABB RasterizerStorageOpenGL : : mesh_get_aabb ( RID p_mesh , RID p_skeleton ) {
return AABB ( ) ;
}
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void RasterizerStorageOpenGL : : mesh_set_shadow_mesh ( RID p_mesh , RID p_shadow_mesh ) {
}
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void RasterizerStorageOpenGL : : mesh_clear ( RID p_mesh ) {
}
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/* MULTIMESH API */
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RID RasterizerStorageOpenGL : : multimesh_allocate ( ) {
return RID ( ) ;
}
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void RasterizerStorageOpenGL : : multimesh_initialize ( RID p_rid ) {
}
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void RasterizerStorageOpenGL : : multimesh_allocate_data ( RID p_multimesh , int p_instances , RS : : MultimeshTransformFormat p_transform_format , bool p_use_colors , bool p_use_custom_data ) {
}
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int RasterizerStorageOpenGL : : multimesh_get_instance_count ( RID p_multimesh ) const {
return 0 ;
}
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void RasterizerStorageOpenGL : : multimesh_set_mesh ( RID p_multimesh , RID p_mesh ) {
}
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void RasterizerStorageOpenGL : : multimesh_instance_set_transform ( RID p_multimesh , int p_index , const Transform3D & p_transform ) {
}
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void RasterizerStorageOpenGL : : multimesh_instance_set_transform_2d ( RID p_multimesh , int p_index , const Transform2D & p_transform ) {
}
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void RasterizerStorageOpenGL : : multimesh_instance_set_color ( RID p_multimesh , int p_index , const Color & p_color ) {
}
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void RasterizerStorageOpenGL : : multimesh_instance_set_custom_data ( RID p_multimesh , int p_index , const Color & p_color ) {
}
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RID RasterizerStorageOpenGL : : multimesh_get_mesh ( RID p_multimesh ) const {
return RID ( ) ;
}
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AABB RasterizerStorageOpenGL : : multimesh_get_aabb ( RID p_multimesh ) const {
return AABB ( ) ;
}
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Transform3D RasterizerStorageOpenGL : : multimesh_instance_get_transform ( RID p_multimesh , int p_index ) const {
return Transform3D ( ) ;
}
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Transform2D RasterizerStorageOpenGL : : multimesh_instance_get_transform_2d ( RID p_multimesh , int p_index ) const {
return Transform2D ( ) ;
}
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Color RasterizerStorageOpenGL : : multimesh_instance_get_color ( RID p_multimesh , int p_index ) const {
return Color ( ) ;
}
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Color RasterizerStorageOpenGL : : multimesh_instance_get_custom_data ( RID p_multimesh , int p_index ) const {
return Color ( ) ;
}
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void RasterizerStorageOpenGL : : multimesh_set_buffer ( RID p_multimesh , const Vector < float > & p_buffer ) {
}
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Vector < float > RasterizerStorageOpenGL : : multimesh_get_buffer ( RID p_multimesh ) const {
return Vector < float > ( ) ;
}
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void RasterizerStorageOpenGL : : multimesh_set_visible_instances ( RID p_multimesh , int p_visible ) {
}
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int RasterizerStorageOpenGL : : multimesh_get_visible_instances ( RID p_multimesh ) const {
return 0 ;
}
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/* SKELETON API */
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RID RasterizerStorageOpenGL : : skeleton_allocate ( ) {
return RID ( ) ;
}
void RasterizerStorageOpenGL : : skeleton_initialize ( RID p_rid ) {
}
void RasterizerStorageOpenGL : : skeleton_allocate_data ( RID p_skeleton , int p_bones , bool p_2d_skeleton ) {
}
void RasterizerStorageOpenGL : : skeleton_set_base_transform_2d ( RID p_skeleton , const Transform2D & p_base_transform ) {
}
int RasterizerStorageOpenGL : : skeleton_get_bone_count ( RID p_skeleton ) const {
return 0 ;
}
void RasterizerStorageOpenGL : : skeleton_bone_set_transform ( RID p_skeleton , int p_bone , const Transform3D & p_transform ) {
}
Transform3D RasterizerStorageOpenGL : : skeleton_bone_get_transform ( RID p_skeleton , int p_bone ) const {
return Transform3D ( ) ;
}
void RasterizerStorageOpenGL : : skeleton_bone_set_transform_2d ( RID p_skeleton , int p_bone , const Transform2D & p_transform ) {
}
Transform2D RasterizerStorageOpenGL : : skeleton_bone_get_transform_2d ( RID p_skeleton , int p_bone ) const {
return Transform2D ( ) ;
}
/* Light API */
RID RasterizerStorageOpenGL : : directional_light_allocate ( ) {
return RID ( ) ;
}
void RasterizerStorageOpenGL : : directional_light_initialize ( RID p_rid ) {
}
RID RasterizerStorageOpenGL : : omni_light_allocate ( ) {
return RID ( ) ;
}
void RasterizerStorageOpenGL : : omni_light_initialize ( RID p_rid ) {
}
RID RasterizerStorageOpenGL : : spot_light_allocate ( ) {
return RID ( ) ;
}
void RasterizerStorageOpenGL : : spot_light_initialize ( RID p_rid ) {
}
RID RasterizerStorageOpenGL : : reflection_probe_allocate ( ) {
return RID ( ) ;
}
void RasterizerStorageOpenGL : : reflection_probe_initialize ( RID p_rid ) {
}
void RasterizerStorageOpenGL : : light_set_color ( RID p_light , const Color & p_color ) {
}
void RasterizerStorageOpenGL : : light_set_param ( RID p_light , RS : : LightParam p_param , float p_value ) {
}
void RasterizerStorageOpenGL : : light_set_shadow ( RID p_light , bool p_enabled ) {
}
void RasterizerStorageOpenGL : : light_set_shadow_color ( RID p_light , const Color & p_color ) {
}
void RasterizerStorageOpenGL : : light_set_projector ( RID p_light , RID p_texture ) {
}
void RasterizerStorageOpenGL : : light_set_negative ( RID p_light , bool p_enable ) {
}
void RasterizerStorageOpenGL : : light_set_cull_mask ( RID p_light , uint32_t p_mask ) {
}
void RasterizerStorageOpenGL : : light_set_reverse_cull_face_mode ( RID p_light , bool p_enabled ) {
}
void RasterizerStorageOpenGL : : light_set_bake_mode ( RID p_light , RS : : LightBakeMode p_bake_mode ) {
}
void RasterizerStorageOpenGL : : light_set_max_sdfgi_cascade ( RID p_light , uint32_t p_cascade ) {
}
void RasterizerStorageOpenGL : : light_omni_set_shadow_mode ( RID p_light , RS : : LightOmniShadowMode p_mode ) {
}
void RasterizerStorageOpenGL : : light_directional_set_shadow_mode ( RID p_light , RS : : LightDirectionalShadowMode p_mode ) {
}
void RasterizerStorageOpenGL : : light_directional_set_blend_splits ( RID p_light , bool p_enable ) {
}
bool RasterizerStorageOpenGL : : light_directional_get_blend_splits ( RID p_light ) const {
return false ;
}
void RasterizerStorageOpenGL : : light_directional_set_sky_only ( RID p_light , bool p_sky_only ) {
}
bool RasterizerStorageOpenGL : : light_directional_is_sky_only ( RID p_light ) const {
return false ;
}
RS : : LightDirectionalShadowMode RasterizerStorageOpenGL : : light_directional_get_shadow_mode ( RID p_light ) {
return RS : : LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ;
}
RS : : LightOmniShadowMode RasterizerStorageOpenGL : : light_omni_get_shadow_mode ( RID p_light ) {
return RS : : LIGHT_OMNI_SHADOW_DUAL_PARABOLOID ;
}
bool RasterizerStorageOpenGL : : light_has_shadow ( RID p_light ) const {
return false ;
}
bool RasterizerStorageOpenGL : : light_has_projector ( RID p_light ) const {
return false ;
}
RS : : LightType RasterizerStorageOpenGL : : light_get_type ( RID p_light ) const {
return RS : : LIGHT_OMNI ;
}
AABB RasterizerStorageOpenGL : : light_get_aabb ( RID p_light ) const {
return AABB ( ) ;
}
float RasterizerStorageOpenGL : : light_get_param ( RID p_light , RS : : LightParam p_param ) {
return 0.0 ;
}
Color RasterizerStorageOpenGL : : light_get_color ( RID p_light ) {
return Color ( ) ;
}
RS : : LightBakeMode RasterizerStorageOpenGL : : light_get_bake_mode ( RID p_light ) {
return RS : : LIGHT_BAKE_DISABLED ;
}
uint32_t RasterizerStorageOpenGL : : light_get_max_sdfgi_cascade ( RID p_light ) {
return 0 ;
}
uint64_t RasterizerStorageOpenGL : : light_get_version ( RID p_light ) const {
return 0 ;
}
/* PROBE API */
void RasterizerStorageOpenGL : : reflection_probe_set_update_mode ( RID p_probe , RS : : ReflectionProbeUpdateMode p_mode ) {
}
void RasterizerStorageOpenGL : : reflection_probe_set_intensity ( RID p_probe , float p_intensity ) {
}
void RasterizerStorageOpenGL : : reflection_probe_set_ambient_mode ( RID p_probe , RS : : ReflectionProbeAmbientMode p_mode ) {
}
void RasterizerStorageOpenGL : : reflection_probe_set_ambient_color ( RID p_probe , const Color & p_color ) {
}
void RasterizerStorageOpenGL : : reflection_probe_set_ambient_energy ( RID p_probe , float p_energy ) {
}
void RasterizerStorageOpenGL : : reflection_probe_set_max_distance ( RID p_probe , float p_distance ) {
}
void RasterizerStorageOpenGL : : reflection_probe_set_extents ( RID p_probe , const Vector3 & p_extents ) {
}
void RasterizerStorageOpenGL : : reflection_probe_set_origin_offset ( RID p_probe , const Vector3 & p_offset ) {
}
void RasterizerStorageOpenGL : : reflection_probe_set_as_interior ( RID p_probe , bool p_enable ) {
}
void RasterizerStorageOpenGL : : reflection_probe_set_enable_box_projection ( RID p_probe , bool p_enable ) {
}
void RasterizerStorageOpenGL : : reflection_probe_set_enable_shadows ( RID p_probe , bool p_enable ) {
}
void RasterizerStorageOpenGL : : reflection_probe_set_cull_mask ( RID p_probe , uint32_t p_layers ) {
}
void RasterizerStorageOpenGL : : reflection_probe_set_resolution ( RID p_probe , int p_resolution ) {
}
AABB RasterizerStorageOpenGL : : reflection_probe_get_aabb ( RID p_probe ) const {
return AABB ( ) ;
}
RS : : ReflectionProbeUpdateMode RasterizerStorageOpenGL : : reflection_probe_get_update_mode ( RID p_probe ) const {
return RenderingServer : : REFLECTION_PROBE_UPDATE_ONCE ;
}
uint32_t RasterizerStorageOpenGL : : reflection_probe_get_cull_mask ( RID p_probe ) const {
return 0 ;
}
Vector3 RasterizerStorageOpenGL : : reflection_probe_get_extents ( RID p_probe ) const {
return Vector3 ( ) ;
}
Vector3 RasterizerStorageOpenGL : : reflection_probe_get_origin_offset ( RID p_probe ) const {
return Vector3 ( ) ;
}
float RasterizerStorageOpenGL : : reflection_probe_get_origin_max_distance ( RID p_probe ) const {
return 0.0 ;
}
bool RasterizerStorageOpenGL : : reflection_probe_renders_shadows ( RID p_probe ) const {
return false ;
}
void RasterizerStorageOpenGL : : base_update_dependency ( RID p_base , DependencyTracker * p_instance ) {
}
void RasterizerStorageOpenGL : : skeleton_update_dependency ( RID p_base , DependencyTracker * p_instance ) {
}
/* DECAL API */
RID RasterizerStorageOpenGL : : decal_allocate ( ) {
return RID ( ) ;
}
void RasterizerStorageOpenGL : : decal_initialize ( RID p_rid ) {
}
void RasterizerStorageOpenGL : : decal_set_extents ( RID p_decal , const Vector3 & p_extents ) {
}
void RasterizerStorageOpenGL : : decal_set_texture ( RID p_decal , RS : : DecalTexture p_type , RID p_texture ) {
}
void RasterizerStorageOpenGL : : decal_set_emission_energy ( RID p_decal , float p_energy ) {
}
void RasterizerStorageOpenGL : : decal_set_albedo_mix ( RID p_decal , float p_mix ) {
}
void RasterizerStorageOpenGL : : decal_set_modulate ( RID p_decal , const Color & p_modulate ) {
}
void RasterizerStorageOpenGL : : decal_set_cull_mask ( RID p_decal , uint32_t p_layers ) {
}
void RasterizerStorageOpenGL : : decal_set_distance_fade ( RID p_decal , bool p_enabled , float p_begin , float p_length ) {
}
void RasterizerStorageOpenGL : : decal_set_fade ( RID p_decal , float p_above , float p_below ) {
}
void RasterizerStorageOpenGL : : decal_set_normal_fade ( RID p_decal , float p_fade ) {
}
AABB RasterizerStorageOpenGL : : decal_get_aabb ( RID p_decal ) const {
return AABB ( ) ;
}
/* VOXEL GI API */
RID RasterizerStorageOpenGL : : voxel_gi_allocate ( ) {
return RID ( ) ;
}
void RasterizerStorageOpenGL : : voxel_gi_initialize ( RID p_rid ) {
}
void RasterizerStorageOpenGL : : voxel_gi_allocate_data ( RID p_voxel_gi , const Transform3D & p_to_cell_xform , const AABB & p_aabb , const Vector3i & p_octree_size , const Vector < uint8_t > & p_octree_cells , const Vector < uint8_t > & p_data_cells , const Vector < uint8_t > & p_distance_field , const Vector < int > & p_level_counts ) {
}
AABB RasterizerStorageOpenGL : : voxel_gi_get_bounds ( RID p_voxel_gi ) const {
return AABB ( ) ;
}
Vector3i RasterizerStorageOpenGL : : voxel_gi_get_octree_size ( RID p_voxel_gi ) const {
return Vector3i ( ) ;
}
Vector < uint8_t > RasterizerStorageOpenGL : : voxel_gi_get_octree_cells ( RID p_voxel_gi ) const {
return Vector < uint8_t > ( ) ;
}
Vector < uint8_t > RasterizerStorageOpenGL : : voxel_gi_get_data_cells ( RID p_voxel_gi ) const {
return Vector < uint8_t > ( ) ;
}
Vector < uint8_t > RasterizerStorageOpenGL : : voxel_gi_get_distance_field ( RID p_voxel_gi ) const {
return Vector < uint8_t > ( ) ;
}
Vector < int > RasterizerStorageOpenGL : : voxel_gi_get_level_counts ( RID p_voxel_gi ) const {
return Vector < int > ( ) ;
}
Transform3D RasterizerStorageOpenGL : : voxel_gi_get_to_cell_xform ( RID p_voxel_gi ) const {
return Transform3D ( ) ;
}
void RasterizerStorageOpenGL : : voxel_gi_set_dynamic_range ( RID p_voxel_gi , float p_range ) {
}
float RasterizerStorageOpenGL : : voxel_gi_get_dynamic_range ( RID p_voxel_gi ) const {
return 0 ;
}
void RasterizerStorageOpenGL : : voxel_gi_set_propagation ( RID p_voxel_gi , float p_range ) {
}
float RasterizerStorageOpenGL : : voxel_gi_get_propagation ( RID p_voxel_gi ) const {
return 0 ;
}
void RasterizerStorageOpenGL : : voxel_gi_set_energy ( RID p_voxel_gi , float p_range ) {
}
float RasterizerStorageOpenGL : : voxel_gi_get_energy ( RID p_voxel_gi ) const {
return 0.0 ;
}
void RasterizerStorageOpenGL : : voxel_gi_set_bias ( RID p_voxel_gi , float p_range ) {
}
float RasterizerStorageOpenGL : : voxel_gi_get_bias ( RID p_voxel_gi ) const {
return 0.0 ;
}
void RasterizerStorageOpenGL : : voxel_gi_set_normal_bias ( RID p_voxel_gi , float p_range ) {
}
float RasterizerStorageOpenGL : : voxel_gi_get_normal_bias ( RID p_voxel_gi ) const {
return 0.0 ;
}
void RasterizerStorageOpenGL : : voxel_gi_set_interior ( RID p_voxel_gi , bool p_enable ) {
}
bool RasterizerStorageOpenGL : : voxel_gi_is_interior ( RID p_voxel_gi ) const {
return false ;
}
void RasterizerStorageOpenGL : : voxel_gi_set_use_two_bounces ( RID p_voxel_gi , bool p_enable ) {
}
bool RasterizerStorageOpenGL : : voxel_gi_is_using_two_bounces ( RID p_voxel_gi ) const {
return false ;
}
void RasterizerStorageOpenGL : : voxel_gi_set_anisotropy_strength ( RID p_voxel_gi , float p_strength ) {
}
float RasterizerStorageOpenGL : : voxel_gi_get_anisotropy_strength ( RID p_voxel_gi ) const {
return 0 ;
}
uint32_t RasterizerStorageOpenGL : : voxel_gi_get_version ( RID p_voxel_gi ) {
return 0 ;
}
/* LIGHTMAP CAPTURE */
RID RasterizerStorageOpenGL : : lightmap_allocate ( ) {
return RID ( ) ;
}
void RasterizerStorageOpenGL : : lightmap_initialize ( RID p_rid ) {
}
void RasterizerStorageOpenGL : : lightmap_set_textures ( RID p_lightmap , RID p_light , bool p_uses_spherical_haromics ) {
}
void RasterizerStorageOpenGL : : lightmap_set_probe_bounds ( RID p_lightmap , const AABB & p_bounds ) {
}
void RasterizerStorageOpenGL : : lightmap_set_probe_interior ( RID p_lightmap , bool p_interior ) {
}
void RasterizerStorageOpenGL : : lightmap_set_probe_capture_data ( RID p_lightmap , const PackedVector3Array & p_points , const PackedColorArray & p_point_sh , const PackedInt32Array & p_tetrahedra , const PackedInt32Array & p_bsp_tree ) {
}
PackedVector3Array RasterizerStorageOpenGL : : lightmap_get_probe_capture_points ( RID p_lightmap ) const {
return PackedVector3Array ( ) ;
}
PackedColorArray RasterizerStorageOpenGL : : lightmap_get_probe_capture_sh ( RID p_lightmap ) const {
return PackedColorArray ( ) ;
}
PackedInt32Array RasterizerStorageOpenGL : : lightmap_get_probe_capture_tetrahedra ( RID p_lightmap ) const {
return PackedInt32Array ( ) ;
}
PackedInt32Array RasterizerStorageOpenGL : : lightmap_get_probe_capture_bsp_tree ( RID p_lightmap ) const {
return PackedInt32Array ( ) ;
}
AABB RasterizerStorageOpenGL : : lightmap_get_aabb ( RID p_lightmap ) const {
return AABB ( ) ;
}
void RasterizerStorageOpenGL : : lightmap_tap_sh_light ( RID p_lightmap , const Vector3 & p_point , Color * r_sh ) {
}
bool RasterizerStorageOpenGL : : lightmap_is_interior ( RID p_lightmap ) const {
return false ;
}
void RasterizerStorageOpenGL : : lightmap_set_probe_capture_update_speed ( float p_speed ) {
}
float RasterizerStorageOpenGL : : lightmap_get_probe_capture_update_speed ( ) const {
return 0 ;
}
/* OCCLUDER */
void RasterizerStorageOpenGL : : occluder_set_mesh ( RID p_occluder , const PackedVector3Array & p_vertices , const PackedInt32Array & p_indices ) {
}
/* PARTICLES */
RID RasterizerStorageOpenGL : : particles_allocate ( ) {
return RID ( ) ;
}
void RasterizerStorageOpenGL : : particles_initialize ( RID p_rid ) {
}
void RasterizerStorageOpenGL : : particles_set_mode ( RID p_particles , RS : : ParticlesMode p_mode ) {
}
void RasterizerStorageOpenGL : : particles_emit ( RID p_particles , const Transform3D & p_transform , const Vector3 & p_velocity , const Color & p_color , const Color & p_custom , uint32_t p_emit_flags ) {
}
void RasterizerStorageOpenGL : : particles_set_emitting ( RID p_particles , bool p_emitting ) {
}
void RasterizerStorageOpenGL : : particles_set_amount ( RID p_particles , int p_amount ) {
}
void RasterizerStorageOpenGL : : particles_set_lifetime ( RID p_particles , double p_lifetime ) {
}
void RasterizerStorageOpenGL : : particles_set_one_shot ( RID p_particles , bool p_one_shot ) {
}
void RasterizerStorageOpenGL : : particles_set_pre_process_time ( RID p_particles , double p_time ) {
}
void RasterizerStorageOpenGL : : particles_set_explosiveness_ratio ( RID p_particles , real_t p_ratio ) {
}
void RasterizerStorageOpenGL : : particles_set_randomness_ratio ( RID p_particles , real_t p_ratio ) {
}
void RasterizerStorageOpenGL : : particles_set_custom_aabb ( RID p_particles , const AABB & p_aabb ) {
}
void RasterizerStorageOpenGL : : particles_set_speed_scale ( RID p_particles , double p_scale ) {
}
void RasterizerStorageOpenGL : : particles_set_use_local_coordinates ( RID p_particles , bool p_enable ) {
}
void RasterizerStorageOpenGL : : particles_set_process_material ( RID p_particles , RID p_material ) {
}
void RasterizerStorageOpenGL : : particles_set_fixed_fps ( RID p_particles , int p_fps ) {
}
void RasterizerStorageOpenGL : : particles_set_interpolate ( RID p_particles , bool p_enable ) {
}
void RasterizerStorageOpenGL : : particles_set_fractional_delta ( RID p_particles , bool p_enable ) {
}
void RasterizerStorageOpenGL : : particles_set_subemitter ( RID p_particles , RID p_subemitter_particles ) {
}
void RasterizerStorageOpenGL : : particles_set_view_axis ( RID p_particles , const Vector3 & p_axis , const Vector3 & p_up_axis ) {
}
void RasterizerStorageOpenGL : : particles_set_collision_base_size ( RID p_particles , real_t p_size ) {
}
void RasterizerStorageOpenGL : : particles_set_transform_align ( RID p_particles , RS : : ParticlesTransformAlign p_transform_align ) {
}
void RasterizerStorageOpenGL : : particles_set_trails ( RID p_particles , bool p_enable , double p_length ) {
}
void RasterizerStorageOpenGL : : particles_set_trail_bind_poses ( RID p_particles , const Vector < Transform3D > & p_bind_poses ) {
}
void RasterizerStorageOpenGL : : particles_restart ( RID p_particles ) {
}
void RasterizerStorageOpenGL : : particles_set_draw_order ( RID p_particles , RS : : ParticlesDrawOrder p_order ) {
}
void RasterizerStorageOpenGL : : particles_set_draw_passes ( RID p_particles , int p_count ) {
}
void RasterizerStorageOpenGL : : particles_set_draw_pass_mesh ( RID p_particles , int p_pass , RID p_mesh ) {
}
void RasterizerStorageOpenGL : : particles_request_process ( RID p_particles ) {
}
AABB RasterizerStorageOpenGL : : particles_get_current_aabb ( RID p_particles ) {
return AABB ( ) ;
}
AABB RasterizerStorageOpenGL : : particles_get_aabb ( RID p_particles ) const {
return AABB ( ) ;
}
void RasterizerStorageOpenGL : : particles_set_emission_transform ( RID p_particles , const Transform3D & p_transform ) {
}
bool RasterizerStorageOpenGL : : particles_get_emitting ( RID p_particles ) {
return false ;
}
int RasterizerStorageOpenGL : : particles_get_draw_passes ( RID p_particles ) const {
return 0 ;
}
RID RasterizerStorageOpenGL : : particles_get_draw_pass_mesh ( RID p_particles , int p_pass ) const {
return RID ( ) ;
}
void RasterizerStorageOpenGL : : particles_add_collision ( RID p_particles , RID p_instance ) {
}
void RasterizerStorageOpenGL : : particles_remove_collision ( RID p_particles , RID p_instance ) {
}
void RasterizerStorageOpenGL : : particles_set_canvas_sdf_collision ( RID p_particles , bool p_enable , const Transform2D & p_xform , const Rect2 & p_to_screen , RID p_texture ) {
}
void RasterizerStorageOpenGL : : update_particles ( ) {
}
/* PARTICLES COLLISION */
RID RasterizerStorageOpenGL : : particles_collision_allocate ( ) {
return RID ( ) ;
}
void RasterizerStorageOpenGL : : particles_collision_initialize ( RID p_rid ) {
}
void RasterizerStorageOpenGL : : particles_collision_set_collision_type ( RID p_particles_collision , RS : : ParticlesCollisionType p_type ) {
}
void RasterizerStorageOpenGL : : particles_collision_set_cull_mask ( RID p_particles_collision , uint32_t p_cull_mask ) {
}
void RasterizerStorageOpenGL : : particles_collision_set_sphere_radius ( RID p_particles_collision , real_t p_radius ) {
}
void RasterizerStorageOpenGL : : particles_collision_set_box_extents ( RID p_particles_collision , const Vector3 & p_extents ) {
}
void RasterizerStorageOpenGL : : particles_collision_set_attractor_strength ( RID p_particles_collision , real_t p_strength ) {
}
void RasterizerStorageOpenGL : : particles_collision_set_attractor_directionality ( RID p_particles_collision , real_t p_directionality ) {
}
void RasterizerStorageOpenGL : : particles_collision_set_attractor_attenuation ( RID p_particles_collision , real_t p_curve ) {
}
void RasterizerStorageOpenGL : : particles_collision_set_field_texture ( RID p_particles_collision , RID p_texture ) {
}
void RasterizerStorageOpenGL : : particles_collision_height_field_update ( RID p_particles_collision ) {
}
void RasterizerStorageOpenGL : : particles_collision_set_height_field_resolution ( RID p_particles_collision , RS : : ParticlesCollisionHeightfieldResolution p_resolution ) {
}
AABB RasterizerStorageOpenGL : : particles_collision_get_aabb ( RID p_particles_collision ) const {
return AABB ( ) ;
}
bool RasterizerStorageOpenGL : : particles_collision_is_heightfield ( RID p_particles_collision ) const {
return false ;
}
RID RasterizerStorageOpenGL : : particles_collision_get_heightfield_framebuffer ( RID p_particles_collision ) const {
return RID ( ) ;
}
RID RasterizerStorageOpenGL : : particles_collision_instance_create ( RID p_collision ) {
return RID ( ) ;
}
void RasterizerStorageOpenGL : : particles_collision_instance_set_transform ( RID p_collision_instance , const Transform3D & p_transform ) {
}
void RasterizerStorageOpenGL : : particles_collision_instance_set_active ( RID p_collision_instance , bool p_active ) {
}
/* VISIBILITY NOTIFIER */
RID RasterizerStorageOpenGL : : visibility_notifier_allocate ( ) {
return RID ( ) ;
}
void RasterizerStorageOpenGL : : visibility_notifier_initialize ( RID p_notifier ) {
}
void RasterizerStorageOpenGL : : visibility_notifier_set_aabb ( RID p_notifier , const AABB & p_aabb ) {
}
void RasterizerStorageOpenGL : : visibility_notifier_set_callbacks ( RID p_notifier , const Callable & p_enter_callbable , const Callable & p_exit_callable ) {
}
AABB RasterizerStorageOpenGL : : visibility_notifier_get_aabb ( RID p_notifier ) const {
return AABB ( ) ;
}
void RasterizerStorageOpenGL : : visibility_notifier_call ( RID p_notifier , bool p_enter , bool p_deferred ) {
}
/* GLOBAL VARIABLES */
void RasterizerStorageOpenGL : : global_variable_add ( const StringName & p_name , RS : : GlobalVariableType p_type , const Variant & p_value ) {
}
void RasterizerStorageOpenGL : : global_variable_remove ( const StringName & p_name ) {
}
Vector < StringName > RasterizerStorageOpenGL : : global_variable_get_list ( ) const {
return Vector < StringName > ( ) ;
}
void RasterizerStorageOpenGL : : global_variable_set ( const StringName & p_name , const Variant & p_value ) {
}
void RasterizerStorageOpenGL : : global_variable_set_override ( const StringName & p_name , const Variant & p_value ) {
}
Variant RasterizerStorageOpenGL : : global_variable_get ( const StringName & p_name ) const {
return Variant ( ) ;
}
RS : : GlobalVariableType RasterizerStorageOpenGL : : global_variable_get_type ( const StringName & p_name ) const {
return RS : : GLOBAL_VAR_TYPE_MAX ;
}
void RasterizerStorageOpenGL : : global_variables_load_settings ( bool p_load_textures ) {
}
void RasterizerStorageOpenGL : : global_variables_clear ( ) {
}
int32_t RasterizerStorageOpenGL : : global_variables_instance_allocate ( RID p_instance ) {
return 0 ;
}
void RasterizerStorageOpenGL : : global_variables_instance_free ( RID p_instance ) {
}
void RasterizerStorageOpenGL : : global_variables_instance_update ( RID p_instance , int p_index , const Variant & p_value ) {
}
bool RasterizerStorageOpenGL : : particles_is_inactive ( RID p_particles ) const {
return false ;
}
/* RENDER TARGET */
void RasterizerStorageOpenGL : : _set_current_render_target ( RID p_render_target ) {
# ifdef OPENGL_DISABLE_RENDER_TARGETS
return ;
# endif
RenderTarget * rt = render_target_owner . get_or_null ( p_render_target ) ;
// FTODO
// if (!p_render_target.is_valid() && storage->frame.current_rt && storage->frame.clear_request) {
// // pending clear request. Do that first.
// glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
// glClearColor(storage->frame.clear_request_color.r,
// storage->frame.clear_request_color.g,
// storage->frame.clear_request_color.b,
// storage->frame.clear_request_color.a);
// glClear(GL_COLOR_BUFFER_BIT);
// }
if ( rt ) {
if ( rt - > allocate_is_dirty ) {
rt - > allocate_is_dirty = false ;
_render_target_allocate ( rt ) ;
}
// if (p_render_target.is_valid()) {
// RasterizerStorageOpenGL::RenderTarget *rt = storage.render_target_owner.get_or_null(p_render_target);
frame . current_rt = rt ;
ERR_FAIL_COND ( ! rt ) ;
frame . clear_request = false ;
glViewport ( 0 , 0 , rt - > width , rt - > height ) ;
// print_line("_set_current_render_target w " + itos(rt->width) + " h " + itos(rt->height));
_dims . rt_width = rt - > width ;
_dims . rt_height = rt - > height ;
_dims . win_width = rt - > width ;
_dims . win_height = rt - > height ;
} else {
frame . current_rt = NULL ;
frame . clear_request = false ;
// FTODO
// glViewport(0, 0, OS::get_singleton()->get_window_size().width, OS::get_singleton()->get_window_size().height);
bind_framebuffer_system ( ) ;
}
}
void RasterizerStorageOpenGL : : _render_target_allocate ( RenderTarget * rt ) {
# ifdef OPENGL_DISABLE_RENDER_TARGETS
return ;
# endif
// do not allocate a render target with no size
if ( rt - > width < = 0 | | rt - > height < = 0 )
return ;
// do not allocate a render target that is attached to the screen
if ( rt - > flags [ RENDER_TARGET_DIRECT_TO_SCREEN ] ) {
rt - > fbo = RasterizerStorageOpenGL : : system_fbo ;
return ;
}
GLuint color_internal_format ;
GLuint color_format ;
GLuint color_type = GL_UNSIGNED_BYTE ;
Image : : Format image_format ;
if ( rt - > flags [ RendererStorage : : RENDER_TARGET_TRANSPARENT ] ) {
# ifdef GLES_OVER_GL
color_internal_format = GL_RGBA8 ;
# else
color_internal_format = GL_RGBA ;
# endif
color_format = GL_RGBA ;
image_format = Image : : FORMAT_RGBA8 ;
} else {
# ifdef GLES_OVER_GL
color_internal_format = GL_RGB8 ;
# else
color_internal_format = GL_RGB ;
# endif
color_format = GL_RGB ;
image_format = Image : : FORMAT_RGB8 ;
}
rt - > used_dof_blur_near = false ;
rt - > mip_maps_allocated = false ;
{
/* Front FBO */
Texture * texture = texture_owner . get_or_null ( rt - > texture ) ;
ERR_FAIL_COND ( ! texture ) ;
// framebuffer
glGenFramebuffers ( 1 , & rt - > fbo ) ;
bind_framebuffer ( rt - > fbo ) ;
// color
glGenTextures ( 1 , & rt - > color ) ;
glBindTexture ( GL_TEXTURE_2D , rt - > color ) ;
glTexImage2D ( GL_TEXTURE_2D , 0 , color_internal_format , rt - > width , rt - > height , 0 , color_format , color_type , NULL ) ;
if ( texture - > flags & TEXTURE_FLAG_FILTER ) {
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_LINEAR ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR ) ;
} else {
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 ) ;
// depth
if ( config . support_depth_texture ) {
glGenTextures ( 1 , & rt - > depth ) ;
glBindTexture ( GL_TEXTURE_2D , rt - > depth ) ;
glTexImage2D ( GL_TEXTURE_2D , 0 , config . depth_internalformat , rt - > width , rt - > height , 0 , GL_DEPTH_COMPONENT , config . depth_type , NULL ) ;
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 , rt - > depth , 0 ) ;
} else {
glGenRenderbuffers ( 1 , & rt - > depth ) ;
glBindRenderbuffer ( GL_RENDERBUFFER , rt - > depth ) ;
glRenderbufferStorage ( GL_RENDERBUFFER , config . depth_buffer_internalformat , rt - > width , rt - > height ) ;
glFramebufferRenderbuffer ( GL_FRAMEBUFFER , GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER , rt - > depth ) ;
}
GLenum status = glCheckFramebufferStatus ( GL_FRAMEBUFFER ) ;
if ( status ! = GL_FRAMEBUFFER_COMPLETE ) {
glDeleteFramebuffers ( 1 , & rt - > fbo ) ;
if ( config . support_depth_texture ) {
glDeleteTextures ( 1 , & rt - > depth ) ;
} else {
glDeleteRenderbuffers ( 1 , & rt - > depth ) ;
}
glDeleteTextures ( 1 , & rt - > color ) ;
rt - > fbo = 0 ;
rt - > width = 0 ;
rt - > height = 0 ;
rt - > color = 0 ;
rt - > depth = 0 ;
texture - > tex_id = 0 ;
texture - > active = false ;
WARN_PRINT ( " Could not create framebuffer!! " ) ;
return ;
}
texture - > format = image_format ;
texture - > gl_format_cache = color_format ;
texture - > gl_type_cache = GL_UNSIGNED_BYTE ;
texture - > gl_internal_format_cache = color_internal_format ;
texture - > tex_id = rt - > color ;
texture - > width = rt - > width ;
texture - > alloc_width = rt - > width ;
texture - > height = rt - > height ;
texture - > alloc_height = rt - > height ;
texture - > active = true ;
texture_set_flags ( rt - > texture , texture - > flags ) ;
}
/* BACK FBO */
/* For MSAA */
# ifndef JAVASCRIPT_ENABLED
if ( rt - > msaa > = RS : : VIEWPORT_MSAA_2X & & rt - > msaa < = RS : : VIEWPORT_MSAA_8X & & config . multisample_supported ) {
rt - > multisample_active = true ;
static const int msaa_value [ ] = { 0 , 2 , 4 , 8 , 16 } ;
int msaa = msaa_value [ rt - > msaa ] ;
int max_samples = 0 ;
glGetIntegerv ( GL_MAX_SAMPLES , & max_samples ) ;
if ( msaa > max_samples ) {
WARN_PRINT ( " MSAA must be <= GL_MAX_SAMPLES, falling-back to GL_MAX_SAMPLES = " + itos ( max_samples ) ) ;
msaa = max_samples ;
}
//regular fbo
glGenFramebuffers ( 1 , & rt - > multisample_fbo ) ;
bind_framebuffer ( rt - > multisample_fbo ) ;
glGenRenderbuffers ( 1 , & rt - > multisample_depth ) ;
glBindRenderbuffer ( GL_RENDERBUFFER , rt - > multisample_depth ) ;
glRenderbufferStorageMultisample ( GL_RENDERBUFFER , msaa , config . depth_buffer_internalformat , rt - > width , rt - > height ) ;
glFramebufferRenderbuffer ( GL_FRAMEBUFFER , GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER , rt - > multisample_depth ) ;
# if defined(GLES_OVER_GL) || defined(IPHONE_ENABLED)
glGenRenderbuffers ( 1 , & rt - > multisample_color ) ;
glBindRenderbuffer ( GL_RENDERBUFFER , rt - > multisample_color ) ;
glRenderbufferStorageMultisample ( GL_RENDERBUFFER , msaa , color_internal_format , rt - > width , rt - > height ) ;
glFramebufferRenderbuffer ( GL_FRAMEBUFFER , GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER , rt - > multisample_color ) ;
# elif ANDROID_ENABLED
// Render to a texture in android
glGenTextures ( 1 , & rt - > multisample_color ) ;
glBindTexture ( GL_TEXTURE_2D , rt - > multisample_color ) ;
glTexImage2D ( GL_TEXTURE_2D , 0 , color_internal_format , rt - > width , rt - > height , 0 , color_format , color_type , NULL ) ;
// multisample buffer is same size as front buffer, so just use nearest
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_NEAREST ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_NEAREST ) ;
glFramebufferTexture2DMultisample ( GL_FRAMEBUFFER , GL_COLOR_ATTACHMENT0 , GL_TEXTURE_2D , rt - > multisample_color , 0 , msaa ) ;
# endif
GLenum status = glCheckFramebufferStatus ( GL_FRAMEBUFFER ) ;
if ( status ! = GL_FRAMEBUFFER_COMPLETE ) {
// Delete allocated resources and default to no MSAA
WARN_PRINT_ONCE ( " Cannot allocate back framebuffer for MSAA " ) ;
2020-11-18 19:11:30 +01:00
printf ( " err status: %x \n " , status ) ;
config . multisample_supported = false ;
rt - > multisample_active = false ;
glDeleteFramebuffers ( 1 , & rt - > multisample_fbo ) ;
rt - > multisample_fbo = 0 ;
glDeleteRenderbuffers ( 1 , & rt - > multisample_depth ) ;
rt - > multisample_depth = 0 ;
# ifdef ANDROID_ENABLED
glDeleteTextures ( 1 , & rt - > multisample_color ) ;
# else
glDeleteRenderbuffers ( 1 , & rt - > multisample_color ) ;
# endif
rt - > multisample_color = 0 ;
}
glBindRenderbuffer ( GL_RENDERBUFFER , 0 ) ;
bind_framebuffer ( 0 ) ;
# ifdef ANDROID_ENABLED
glBindTexture ( GL_TEXTURE_2D , 0 ) ;
# endif
} else
# endif // JAVASCRIPT_ENABLED
{
rt - > multisample_active = false ;
}
glClearColor ( 0 , 0 , 0 , 0 ) ;
glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ) ;
// copy texscreen buffers
// if (!(rt->flags[RendererStorage::RENDER_TARGET_NO_SAMPLING])) {
if ( true ) {
glGenTextures ( 1 , & rt - > copy_screen_effect . color ) ;
glBindTexture ( GL_TEXTURE_2D , rt - > copy_screen_effect . color ) ;
if ( rt - > flags [ RendererStorage : : RENDER_TARGET_TRANSPARENT ] ) {
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGBA , rt - > width , rt - > height , 0 , GL_RGBA , GL_UNSIGNED_BYTE , NULL ) ;
} else {
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGB , rt - > width , rt - > height , 0 , GL_RGB , GL_UNSIGNED_BYTE , NULL ) ;
}
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_LINEAR ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_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 ) ;
glGenFramebuffers ( 1 , & rt - > copy_screen_effect . fbo ) ;
bind_framebuffer ( rt - > copy_screen_effect . fbo ) ;
glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_COLOR_ATTACHMENT0 , GL_TEXTURE_2D , rt - > copy_screen_effect . color , 0 ) ;
glClearColor ( 0 , 0 , 0 , 0 ) ;
glClear ( GL_COLOR_BUFFER_BIT ) ;
GLenum status = glCheckFramebufferStatus ( GL_FRAMEBUFFER ) ;
if ( status ! = GL_FRAMEBUFFER_COMPLETE ) {
_render_target_clear ( rt ) ;
ERR_FAIL_COND ( status ! = GL_FRAMEBUFFER_COMPLETE ) ;
}
}
// Allocate mipmap chains for post_process effects
// if (!rt->flags[RendererStorage::RENDER_TARGET_NO_3D] && rt->width >= 2 && rt->height >= 2) {
if ( rt - > width > = 2 & & rt - > height > = 2 ) {
for ( int i = 0 ; i < 2 ; i + + ) {
ERR_FAIL_COND ( rt - > mip_maps [ i ] . sizes . size ( ) ) ;
int w = rt - > width ;
int h = rt - > height ;
if ( i > 0 ) {
w > > = 1 ;
h > > = 1 ;
}
int level = 0 ;
int fb_w = w ;
int fb_h = h ;
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 + + ;
}
GLsizei width = fb_w ;
GLsizei height = fb_h ;
if ( config . render_to_mipmap_supported ) {
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 , color_internal_format , width , height , 0 , color_format , color_type , NULL ) ;
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
} else {
// Can't render to specific levels of a mipmap in ES 2.0 or Webgl so create a texture for each level
for ( int l = 0 ; l < level + 1 ; l + + ) {
glGenTextures ( 1 , & rt - > mip_maps [ i ] . sizes . write [ l ] . color ) ;
glBindTexture ( GL_TEXTURE_2D , rt - > mip_maps [ i ] . sizes [ l ] . color ) ;
glTexImage2D ( GL_TEXTURE_2D , 0 , color_internal_format , width , height , 0 , color_format , color_type , NULL ) ;
width = MAX ( 1 , ( width / 2 ) ) ;
height = MAX ( 1 , ( height / 2 ) ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_LINEAR ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_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 ) ;
}
}
glDisable ( GL_SCISSOR_TEST ) ;
glColorMask ( 1 , 1 , 1 , 1 ) ;
glDepthMask ( GL_TRUE ) ;
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 ) ;
if ( config . render_to_mipmap_supported ) {
glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_COLOR_ATTACHMENT0 , GL_TEXTURE_2D , rt - > mip_maps [ i ] . color , j ) ;
} else {
glBindTexture ( GL_TEXTURE_2D , rt - > mip_maps [ i ] . sizes [ j ] . color ) ;
glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_COLOR_ATTACHMENT0 , GL_TEXTURE_2D , rt - > mip_maps [ i ] . sizes [ j ] . color , 0 ) ;
}
bool used_depth = false ;
if ( j = = 0 & & i = = 0 ) { //use always
if ( config . support_depth_texture ) {
glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_DEPTH_ATTACHMENT , GL_TEXTURE_2D , rt - > depth , 0 ) ;
} else {
glFramebufferRenderbuffer ( GL_FRAMEBUFFER , GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER , rt - > depth ) ;
}
used_depth = true ;
}
GLenum status = glCheckFramebufferStatus ( GL_FRAMEBUFFER ) ;
if ( status ! = GL_FRAMEBUFFER_COMPLETE ) {
WARN_PRINT_ONCE ( " Cannot allocate mipmaps for 3D post processing effects " ) ;
bind_framebuffer_system ( ) ;
return ;
}
glClearColor ( 1.0 , 0.0 , 1.0 , 0.0 ) ;
glClear ( GL_COLOR_BUFFER_BIT ) ;
if ( used_depth ) {
glClearDepth ( 1.0 ) ;
glClear ( GL_DEPTH_BUFFER_BIT ) ;
}
}
rt - > mip_maps [ i ] . levels = level ;
if ( config . render_to_mipmap_supported ) {
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 ) ;
}
}
rt - > mip_maps_allocated = true ;
}
bind_framebuffer_system ( ) ;
}
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void RasterizerStorageOpenGL : : _render_target_clear ( RenderTarget * rt ) {
# ifdef OPENGL_DISABLE_RENDER_TARGETS
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return ;
# endif
// there is nothing to clear when DIRECT_TO_SCREEN is used
if ( rt - > flags [ RENDER_TARGET_DIRECT_TO_SCREEN ] )
return ;
if ( rt - > fbo ) {
glDeleteFramebuffers ( 1 , & rt - > fbo ) ;
glDeleteTextures ( 1 , & rt - > color ) ;
rt - > fbo = 0 ;
}
if ( rt - > external . fbo ! = 0 ) {
// free this
glDeleteFramebuffers ( 1 , & rt - > external . fbo ) ;
// clean up our texture
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Texture * t = texture_owner . get_or_null ( rt - > external . texture ) ;
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t - > alloc_height = 0 ;
t - > alloc_width = 0 ;
t - > width = 0 ;
t - > height = 0 ;
t - > active = false ;
texture_owner . free ( rt - > external . texture ) ;
memdelete ( t ) ;
rt - > external . fbo = 0 ;
}
if ( rt - > depth ) {
if ( config . support_depth_texture ) {
glDeleteTextures ( 1 , & rt - > depth ) ;
} else {
glDeleteRenderbuffers ( 1 , & rt - > depth ) ;
}
rt - > depth = 0 ;
}
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Texture * tex = texture_owner . get_or_null ( rt - > texture ) ;
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tex - > alloc_height = 0 ;
tex - > alloc_width = 0 ;
tex - > width = 0 ;
tex - > height = 0 ;
tex - > active = false ;
if ( rt - > copy_screen_effect . color ) {
glDeleteFramebuffers ( 1 , & rt - > copy_screen_effect . fbo ) ;
rt - > copy_screen_effect . fbo = 0 ;
glDeleteTextures ( 1 , & rt - > copy_screen_effect . color ) ;
rt - > copy_screen_effect . color = 0 ;
}
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 ] . sizes [ j ] . color ) ;
}
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 - > multisample_active ) {
glDeleteFramebuffers ( 1 , & rt - > multisample_fbo ) ;
rt - > multisample_fbo = 0 ;
glDeleteRenderbuffers ( 1 , & rt - > multisample_depth ) ;
rt - > multisample_depth = 0 ;
# ifdef ANDROID_ENABLED
glDeleteTextures ( 1 , & rt - > multisample_color ) ;
# else
glDeleteRenderbuffers ( 1 , & rt - > multisample_color ) ;
# endif
rt - > multisample_color = 0 ;
}
}
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RID RasterizerStorageOpenGL : : render_target_create ( ) {
# ifdef OPENGL_DISABLE_RENDER_TARGETS
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// return RID();
# endif
RenderTarget * rt = memnew ( RenderTarget ) ;
Texture * t = memnew ( Texture ) ;
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t - > type = RenderingDevice : : TEXTURE_TYPE_2D ;
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t - > flags = 0 ;
t - > width = 0 ;
t - > height = 0 ;
t - > alloc_height = 0 ;
t - > alloc_width = 0 ;
t - > format = Image : : FORMAT_R8 ;
t - > target = GL_TEXTURE_2D ;
t - > gl_format_cache = 0 ;
t - > gl_internal_format_cache = 0 ;
t - > gl_type_cache = 0 ;
t - > data_size = 0 ;
t - > total_data_size = 0 ;
t - > ignore_mipmaps = false ;
t - > compressed = false ;
t - > mipmaps = 1 ;
t - > active = true ;
t - > tex_id = 0 ;
t - > render_target = rt ;
rt - > texture = texture_owner . make_rid ( t ) ;
return render_target_owner . make_rid ( rt ) ;
}
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void RasterizerStorageOpenGL : : render_target_set_position ( RID p_render_target , int p_x , int p_y ) {
# ifdef OPENGL_DISABLE_RENDER_TARGETS
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return ;
# endif
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RenderTarget * rt = render_target_owner . get_or_null ( p_render_target ) ;
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ERR_FAIL_COND ( ! rt ) ;
rt - > x = p_x ;
rt - > y = p_y ;
}
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void RasterizerStorageOpenGL : : render_target_set_size ( RID p_render_target , int p_width , int p_height , uint32_t p_view_count ) {
# ifdef OPENGL_DISABLE_RENDER_TARGETS
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return ;
# endif
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RenderTarget * rt = render_target_owner . get_or_null ( p_render_target ) ;
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ERR_FAIL_COND ( ! rt ) ;
if ( p_width = = rt - > width & & p_height = = rt - > height )
return ;
_render_target_clear ( rt ) ;
rt - > width = p_width ;
rt - > height = 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 ;
//_render_target_allocate(rt);
}
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RID RasterizerStorageOpenGL : : render_target_get_texture ( RID p_render_target ) {
# ifdef OPENGL_DISABLE_RENDER_TARGETS
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return RID ( ) ;
# endif
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RenderTarget * rt = render_target_owner . get_or_null ( p_render_target ) ;
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ERR_FAIL_COND_V ( ! rt , RID ( ) ) ;
if ( rt - > external . fbo = = 0 ) {
return rt - > texture ;
} else {
return rt - > external . texture ;
}
}
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void RasterizerStorageOpenGL : : render_target_set_external_texture ( RID p_render_target , unsigned int p_texture_id ) {
# ifdef OPENGL_DISABLE_RENDER_TARGETS
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return ;
# endif
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RenderTarget * rt = render_target_owner . get_or_null ( p_render_target ) ;
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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
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Texture * t = texture_owner . get_or_null ( rt - > external . texture ) ;
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t - > alloc_height = 0 ;
t - > alloc_width = 0 ;
t - > width = 0 ;
t - > height = 0 ;
t - > active = false ;
texture_owner . 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 ) ;
bind_framebuffer ( rt - > external . fbo ) ;
// allocate a texture
t = memnew ( Texture ) ;
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t - > type = RenderingDevice : : TEXTURE_TYPE_2D ;
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t - > flags = 0 ;
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 - > data_size = 0 ;
t - > compressed = false ;
t - > srgb = false ;
t - > total_data_size = 0 ;
t - > ignore_mipmaps = false ;
t - > mipmaps = 1 ;
t - > active = true ;
t - > tex_id = 0 ;
t - > render_target = rt ;
rt - > external . texture = texture_owner . make_rid ( t ) ;
} else {
// bind our frame buffer
bind_framebuffer ( rt - > external . fbo ) ;
// find our texture
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t = texture_owner . get_or_null ( rt - > external . texture ) ;
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}
// set our texture
t - > tex_id = p_texture_id ;
rt - > external . color = p_texture_id ;
// size shouldn't be different
t - > width = rt - > width ;
t - > height = rt - > height ;
t - > alloc_height = rt - > width ;
t - > alloc_width = rt - > height ;
// Switch our texture on our frame buffer
# if ANDROID_ENABLED
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if ( rt - > msaa > = RS : : VIEWPORT_MSAA_2X & & rt - > msaa < = RS : : VIEWPORT_MSAA_4X ) {
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// This code only applies to the Oculus Go and Oculus Quest. Due to the the tiled nature
// of the GPU we can do a single render pass by rendering directly into our texture chains
// texture and apply MSAA as we render.
// On any other hardware these two modes are ignored and we do not have any MSAA,
// the normal MSAA modes need to be used to enable our two pass approach
static const int msaa_value [ ] = { 2 , 4 } ;
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int msaa = msaa_value [ rt - > msaa - RS : : VIEWPORT_MSAA_2X ] ;
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if ( rt - > external . depth = = 0 ) {
// create a multisample depth buffer, we're not reusing Godots because Godot's didn't get created..
glGenRenderbuffers ( 1 , & rt - > external . depth ) ;
glBindRenderbuffer ( GL_RENDERBUFFER , rt - > external . depth ) ;
glRenderbufferStorageMultisample ( GL_RENDERBUFFER , msaa , config . depth_buffer_internalformat , rt - > width , rt - > height ) ;
glFramebufferRenderbuffer ( GL_FRAMEBUFFER , GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER , rt - > external . depth ) ;
}
// and set our external texture as the texture...
glFramebufferTexture2DMultisample ( GL_FRAMEBUFFER , GL_COLOR_ATTACHMENT0 , GL_TEXTURE_2D , p_texture_id , 0 , msaa ) ;
} else
# endif
{
// set our texture as the destination for our framebuffer
glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_COLOR_ATTACHMENT0 , GL_TEXTURE_2D , p_texture_id , 0 ) ;
// seeing we're rendering into this directly, better also use our depth buffer, just use our existing one :)
if ( config . support_depth_texture ) {
glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_DEPTH_ATTACHMENT , GL_TEXTURE_2D , rt - > depth , 0 ) ;
} else {
glFramebufferRenderbuffer ( GL_FRAMEBUFFER , GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER , rt - > depth ) ;
}
}
// check status and unbind
GLenum status = glCheckFramebufferStatus ( GL_FRAMEBUFFER ) ;
bind_framebuffer_system ( ) ;
if ( status ! = GL_FRAMEBUFFER_COMPLETE ) {
printf ( " framebuffer fail, status: %x \n " , status ) ;
}
ERR_FAIL_COND ( status ! = GL_FRAMEBUFFER_COMPLETE ) ;
}
}
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void RasterizerStorageOpenGL : : render_target_set_flag ( RID p_render_target , RenderTargetFlags p_flag , bool p_value ) {
# ifdef OPENGL_DISABLE_RENDER_TARGETS
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return ;
# endif
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RenderTarget * rt = render_target_owner . get_or_null ( p_render_target ) ;
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ERR_FAIL_COND ( ! rt ) ;
// 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 ] ) {
_render_target_clear ( rt ) ;
rt - > flags [ p_flag ] = p_value ;
_render_target_allocate ( rt ) ;
}
rt - > flags [ p_flag ] = p_value ;
switch ( p_flag ) {
case RENDER_TARGET_TRANSPARENT :
/*
case RENDER_TARGET_HDR :
case RENDER_TARGET_NO_3D :
case RENDER_TARGET_NO_SAMPLING :
case RENDER_TARGET_NO_3D_EFFECTS : */
{
//must reset for these formats
_render_target_clear ( rt ) ;
_render_target_allocate ( rt ) ;
}
break ;
default : {
}
}
}
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bool RasterizerStorageOpenGL : : render_target_was_used ( RID p_render_target ) {
# ifdef OPENGL_DISABLE_RENDER_TARGETS
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return false ;
# endif
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RenderTarget * rt = render_target_owner . get_or_null ( p_render_target ) ;
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ERR_FAIL_COND_V ( ! rt , false ) ;
return rt - > used_in_frame ;
}
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void RasterizerStorageOpenGL : : render_target_clear_used ( RID p_render_target ) {
# ifdef OPENGL_DISABLE_RENDER_TARGETS
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return ;
# endif
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RenderTarget * rt = render_target_owner . get_or_null ( p_render_target ) ;
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ERR_FAIL_COND ( ! rt ) ;
rt - > used_in_frame = false ;
}
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void RasterizerStorageOpenGL : : render_target_set_msaa ( RID p_render_target , RS : : ViewportMSAA p_msaa ) {
# ifdef OPENGL_DISABLE_RENDER_TARGETS
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return ;
# endif
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RenderTarget * rt = render_target_owner . get_or_null ( p_render_target ) ;
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ERR_FAIL_COND ( ! rt ) ;
if ( rt - > msaa = = p_msaa )
return ;
if ( ! config . multisample_supported ) {
ERR_PRINT ( " MSAA not supported on this hardware. " ) ;
return ;
}
_render_target_clear ( rt ) ;
rt - > msaa = p_msaa ;
_render_target_allocate ( rt ) ;
}
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//RasterizerStorageOpenGL::RenderTarget * RasterizerStorageOpenGL::render_target_get(RID p_render_target)
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//{
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// return render_target_owner.get_or_null(p_render_target);
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//}
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void RasterizerStorageOpenGL : : render_target_set_use_fxaa ( RID p_render_target , bool p_fxaa ) {
# ifdef OPENGL_DISABLE_RENDER_TARGETS
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return ;
# endif
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RenderTarget * rt = render_target_owner . get_or_null ( p_render_target ) ;
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ERR_FAIL_COND ( ! rt ) ;
rt - > use_fxaa = p_fxaa ;
}
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void RasterizerStorageOpenGL : : render_target_set_use_debanding ( RID p_render_target , bool p_debanding ) {
# ifdef OPENGL_DISABLE_RENDER_TARGETS
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return ;
# endif
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RenderTarget * rt = render_target_owner . get_or_null ( p_render_target ) ;
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ERR_FAIL_COND ( ! rt ) ;
if ( p_debanding ) {
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WARN_PRINT_ONCE ( " Debanding is not supported in the OpenGL backend. Switch to the Vulkan backend and make sure HDR is enabled. " ) ;
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}
rt - > use_debanding = p_debanding ;
}
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void RasterizerStorageOpenGL : : render_target_request_clear ( RID p_render_target , const Color & p_clear_color ) {
# ifdef OPENGL_DISABLE_RENDER_TARGETS
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return ;
# endif
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RenderTarget * rt = render_target_owner . get_or_null ( p_render_target ) ;
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ERR_FAIL_COND ( ! rt ) ;
rt - > clear_requested = true ;
rt - > clear_color = p_clear_color ;
// ERR_FAIL_COND(!frame.current_rt);
// frame.clear_request = true;
// frame.clear_request_color = p_color;
}
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bool RasterizerStorageOpenGL : : render_target_is_clear_requested ( RID p_render_target ) {
# ifdef OPENGL_DISABLE_RENDER_TARGETS
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return false ;
# endif
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RenderTarget * rt = render_target_owner . get_or_null ( p_render_target ) ;
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ERR_FAIL_COND_V ( ! rt , false ) ;
return rt - > clear_requested ;
}
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Color RasterizerStorageOpenGL : : render_target_get_clear_request_color ( RID p_render_target ) {
# ifdef OPENGL_DISABLE_RENDER_TARGETS
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return Color ( ) ;
# endif
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RenderTarget * rt = render_target_owner . get_or_null ( p_render_target ) ;
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ERR_FAIL_COND_V ( ! rt , Color ( ) ) ;
return rt - > clear_color ;
}
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void RasterizerStorageOpenGL : : render_target_disable_clear_request ( RID p_render_target ) {
# ifdef OPENGL_DISABLE_RENDER_TARGETS
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return ;
# endif
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RenderTarget * rt = render_target_owner . get_or_null ( p_render_target ) ;
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ERR_FAIL_COND ( ! rt ) ;
rt - > clear_requested = false ;
}
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void RasterizerStorageOpenGL : : render_target_do_clear_request ( RID p_render_target ) {
# ifdef OPENGL_DISABLE_RENDER_TARGETS
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return ;
# endif
// NEW for GLES...
// This is being called at the wrong time. Instead it will be performed
// at canvas begin
return ;
/*
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RenderTarget * rt = render_target_owner . get_or_null ( p_render_target ) ;
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ERR_FAIL_COND ( ! rt ) ;
if ( ! rt - > clear_requested ) {
return ;
}
const Color & c = rt - > clear_color ;
glClearColor ( c . r , c . g , c . b , c . a ) ;
// more bits?
glClear ( GL_COLOR_BUFFER_BIT ) ;
*/
}
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void RasterizerStorageOpenGL : : render_target_set_sdf_size_and_scale ( RID p_render_target , RS : : ViewportSDFOversize p_size , RS : : ViewportSDFScale p_scale ) {
}
Rect2i RasterizerStorageOpenGL : : render_target_get_sdf_rect ( RID p_render_target ) const {
return Rect2i ( ) ;
}
void RasterizerStorageOpenGL : : render_target_mark_sdf_enabled ( RID p_render_target , bool p_enabled ) {
}
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/* CANVAS SHADOW */
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RID RasterizerStorageOpenGL : : canvas_light_shadow_buffer_create ( int p_width ) {
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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 ) ;
bind_framebuffer ( cls - > fbo ) ;
glGenRenderbuffers ( 1 , & cls - > depth ) ;
glBindRenderbuffer ( GL_RENDERBUFFER , cls - > depth ) ;
glRenderbufferStorage ( GL_RENDERBUFFER , config . depth_buffer_internalformat , 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_RGBA , cls - > size , cls - > height , 0 , GL_RGBA , GL_UNSIGNED_BYTE , NULL ) ;
} else {
# ifdef GLES_OVER_GL
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_R32F , cls - > size , cls - > height , 0 , _RED_OES , GL_FLOAT , NULL ) ;
# else
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_FLOAT , cls - > size , cls - > height , 0 , _RED_OES , GL_FLOAT , NULL ) ;
# endif
}
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);
bind_framebuffer_system ( ) ;
if ( status ! = GL_FRAMEBUFFER_COMPLETE ) {
memdelete ( cls ) ;
ERR_FAIL_COND_V ( status ! = GL_FRAMEBUFFER_COMPLETE , RID ( ) ) ;
}
return canvas_light_shadow_owner . make_rid ( cls ) ;
}
/* LIGHT SHADOW MAPPING */
/*
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RID RasterizerStorageOpenGL : : canvas_light_occluder_create ( ) {
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CanvasOccluder * co = memnew ( CanvasOccluder ) ;
co - > index_id = 0 ;
co - > vertex_id = 0 ;
co - > len = 0 ;
return canvas_occluder_owner . make_rid ( co ) ;
}
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void RasterizerStorageOpenGL : : canvas_light_occluder_set_polylines ( RID p_occluder , const PoolVector < Vector2 > & p_lines ) {
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CanvasOccluder * co = canvas_occluder_owner . get ( p_occluder ) ;
ERR_FAIL_COND ( ! co ) ;
co - > lines = p_lines ;
if ( p_lines . size ( ) ! = co - > len ) {
if ( co - > index_id )
glDeleteBuffers ( 1 , & co - > index_id ) ;
if ( co - > vertex_id )
glDeleteBuffers ( 1 , & co - > vertex_id ) ;
co - > index_id = 0 ;
co - > vertex_id = 0 ;
co - > len = 0 ;
}
if ( p_lines . size ( ) ) {
PoolVector < float > geometry ;
PoolVector < uint16_t > indices ;
int lc = p_lines . size ( ) ;
geometry . resize ( lc * 6 ) ;
indices . resize ( lc * 3 ) ;
PoolVector < float > : : Write vw = geometry . write ( ) ;
PoolVector < uint16_t > : : Write iw = indices . write ( ) ;
PoolVector < Vector2 > : : Read lr = p_lines . read ( ) ;
const int POLY_HEIGHT = 16384 ;
for ( int i = 0 ; i < lc / 2 ; i + + ) {
vw [ i * 12 + 0 ] = lr [ i * 2 + 0 ] . x ;
vw [ i * 12 + 1 ] = lr [ i * 2 + 0 ] . y ;
vw [ i * 12 + 2 ] = POLY_HEIGHT ;
vw [ i * 12 + 3 ] = lr [ i * 2 + 1 ] . x ;
vw [ i * 12 + 4 ] = lr [ i * 2 + 1 ] . y ;
vw [ i * 12 + 5 ] = POLY_HEIGHT ;
vw [ i * 12 + 6 ] = lr [ i * 2 + 1 ] . x ;
vw [ i * 12 + 7 ] = lr [ i * 2 + 1 ] . y ;
vw [ i * 12 + 8 ] = - POLY_HEIGHT ;
vw [ i * 12 + 9 ] = lr [ i * 2 + 0 ] . x ;
vw [ i * 12 + 10 ] = lr [ i * 2 + 0 ] . y ;
vw [ i * 12 + 11 ] = - POLY_HEIGHT ;
iw [ i * 6 + 0 ] = i * 4 + 0 ;
iw [ i * 6 + 1 ] = i * 4 + 1 ;
iw [ i * 6 + 2 ] = i * 4 + 2 ;
iw [ i * 6 + 3 ] = i * 4 + 2 ;
iw [ i * 6 + 4 ] = i * 4 + 3 ;
iw [ i * 6 + 5 ] = i * 4 + 0 ;
}
//if same buffer len is being set, just use BufferSubData to avoid a pipeline flush
if ( ! co - > vertex_id ) {
glGenBuffers ( 1 , & co - > vertex_id ) ;
glBindBuffer ( GL_ARRAY_BUFFER , co - > vertex_id ) ;
glBufferData ( GL_ARRAY_BUFFER , lc * 6 * sizeof ( real_t ) , vw . ptr ( ) , GL_STATIC_DRAW ) ;
} else {
glBindBuffer ( GL_ARRAY_BUFFER , co - > vertex_id ) ;
glBufferSubData ( GL_ARRAY_BUFFER , 0 , lc * 6 * sizeof ( real_t ) , vw . ptr ( ) ) ;
}
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ; //unbind
if ( ! co - > index_id ) {
glGenBuffers ( 1 , & co - > index_id ) ;
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , co - > index_id ) ;
glBufferData ( GL_ELEMENT_ARRAY_BUFFER , lc * 3 * sizeof ( uint16_t ) , iw . ptr ( ) , GL_DYNAMIC_DRAW ) ;
} else {
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , co - > index_id ) ;
glBufferSubData ( GL_ELEMENT_ARRAY_BUFFER , 0 , lc * 3 * sizeof ( uint16_t ) , iw . ptr ( ) ) ;
}
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , 0 ) ; //unbind
co - > len = lc ;
}
}
*/
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RS : : InstanceType RasterizerStorageOpenGL : : get_base_type ( RID p_rid ) const {
return RS : : INSTANCE_NONE ;
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/*
if ( mesh_owner . owns ( p_rid ) ) {
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return RS : : INSTANCE_MESH ;
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} else if ( light_owner . owns ( p_rid ) ) {
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return RS : : INSTANCE_LIGHT ;
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} else if ( multimesh_owner . owns ( p_rid ) ) {
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return RS : : INSTANCE_MULTIMESH ;
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} else if ( immediate_owner . owns ( p_rid ) ) {
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return RS : : INSTANCE_IMMEDIATE ;
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} else if ( reflection_probe_owner . owns ( p_rid ) ) {
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return RS : : INSTANCE_REFLECTION_PROBE ;
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} else if ( lightmap_capture_data_owner . owns ( p_rid ) ) {
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return RS : : INSTANCE_LIGHTMAP_CAPTURE ;
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} else {
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return RS : : INSTANCE_NONE ;
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}
*/
}
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bool RasterizerStorageOpenGL : : free ( RID p_rid ) {
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if ( render_target_owner . owns ( p_rid ) ) {
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RenderTarget * rt = render_target_owner . get_or_null ( p_rid ) ;
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_render_target_clear ( rt ) ;
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Texture * t = texture_owner . get_or_null ( rt - > texture ) ;
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if ( t ) {
texture_owner . free ( rt - > texture ) ;
memdelete ( t ) ;
}
render_target_owner . free ( p_rid ) ;
memdelete ( rt ) ;
return true ;
} else if ( texture_owner . owns ( p_rid ) ) {
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Texture * t = texture_owner . get_or_null ( p_rid ) ;
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// can't free a render target texture
ERR_FAIL_COND_V ( t - > render_target , true ) ;
info . texture_mem - = t - > total_data_size ;
texture_owner . free ( p_rid ) ;
memdelete ( t ) ;
return true ;
} else if ( sky_owner . owns ( p_rid ) ) {
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Sky * sky = sky_owner . get_or_null ( p_rid ) ;
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sky_set_texture ( p_rid , RID ( ) , 256 ) ;
sky_owner . free ( p_rid ) ;
memdelete ( sky ) ;
return true ;
} else if ( shader_owner . owns ( p_rid ) ) {
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Shader * shader = shader_owner . get_or_null ( p_rid ) ;
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if ( shader - > shader & & shader - > custom_code_id ) {
shader - > shader - > free_custom_shader ( shader - > custom_code_id ) ;
}
if ( shader - > dirty_list . in_list ( ) ) {
_shader_dirty_list . remove ( & shader - > dirty_list ) ;
}
while ( shader - > materials . first ( ) ) {
Material * m = shader - > materials . first ( ) - > self ( ) ;
m - > shader = NULL ;
_material_make_dirty ( m ) ;
shader - > materials . remove ( shader - > materials . first ( ) ) ;
}
shader_owner . free ( p_rid ) ;
memdelete ( shader ) ;
return true ;
} else if ( material_owner . owns ( p_rid ) ) {
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Material * m = material_owner . get_or_null ( p_rid ) ;
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if ( m - > shader ) {
m - > shader - > materials . remove ( & m - > list ) ;
}
/*
for ( Map < Geometry * , int > : : Element * E = m - > geometry_owners . front ( ) ; E ; E = E - > next ( ) ) {
Geometry * g = E - > key ( ) ;
g - > material = RID ( ) ;
}
for ( Map < InstanceBaseDependency * , int > : : Element * E = m - > instance_owners . front ( ) ; E ; E = E - > next ( ) ) {
InstanceBaseDependency * ins = E - > key ( ) ;
if ( ins - > material_override = = p_rid ) {
ins - > material_override = RID ( ) ;
}
for ( int i = 0 ; i < ins - > materials . size ( ) ; i + + ) {
if ( ins - > materials [ i ] = = p_rid ) {
ins - > materials . write [ i ] = RID ( ) ;
}
}
}
*/
material_owner . free ( p_rid ) ;
memdelete ( m ) ;
return true ;
} else {
return false ;
}
/*
} else if ( skeleton_owner . owns ( p_rid ) ) {
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Skeleton * s = skeleton_owner . get_or_null ( p_rid ) ;
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if ( s - > update_list . in_list ( ) ) {
skeleton_update_list . remove ( & s - > update_list ) ;
}
for ( Set < InstanceBaseDependency * > : : Element * E = s - > instances . front ( ) ; E ; E = E - > next ( ) ) {
E - > get ( ) - > skeleton = RID ( ) ;
}
skeleton_allocate ( p_rid , 0 , false ) ;
if ( s - > tex_id ) {
glDeleteTextures ( 1 , & s - > tex_id ) ;
}
skeleton_owner . free ( p_rid ) ;
memdelete ( s ) ;
return true ;
} else if ( mesh_owner . owns ( p_rid ) ) {
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Mesh * mesh = mesh_owner . get_or_null ( p_rid ) ;
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mesh - > instance_remove_deps ( ) ;
mesh_clear ( p_rid ) ;
while ( mesh - > multimeshes . first ( ) ) {
MultiMesh * multimesh = mesh - > multimeshes . first ( ) - > self ( ) ;
multimesh - > mesh = RID ( ) ;
multimesh - > dirty_aabb = true ;
mesh - > multimeshes . remove ( mesh - > multimeshes . first ( ) ) ;
if ( ! multimesh - > update_list . in_list ( ) ) {
multimesh_update_list . add ( & multimesh - > update_list ) ;
}
}
mesh_owner . free ( p_rid ) ;
memdelete ( mesh ) ;
return true ;
} else if ( multimesh_owner . owns ( p_rid ) ) {
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MultiMesh * multimesh = multimesh_owner . get_or_null ( p_rid ) ;
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multimesh - > instance_remove_deps ( ) ;
if ( multimesh - > mesh . is_valid ( ) ) {
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Mesh * mesh = mesh_owner . get_or_null ( multimesh - > mesh ) ;
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if ( mesh ) {
mesh - > multimeshes . remove ( & multimesh - > mesh_list ) ;
}
}
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multimesh_allocate ( p_rid , 0 , RS : : MULTIMESH_TRANSFORM_3D , RS : : MULTIMESH_COLOR_NONE ) ;
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update_dirty_multimeshes ( ) ;
multimesh_owner . free ( p_rid ) ;
memdelete ( multimesh ) ;
return true ;
} else if ( immediate_owner . owns ( p_rid ) ) {
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Immediate * im = immediate_owner . get_or_null ( p_rid ) ;
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im - > instance_remove_deps ( ) ;
immediate_owner . free ( p_rid ) ;
memdelete ( im ) ;
return true ;
} else if ( light_owner . owns ( p_rid ) ) {
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Light * light = light_owner . get_or_null ( p_rid ) ;
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light - > instance_remove_deps ( ) ;
light_owner . free ( p_rid ) ;
memdelete ( light ) ;
return true ;
} else if ( reflection_probe_owner . owns ( p_rid ) ) {
// delete the texture
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ReflectionProbe * reflection_probe = reflection_probe_owner . get_or_null ( p_rid ) ;
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reflection_probe - > instance_remove_deps ( ) ;
reflection_probe_owner . free ( p_rid ) ;
memdelete ( reflection_probe ) ;
return true ;
} else if ( lightmap_capture_data_owner . owns ( p_rid ) ) {
// delete the texture
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LightmapCapture * lightmap_capture = lightmap_capture_data_owner . get_or_null ( p_rid ) ;
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lightmap_capture - > instance_remove_deps ( ) ;
lightmap_capture_data_owner . free ( p_rid ) ;
memdelete ( lightmap_capture ) ;
return true ;
} else if ( canvas_occluder_owner . owns ( p_rid ) ) {
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CanvasOccluder * co = canvas_occluder_owner . get_or_null ( p_rid ) ;
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if ( co - > index_id )
glDeleteBuffers ( 1 , & co - > index_id ) ;
if ( co - > vertex_id )
glDeleteBuffers ( 1 , & co - > vertex_id ) ;
canvas_occluder_owner . free ( p_rid ) ;
memdelete ( co ) ;
return true ;
} else if ( canvas_light_shadow_owner . owns ( p_rid ) ) {
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CanvasLightShadow * cls = canvas_light_shadow_owner . get_or_null ( p_rid ) ;
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glDeleteFramebuffers ( 1 , & cls - > fbo ) ;
glDeleteRenderbuffers ( 1 , & cls - > depth ) ;
glDeleteTextures ( 1 , & cls - > distance ) ;
canvas_light_shadow_owner . free ( p_rid ) ;
memdelete ( cls ) ;
return true ;
*/
}
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bool RasterizerStorageOpenGL : : has_os_feature ( const String & p_feature ) const {
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if ( p_feature = = " pvrtc " )
return config . pvrtc_supported ;
if ( p_feature = = " s3tc " )
return config . s3tc_supported ;
if ( p_feature = = " etc " )
return config . etc1_supported ;
if ( p_feature = = " skinning_fallback " )
return config . use_skeleton_software ;
return false ;
}
////////////////////////////////////////////
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void RasterizerStorageOpenGL : : set_debug_generate_wireframes ( bool p_generate ) {
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}
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//void RasterizerStorageOpenGL::render_info_begin_capture() {
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// info.snap = info.render;
//}
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//void RasterizerStorageOpenGL::render_info_end_capture() {
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// info.snap.object_count = info.render.object_count - info.snap.object_count;
// info.snap.draw_call_count = info.render.draw_call_count - info.snap.draw_call_count;
// info.snap.material_switch_count = info.render.material_switch_count - info.snap.material_switch_count;
// info.snap.surface_switch_count = info.render.surface_switch_count - info.snap.surface_switch_count;
// info.snap.shader_rebind_count = info.render.shader_rebind_count - info.snap.shader_rebind_count;
// info.snap.vertices_count = info.render.vertices_count - info.snap.vertices_count;
// info.snap._2d_item_count = info.render._2d_item_count - info.snap._2d_item_count;
// info.snap._2d_draw_call_count = info.render._2d_draw_call_count - info.snap._2d_draw_call_count;
//}
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//int RasterizerStorageOpenGL::get_captured_render_info(RS::RenderInfo p_info) {
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// switch (p_info) {
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// case RS::INFO_OBJECTS_IN_FRAME: {
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// return info.snap.object_count;
// } break;
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// case RS::INFO_VERTICES_IN_FRAME: {
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// return info.snap.vertices_count;
// } break;
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// case RS::INFO_MATERIAL_CHANGES_IN_FRAME: {
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// return info.snap.material_switch_count;
// } break;
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// case RS::INFO_SHADER_CHANGES_IN_FRAME: {
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// return info.snap.shader_rebind_count;
// } break;
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// case RS::INFO_SURFACE_CHANGES_IN_FRAME: {
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// return info.snap.surface_switch_count;
// } break;
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// case RS::INFO_DRAW_CALLS_IN_FRAME: {
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// return info.snap.draw_call_count;
// } break;
// /*
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// case RS::INFO_2D_ITEMS_IN_FRAME: {
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// return info.snap._2d_item_count;
// } break;
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// case RS::INFO_2D_DRAW_CALLS_IN_FRAME: {
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// return info.snap._2d_draw_call_count;
// } break;
// */
// default: {
// return get_render_info(p_info);
// }
// }
//}
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//int RasterizerStorageOpenGL::get_render_info(RS::RenderInfo p_info) {
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// switch (p_info) {
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// case RS::INFO_OBJECTS_IN_FRAME:
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// return info.render_final.object_count;
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// case RS::INFO_VERTICES_IN_FRAME:
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// return info.render_final.vertices_count;
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// case RS::INFO_MATERIAL_CHANGES_IN_FRAME:
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// return info.render_final.material_switch_count;
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// case RS::INFO_SHADER_CHANGES_IN_FRAME:
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// return info.render_final.shader_rebind_count;
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// case RS::INFO_SURFACE_CHANGES_IN_FRAME:
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// return info.render_final.surface_switch_count;
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// case RS::INFO_DRAW_CALLS_IN_FRAME:
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// return info.render_final.draw_call_count;
// /*
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// case RS::INFO_2D_ITEMS_IN_FRAME:
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// return info.render_final._2d_item_count;
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// case RS::INFO_2D_DRAW_CALLS_IN_FRAME:
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// return info.render_final._2d_draw_call_count;
//*/
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// case RS::INFO_USAGE_VIDEO_MEM_TOTAL:
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// return 0; //no idea
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// case RS::INFO_VIDEO_MEM_USED:
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// return info.vertex_mem + info.texture_mem;
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// case RS::INFO_TEXTURE_MEM_USED:
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// return info.texture_mem;
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// case RS::INFO_VERTEX_MEM_USED:
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// return info.vertex_mem;
// default:
// return 0; //no idea either
// }
//}
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String RasterizerStorageOpenGL : : get_video_adapter_name ( ) const {
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return ( const char * ) glGetString ( GL_RENDERER ) ;
}
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String RasterizerStorageOpenGL : : get_video_adapter_vendor ( ) const {
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return ( const char * ) glGetString ( GL_VENDOR ) ;
}
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void RasterizerStorageOpenGL : : initialize ( ) {
RasterizerStorageOpenGL : : system_fbo = 0 ;
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{
const GLubyte * extension_string = glGetString ( GL_EXTENSIONS ) ;
Vector < String > extensions = String ( ( const char * ) extension_string ) . split ( " " ) ;
for ( int i = 0 ; i < extensions . size ( ) ; i + + ) {
config . extensions . insert ( extensions [ i ] ) ;
}
}
// FTODO
config . keep_original_textures = true ; // false
config . shrink_textures_x2 = false ;
config . depth_internalformat = GL_DEPTH_COMPONENT ;
config . depth_type = GL_UNSIGNED_INT ;
# ifdef GLES_OVER_GL
config . float_texture_supported = true ;
config . s3tc_supported = true ;
config . pvrtc_supported = false ;
config . etc1_supported = false ;
config . support_npot_repeat_mipmap = true ;
config . depth_buffer_internalformat = GL_DEPTH_COMPONENT24 ;
# else
config . float_texture_supported = config . extensions . has ( " GL_ARB_texture_float " ) | | config . extensions . has ( " GL_OES_texture_float " ) ;
config . s3tc_supported = config . extensions . has ( " GL_EXT_texture_compression_s3tc " ) | | config . extensions . has ( " WEBGL_compressed_texture_s3tc " ) ;
config . etc1_supported = config . extensions . has ( " GL_OES_compressed_ETC1_RGB8_texture " ) | | config . extensions . has ( " WEBGL_compressed_texture_etc1 " ) ;
config . pvrtc_supported = config . extensions . has ( " GL_IMG_texture_compression_pvrtc " ) | | config . extensions . has ( " WEBGL_compressed_texture_pvrtc " ) ;
config . support_npot_repeat_mipmap = config . extensions . has ( " GL_OES_texture_npot " ) ;
# ifdef JAVASCRIPT_ENABLED
// RenderBuffer internal format must be 16 bits in WebGL,
// but depth_texture should default to 32 always
// if the implementation doesn't support 32, it should just quietly use 16 instead
// https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/
config . depth_buffer_internalformat = GL_DEPTH_COMPONENT16 ;
config . depth_type = GL_UNSIGNED_INT ;
# else
// on mobile check for 24 bit depth support for RenderBufferStorage
if ( config . extensions . has ( " GL_OES_depth24 " ) ) {
config . depth_buffer_internalformat = _DEPTH_COMPONENT24_OES ;
config . depth_type = GL_UNSIGNED_INT ;
} else {
config . depth_buffer_internalformat = GL_DEPTH_COMPONENT16 ;
config . depth_type = GL_UNSIGNED_SHORT ;
}
# endif
# endif
# ifndef GLES_OVER_GL
//Manually load extensions for android and ios
# ifdef IPHONE_ENABLED
// appears that IPhone doesn't need to dlopen TODO: test this rigorously before removing
//void *gles2_lib = dlopen(NULL, RTLD_LAZY);
//glRenderbufferStorageMultisampleAPPLE = dlsym(gles2_lib, "glRenderbufferStorageMultisampleAPPLE");
//glResolveMultisampleFramebufferAPPLE = dlsym(gles2_lib, "glResolveMultisampleFramebufferAPPLE");
# elif ANDROID_ENABLED
void * gles2_lib = dlopen ( " libGLESv2.so " , RTLD_LAZY ) ;
glRenderbufferStorageMultisampleEXT = ( PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC ) dlsym ( gles2_lib , " glRenderbufferStorageMultisampleEXT " ) ;
glFramebufferTexture2DMultisampleEXT = ( PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC ) dlsym ( gles2_lib , " glFramebufferTexture2DMultisampleEXT " ) ;
# endif
# endif
// Check for multisample support
config . multisample_supported = config . extensions . has ( " GL_EXT_framebuffer_multisample " ) | | config . extensions . has ( " GL_EXT_multisampled_render_to_texture " ) | | config . extensions . has ( " GL_APPLE_framebuffer_multisample " ) ;
# ifdef GLES_OVER_GL
//TODO: causes huge problems with desktop video drivers. Making false for now, needs to be true to render SCREEN_TEXTURE mipmaps
config . render_to_mipmap_supported = false ;
# else
//check if mipmaps can be used for SCREEN_TEXTURE and Glow on Mobile and web platforms
config . render_to_mipmap_supported = config . extensions . has ( " GL_OES_fbo_render_mipmap " ) & & config . extensions . has ( " GL_EXT_texture_lod " ) ;
# endif
# ifdef GLES_OVER_GL
config . use_rgba_2d_shadows = false ;
config . support_depth_texture = true ;
config . use_rgba_3d_shadows = false ;
config . support_depth_cubemaps = true ;
# else
config . use_rgba_2d_shadows = ! ( config . float_texture_supported & & config . extensions . has ( " GL_EXT_texture_rg " ) ) ;
config . support_depth_texture = config . extensions . has ( " GL_OES_depth_texture " ) | | config . extensions . has ( " WEBGL_depth_texture " ) ;
config . use_rgba_3d_shadows = ! config . support_depth_texture ;
config . support_depth_cubemaps = config . extensions . has ( " GL_OES_depth_texture_cube_map " ) ;
# endif
# ifdef GLES_OVER_GL
config . support_32_bits_indices = true ;
# else
config . support_32_bits_indices = config . extensions . has ( " GL_OES_element_index_uint " ) ;
# endif
# ifdef GLES_OVER_GL
config . support_write_depth = true ;
# elif defined(JAVASCRIPT_ENABLED)
config . support_write_depth = false ;
# else
config . support_write_depth = config . extensions . has ( " GL_EXT_frag_depth " ) ;
# endif
config . support_half_float_vertices = true ;
//every platform should support this except web, iOS has issues with their support, so add option to disable
# ifdef JAVASCRIPT_ENABLED
config . support_half_float_vertices = false ;
# endif
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bool disable_half_float = GLOBAL_GET ( " rendering/opengl/compatibility/disable_half_float " ) ;
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if ( disable_half_float ) {
config . support_half_float_vertices = false ;
}
config . rgtc_supported = config . extensions . has ( " GL_EXT_texture_compression_rgtc " ) | | config . extensions . has ( " GL_ARB_texture_compression_rgtc " ) | | config . extensions . has ( " EXT_texture_compression_rgtc " ) ;
config . bptc_supported = config . extensions . has ( " GL_ARB_texture_compression_bptc " ) | | config . extensions . has ( " EXT_texture_compression_bptc " ) ;
//determine formats for depth textures (or renderbuffers)
if ( config . support_depth_texture ) {
// Will use texture for depth
// have to manually see if we can create a valid framebuffer texture using UNSIGNED_INT,
// as there is no extension to test for this.
GLuint fbo ;
glGenFramebuffers ( 1 , & fbo ) ;
bind_framebuffer ( fbo ) ;
GLuint depth ;
glGenTextures ( 1 , & depth ) ;
glBindTexture ( GL_TEXTURE_2D , depth ) ;
glTexImage2D ( GL_TEXTURE_2D , 0 , config . depth_internalformat , 32 , 32 , 0 , GL_DEPTH_COMPONENT , config . depth_type , NULL ) ;
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 , 0 ) ;
GLenum status = glCheckFramebufferStatus ( GL_FRAMEBUFFER ) ;
bind_framebuffer_system ( ) ;
glDeleteFramebuffers ( 1 , & fbo ) ;
glBindTexture ( GL_TEXTURE_2D , 0 ) ;
glDeleteTextures ( 1 , & depth ) ;
if ( status ! = GL_FRAMEBUFFER_COMPLETE ) {
// If it fails, test to see if it supports a framebuffer texture using UNSIGNED_SHORT
// This is needed because many OSX devices don't support either UNSIGNED_INT or UNSIGNED_SHORT
# ifdef GLES_OVER_GL
config . depth_internalformat = GL_DEPTH_COMPONENT16 ;
# else
// OES_depth_texture extension only specifies GL_DEPTH_COMPONENT.
config . depth_internalformat = GL_DEPTH_COMPONENT ;
# endif
config . depth_type = GL_UNSIGNED_SHORT ;
glGenFramebuffers ( 1 , & fbo ) ;
bind_framebuffer ( fbo ) ;
glGenTextures ( 1 , & depth ) ;
glBindTexture ( GL_TEXTURE_2D , depth ) ;
glTexImage2D ( GL_TEXTURE_2D , 0 , config . depth_internalformat , 32 , 32 , 0 , GL_DEPTH_COMPONENT , GL_UNSIGNED_SHORT , NULL ) ;
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 , 0 ) ;
status = glCheckFramebufferStatus ( GL_FRAMEBUFFER ) ;
if ( status ! = GL_FRAMEBUFFER_COMPLETE ) {
//if it fails again depth textures aren't supported, use rgba shadows and renderbuffer for depth
config . support_depth_texture = false ;
config . use_rgba_3d_shadows = true ;
}
bind_framebuffer_system ( ) ;
glDeleteFramebuffers ( 1 , & fbo ) ;
glBindTexture ( GL_TEXTURE_2D , 0 ) ;
glDeleteTextures ( 1 , & depth ) ;
}
}
//picky requirements for these
config . support_shadow_cubemaps = config . support_depth_texture & & config . support_write_depth & & config . support_depth_cubemaps ;
frame . count = 0 ;
frame . delta = 0 ;
frame . current_rt = NULL ;
frame . clear_request = false ;
glGetIntegerv ( GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS , & config . max_vertex_texture_image_units ) ;
glGetIntegerv ( GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS , & config . max_texture_image_units ) ;
glGetIntegerv ( GL_MAX_TEXTURE_SIZE , & config . max_texture_size ) ;
// the use skeleton software path should be used if either float texture is not supported,
// OR max_vertex_texture_image_units is zero
config . use_skeleton_software = ( config . float_texture_supported = = false ) | | ( config . max_vertex_texture_image_units = = 0 ) ;
shaders . copy . init ( ) ;
shaders . cubemap_filter . init ( ) ;
bool ggx_hq = GLOBAL_GET ( " rendering/quality/reflections/high_quality_ggx " ) ;
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shaders . cubemap_filter . set_conditional ( CubemapFilterShaderOpenGL : : LOW_QUALITY , ! ggx_hq ) ;
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{
// quad for copying stuff
glGenBuffers ( 1 , & resources . quadie ) ;
glBindBuffer ( GL_ARRAY_BUFFER , resources . quadie ) ;
{
const float qv [ 16 ] = {
- 1 ,
- 1 ,
0 ,
0 ,
- 1 ,
1 ,
0 ,
1 ,
1 ,
1 ,
1 ,
1 ,
1 ,
- 1 ,
1 ,
0 ,
} ;
glBufferData ( GL_ARRAY_BUFFER , sizeof ( float ) * 16 , qv , GL_STATIC_DRAW ) ;
}
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
}
{
//default textures
glGenTextures ( 1 , & resources . white_tex ) ;
unsigned char whitetexdata [ 8 * 8 * 3 ] ;
for ( int i = 0 ; i < 8 * 8 * 3 ; i + + ) {
whitetexdata [ i ] = 255 ;
}
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , resources . white_tex ) ;
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGB , 8 , 8 , 0 , GL_RGB , GL_UNSIGNED_BYTE , whitetexdata ) ;
glGenerateMipmap ( GL_TEXTURE_2D ) ;
glBindTexture ( GL_TEXTURE_2D , 0 ) ;
glGenTextures ( 1 , & resources . black_tex ) ;
unsigned char blacktexdata [ 8 * 8 * 3 ] ;
for ( int i = 0 ; i < 8 * 8 * 3 ; i + + ) {
blacktexdata [ i ] = 0 ;
}
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , resources . black_tex ) ;
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGB , 8 , 8 , 0 , GL_RGB , GL_UNSIGNED_BYTE , blacktexdata ) ;
glGenerateMipmap ( GL_TEXTURE_2D ) ;
glBindTexture ( GL_TEXTURE_2D , 0 ) ;
glGenTextures ( 1 , & resources . normal_tex ) ;
unsigned char normaltexdata [ 8 * 8 * 3 ] ;
for ( int i = 0 ; i < 8 * 8 * 3 ; i + = 3 ) {
normaltexdata [ i + 0 ] = 128 ;
normaltexdata [ i + 1 ] = 128 ;
normaltexdata [ i + 2 ] = 255 ;
}
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , resources . normal_tex ) ;
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGB , 8 , 8 , 0 , GL_RGB , GL_UNSIGNED_BYTE , normaltexdata ) ;
glGenerateMipmap ( GL_TEXTURE_2D ) ;
glBindTexture ( GL_TEXTURE_2D , 0 ) ;
glGenTextures ( 1 , & resources . aniso_tex ) ;
unsigned char anisotexdata [ 8 * 8 * 3 ] ;
for ( int i = 0 ; i < 8 * 8 * 3 ; i + = 3 ) {
anisotexdata [ i + 0 ] = 255 ;
anisotexdata [ i + 1 ] = 128 ;
anisotexdata [ i + 2 ] = 0 ;
}
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , resources . aniso_tex ) ;
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGB , 8 , 8 , 0 , GL_RGB , GL_UNSIGNED_BYTE , anisotexdata ) ;
glGenerateMipmap ( GL_TEXTURE_2D ) ;
glBindTexture ( GL_TEXTURE_2D , 0 ) ;
}
// skeleton buffer
{
resources . skeleton_transform_buffer_size = 0 ;
glGenBuffers ( 1 , & resources . skeleton_transform_buffer ) ;
}
// radical inverse vdc cache texture
// used for cubemap filtering
if ( true /*||config.float_texture_supported*/ ) { //uint8 is similar and works everywhere
glGenTextures ( 1 , & resources . radical_inverse_vdc_cache_tex ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , resources . radical_inverse_vdc_cache_tex ) ;
uint8_t radical_inverse [ 512 ] ;
for ( uint32_t i = 0 ; i < 512 ; i + + ) {
uint32_t bits = i ;
bits = ( bits < < 16 ) | ( bits > > 16 ) ;
bits = ( ( bits & 0x55555555 ) < < 1 ) | ( ( bits & 0xAAAAAAAA ) > > 1 ) ;
bits = ( ( bits & 0x33333333 ) < < 2 ) | ( ( bits & 0xCCCCCCCC ) > > 2 ) ;
bits = ( ( bits & 0x0F0F0F0F ) < < 4 ) | ( ( bits & 0xF0F0F0F0 ) > > 4 ) ;
bits = ( ( bits & 0x00FF00FF ) < < 8 ) | ( ( bits & 0xFF00FF00 ) > > 8 ) ;
float value = float ( bits ) * 2.3283064365386963e-10 ;
radical_inverse [ i ] = uint8_t ( CLAMP ( value * 255.0 , 0 , 255 ) ) ;
}
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_LUMINANCE , 512 , 1 , 0 , GL_LUMINANCE , GL_UNSIGNED_BYTE , radical_inverse ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_NEAREST ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_NEAREST ) ; //need this for proper sampling
glBindTexture ( GL_TEXTURE_2D , 0 ) ;
}
{
glGenFramebuffers ( 1 , & resources . mipmap_blur_fbo ) ;
glGenTextures ( 1 , & resources . mipmap_blur_color ) ;
}
# ifdef GLES_OVER_GL
//this needs to be enabled manually in OpenGL 2.1
if ( config . extensions . has ( " GL_ARB_seamless_cube_map " ) ) {
glEnable ( _EXT_TEXTURE_CUBE_MAP_SEAMLESS ) ;
}
glEnable ( GL_POINT_SPRITE ) ;
glEnable ( GL_VERTEX_PROGRAM_POINT_SIZE ) ;
# endif
config . force_vertex_shading = GLOBAL_GET ( " rendering/quality/shading/force_vertex_shading " ) ;
config . use_fast_texture_filter = GLOBAL_GET ( " rendering/quality/filters/use_nearest_mipmap_filter " ) ;
//config.should_orphan = GLOBAL_GET("rendering/options/api_usage_legacy/orphan_buffers");
}
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void RasterizerStorageOpenGL : : finalize ( ) {
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}
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void RasterizerStorageOpenGL : : _copy_screen ( ) {
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bind_quad_array ( ) ;
glDrawArrays ( GL_TRIANGLE_FAN , 0 , 4 ) ;
}
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void RasterizerStorageOpenGL : : update_memory_info ( ) {
}
uint64_t RasterizerStorageOpenGL : : get_rendering_info ( RS : : RenderingInfo p_info ) {
return 0 ;
}
void RasterizerStorageOpenGL : : update_dirty_resources ( ) {
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update_dirty_shaders ( ) ;
update_dirty_materials ( ) ;
// update_dirty_skeletons();
// update_dirty_multimeshes();
}
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RasterizerStorageOpenGL : : RasterizerStorageOpenGL ( ) {
RasterizerStorageOpenGL : : system_fbo = 0 ;
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config . should_orphan = true ;
}
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# endif // OPENGL_BACKEND_ENABLED