OpenGL: Implement 3D Texture support
This commit is contained in:
parent
d3352813ea
commit
ea229f5148
6 changed files with 423 additions and 77 deletions
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@ -125,6 +125,24 @@ void CopyEffects::copy_to_rect(const Rect2 &p_rect) {
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draw_screen_quad();
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}
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void CopyEffects::copy_to_rect_3d(const Rect2 &p_rect, float p_layer, int p_type, float p_lod) {
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ERR_FAIL_COND(p_type != Texture::TYPE_LAYERED && p_type != Texture::TYPE_3D);
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CopyShaderGLES3::ShaderVariant variant = p_type == Texture::TYPE_LAYERED
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? CopyShaderGLES3::MODE_COPY_SECTION_2D_ARRAY
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: CopyShaderGLES3::MODE_COPY_SECTION_3D;
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bool success = copy.shader.version_bind_shader(copy.shader_version, variant);
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if (!success) {
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return;
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}
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copy.shader.version_set_uniform(CopyShaderGLES3::COPY_SECTION, p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y, copy.shader_version, variant);
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copy.shader.version_set_uniform(CopyShaderGLES3::LAYER, p_layer, copy.shader_version, variant);
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copy.shader.version_set_uniform(CopyShaderGLES3::LOD, p_lod, copy.shader_version, variant);
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draw_screen_quad();
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}
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void CopyEffects::copy_to_and_from_rect(const Rect2 &p_rect) {
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bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION_SOURCE);
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if (!success) {
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@ -62,6 +62,7 @@ public:
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// These functions assume that a framebuffer and texture are bound already. They only manage the shader, uniforms, and vertex array.
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void copy_to_rect(const Rect2 &p_rect);
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void copy_to_rect_3d(const Rect2 &p_rect, float p_layer, int p_type, float p_lod = 0.0f);
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void copy_to_and_from_rect(const Rect2 &p_rect);
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void copy_screen();
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void copy_cube_to_rect(const Rect2 &p_rect);
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@ -213,6 +213,7 @@ void ShaderGLES3::_build_variant_code(StringBuilder &builder, uint32_t p_variant
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builder.append("precision highp sampler2D;\n");
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builder.append("precision highp samplerCube;\n");
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builder.append("precision highp sampler2DArray;\n");
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builder.append("precision highp sampler3D;\n");
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}
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const StageTemplate &stage_template = stage_templates[p_stage_type];
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@ -4,6 +4,8 @@
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mode_default = #define MODE_SIMPLE_COPY
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mode_copy_section = #define USE_COPY_SECTION \n#define MODE_SIMPLE_COPY
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mode_copy_section_source = #define USE_COPY_SECTION \n#define MODE_SIMPLE_COPY \n#define MODE_COPY_FROM
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mode_copy_section_3d = #define USE_COPY_SECTION \n#define MODE_SIMPLE_COPY \n#define USE_TEXTURE_3D
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mode_copy_section_2d_array = #define USE_COPY_SECTION \n#define MODE_SIMPLE_COPY \n#define USE_TEXTURE_2D_ARRAY
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mode_gaussian_blur = #define MODE_GAUSSIAN_BLUR
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mode_mipmap = #define MODE_MIPMAP
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mode_simple_color = #define MODE_SIMPLE_COLOR \n#define USE_COPY_SECTION
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@ -44,6 +46,11 @@ void main() {
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in vec2 uv_interp;
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/* clang-format on */
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#if defined(USE_TEXTURE_3D) || defined(USE_TEXTURE_2D_ARRAY)
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uniform float layer;
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uniform float lod;
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#endif
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#ifdef MODE_SIMPLE_COLOR
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uniform vec4 color_in;
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#endif
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@ -70,7 +77,14 @@ uniform lowp float mip_level;
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uniform samplerCube source_cube; // texunit:0
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#else // ~(defined(CUBE_TO_OCTAHEDRAL) || defined(CUBE_TO_PANORAMA))
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#if defined(USE_TEXTURE_3D)
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uniform sampler3D source_3d; // texunit:0
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#elif defined(USE_TEXTURE_2D_ARRAY)
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uniform sampler2DArray source_2d_array; // texunit:0
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#else
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uniform sampler2D source; // texunit:0
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#endif
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#endif // !(defined(CUBE_TO_OCTAHEDRAL) || defined(CUBE_TO_PANORAMA))
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@ -84,7 +98,15 @@ vec3 srgb_to_linear(vec3 color) {
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void main() {
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#ifdef MODE_SIMPLE_COPY
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#ifdef USE_TEXTURE_3D
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vec4 color = textureLod(source_3d, vec3(uv_interp, layer), lod);
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#elif defined(USE_TEXTURE_2D_ARRAY)
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vec4 color = textureLod(source_2d_array, vec3(uv_interp, layer), lod);
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#else
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vec4 color = texture(source, uv_interp);
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#endif
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frag_color = color;
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#endif
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@ -77,14 +77,7 @@ TextureStorage::TextureStorage() {
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default_gl_textures[DEFAULT_GL_TEXTURE_2D_ARRAY_WHITE] = texture_allocate();
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texture_2d_layered_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_2D_ARRAY_WHITE], images, RS::TEXTURE_LAYERED_2D_ARRAY);
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for (int i = 0; i < 3; i++) {
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images.push_back(image);
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}
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default_gl_textures[DEFAULT_GL_TEXTURE_3D_WHITE] = texture_allocate();
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texture_3d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_3D_WHITE], image->get_format(), 4, 4, 4, false, images);
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for (int i = 0; i < 2; i++) {
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for (int i = 0; i < 5; i++) {
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images.push_back(image);
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}
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@ -92,6 +85,18 @@ TextureStorage::TextureStorage() {
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texture_2d_layered_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_WHITE], images, RS::TEXTURE_LAYERED_CUBEMAP);
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}
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{
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Ref<Image> image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8);
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image->fill(Color(1, 1, 1, 1));
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Vector<Ref<Image>> images;
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for (int i = 0; i < 4; i++) {
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images.push_back(image);
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}
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default_gl_textures[DEFAULT_GL_TEXTURE_3D_WHITE] = texture_allocate();
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texture_3d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_3D_WHITE], image->get_format(), 4, 4, 4, false, images);
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}
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{ // black
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Ref<Image> image = Image::create_empty(4, 4, true, Image::FORMAT_RGBA8);
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image->fill(Color(0, 0, 0, 1));
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@ -101,21 +106,25 @@ TextureStorage::TextureStorage() {
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texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_BLACK], image);
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Vector<Ref<Image>> images;
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for (int i = 0; i < 4; i++) {
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images.push_back(image);
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}
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default_gl_textures[DEFAULT_GL_TEXTURE_3D_BLACK] = texture_allocate();
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texture_3d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_3D_BLACK], image->get_format(), 4, 4, 4, false, images);
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for (int i = 0; i < 2; i++) {
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for (int i = 0; i < 6; i++) {
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images.push_back(image);
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}
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default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_BLACK] = texture_allocate();
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texture_2d_layered_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_BLACK], images, RS::TEXTURE_LAYERED_CUBEMAP);
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}
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{
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Ref<Image> image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8);
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image->fill(Color());
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Vector<Ref<Image>> images;
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for (int i = 0; i < 4; i++) {
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images.push_back(image);
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}
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default_gl_textures[DEFAULT_GL_TEXTURE_3D_BLACK] = texture_allocate();
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texture_3d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_3D_BLACK], image->get_format(), 4, 4, 4, false, images);
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}
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{ // transparent black
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Ref<Image> image = Image::create_empty(4, 4, true, Image::FORMAT_RGBA8);
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image->fill(Color(0, 0, 0, 0));
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@ -812,8 +821,42 @@ void TextureStorage::texture_2d_layered_initialize(RID p_texture, const Vector<R
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}
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}
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void TextureStorage::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) {
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texture_owner.initialize_rid(p_texture, Texture());
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void TextureStorage::texture_3d_initialize(RID p_texture, Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) {
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ERR_FAIL_COND(p_data.is_empty());
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Image::Image3DValidateError verr = Image::validate_3d_image(p_format, p_width, p_height, p_depth, p_mipmaps, p_data);
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ERR_FAIL_COND_MSG(verr != Image::VALIDATE_3D_OK, Image::get_3d_image_validation_error_text(verr));
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Ref<Image> image = p_data[0];
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int mipmap_count = 0;
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{
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Size2i prev_size;
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for (int i = 0; i < p_data.size(); i++) {
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Size2i img_size(p_data[i]->get_width(), p_data[i]->get_height());
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if (img_size != prev_size) {
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mipmap_count++;
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}
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prev_size = img_size;
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}
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}
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Texture texture;
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texture.width = p_width;
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texture.height = p_height;
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texture.depth = p_depth;
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texture.alloc_width = texture.width;
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texture.alloc_height = texture.height;
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texture.mipmaps = mipmap_count;
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texture.format = image->get_format();
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texture.type = Texture::TYPE_3D;
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texture.target = GL_TEXTURE_3D;
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_get_gl_image_and_format(Ref<Image>(), texture.format, texture.real_format, texture.gl_format_cache, texture.gl_internal_format_cache, texture.gl_type_cache, texture.compressed, false);
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texture.total_data_size = p_data[0]->get_image_data_size(texture.width, texture.height, texture.format, texture.mipmaps) * texture.depth;
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texture.active = true;
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glGenTextures(1, &texture.tex_id);
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GLES3::Utilities::get_singleton()->texture_allocated_data(texture.tex_id, texture.total_data_size, "Texture 3D");
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texture_owner.initialize_rid(p_texture, texture);
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_texture_set_3d_data(p_texture, p_data, true);
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}
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// Called internally when texture_proxy_create(p_base) is called.
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@ -872,6 +915,19 @@ void TextureStorage::texture_2d_update(RID p_texture, const Ref<Image> &p_image,
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#endif
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}
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void TextureStorage::texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) {
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Texture *tex = texture_owner.get_or_null(p_texture);
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ERR_FAIL_NULL(tex);
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ERR_FAIL_COND(tex->type != Texture::TYPE_3D);
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Image::Image3DValidateError verr = Image::validate_3d_image(tex->format, tex->width, tex->height, tex->depth, tex->mipmaps > 1, p_data);
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ERR_FAIL_COND_MSG(verr != Image::VALIDATE_3D_OK, Image::get_3d_image_validation_error_text(verr));
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_texture_set_3d_data(p_texture, p_data, false);
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GLES3::Utilities::get_singleton()->texture_resize_data(tex->tex_id, tex->total_data_size);
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}
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void TextureStorage::texture_proxy_update(RID p_texture, RID p_proxy_to) {
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Texture *tex = texture_owner.get_or_null(p_texture);
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ERR_FAIL_NULL(tex);
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@ -984,7 +1040,7 @@ Ref<Image> TextureStorage::texture_2d_get(RID p_texture) const {
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data.resize(data_size);
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ERR_FAIL_COND_V(data.size() == 0, Ref<Image>());
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ERR_FAIL_COND_V(data.is_empty(), Ref<Image>());
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image = Image::create_from_data(texture->width, texture->height, texture->mipmaps > 1, texture->real_format, data);
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ERR_FAIL_COND_V(image->is_empty(), Ref<Image>());
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if (texture->format != texture->real_format) {
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@ -1040,7 +1096,7 @@ Ref<Image> TextureStorage::texture_2d_get(RID p_texture) const {
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data.resize(data_size);
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ERR_FAIL_COND_V(data.size() == 0, Ref<Image>());
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ERR_FAIL_COND_V(data.is_empty(), Ref<Image>());
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image = Image::create_from_data(texture->width, texture->height, false, Image::FORMAT_RGBA8, data);
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ERR_FAIL_COND_V(image->is_empty(), Ref<Image>());
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@ -1063,6 +1119,165 @@ Ref<Image> TextureStorage::texture_2d_get(RID p_texture) const {
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return image;
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}
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Ref<Image> TextureStorage::texture_2d_layer_get(RID p_texture, int p_layer) const {
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Texture *texture = texture_owner.get_or_null(p_texture);
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ERR_FAIL_NULL_V(texture, Ref<Image>());
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Vector<uint8_t> data;
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int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, Image::FORMAT_RGBA8, false);
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data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers
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uint8_t *w = data.ptrw();
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GLuint temp_framebuffer;
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glGenFramebuffers(1, &temp_framebuffer);
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GLuint temp_color_texture;
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glGenTextures(1, &temp_color_texture);
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glBindFramebuffer(GL_FRAMEBUFFER, temp_framebuffer);
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glBindTexture(GL_TEXTURE_2D, temp_color_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->alloc_width, texture->alloc_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, temp_color_texture, 0);
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glDepthMask(GL_FALSE);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glDisable(GL_BLEND);
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glDepthFunc(GL_LEQUAL);
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glColorMask(1, 1, 1, 1);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D_ARRAY, texture->tex_id);
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glViewport(0, 0, texture->alloc_width, texture->alloc_height);
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glClearColor(0.0, 0.0, 0.0, 0.0);
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glClear(GL_COLOR_BUFFER_BIT);
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CopyEffects::get_singleton()->copy_to_rect_3d(Rect2i(0, 0, 1, 1), p_layer, Texture::TYPE_LAYERED);
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glReadPixels(0, 0, texture->alloc_width, texture->alloc_height, GL_RGBA, GL_UNSIGNED_BYTE, &w[0]);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDeleteTextures(1, &temp_color_texture);
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glDeleteFramebuffers(1, &temp_framebuffer);
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data.resize(data_size);
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ERR_FAIL_COND_V(data.is_empty(), Ref<Image>());
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Ref<Image> image = Image::create_from_data(texture->width, texture->height, false, Image::FORMAT_RGBA8, data);
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ERR_FAIL_COND_V(image->is_empty(), Ref<Image>());
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if (texture->format != Image::FORMAT_RGBA8) {
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image->convert(texture->format);
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}
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if (texture->mipmaps > 1) {
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image->generate_mipmaps();
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}
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return image;
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}
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Vector<Ref<Image>> TextureStorage::_texture_3d_read_framebuffer(Texture *p_texture) const {
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ERR_FAIL_NULL_V(p_texture, Vector<Ref<Image>>());
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Vector<Ref<Image>> ret;
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Vector<uint8_t> data;
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int width = p_texture->width;
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int height = p_texture->height;
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int depth = p_texture->depth;
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for (int mipmap_level = 0; mipmap_level < p_texture->mipmaps; mipmap_level++) {
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int data_size = Image::get_image_data_size(width, height, Image::FORMAT_RGBA8, false);
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glViewport(0, 0, width, height);
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glClearColor(0.0, 0.0, 0.0, 0.0);
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glClear(GL_COLOR_BUFFER_BIT);
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for (int layer = 0; layer < depth; layer++) {
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data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers
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uint8_t *w = data.ptrw();
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float layer_f = layer / float(depth);
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CopyEffects::get_singleton()->copy_to_rect_3d(Rect2i(0, 0, 1, 1), layer_f, Texture::TYPE_3D, mipmap_level);
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glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, &w[0]);
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data.resize(data_size);
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ERR_FAIL_COND_V(data.is_empty(), Vector<Ref<Image>>());
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Ref<Image> img = Image::create_from_data(width, height, false, Image::FORMAT_RGBA8, data);
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ERR_FAIL_COND_V(img->is_empty(), Vector<Ref<Image>>());
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if (p_texture->format != Image::FORMAT_RGBA8) {
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img->convert(p_texture->format);
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}
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ret.push_back(img);
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}
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width = MAX(1, width >> 1);
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height = MAX(1, height >> 1);
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depth = MAX(1, depth >> 1);
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}
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return ret;
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}
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Vector<Ref<Image>> TextureStorage::texture_3d_get(RID p_texture) const {
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Texture *texture = texture_owner.get_or_null(p_texture);
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ERR_FAIL_NULL_V(texture, Vector<Ref<Image>>());
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ERR_FAIL_COND_V(texture->type != Texture::TYPE_3D, Vector<Ref<Image>>());
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#ifdef TOOLS_ENABLED
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if (!texture->image_cache_3d.is_empty() && !texture->is_render_target) {
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return texture->image_cache_3d;
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}
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#endif
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GLuint temp_framebuffer;
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glGenFramebuffers(1, &temp_framebuffer);
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GLuint temp_color_texture;
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glGenTextures(1, &temp_color_texture);
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||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, temp_framebuffer);
|
||||
|
||||
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_3D, texture->tex_id);
|
||||
|
||||
Vector<Ref<Image>> ret = _texture_3d_read_framebuffer(texture);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glDeleteTextures(1, &temp_color_texture);
|
||||
glDeleteFramebuffers(1, &temp_framebuffer);
|
||||
|
||||
#ifdef TOOLS_ENABLED
|
||||
if (Engine::get_singleton()->is_editor_hint() && !texture->is_render_target) {
|
||||
texture->image_cache_3d = ret;
|
||||
}
|
||||
#endif
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
void TextureStorage::texture_replace(RID p_texture, RID p_by_texture) {
|
||||
Texture *tex_to = texture_owner.get_or_null(p_texture);
|
||||
ERR_FAIL_NULL(tex_to);
|
||||
|
@ -1218,7 +1433,7 @@ void TextureStorage::texture_set_data(RID p_texture, const Ref<Image> &p_image,
|
|||
_texture_set_data(p_texture, p_image, p_layer, false);
|
||||
}
|
||||
|
||||
void TextureStorage::_texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer, bool initialize) {
|
||||
void TextureStorage::_texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer, bool p_initialize) {
|
||||
Texture *texture = texture_owner.get_or_null(p_texture);
|
||||
|
||||
ERR_FAIL_NULL(texture);
|
||||
|
@ -1259,56 +1474,7 @@ void TextureStorage::_texture_set_data(RID p_texture, const Ref<Image> &p_image,
|
|||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(texture->target, texture->tex_id);
|
||||
|
||||
#ifndef WEB_ENABLED
|
||||
switch (texture->format) {
|
||||
case Image::FORMAT_L8: {
|
||||
if (RasterizerGLES3::is_gles_over_gl()) {
|
||||
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
|
||||
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_RED);
|
||||
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_B, GL_RED);
|
||||
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_A, GL_ONE);
|
||||
} else {
|
||||
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
|
||||
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
|
||||
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
|
||||
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
|
||||
}
|
||||
} break;
|
||||
case Image::FORMAT_LA8: {
|
||||
if (RasterizerGLES3::is_gles_over_gl()) {
|
||||
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
|
||||
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_RED);
|
||||
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_B, GL_RED);
|
||||
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_A, GL_GREEN);
|
||||
} else {
|
||||
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
|
||||
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
|
||||
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
|
||||
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
|
||||
}
|
||||
} break;
|
||||
case Image::FORMAT_ETC2_RA_AS_RG:
|
||||
case Image::FORMAT_DXT5_RA_AS_RG: {
|
||||
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
|
||||
if (texture->format == real_format) {
|
||||
// Swizzle RA from compressed texture into RG
|
||||
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_ALPHA);
|
||||
} else {
|
||||
// Converted textures are already in RG, leave as-is
|
||||
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
|
||||
}
|
||||
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_B, GL_ZERO);
|
||||
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_A, GL_ONE);
|
||||
} break;
|
||||
default: {
|
||||
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
|
||||
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
|
||||
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
|
||||
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
|
||||
} break;
|
||||
}
|
||||
#endif // WEB_ENABLED
|
||||
_texture_set_swizzle(texture, real_format);
|
||||
|
||||
int mipmaps = img->has_mipmaps() ? img->get_mipmap_count() + 1 : 1;
|
||||
|
||||
|
@ -1340,7 +1506,7 @@ void TextureStorage::_texture_set_data(RID p_texture, const Ref<Image> &p_image,
|
|||
} else {
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
if (texture->target == GL_TEXTURE_2D_ARRAY) {
|
||||
if (initialize) {
|
||||
if (p_initialize) {
|
||||
glTexImage3D(GL_TEXTURE_2D_ARRAY, i, internal_format, w, h, texture->layers, 0, format, type, nullptr);
|
||||
}
|
||||
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, i, 0, 0, p_layer, w, h, 1, format, type, &read[ofs]);
|
||||
|
@ -1362,6 +1528,140 @@ void TextureStorage::_texture_set_data(RID p_texture, const Ref<Image> &p_image,
|
|||
texture->mipmaps = mipmaps;
|
||||
}
|
||||
|
||||
void TextureStorage::_texture_set_3d_data(RID p_texture, const Vector<Ref<Image>> &p_data, bool p_initialize) {
|
||||
Texture *texture = texture_owner.get_or_null(p_texture);
|
||||
|
||||
ERR_FAIL_NULL(texture);
|
||||
ERR_FAIL_COND(!texture->active);
|
||||
ERR_FAIL_COND(texture->is_render_target);
|
||||
ERR_FAIL_COND(texture->target != GL_TEXTURE_3D);
|
||||
ERR_FAIL_COND(p_data.is_empty());
|
||||
|
||||
GLenum type;
|
||||
GLenum format;
|
||||
GLenum internal_format;
|
||||
bool compressed = false;
|
||||
|
||||
Image::Format real_format;
|
||||
Ref<Image> img = _get_gl_image_and_format(p_data[0], p_data[0]->get_format(), real_format, format, internal_format, type, compressed, texture->resize_to_po2);
|
||||
ERR_FAIL_COND(img.is_null());
|
||||
|
||||
ERR_FAIL_COND_MSG(compressed, "Compressed 3D textures are not supported in the GL Compatibility backend.");
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(texture->target, texture->tex_id);
|
||||
_texture_set_swizzle(texture, texture->real_format);
|
||||
|
||||
// Set filtering and repeat state to default.
|
||||
if (texture->mipmaps > 1) {
|
||||
texture->gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS);
|
||||
} else {
|
||||
texture->gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST);
|
||||
}
|
||||
|
||||
texture->gl_set_repeat(RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
|
||||
|
||||
Vector<Ref<Image>> images;
|
||||
images.resize(p_data.size());
|
||||
for (int i = 0; i < p_data.size(); i++) {
|
||||
Ref<Image> image = p_data[i];
|
||||
if (image->get_format() != texture->format) {
|
||||
image = image->duplicate();
|
||||
image->convert(texture->format);
|
||||
}
|
||||
images.write[i] = image;
|
||||
}
|
||||
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
|
||||
int all_data_size = 0;
|
||||
int mipmap_level = 0;
|
||||
int layer = 0;
|
||||
int depth = texture->depth;
|
||||
Size2i prev_size(images[0]->get_width(), images[0]->get_height());
|
||||
for (int i = 0; i < images.size(); i++) {
|
||||
Ref<Image> image = images[i];
|
||||
Size2i img_size(image->get_width(), image->get_height());
|
||||
|
||||
if (img_size != prev_size) {
|
||||
mipmap_level++;
|
||||
depth = MAX(1, depth >> 1);
|
||||
layer = 0;
|
||||
}
|
||||
prev_size = img_size;
|
||||
all_data_size += image->get_data().size();
|
||||
|
||||
if (layer == 0 && p_initialize) {
|
||||
glTexImage3D(GL_TEXTURE_3D, mipmap_level, internal_format, img_size.width, img_size.height, depth, 0, format, type, nullptr);
|
||||
}
|
||||
|
||||
glTexSubImage3D(GL_TEXTURE_3D, mipmap_level, 0, 0, layer, img_size.width, img_size.height, 1, format, type, image->get_data().ptr());
|
||||
|
||||
layer++;
|
||||
}
|
||||
|
||||
texture->total_data_size = all_data_size;
|
||||
texture->mipmaps = mipmap_level + 1;
|
||||
|
||||
#ifdef TOOLS_ENABLED
|
||||
if (Engine::get_singleton()->is_editor_hint() && !texture->is_render_target) {
|
||||
texture->image_cache_3d = images;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void TextureStorage::_texture_set_swizzle(Texture *p_texture, Image::Format p_real_format) {
|
||||
#ifndef WEB_ENABLED
|
||||
switch (p_texture->format) {
|
||||
case Image::FORMAT_L8: {
|
||||
if (RasterizerGLES3::is_gles_over_gl()) {
|
||||
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
|
||||
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_G, GL_RED);
|
||||
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_B, GL_RED);
|
||||
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_A, GL_ONE);
|
||||
} else {
|
||||
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
|
||||
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
|
||||
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
|
||||
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
|
||||
}
|
||||
} break;
|
||||
case Image::FORMAT_LA8: {
|
||||
if (RasterizerGLES3::is_gles_over_gl()) {
|
||||
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
|
||||
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_G, GL_RED);
|
||||
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_B, GL_RED);
|
||||
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_A, GL_GREEN);
|
||||
} else {
|
||||
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
|
||||
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
|
||||
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
|
||||
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
|
||||
}
|
||||
} break;
|
||||
case Image::FORMAT_ETC2_RA_AS_RG:
|
||||
case Image::FORMAT_DXT5_RA_AS_RG: {
|
||||
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
|
||||
if (p_texture->format == p_real_format) {
|
||||
// Swizzle RA from compressed texture into RG.
|
||||
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_G, GL_ALPHA);
|
||||
} else {
|
||||
// Converted textures are already in RG, leave as-is.
|
||||
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
|
||||
}
|
||||
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_B, GL_ZERO);
|
||||
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_A, GL_ONE);
|
||||
} break;
|
||||
default: {
|
||||
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
|
||||
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
|
||||
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
|
||||
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
|
||||
} break;
|
||||
}
|
||||
#endif // WEB_ENABLED
|
||||
}
|
||||
|
||||
Image::Format TextureStorage::texture_get_format(RID p_texture) const {
|
||||
Texture *texture = texture_owner.get_or_null(p_texture);
|
||||
|
||||
|
|
|
@ -191,6 +191,7 @@ struct Texture {
|
|||
RenderTarget *render_target = nullptr;
|
||||
|
||||
Ref<Image> image_cache_2d;
|
||||
Vector<Ref<Image>> image_cache_3d;
|
||||
|
||||
bool redraw_if_visible = false;
|
||||
|
||||
|
@ -451,7 +452,10 @@ private:
|
|||
void _render_target_clear_sdf(RenderTarget *rt);
|
||||
Rect2i _render_target_get_sdf_rect(const RenderTarget *rt) const;
|
||||
|
||||
void _texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer, bool initialize);
|
||||
void _texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer, bool p_initialize);
|
||||
void _texture_set_3d_data(RID p_texture, const Vector<Ref<Image>> &p_data, bool p_initialize);
|
||||
void _texture_set_swizzle(Texture *p_texture, Image::Format p_real_format);
|
||||
Vector<Ref<Image>> _texture_3d_read_framebuffer(Texture *p_texture) const;
|
||||
|
||||
struct RenderTargetSDF {
|
||||
CanvasSdfShaderGLES3 shader;
|
||||
|
@ -511,7 +515,7 @@ public:
|
|||
RID texture_create_external(Texture::Type p_type, Image::Format p_format, unsigned int p_image, int p_width, int p_height, int p_depth, int p_layers, RS::TextureLayeredType p_layered_type = RS::TEXTURE_LAYERED_2D_ARRAY);
|
||||
|
||||
virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) override;
|
||||
virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) override{};
|
||||
virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) override;
|
||||
virtual void texture_proxy_update(RID p_proxy, RID p_base) override;
|
||||
|
||||
//these two APIs can be used together or in combination with the others.
|
||||
|
@ -520,8 +524,8 @@ public:
|
|||
virtual void texture_3d_placeholder_initialize(RID p_texture) override;
|
||||
|
||||
virtual Ref<Image> texture_2d_get(RID p_texture) const override;
|
||||
virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const override { return Ref<Image>(); };
|
||||
virtual Vector<Ref<Image>> texture_3d_get(RID p_texture) const override { return Vector<Ref<Image>>(); };
|
||||
virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const override;
|
||||
virtual Vector<Ref<Image>> texture_3d_get(RID p_texture) const override;
|
||||
|
||||
virtual void texture_replace(RID p_texture, RID p_by_texture) override;
|
||||
virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) override;
|
||||
|
|
Loading…
Reference in a new issue