virtualx-engine/drivers/gles3/rasterizer_storage_gles3.cpp

832 lines
25 KiB
C++

/*************************************************************************/
/* rasterizer_storage_gles3.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "rasterizer_storage_gles3.h"
#ifdef GLES3_ENABLED
#include "core/config/project_settings.h"
#include "core/math/transform_3d.h"
// #include "rasterizer_canvas_gles3.h"
#include "rasterizer_scene_gles3.h"
#include "servers/rendering/shader_language.h"
void RasterizerStorageGLES3::bind_quad_array() const {
//glBindBuffer(GL_ARRAY_BUFFER, resources.quadie);
//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));
//glEnableVertexAttribArray(RS::ARRAY_VERTEX);
//glEnableVertexAttribArray(RS::ARRAY_TEX_UV);
}
RID RasterizerStorageGLES3::sky_create() {
Sky *sky = memnew(Sky);
sky->radiance = 0;
return sky_owner.make_rid(sky);
}
void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_radiance_size) {
}
void RasterizerStorageGLES3::base_update_dependency(RID p_base, DependencyTracker *p_instance) {
}
/* VOXEL GI API */
RID RasterizerStorageGLES3::voxel_gi_allocate() {
return RID();
}
void RasterizerStorageGLES3::voxel_gi_initialize(RID p_rid) {
}
void RasterizerStorageGLES3::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 RasterizerStorageGLES3::voxel_gi_get_bounds(RID p_voxel_gi) const {
return AABB();
}
Vector3i RasterizerStorageGLES3::voxel_gi_get_octree_size(RID p_voxel_gi) const {
return Vector3i();
}
Vector<uint8_t> RasterizerStorageGLES3::voxel_gi_get_octree_cells(RID p_voxel_gi) const {
return Vector<uint8_t>();
}
Vector<uint8_t> RasterizerStorageGLES3::voxel_gi_get_data_cells(RID p_voxel_gi) const {
return Vector<uint8_t>();
}
Vector<uint8_t> RasterizerStorageGLES3::voxel_gi_get_distance_field(RID p_voxel_gi) const {
return Vector<uint8_t>();
}
Vector<int> RasterizerStorageGLES3::voxel_gi_get_level_counts(RID p_voxel_gi) const {
return Vector<int>();
}
Transform3D RasterizerStorageGLES3::voxel_gi_get_to_cell_xform(RID p_voxel_gi) const {
return Transform3D();
}
void RasterizerStorageGLES3::voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) {
}
float RasterizerStorageGLES3::voxel_gi_get_dynamic_range(RID p_voxel_gi) const {
return 0;
}
void RasterizerStorageGLES3::voxel_gi_set_propagation(RID p_voxel_gi, float p_range) {
}
float RasterizerStorageGLES3::voxel_gi_get_propagation(RID p_voxel_gi) const {
return 0;
}
void RasterizerStorageGLES3::voxel_gi_set_energy(RID p_voxel_gi, float p_range) {
}
float RasterizerStorageGLES3::voxel_gi_get_energy(RID p_voxel_gi) const {
return 0.0;
}
void RasterizerStorageGLES3::voxel_gi_set_bias(RID p_voxel_gi, float p_range) {
}
float RasterizerStorageGLES3::voxel_gi_get_bias(RID p_voxel_gi) const {
return 0.0;
}
void RasterizerStorageGLES3::voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range) {
}
float RasterizerStorageGLES3::voxel_gi_get_normal_bias(RID p_voxel_gi) const {
return 0.0;
}
void RasterizerStorageGLES3::voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) {
}
bool RasterizerStorageGLES3::voxel_gi_is_interior(RID p_voxel_gi) const {
return false;
}
void RasterizerStorageGLES3::voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) {
}
bool RasterizerStorageGLES3::voxel_gi_is_using_two_bounces(RID p_voxel_gi) const {
return false;
}
void RasterizerStorageGLES3::voxel_gi_set_anisotropy_strength(RID p_voxel_gi, float p_strength) {
}
float RasterizerStorageGLES3::voxel_gi_get_anisotropy_strength(RID p_voxel_gi) const {
return 0;
}
uint32_t RasterizerStorageGLES3::voxel_gi_get_version(RID p_voxel_gi) {
return 0;
}
/* OCCLUDER */
void RasterizerStorageGLES3::occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices) {
}
/* FOG */
RID RasterizerStorageGLES3::fog_volume_allocate() {
return RID();
}
void RasterizerStorageGLES3::fog_volume_initialize(RID p_rid) {
}
void RasterizerStorageGLES3::fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) {
}
void RasterizerStorageGLES3::fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents) {
}
void RasterizerStorageGLES3::fog_volume_set_material(RID p_fog_volume, RID p_material) {
}
AABB RasterizerStorageGLES3::fog_volume_get_aabb(RID p_fog_volume) const {
return AABB();
}
RS::FogVolumeShape RasterizerStorageGLES3::fog_volume_get_shape(RID p_fog_volume) const {
return RS::FOG_VOLUME_SHAPE_BOX;
}
/* VISIBILITY NOTIFIER */
RID RasterizerStorageGLES3::visibility_notifier_allocate() {
return RID();
}
void RasterizerStorageGLES3::visibility_notifier_initialize(RID p_notifier) {
}
void RasterizerStorageGLES3::visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb) {
}
void RasterizerStorageGLES3::visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable) {
}
AABB RasterizerStorageGLES3::visibility_notifier_get_aabb(RID p_notifier) const {
return AABB();
}
void RasterizerStorageGLES3::visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred) {
}
/* CANVAS SHADOW */
RID RasterizerStorageGLES3::canvas_light_shadow_buffer_create(int p_width) {
CanvasLightShadow *cls = memnew(CanvasLightShadow);
if (p_width > config->max_texture_size) {
p_width = config->max_texture_size;
}
cls->size = p_width;
cls->height = 16;
glActiveTexture(GL_TEXTURE0);
glGenFramebuffers(1, &cls->fbo);
glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
glGenRenderbuffers(1, &cls->depth);
glBindRenderbuffer(GL_RENDERBUFFER, cls->depth);
glRenderbufferStorage(GL_RENDERBUFFER, 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, nullptr);
} else {
#ifdef GLES_OVER_GL
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, cls->size, cls->height, 0, _RED_OES, GL_FLOAT, nullptr);
#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);
glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
if (status != GL_FRAMEBUFFER_COMPLETE) {
memdelete(cls);
ERR_FAIL_COND_V(status != GL_FRAMEBUFFER_COMPLETE, RID());
}
return canvas_light_shadow_owner.make_rid(cls);
}
/* LIGHT SHADOW MAPPING */
/*
RID RasterizerStorageGLES3::canvas_light_occluder_create() {
CanvasOccluder *co = memnew(CanvasOccluder);
co->index_id = 0;
co->vertex_id = 0;
co->len = 0;
return canvas_occluder_owner.make_rid(co);
}
void RasterizerStorageGLES3::canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector<Vector2> &p_lines) {
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;
}
}
*/
RS::InstanceType RasterizerStorageGLES3::get_base_type(RID p_rid) const {
return RS::INSTANCE_NONE;
/*
if (mesh_owner.owns(p_rid)) {
return RS::INSTANCE_MESH;
} else if (light_owner.owns(p_rid)) {
return RS::INSTANCE_LIGHT;
} else if (multimesh_owner.owns(p_rid)) {
return RS::INSTANCE_MULTIMESH;
} else if (immediate_owner.owns(p_rid)) {
return RS::INSTANCE_IMMEDIATE;
} else if (reflection_probe_owner.owns(p_rid)) {
return RS::INSTANCE_REFLECTION_PROBE;
} else if (lightmap_capture_data_owner.owns(p_rid)) {
return RS::INSTANCE_LIGHTMAP_CAPTURE;
} else {
return RS::INSTANCE_NONE;
}
*/
}
bool RasterizerStorageGLES3::free(RID p_rid) {
if (GLES3::TextureStorage::get_singleton()->owns_render_target(p_rid)) {
GLES3::TextureStorage::get_singleton()->render_target_free(p_rid);
return true;
} else if (GLES3::TextureStorage::get_singleton()->owns_texture(p_rid)) {
GLES3::TextureStorage::get_singleton()->texture_free(p_rid);
return true;
} else if (GLES3::TextureStorage::get_singleton()->owns_canvas_texture(p_rid)) {
GLES3::TextureStorage::get_singleton()->canvas_texture_free(p_rid);
return true;
} else if (sky_owner.owns(p_rid)) {
Sky *sky = sky_owner.get_or_null(p_rid);
sky_set_texture(p_rid, RID(), 256);
sky_owner.free(p_rid);
memdelete(sky);
return true;
} else if (GLES3::MaterialStorage::get_singleton()->owns_shader(p_rid)) {
GLES3::MaterialStorage::get_singleton()->shader_free(p_rid);
return true;
} else if (GLES3::MaterialStorage::get_singleton()->owns_material(p_rid)) {
GLES3::MaterialStorage::get_singleton()->material_free(p_rid);
return true;
} else {
return false;
}
/*
} else if (skeleton_owner.owns(p_rid)) {
Skeleton *s = skeleton_owner.get_or_null(p_rid);
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)) {
Mesh *mesh = mesh_owner.get_or_null(p_rid);
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)) {
MultiMesh *multimesh = multimesh_owner.get_or_null(p_rid);
multimesh->instance_remove_deps();
if (multimesh->mesh.is_valid()) {
Mesh *mesh = mesh_owner.get_or_null(multimesh->mesh);
if (mesh) {
mesh->multimeshes.remove(&multimesh->mesh_list);
}
}
multimesh_allocate(p_rid, 0, RS::MULTIMESH_TRANSFORM_3D, RS::MULTIMESH_COLOR_NONE);
update_dirty_multimeshes();
multimesh_owner.free(p_rid);
memdelete(multimesh);
return true;
} else if (immediate_owner.owns(p_rid)) {
Immediate *im = immediate_owner.get_or_null(p_rid);
im->instance_remove_deps();
immediate_owner.free(p_rid);
memdelete(im);
return true;
} else if (light_owner.owns(p_rid)) {
Light *light = light_owner.get_or_null(p_rid);
light->instance_remove_deps();
light_owner.free(p_rid);
memdelete(light);
return true;
} else if (reflection_probe_owner.owns(p_rid)) {
// delete the texture
ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_rid);
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
LightmapCapture *lightmap_capture = lightmap_capture_data_owner.get_or_null(p_rid);
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)) {
CanvasOccluder *co = canvas_occluder_owner.get_or_null(p_rid);
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)) {
CanvasLightShadow *cls = canvas_light_shadow_owner.get_or_null(p_rid);
glDeleteFramebuffers(1, &cls->fbo);
glDeleteRenderbuffers(1, &cls->depth);
glDeleteTextures(1, &cls->distance);
canvas_light_shadow_owner.free(p_rid);
memdelete(cls);
return true;
*/
}
bool RasterizerStorageGLES3::has_os_feature(const String &p_feature) const {
if (p_feature == "s3tc") {
return config->s3tc_supported;
}
if (p_feature == "etc") {
return config->etc_supported;
}
if (p_feature == "skinning_fallback") {
return config->use_skeleton_software;
}
return false;
}
////////////////////////////////////////////
void RasterizerStorageGLES3::set_debug_generate_wireframes(bool p_generate) {
}
//void RasterizerStorageGLES3::render_info_begin_capture() {
// info.snap = info.render;
//}
//void RasterizerStorageGLES3::render_info_end_capture() {
// 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;
//}
//int RasterizerStorageGLES3::get_captured_render_info(RS::RenderInfo p_info) {
// switch (p_info) {
// case RS::INFO_OBJECTS_IN_FRAME: {
// return info.snap.object_count;
// } break;
// case RS::INFO_VERTICES_IN_FRAME: {
// return info.snap.vertices_count;
// } break;
// case RS::INFO_MATERIAL_CHANGES_IN_FRAME: {
// return info.snap.material_switch_count;
// } break;
// case RS::INFO_SHADER_CHANGES_IN_FRAME: {
// return info.snap.shader_rebind_count;
// } break;
// case RS::INFO_SURFACE_CHANGES_IN_FRAME: {
// return info.snap.surface_switch_count;
// } break;
// case RS::INFO_DRAW_CALLS_IN_FRAME: {
// return info.snap.draw_call_count;
// } break;
// /*
// case RS::INFO_2D_ITEMS_IN_FRAME: {
// return info.snap._2d_item_count;
// } break;
// case RS::INFO_2D_DRAW_CALLS_IN_FRAME: {
// return info.snap._2d_draw_call_count;
// } break;
// */
// default: {
// return get_render_info(p_info);
// }
// }
//}
//int RasterizerStorageGLES3::get_render_info(RS::RenderInfo p_info) {
// switch (p_info) {
// case RS::INFO_OBJECTS_IN_FRAME:
// return info.render_final.object_count;
// case RS::INFO_VERTICES_IN_FRAME:
// return info.render_final.vertices_count;
// case RS::INFO_MATERIAL_CHANGES_IN_FRAME:
// return info.render_final.material_switch_count;
// case RS::INFO_SHADER_CHANGES_IN_FRAME:
// return info.render_final.shader_rebind_count;
// case RS::INFO_SURFACE_CHANGES_IN_FRAME:
// return info.render_final.surface_switch_count;
// case RS::INFO_DRAW_CALLS_IN_FRAME:
// return info.render_final.draw_call_count;
// /*
// case RS::INFO_2D_ITEMS_IN_FRAME:
// return info.render_final._2d_item_count;
// case RS::INFO_2D_DRAW_CALLS_IN_FRAME:
// return info.render_final._2d_draw_call_count;
//*/
// case RS::INFO_USAGE_VIDEO_MEM_TOTAL:
// return 0; //no idea
// case RS::INFO_VIDEO_MEM_USED:
// return info.vertex_mem + info.texture_mem;
// case RS::INFO_TEXTURE_MEM_USED:
// return info.texture_mem;
// case RS::INFO_VERTEX_MEM_USED:
// return info.vertex_mem;
// default:
// return 0; //no idea either
// }
//}
String RasterizerStorageGLES3::get_video_adapter_name() const {
return (const char *)glGetString(GL_RENDERER);
}
String RasterizerStorageGLES3::get_video_adapter_vendor() const {
return (const char *)glGetString(GL_VENDOR);
}
RenderingDevice::DeviceType RasterizerStorageGLES3::get_video_adapter_type() const {
return RenderingDevice::DeviceType::DEVICE_TYPE_OTHER;
}
void RasterizerStorageGLES3::initialize() {
config = GLES3::Config::get_singleton();
//picky requirements for these
config->support_shadow_cubemaps = config->support_depth_texture && config->support_write_depth && config->support_depth_cubemaps;
// 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);
{
// 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
}
void RasterizerStorageGLES3::finalize() {
}
void RasterizerStorageGLES3::_copy_screen() {
bind_quad_array();
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
void RasterizerStorageGLES3::update_memory_info() {
}
uint64_t RasterizerStorageGLES3::get_rendering_info(RS::RenderingInfo p_info) {
return 0;
}
void RasterizerStorageGLES3::update_dirty_resources() {
GLES3::MaterialStorage::get_singleton()->update_dirty_shaders();
GLES3::MaterialStorage::get_singleton()->update_dirty_materials();
// update_dirty_skeletons();
// update_dirty_multimeshes();
}
RasterizerStorageGLES3::RasterizerStorageGLES3() {
initialize();
}
RasterizerStorageGLES3::~RasterizerStorageGLES3() {
}
#endif // GLES3_ENABLED