d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
656 lines
24 KiB
C++
656 lines
24 KiB
C++
/**************************************************************************/
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/* texture_storage.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef TEXTURE_STORAGE_GLES3_H
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#define TEXTURE_STORAGE_GLES3_H
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#ifdef GLES3_ENABLED
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#include "config.h"
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#include "core/os/os.h"
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#include "core/templates/rid_owner.h"
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#include "servers/rendering/renderer_compositor.h"
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#include "servers/rendering/storage/texture_storage.h"
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#include "../shaders/canvas_sdf.glsl.gen.h"
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// This must come first to avoid windows.h mess
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#include "platform_config.h"
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#ifndef OPENGL_INCLUDE_H
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#include <GLES3/gl3.h>
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#else
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#include OPENGL_INCLUDE_H
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#endif
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namespace GLES3 {
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#define _GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
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#define _GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
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#define _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
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#define _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
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#define _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
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#define _EXT_COMPRESSED_RED_RGTC1_EXT 0x8DBB
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#define _EXT_COMPRESSED_RED_RGTC1 0x8DBB
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#define _EXT_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC
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#define _EXT_COMPRESSED_RG_RGTC2 0x8DBD
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#define _EXT_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE
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#define _EXT_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC
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#define _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD
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#define _EXT_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE
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#define _EXT_ETC1_RGB8_OES 0x8D64
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#define _EXT_COMPRESSED_RGBA_BPTC_UNORM 0x8E8C
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#define _EXT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM 0x8E8D
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#define _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E
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#define _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F
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#define _EXT_COMPRESSED_R11_EAC 0x9270
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#define _EXT_COMPRESSED_SIGNED_R11_EAC 0x9271
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#define _EXT_COMPRESSED_RG11_EAC 0x9272
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#define _EXT_COMPRESSED_SIGNED_RG11_EAC 0x9273
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#define _EXT_COMPRESSED_RGB8_ETC2 0x9274
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#define _EXT_COMPRESSED_SRGB8_ETC2 0x9275
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#define _EXT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276
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#define _EXT_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277
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#define _EXT_COMPRESSED_RGBA8_ETC2_EAC 0x9278
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#define _EXT_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279
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#define _GL_TEXTURE_EXTERNAL_OES 0x8D65
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#define _EXT_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
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#ifndef GLES_OVER_GL
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#define glClearDepth glClearDepthf
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#endif //!GLES_OVER_GL
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enum DefaultGLTexture {
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DEFAULT_GL_TEXTURE_WHITE,
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DEFAULT_GL_TEXTURE_BLACK,
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DEFAULT_GL_TEXTURE_TRANSPARENT,
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DEFAULT_GL_TEXTURE_NORMAL,
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DEFAULT_GL_TEXTURE_ANISO,
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DEFAULT_GL_TEXTURE_DEPTH,
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DEFAULT_GL_TEXTURE_CUBEMAP_BLACK,
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//DEFAULT_GL_TEXTURE_CUBEMAP_ARRAY_BLACK, // Cubemap Arrays not supported in GL 3.3 or GL ES 3.0
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DEFAULT_GL_TEXTURE_CUBEMAP_WHITE,
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DEFAULT_GL_TEXTURE_3D_WHITE,
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DEFAULT_GL_TEXTURE_3D_BLACK,
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DEFAULT_GL_TEXTURE_2D_ARRAY_WHITE,
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DEFAULT_GL_TEXTURE_2D_UINT,
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DEFAULT_GL_TEXTURE_MAX
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};
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struct CanvasTexture {
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RID diffuse;
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RID normal_map;
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RID specular;
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Color specular_color = Color(1, 1, 1, 1);
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float shininess = 1.0;
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RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
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RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
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};
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struct RenderTarget;
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struct Texture {
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RID self;
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bool is_proxy = false;
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bool is_external = false;
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bool is_render_target = false;
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RID proxy_to;
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Vector<RID> proxies;
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String path;
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int width = 0;
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int height = 0;
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int depth = 0;
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int mipmaps = 1;
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int layers = 1;
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int alloc_width = 0;
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int alloc_height = 0;
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Image::Format format = Image::FORMAT_R8;
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Image::Format real_format = Image::FORMAT_R8;
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enum Type {
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TYPE_2D,
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TYPE_LAYERED,
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TYPE_3D
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};
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Type type;
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RS::TextureLayeredType layered_type = RS::TEXTURE_LAYERED_2D_ARRAY;
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GLenum target = GL_TEXTURE_2D;
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GLenum gl_format_cache = 0;
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GLenum gl_internal_format_cache = 0;
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GLenum gl_type_cache = 0;
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int total_data_size = 0;
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bool compressed = false;
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bool resize_to_po2 = false;
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bool active = false;
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GLuint tex_id = 0;
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uint16_t stored_cube_sides = 0;
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RenderTarget *render_target = nullptr;
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Ref<Image> image_cache_2d;
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bool redraw_if_visible = false;
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RS::TextureDetectCallback detect_3d_callback = nullptr;
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void *detect_3d_callback_ud = nullptr;
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RS::TextureDetectCallback detect_normal_callback = nullptr;
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void *detect_normal_callback_ud = nullptr;
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RS::TextureDetectRoughnessCallback detect_roughness_callback = nullptr;
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void *detect_roughness_callback_ud = nullptr;
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CanvasTexture *canvas_texture = nullptr;
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void copy_from(const Texture &o) {
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proxy_to = o.proxy_to;
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is_proxy = o.is_proxy;
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is_external = o.is_external;
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width = o.width;
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height = o.height;
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alloc_width = o.alloc_width;
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alloc_height = o.alloc_height;
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format = o.format;
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type = o.type;
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layered_type = o.layered_type;
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target = o.target;
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total_data_size = o.total_data_size;
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compressed = o.compressed;
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mipmaps = o.mipmaps;
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resize_to_po2 = o.resize_to_po2;
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active = o.active;
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tex_id = o.tex_id;
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stored_cube_sides = o.stored_cube_sides;
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render_target = o.render_target;
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is_render_target = o.is_render_target;
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redraw_if_visible = o.redraw_if_visible;
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detect_3d_callback = o.detect_3d_callback;
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detect_3d_callback_ud = o.detect_3d_callback_ud;
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detect_normal_callback = o.detect_normal_callback;
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detect_normal_callback_ud = o.detect_normal_callback_ud;
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detect_roughness_callback = o.detect_roughness_callback;
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detect_roughness_callback_ud = o.detect_roughness_callback_ud;
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}
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// texture state
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void gl_set_filter(RS::CanvasItemTextureFilter p_filter) {
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if (p_filter == state_filter) {
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return;
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}
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Config *config = Config::get_singleton();
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state_filter = p_filter;
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GLenum pmin = GL_NEAREST; // param min
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GLenum pmag = GL_NEAREST; // param mag
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GLint max_lod = 1000;
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bool use_anisotropy = false;
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switch (state_filter) {
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case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: {
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pmin = GL_NEAREST;
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pmag = GL_NEAREST;
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max_lod = 0;
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} break;
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case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR: {
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pmin = GL_LINEAR;
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pmag = GL_LINEAR;
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max_lod = 0;
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} break;
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case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: {
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use_anisotropy = true;
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};
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[[fallthrough]];
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case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: {
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pmag = GL_NEAREST;
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if (mipmaps <= 1) {
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pmin = GL_NEAREST;
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max_lod = 0;
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} else if (config->use_nearest_mip_filter) {
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pmin = GL_NEAREST_MIPMAP_NEAREST;
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} else {
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pmin = GL_NEAREST_MIPMAP_LINEAR;
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}
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} break;
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case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: {
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use_anisotropy = true;
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};
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[[fallthrough]];
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case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
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pmag = GL_LINEAR;
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if (mipmaps <= 1) {
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pmin = GL_LINEAR;
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max_lod = 0;
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} else if (config->use_nearest_mip_filter) {
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pmin = GL_LINEAR_MIPMAP_NEAREST;
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} else {
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pmin = GL_LINEAR_MIPMAP_LINEAR;
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}
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} break;
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default: {
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} break;
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}
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, pmin);
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glTexParameteri(target, GL_TEXTURE_MAG_FILTER, pmag);
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glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, max_lod);
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if (config->support_anisotropic_filter && use_anisotropy) {
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glTexParameterf(target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, config->anisotropic_level);
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}
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}
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void gl_set_repeat(RS::CanvasItemTextureRepeat p_repeat) {
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if (p_repeat == state_repeat) {
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return;
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}
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state_repeat = p_repeat;
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GLenum prep = GL_CLAMP_TO_EDGE; // parameter repeat
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switch (state_repeat) {
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case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: {
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prep = GL_REPEAT;
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} break;
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case RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: {
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prep = GL_MIRRORED_REPEAT;
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} break;
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default: {
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} break;
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}
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glTexParameteri(target, GL_TEXTURE_WRAP_T, prep);
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glTexParameteri(target, GL_TEXTURE_WRAP_R, prep);
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glTexParameteri(target, GL_TEXTURE_WRAP_S, prep);
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}
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private:
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RS::CanvasItemTextureFilter state_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
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RS::CanvasItemTextureRepeat state_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
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};
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struct RenderTarget {
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Point2i position = Point2i(0, 0);
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Size2i size = Size2i(0, 0);
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uint32_t view_count = 1;
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int mipmap_count = 1;
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RID self;
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GLuint fbo = 0;
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GLuint color = 0;
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GLuint depth = 0;
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GLuint backbuffer_fbo = 0;
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GLuint backbuffer = 0;
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GLuint color_internal_format = GL_RGBA8;
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GLuint color_format = GL_RGBA;
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GLuint color_type = GL_UNSIGNED_BYTE;
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Image::Format image_format = Image::FORMAT_RGBA8;
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GLuint sdf_texture_write = 0;
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GLuint sdf_texture_write_fb = 0;
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GLuint sdf_texture_process[2] = { 0, 0 };
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GLuint sdf_texture_read = 0;
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RS::ViewportSDFOversize sdf_oversize = RS::VIEWPORT_SDF_OVERSIZE_120_PERCENT;
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RS::ViewportSDFScale sdf_scale = RS::VIEWPORT_SDF_SCALE_50_PERCENT;
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Size2i process_size;
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bool sdf_enabled = false;
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bool is_transparent = false;
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bool direct_to_screen = false;
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bool used_in_frame = false;
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RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
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struct RTOverridden {
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bool is_overridden = false;
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RID color;
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RID depth;
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RID velocity;
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struct FBOCacheEntry {
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GLuint fbo;
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GLuint color;
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GLuint depth;
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Size2i size;
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Vector<GLuint> allocated_textures;
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};
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RBMap<uint32_t, FBOCacheEntry> fbo_cache;
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} overridden;
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RID texture;
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Color clear_color = Color(1, 1, 1, 1);
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bool clear_requested = false;
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RenderTarget() {
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}
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};
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class TextureStorage : public RendererTextureStorage {
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private:
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static TextureStorage *singleton;
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RID default_gl_textures[DEFAULT_GL_TEXTURE_MAX];
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/* Canvas Texture API */
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RID_Owner<CanvasTexture, true> canvas_texture_owner;
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/* Texture API */
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mutable RID_Owner<Texture> texture_owner;
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Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_force_decompress) const;
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/* TEXTURE ATLAS API */
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struct TextureAtlas {
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struct Texture {
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int users;
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Rect2 uv_rect;
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};
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struct SortItem {
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RID texture;
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Size2i pixel_size;
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Size2i size;
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Point2i pos;
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bool operator<(const SortItem &p_item) const {
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//sort larger to smaller
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if (size.height == p_item.size.height) {
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return size.width > p_item.size.width;
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} else {
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return size.height > p_item.size.height;
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}
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}
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};
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HashMap<RID, Texture> textures;
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bool dirty = true;
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GLuint texture = 0;
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GLuint framebuffer = 0;
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Size2i size;
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} texture_atlas;
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/* Render Target API */
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mutable RID_Owner<RenderTarget> render_target_owner;
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void _clear_render_target(RenderTarget *rt);
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void _update_render_target(RenderTarget *rt);
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void _create_render_target_backbuffer(RenderTarget *rt);
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void _render_target_allocate_sdf(RenderTarget *rt);
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void _render_target_clear_sdf(RenderTarget *rt);
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Rect2i _render_target_get_sdf_rect(const RenderTarget *rt) const;
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struct RenderTargetSDF {
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CanvasSdfShaderGLES3 shader;
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RID shader_version;
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} sdf_shader;
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public:
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static TextureStorage *get_singleton();
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TextureStorage();
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virtual ~TextureStorage();
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_FORCE_INLINE_ RID texture_gl_get_default(DefaultGLTexture p_texture) {
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return default_gl_textures[p_texture];
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}
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/* Canvas Texture API */
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CanvasTexture *get_canvas_texture(RID p_rid) { return canvas_texture_owner.get_or_null(p_rid); };
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bool owns_canvas_texture(RID p_rid) { return canvas_texture_owner.owns(p_rid); };
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virtual RID canvas_texture_allocate() override;
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virtual void canvas_texture_initialize(RID p_rid) override;
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virtual void canvas_texture_free(RID p_rid) override;
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virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) override;
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virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) override;
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virtual void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) override;
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virtual void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) override;
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/* Texture API */
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Texture *get_texture(RID p_rid) {
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Texture *texture = texture_owner.get_or_null(p_rid);
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if (texture && texture->is_proxy) {
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return texture_owner.get_or_null(texture->proxy_to);
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}
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return texture;
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};
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bool owns_texture(RID p_rid) { return texture_owner.owns(p_rid); };
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virtual bool can_create_resources_async() const override;
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RID texture_create();
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virtual RID texture_allocate() override;
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virtual void texture_free(RID p_rid) override;
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virtual void texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) override;
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virtual void texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) override;
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virtual void 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) override;
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virtual void texture_proxy_initialize(RID p_texture, RID p_base) override; //all slices, then all the mipmaps, must be coherent
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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);
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virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) override;
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virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) override{};
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virtual void texture_proxy_update(RID p_proxy, RID p_base) override;
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//these two APIs can be used together or in combination with the others.
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virtual void texture_2d_placeholder_initialize(RID p_texture) override;
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virtual void texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) override;
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virtual void texture_3d_placeholder_initialize(RID p_texture) override;
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virtual Ref<Image> texture_2d_get(RID p_texture) const override;
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virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const override { return Ref<Image>(); };
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virtual Vector<Ref<Image>> texture_3d_get(RID p_texture) const override { return Vector<Ref<Image>>(); };
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virtual void texture_replace(RID p_texture, RID p_by_texture) override;
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virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) override;
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virtual void texture_set_path(RID p_texture, const String &p_path) override;
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virtual String texture_get_path(RID p_texture) const override;
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virtual void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override;
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void texture_set_detect_srgb_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata);
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virtual void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override;
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virtual void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) override;
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virtual void texture_debug_usage(List<RS::TextureInfo> *r_info) override;
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virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) override;
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virtual Size2 texture_size_with_proxy(RID p_proxy) override;
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virtual RID texture_get_rd_texture_rid(RID p_texture, bool p_srgb = false) const override;
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void texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer = 0);
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void 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 = 0);
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//Ref<Image> texture_get_data(RID p_texture, int p_layer = 0) const;
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void texture_set_sampler(RID p_texture, RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat);
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Image::Format texture_get_format(RID p_texture) const;
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uint32_t texture_get_texid(RID p_texture) const;
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uint32_t texture_get_width(RID p_texture) const;
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uint32_t texture_get_height(RID p_texture) const;
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uint32_t texture_get_depth(RID p_texture) const;
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void texture_bind(RID p_texture, uint32_t p_texture_no);
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RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const;
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/* TEXTURE ATLAS API */
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void update_texture_atlas();
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GLuint texture_atlas_get_texture() const;
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_FORCE_INLINE_ Rect2 texture_atlas_get_texture_rect(RID p_texture) {
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TextureAtlas::Texture *t = texture_atlas.textures.getptr(p_texture);
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if (!t) {
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return Rect2();
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}
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return t->uv_rect;
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}
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void texture_add_to_texture_atlas(RID p_texture);
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void texture_remove_from_texture_atlas(RID p_texture);
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void texture_atlas_mark_dirty_on_texture(RID p_texture);
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void texture_atlas_remove_texture(RID p_texture);
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/* DECAL API */
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virtual RID decal_allocate() override;
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virtual void decal_initialize(RID p_rid) override;
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virtual void decal_free(RID p_rid) override{};
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virtual void decal_set_extents(RID p_decal, const Vector3 &p_extents) override;
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virtual void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) override;
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virtual void decal_set_emission_energy(RID p_decal, float p_energy) override;
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virtual void decal_set_albedo_mix(RID p_decal, float p_mix) override;
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virtual void decal_set_modulate(RID p_decal, const Color &p_modulate) override;
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virtual void decal_set_cull_mask(RID p_decal, uint32_t p_layers) override;
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virtual void decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) override;
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virtual void decal_set_fade(RID p_decal, float p_above, float p_below) override;
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virtual void decal_set_normal_fade(RID p_decal, float p_fade) override;
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virtual AABB decal_get_aabb(RID p_decal) const override;
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virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
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virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
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/* DECAL INSTANCE */
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virtual RID decal_instance_create(RID p_decal) override;
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virtual void decal_instance_free(RID p_decal_instance) override;
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virtual void decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) override;
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/* RENDER TARGET API */
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static GLuint system_fbo;
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RenderTarget *get_render_target(RID p_rid) { return render_target_owner.get_or_null(p_rid); };
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bool owns_render_target(RID p_rid) { return render_target_owner.owns(p_rid); };
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virtual RID render_target_create() override;
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virtual void render_target_free(RID p_rid) override;
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virtual void render_target_set_position(RID p_render_target, int p_x, int p_y) override;
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virtual Point2i render_target_get_position(RID p_render_target) const override;
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virtual void render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) override;
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virtual Size2i render_target_get_size(RID p_render_target) const override;
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virtual void render_target_set_transparent(RID p_render_target, bool p_is_transparent) override;
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virtual bool render_target_get_transparent(RID p_render_target) const override;
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virtual void render_target_set_direct_to_screen(RID p_render_target, bool p_direct_to_screen) override;
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virtual bool render_target_get_direct_to_screen(RID p_render_target) const override;
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virtual bool render_target_was_used(RID p_render_target) const override;
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void render_target_clear_used(RID p_render_target);
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virtual void render_target_set_msaa(RID p_render_target, RS::ViewportMSAA p_msaa) override;
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virtual RS::ViewportMSAA render_target_get_msaa(RID p_render_target) const override;
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// new
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void render_target_set_as_unused(RID p_render_target) override {
|
|
render_target_clear_used(p_render_target);
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|
}
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|
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void render_target_request_clear(RID p_render_target, const Color &p_clear_color) override;
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bool render_target_is_clear_requested(RID p_render_target) override;
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|
Color render_target_get_clear_request_color(RID p_render_target) override;
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void render_target_disable_clear_request(RID p_render_target) override;
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void render_target_do_clear_request(RID p_render_target) override;
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virtual void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) override;
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virtual Rect2i render_target_get_sdf_rect(RID p_render_target) const override;
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GLuint render_target_get_sdf_texture(RID p_render_target);
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GLuint render_target_get_sdf_framebuffer(RID p_render_target);
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void render_target_sdf_process(RID p_render_target);
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virtual void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) override;
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bool render_target_is_sdf_enabled(RID p_render_target) const;
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|
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void render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps);
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|
void render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color);
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|
void render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region);
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|
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virtual void render_target_set_vrs_mode(RID p_render_target, RS::ViewportVRSMode p_mode) override {}
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|
virtual RS::ViewportVRSMode render_target_get_vrs_mode(RID p_render_target) const override { return RS::VIEWPORT_VRS_DISABLED; }
|
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virtual void render_target_set_vrs_texture(RID p_render_target, RID p_texture) override {}
|
|
virtual RID render_target_get_vrs_texture(RID p_render_target) const override { return RID(); }
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|
|
virtual void render_target_set_override(RID p_render_target, RID p_color_texture, RID p_depth_texture, RID p_velocity_texture) override;
|
|
virtual RID render_target_get_override_color(RID p_render_target) const override;
|
|
virtual RID render_target_get_override_depth(RID p_render_target) const override;
|
|
virtual RID render_target_get_override_velocity(RID p_render_target) const override;
|
|
|
|
virtual RID render_target_get_texture(RID p_render_target) override;
|
|
|
|
void bind_framebuffer(GLuint framebuffer) {
|
|
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
|
|
}
|
|
|
|
void bind_framebuffer_system() {
|
|
glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
|
|
}
|
|
|
|
String get_framebuffer_error(GLenum p_status);
|
|
};
|
|
|
|
inline String TextureStorage::get_framebuffer_error(GLenum p_status) {
|
|
#if defined(DEBUG_ENABLED) && defined(GLES_OVER_GL)
|
|
if (p_status == GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT) {
|
|
return "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT";
|
|
} else if (p_status == GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT) {
|
|
return "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT";
|
|
} else if (p_status == GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER) {
|
|
return "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER";
|
|
} else if (p_status == GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER) {
|
|
return "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER";
|
|
}
|
|
#endif
|
|
return itos(p_status);
|
|
}
|
|
|
|
} // namespace GLES3
|
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|
|
#endif // GLES3_ENABLED
|
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|
|
#endif // TEXTURE_STORAGE_GLES3_H
|