813f6a5d57
This can be used in shaders to avoid the need to supply a transparent placeholder texture manually.
583 lines
21 KiB
C++
583 lines
21 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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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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// 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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#ifdef GLES_OVER_GL
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#define _GL_HALF_FLOAT_OES 0x140B
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#else
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#define _GL_HALF_FLOAT_OES 0x8D61
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#endif
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#define _EXT_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
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#define _RED_OES 0x1903
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#define _DEPTH_COMPONENT24_OES 0x81A6
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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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Size2i size_cache = Size2i(1, 1);
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bool use_normal_cache = false;
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bool use_specular_cache = false;
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bool cleared_cache = true;
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};
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/* CANVAS SHADOW */
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struct CanvasLightShadow {
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RID self;
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int size;
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int height;
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GLuint fbo;
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GLuint depth;
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GLuint distance; //for older devices
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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_render_target = false;
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RID proxy_to = RID();
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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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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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struct External {
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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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RID texture;
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External() {
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}
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} external;
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Point2i position = Point2i(0, 0);
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Size2i size = Size2i(0, 0);
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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 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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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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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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/* CANVAS SHADOW */
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RID_PtrOwner<CanvasLightShadow> canvas_light_shadow_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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/* 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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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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/* CANVAS SHADOW */
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RID canvas_light_shadow_buffer_create(int p_width);
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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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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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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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/* 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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/* 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 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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Size2i render_target_get_size(RID p_render_target);
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virtual RID render_target_get_texture(RID p_render_target) override;
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virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) 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 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_was_used(RID p_render_target) override;
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void render_target_clear_used(RID p_render_target);
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// new
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void render_target_set_as_unused(RID p_render_target) override {
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render_target_clear_used(p_render_target);
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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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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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|
Rect2i render_target_get_sdf_rect(RID p_render_target) const override;
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void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) override;
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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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|
virtual void render_target_set_vrs_mode(RID p_render_target, RS::ViewportVRSMode p_mode) override{};
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|
virtual void render_target_set_vrs_texture(RID p_render_target, RID p_texture) override{};
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|
|
void bind_framebuffer(GLuint framebuffer) {
|
|
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
|
|
}
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|
|
void bind_framebuffer_system() {
|
|
glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
|
|
}
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|
|
String get_framebuffer_error(GLenum p_status);
|
|
};
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|
|
|
inline String TextureStorage::get_framebuffer_error(GLenum p_status) {
|
|
#if defined(DEBUG_ENABLED) && defined(GLES_OVER_GL)
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|
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);
|
|
}
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|
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} // namespace GLES3
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#endif // GLES3_ENABLED
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#endif // TEXTURE_STORAGE_GLES3_H
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