385ee5c70b
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value. In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
358 lines
12 KiB
C++
358 lines
12 KiB
C++
/*************************************************************************/
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/* utilities.cpp */
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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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#ifdef GLES3_ENABLED
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#include "utilities.h"
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#include "config.h"
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#include "light_storage.h"
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#include "material_storage.h"
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#include "mesh_storage.h"
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#include "particles_storage.h"
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#include "texture_storage.h"
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using namespace GLES3;
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Utilities *Utilities::singleton = nullptr;
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Utilities::Utilities() {
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singleton = this;
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}
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Utilities::~Utilities() {
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singleton = nullptr;
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}
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Vector<uint8_t> Utilities::buffer_get_data(GLenum p_target, GLuint p_buffer, uint32_t p_buffer_size) {
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Vector<uint8_t> ret;
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ret.resize(p_buffer_size);
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glBindBuffer(p_target, p_buffer);
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#if defined(__EMSCRIPTEN__)
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{
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uint8_t *w = ret.ptrw();
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glGetBufferSubData(p_target, 0, p_buffer_size, w);
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}
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#else
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void *data = glMapBufferRange(p_target, 0, p_buffer_size, GL_MAP_READ_BIT);
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ERR_FAIL_NULL_V(data, Vector<uint8_t>());
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{
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uint8_t *w = ret.ptrw();
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memcpy(w, data, p_buffer_size);
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}
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glUnmapBuffer(p_target);
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#endif
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glBindBuffer(p_target, 0);
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return ret;
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}
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/* INSTANCES */
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RS::InstanceType Utilities::get_base_type(RID p_rid) const {
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if (GLES3::MeshStorage::get_singleton()->owns_mesh(p_rid)) {
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return RS::INSTANCE_MESH;
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} else if (GLES3::MeshStorage::get_singleton()->owns_multimesh(p_rid)) {
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return RS::INSTANCE_MULTIMESH;
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} else if (GLES3::LightStorage::get_singleton()->owns_light(p_rid)) {
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return RS::INSTANCE_LIGHT;
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} else if (GLES3::LightStorage::get_singleton()->owns_lightmap(p_rid)) {
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return RS::INSTANCE_LIGHTMAP;
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}
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return RS::INSTANCE_NONE;
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}
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bool Utilities::free(RID p_rid) {
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if (GLES3::TextureStorage::get_singleton()->owns_render_target(p_rid)) {
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GLES3::TextureStorage::get_singleton()->render_target_free(p_rid);
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return true;
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} else if (GLES3::TextureStorage::get_singleton()->owns_texture(p_rid)) {
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GLES3::TextureStorage::get_singleton()->texture_free(p_rid);
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return true;
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} else if (GLES3::TextureStorage::get_singleton()->owns_canvas_texture(p_rid)) {
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GLES3::TextureStorage::get_singleton()->canvas_texture_free(p_rid);
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return true;
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} else if (GLES3::MaterialStorage::get_singleton()->owns_shader(p_rid)) {
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GLES3::MaterialStorage::get_singleton()->shader_free(p_rid);
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return true;
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} else if (GLES3::MaterialStorage::get_singleton()->owns_material(p_rid)) {
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GLES3::MaterialStorage::get_singleton()->material_free(p_rid);
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return true;
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} else if (GLES3::MeshStorage::get_singleton()->owns_mesh(p_rid)) {
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GLES3::MeshStorage::get_singleton()->mesh_free(p_rid);
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return true;
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} else if (GLES3::MeshStorage::get_singleton()->owns_multimesh(p_rid)) {
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GLES3::MeshStorage::get_singleton()->multimesh_free(p_rid);
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return true;
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} else if (GLES3::MeshStorage::get_singleton()->owns_mesh_instance(p_rid)) {
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GLES3::MeshStorage::get_singleton()->mesh_instance_free(p_rid);
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return true;
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} else if (GLES3::LightStorage::get_singleton()->owns_light(p_rid)) {
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GLES3::LightStorage::get_singleton()->light_free(p_rid);
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return true;
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} else if (GLES3::LightStorage::get_singleton()->owns_lightmap(p_rid)) {
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GLES3::LightStorage::get_singleton()->lightmap_free(p_rid);
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return true;
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} else {
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return false;
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}
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/*
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else if (reflection_probe_owner.owns(p_rid)) {
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// delete the texture
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ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_rid);
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reflection_probe->instance_remove_deps();
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reflection_probe_owner.free(p_rid);
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memdelete(reflection_probe);
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return true;
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} else if (lightmap_capture_data_owner.owns(p_rid)) {
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// delete the texture
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LightmapCapture *lightmap_capture = lightmap_capture_data_owner.get_or_null(p_rid);
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lightmap_capture->instance_remove_deps();
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lightmap_capture_data_owner.free(p_rid);
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memdelete(lightmap_capture);
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return true;
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} else if (canvas_occluder_owner.owns(p_rid)) {
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CanvasOccluder *co = canvas_occluder_owner.get_or_null(p_rid);
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if (co->index_id) {
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glDeleteBuffers(1, &co->index_id);
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}
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if (co->vertex_id) {
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glDeleteBuffers(1, &co->vertex_id);
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}
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canvas_occluder_owner.free(p_rid);
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memdelete(co);
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return true;
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} else if (canvas_light_shadow_owner.owns(p_rid)) {
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CanvasLightShadow *cls = canvas_light_shadow_owner.get_or_null(p_rid);
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glDeleteFramebuffers(1, &cls->fbo);
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glDeleteRenderbuffers(1, &cls->depth);
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glDeleteTextures(1, &cls->distance);
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canvas_light_shadow_owner.free(p_rid);
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memdelete(cls);
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return true;
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}
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*/
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}
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/* DEPENDENCIES */
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void Utilities::base_update_dependency(RID p_base, DependencyTracker *p_instance) {
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if (MeshStorage::get_singleton()->owns_mesh(p_base)) {
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Mesh *mesh = MeshStorage::get_singleton()->get_mesh(p_base);
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p_instance->update_dependency(&mesh->dependency);
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} else if (MeshStorage::get_singleton()->owns_multimesh(p_base)) {
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MultiMesh *multimesh = MeshStorage::get_singleton()->get_multimesh(p_base);
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p_instance->update_dependency(&multimesh->dependency);
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if (multimesh->mesh.is_valid()) {
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base_update_dependency(multimesh->mesh, p_instance);
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}
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} else if (LightStorage::get_singleton()->owns_light(p_base)) {
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Light *l = LightStorage::get_singleton()->get_light(p_base);
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p_instance->update_dependency(&l->dependency);
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}
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}
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/* VISIBILITY NOTIFIER */
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RID Utilities::visibility_notifier_allocate() {
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return RID();
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}
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void Utilities::visibility_notifier_initialize(RID p_notifier) {
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}
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void Utilities::visibility_notifier_free(RID p_notifier) {
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}
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void Utilities::visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb) {
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}
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void Utilities::visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable) {
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}
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AABB Utilities::visibility_notifier_get_aabb(RID p_notifier) const {
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return AABB();
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}
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void Utilities::visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred) {
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}
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/* TIMING */
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//void Utilities::render_info_begin_capture() {
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// info.snap = info.render;
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//}
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//void Utilities::render_info_end_capture() {
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// info.snap.object_count = info.render.object_count - info.snap.object_count;
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// info.snap.draw_call_count = info.render.draw_call_count - info.snap.draw_call_count;
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// info.snap.material_switch_count = info.render.material_switch_count - info.snap.material_switch_count;
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// info.snap.surface_switch_count = info.render.surface_switch_count - info.snap.surface_switch_count;
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// info.snap.shader_rebind_count = info.render.shader_rebind_count - info.snap.shader_rebind_count;
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// info.snap.vertices_count = info.render.vertices_count - info.snap.vertices_count;
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// info.snap._2d_item_count = info.render._2d_item_count - info.snap._2d_item_count;
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// info.snap._2d_draw_call_count = info.render._2d_draw_call_count - info.snap._2d_draw_call_count;
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//}
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//int Utilities::get_captured_render_info(RS::RenderInfo p_info) {
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// switch (p_info) {
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// case RS::INFO_OBJECTS_IN_FRAME: {
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// return info.snap.object_count;
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// } break;
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// case RS::INFO_VERTICES_IN_FRAME: {
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// return info.snap.vertices_count;
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// } break;
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// case RS::INFO_MATERIAL_CHANGES_IN_FRAME: {
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// return info.snap.material_switch_count;
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// } break;
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// case RS::INFO_SHADER_CHANGES_IN_FRAME: {
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// return info.snap.shader_rebind_count;
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// } break;
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// case RS::INFO_SURFACE_CHANGES_IN_FRAME: {
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// return info.snap.surface_switch_count;
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// } break;
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// case RS::INFO_DRAW_CALLS_IN_FRAME: {
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// return info.snap.draw_call_count;
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// } break;
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// /*
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// case RS::INFO_2D_ITEMS_IN_FRAME: {
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// return info.snap._2d_item_count;
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// } break;
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// case RS::INFO_2D_DRAW_CALLS_IN_FRAME: {
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// return info.snap._2d_draw_call_count;
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// } break;
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// */
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// default: {
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// return get_render_info(p_info);
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// }
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// }
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//}
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//int Utilities::get_render_info(RS::RenderInfo p_info) {
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// switch (p_info) {
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// case RS::INFO_OBJECTS_IN_FRAME:
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// return info.render_final.object_count;
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// case RS::INFO_VERTICES_IN_FRAME:
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// return info.render_final.vertices_count;
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// case RS::INFO_MATERIAL_CHANGES_IN_FRAME:
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// return info.render_final.material_switch_count;
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// case RS::INFO_SHADER_CHANGES_IN_FRAME:
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// return info.render_final.shader_rebind_count;
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// case RS::INFO_SURFACE_CHANGES_IN_FRAME:
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// return info.render_final.surface_switch_count;
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// case RS::INFO_DRAW_CALLS_IN_FRAME:
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// return info.render_final.draw_call_count;
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// /*
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// case RS::INFO_2D_ITEMS_IN_FRAME:
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// return info.render_final._2d_item_count;
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// case RS::INFO_2D_DRAW_CALLS_IN_FRAME:
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// return info.render_final._2d_draw_call_count;
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//*/
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// case RS::INFO_USAGE_VIDEO_MEM_TOTAL:
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// return 0; //no idea
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// case RS::INFO_VIDEO_MEM_USED:
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// return info.vertex_mem + info.texture_mem;
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// case RS::INFO_TEXTURE_MEM_USED:
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// return info.texture_mem;
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// case RS::INFO_VERTEX_MEM_USED:
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// return info.vertex_mem;
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// default:
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// return 0; //no idea either
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// }
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//}
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/* MISC */
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void Utilities::update_dirty_resources() {
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MaterialStorage::get_singleton()->_update_global_shader_uniforms();
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MaterialStorage::get_singleton()->_update_queued_materials();
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//MeshStorage::get_singleton()->_update_dirty_skeletons();
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MeshStorage::get_singleton()->_update_dirty_multimeshes();
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}
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void Utilities::set_debug_generate_wireframes(bool p_generate) {
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}
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bool Utilities::has_os_feature(const String &p_feature) const {
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Config *config = Config::get_singleton();
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if (!config) {
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return false;
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}
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if (p_feature == "rgtc") {
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return config->rgtc_supported;
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}
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if (p_feature == "s3tc") {
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return config->s3tc_supported;
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}
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if (p_feature == "bptc") {
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return config->bptc_supported;
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}
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if (p_feature == "etc" || p_feature == "etc2") {
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return config->etc2_supported;
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}
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return false;
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}
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void Utilities::update_memory_info() {
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}
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uint64_t Utilities::get_rendering_info(RS::RenderingInfo p_info) {
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return 0;
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}
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String Utilities::get_video_adapter_name() const {
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return (const char *)glGetString(GL_RENDERER);
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}
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String Utilities::get_video_adapter_vendor() const {
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return (const char *)glGetString(GL_VENDOR);
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}
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RenderingDevice::DeviceType Utilities::get_video_adapter_type() const {
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return RenderingDevice::DeviceType::DEVICE_TYPE_OTHER;
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}
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String Utilities::get_video_adapter_api_version() const {
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return (const char *)glGetString(GL_VERSION);
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}
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#endif // GLES3_ENABLED
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