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https://github.com/godotengine/godot.git
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fea48cdfc6
Fixes include using proper depth buffer format in 3D (this had previously been fixed already but the changes were lost in a rebase), Remove unused lighting and shadowing code in 2D, and update 2D UBOs using glBufferSubData so that they remain the appropriate size.
104 lines
4.6 KiB
C++
104 lines
4.6 KiB
C++
/*************************************************************************/
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/* render_scene_buffers_gles3.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 "render_scene_buffers_gles3.h"
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#include "texture_storage.h"
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RenderSceneBuffersGLES3::~RenderSceneBuffersGLES3() {
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free_render_buffer_data();
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}
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void RenderSceneBuffersGLES3::configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) {
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GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
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//internal_size.x = p_internal_size.x; // ignore for now
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//internal_size.y = p_internal_size.y;
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width = p_target_size.x;
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height = p_target_size.y;
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//fsr_sharpness = p_fsr_sharpness;
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//texture_mipmap_bias = p_texture_mipmap_bias;
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render_target = p_render_target;
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//msaa = p_msaa;
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//screen_space_aa = p_screen_space_aa;
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//use_debanding = p_use_debanding;
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//view_count = p_view_count;
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free_render_buffer_data();
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GLES3::RenderTarget *rt = texture_storage->get_render_target(p_render_target);
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is_transparent = rt->is_transparent;
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// framebuffer
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glGenFramebuffers(1, &framebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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glBindTexture(GL_TEXTURE_2D, rt->color);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
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glGenTextures(1, &depth_texture);
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glBindTexture(GL_TEXTURE_2D, depth_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, rt->size.x, rt->size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_texture, 0);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, texture_storage->system_fbo);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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free_render_buffer_data();
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WARN_PRINT("Could not create 3D renderbuffer, status: " + texture_storage->get_framebuffer_error(status));
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return;
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}
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}
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void RenderSceneBuffersGLES3::free_render_buffer_data() {
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if (depth_texture) {
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glDeleteTextures(1, &depth_texture);
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depth_texture = 0;
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}
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if (framebuffer) {
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glDeleteFramebuffers(1, &framebuffer);
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framebuffer = 0;
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}
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}
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#endif // GLES3_ENABLED
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