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authorRémi Verschelde <rverschelde@gmail.com>2024-02-07 10:57:09 +0100
committerRémi Verschelde <rverschelde@gmail.com>2024-02-07 10:57:09 +0100
commit40eb988790268552b1a84af3dc47fc8fc857b0cb (patch)
treebcc4496dd1e75084f6b50597e4557c48292b2bf8
parentdd2699be19f2c8291b9e80daf0fc574c3fb31aca (diff)
parentea229f51488bd70732690fd1691f6a6f22f4ab91 (diff)
downloadredot-engine-40eb988790268552b1a84af3dc47fc8fc857b0cb.tar.gz
Merge pull request #80363 from alula/gl3-texture3d
OpenGL: Implement 3D Texture support
-rw-r--r--drivers/gles3/effects/copy_effects.cpp18
-rw-r--r--drivers/gles3/effects/copy_effects.h1
-rw-r--r--drivers/gles3/shader_gles3.cpp1
-rw-r--r--drivers/gles3/shaders/copy.glsl22
-rw-r--r--drivers/gles3/storage/texture_storage.cpp440
-rw-r--r--drivers/gles3/storage/texture_storage.h12
6 files changed, 420 insertions, 74 deletions
diff --git a/drivers/gles3/effects/copy_effects.cpp b/drivers/gles3/effects/copy_effects.cpp
index 7b350d8da6..29e7de873b 100644
--- a/drivers/gles3/effects/copy_effects.cpp
+++ b/drivers/gles3/effects/copy_effects.cpp
@@ -125,6 +125,24 @@ void CopyEffects::copy_to_rect(const Rect2 &p_rect) {
draw_screen_quad();
}
+void CopyEffects::copy_to_rect_3d(const Rect2 &p_rect, float p_layer, int p_type, float p_lod) {
+ ERR_FAIL_COND(p_type != Texture::TYPE_LAYERED && p_type != Texture::TYPE_3D);
+
+ CopyShaderGLES3::ShaderVariant variant = p_type == Texture::TYPE_LAYERED
+ ? CopyShaderGLES3::MODE_COPY_SECTION_2D_ARRAY
+ : CopyShaderGLES3::MODE_COPY_SECTION_3D;
+
+ bool success = copy.shader.version_bind_shader(copy.shader_version, variant);
+ if (!success) {
+ return;
+ }
+
+ copy.shader.version_set_uniform(CopyShaderGLES3::COPY_SECTION, p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y, copy.shader_version, variant);
+ copy.shader.version_set_uniform(CopyShaderGLES3::LAYER, p_layer, copy.shader_version, variant);
+ copy.shader.version_set_uniform(CopyShaderGLES3::LOD, p_lod, copy.shader_version, variant);
+ draw_screen_quad();
+}
+
void CopyEffects::copy_to_and_from_rect(const Rect2 &p_rect) {
bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION_SOURCE);
if (!success) {
diff --git a/drivers/gles3/effects/copy_effects.h b/drivers/gles3/effects/copy_effects.h
index 62707ebe99..e65ebbce03 100644
--- a/drivers/gles3/effects/copy_effects.h
+++ b/drivers/gles3/effects/copy_effects.h
@@ -62,6 +62,7 @@ public:
// These functions assume that a framebuffer and texture are bound already. They only manage the shader, uniforms, and vertex array.
void copy_to_rect(const Rect2 &p_rect);
+ void copy_to_rect_3d(const Rect2 &p_rect, float p_layer, int p_type, float p_lod = 0.0f);
void copy_to_and_from_rect(const Rect2 &p_rect);
void copy_screen();
void copy_cube_to_rect(const Rect2 &p_rect);
diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp
index 688d32de0b..551136ce36 100644
--- a/drivers/gles3/shader_gles3.cpp
+++ b/drivers/gles3/shader_gles3.cpp
@@ -213,6 +213,7 @@ void ShaderGLES3::_build_variant_code(StringBuilder &builder, uint32_t p_variant
builder.append("precision highp sampler2D;\n");
builder.append("precision highp samplerCube;\n");
builder.append("precision highp sampler2DArray;\n");
+ builder.append("precision highp sampler3D;\n");
}
const StageTemplate &stage_template = stage_templates[p_stage_type];
diff --git a/drivers/gles3/shaders/copy.glsl b/drivers/gles3/shaders/copy.glsl
index b5ab15309c..db63b5d348 100644
--- a/drivers/gles3/shaders/copy.glsl
+++ b/drivers/gles3/shaders/copy.glsl
@@ -4,6 +4,8 @@
mode_default = #define MODE_SIMPLE_COPY
mode_copy_section = #define USE_COPY_SECTION \n#define MODE_SIMPLE_COPY
mode_copy_section_source = #define USE_COPY_SECTION \n#define MODE_SIMPLE_COPY \n#define MODE_COPY_FROM
+mode_copy_section_3d = #define USE_COPY_SECTION \n#define MODE_SIMPLE_COPY \n#define USE_TEXTURE_3D
+mode_copy_section_2d_array = #define USE_COPY_SECTION \n#define MODE_SIMPLE_COPY \n#define USE_TEXTURE_2D_ARRAY
mode_gaussian_blur = #define MODE_GAUSSIAN_BLUR
mode_mipmap = #define MODE_MIPMAP
mode_simple_color = #define MODE_SIMPLE_COLOR \n#define USE_COPY_SECTION
@@ -44,6 +46,11 @@ void main() {
in vec2 uv_interp;
/* clang-format on */
+#if defined(USE_TEXTURE_3D) || defined(USE_TEXTURE_2D_ARRAY)
+uniform float layer;
+uniform float lod;
+#endif
+
#ifdef MODE_SIMPLE_COLOR
uniform vec4 color_in;
#endif
@@ -70,7 +77,14 @@ uniform lowp float mip_level;
uniform samplerCube source_cube; // texunit:0
#else // ~(defined(CUBE_TO_OCTAHEDRAL) || defined(CUBE_TO_PANORAMA))
+
+#if defined(USE_TEXTURE_3D)
+uniform sampler3D source_3d; // texunit:0
+#elif defined(USE_TEXTURE_2D_ARRAY)
+uniform sampler2DArray source_2d_array; // texunit:0
+#else
uniform sampler2D source; // texunit:0
+#endif
#endif // !(defined(CUBE_TO_OCTAHEDRAL) || defined(CUBE_TO_PANORAMA))
@@ -84,7 +98,15 @@ vec3 srgb_to_linear(vec3 color) {
void main() {
#ifdef MODE_SIMPLE_COPY
+
+#ifdef USE_TEXTURE_3D
+ vec4 color = textureLod(source_3d, vec3(uv_interp, layer), lod);
+#elif defined(USE_TEXTURE_2D_ARRAY)
+ vec4 color = textureLod(source_2d_array, vec3(uv_interp, layer), lod);
+#else
vec4 color = texture(source, uv_interp);
+#endif
+
frag_color = color;
#endif
diff --git a/drivers/gles3/storage/texture_storage.cpp b/drivers/gles3/storage/texture_storage.cpp
index 5a59f6c772..bd4793f4dc 100644
--- a/drivers/gles3/storage/texture_storage.cpp
+++ b/drivers/gles3/storage/texture_storage.cpp
@@ -77,19 +77,24 @@ TextureStorage::TextureStorage() {
default_gl_textures[DEFAULT_GL_TEXTURE_2D_ARRAY_WHITE] = texture_allocate();
texture_2d_layered_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_2D_ARRAY_WHITE], images, RS::TEXTURE_LAYERED_2D_ARRAY);
- for (int i = 0; i < 3; i++) {
+ for (int i = 0; i < 5; i++) {
images.push_back(image);
}
- default_gl_textures[DEFAULT_GL_TEXTURE_3D_WHITE] = texture_allocate();
- texture_3d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_3D_WHITE], image->get_format(), 4, 4, 4, false, images);
+ default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_WHITE] = texture_allocate();
+ texture_2d_layered_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_WHITE], images, RS::TEXTURE_LAYERED_CUBEMAP);
+ }
+
+ {
+ Ref<Image> image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8);
+ image->fill(Color(1, 1, 1, 1));
- for (int i = 0; i < 2; i++) {
+ Vector<Ref<Image>> images;
+ for (int i = 0; i < 4; i++) {
images.push_back(image);
}
-
- default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_WHITE] = texture_allocate();
- texture_2d_layered_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_WHITE], images, RS::TEXTURE_LAYERED_CUBEMAP);
+ default_gl_textures[DEFAULT_GL_TEXTURE_3D_WHITE] = texture_allocate();
+ texture_3d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_3D_WHITE], image->get_format(), 4, 4, 4, false, images);
}
{ // black
@@ -101,19 +106,23 @@ TextureStorage::TextureStorage() {
texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_BLACK], image);
Vector<Ref<Image>> images;
-
- for (int i = 0; i < 4; i++) {
+ for (int i = 0; i < 6; i++) {
images.push_back(image);
}
+ default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_BLACK] = texture_allocate();
+ texture_2d_layered_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_BLACK], images, RS::TEXTURE_LAYERED_CUBEMAP);
+ }
- default_gl_textures[DEFAULT_GL_TEXTURE_3D_BLACK] = texture_allocate();
- texture_3d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_3D_BLACK], image->get_format(), 4, 4, 4, false, images);
+ {
+ Ref<Image> image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8);
+ image->fill(Color());
- for (int i = 0; i < 2; i++) {
+ Vector<Ref<Image>> images;
+ for (int i = 0; i < 4; i++) {
images.push_back(image);
}
- default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_BLACK] = texture_allocate();
- texture_2d_layered_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_BLACK], images, RS::TEXTURE_LAYERED_CUBEMAP);
+ default_gl_textures[DEFAULT_GL_TEXTURE_3D_BLACK] = texture_allocate();
+ texture_3d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_3D_BLACK], image->get_format(), 4, 4, 4, false, images);
}
{ // transparent black
@@ -812,8 +821,42 @@ void TextureStorage::texture_2d_layered_initialize(RID p_texture, const Vector<R
}
}
-void TextureStorage::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) {
- texture_owner.initialize_rid(p_texture, Texture());
+void TextureStorage::texture_3d_initialize(RID p_texture, Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) {
+ ERR_FAIL_COND(p_data.is_empty());
+
+ Image::Image3DValidateError verr = Image::validate_3d_image(p_format, p_width, p_height, p_depth, p_mipmaps, p_data);
+ ERR_FAIL_COND_MSG(verr != Image::VALIDATE_3D_OK, Image::get_3d_image_validation_error_text(verr));
+
+ Ref<Image> image = p_data[0];
+ int mipmap_count = 0;
+ {
+ Size2i prev_size;
+ for (int i = 0; i < p_data.size(); i++) {
+ Size2i img_size(p_data[i]->get_width(), p_data[i]->get_height());
+ if (img_size != prev_size) {
+ mipmap_count++;
+ }
+ prev_size = img_size;
+ }
+ }
+
+ Texture texture;
+ texture.width = p_width;
+ texture.height = p_height;
+ texture.depth = p_depth;
+ texture.alloc_width = texture.width;
+ texture.alloc_height = texture.height;
+ texture.mipmaps = mipmap_count;
+ texture.format = image->get_format();
+ texture.type = Texture::TYPE_3D;
+ texture.target = GL_TEXTURE_3D;
+ _get_gl_image_and_format(Ref<Image>(), texture.format, texture.real_format, texture.gl_format_cache, texture.gl_internal_format_cache, texture.gl_type_cache, texture.compressed, false);
+ texture.total_data_size = p_data[0]->get_image_data_size(texture.width, texture.height, texture.format, texture.mipmaps) * texture.depth;
+ texture.active = true;
+ glGenTextures(1, &texture.tex_id);
+ GLES3::Utilities::get_singleton()->texture_allocated_data(texture.tex_id, texture.total_data_size, "Texture 3D");
+ texture_owner.initialize_rid(p_texture, texture);
+ _texture_set_3d_data(p_texture, p_data, true);
}
// Called internally when texture_proxy_create(p_base) is called.
@@ -872,6 +915,19 @@ void TextureStorage::texture_2d_update(RID p_texture, const Ref<Image> &p_image,
#endif
}
+void TextureStorage::texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) {
+ Texture *tex = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_NULL(tex);
+ ERR_FAIL_COND(tex->type != Texture::TYPE_3D);
+
+ Image::Image3DValidateError verr = Image::validate_3d_image(tex->format, tex->width, tex->height, tex->depth, tex->mipmaps > 1, p_data);
+ ERR_FAIL_COND_MSG(verr != Image::VALIDATE_3D_OK, Image::get_3d_image_validation_error_text(verr));
+
+ _texture_set_3d_data(p_texture, p_data, false);
+
+ GLES3::Utilities::get_singleton()->texture_resize_data(tex->tex_id, tex->total_data_size);
+}
+
void TextureStorage::texture_proxy_update(RID p_texture, RID p_proxy_to) {
Texture *tex = texture_owner.get_or_null(p_texture);
ERR_FAIL_NULL(tex);
@@ -984,7 +1040,7 @@ Ref<Image> TextureStorage::texture_2d_get(RID p_texture) const {
data.resize(data_size);
- ERR_FAIL_COND_V(data.size() == 0, Ref<Image>());
+ ERR_FAIL_COND_V(data.is_empty(), Ref<Image>());
image = Image::create_from_data(texture->width, texture->height, texture->mipmaps > 1, texture->real_format, data);
ERR_FAIL_COND_V(image->is_empty(), Ref<Image>());
if (texture->format != texture->real_format) {
@@ -1040,7 +1096,7 @@ Ref<Image> TextureStorage::texture_2d_get(RID p_texture) const {
data.resize(data_size);
- ERR_FAIL_COND_V(data.size() == 0, Ref<Image>());
+ ERR_FAIL_COND_V(data.is_empty(), Ref<Image>());
image = Image::create_from_data(texture->width, texture->height, false, Image::FORMAT_RGBA8, data);
ERR_FAIL_COND_V(image->is_empty(), Ref<Image>());
@@ -1063,6 +1119,165 @@ Ref<Image> TextureStorage::texture_2d_get(RID p_texture) const {
return image;
}
+Ref<Image> TextureStorage::texture_2d_layer_get(RID p_texture, int p_layer) const {
+ Texture *texture = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_NULL_V(texture, Ref<Image>());
+
+ Vector<uint8_t> data;
+
+ int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, Image::FORMAT_RGBA8, false);
+
+ data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers
+ uint8_t *w = data.ptrw();
+
+ GLuint temp_framebuffer;
+ glGenFramebuffers(1, &temp_framebuffer);
+
+ GLuint temp_color_texture;
+ glGenTextures(1, &temp_color_texture);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, temp_framebuffer);
+
+ glBindTexture(GL_TEXTURE_2D, temp_color_texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->alloc_width, texture->alloc_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, temp_color_texture, 0);
+
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthFunc(GL_LEQUAL);
+ glColorMask(1, 1, 1, 1);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D_ARRAY, texture->tex_id);
+
+ glViewport(0, 0, texture->alloc_width, texture->alloc_height);
+ glClearColor(0.0, 0.0, 0.0, 0.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ CopyEffects::get_singleton()->copy_to_rect_3d(Rect2i(0, 0, 1, 1), p_layer, Texture::TYPE_LAYERED);
+
+ glReadPixels(0, 0, texture->alloc_width, texture->alloc_height, GL_RGBA, GL_UNSIGNED_BYTE, &w[0]);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glDeleteTextures(1, &temp_color_texture);
+ glDeleteFramebuffers(1, &temp_framebuffer);
+
+ data.resize(data_size);
+
+ ERR_FAIL_COND_V(data.is_empty(), Ref<Image>());
+ Ref<Image> image = Image::create_from_data(texture->width, texture->height, false, Image::FORMAT_RGBA8, data);
+ ERR_FAIL_COND_V(image->is_empty(), Ref<Image>());
+
+ if (texture->format != Image::FORMAT_RGBA8) {
+ image->convert(texture->format);
+ }
+
+ if (texture->mipmaps > 1) {
+ image->generate_mipmaps();
+ }
+
+ return image;
+}
+
+Vector<Ref<Image>> TextureStorage::_texture_3d_read_framebuffer(Texture *p_texture) const {
+ ERR_FAIL_NULL_V(p_texture, Vector<Ref<Image>>());
+
+ Vector<Ref<Image>> ret;
+ Vector<uint8_t> data;
+
+ int width = p_texture->width;
+ int height = p_texture->height;
+ int depth = p_texture->depth;
+
+ for (int mipmap_level = 0; mipmap_level < p_texture->mipmaps; mipmap_level++) {
+ int data_size = Image::get_image_data_size(width, height, Image::FORMAT_RGBA8, false);
+ glViewport(0, 0, width, height);
+ glClearColor(0.0, 0.0, 0.0, 0.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ for (int layer = 0; layer < depth; layer++) {
+ data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers
+ uint8_t *w = data.ptrw();
+
+ float layer_f = layer / float(depth);
+ CopyEffects::get_singleton()->copy_to_rect_3d(Rect2i(0, 0, 1, 1), layer_f, Texture::TYPE_3D, mipmap_level);
+ glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, &w[0]);
+
+ data.resize(data_size);
+ ERR_FAIL_COND_V(data.is_empty(), Vector<Ref<Image>>());
+
+ Ref<Image> img = Image::create_from_data(width, height, false, Image::FORMAT_RGBA8, data);
+ ERR_FAIL_COND_V(img->is_empty(), Vector<Ref<Image>>());
+
+ if (p_texture->format != Image::FORMAT_RGBA8) {
+ img->convert(p_texture->format);
+ }
+
+ ret.push_back(img);
+ }
+
+ width = MAX(1, width >> 1);
+ height = MAX(1, height >> 1);
+ depth = MAX(1, depth >> 1);
+ }
+
+ return ret;
+}
+
+Vector<Ref<Image>> TextureStorage::texture_3d_get(RID p_texture) const {
+ Texture *texture = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_NULL_V(texture, Vector<Ref<Image>>());
+ ERR_FAIL_COND_V(texture->type != Texture::TYPE_3D, Vector<Ref<Image>>());
+
+#ifdef TOOLS_ENABLED
+ if (!texture->image_cache_3d.is_empty() && !texture->is_render_target) {
+ return texture->image_cache_3d;
+ }
+#endif
+
+ GLuint temp_framebuffer;
+ glGenFramebuffers(1, &temp_framebuffer);
+
+ GLuint temp_color_texture;
+ glGenTextures(1, &temp_color_texture);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, temp_framebuffer);
+
+ glBindTexture(GL_TEXTURE_2D, temp_color_texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->alloc_width, texture->alloc_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, temp_color_texture, 0);
+
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthFunc(GL_LEQUAL);
+ glColorMask(1, 1, 1, 1);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_3D, texture->tex_id);
+
+ Vector<Ref<Image>> ret = _texture_3d_read_framebuffer(texture);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glDeleteTextures(1, &temp_color_texture);
+ glDeleteFramebuffers(1, &temp_framebuffer);
+
+#ifdef TOOLS_ENABLED
+ if (Engine::get_singleton()->is_editor_hint() && !texture->is_render_target) {
+ texture->image_cache_3d = ret;
+ }
+#endif
+
+ return ret;
+}
+
void TextureStorage::texture_replace(RID p_texture, RID p_by_texture) {
Texture *tex_to = texture_owner.get_or_null(p_texture);
ERR_FAIL_NULL(tex_to);
@@ -1218,7 +1433,7 @@ void TextureStorage::texture_set_data(RID p_texture, const Ref<Image> &p_image,
_texture_set_data(p_texture, p_image, p_layer, false);
}
-void TextureStorage::_texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer, bool initialize) {
+void TextureStorage::_texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer, bool p_initialize) {
Texture *texture = texture_owner.get_or_null(p_texture);
ERR_FAIL_NULL(texture);
@@ -1259,56 +1474,7 @@ void TextureStorage::_texture_set_data(RID p_texture, const Ref<Image> &p_image,
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
-
-#ifndef WEB_ENABLED
- switch (texture->format) {
- case Image::FORMAT_L8: {
- if (RasterizerGLES3::is_gles_over_gl()) {
- glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
- glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_RED);
- glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_B, GL_RED);
- glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_A, GL_ONE);
- } else {
- glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
- glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
- glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
- glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
- }
- } break;
- case Image::FORMAT_LA8: {
- if (RasterizerGLES3::is_gles_over_gl()) {
- glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
- glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_RED);
- glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_B, GL_RED);
- glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_A, GL_GREEN);
- } else {
- glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
- glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
- glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
- glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
- }
- } break;
- case Image::FORMAT_ETC2_RA_AS_RG:
- case Image::FORMAT_DXT5_RA_AS_RG: {
- glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
- if (texture->format == real_format) {
- // Swizzle RA from compressed texture into RG
- glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_ALPHA);
- } else {
- // Converted textures are already in RG, leave as-is
- glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
- }
- glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_B, GL_ZERO);
- glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_A, GL_ONE);
- } break;
- default: {
- glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
- glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
- glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
- glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
- } break;
- }
-#endif // WEB_ENABLED
+ _texture_set_swizzle(texture, real_format);
int mipmaps = img->has_mipmaps() ? img->get_mipmap_count() + 1 : 1;
@@ -1340,7 +1506,7 @@ void TextureStorage::_texture_set_data(RID p_texture, const Ref<Image> &p_image,
} else {
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
if (texture->target == GL_TEXTURE_2D_ARRAY) {
- if (initialize) {
+ if (p_initialize) {
glTexImage3D(GL_TEXTURE_2D_ARRAY, i, internal_format, w, h, texture->layers, 0, format, type, nullptr);
}
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, i, 0, 0, p_layer, w, h, 1, format, type, &read[ofs]);
@@ -1362,6 +1528,140 @@ void TextureStorage::_texture_set_data(RID p_texture, const Ref<Image> &p_image,
texture->mipmaps = mipmaps;
}
+void TextureStorage::_texture_set_3d_data(RID p_texture, const Vector<Ref<Image>> &p_data, bool p_initialize) {
+ Texture *texture = texture_owner.get_or_null(p_texture);
+
+ ERR_FAIL_NULL(texture);
+ ERR_FAIL_COND(!texture->active);
+ ERR_FAIL_COND(texture->is_render_target);
+ ERR_FAIL_COND(texture->target != GL_TEXTURE_3D);
+ ERR_FAIL_COND(p_data.is_empty());
+
+ GLenum type;
+ GLenum format;
+ GLenum internal_format;
+ bool compressed = false;
+
+ Image::Format real_format;
+ Ref<Image> img = _get_gl_image_and_format(p_data[0], p_data[0]->get_format(), real_format, format, internal_format, type, compressed, texture->resize_to_po2);
+ ERR_FAIL_COND(img.is_null());
+
+ ERR_FAIL_COND_MSG(compressed, "Compressed 3D textures are not supported in the GL Compatibility backend.");
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(texture->target, texture->tex_id);
+ _texture_set_swizzle(texture, texture->real_format);
+
+ // Set filtering and repeat state to default.
+ if (texture->mipmaps > 1) {
+ texture->gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS);
+ } else {
+ texture->gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST);
+ }
+
+ texture->gl_set_repeat(RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+
+ Vector<Ref<Image>> images;
+ images.resize(p_data.size());
+ for (int i = 0; i < p_data.size(); i++) {
+ Ref<Image> image = p_data[i];
+ if (image->get_format() != texture->format) {
+ image = image->duplicate();
+ image->convert(texture->format);
+ }
+ images.write[i] = image;
+ }
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+
+ int all_data_size = 0;
+ int mipmap_level = 0;
+ int layer = 0;
+ int depth = texture->depth;
+ Size2i prev_size(images[0]->get_width(), images[0]->get_height());
+ for (int i = 0; i < images.size(); i++) {
+ Ref<Image> image = images[i];
+ Size2i img_size(image->get_width(), image->get_height());
+
+ if (img_size != prev_size) {
+ mipmap_level++;
+ depth = MAX(1, depth >> 1);
+ layer = 0;
+ }
+ prev_size = img_size;
+ all_data_size += image->get_data().size();
+
+ if (layer == 0 && p_initialize) {
+ glTexImage3D(GL_TEXTURE_3D, mipmap_level, internal_format, img_size.width, img_size.height, depth, 0, format, type, nullptr);
+ }
+
+ glTexSubImage3D(GL_TEXTURE_3D, mipmap_level, 0, 0, layer, img_size.width, img_size.height, 1, format, type, image->get_data().ptr());
+
+ layer++;
+ }
+
+ texture->total_data_size = all_data_size;
+ texture->mipmaps = mipmap_level + 1;
+
+#ifdef TOOLS_ENABLED
+ if (Engine::get_singleton()->is_editor_hint() && !texture->is_render_target) {
+ texture->image_cache_3d = images;
+ }
+#endif
+}
+
+void TextureStorage::_texture_set_swizzle(Texture *p_texture, Image::Format p_real_format) {
+#ifndef WEB_ENABLED
+ switch (p_texture->format) {
+ case Image::FORMAT_L8: {
+ if (RasterizerGLES3::is_gles_over_gl()) {
+ glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
+ glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_G, GL_RED);
+ glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_B, GL_RED);
+ glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_A, GL_ONE);
+ } else {
+ glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
+ glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
+ glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
+ glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
+ }
+ } break;
+ case Image::FORMAT_LA8: {
+ if (RasterizerGLES3::is_gles_over_gl()) {
+ glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
+ glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_G, GL_RED);
+ glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_B, GL_RED);
+ glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_A, GL_GREEN);
+ } else {
+ glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
+ glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
+ glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
+ glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
+ }
+ } break;
+ case Image::FORMAT_ETC2_RA_AS_RG:
+ case Image::FORMAT_DXT5_RA_AS_RG: {
+ glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
+ if (p_texture->format == p_real_format) {
+ // Swizzle RA from compressed texture into RG.
+ glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_G, GL_ALPHA);
+ } else {
+ // Converted textures are already in RG, leave as-is.
+ glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
+ }
+ glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_B, GL_ZERO);
+ glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_A, GL_ONE);
+ } break;
+ default: {
+ glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
+ glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
+ glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
+ glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
+ } break;
+ }
+#endif // WEB_ENABLED
+}
+
Image::Format TextureStorage::texture_get_format(RID p_texture) const {
Texture *texture = texture_owner.get_or_null(p_texture);
diff --git a/drivers/gles3/storage/texture_storage.h b/drivers/gles3/storage/texture_storage.h
index c0c8119dfe..83f31d122c 100644
--- a/drivers/gles3/storage/texture_storage.h
+++ b/drivers/gles3/storage/texture_storage.h
@@ -191,6 +191,7 @@ struct Texture {
RenderTarget *render_target = nullptr;
Ref<Image> image_cache_2d;
+ Vector<Ref<Image>> image_cache_3d;
bool redraw_if_visible = false;
@@ -451,7 +452,10 @@ private:
void _render_target_clear_sdf(RenderTarget *rt);
Rect2i _render_target_get_sdf_rect(const RenderTarget *rt) const;
- void _texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer, bool initialize);
+ void _texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer, bool p_initialize);
+ void _texture_set_3d_data(RID p_texture, const Vector<Ref<Image>> &p_data, bool p_initialize);
+ void _texture_set_swizzle(Texture *p_texture, Image::Format p_real_format);
+ Vector<Ref<Image>> _texture_3d_read_framebuffer(Texture *p_texture) const;
struct RenderTargetSDF {
CanvasSdfShaderGLES3 shader;
@@ -511,7 +515,7 @@ public:
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);
virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) override;
- virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) override{};
+ virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) override;
virtual void texture_proxy_update(RID p_proxy, RID p_base) override;
//these two APIs can be used together or in combination with the others.
@@ -520,8 +524,8 @@ public:
virtual void texture_3d_placeholder_initialize(RID p_texture) override;
virtual Ref<Image> texture_2d_get(RID p_texture) const override;
- virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const override { return Ref<Image>(); };
- virtual Vector<Ref<Image>> texture_3d_get(RID p_texture) const override { return Vector<Ref<Image>>(); };
+ virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const override;
+ virtual Vector<Ref<Image>> texture_3d_get(RID p_texture) const override;
virtual void texture_replace(RID p_texture, RID p_by_texture) override;
virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) override;