OpenGL: Implement 3D Texture support

This commit is contained in:
Alula 2023-08-07 10:41:09 +02:00
parent d3352813ea
commit ea229f5148
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GPG Key ID: 3E00485503A1D8BA
6 changed files with 423 additions and 77 deletions

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@ -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) {

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@ -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);

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@ -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];

View File

@ -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

View File

@ -77,14 +77,7 @@ 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++) {
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);
for (int i = 0; i < 2; i++) {
for (int i = 0; i < 5; i++) {
images.push_back(image);
}
@ -92,6 +85,18 @@ TextureStorage::TextureStorage() {
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));
Vector<Ref<Image>> images;
for (int i = 0; i < 4; 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);
}
{ // black
Ref<Image> image = Image::create_empty(4, 4, true, Image::FORMAT_RGBA8);
image->fill(Color(0, 0, 0, 1));
@ -101,21 +106,25 @@ TextureStorage::TextureStorage() {
texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_BLACK], image);
Vector<Ref<Image>> images;
for (int i = 0; i < 4; i++) {
images.push_back(image);
}
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);
for (int i = 0; i < 2; 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);
}
{
Ref<Image> image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8);
image->fill(Color());
Vector<Ref<Image>> images;
for (int i = 0; i < 4; i++) {
images.push_back(image);
}
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
Ref<Image> image = Image::create_empty(4, 4, true, Image::FORMAT_RGBA8);
image->fill(Color(0, 0, 0, 0));
@ -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);

View File

@ -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;