/*************************************************************************/ /* rasterizer_gles3.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "rasterizer_gles3.h" #include "gl_context/context_gl.h" #include "os/os.h" #include "project_settings.h" #include RasterizerStorage *RasterizerGLES3::get_storage() { return storage; } RasterizerCanvas *RasterizerGLES3::get_canvas() { return canvas; } RasterizerScene *RasterizerGLES3::get_scene() { return scene; } #define _EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242 #define _EXT_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243 #define _EXT_DEBUG_CALLBACK_FUNCTION_ARB 0x8244 #define _EXT_DEBUG_CALLBACK_USER_PARAM_ARB 0x8245 #define _EXT_DEBUG_SOURCE_API_ARB 0x8246 #define _EXT_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x8247 #define _EXT_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x8248 #define _EXT_DEBUG_SOURCE_THIRD_PARTY_ARB 0x8249 #define _EXT_DEBUG_SOURCE_APPLICATION_ARB 0x824A #define _EXT_DEBUG_SOURCE_OTHER_ARB 0x824B #define _EXT_DEBUG_TYPE_ERROR_ARB 0x824C #define _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D #define _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E #define _EXT_DEBUG_TYPE_PORTABILITY_ARB 0x824F #define _EXT_DEBUG_TYPE_PERFORMANCE_ARB 0x8250 #define _EXT_DEBUG_TYPE_OTHER_ARB 0x8251 #define _EXT_MAX_DEBUG_MESSAGE_LENGTH_ARB 0x9143 #define _EXT_MAX_DEBUG_LOGGED_MESSAGES_ARB 0x9144 #define _EXT_DEBUG_LOGGED_MESSAGES_ARB 0x9145 #define _EXT_DEBUG_SEVERITY_HIGH_ARB 0x9146 #define _EXT_DEBUG_SEVERITY_MEDIUM_ARB 0x9147 #define _EXT_DEBUG_SEVERITY_LOW_ARB 0x9148 #define _EXT_DEBUG_OUTPUT 0x92E0 #if (defined WINDOWS_ENABLED) && !(defined UWP_ENABLED) #define GLAPIENTRY APIENTRY #else #define GLAPIENTRY #endif static void GLAPIENTRY _gl_debug_print(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const GLvoid *userParam) { if (type == _EXT_DEBUG_TYPE_OTHER_ARB) return; char debSource[256], debType[256], debSev[256]; if (source == _EXT_DEBUG_SOURCE_API_ARB) strcpy(debSource, "OpenGL"); else if (source == _EXT_DEBUG_SOURCE_WINDOW_SYSTEM_ARB) strcpy(debSource, "Windows"); else if (source == _EXT_DEBUG_SOURCE_SHADER_COMPILER_ARB) strcpy(debSource, "Shader Compiler"); else if (source == _EXT_DEBUG_SOURCE_THIRD_PARTY_ARB) strcpy(debSource, "Third Party"); else if (source == _EXT_DEBUG_SOURCE_APPLICATION_ARB) strcpy(debSource, "Application"); else if (source == _EXT_DEBUG_SOURCE_OTHER_ARB) strcpy(debSource, "Other"); if (type == _EXT_DEBUG_TYPE_ERROR_ARB) strcpy(debType, "Error"); else if (type == _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB) strcpy(debType, "Deprecated behavior"); else if (type == _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB) strcpy(debType, "Undefined behavior"); else if (type == _EXT_DEBUG_TYPE_PORTABILITY_ARB) strcpy(debType, "Portability"); else if (type == _EXT_DEBUG_TYPE_PERFORMANCE_ARB) strcpy(debType, "Performance"); else if (type == _EXT_DEBUG_TYPE_OTHER_ARB) strcpy(debType, "Other"); if (severity == _EXT_DEBUG_SEVERITY_HIGH_ARB) strcpy(debSev, "High"); else if (severity == _EXT_DEBUG_SEVERITY_MEDIUM_ARB) strcpy(debSev, "Medium"); else if (severity == _EXT_DEBUG_SEVERITY_LOW_ARB) strcpy(debSev, "Low"); String output = String() + "GL ERROR: Source: " + debSource + "\tType: " + debType + "\tID: " + itos(id) + "\tSeverity: " + debSev + "\tMessage: " + message; ERR_PRINTS(output); } typedef void (*DEBUGPROCARB)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const char *message, const void *userParam); typedef void (*DebugMessageCallbackARB)(DEBUGPROCARB callback, const void *userParam); void RasterizerGLES3::initialize() { if (OS::get_singleton()->is_stdout_verbose()) { print_line("Using GLES3 video driver"); } #ifdef GLEW_ENABLED GLuint res = glewInit(); ERR_FAIL_COND(res != GLEW_OK); if (OS::get_singleton()->is_stdout_verbose()) { print_line(String("GLES2: Using GLEW ") + (const char *)glewGetString(GLEW_VERSION)); } // Check for GL 2.1 compatibility, if not bail out if (!glewIsSupported("GL_VERSION_3_0")) { ERR_PRINT("Your system's graphic drivers seem not to support OpenGL 3.0+ / GLES 3.0, sorry :(\n" "Try a drivers update, buy a new GPU or try software rendering on Linux; Godot will now crash with a segmentation fault."); OS::get_singleton()->alert("Your system's graphic drivers seem not to support OpenGL 3.0+ / GLES 3.0, sorry :(\n" "Godot Engine will self-destruct as soon as you acknowledge this error message.", "Fatal error: Insufficient OpenGL / GLES drivers"); // TODO: If it's even possible, we should stop the execution without segfault and memory leaks :) } #endif #ifdef GLAD_ENABLED if (!gladLoadGL()) { ERR_PRINT("Error initializing GLAD"); } #ifdef __APPLE__ // FIXME glDebugMessageCallbackARB does not seem to work on Mac OS X and opengl 3, this may be an issue with our opengl canvas.. #else glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB); glDebugMessageCallbackARB(_gl_debug_print, NULL); glEnable(_EXT_DEBUG_OUTPUT); #endif #endif /* glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_ERROR_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE); glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE); glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE); glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_PORTABILITY_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE); glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_PERFORMANCE_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE); glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_OTHER_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE); glDebugMessageInsertARB( GL_DEBUG_SOURCE_API_ARB, GL_DEBUG_TYPE_OTHER_ARB, 1, GL_DEBUG_SEVERITY_HIGH_ARB,5, "hello"); */ const GLubyte *renderer = glGetString(GL_RENDERER); print_line("OpenGL ES 3.0 Renderer: " + String((const char *)renderer)); storage->initialize(); canvas->initialize(); scene->initialize(); } void RasterizerGLES3::begin_frame() { uint64_t tick = OS::get_singleton()->get_ticks_usec(); double time_total = double(tick) / 1000000.0; storage->frame.time[0] = time_total; storage->frame.time[1] = Math::fmod(time_total, 3600); storage->frame.time[2] = Math::fmod(time_total, 900); storage->frame.time[3] = Math::fmod(time_total, 60); storage->frame.count++; storage->frame.delta = double(tick - storage->frame.prev_tick) / 1000000.0; if (storage->frame.prev_tick == 0) { //to avoid hiccups storage->frame.delta = 0.001; } storage->frame.prev_tick = tick; storage->update_dirty_resources(); storage->info.render_final = storage->info.render; storage->info.render.reset(); scene->iteration(); } void RasterizerGLES3::set_current_render_target(RID p_render_target) { if (!p_render_target.is_valid() && storage->frame.current_rt && storage->frame.clear_request) { //handle pending clear request, if the framebuffer was not cleared glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); print_line("unbind clear of: " + storage->frame.clear_request_color); glClearColor( storage->frame.clear_request_color.r, storage->frame.clear_request_color.g, storage->frame.clear_request_color.b, storage->frame.clear_request_color.a); glClear(GL_COLOR_BUFFER_BIT); } if (p_render_target.is_valid()) { RasterizerStorageGLES3::RenderTarget *rt = storage->render_target_owner.getornull(p_render_target); if (!rt) { storage->frame.current_rt = NULL; } ERR_FAIL_COND(!rt); storage->frame.current_rt = rt; storage->frame.clear_request = false; glViewport(0, 0, rt->width, rt->height); } else { storage->frame.current_rt = NULL; storage->frame.clear_request = false; glViewport(0, 0, OS::get_singleton()->get_window_size().width, OS::get_singleton()->get_window_size().height); glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo); } } void RasterizerGLES3::restore_render_target() { ERR_FAIL_COND(storage->frame.current_rt == NULL); RasterizerStorageGLES3::RenderTarget *rt = storage->frame.current_rt; glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo); glViewport(0, 0, rt->width, rt->height); } void RasterizerGLES3::clear_render_target(const Color &p_color) { ERR_FAIL_COND(!storage->frame.current_rt); storage->frame.clear_request = true; storage->frame.clear_request_color = p_color; } void RasterizerGLES3::set_boot_image(const Ref &p_image, const Color &p_color, bool p_scale) { if (p_image.is_null() || p_image->empty()) return; begin_frame(); int window_w = OS::get_singleton()->get_video_mode(0).width; int window_h = OS::get_singleton()->get_video_mode(0).height; glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo); glViewport(0, 0, window_w, window_h); glDisable(GL_BLEND); glDepthMask(GL_FALSE); glClearColor(p_color.r, p_color.g, p_color.b, 1.0); glClear(GL_COLOR_BUFFER_BIT); canvas->canvas_begin(); RID texture = storage->texture_create(); storage->texture_allocate(texture, p_image->get_width(), p_image->get_height(), p_image->get_format(), VS::TEXTURE_FLAG_FILTER); storage->texture_set_data(texture, p_image); Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height()); Rect2 screenrect; if (p_scale) { if (window_w > window_h) { //scale horizontally screenrect.size.y = window_h; screenrect.size.x = imgrect.size.x * window_h / imgrect.size.y; screenrect.position.x = (window_w - screenrect.size.x) / 2; } else { //scale vertically screenrect.size.x = window_w; screenrect.size.y = imgrect.size.y * window_w / imgrect.size.x; screenrect.position.y = (window_h - screenrect.size.y) / 2; } } else { screenrect = imgrect; screenrect.position += ((Size2(window_w, window_h) - screenrect.size) / 2.0).floor(); } RasterizerStorageGLES3::Texture *t = storage->texture_owner.get(texture); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, t->tex_id); canvas->draw_generic_textured_rect(screenrect, Rect2(0, 0, 1, 1)); glBindTexture(GL_TEXTURE_2D, 0); canvas->canvas_end(); storage->free(texture); // free since it's only one frame that stays there OS::get_singleton()->swap_buffers(); } void RasterizerGLES3::blit_render_target_to_screen(RID p_render_target, const Rect2 &p_screen_rect, int p_screen) { ERR_FAIL_COND(storage->frame.current_rt); RasterizerStorageGLES3::RenderTarget *rt = storage->render_target_owner.getornull(p_render_target); ERR_FAIL_COND(!rt); canvas->canvas_begin(); glDisable(GL_BLEND); glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, rt->color); //glBindTexture(GL_TEXTURE_2D, rt->effects.mip_maps[0].color); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex); canvas->draw_generic_textured_rect(p_screen_rect, Rect2(0, 0, 1, -1)); glBindTexture(GL_TEXTURE_2D, 0); canvas->canvas_end(); } void RasterizerGLES3::end_frame() { #if 0 canvas->canvas_begin(); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex); glDisable(GL_BLEND); glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); float vtx[8]={0,0, 0,1, 1,1, 1,0 }; glBindBuffer(GL_ARRAY_BUFFER,0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); glEnableVertexAttribArray(VS::ARRAY_VERTEX); glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, 0, vtx ); //glBindBuffer(GL_ARRAY_BUFFER,canvas->data.canvas_quad_vertices); //glEnableVertexAttribArray(VS::ARRAY_VERTEX); //glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, 0, 0 ); glBindVertexArray(canvas->data.canvas_quad_array); canvas->draw_generic_textured_rect(Rect2(0,0,15,15),Rect2(0,0,1,1)); #endif OS::get_singleton()->swap_buffers(); /* print_line("objects: "+itos(storage->info.render_object_count)); print_line("material chages: "+itos(storage->info.render_material_switch_count)); print_line("surface changes: "+itos(storage->info.render_surface_switch_count)); print_line("shader changes: "+itos(storage->info.render_shader_rebind_count)); print_line("vertices: "+itos(storage->info.render_vertices_count)); */ } void RasterizerGLES3::finalize() { storage->finalize(); canvas->finalize(); } Rasterizer *RasterizerGLES3::_create_current() { return memnew(RasterizerGLES3); } void RasterizerGLES3::make_current() { _create_func = _create_current; } void RasterizerGLES3::register_config() { GLOBAL_DEF("rendering/quality/filters/use_nearest_mipmap_filter", false); GLOBAL_DEF("rendering/quality/filters/anisotropic_filter_level", 4.0); } RasterizerGLES3::RasterizerGLES3() { storage = memnew(RasterizerStorageGLES3); canvas = memnew(RasterizerCanvasGLES3); scene = memnew(RasterizerSceneGLES3); canvas->storage = storage; canvas->scene_render = scene; storage->canvas = canvas; scene->storage = storage; storage->scene = scene; } RasterizerGLES3::~RasterizerGLES3() { memdelete(storage); memdelete(canvas); }