OpenGL: Implement 3D Texture support

This commit is contained in:
Alula
2023-08-07 10:41:09 +02:00
parent d3352813ea
commit ea229f5148
6 changed files with 423 additions and 77 deletions
+18
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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) {
+1
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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);
+1
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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];
+22
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@@ -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
File diff suppressed because it is too large Load Diff
+8 -4
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@@ -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;