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Fix various bugs in GLES3 renderer that stopped it from running on web
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@@ -496,7 +496,7 @@ void RasterizerSceneGLES3::_update_dirty_skys() {
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while (sky) {
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if (sky->radiance == 0) {
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sky->mipmap_count = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBA8) - 2;
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sky->mipmap_count = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBA8) - 1;
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// Left uninitialized, will attach a texture at render time
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glGenFramebuffers(1, &sky->radiance_framebuffer);
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@@ -523,7 +523,7 @@ void RasterizerSceneGLES3::_update_dirty_skys() {
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, sky->mipmap_count);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, sky->mipmap_count - 1);
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glGenTextures(1, &sky->raw_radiance);
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glBindTexture(GL_TEXTURE_CUBE_MAP, sky->raw_radiance);
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@@ -544,7 +544,8 @@ void RasterizerSceneGLES3::_update_dirty_skys() {
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, sky->mipmap_count);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, sky->mipmap_count - 1);
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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}
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@@ -701,6 +702,7 @@ void RasterizerSceneGLES3::_setup_sky(RID p_env, RID p_render_buffers, const Pag
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}
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if (!sky->radiance) {
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_invalidate_sky(sky);
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_update_dirty_skys();
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}
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}
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@@ -879,7 +881,7 @@ void RasterizerSceneGLES3::_update_sky_radiance(RID p_env, const Projection &p_p
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}
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if (update_single_frame) {
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for (int i = 0; i <= max_processing_layer; i++) {
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for (int i = 0; i < max_processing_layer; i++) {
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_filter_sky_radiance(sky, i);
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}
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} else {
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@@ -889,7 +891,7 @@ void RasterizerSceneGLES3::_update_sky_radiance(RID p_env, const Projection &p_p
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sky->reflection_dirty = false;
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} else {
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if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer <= max_processing_layer) {
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if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) {
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_filter_sky_radiance(sky, sky->processing_layer);
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sky->processing_layer++;
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}
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@@ -1005,7 +1007,9 @@ void RasterizerSceneGLES3::_filter_sky_radiance(Sky *p_sky, int p_base_layer) {
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, p_sky->radiance, p_base_layer);
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#ifdef DEBUG_ENABLED
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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WARN_PRINT("Could not bind sky radiance face: " + itos(i) + ", status: " + GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status));
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}
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#endif
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material_storage->shaders.cubemap_filter_shader.version_set_uniform(CubemapFilterShaderGLES3::FACE_ID, i, scene_globals.cubemap_filter_shader_version, mode);
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@@ -2303,7 +2307,7 @@ void RasterizerSceneGLES3::render_buffers_configure(RID p_render_buffers, RID p_
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glGenTextures(1, &rb->depth_texture);
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glBindTexture(GL_TEXTURE_2D, rb->depth_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, rt->size.x, rt->size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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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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