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@@ -230,6 +230,32 @@ TextureStorage::TextureStorage() {
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sdf_shader.shader_version = sdf_shader.shader.version_create();
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}
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+ // Initialize texture placeholder data for the `texture_*_placeholder_initialize()` methods.
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+
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+ constexpr int placeholder_size = 4;
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+ texture_2d_placeholder = Image::create_empty(placeholder_size, placeholder_size, false, Image::FORMAT_RGBA8);
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+ // Draw a magenta/black checkerboard pattern.
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+ for (int i = 0; i < placeholder_size * placeholder_size; i++) {
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+ const int x = i % placeholder_size;
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+ const int y = i / placeholder_size;
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+ texture_2d_placeholder->set_pixel(x, y, (x + y) % 2 == 0 ? Color(1, 0, 1) : Color(0, 0, 0));
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+ }
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+
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+ texture_2d_array_placeholder.push_back(texture_2d_placeholder);
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+
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+ for (int i = 0; i < 6; i++) {
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+ cubemap_placeholder.push_back(texture_2d_placeholder);
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+ }
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+
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+ Ref<Image> texture_2d_placeholder_rotated;
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+ texture_2d_placeholder_rotated.instantiate();
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+ texture_2d_placeholder_rotated->copy_from(texture_2d_placeholder);
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+ texture_2d_placeholder_rotated->rotate_90(CLOCKWISE);
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+ for (int i = 0; i < 4; i++) {
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+ // Alternate checkerboard pattern on odd layers (by using a copy that is rotated 90 degrees).
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+ texture_3d_placeholder.push_back(i % 2 == 0 ? texture_2d_placeholder : texture_2d_placeholder_rotated);
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+ }
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+
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#ifdef GL_API_ENABLED
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if (RasterizerGLES3::is_gles_over_gl()) {
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glEnable(GL_PROGRAM_POINT_SIZE);
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@@ -1014,46 +1040,19 @@ void TextureStorage::texture_proxy_update(RID p_texture, RID p_proxy_to) {
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}
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void TextureStorage::texture_2d_placeholder_initialize(RID p_texture) {
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- //this could be better optimized to reuse an existing image , done this way
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- //for now to get it working
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- Ref<Image> image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8);
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- image->fill(Color(1, 0, 1, 1));
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-
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- texture_2d_initialize(p_texture, image);
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+ texture_2d_initialize(p_texture, texture_2d_placeholder);
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}
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-void TextureStorage::texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) {
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- //this could be better optimized to reuse an existing image , done this way
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- //for now to get it working
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- Ref<Image> image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8);
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- image->fill(Color(1, 0, 1, 1));
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-
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- Vector<Ref<Image>> images;
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+void TextureStorage::texture_2d_layered_placeholder_initialize(RID p_texture, RS::TextureLayeredType p_layered_type) {
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if (p_layered_type == RS::TEXTURE_LAYERED_2D_ARRAY) {
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- images.push_back(image);
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+ texture_2d_layered_initialize(p_texture, texture_2d_array_placeholder, p_layered_type);
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} else {
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- //cube
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- for (int i = 0; i < 6; i++) {
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- images.push_back(image);
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- }
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+ texture_2d_layered_initialize(p_texture, cubemap_placeholder, p_layered_type);
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}
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-
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- texture_2d_layered_initialize(p_texture, images, p_layered_type);
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}
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void TextureStorage::texture_3d_placeholder_initialize(RID p_texture) {
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- //this could be better optimized to reuse an existing image , done this way
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- //for now to get it working
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- Ref<Image> image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8);
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- image->fill(Color(1, 0, 1, 1));
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-
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- Vector<Ref<Image>> images;
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- //cube
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- for (int i = 0; i < 4; i++) {
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- images.push_back(image);
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- }
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-
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- texture_3d_initialize(p_texture, Image::FORMAT_RGBA8, 4, 4, 4, false, images);
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+ texture_3d_initialize(p_texture, Image::FORMAT_RGBA8, 4, 4, 4, false, texture_3d_placeholder);
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}
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Ref<Image> TextureStorage::texture_2d_get(RID p_texture) const {
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