REVIEWED: Issue with depth textures on WebGL #2824

This commit is contained in:
Ray 2022-12-14 12:57:39 +01:00
parent 445ce51e51
commit 619331f4a7

View file

@ -987,7 +987,8 @@ typedef struct rlglData {
bool vao; // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object) bool vao; // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object)
bool instancing; // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays) bool instancing; // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays)
bool texNPOT; // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot) bool texNPOT; // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot)
bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_WEBGL_depth_texture, GL_OES_depth_texture) bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_OES_depth_texture)
bool texDepthWebGL; // Depth textures supported WebGL specific (GL_WEBGL_depth_texture)
bool texFloat32; // float textures support (32 bit per channel) (GL_OES_texture_float) bool texFloat32; // float textures support (32 bit per channel) (GL_OES_texture_float)
bool texCompDXT; // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc) bool texCompDXT; // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc)
bool texCompETC1; // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1) bool texCompETC1; // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1)
@ -2218,11 +2219,12 @@ void rlLoadExtensions(void *loader)
if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) RLGL.ExtSupported.texFloat32 = true; if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) RLGL.ExtSupported.texFloat32 = true;
// Check depth texture support // Check depth texture support
if ((strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) || if (strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) RLGL.ExtSupported.texDepth = true;
(strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0)) RLGL.ExtSupported.texDepth = true; if (strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0) RLGL.ExtSupported.texDepthWebGL = true; // WebGL requires unsized internal format
if (RLGL.ExtSupported.texDepthWebGL) RLGL.ExtSupported.texDepth = true;
if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) RLGL.ExtSupported.maxDepthBits = 24; if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) RLGL.ExtSupported.maxDepthBits = 24; // Not available on WebGL
if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) RLGL.ExtSupported.maxDepthBits = 32; if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) RLGL.ExtSupported.maxDepthBits = 32; // Not available on WebGL
// Check texture compression support: DXT // Check texture compression support: DXT
if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) || if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) ||
@ -2975,7 +2977,7 @@ unsigned int rlLoadTexture(const void *data, int width, int height, int format,
} }
// Load depth texture/renderbuffer (to be attached to fbo) // Load depth texture/renderbuffer (to be attached to fbo)
// WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture/WEBGL_depth_texture extensions // WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture and WebGL requires WEBGL_depth_texture extensions
unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer) unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
{ {
unsigned int id = 0; unsigned int id = 0;
@ -2983,15 +2985,20 @@ unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// In case depth textures not supported, we force renderbuffer usage // In case depth textures not supported, we force renderbuffer usage
if (!RLGL.ExtSupported.texDepth) useRenderBuffer = true; if (!RLGL.ExtSupported.texDepth) useRenderBuffer = true;
// NOTE: We let the implementation to choose the best bit-depth // NOTE: We let the implementation to choose the best bit-depth
// Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F // Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F
unsigned int glInternalFormat = GL_DEPTH_COMPONENT; unsigned int glInternalFormat = GL_DEPTH_COMPONENT;
#if defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_ES2)
if (RLGL.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES; // WARNING: WebGL platform requires unsized internal format definition (GL_DEPTH_COMPONENT)
else if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES; // while other platforms using OpenGL ES 2.0 require/support sized internal formats depending on the GPU capabilities
else glInternalFormat = GL_DEPTH_COMPONENT16; if (!RLGL.ExtSupported.texDepthWebGL)
{
if (RLGL.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES;
else if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES;
else glInternalFormat = GL_DEPTH_COMPONENT16;
}
#endif #endif
if (!useRenderBuffer && RLGL.ExtSupported.texDepth) if (!useRenderBuffer && RLGL.ExtSupported.texDepth)