-resolved shader set parameter bug, closes #1361

This commit is contained in:
Juan Linietsky 2015-02-14 14:54:58 -03:00
parent c5f509f238
commit a49802ae33

View File

@ -8330,7 +8330,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) {
CanvasItem *current_clip=NULL;
Shader *shader_cache=NULL;
canvas_opacity=1.0;
while(p_item_list) {
@ -8375,6 +8375,8 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) {
}
}
shader_cache=shader;
if (shader) {
canvas_shader.set_custom_shader(shader->custom_code_id);
if (canvas_shader.bind())
@ -8384,6 +8386,61 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) {
//todo optimize uniforms
shader_owner->shader_version=shader->version;
}
if (shader->has_texscreen && framebuffer.active) {
int x = viewport.x;
int y = window_size.height-(viewport.height+viewport.y);
canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_MULT,Vector2(float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height));
canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_CLAMP,Color(float(x)/framebuffer.width,float(y)/framebuffer.height,float(x+viewport.width)/framebuffer.width,float(y+viewport.height)/framebuffer.height));
canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_TEX,max_texture_units-1);
glActiveTexture(GL_TEXTURE0+max_texture_units-1);
glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);
if (framebuffer.scale==1 && !canvas_texscreen_used) {
#ifdef GLEW_ENABLED
glReadBuffer(GL_COLOR_ATTACHMENT0);
#endif
glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height);
if (current_clip) {
// print_line(" a clip ");
}
canvas_texscreen_used=true;
}
glActiveTexture(GL_TEXTURE0);
}
if (shader->has_screen_uv) {
canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_UV_MULT,Vector2(1.0/viewport.width,1.0/viewport.height));
}
if (shader->uses_time) {
canvas_shader.set_uniform(CanvasShaderGLES2::TIME,Math::fmod(last_time,300.0));
draw_next_frame=true;
}
//if uses TIME - draw_next_frame=true
uses_texpixel_size=shader->uses_texpixel_size;
} else {
shader_cache=NULL;
canvas_shader.set_custom_shader(0);
canvas_shader.bind();
uses_texpixel_size=false;
}
canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform);
canvas_last_shader=shader_owner->shader;
}
if (shader_cache) {
Shader *shader = shader_cache;
//this can be optimized..
int tex_id=1;
int idx=0;
@ -8428,57 +8485,10 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) {
idx++;
}
if (shader->has_texscreen && framebuffer.active) {
int x = viewport.x;
int y = window_size.height-(viewport.height+viewport.y);
canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_MULT,Vector2(float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height));
canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_CLAMP,Color(float(x)/framebuffer.width,float(y)/framebuffer.height,float(x+viewport.width)/framebuffer.width,float(y+viewport.height)/framebuffer.height));
canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_TEX,tex_id);
glActiveTexture(GL_TEXTURE0+tex_id);
glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);
if (framebuffer.scale==1 && !canvas_texscreen_used) {
#ifdef GLEW_ENABLED
glReadBuffer(GL_COLOR_ATTACHMENT0);
#endif
glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height);
if (current_clip) {
// print_line(" a clip ");
}
canvas_texscreen_used=true;
}
tex_id++;
}
if (tex_id>1) {
glActiveTexture(GL_TEXTURE0);
}
if (shader->has_screen_uv) {
canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_UV_MULT,Vector2(1.0/viewport.width,1.0/viewport.height));
}
if (shader->uses_time) {
canvas_shader.set_uniform(CanvasShaderGLES2::TIME,Math::fmod(last_time,300.0));
draw_next_frame=true;
}
//if uses TIME - draw_next_frame=true
uses_texpixel_size=shader->uses_texpixel_size;
} else {
canvas_shader.set_custom_shader(0);
canvas_shader.bind();
uses_texpixel_size=false;
}
canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform);
canvas_last_shader=shader_owner->shader;
}
canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform);