diff options
author | Juan Linietsky <reduzio@gmail.com> | 2014-04-10 00:18:27 -0300 |
---|---|---|
committer | Juan Linietsky <reduzio@gmail.com> | 2014-04-10 00:18:27 -0300 |
commit | 7ea3e8267afaf626256c84a9a3dc61e2954fc6a2 (patch) | |
tree | 0aa7588918b814d1781fc94e8b518c7095a0bab7 /drivers/gles2/rasterizer_gles2.cpp | |
parent | b4969373b3475799d6b24cdffeda4659c37f0b8a (diff) |
-Fixed a few bugs in Viewport
-Made a few demos using Viewport to show it's true power!
-Fixed some start-up error messages.
Diffstat (limited to 'drivers/gles2/rasterizer_gles2.cpp')
-rw-r--r-- | drivers/gles2/rasterizer_gles2.cpp | 33 |
1 files changed, 29 insertions, 4 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index 5be6045d50..20505875ea 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -3320,6 +3320,7 @@ void RasterizerGLES2::render_target_set_size(RID p_render_target,int p_width,int if (p_width==0 || p_height==0) return; + rt->width=p_width; rt->height=p_height; @@ -3560,11 +3561,14 @@ void RasterizerGLES2::clear_viewport(const Color& p_color) { }; -void RasterizerGLES2::set_render_target(RID p_render_target) { +void RasterizerGLES2::set_render_target(RID p_render_target, bool p_transparent_bg, bool p_vflip) { + + if (!p_render_target.is_valid()) { glBindFramebuffer(GL_FRAMEBUFFER,base_framebuffer); current_rt=NULL; + current_rt_vflip=false; } else { RenderTarget *rt = render_target_owner.get(p_render_target); @@ -3572,6 +3576,8 @@ void RasterizerGLES2::set_render_target(RID p_render_target) { ERR_FAIL_COND(rt->fbo==0); glBindFramebuffer(GL_FRAMEBUFFER,rt->fbo); current_rt=rt; + current_rt_transparent=p_transparent_bg; + current_rt_vflip=!p_vflip; } } @@ -3637,6 +3643,9 @@ void RasterizerGLES2::begin_shadow_map( RID p_light_instance, int p_shadow_pass void RasterizerGLES2::set_camera(const Transform& p_world,const CameraMatrix& p_projection) { camera_transform=p_world; + if (current_rt && current_rt_vflip) { + camera_transform.basis.set_axis(1,-camera_transform.basis.get_axis(1)); + } camera_transform_inverse=camera_transform.inverse(); camera_projection=p_projection; camera_plane = Plane( camera_transform.origin, camera_transform.basis.get_axis(2) ); @@ -3741,7 +3750,7 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const { } //print_line("compiled fragment: "+fragment_code); - //print_line("compiled fragment globals: "+fragment_globals); + // ("compiled fragment globals: "+fragment_globals); //print_line("UCF: "+itos(p_shader->uniforms.size())); @@ -5090,6 +5099,12 @@ void RasterizerGLES2::_setup_skeleton(const Skeleton *p_skeleton) { void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Transform& p_view_transform, const Transform& p_view_transform_inverse,const CameraMatrix& p_projection,bool p_reverse_cull,bool p_fragment_light,bool p_alpha_pass) { + if (current_rt && current_rt_vflip) { + p_reverse_cull=!p_reverse_cull; + glFrontFace(GL_CCW); + + } + const Material *prev_material=NULL; uint16_t prev_light=0x777E; const Geometry *prev_geometry_cmp=NULL; @@ -5349,6 +5364,9 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans //print_line("shaderchanges: "+itos(p_alpha_pass)+": "+itos(_rinfo.shader_change_count)); + if (current_rt && current_rt_vflip) { + glFrontFace(GL_CW); + } }; @@ -5755,6 +5773,10 @@ void RasterizerGLES2::end_scene() { glClearColor(0,0,0,1); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); + } else if (current_rt && current_rt_transparent) { + + glClearColor(0,0,0,0); + glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); } else if (current_env) { @@ -6266,13 +6288,16 @@ void RasterizerGLES2::canvas_begin() { _set_color_attrib(Color(1,1,1)); Transform canvas_transform; canvas_transform.translate(-(viewport.width / 2.0f), -(viewport.height / 2.0f), 0.0f); - canvas_transform.scale( Vector3( 2.0f / viewport.width, -2.0f / viewport.height, 1.0f ) ); + float csy = 1.0; + if (current_rt && current_rt_vflip) + csy = -1.0; + + canvas_transform.scale( Vector3( 2.0f / viewport.width, csy * -2.0f / viewport.height, 1.0f ) ); canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform); canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,Matrix32()); canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32()); canvas_opacity=1.0; - canvas_blend_mode=VS::MATERIAL_BLEND_MODE_MIX; |