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path: root/drivers/gles2/rasterizer_gles2.cpp
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Diffstat (limited to 'drivers/gles2/rasterizer_gles2.cpp')
-rw-r--r--drivers/gles2/rasterizer_gles2.cpp38
1 files changed, 35 insertions, 3 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp
index 2d60f0e92..80dd1a789 100644
--- a/drivers/gles2/rasterizer_gles2.cpp
+++ b/drivers/gles2/rasterizer_gles2.cpp
@@ -1564,6 +1564,7 @@ void RasterizerGLES2::shader_set_default_texture_param(RID p_shader, const Strin
RID RasterizerGLES2::shader_get_default_texture_param(RID p_shader, const StringName& p_name) const{
const Shader *shader=shader_owner.get(p_shader);
+ ERR_FAIL_COND_V(!shader,RID());
const Map<StringName,RID>::Element *E=shader->default_textures.find(p_name);
if (!E)
@@ -1571,6 +1572,22 @@ RID RasterizerGLES2::shader_get_default_texture_param(RID p_shader, const String
return E->get();
}
+Variant RasterizerGLES2::shader_get_default_param(RID p_shader, const StringName& p_name) {
+
+ Shader *shader=shader_owner.get(p_shader);
+ ERR_FAIL_COND_V(!shader,Variant());
+
+ //update shader params if necesary
+ //make sure the shader is compiled and everything
+ //so the actual parameters can be properly retrieved!
+ if (shader->dirty_list.in_list()) {
+ _update_shader(shader);
+ }
+ if (shader->valid && shader->uniforms.has(p_name))
+ return shader->uniforms[p_name].default_value;
+
+ return Variant();
+}
/* COMMON MATERIAL API */
@@ -4567,6 +4584,9 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
if (fragment_flags.uses_screen_uv) {
enablers.push_back("#define ENABLE_SCREEN_UV\n");
}
+ if (fragment_flags.uses_texpixel_size) {
+ enablers.push_back("#define USE_TEXPIXEL_SIZE\n");
+ }
canvas_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, light_code, fragment_globals,uniform_names,enablers);
@@ -4582,6 +4602,7 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
p_shader->can_zpass=!fragment_flags.uses_discard && !vertex_flags.vertex_code_writes_vertex;
p_shader->uses_normal=fragment_flags.uses_normal || light_flags.uses_normal;
p_shader->uses_time=uses_time;
+ p_shader->uses_texpixel_size=fragment_flags.uses_texpixel_size;
p_shader->version++;
}
@@ -7874,7 +7895,7 @@ void RasterizerGLES2::canvas_end_rect() {
RasterizerGLES2::Texture* RasterizerGLES2::_bind_canvas_texture(const RID& p_texture) {
- if (p_texture==canvas_tex) {
+ if (p_texture==canvas_tex && !rebind_texpixel_size) {
if (canvas_tex.is_valid()) {
Texture*texture=texture_owner.get(p_texture);
return texture;
@@ -7882,14 +7903,16 @@ RasterizerGLES2::Texture* RasterizerGLES2::_bind_canvas_texture(const RID& p_tex
return NULL;
}
-
+ rebind_texpixel_size=false;
if (p_texture.is_valid()) {
+
Texture*texture=texture_owner.get(p_texture);
if (!texture) {
canvas_tex=RID();
glBindTexture(GL_TEXTURE_2D,white_tex);
+
return NULL;
}
@@ -7898,6 +7921,9 @@ RasterizerGLES2::Texture* RasterizerGLES2::_bind_canvas_texture(const RID& p_tex
glBindTexture(GL_TEXTURE_2D,texture->tex_id);
canvas_tex=p_texture;
+ if (uses_texpixel_size) {
+ canvas_shader.set_uniform(CanvasShaderGLES2::TEXPIXEL_SIZE,Size2(1.0/texture->width,1.0/texture->height));
+ }
return texture;
@@ -8281,6 +8307,8 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) {
csy = -1.0;
canvas_transform.scale( Vector3( 2.0f / viewport.width, csy * -2.0f / viewport.height, 1.0f ) );
+ canvas_opacity=1.0;
+ uses_texpixel_size=false;
canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform);
@@ -8330,7 +8358,8 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) {
if (shader) {
canvas_shader.set_custom_shader(shader->custom_code_id);
- canvas_shader.bind();
+ if (canvas_shader.bind())
+ rebind_texpixel_size=true;
if (ci->shader_version!=shader->version) {
//todo optimize uniforms
@@ -8383,9 +8412,12 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) {
}
//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;
}