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misc: some refactoring in texture handling.

master
Sam Hocevar 10 лет назад
Родитель
Сommit
19cca47000
2 измененных файлов: 20 добавлений и 20 удалений
  1. +19
    -19
      neercs/video/render.cpp
  2. +1
    -1
      neercs/video/text-render.cpp

+ 19
- 19
neercs/video/render.cpp Просмотреть файл

@@ -854,7 +854,7 @@ void Render::TraceQuad()
void Render::ShaderSimple(Framebuffer *fbo_output, int n)
{
shader_simple->Bind();
shader_simple->SetUniform(shader_simple_texture, fbo_output->GetTexture(), n);
shader_simple->SetUniform(shader_simple_texture, fbo_output->GetTextureUniform(), n);
TraceQuad();
shader_simple->Unbind();
}
@@ -1489,7 +1489,7 @@ void Render::Draw3D()
// shader copper
fbo_tmp->Bind();
shader_copper->Bind();
shader_copper->SetUniform(shader_copper_texture, fbo_back->GetTexture(), 0);
shader_copper->SetUniform(shader_copper_texture, fbo_back->GetTextureUniform(), 0);
shader_copper->SetUniform(shader_copper_screen_size, (vec2)screen_size);
shader_copper->SetUniform(shader_copper_time, fx_angle);
shader_copper->SetUniform(shader_copper_copper, vec4(copper_copper.x, copper_copper.y, copper_copper.z * 16.0f, copper_copper.w * 16.0f));
@@ -1508,8 +1508,8 @@ void Render::Draw3D()
// shader remanence
fbo_tmp->Bind();
shader_remanence->Bind();
shader_remanence->SetUniform(shader_remanence_source, fbo_back->GetTexture(), 0);
shader_remanence->SetUniform(shader_remanence_buffer, fbo_buffer->GetTexture(), 1);
shader_remanence->SetUniform(shader_remanence_source, fbo_back->GetTextureUniform(), 0);
shader_remanence->SetUniform(shader_remanence_buffer, fbo_buffer->GetTextureUniform(), 1);
shader_remanence->SetUniform(shader_remanence_mix, remanence);
TraceQuad();
shader_remanence->Unbind();
@@ -1521,8 +1521,8 @@ void Render::Draw3D()
// save previous fbo
fbo_tmp->Bind();
shader_remanence->Bind();
shader_remanence->SetUniform(shader_remanence_source, fbo_screen->GetTexture(), 0);
shader_remanence->SetUniform(shader_remanence_buffer, fbo_buffer->GetTexture(), 1);
shader_remanence->SetUniform(shader_remanence_source, fbo_screen->GetTextureUniform(), 0);
shader_remanence->SetUniform(shader_remanence_buffer, fbo_buffer->GetTextureUniform(), 1);
shader_remanence->SetUniform(shader_remanence_mix, buffer);
TraceQuad();
shader_remanence->Unbind();
@@ -1539,7 +1539,7 @@ void Render::Draw3D()
// shader blur horizontal
fbo_blur_h->Bind();
shader_blur_h->Bind();
shader_blur_h->SetUniform(shader_blur_h_texture, fbo_back->GetTexture(), 0);
shader_blur_h->SetUniform(shader_blur_h_texture, fbo_back->GetTextureUniform(), 0);
shader_blur_h->SetUniform(shader_blur_h_radius, glow_large / (float)screen_size.x);
TraceQuad();
shader_blur_h->Unbind();
@@ -1547,7 +1547,7 @@ void Render::Draw3D()
// shader blur vertical
fbo_blur_v->Bind();
shader_blur_v->Bind();
shader_blur_v->SetUniform(shader_blur_v_texture, fbo_blur_h->GetTexture(), 0);
shader_blur_v->SetUniform(shader_blur_v_texture, fbo_blur_h->GetTextureUniform(), 0);
shader_blur_v->SetUniform(shader_blur_v_radius, glow_large / (float)screen_size.y);
TraceQuad();
shader_blur_v->Unbind();
@@ -1555,7 +1555,7 @@ void Render::Draw3D()
// shader blur horizontal
fbo_blur_h->Bind();
shader_blur_h->Bind();
shader_blur_h->SetUniform(shader_blur_h_texture, fbo_blur_v->GetTexture(), 0);
shader_blur_h->SetUniform(shader_blur_h_texture, fbo_blur_v->GetTextureUniform(), 0);
shader_blur_h->SetUniform(shader_blur_h_radius, glow_small / (float)screen_size.x);
TraceQuad();
shader_blur_h->Unbind();
@@ -1563,7 +1563,7 @@ void Render::Draw3D()
// shader blur vertical
fbo_blur_v->Bind();
shader_blur_v->Bind();
shader_blur_v->SetUniform(shader_blur_v_texture, fbo_blur_h->GetTexture(), 0);
shader_blur_v->SetUniform(shader_blur_v_texture, fbo_blur_h->GetTextureUniform(), 0);
shader_blur_v->SetUniform(shader_blur_v_radius, glow_small / (float)screen_size.y);
TraceQuad();
shader_blur_v->Unbind();
@@ -1571,8 +1571,8 @@ void Render::Draw3D()
// shader glow
fbo_screen->Bind();
shader_glow->Bind();
shader_glow->SetUniform(shader_glow_glow, fbo_blur_v->GetTexture(), 0);
shader_glow->SetUniform(shader_glow_source, fbo_back->GetTexture(), 1);
shader_glow->SetUniform(shader_glow_glow, fbo_blur_v->GetTextureUniform(), 0);
shader_glow->SetUniform(shader_glow_source, fbo_back->GetTextureUniform(), 1);
shader_glow->SetUniform(shader_glow_mix, glow_mix);
TraceQuad();
shader_glow->Unbind();
@@ -1591,7 +1591,7 @@ void Render::Draw3D()
// shader color
fbo_tmp->Bind();
shader_color->Bind();
shader_color->SetUniform(shader_color_texture, fbo_screen->GetTexture(), 0);
shader_color->SetUniform(shader_color_texture, fbo_screen->GetTextureUniform(), 0);
shader_color->SetUniform(shader_color_screen_size, (vec2)screen_size);
shader_color->SetUniform(shader_color_filter, color_filter);
shader_color->SetUniform(shader_color_color, color_color);
@@ -1610,7 +1610,7 @@ void Render::Draw3D()
// shader noise
fbo_tmp->Bind();
shader_noise->Bind();
shader_noise->SetUniform(shader_noise_texture, fbo_screen->GetTexture(), 0);
shader_noise->SetUniform(shader_noise_texture, fbo_screen->GetTextureUniform(), 0);
shader_noise->SetUniform(shader_noise_screen_size, (vec2)screen_size);
shader_noise->SetUniform(shader_noise_time, fx_angle);
shader_noise->SetUniform(shader_noise_offset, noise_offset);
@@ -1630,7 +1630,7 @@ void Render::Draw3D()
// shader blur horizontal
fbo_tmp->Bind();
shader_blur_h->Bind();
shader_blur_h->SetUniform(shader_blur_h_texture, fbo_screen->GetTexture(), 0);
shader_blur_h->SetUniform(shader_blur_h_texture, fbo_screen->GetTextureUniform(), 0);
shader_blur_h->SetUniform(shader_blur_h_radius, blur / (float)screen_size.x);
TraceQuad();
shader_blur_h->Unbind();
@@ -1638,7 +1638,7 @@ void Render::Draw3D()
// shader blur vertical
fbo_screen->Bind();
shader_blur_v->Bind();
shader_blur_v->SetUniform(shader_blur_v_texture, fbo_tmp->GetTexture(), 0);
shader_blur_v->SetUniform(shader_blur_v_texture, fbo_tmp->GetTextureUniform(), 0);
shader_blur_v->SetUniform(shader_blur_v_radius, blur / (float)screen_size.y);
TraceQuad();
shader_blur_v->Unbind();
@@ -1650,7 +1650,7 @@ void Render::Draw3D()
// shader postfx
fbo_front->Bind();
shader_postfx->Bind();
shader_postfx->SetUniform(shader_postfx_texture, fbo_screen->GetTexture(), 0);
shader_postfx->SetUniform(shader_postfx_texture, fbo_screen->GetTextureUniform(), 0);
shader_postfx->SetUniform(shader_postfx_screen_size, (vec2)screen_size);
shader_postfx->SetUniform(shader_postfx_ratio_2d, (vec2)ratio_2d * 0.5f);
shader_postfx->SetUniform(shader_postfx_time, fx_angle);
@@ -1686,7 +1686,7 @@ void Render::Draw3D()
// shader mirror
fbo_tmp->Bind();
shader_mirror->Bind();
shader_mirror->SetUniform(shader_mirror_texture, fbo_front->GetTexture(), 0);
shader_mirror->SetUniform(shader_mirror_texture, fbo_front->GetTextureUniform(), 0);
shader_mirror->SetUniform(shader_mirror_screen_size, (vec2)screen_size);
shader_mirror->SetUniform(shader_mirror_mirror, vec4(mirror.x * 0.1f, mirror.y * 0.1f, mirror.z, mirror.w));
TraceQuad();
@@ -1703,7 +1703,7 @@ void Render::Draw3D()
// shader radial blur
fbo_tmp->Bind();
shader_radial->Bind();
shader_radial->SetUniform(shader_radial_texture, fbo_front->GetTexture(), 0);
shader_radial->SetUniform(shader_radial_texture, fbo_front->GetTextureUniform(), 0);
shader_radial->SetUniform(shader_radial_screen_size, (vec2)screen_size);
shader_radial->SetUniform(shader_radial_radial, vec4(radial.x, radial.y, radial.z, radial.w * 0.1f));
TraceQuad();


+ 1
- 1
neercs/video/text-render.cpp Просмотреть файл

@@ -180,7 +180,7 @@ void TextRender::Blit(ivec2 pos, ivec2 size)
{
/* FIXME: this is ugly! But we will get rid of it when we
* do the Direct3D port, so don't worry too much. */
ShaderTexture t = m_fbo->GetTexture();
TextureUniform t = m_fbo->GetTextureUniform();
uint64_t const &x = *(uint64_t const *)&t;

RenderContext rc;


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