Vertex shaders can write to gl_PointSize (fixes #1603).

If a shader uses gl_PointSize then it can only be used when drawing points. If a shader doesn't use gl_PointSize then it can't be used when drawing points.

Added 'ConstantPointSize' and 'CurrentDPIScale' built-in shader uniforms.

ConstantPointSize is in DPI-scaled points, whereas gl_PointSize is in pixels, so to get the correct default behaviour a shader needs to do gl_PointSize = ConstantPointSize * CurrentDPIScale
This commit is contained in:
Alex Szpakowski
2021-01-23 13:47:12 -04:00
parent deff795908
commit 694d448e83
13 changed files with 83 additions and 87 deletions
+5 -1
View File
@@ -262,8 +262,12 @@ void Text::draw(Graphics *gfx, const Matrix4 &m)
if (Shader::isDefaultActive())
Shader::attachDefault(Shader::STANDARD_DEFAULT);
Texture *firsttex = nullptr;
if (!drawCommands.empty())
firsttex = drawCommands[0].texture;
if (Shader::current)
Shader::current->checkMainTextureType(TEXTURE_2D, false);
Shader::current->validateDrawState(PRIMITIVE_TRIANGLES, firsttex);
// Re-generate the text if the Font's texture cache was invalidated.
if (font->getTextureCacheID() != textureCacheID)