Added a built-in variable readable in shaders: ‘love_ScreenSize’. Its x and y components contain the width and height of the current viewport. Resolves issue #841.

This commit is contained in:
Alex Szpakowski
2014-01-27 02:58:34 -04:00
parent 3a24e73891
commit c5c788e976
5 changed files with 35 additions and 21 deletions
+5
View File
@@ -87,6 +87,11 @@ public:
Viewport(int _x, int _y, int _w, int _h) Viewport(int _x, int _y, int _w, int _h)
: x(_x), y(_y), w(_w), h(_h) : x(_x), y(_y), w(_w), h(_h)
{} {}
bool operator == (const Viewport &rhs) const
{
return x == rhs.x && y == rhs.y && w == rhs.w && h == rhs.h;
}
}; };
OpenGL(); OpenGL();
+17 -9
View File
@@ -72,6 +72,7 @@ Shader::Shader(const ShaderSources &sources)
, builtinUniforms() , builtinUniforms()
, vertexAttributes() , vertexAttributes()
, lastCanvas((Canvas *) -1) , lastCanvas((Canvas *) -1)
, lastViewport()
{ {
if (shaderSources.empty()) if (shaderSources.empty())
throw love::Exception("Cannot create shader: no source code!"); throw love::Exception("Cannot create shader: no source code!");
@@ -693,30 +694,37 @@ bool Shader::sendBuiltinFloat(BuiltinExtern builtin, int size, const GLfloat *ve
void Shader::checkSetScreenParams() void Shader::checkSetScreenParams()
{ {
if (lastCanvas == Canvas::current) OpenGL::Viewport view = gl.getViewport();
if (view == lastViewport && lastCanvas == Canvas::current)
return; return;
// In the shader, we do pixcoord.y = gl_FragCoord.y * params[0] + params[1]. // In the shader, we do pixcoord.y = gl_FragCoord.y * params.z + params.w.
// This lets us flip pixcoord.y when needed, to be consistent (Canvases // This lets us flip pixcoord.y when needed, to be consistent (Canvases
// have flipped y-values for pixel coordinates.) // have flipped y-values for pixel coordinates.)
GLfloat params[] = {0.0f, 0.0f}; GLfloat params[] = {
(GLfloat) view.w, (GLfloat) view.h,
0.0f, 0.0f,
};
if (Canvas::current != nullptr) if (Canvas::current != nullptr)
{ {
// gl_FragCoord.y is flipped in Canvases, so we un-flip: // gl_FragCoord.y is flipped in Canvases, so we un-flip:
// pixcoord.y = gl_FragCoord.y * -1.0 + height. // pixcoord.y = gl_FragCoord.y * -1.0 + height.
params[0] = -1.0f; params[2] = -1.0f;
params[1] = (float) Canvas::current->getHeight(); params[3] = (GLfloat) view.h;
} }
else else
{ {
// No flipping: pixcoord.y = gl_FragCoord.y * 1.0 + 0.0. // No flipping: pixcoord.y = gl_FragCoord.y * 1.0 + 0.0.
params[0] = 1.0f; params[2] = 1.0f;
params[1] = 0.0f; params[3] = 0.0f;
} }
sendBuiltinFloat(BUILTIN_SCREEN_PARAMS, 2, params, 1); sendBuiltinFloat(BUILTIN_SCREEN_SIZE, 4, params, 1);
lastCanvas = Canvas::current; lastCanvas = Canvas::current;
lastViewport = view;
} }
const std::map<std::string, Object *> &Shader::getBoundRetainables() const const std::map<std::string, Object *> &Shader::getBoundRetainables() const
@@ -767,7 +775,7 @@ StringMap<OpenGL::VertexAttrib, OpenGL::ATTRIB_MAX_ENUM> Shader::attribNames(Sha
StringMap<Shader::BuiltinExtern, Shader::BUILTIN_MAX_ENUM>::Entry Shader::builtinNameEntries[] = StringMap<Shader::BuiltinExtern, Shader::BUILTIN_MAX_ENUM>::Entry Shader::builtinNameEntries[] =
{ {
{"love_ScreenParams", Shader::BUILTIN_SCREEN_PARAMS}, {"love_ScreenSize", Shader::BUILTIN_SCREEN_SIZE},
}; };
StringMap<Shader::BuiltinExtern, Shader::BUILTIN_MAX_ENUM> Shader::builtinNames(Shader::builtinNameEntries, sizeof(Shader::builtinNameEntries)); StringMap<Shader::BuiltinExtern, Shader::BUILTIN_MAX_ENUM> Shader::builtinNames(Shader::builtinNameEntries, sizeof(Shader::builtinNameEntries));
+2 -1
View File
@@ -59,7 +59,7 @@ public:
// Built-in extern (uniform) variables. // Built-in extern (uniform) variables.
enum BuiltinExtern enum BuiltinExtern
{ {
BUILTIN_SCREEN_PARAMS, BUILTIN_SCREEN_SIZE,
BUILTIN_MAX_ENUM BUILTIN_MAX_ENUM
}; };
@@ -216,6 +216,7 @@ private:
// Pointer to the active Canvas when the screen params were last checked. // Pointer to the active Canvas when the screen params were last checked.
Canvas *lastCanvas; Canvas *lastCanvas;
OpenGL::Viewport lastViewport;
// Max GPU texture units available for sent images // Max GPU texture units available for sent images
static GLint maxTexUnits; static GLint maxTexUnits;
+3 -3
View File
@@ -1304,7 +1304,7 @@ do
#define TransformProjectionMatrix gl_ModelViewProjectionMatrix #define TransformProjectionMatrix gl_ModelViewProjectionMatrix
#define NormalMatrix gl_NormalMatrix #define NormalMatrix gl_NormalMatrix
uniform sampler2D _tex0_; uniform sampler2D _tex0_;
uniform vec2 love_ScreenParams;]] uniform vec4 love_ScreenSize;]]
local GLSL_VERTEX = { local GLSL_VERTEX = {
HEADER = [[ HEADER = [[
@@ -1346,7 +1346,7 @@ void main() {
float dummy = texture2D(_tex0_, vec2(.5)).r; float dummy = texture2D(_tex0_, vec2(.5)).r;
// See Shader::checkSetScreenParams in Shader.cpp. // See Shader::checkSetScreenParams in Shader.cpp.
vec2 pixelcoord = vec2(gl_FragCoord.x, (gl_FragCoord.y * love_ScreenParams[0]) + love_ScreenParams[1]); vec2 pixelcoord = vec2(gl_FragCoord.x, (gl_FragCoord.y * love_ScreenSize.z) + love_ScreenSize.w);
gl_FragColor = effect(VaryingColor, _tex0_, VaryingTexCoord.st, pixelcoord); gl_FragColor = effect(VaryingColor, _tex0_, VaryingTexCoord.st, pixelcoord);
}]], }]],
@@ -1357,7 +1357,7 @@ void main() {
float dummy = texture2D(_tex0_, vec2(.5)).r; float dummy = texture2D(_tex0_, vec2(.5)).r;
// See Shader::checkSetScreenParams in Shader.cpp. // See Shader::checkSetScreenParams in Shader.cpp.
vec2 pixelcoord = vec2(gl_FragCoord.x, (gl_FragCoord.y * love_ScreenParams[0]) + love_ScreenParams[1]); vec2 pixelcoord = vec2(gl_FragCoord.x, (gl_FragCoord.y * love_ScreenSize.z) + love_ScreenSize.w);
effects(VaryingColor, _tex0_, VaryingTexCoord.st, pixelcoord); effects(VaryingColor, _tex0_, VaryingTexCoord.st, pixelcoord);
}]], }]],
+8 -8
View File
@@ -6295,8 +6295,8 @@ const unsigned char graphics_lua[] =
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@@ -6365,9 +6365,9 @@ const unsigned char graphics_lua[] =
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@@ -6390,9 +6390,9 @@ const unsigned char graphics_lua[] =
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