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authorSergey Sharybin <sergey.vfx@gmail.com>2014-04-09 16:54:13 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2014-04-10 15:49:49 +0400
commitf93bc7693a530632455d3ec7acc4bce54a1f85bc (patch)
treed0e067438cbc547875b3cb77e53904c5ea2a537d /source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
parent19e627cab34a04a3d01b2e3a868b7bf91d56e8f9 (diff)
Backport revisions for the 2.70a releasev2.70a
d2660a0, 6e99fb0, 58c22d8, 83f2012 + ff21f6a, a7ed1db. cc6b106 7997e38, 9d4b54b, efb48fc, 3fc293c, 29f359c, 77c1d17, 92a539e, c626462, f48828b, 6452d9f, 765d077, 74518b2, af16d46, 8da4936, 6babbf5, f0106d2, f88776b, ee72cba, 467596d, e21a7b3, eed3974, 71a2ff1, ccf9afd, 44d6c68, 30fdfc3, b69809c, b0a8e4c, bd57ec6, 3b0832d, 2a25676, 3977b76, fb25a86, 9bbb30b, 51abc2b, 0ebade5, 2c0e32f, 3deaf7d, ea01b24, c61eb64, f3db038, a6fb670, eedde31, b66a954, 7ff123c, f5b79df, 7148c97, 54a8753, fcaa018, 4c73001, 7a21330, 07578be, e9a64e2, fd3de8b, ae792e9, b7712a7 + 3600622, d9557d0, 6d973b8, 688257d, 4acb57a, 95ac6bc, Also backported openmp changes to sculpt making it so number of real CPU cores is used as a number of threads here.
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_2DFilterManager.cpp')
-rw-r--r--source/gameengine/Rasterizer/RAS_2DFilterManager.cpp14
1 files changed, 5 insertions, 9 deletions
diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
index e85b57f1769..abbe65738d4 100644
--- a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
@@ -395,10 +395,8 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas)
return;
const int *viewport = canvas->GetViewPort();
- RAS_Rect rect = canvas->GetWindowArea();
- int rect_width = rect.GetWidth()+1, rect_height = rect.GetHeight()+1;
- if (texturewidth != rect_width || textureheight != rect_height)
+ if (texturewidth != viewport[2] || textureheight != viewport[3])
{
UpdateOffsetMatrix(canvas);
UpdateCanvasTextureCoord(viewport);
@@ -414,22 +412,22 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas)
if (need_depth) {
glActiveTextureARB(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texname[1]);
- glCopyTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT, rect.GetLeft(), rect.GetBottom(), rect_width, rect_height, 0);
+ glCopyTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT, viewport[0], viewport[1], viewport[2], viewport[3], 0);
}
if (need_luminance) {
glActiveTextureARB(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, texname[2]);
- glCopyTexImage2D(GL_TEXTURE_2D,0,GL_LUMINANCE16, rect.GetLeft(), rect.GetBottom(), rect_width, rect_height, 0);
+ glCopyTexImage2D(GL_TEXTURE_2D,0,GL_LUMINANCE16, viewport[0], viewport[1], viewport[2], viewport[3], 0);
}
// reverting to texunit 0, without this we get bug [#28462]
glActiveTextureARB(GL_TEXTURE0);
- canvas->SetViewPort(0, 0, rect_width-1, rect_height-1);
// We do this to make side-by-side stereo rendering work correctly with 2D filters. It would probably be nicer to just set the viewport,
// but it can be easier for writing shaders to have the coordinates for the whole screen instead of just part of the screen.
RAS_Rect scissor_rect = canvas->GetDisplayArea();
+
glScissor(scissor_rect.GetLeft() + viewport[0],
scissor_rect.GetBottom() + viewport[1],
scissor_rect.GetWidth() + 1,
@@ -459,7 +457,7 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas)
glActiveTextureARB(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texname[0]);
- glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, rect.GetLeft(), rect.GetBottom(), rect_width, rect_height, 0); // Don't use texturewidth and textureheight in case we don't have NPOT support
+ glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, viewport[0], viewport[1], viewport[2], viewport[3], 0); // Don't use texturewidth and textureheight in case we don't have NPOT support
glClear(GL_COLOR_BUFFER_BIT);
glBegin(GL_QUADS);
@@ -473,8 +471,6 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas)
}
glEnable(GL_DEPTH_TEST);
- //We can't pass the results of canvas->GetViewPort() directly because canvas->SetViewPort() does some extra math [#34517]
- canvas->SetViewPort(0, 0, viewport[2]-1, viewport[3]-1);
EndShaderProgram();
glPopMatrix();
glMatrixMode(GL_MODELVIEW);