forked from bartvdbraak/blender
BGE Bug Fix:#17349, fixes some problems about 2d-filters
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9f53999181
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5350d5eb2c
@ -101,6 +101,13 @@ int KX_BlenderCanvas::GetHeight(
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return scrarea_get_win_height(m_area);
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}
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RAS_Rect &
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KX_BlenderCanvas::
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GetWindowArea(
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){
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return m_area_rect;
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}
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void
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KX_BlenderCanvas::
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SetViewPort(
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@ -112,6 +119,11 @@ SetViewPort(
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int minx = scrarea_get_win_x(m_area);
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int miny = scrarea_get_win_y(m_area);
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m_area_rect.SetLeft(minx + x1);
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m_area_rect.SetBottom(miny + y1);
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m_area_rect.SetRight(minx + x2);
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m_area_rect.SetTop(miny + y2);
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glViewport(minx + x1, miny + y1, vp_width, vp_height);
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glScissor(minx + x1, miny + y1, vp_width, vp_height);
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}
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@ -117,6 +117,10 @@ public:
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return m_displayarea;
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};
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RAS_Rect &
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GetWindowArea(
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);
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void
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SetViewPort(
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int x1, int y1,
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@ -159,6 +163,7 @@ public:
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private:
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/** Blender area the game engine is running within */
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struct ScrArea* m_area;
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RAS_Rect m_area_rect;
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};
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#endif // __KX_BLENDERCANVAS
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@ -130,6 +130,12 @@ public:
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) {
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return m_displayarea;
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};
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RAS_Rect &
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GetWindowArea(
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) {
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return m_displayarea;
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}
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void
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BeginFrame(
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@ -43,6 +43,7 @@
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#include "STR_String.h"
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#include "RAS_ICanvas.h"
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#include "RAS_Rect.h"
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#include "RAS_2DFilterManager.h"
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#include <iostream>
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@ -293,10 +294,13 @@ void RAS_2DFilterManager::SetupTextures(bool depth, bool luminance)
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}
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}
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void RAS_2DFilterManager::UpdateOffsetMatrix(int width, int height)
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void RAS_2DFilterManager::UpdateOffsetMatrix(RAS_ICanvas* canvas)
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{
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canvaswidth = texturewidth = width;
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canvasheight = textureheight = height;
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RAS_Rect canvas_rect = canvas->GetWindowArea();
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canvaswidth = canvas->GetWidth();
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canvasheight = canvas->GetHeight();
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texturewidth = canvaswidth + canvas_rect.GetLeft();
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textureheight = canvasheight + canvas_rect.GetBottom();
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GLint i,j;
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i = 0;
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@ -352,7 +356,7 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas)
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if(canvaswidth != canvas->GetWidth() || canvasheight != canvas->GetHeight())
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{
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UpdateOffsetMatrix(canvas->GetWidth(), canvas->GetHeight());
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UpdateOffsetMatrix(canvas);
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SetupTextures(need_depth, need_luminance);
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}
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GLuint viewport[4]={0};
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@ -360,19 +364,21 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas)
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if(need_depth){
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glActiveTextureARB(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, texname[1]);
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glCopyTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT, 0,0, texturewidth,textureheight, 0);
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glCopyTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT, 0, 0, texturewidth,textureheight, 0);
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}
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if(need_luminance){
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glActiveTextureARB(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, texname[2]);
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glCopyTexImage2D(GL_TEXTURE_2D,0,GL_LUMINANCE16, 0,0, texturewidth,textureheight, 0);
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glCopyTexImage2D(GL_TEXTURE_2D,0,GL_LUMINANCE16, 0, 0 , texturewidth,textureheight, 0);
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}
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glGetIntegerv(GL_VIEWPORT,(GLint *)viewport);
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glViewport(0, 0, texturewidth, textureheight);
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glViewport(0,0, texturewidth, textureheight);
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glDisable(GL_DEPTH_TEST);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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@ -42,7 +42,7 @@ private:
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void SetupTextures(bool depth, bool luminance);
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void FreeTextures();
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void UpdateOffsetMatrix(int width, int height);
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void UpdateOffsetMatrix(RAS_ICanvas* canvas);
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float textureoffsets[18];
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float view[4];
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@ -136,6 +136,14 @@ public:
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GetDisplayArea(
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) = 0;
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/**
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* Used to get canvas area within blender.
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*/
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virtual
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RAS_Rect &
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GetWindowArea(
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) = 0;
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/**
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* Set the visible vieport
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*/
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