Fix a render target issue, see #43
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6b33f0c5b8
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8990b521fd
7 changed files with 22 additions and 8 deletions
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@ -859,6 +859,8 @@ public:
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uint32 cubeFace = 0
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) = 0 ;
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virtual ITexture *getRenderTarget() const = 0;
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/** Trick method : copy the current texture target into another texture without updating the current texture.
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*
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* This method copies the current texture into another texture.
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@ -855,6 +855,7 @@ public:
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// todo hulud d3d buffers
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virtual void getZBufferPart (std::vector<float> &zbuffer, NLMISC::CRect &rect);
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virtual bool setRenderTarget (ITexture *tex, uint32 x, uint32 y, uint32 width, uint32 height, uint32 mipmapLevel, uint32 cubeFace);
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virtual ITexture *getRenderTarget() const;
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virtual bool copyTargetToTexture (ITexture *tex, uint32 offsetx, uint32 offsety, uint32 x, uint32 y, uint32 width,
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uint32 height, uint32 mipmapLevel);
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virtual bool getRenderTargetSize (uint32 &width, uint32 &height);
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@ -1187,6 +1187,11 @@ bool CDriverD3D::setRenderTarget (ITexture *tex, uint32 /* x */, uint32 /* y */,
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return true;
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}
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ITexture *CDriverD3D::getRenderTarget() const
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{
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return _RenderTarget.Texture;
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}
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// ***************************************************************************
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bool CDriverD3D::copyTargetToTexture (ITexture * /* tex */, uint32 /* offsetx */, uint32 /* offsety */, uint32 /* x */, uint32 /* y */, uint32 /* width */,
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@ -263,8 +263,6 @@ CDriverGL::CDriverGL()
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_CurrentFogColor[2]= 0;
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_CurrentFogColor[3]= 0;
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_RenderTargetFBO = false;
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_LightSetupDirty= false;
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_ModelViewMatrixDirty= false;
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_RenderSetupDirty= false;
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@ -564,6 +564,8 @@ public:
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virtual bool setRenderTarget (ITexture *tex, uint32 x, uint32 y, uint32 width, uint32 height,
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uint32 mipmapLevel, uint32 cubeFace);
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virtual ITexture *getRenderTarget() const;
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virtual bool copyTargetToTexture (ITexture *tex, uint32 offsetx, uint32 offsety, uint32 x, uint32 y,
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uint32 width, uint32 height, uint32 mipmapLevel);
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@ -889,7 +891,7 @@ private:
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// viewport before call to setRenderTarget, if BFO extension is supported
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CViewport _OldViewport;
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bool _RenderTargetFBO;
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CSmartPtr<ITexture> _RenderTargetFBO;
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// Num lights return by GL_MAX_LIGHTS
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@ -2314,7 +2314,7 @@ bool CDriverGL::setRenderTarget (ITexture *tex, uint32 x, uint32 y, uint32 width
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newVP.init(0, 0, ((float)width/(float)w), ((float)height/(float)h));
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setupViewport(newVP);
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_RenderTargetFBO = true;
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_RenderTargetFBO = tex;
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return activeFrameBufferObject(tex);
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}
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@ -2334,7 +2334,7 @@ bool CDriverGL::setRenderTarget (ITexture *tex, uint32 x, uint32 y, uint32 width
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setupViewport(_OldViewport);
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_OldViewport = _CurrViewport;
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_RenderTargetFBO = false;
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_RenderTargetFBO = NULL;
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return false;
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}
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@ -2347,12 +2347,17 @@ bool CDriverGL::setRenderTarget (ITexture *tex, uint32 x, uint32 y, uint32 width
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// Update the scissor
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setupScissor (_CurrScissor);
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_RenderTargetFBO = false;
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_RenderTargetFBO = NULL;
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_OldViewport = _CurrViewport;
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return true;
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}
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ITexture *CDriverGL::getRenderTarget() const
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{
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return _RenderTargetFBO ? _RenderTargetFBO : _TextureTarget;
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}
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// ***************************************************************************
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bool CDriverGL::copyTargetToTexture (ITexture *tex,
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@ -249,6 +249,7 @@ void CShadowMapManager::renderGenerate(CScene *scene)
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garbageShadowTextures(scene);
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IDriver *driverForShadowGeneration= scene->getRenderTrav().getAuxDriver();
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CSmartPtr<NL3D::ITexture> previousRenderTarget = driverForShadowGeneration->getRenderTarget();
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// Init
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// ********
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@ -488,7 +489,7 @@ void CShadowMapManager::renderGenerate(CScene *scene)
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}
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// Set default render target
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driverForShadowGeneration->setRenderTarget (NULL);
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driverForShadowGeneration->setRenderTarget (previousRenderTarget);
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// Allow Writing on all.
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driverForShadowGeneration->setColorMask(true, true, true, true);
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