OpenGLRenderer: Fix Y flipping for FBOs

This commit is contained in:
Jérôme Leclercq
2021-02-20 19:23:29 +01:00
parent fb3468854f
commit 311cfeaf3c
8 changed files with 83 additions and 9 deletions

View File

@@ -7,6 +7,7 @@
#include <Nazara/OpenGLRenderer/Utils.hpp>
#include <Nazara/OpenGLRenderer/OpenGLRenderPipelineLayout.hpp>
#include <Nazara/OpenGLRenderer/OpenGLShaderStage.hpp>
#include <Nazara/Shader/GlslWriter.hpp>
#include <cassert>
#include <stdexcept>
#include <Nazara/OpenGLRenderer/Debug.hpp>
@@ -14,7 +15,8 @@
namespace Nz
{
OpenGLRenderPipeline::OpenGLRenderPipeline(OpenGLDevice& device, RenderPipelineInfo pipelineInfo) :
m_pipelineInfo(std::move(pipelineInfo))
m_pipelineInfo(std::move(pipelineInfo)),
m_isYFlipped(false)
{
if (!m_program.Create(device))
throw std::runtime_error("failed to create program");
@@ -30,6 +32,10 @@ namespace Nz
std::string errLog;
if (!m_program.GetLinkStatus(&errLog))
throw std::runtime_error("failed to link program: " + errLog);
m_flipYUniformLocation = m_program.GetUniformLocation(GlslWriter::GetFlipYUniformName());
if (m_flipYUniformLocation != -1)
m_program.Uniform(m_flipYUniformLocation, 1.f);
}
void OpenGLRenderPipeline::Apply(const GL::Context& context) const
@@ -37,4 +43,13 @@ namespace Nz
context.UpdateStates(m_pipelineInfo);
context.BindProgram(m_program.GetObjectId()); //< Bind program after states
}
void OpenGLRenderPipeline::FlipY(bool shouldFlipY) const
{
if (m_isYFlipped != shouldFlipY)
{
m_program.Uniform(m_flipYUniformLocation, (shouldFlipY) ? -1.f : 1.f);
m_isYFlipped = shouldFlipY;
}
}
}

View File

@@ -10,6 +10,7 @@
#include <Nazara/Shader/ShaderAstCloner.hpp>
#include <Nazara/Shader/ShaderAstUtils.hpp>
#include <Nazara/Shader/ShaderAstValidator.hpp>
#include <optional>
#include <stdexcept>
#include <Nazara/Shader/Debug.hpp>
@@ -17,6 +18,8 @@ namespace Nz
{
namespace
{
static const char* flipYUniformName = "_NzFlipValue";
struct AstAdapter : ShaderAstCloner
{
void Visit(ShaderNodes::AssignOp& node) override
@@ -35,8 +38,11 @@ namespace Nz
if (builtinVar.entry != ShaderNodes::BuiltinEntry::VertexPosition)
return ShaderAstCloner::Visit(node);
auto fixYConstant = ShaderBuilder::Constant(Nz::Vector4f(1.f, -1.f, 1.f, 1.f));
auto mulFix = ShaderBuilder::Multiply(CloneExpression(node.right), fixYConstant);
auto flipVar = ShaderBuilder::Uniform(flipYUniformName, ShaderNodes::BasicType::Float1);
auto oneConstant = ShaderBuilder::Constant(1.f);
auto fixYValue = ShaderBuilder::Cast<ShaderNodes::BasicType::Float4>(oneConstant, ShaderBuilder::Identifier(flipVar), oneConstant, oneConstant);
auto mulFix = ShaderBuilder::Multiply(CloneExpression(node.right), fixYValue);
PushExpression(ShaderNodes::AssignOp::Build(node.op, CloneExpression(node.left), mulFix));
}
@@ -50,8 +56,21 @@ namespace Nz
{
}
std::string GlslWriter::Generate(const ShaderAst& shader, const States& conditions)
std::string GlslWriter::Generate(const ShaderAst& inputShader, const States& conditions)
{
const ShaderAst* selectedShader = &inputShader;
std::optional<ShaderAst> modifiedShader;
if (inputShader.GetStage() == ShaderStageType::Vertex && m_environment.flipYPosition)
{
modifiedShader.emplace(inputShader);
modifiedShader->AddUniform(flipYUniformName, ShaderNodes::BasicType::Float1);
selectedShader = &modifiedShader.value();
}
const ShaderAst& shader = *selectedShader;
std::string error;
if (!ValidateShader(shader, &error))
throw std::runtime_error("Invalid shader AST: " + error);
@@ -172,9 +191,9 @@ namespace Nz
const char* inKeyword = (glslVersion >= 130) ? "in" : "varying";
const char* outKeyword = (glslVersion >= 130) ? "out" : "varying";
DeclareVariables(shader, shader.GetUniforms(), "uniform", "Uniforms");
DeclareVariables(shader, shader.GetInputs(), inKeyword, "Inputs");
DeclareVariables(shader, shader.GetOutputs(), outKeyword, "Outputs");
DeclareVariables(shader, shader.GetUniforms(), "uniform", "Uniforms");
DeclareVariables(shader, shader.GetInputs(), inKeyword, "Inputs");
DeclareVariables(shader, shader.GetOutputs(), outKeyword, "Outputs");
std::size_t functionCount = shader.GetFunctionCount();
if (functionCount > 1)
@@ -201,6 +220,11 @@ namespace Nz
m_environment = std::move(environment);
}
const char* GlslWriter::GetFlipYUniformName()
{
return flipYUniformName;
}
void GlslWriter::Append(ShaderExpressionType type)
{
std::visit([&](auto&& arg)