Automatically redraw when shaders using TIME are visible, fixes #10554

This commit is contained in:
Juan Linietsky 2017-09-05 00:30:39 -03:00
parent e611ff5f01
commit 2802dced84
5 changed files with 14 additions and 0 deletions

View file

@ -1115,6 +1115,10 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
_copy_texscreen(Rect2());
}
if (shader_ptr->canvas_item.uses_time) {
VisualServerRaster::redraw_request();
}
state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id);
state.canvas_shader.bind();

View file

@ -32,6 +32,7 @@
#include "os/os.h"
#include "project_settings.h"
#include "rasterizer_canvas_gles3.h"
#include "servers/visual/visual_server_raster.h"
#ifndef GLES_OVER_GL
#define glClearDepth glClearDepthf
@ -2315,6 +2316,10 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
e->sort_key |= SORT_KEY_VERTEX_LIT_FLAG;
}
if (p_material->shader->spatial.uses_time) {
VisualServerRaster::redraw_request();
}
}
void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_scale, float p_energy) {

View file

@ -1584,6 +1584,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
shaders.actions_canvas.usage_flag_pointers["SCREEN_UV"] = &p_shader->canvas_item.uses_screen_uv;
shaders.actions_canvas.usage_flag_pointers["SCREEN_PIXEL_SIZE"] = &p_shader->canvas_item.uses_screen_uv;
shaders.actions_canvas.usage_flag_pointers["SCREEN_TEXTURE"] = &p_shader->canvas_item.uses_screen_texture;
shaders.actions_canvas.usage_flag_pointers["TIME"] = &p_shader->canvas_item.uses_time;
actions = &shaders.actions_canvas;
actions->uniforms = &p_shader->uniforms;
@ -1632,6 +1633,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
shaders.actions_scene.usage_flag_pointers["SSS_STRENGTH"] = &p_shader->spatial.uses_sss;
shaders.actions_scene.usage_flag_pointers["DISCARD"] = &p_shader->spatial.uses_discard;
shaders.actions_scene.usage_flag_pointers["SCREEN_TEXTURE"] = &p_shader->spatial.uses_screen_texture;
shaders.actions_scene.usage_flag_pointers["TIME"] = &p_shader->spatial.uses_time;
shaders.actions_scene.write_flag_pointers["MODELVIEW_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection;
shaders.actions_scene.write_flag_pointers["PROJECTION_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection;

View file

@ -410,6 +410,7 @@ public:
int light_mode;
bool uses_screen_texture;
bool uses_screen_uv;
bool uses_time;
} canvas_item;
@ -449,6 +450,7 @@ public:
bool uses_discard;
bool uses_sss;
bool uses_screen_texture;
bool uses_time;
bool writes_modelview_or_projection;
bool uses_vertex_lighting;

View file

@ -37,6 +37,7 @@
#include "scene/resources/style_box.h"
#include "scene/resources/texture.h"
#include "scene/scene_string_names.h"
#include "servers/visual/visual_server_raster.h"
#include "servers/visual_server.h"
Mutex *CanvasItemMaterial::material_mutex = NULL;