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Ensure that environment is available before checking for BCS
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@ -2706,27 +2706,32 @@ void RasterizerSceneGLES3::_render_post_processing(const RenderDataGLES3 *p_rend
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rb->check_glow_buffers();
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}
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bool use_bcs = environment_get_adjustments_enabled(p_render_data->environment);
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uint64_t bcs_spec_constants = 0;
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RID color_correction_texture = environment_get_color_correction(p_render_data->environment);
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if (use_bcs && color_correction_texture.is_valid()) {
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bcs_spec_constants |= PostShaderGLES3::USE_BCS;
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bcs_spec_constants |= PostShaderGLES3::USE_COLOR_CORRECTION;
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if (p_render_data->environment.is_valid()) {
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bool use_bcs = environment_get_adjustments_enabled(p_render_data->environment);
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RID color_correction_texture = environment_get_color_correction(p_render_data->environment);
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if (use_bcs) {
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bcs_spec_constants |= PostShaderGLES3::USE_BCS;
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bool use_1d_lut = environment_get_use_1d_color_correction(p_render_data->environment);
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GLenum texture_target = GL_TEXTURE_3D;
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if (use_1d_lut) {
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bcs_spec_constants |= PostShaderGLES3::USE_1D_LUT;
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texture_target = GL_TEXTURE_2D;
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if (color_correction_texture.is_valid()) {
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bcs_spec_constants |= PostShaderGLES3::USE_COLOR_CORRECTION;
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bool use_1d_lut = environment_get_use_1d_color_correction(p_render_data->environment);
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GLenum texture_target = GL_TEXTURE_3D;
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if (use_1d_lut) {
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bcs_spec_constants |= PostShaderGLES3::USE_1D_LUT;
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texture_target = GL_TEXTURE_2D;
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}
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(texture_target, texture_storage->texture_get_texid(color_correction_texture));
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glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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}
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}
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(texture_target, texture_storage->texture_get_texid(color_correction_texture));
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glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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}
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if (view_count == 1) {
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