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authorRĂ©mi Verschelde <rverschelde@gmail.com>2018-02-14 16:29:08 +0100
committerGitHub <noreply@github.com>2018-02-14 16:29:08 +0100
commit3ab72da645914d77837f1527de2690a95b178cd2 (patch)
treea12597e5d022f4f94f98450544e80a8c84f591d6
parentf1ee573ebeefc1510b41ef5f71c00fddd1d81ee1 (diff)
parentc34f18accecfb6f1e257668b7a4746a11a44ad9f (diff)
Merge pull request #15710 from AndreaCatania/p1
Fixed sky reflection rendering when transparent BG
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp67
1 files changed, 39 insertions, 28 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index d1892eb1e8..7c053e8f60 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -4234,17 +4234,14 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
clear_color = env->bg_color.to_linear();
storage->frame.clear_request = false;
- } else if (env->bg_mode == VS::ENV_BG_SKY || env->bg_mode == VS::ENV_BG_COLOR_SKY) {
+ } else if (env->bg_mode == VS::ENV_BG_SKY) {
- sky = storage->sky_owner.getornull(env->sky);
+ storage->frame.clear_request = false;
- if (sky) {
- env_radiance_tex = sky->radiance;
- }
+ } else if (env->bg_mode == VS::ENV_BG_COLOR_SKY) {
+
+ clear_color = env->bg_color.to_linear();
storage->frame.clear_request = false;
- if (env->bg_mode == VS::ENV_BG_COLOR_SKY) {
- clear_color = env->bg_color.to_linear();
- }
} else {
storage->frame.clear_request = false;
@@ -4254,34 +4251,48 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
glClearBufferfv(GL_COLOR, 0, clear_color.components); // specular
}
- if (env && env->bg_mode == VS::ENV_BG_CANVAS) {
- //copy canvas to 3d buffer and convert it to linear
+ if (env) {
+ switch (env->bg_mode) {
+ case VS::ENV_BG_COLOR_SKY:
+
+ case VS::ENV_BG_SKY:
- glDisable(GL_BLEND);
- glDepthMask(GL_FALSE);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_CULL_FACE);
+ sky = storage->sky_owner.getornull(env->sky);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
+ if (sky) {
+ env_radiance_tex = sky->radiance;
+ }
+ break;
+ case VS::ENV_BG_CANVAS:
+ //copy canvas to 3d buffer and convert it to linear
- storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, true);
+ glDisable(GL_BLEND);
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
- storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, true);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
- storage->shaders.copy.bind();
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, true);
- _copy_screen(true, true);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, true);
- //turn off everything used
- storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, false);
- storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false);
+ storage->shaders.copy.bind();
- //restore
- glEnable(GL_BLEND);
- glDepthMask(GL_TRUE);
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_CULL_FACE);
+ _copy_screen(true, true);
+
+ //turn off everything used
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false);
+
+ //restore
+ glEnable(GL_BLEND);
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ break;
+ }
}
state.texscreen_copied = false;