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path: root/drivers/gles3/rasterizer_scene_gles3.cpp
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Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp24
1 files changed, 22 insertions, 2 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 2e8c95fe61..9737639129 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -1642,6 +1642,9 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
ERR_FAIL_COND(rb.is_null());
}
+ GLES3::RenderTarget *rt = texture_storage->get_render_target(rb->render_target);
+ ERR_FAIL_COND(!rt);
+
// Assign render data
// Use the format from rendererRD
RenderDataGLES3 render_data;
@@ -1729,8 +1732,20 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
scene_state.ubo.emissive_exposure_normalization = -1.0; // Use default exposure normalization.
+ bool flip_y = !render_data.reflection_probe.is_valid();
+
+ if (rt->overridden.color.is_valid()) {
+ // If we've overridden the render target's color texture, then don't render upside down.
+ // We're probably rendering directly to an XR device.
+ flip_y = false;
+ }
+ if (!flip_y) {
+ // If we're rendering right-side up, then we need to change the winding order.
+ glFrontFace(GL_CW);
+ }
+
_setup_lights(&render_data, false, render_data.directional_light_count, render_data.omni_light_count, render_data.spot_light_count);
- _setup_environment(&render_data, render_data.reflection_probe.is_valid(), screen_size, !render_data.reflection_probe.is_valid(), clear_color, false);
+ _setup_environment(&render_data, render_data.reflection_probe.is_valid(), screen_size, flip_y, clear_color, false);
_fill_render_list(RENDER_LIST_OPAQUE, &render_data, PASS_MODE_COLOR);
render_list[RENDER_LIST_OPAQUE].sort_by_key();
@@ -1811,7 +1826,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
}
}
- glBindFramebuffer(GL_FRAMEBUFFER, rb->framebuffer);
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
glViewport(0, 0, rb->width, rb->height);
// Do depth prepass if it's explicitly enabled
@@ -1917,6 +1932,11 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
_render_list_template<PASS_MODE_COLOR_TRANSPARENT>(&render_list_params_alpha, &render_data, 0, render_list[RENDER_LIST_ALPHA].elements.size(), true);
+ if (!flip_y) {
+ // Restore the default winding order.
+ glFrontFace(GL_CCW);
+ }
+
if (rb.is_valid()) {
_render_buffers_debug_draw(rb, p_shadow_atlas, p_occluder_debug_tex);
}