diff options
Diffstat (limited to 'servers/rendering/renderer_viewport.cpp')
-rw-r--r-- | servers/rendering/renderer_viewport.cpp | 30 |
1 files changed, 13 insertions, 17 deletions
diff --git a/servers/rendering/renderer_viewport.cpp b/servers/rendering/renderer_viewport.cpp index 8507e20648..7e18eac6ae 100644 --- a/servers/rendering/renderer_viewport.cpp +++ b/servers/rendering/renderer_viewport.cpp @@ -43,7 +43,7 @@ static Transform2D _canvas_get_transform(RendererViewport::Viewport *p_viewport, if (p_viewport->canvas_map.has(p_canvas->parent)) { Transform2D c_xform = p_viewport->canvas_map[p_canvas->parent].transform; if (p_viewport->snap_2d_transforms_to_pixel) { - c_xform.elements[2] = c_xform.elements[2].floor(); + c_xform.columns[2] = c_xform.columns[2].floor(); } xf = xf * c_xform; scale = p_canvas->parent_scale; @@ -52,7 +52,7 @@ static Transform2D _canvas_get_transform(RendererViewport::Viewport *p_viewport, Transform2D c_xform = p_canvas_data->transform; if (p_viewport->snap_2d_transforms_to_pixel) { - c_xform.elements[2] = c_xform.elements[2].floor(); + c_xform.columns[2] = c_xform.columns[2].floor(); } xf = xf * c_xform; @@ -195,8 +195,6 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) { } } - Color bgcolor = RSG::storage->get_default_clear_color(); - if (!p_viewport->disable_2d && !p_viewport->disable_environment && RSG::scene->is_scenario(p_viewport->scenario)) { RID environment = RSG::scene->scenario_get_environment(p_viewport->scenario); if (RSG::scene->is_environment(environment)) { @@ -207,15 +205,6 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) { bool can_draw_3d = RSG::scene->is_camera(p_viewport->camera) && !p_viewport->disable_3d; - if (p_viewport->clear_mode != RS::VIEWPORT_CLEAR_NEVER) { - if (p_viewport->transparent_bg) { - bgcolor = Color(0, 0, 0, 0); - } - if (p_viewport->clear_mode == RS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) { - p_viewport->clear_mode = RS::VIEWPORT_CLEAR_NEVER; - } - } - if ((scenario_draw_canvas_bg || can_draw_3d) && !p_viewport->render_buffers.is_valid()) { //wants to draw 3D but there is no render buffer, create p_viewport->render_buffers = RSG::scene->render_buffers_create(); @@ -223,7 +212,14 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) { _configure_3d_render_buffers(p_viewport); } - RSG::texture_storage->render_target_request_clear(p_viewport->render_target, bgcolor); + Color bgcolor = p_viewport->transparent_bg ? Color(0, 0, 0, 0) : RSG::storage->get_default_clear_color(); + + if (p_viewport->clear_mode != RS::VIEWPORT_CLEAR_NEVER) { + RSG::texture_storage->render_target_request_clear(p_viewport->render_target, bgcolor); + if (p_viewport->clear_mode == RS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) { + p_viewport->clear_mode = RS::VIEWPORT_CLEAR_NEVER; + } + } if (!scenario_draw_canvas_bg && can_draw_3d) { _draw_3d(p_viewport); @@ -305,7 +301,7 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) { // cl->texture_cache = nullptr; Transform2D scale; scale.scale(cl->rect_cache.size); - scale.elements[2] = cl->rect_cache.position; + scale.columns[2] = cl->rect_cache.position; cl->light_shader_xform = cl->xform * scale; //cl->light_shader_pos = cl->xform_cache[2]; if (cl->use_shadow) { @@ -332,7 +328,7 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) { cl->filter_next_ptr = directional_lights; directional_lights = cl; cl->xform_cache = xf * cl->xform; - cl->xform_cache.elements[2] = Vector2(); //translation is pointless + cl->xform_cache.columns[2] = Vector2(); //translation is pointless if (cl->use_shadow) { cl->shadows_next_ptr = directional_lights_with_shadow; directional_lights_with_shadow = cl; @@ -390,7 +386,7 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) { //update shadows if any RendererCanvasRender::Light *light = directional_lights_with_shadow; while (light) { - Vector2 light_dir = -light->xform_cache.elements[1].normalized(); // Y is light direction + Vector2 light_dir = -light->xform_cache.columns[1].normalized(); // Y is light direction float cull_distance = light->directional_distance; Vector2 light_dir_sign; |