changed the blending function when using a transparent render target so that it blends properly
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e15157f289
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@ -6398,7 +6398,12 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
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case VS::MATERIAL_BLEND_MODE_MIX: {
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glBlendEquation(GL_FUNC_ADD);
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if (current_rt && current_rt_transparent) {
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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}
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else {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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} break;
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case VS::MATERIAL_BLEND_MODE_ADD: {
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@ -6414,7 +6419,12 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
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} break;
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case VS::MATERIAL_BLEND_MODE_MUL: {
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glBlendEquation(GL_FUNC_ADD);
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if (current_rt && current_rt_transparent) {
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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}
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else {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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} break;
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@ -6681,7 +6691,12 @@ void RasterizerGLES2::_copy_to_texscreen() {
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#endif
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glDisable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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if (current_rt && current_rt_transparent) {
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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}
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else {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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//glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
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glBindBuffer(GL_ARRAY_BUFFER,0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
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@ -7155,7 +7170,12 @@ void RasterizerGLES2::end_scene() {
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current_depth_mask=true;
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texscreen_copied=false;
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glBlendEquation(GL_FUNC_ADD);
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if (current_rt && current_rt_transparent) {
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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}
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else {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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glDisable(GL_BLEND);
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current_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
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@ -7172,7 +7192,12 @@ void RasterizerGLES2::end_scene() {
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}
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glBlendEquation(GL_FUNC_ADD);
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if (current_rt && current_rt_transparent) {
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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}
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else {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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glDisable(GL_BLEND);
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current_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
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material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW,false);
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@ -7809,7 +7834,12 @@ void RasterizerGLES2::canvas_begin() {
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#endif
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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if (current_rt && current_rt_transparent) {
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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}
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else {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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//glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
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glLineWidth(1.0);
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glBindBuffer(GL_ARRAY_BUFFER,0);
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@ -7866,7 +7896,12 @@ void RasterizerGLES2::canvas_set_blend_mode(VS::MaterialBlendMode p_mode) {
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case VS::MATERIAL_BLEND_MODE_MIX: {
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glBlendEquation(GL_FUNC_ADD);
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if (current_rt && current_rt_transparent) {
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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}
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else {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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} break;
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case VS::MATERIAL_BLEND_MODE_ADD: {
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@ -8675,7 +8710,12 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
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case VS::MATERIAL_BLEND_MODE_MIX: {
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glBlendEquation(GL_FUNC_ADD);
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if (current_rt && current_rt_transparent) {
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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}
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else {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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} break;
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case VS::MATERIAL_BLEND_MODE_ADD: {
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@ -8805,8 +8845,13 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
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canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,canvas_modulate);
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glBlendEquation(GL_FUNC_ADD);
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if (current_rt && current_rt_transparent) {
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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}
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else {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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}
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}
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