Make alpha 1.0 when using texscreen, fixes #25850
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@ -112,11 +112,11 @@ void RasterizerCanvasGLES2::_set_uniforms() {
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void RasterizerCanvasGLES2::canvas_begin() {
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state.canvas_shader.bind();
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bool transparent = false;
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state.using_transparent_rt = false;
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if (storage->frame.current_rt) {
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glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
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glColorMask(1, 1, 1, 1);
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transparent = storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
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state.using_transparent_rt = storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
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}
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if (storage->frame.clear_request) {
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@ -124,12 +124,12 @@ void RasterizerCanvasGLES2::canvas_begin() {
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glClearColor(storage->frame.clear_request_color.r,
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storage->frame.clear_request_color.g,
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storage->frame.clear_request_color.b,
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transparent ? storage->frame.clear_request_color.a : 1.0);
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state.using_transparent_rt ? storage->frame.clear_request_color.a : 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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storage->frame.clear_request = false;
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}
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glColorMask(1, 1, 1, transparent ? 1 : 0);
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glColorMask(1, 1, 1, state.using_transparent_rt ? 1 : 0);
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/*
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if (storage->frame.current_rt) {
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@ -186,7 +186,10 @@ void RasterizerCanvasGLES2::canvas_end() {
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state.using_texture_rect = false;
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state.using_skeleton = false;
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state.using_ninepatch = false;
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glColorMask(1, 1, 1, 1);
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if (state.using_transparent_rt) {
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glColorMask(1, 1, 1, 1);
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}
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state.using_transparent_rt = false;
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}
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RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map) {
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@ -1179,6 +1182,10 @@ void RasterizerCanvasGLES2::_copy_screen(const Rect2 &p_rect) {
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ERR_FAIL();
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}
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if (state.using_transparent_rt) {
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glColorMask(1, 1, 1, 1);
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}
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glDisable(GL_BLEND);
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Vector2 wh(storage->frame.current_rt->width, storage->frame.current_rt->height);
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@ -1189,6 +1196,8 @@ void RasterizerCanvasGLES2::_copy_screen(const Rect2 &p_rect) {
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storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, true);
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}
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storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_NO_ALPHA, !state.using_transparent_rt);
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glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->copy_screen_effect.fbo);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
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@ -1218,6 +1227,11 @@ void RasterizerCanvasGLES2::_copy_screen(const Rect2 &p_rect) {
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_draw_polygon(indexpos, 6, 4, vertpos, uvpos, NULL, false);
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storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, false);
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storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_NO_ALPHA, false);
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if (state.using_transparent_rt) {
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glColorMask(1, 1, 1, 0);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //back to front
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glEnable(GL_BLEND);
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@ -2008,6 +2022,7 @@ void RasterizerCanvasGLES2::initialize() {
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state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/quality/2d/use_pixel_snap", false));
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state.using_light = NULL;
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state.using_transparent_rt = false;
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}
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void RasterizerCanvasGLES2::finalize() {
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@ -93,6 +93,7 @@ public:
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Transform vp;
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Light *using_light;
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bool using_shadow;
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bool using_transparent_rt;
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} state;
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