Fix transparent viewport backgrounds with custom clear color

This commit is contained in:
LRFLEW 2023-07-25 04:20:07 -05:00
parent da81ca62a5
commit 6effd3cde7
4 changed files with 14 additions and 15 deletions

View File

@ -1738,7 +1738,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
RenderDataGLES3 render_data;
{
render_data.render_buffers = rb;
render_data.transparent_bg = rb.is_valid() ? rb->is_transparent : false;
render_data.transparent_bg = rb.is_valid() ? rt->is_transparent : false;
// Our first camera is used by default
render_data.cam_transform = p_camera_data->main_transform;
render_data.inv_cam_transform = render_data.cam_transform.affine_inverse();
@ -1984,6 +1984,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
}
if (!keep_color) {
clear_color.a = render_data.transparent_bg ? 0.0f : 1.0f;
glClearBufferfv(GL_COLOR, 0, clear_color.components);
}
RENDER_TIMESTAMP("Render Opaque Pass");

View File

@ -38,8 +38,6 @@ RenderSceneBuffersGLES3::~RenderSceneBuffersGLES3() {
}
void RenderSceneBuffersGLES3::configure(const RenderSceneBuffersConfiguration *p_config) {
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
//internal_size.x = p_config->get_internal_size().x; // ignore for now
//internal_size.y = p_config->get_internal_size().y;
width = p_config->get_target_size().x;
@ -54,10 +52,6 @@ void RenderSceneBuffersGLES3::configure(const RenderSceneBuffersConfiguration *p
view_count = p_config->get_view_count();
free_render_buffer_data();
GLES3::RenderTarget *rt = texture_storage->get_render_target(render_target);
is_transparent = rt->is_transparent;
}
void RenderSceneBuffersGLES3::free_render_buffer_data() {

View File

@ -58,8 +58,6 @@ public:
//bool use_debanding = false;
uint32_t view_count = 1;
bool is_transparent = false;
RID render_target;
//built-in textures used for ping pong image processing and blurring

View File

@ -908,13 +908,19 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
{
// regular forward for now
Vector<Color> c;
c.push_back(clear_color.srgb_to_linear()); // our render buffer
{
Color cc = clear_color.srgb_to_linear();
if (rb_data.is_valid()) {
cc.a = 0; // For transparent viewport backgrounds.
}
c.push_back(cc); // Our render buffer.
if (rb_data.is_valid()) {
if (p_render_data->render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) {
c.push_back(clear_color.srgb_to_linear()); // our resolve buffer
c.push_back(clear_color.srgb_to_linear()); // Our resolve buffer.
}
if (using_subpass_post_process) {
c.push_back(Color()); // our 2D buffer we're copying into
c.push_back(Color()); // Our 2D buffer we're copying into.
}
}
}