Fixed sky reflection rendering when transparent BG

This commit is contained in:
AndreaCatania 2018-01-14 20:28:26 +01:00
parent a26e6c8215
commit c34f18acce
1 changed files with 40 additions and 29 deletions

View File

@ -4234,17 +4234,14 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
clear_color = env->bg_color.to_linear(); clear_color = env->bg_color.to_linear();
storage->frame.clear_request = false; storage->frame.clear_request = false;
} else if (env->bg_mode == VS::ENV_BG_SKY || env->bg_mode == VS::ENV_BG_COLOR_SKY) { } else if (env->bg_mode == VS::ENV_BG_SKY) {
sky = storage->sky_owner.getornull(env->sky);
if (sky) {
env_radiance_tex = sky->radiance;
}
storage->frame.clear_request = false; storage->frame.clear_request = false;
if (env->bg_mode == VS::ENV_BG_COLOR_SKY) {
} else if (env->bg_mode == VS::ENV_BG_COLOR_SKY) {
clear_color = env->bg_color.to_linear(); clear_color = env->bg_color.to_linear();
} storage->frame.clear_request = false;
} else { } else {
storage->frame.clear_request = false; storage->frame.clear_request = false;
@ -4254,7 +4251,19 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
glClearBufferfv(GL_COLOR, 0, clear_color.components); // specular glClearBufferfv(GL_COLOR, 0, clear_color.components); // specular
} }
if (env && env->bg_mode == VS::ENV_BG_CANVAS) { if (env) {
switch (env->bg_mode) {
case VS::ENV_BG_COLOR_SKY:
case VS::ENV_BG_SKY:
sky = storage->sky_owner.getornull(env->sky);
if (sky) {
env_radiance_tex = sky->radiance;
}
break;
case VS::ENV_BG_CANVAS:
//copy canvas to 3d buffer and convert it to linear //copy canvas to 3d buffer and convert it to linear
glDisable(GL_BLEND); glDisable(GL_BLEND);
@ -4282,6 +4291,8 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
glDepthMask(GL_TRUE); glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE); glEnable(GL_CULL_FACE);
break;
}
} }
state.texscreen_copied = false; state.texscreen_copied = false;