DOF can effect transparent objects now, close #28240

This commit is contained in:
RaphaelHunter 2019-08-12 15:49:02 +08:00
parent 82a86e8074
commit 5ff4b13271

View file

@ -1121,13 +1121,23 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
if (state.current_depth_draw != p_material->shader->spatial.depth_draw_mode) { if (state.current_depth_draw != p_material->shader->spatial.depth_draw_mode) {
switch (p_material->shader->spatial.depth_draw_mode) { switch (p_material->shader->spatial.depth_draw_mode) {
case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS: case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS: {
glDepthMask(GL_TRUE);
// If some transparent objects write to depth, we need to re-copy depth texture when we need it
if (p_alpha_pass && !state.used_depth_prepass) {
state.prepared_depth_texture = false;
}
} break;
case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_OPAQUE: { case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_OPAQUE: {
glDepthMask(!p_alpha_pass); glDepthMask(!p_alpha_pass);
} break; } break;
case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALWAYS: { case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALWAYS: {
glDepthMask(GL_TRUE); glDepthMask(GL_TRUE);
// If some transparent objects write to depth, we need to re-copy depth texture when we need it
if (p_alpha_pass) {
state.prepared_depth_texture = false;
}
} break; } break;
case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_NEVER: { case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_NEVER: {
glDepthMask(GL_FALSE); glDepthMask(GL_FALSE);
@ -4616,6 +4626,8 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
return; return;
} }
if (env && (env->dof_blur_far_enabled || env->dof_blur_near_enabled) && storage->frame.current_rt && storage->frame.current_rt->buffers.active)
_prepare_depth_texture();
_post_process(env, p_cam_projection); _post_process(env, p_cam_projection);
// Needed only for debugging // Needed only for debugging
/* if (shadow_atlas && storage->frame.current_rt) { /* if (shadow_atlas && storage->frame.current_rt) {