Fix transparent background rendering, closes #8703

Properly implemented UPDATE_WHEN_VISIBLE mode for viewports
This commit is contained in:
Juan Linietsky 2017-06-17 08:58:57 -03:00
parent 569a2b5bd7
commit 9757fc354c
6 changed files with 23 additions and 8 deletions

View file

@ -1227,6 +1227,8 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
t->detect_normal(t->detect_normal_ud);
}
#endif
if (t->render_target)
t->render_target->used_in_frame = true;
if (storage->config.srgb_decode_supported) {
//if SRGB decode extension is present, simply switch the texture to whathever is needed
@ -4008,6 +4010,8 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
storage->frame.clear_request = false;
} else if (!probe && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
clear_color = Color(0, 0, 0, 0);
storage->frame.clear_request = false;
} else if (!env || env->bg_mode == VS::ENV_BG_CLEAR_COLOR) {
if (storage->frame.clear_request) {

View file

@ -6060,10 +6060,20 @@ void RasterizerStorageGLES3::render_target_set_flag(RID p_render_target, RenderT
default: {}
}
}
bool RasterizerStorageGLES3::render_target_was_used(RID p_render_target) {
bool RasterizerStorageGLES3::render_target_renedered_in_frame(RID p_render_target) {
RenderTarget *rt = render_target_owner.getornull(p_render_target);
ERR_FAIL_COND_V(!rt, false);
return false;
return rt->used_in_frame;
}
void RasterizerStorageGLES3::render_target_clear_used(RID p_render_target) {
RenderTarget *rt = render_target_owner.getornull(p_render_target);
ERR_FAIL_COND(!rt);
rt->used_in_frame = false;
}
void RasterizerStorageGLES3::render_target_set_msaa(RID p_render_target, VS::ViewportMSAA p_msaa) {

View file

@ -1273,7 +1273,8 @@ public:
virtual RID render_target_get_texture(RID p_render_target) const;
virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value);
virtual bool render_target_renedered_in_frame(RID p_render_target);
virtual bool render_target_was_used(RID p_render_target);
virtual void render_target_clear_used(RID p_render_target);
virtual void render_target_set_msaa(RID p_render_target, VS::ViewportMSAA p_msaa);
/* CANVAS SHADOW */

View file

@ -484,7 +484,8 @@ public:
virtual void render_target_set_size(RID p_render_target, int p_width, int p_height) = 0;
virtual RID render_target_get_texture(RID p_render_target) const = 0;
virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) = 0;
virtual bool render_target_renedered_in_frame(RID p_render_target) = 0;
virtual bool render_target_was_used(RID p_render_target) = 0;
virtual void render_target_clear_used(RID p_render_target) = 0;
virtual void render_target_set_msaa(RID p_render_target, VS::ViewportMSAA p_msaa) = 0;
/* CANVAS SHADOW */

View file

@ -266,11 +266,13 @@ void VisualServerViewport::draw_viewports() {
ERR_CONTINUE(!vp->render_target.is_valid());
bool visible = vp->viewport_to_screen_rect != Rect2() || vp->update_mode == VS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode == VS::VIEWPORT_UPDATE_ONCE;
bool visible = vp->viewport_to_screen_rect != Rect2() || vp->update_mode == VS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode == VS::VIEWPORT_UPDATE_ONCE || (vp->update_mode == VS::VIEWPORT_UPDATE_WHEN_VISIBLE && VSG::storage->render_target_was_used(vp->render_target));
if (!visible)
continue;
VSG::storage->render_target_clear_used(vp->render_target);
VSG::rasterizer->set_current_render_target(vp->render_target);
VSG::scene_render->set_debug_draw_mode(vp->debug_draw);

View file

@ -69,8 +69,6 @@ public:
VS::ViewportClearMode clear_mode;
bool rendered_in_prev_frame;
struct CanvasKey {
int layer;
@ -100,7 +98,6 @@ public:
Viewport() {
update_mode = VS::VIEWPORT_UPDATE_WHEN_VISIBLE;
clear_mode = VS::VIEWPORT_CLEAR_ALWAYS;
rendered_in_prev_frame = false;
disable_environment = false;
viewport_to_screen = 0;
shadow_atlas_size = 0;