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Ensure post processing happens when adjustments are enabled in the Compatibility renderer
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@ -45,7 +45,6 @@
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</member>
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<member name="adjustment_enabled" type="bool" setter="set_adjustment_enabled" getter="is_adjustment_enabled" default="false">
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If [code]true[/code], enables the [code]adjustment_*[/code] properties provided by this resource. If [code]false[/code], modifications to the [code]adjustment_*[/code] properties will have no effect on the rendered scene.
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[b]Note:[/b] Adjustments are only supported in the Forward+ and Mobile rendering methods, not Compatibility.
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</member>
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<member name="adjustment_saturation" type="float" setter="set_adjustment_saturation" getter="get_adjustment_saturation" default="1.0">
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The global color saturation value of the rendered scene (default value is 1). Effective only if [member adjustment_enabled] is [code]true[/code].
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@ -2245,9 +2245,9 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
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}
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bool glow_enabled = false;
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if (p_environment.is_valid() && rb.is_valid()) {
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if (p_environment.is_valid()) {
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glow_enabled = environment_get_glow_enabled(p_environment);
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rb->set_glow_enabled(glow_enabled); // ensure our intermediate buffer is available if glow is enabled
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rb->ensure_internal_buffers(); // Ensure our intermediate buffer is available if glow is enabled
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if (glow_enabled) {
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// If glow is enabled, we apply tonemapping etc. in post, so disable it during rendering
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apply_color_adjustments_in_post = true;
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@ -2339,6 +2339,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
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if (render_data.environment.is_valid()) {
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bool use_bcs = environment_get_adjustments_enabled(render_data.environment);
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if (use_bcs) {
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rb->ensure_internal_buffers();
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apply_color_adjustments_in_post = true;
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}
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@ -194,7 +194,7 @@ void RenderSceneBuffersGLES3::_check_render_buffers() {
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ERR_FAIL_COND(view_count == 0);
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bool use_internal_buffer = scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_OFF || glow.glow_enabled;
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bool use_internal_buffer = scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_OFF || needs_internal_buffers;
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uint32_t depth_format_size = 3;
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bool use_multiview = view_count > 1;
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@ -203,7 +203,7 @@ void RenderSceneBuffersGLES3::_check_render_buffers() {
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return;
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}
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if (use_internal_buffer) {
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if (use_internal_buffer && internal3d.color == 0) {
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// Setup our internal buffer.
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GLenum texture_target = use_multiview ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;
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@ -261,14 +261,14 @@ void RenderSceneBuffersGLES3::_check_render_buffers() {
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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_clear_intermediate_buffers();
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WARN_PRINT("Could not create 3D buffers, status: " + texture_storage->get_framebuffer_error(status));
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WARN_PRINT("Could not create 3D internal buffers, status: " + texture_storage->get_framebuffer_error(status));
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}
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glBindTexture(texture_target, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
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}
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if (msaa3d.mode != RS::VIEWPORT_MSAA_DISABLED) {
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if (msaa3d.mode != RS::VIEWPORT_MSAA_DISABLED && msaa3d.color == 0) {
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// Setup MSAA.
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const GLsizei samples[] = { 1, 2, 4, 8 };
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msaa3d.samples = samples[msaa3d.mode];
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@ -558,14 +558,8 @@ void RenderSceneBuffersGLES3::_clear_back_buffers() {
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}
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}
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void RenderSceneBuffersGLES3::set_glow_enabled(bool p_glow_enabled) {
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if (glow.glow_enabled != p_glow_enabled) {
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glow.glow_enabled = p_glow_enabled;
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// Clear our main buffers, this can impact them.
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_clear_msaa3d_buffers();
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_clear_intermediate_buffers();
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}
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void RenderSceneBuffersGLES3::ensure_internal_buffers() {
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needs_internal_buffers = true;
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}
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void RenderSceneBuffersGLES3::check_glow_buffers() {
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@ -50,6 +50,7 @@ public:
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//bool use_taa = false;
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//bool use_debanding = false;
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uint32_t view_count = 1;
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bool needs_internal_buffers = false;
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RID render_target;
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@ -83,7 +84,6 @@ public:
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// Buffers for our glow implementation
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struct GLOW {
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bool glow_enabled = false;
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GLES3::Glow::GLOWLEVEL levels[4];
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} glow;
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@ -111,6 +111,7 @@ public:
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void check_backbuffer(bool p_need_color, bool p_need_depth); // Check if we need to initialize our backbuffer.
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void check_glow_buffers(); // Check if we need to initialize our glow buffers.
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void ensure_internal_buffers();
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GLuint get_render_fbo();
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GLuint get_msaa3d_fbo() {
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@ -145,8 +146,6 @@ public:
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GLuint get_backbuffer() const { return backbuffer3d.color; }
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GLuint get_backbuffer_depth() const { return backbuffer3d.depth; }
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bool get_glow_enabled() const { return glow.glow_enabled; }
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void set_glow_enabled(bool p_glow_enabled);
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const GLES3::Glow::GLOWLEVEL *get_glow_buffers() const { return &glow.levels[0]; }
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// Getters
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