more verifications to force stencil good behaviour (bad boy)

This commit is contained in:
Anselme 2017-08-25 19:30:11 +02:00
parent 34bfe8d419
commit 282b386e6f

View File

@ -148,13 +148,15 @@ void DeferredPipeline::renderGL(Scene *scene)
glClearColor(0.0f, 0.0f, 0.0f, 1.f);
glClearDepth(1.0f);
glClearStencil(0);
glStencilMask(0xFF);
glDisable(GL_SCISSOR_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glStencilMask(0x01);
glStencilFunc(GL_ALWAYS, 0x01, 0x01); // always draw fragments (ignore the stencil buffer values for now)
// draw skybox
if(m_skybox != nullptr)
{
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
m_skybox->renderGL(m_camera);
glClear(GL_DEPTH_BUFFER_BIT);
}
@ -204,12 +206,12 @@ void DeferredPipeline::renderGL(Scene *scene)
{
shader->bind();
shader->bindInteger(shader->getLocation("emissionBuffer"), GBuffer::EMISSION);
glStencilFunc(GL_EQUAL, 1, 0x01);
glStencilFunc(GL_EQUAL, 0, 0x01);
SparrowRenderer::drawQuad();
}
// loop on light sources
glStencilFunc(GL_EQUAL, 0, 0x01);
glStencilFunc(GL_EQUAL, 0x01, 0x01);
for(SceneIterator<Light*>* lightIt = scene->getLights();
lightIt->isValid(); lightIt->next())
{