more verifications to force stencil good behaviour (bad boy)
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34bfe8d419
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@ -148,13 +148,15 @@ void DeferredPipeline::renderGL(Scene *scene)
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glClearColor(0.0f, 0.0f, 0.0f, 1.f);
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glClearColor(0.0f, 0.0f, 0.0f, 1.f);
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glClearDepth(1.0f);
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glClearDepth(1.0f);
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glClearStencil(0);
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glClearStencil(0);
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glStencilMask(0xFF);
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glDisable(GL_SCISSOR_TEST);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glStencilMask(0x01);
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glStencilMask(0x01);
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glStencilFunc(GL_ALWAYS, 0x01, 0x01); // always draw fragments (ignore the stencil buffer values for now)
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glStencilFunc(GL_ALWAYS, 0x01, 0x01); // always draw fragments (ignore the stencil buffer values for now)
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// draw skybox
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// draw skybox
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if(m_skybox != nullptr)
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if(m_skybox != nullptr)
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{
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{
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
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m_skybox->renderGL(m_camera);
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m_skybox->renderGL(m_camera);
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glClear(GL_DEPTH_BUFFER_BIT);
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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}
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@ -204,12 +206,12 @@ void DeferredPipeline::renderGL(Scene *scene)
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{
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{
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shader->bind();
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shader->bind();
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shader->bindInteger(shader->getLocation("emissionBuffer"), GBuffer::EMISSION);
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shader->bindInteger(shader->getLocation("emissionBuffer"), GBuffer::EMISSION);
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glStencilFunc(GL_EQUAL, 1, 0x01);
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glStencilFunc(GL_EQUAL, 0, 0x01);
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SparrowRenderer::drawQuad();
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SparrowRenderer::drawQuad();
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}
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}
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// loop on light sources
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// loop on light sources
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glStencilFunc(GL_EQUAL, 0, 0x01);
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glStencilFunc(GL_EQUAL, 0x01, 0x01);
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for(SceneIterator<Light*>* lightIt = scene->getLights();
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for(SceneIterator<Light*>* lightIt = scene->getLights();
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lightIt->isValid(); lightIt->next())
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lightIt->isValid(); lightIt->next())
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{
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{
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