Skip to content
Snippets Groups Projects
Commit a50e8155 authored by Alexander Rose's avatar Alexander Rose
Browse files

use ssao-scale for gl viewport/scissor

parent 86512bce
No related branches found
No related tags found
No related merge requests found
......@@ -9,6 +9,7 @@ Note that since we don't clearly distinguish between a public and private interf
- Add occlusion color parameter
- Fix issue with outlines and orthographic camera
- Reduce over-blurring occlusion at larger view distances
- Fix occlusion artefact with non-canvas viewport and pixel-ratio > 1
## [v3.31.4] - 2023-02-24
......
......@@ -709,10 +709,6 @@ export class PostprocessingPass {
state.disable(gl.BLEND);
state.disable(gl.DEPTH_TEST);
state.depthMask(false);
const { x, y, width, height } = camera.viewport;
state.viewport(x, y, width, height);
state.scissor(x, y, width, height);
}
private occlusionOffset: [x: number, y: number] = [0, 0];
......@@ -731,20 +727,21 @@ export class PostprocessingPass {
if (isTimingMode) this.webgl.timer.mark('PostprocessingPass.render');
this.updateState(camera, transparentBackground, backgroundColor, props, light);
if (props.outline.name === 'on') {
this.outlinesTarget.bind();
this.outlinesRenderable.render();
}
if (props.shadow.name === 'on') {
this.shadowsTarget.bind();
this.shadowsRenderable.render();
}
const { gl, state } = this.webgl;
const { x, y, width, height } = camera.viewport;
// don't render occlusion if offset is given,
// which will reuse the existing occlusion
if (props.occlusion.name === 'on' && this.occlusionOffset[0] === 0 && this.occlusionOffset[1] === 0) {
if (isTimingMode) this.webgl.timer.mark('SSAO.render');
const sx = Math.floor(x * this.ssaoScale);
const sy = Math.floor(y * this.ssaoScale);
const sw = Math.ceil(width * this.ssaoScale);
const sh = Math.ceil(height * this.ssaoScale);
state.viewport(sx, sy, sw, sh);
state.scissor(sx, sy, sw, sh);
if (this.ssaoScale < 1) {
this.downsampledDepthTarget.bind();
this.downsampleDepthRenderable.render();
......@@ -761,14 +758,25 @@ export class PostprocessingPass {
if (isTimingMode) this.webgl.timer.markEnd('SSAO.render');
}
state.viewport(x, y, width, height);
state.scissor(x, y, width, height);
if (props.outline.name === 'on') {
this.outlinesTarget.bind();
this.outlinesRenderable.render();
}
if (props.shadow.name === 'on') {
this.shadowsTarget.bind();
this.shadowsRenderable.render();
}
if (toDrawingBuffer) {
this.webgl.unbindFramebuffer();
} else {
this.target.bind();
}
const { gl, state } = this.webgl;
this.background.update(camera, props.background);
if (this.background.isEnabled(props.background)) {
if (this.transparentBackground) {
......
0% Loading or .
You are about to add 0 people to the discussion. Proceed with caution.
Please register or to comment