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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2024-03-07 17:40:19 +0100 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2024-03-07 17:40:49 +0100 |
commit | 26a220bd312ae42b4b1b1833ed01242963ebcaf5 (patch) | |
tree | b7bee533deac0015411fa9b49b10e61bc6ec3e2b /servers/rendering/renderer_rd/renderer_scene_render_rd.cpp | |
parent | aef11a14274f6f9e74ad91ead1d7c07ea1dd7f5f (diff) | |
download | redot-engine-26a220bd312ae42b4b1b1833ed01242963ebcaf5.tar.gz |
Make Overdraw, Lighting and Shadow Splits debug draw modes ignore decals
This also makes the Overdraw and Shadow Splits debug draw modes ignore fog.
The Lighting debug draw mode still displays fog as that debug draw mode
is intended to preview scene lighting, and fog has an impact on how
lighting is perceived.
Diffstat (limited to 'servers/rendering/renderer_rd/renderer_scene_render_rd.cpp')
-rw-r--r-- | servers/rendering/renderer_rd/renderer_scene_render_rd.cpp | 9 |
1 files changed, 8 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index 62ecec3991..e61bb9eae8 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -1153,12 +1153,19 @@ void RendererSceneRenderRD::render_scene(const Ref<RenderSceneBuffers> &p_render PagedArray<RID> empty; - if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) { + if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) { render_data.lights = ∅ render_data.reflection_probes = ∅ render_data.voxel_gi_instances = ∅ } + if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED || + get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW || + get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_LIGHTING || + get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) { + render_data.decals = ∅ + } + Color clear_color; if (p_render_buffers.is_valid() && p_reflection_probe.is_null()) { clear_color = texture_storage->render_target_get_clear_request_color(rb->get_render_target()); |