Drawable Renderer (#1570), Fix color normalization problems, don't produce zero-alpha drawables
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committed by
Bart Louwers
parent
1fa3502048
commit
76658d8717
@@ -343,21 +343,21 @@ void RenderFillLayer::update(const int32_t layerIndex,
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const auto& evaluated = getEvaluated<FillLayerProperties>(renderData->layerProperties);
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const auto evalColor = evaluated.get<FillColor>().constantOr(Color());
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const auto fillOpacity = evaluated.get<FillOpacity>().constantOr(1);
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// const auto fillColor = evalColor * (fillOpacity > 0.0f ? fillOpacity : 1.0f);
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const auto fillColor = evalColor * (fillOpacity > 0.0f ? fillOpacity : 1.0f);
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const auto fillRenderPass = (evalColor.a >= 1.0f && fillOpacity >= 1.0f
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const auto fillRenderPass = (fillColor.a >= 1.0f
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/* && parameters.currentLayer >= parameters.opaquePassCutoff*/)
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? RenderPass::Opaque
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: RenderPass::Translucent;
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if (fillRenderPass != renderPass) {
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if (fillRenderPass != renderPass || fillColor.a <= 0.0f) {
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removeTile();
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continue;
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}
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vertexAttrs.clear();
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if (auto& attr = vertexAttrs.getOrAdd("a_color")) {
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attr->set(0, util::cast<float>(evalColor.toArray()));
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attr->set(0, gfx::Drawable::colorAttrRGBA(evalColor));
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}
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if (auto& attr = vertexAttrs.getOrAdd("a_opacity")) {
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attr->set<gfx::VertexAttribute::float2>(0, {fillOpacity, fillOpacity});
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