diff options
author | Juan Linietsky <reduzio@gmail.com> | 2014-06-29 22:41:02 -0300 |
---|---|---|
committer | Juan Linietsky <reduzio@gmail.com> | 2014-06-29 22:41:02 -0300 |
commit | 01632a824ee7e2326aa90b32d75c2fe09f61a37e (patch) | |
tree | 86d97af34596130fb69bf444781b7ca8fdc8c20d /drivers/gles2/rasterizer_gles2.cpp | |
parent | 97731696c9e45a351d64660b46c6d027f3b0a25e (diff) |
Bug Fixes
-=-=-=-=-
-Documentation now shows overridable theme values (though this needs to be documented).
-Detect when object transform is flipped and flip normals too.
-TileMap can specify bounce and friction for collision.
-Removed limit of 4 lights per object
-Added is_hovered() to buttons.
Diffstat (limited to 'drivers/gles2/rasterizer_gles2.cpp')
-rw-r--r-- | drivers/gles2/rasterizer_gles2.cpp | 67 |
1 files changed, 39 insertions, 28 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index 681a0e7265..8081d8d995 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -4083,7 +4083,6 @@ void RasterizerGLES2::_add_geometry( const Geometry* p_geometry, const InstanceD } - LightInstance *lights[RenderList::MAX_LIGHTS]; RenderList *render_list=NULL; @@ -4197,26 +4196,36 @@ void RasterizerGLES2::_add_geometry( const Geometry* p_geometry, const InstanceD e->light_type=0x7F; //unshaded is zero } else { - //setup lights - uint16_t light_count=0; - uint16_t sort_key[4]; - uint8_t light_types[4]; + bool duplicate=false; - int dlc = MIN(directional_light_count,RenderList::MAX_LIGHTS);; - light_count=dlc; - for(int i=0;i<dlc;i++) { - sort_key[i]=directional_lights[i]->sort_key; - light_types[i]=VS::LIGHT_DIRECTIONAL; + for(int i=0;i<directional_light_count;i++) { + uint16_t sort_key = directional_lights[i]->sort_key; + uint8_t light_type = VS::LIGHT_DIRECTIONAL; if (directional_lights[i]->base->shadow_enabled) { - light_types[i]|=0x8; + light_type|=0x8; if (directional_lights[i]->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) - light_types[i]|=0x10; + light_type|=0x10; else if (directional_lights[i]->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) - light_types[i]|=0x30; + light_type|=0x30; } + RenderList::Element *ec; + if (duplicate) { + + ec = render_list->add_element(); + memcpy(ec,e,sizeof(RenderList::Element)); + } else { + + ec=e; + duplicate=true; + } + + ec->light_type=light_type; + ec->light=sort_key; + ec->additive_ptr=&e->additive; + } @@ -4227,37 +4236,33 @@ void RasterizerGLES2::_add_geometry( const Geometry* p_geometry, const InstanceD for(int i=0;i<ilc;i++) { - if (light_count>=RenderList::MAX_LIGHTS) - break; - LightInstance *li=light_instance_owner.get( liptr[i] ); if (!li || li->last_pass!=scene_pass) //lit by light not in visible scene continue; - light_types[light_count]=li->base->type; + uint8_t light_type=li->base->type; if (li->base->shadow_enabled) - light_types[light_count]|=0x8; - sort_key[light_count++]=li->sort_key; - - - } - - for(int i=0;i<light_count;i++) { + light_type|=0x8; + uint16_t sort_key =li->sort_key; RenderList::Element *ec; - if (i>0) { + if (duplicate) { ec = render_list->add_element(); memcpy(ec,e,sizeof(RenderList::Element)); } else { + duplicate=true; ec=e; } - ec->light_type=light_types[i]; - ec->light=sort_key[i]; + ec->light_type=light_type; + ec->light=sort_key; ec->additive_ptr=&e->additive; + } + + } DEBUG_TEST_ERROR("Add Geometry"); @@ -5548,6 +5553,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans bool stores_glow = !shadow && (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) && !p_alpha_pass; + bool prev_blend=false; glDisable(GL_BLEND); for (int i=0;i<p_render_list->element_count;i++) { @@ -5620,6 +5626,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans additive=true; } + if (stores_glow) material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW,!additive); @@ -5752,7 +5759,8 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans if (i==0 || light!=prev_light || rebind) { if (e->light!=0xFFFF) { - _setup_light(e->light&0x3); + _setup_light(e->light); + } } @@ -5824,6 +5832,9 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans material_shader.set_uniform(MaterialShaderGLES2::WORLD_TRANSFORM, e->instance->transform); } + material_shader.set_uniform(MaterialShaderGLES2::NORMAL_MULT, e->mirror?-1.0:1.0); + + _render(e->geometry, material, skeleton,e->owner,e->instance->transform); DEBUG_TEST_ERROR("Rendering"); |