summaryrefslogtreecommitdiff
path: root/drivers/gles3/rasterizer_storage_gles3.cpp
diff options
context:
space:
mode:
authorJuan Linietsky <reduzio@gmail.com>2017-09-01 12:56:52 -0300
committerJuan Linietsky <reduzio@gmail.com>2017-09-01 13:01:08 -0300
commit8f30c52a3751586edab6d7482425075aef8de6e3 (patch)
treece113d16f4e1a6da82e08ac5a9eaaa99c26dae0b /drivers/gles3/rasterizer_storage_gles3.cpp
parent6e9e25b41d33745f65910fa077c9049ddccb3445 (diff)
Removed ontop property, added a material rendering priority system. Fixes #9935, closes #10135
Diffstat (limited to 'drivers/gles3/rasterizer_storage_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp15
1 files changed, 13 insertions, 2 deletions
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index a66a3d020b..91ba3aa702 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -1599,7 +1599,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
p_shader->spatial.uses_alpha_scissor = false;
p_shader->spatial.uses_discard = false;
p_shader->spatial.unshaded = false;
- p_shader->spatial.ontop = false;
+ p_shader->spatial.no_depth_test = false;
p_shader->spatial.uses_sss = false;
p_shader->spatial.uses_vertex_lighting = false;
p_shader->spatial.uses_screen_texture = false;
@@ -1621,7 +1621,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
shaders.actions_scene.render_mode_values["cull_disabled"] = Pair<int *, int>(&p_shader->spatial.cull_mode, Shader::Spatial::CULL_MODE_DISABLED);
shaders.actions_scene.render_mode_flags["unshaded"] = &p_shader->spatial.unshaded;
- shaders.actions_scene.render_mode_flags["ontop"] = &p_shader->spatial.ontop;
+ shaders.actions_scene.render_mode_flags["depth_test_disable"] = &p_shader->spatial.no_depth_test;
shaders.actions_scene.render_mode_flags["vertex_lighting"] = &p_shader->spatial.uses_vertex_lighting;
@@ -1948,6 +1948,17 @@ void RasterizerStorageGLES3::material_remove_instance_owner(RID p_material, Rast
}
}
+void RasterizerStorageGLES3::material_set_render_priority(RID p_material, int priority) {
+
+ ERR_FAIL_COND(priority < VS::MATERIAL_RENDER_PRIORITY_MIN);
+ ERR_FAIL_COND(priority > VS::MATERIAL_RENDER_PRIORITY_MAX);
+
+ Material *material = material_owner.get(p_material);
+ ERR_FAIL_COND(!material);
+
+ material->render_priority = priority;
+}
+
_FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataType type, const Variant &value, uint8_t *data, bool p_linear_color) {
switch (type) {
case ShaderLanguage::TYPE_BOOL: {