diff options
Diffstat (limited to 'drivers/gles2/rasterizer_scene_gles2.cpp')
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.cpp | 32 |
1 files changed, 29 insertions, 3 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index e4783e907b..2c52895bda 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -524,7 +524,11 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance glGenerateMipmap(GL_TEXTURE_CUBE_MAP); glBindRenderbuffer(GL_RENDERBUFFER, rpi->depth); //resize depth buffer +#ifdef JAVASCRIPT_ENABLED + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size); +#else glRenderbufferStorage(GL_RENDERBUFFER, _DEPTH_COMPONENT24_OES, size, size); +#endif for (int i = 0; i < 6; i++) { glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]); @@ -990,6 +994,13 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G e->depth_layer = e->instance->depth_layer; e->priority = p_material->render_priority; + if (has_alpha && p_material->shader->spatial.depth_draw_mode == RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) { + //add element to opaque + RenderList::Element *eo = render_list.add_element(); + *eo = *e; + eo->use_accum_ptr = &eo->use_accum; + } + int rpsize = e->instance->reflection_probe_instances.size(); if (rpsize > 0) { bool first = true; @@ -2056,6 +2067,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, bool prev_unshaded = false; bool prev_instancing = false; + bool prev_depth_prepass = false; state.scene_shader.set_conditional(SceneShaderGLES2::SHADELESS, false); RasterizerStorageGLES2::Material *prev_material = NULL; RasterizerStorageGLES2::Geometry *prev_geometry = NULL; @@ -2131,6 +2143,19 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, prev_unshaded = unshaded; } + bool depth_prepass = false; + + if (!p_alpha_pass && material->shader && material->shader->spatial.depth_draw_mode == RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) { + depth_prepass = true; + } + + if (depth_prepass != prev_depth_prepass) { + + state.scene_shader.set_conditional(SceneShaderGLES2::USE_DEPTH_PREPASS, depth_prepass); + prev_depth_prepass = depth_prepass; + rebind = true; + } + bool base_pass = !accum_pass && !unshaded; //conditions for a base pass if (base_pass != prev_base_pass) { @@ -2422,6 +2447,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTMAP_CAPTURE, false); state.scene_shader.set_conditional(SceneShaderGLES2::FOG_DEPTH_ENABLED, false); state.scene_shader.set_conditional(SceneShaderGLES2::FOG_HEIGHT_ENABLED, false); + state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, false); } void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy, const Basis &p_sky_orientation) { @@ -2873,7 +2899,7 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_ if (light->type == VS::LIGHT_OMNI) { // cubemap only - if (light->omni_shadow_mode == VS::LIGHT_OMNI_SHADOW_CUBE) { + if (light->omni_shadow_mode == VS::LIGHT_OMNI_SHADOW_CUBE && storage->config.support_write_depth) { int cubemap_index = shadow_cubemaps.size() - 1; // find an appropriate cubemap to render to @@ -2969,7 +2995,7 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_ state.scene_shader.set_conditional(SceneShaderGLES2::RENDER_DEPTH_DUAL_PARABOLOID, false); // convert cubemap to dual paraboloid if needed - if (light->type == VS::LIGHT_OMNI && light->omni_shadow_mode == VS::LIGHT_OMNI_SHADOW_CUBE && p_pass == 5) { + if (light->type == VS::LIGHT_OMNI && (light->omni_shadow_mode == VS::LIGHT_OMNI_SHADOW_CUBE && storage->config.support_write_depth) && p_pass == 5) { ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); glBindFramebuffer(GL_FRAMEBUFFER, shadow_atlas->fbo); @@ -3131,7 +3157,7 @@ void RasterizerSceneGLES2::initialize() { } // cubemaps for shadows - { + if (storage->config.support_write_depth) { //not going to be used int max_shadow_cubemap_sampler_size = 512; int cube_size = max_shadow_cubemap_sampler_size; |