diff options
Diffstat (limited to 'drivers/gles2')
-rw-r--r-- | drivers/gles2/rasterizer_gles2.cpp | 19 |
1 files changed, 15 insertions, 4 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index 0aff730916..e43487d719 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -6372,6 +6372,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans const BakedLightData *prev_baked_light=NULL; RID prev_baked_light_texture; const float *prev_morph_values=NULL; + int prev_receive_shadows_state=-1; Geometry::Type prev_geometry_type=Geometry::GEOMETRY_INVALID; @@ -6411,6 +6412,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans const Geometry *geometry_cmp = e->geometry_cmp; const BakedLightData *baked_light = e->instance->baked_light; const float *morph_values = e->instance->morph_values.ptr(); + int receive_shadows_state = e->instance->receive_shadows == true ? 1 : 0; bool rebind=false; bool bind_baked_light_octree=false; @@ -6434,6 +6436,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans prev_skeleton =NULL; prev_sort_flags=0xFF; prev_morph_values=NULL; + prev_receive_shadows_state=-1; prev_geometry_type=Geometry::GEOMETRY_INVALID; glEnable(GL_BLEND); glDepthMask(GL_TRUE); @@ -6442,7 +6445,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans } - if (light_type!=prev_light_type) { + if (light_type!=prev_light_type || receive_shadows_state!=prev_receive_shadows_state) { if (material->flags[VS::MATERIAL_FLAG_UNSHADED] || current_debug==VS::SCENARIO_DEBUG_SHADELESS) { material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL,false); @@ -6456,9 +6459,16 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL,(light_type&0x3)==VS::LIGHT_DIRECTIONAL); material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_OMNI,(light_type&0x3)==VS::LIGHT_OMNI); material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT,(light_type&0x3)==VS::LIGHT_SPOT); - material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,(light_type&0x8)); - material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,(light_type&0x10)); - material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,(light_type&0x20)); + if (receive_shadows_state==1) { + material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,(light_type&0x8)); + material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,(light_type&0x10)); + material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,(light_type&0x20)); + } + else { + material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,false); + material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,false); + material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,false); + } material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,false); } @@ -6800,6 +6810,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans prev_baked_light=baked_light; prev_morph_values=morph_values; // prev_geometry_type=geometry->type; + prev_receive_shadows_state=receive_shadows_state; } //print_line("shaderchanges: "+itos(p_alpha_pass)+": "+itos(_rinfo.shader_change_count)); |