diff options
Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 27 |
1 files changed, 22 insertions, 5 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 02df170da1..44c40f1ce0 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -2238,11 +2238,11 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G if (!p_material->shader->spatial.uses_alpha_scissor && !p_material->shader->spatial.writes_modelview_or_projection && !p_material->shader->spatial.uses_vertex && !p_material->shader->spatial.uses_discard && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) { //shader does not use discard and does not write a vertex position, use generic material if (p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED) { - p_material = storage->material_owner.getptr(default_material_twosided); + p_material = storage->material_owner.getptr( p_material->shader->spatial.uses_world_coordinates ? default_worldcoord_material_twosided : default_material_twosided); no_cull = true; mirror = false; } else { - p_material = storage->material_owner.getptr(default_material); + p_material = storage->material_owner.getptr( p_material->shader->spatial.uses_world_coordinates ? default_worldcoord_material : default_material); } } @@ -2280,15 +2280,19 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G } e->sort_key |= uint64_t(e->material->index) << RenderList::SORT_KEY_MATERIAL_INDEX_SHIFT; - e->sort_key |= uint64_t(e->instance->depth_layer) << RenderList::SORT_KEY_OPAQUE_DEPTH_LAYER_SHIFT; if (e->instance->gi_probe_instances.size()) { e->sort_key |= SORT_KEY_GI_PROBES_FLAG; } e->sort_key |= uint64_t(p_material->render_priority + 128) << RenderList::SORT_KEY_PRIORITY_SHIFT; + } else { + e->sort_key |= uint64_t(e->instance->depth_layer) << RenderList::SORT_KEY_OPAQUE_DEPTH_LAYER_SHIFT; + e->sort_key |= uint64_t(e->material->index) << RenderList::SORT_KEY_MATERIAL_INDEX_SHIFT; + } + /* if (e->geometry->type==RasterizerStorageGLES3::Geometry::GEOMETRY_MULTISURFACE) e->sort_flags|=RenderList::SORT_FLAG_INSTANCING; @@ -4056,7 +4060,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const render_list.clear(); _fill_render_list(p_cull_result, p_cull_count, true); - render_list.sort_by_depth(false); + render_list.sort_by_key(false); state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, true); _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, 0, false, false, true, false, false); state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, false); @@ -4086,10 +4090,10 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const _setup_lights(p_light_cull_result, p_light_cull_count, p_cam_transform.affine_inverse(), p_cam_projection, p_shadow_atlas); _setup_reflections(p_reflection_probe_cull_result, p_reflection_probe_cull_count, p_cam_transform.affine_inverse(), p_cam_projection, p_reflection_atlas, env); - render_list.clear(); bool use_mrt = false; + render_list.clear(); _fill_render_list(p_cull_result, p_cull_count, false); // @@ -4760,6 +4764,19 @@ void RasterizerSceneGLES3::initialize() { default_material_twosided = storage->material_create(); storage->shader_set_code(default_shader_twosided, "shader_type spatial; render_mode cull_disabled;\n"); storage->material_set_shader(default_material_twosided, default_shader_twosided); + + //default for shaders using world coordinates (typical for triplanar) + + default_worldcoord_shader = storage->shader_create(); + storage->shader_set_code(default_worldcoord_shader, "shader_type spatial; render_mode world_vertex_coords;\n"); + default_worldcoord_material = storage->material_create(); + storage->material_set_shader(default_worldcoord_material, default_worldcoord_shader); + + default_worldcoord_shader_twosided = storage->shader_create(); + default_worldcoord_material_twosided = storage->material_create(); + storage->shader_set_code(default_worldcoord_shader_twosided, "shader_type spatial; render_mode cull_disabled,world_vertex_coords;\n"); + storage->material_set_shader(default_worldcoord_material_twosided, default_worldcoord_shader_twosided); + } { |