diff options
Diffstat (limited to 'drivers/gles3/rasterizer_storage_gles3.cpp')
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 15 |
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: { |