diff options
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 27 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.h | 5 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 6 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.h | 1 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 2 |
5 files changed, 35 insertions, 6 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); + } { diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h index 69b43c7813..a1ad239469 100644 --- a/drivers/gles3/rasterizer_scene_gles3.h +++ b/drivers/gles3/rasterizer_scene_gles3.h @@ -78,6 +78,11 @@ public: RID default_shader; RID default_shader_twosided; + RID default_worldcoord_material; + RID default_worldcoord_material_twosided; + RID default_worldcoord_shader; + RID default_worldcoord_shader_twosided; + RID default_overdraw_material; RID default_overdraw_shader; diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index fc9150ecdc..7e3d21adbb 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -1601,6 +1601,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const { p_shader->spatial.uses_screen_texture = false; p_shader->spatial.uses_vertex = false; p_shader->spatial.writes_modelview_or_projection = false; + p_shader->spatial.uses_world_coordinates = false; shaders.actions_scene.render_mode_values["blend_add"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_ADD); shaders.actions_scene.render_mode_values["blend_mix"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_MIX); @@ -1616,14 +1617,16 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const { shaders.actions_scene.render_mode_values["cull_back"] = Pair<int *, int>(&p_shader->spatial.cull_mode, Shader::Spatial::CULL_MODE_BACK); 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["depth_test_disable"] = &p_shader->spatial.no_depth_test; shaders.actions_scene.render_mode_flags["vertex_lighting"] = &p_shader->spatial.uses_vertex_lighting; + shaders.actions_scene.render_mode_flags["world_vertex_coords"] = &p_shader->spatial.uses_world_coordinates; + shaders.actions_scene.usage_flag_pointers["ALPHA"] = &p_shader->spatial.uses_alpha; shaders.actions_scene.usage_flag_pointers["ALPHA_SCISSOR"] = &p_shader->spatial.uses_alpha_scissor; - shaders.actions_scene.usage_flag_pointers["VERTEX"] = &p_shader->spatial.uses_vertex; shaders.actions_scene.usage_flag_pointers["SSS_STRENGTH"] = &p_shader->spatial.uses_sss; shaders.actions_scene.usage_flag_pointers["DISCARD"] = &p_shader->spatial.uses_discard; @@ -1632,6 +1635,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const { shaders.actions_scene.write_flag_pointers["MODELVIEW_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection; shaders.actions_scene.write_flag_pointers["PROJECTION_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection; + shaders.actions_scene.write_flag_pointers["VERTEX"] = &p_shader->spatial.uses_vertex; actions = &shaders.actions_scene; actions->uniforms = &p_shader->uniforms; diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h index 0ec110ab87..7c86862425 100644 --- a/drivers/gles3/rasterizer_storage_gles3.h +++ b/drivers/gles3/rasterizer_storage_gles3.h @@ -453,6 +453,7 @@ public: bool uses_time; bool writes_modelview_or_projection; bool uses_vertex_lighting; + bool uses_world_coordinates; } spatial; diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index b2b10fdb11..4d87a1d9d2 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -263,6 +263,8 @@ uniform highp sampler2D skeleton_texture; //texunit:-1 out highp vec4 position_interp; +invariant gl_Position; + void main() { highp vec4 vertex = vertex_attrib; // vec4(vertex_attrib.xyz * data_attrib.x,1.0); |