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Merge pull request #3956 from SaracenOne/receive_shadow_flag_fix
Fix 'FLAG_RECEIVE_SHADOWS' flag for GeometryInstances.
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commit
be4d58e120
@ -6372,6 +6372,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
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const BakedLightData *prev_baked_light=NULL;
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RID prev_baked_light_texture;
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const float *prev_morph_values=NULL;
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int prev_receive_shadows_state=-1;
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Geometry::Type prev_geometry_type=Geometry::GEOMETRY_INVALID;
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@ -6411,6 +6412,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
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const Geometry *geometry_cmp = e->geometry_cmp;
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const BakedLightData *baked_light = e->instance->baked_light;
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const float *morph_values = e->instance->morph_values.ptr();
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int receive_shadows_state = e->instance->receive_shadows == true ? 1 : 0;
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bool rebind=false;
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bool bind_baked_light_octree=false;
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@ -6434,6 +6436,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
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prev_skeleton =NULL;
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prev_sort_flags=0xFF;
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prev_morph_values=NULL;
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prev_receive_shadows_state=-1;
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prev_geometry_type=Geometry::GEOMETRY_INVALID;
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glEnable(GL_BLEND);
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glDepthMask(GL_TRUE);
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@ -6442,7 +6445,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
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}
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if (light_type!=prev_light_type) {
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if (light_type!=prev_light_type || receive_shadows_state!=prev_receive_shadows_state) {
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if (material->flags[VS::MATERIAL_FLAG_UNSHADED] || current_debug==VS::SCENARIO_DEBUG_SHADELESS) {
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material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL,false);
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@ -6456,9 +6459,16 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
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material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL,(light_type&0x3)==VS::LIGHT_DIRECTIONAL);
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material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_OMNI,(light_type&0x3)==VS::LIGHT_OMNI);
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material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT,(light_type&0x3)==VS::LIGHT_SPOT);
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material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,(light_type&0x8));
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material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,(light_type&0x10));
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material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,(light_type&0x20));
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if (receive_shadows_state==1) {
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material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,(light_type&0x8));
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material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,(light_type&0x10));
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material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,(light_type&0x20));
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}
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else {
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material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,false);
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material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,false);
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material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,false);
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}
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material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,false);
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}
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@ -6800,6 +6810,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
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prev_baked_light=baked_light;
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prev_morph_values=morph_values;
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// prev_geometry_type=geometry->type;
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prev_receive_shadows_state=receive_shadows_state;
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}
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//print_line("shaderchanges: "+itos(p_alpha_pass)+": "+itos(_rinfo.shader_change_count));
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@ -546,6 +546,7 @@ public:
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bool depth_scale :8;
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bool billboard :8;
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bool billboard_y :8;
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bool receive_shadows : 8;
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};
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@ -2734,7 +2734,7 @@ void VisualServerRaster::instance_geometry_set_flag(RID p_instance,InstanceFlags
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} break;
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case INSTANCE_FLAG_RECEIVE_SHADOWS: {
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instance->receive_shadows=p_enabled;
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instance->data.receive_shadows=p_enabled;
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} break;
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case INSTANCE_FLAG_DEPH_SCALE: {
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@ -2786,7 +2786,7 @@ bool VisualServerRaster::instance_geometry_get_flag(RID p_instance,InstanceFlags
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} break;
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case INSTANCE_FLAG_RECEIVE_SHADOWS: {
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return instance->receive_shadows;
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return instance->data.receive_shadows;
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} break;
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case INSTANCE_FLAG_DEPH_SCALE: {
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@ -169,7 +169,6 @@ class VisualServerRaster : public VisualServer {
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AABB transformed_aabb;
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uint32_t object_ID;
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bool visible;
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bool receive_shadows;
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bool visible_in_all_rooms;
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uint32_t layer_mask;
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float draw_range_begin;
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@ -300,7 +299,7 @@ class VisualServerRaster : public VisualServer {
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update=false;
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visible=true;
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data.cast_shadows=SHADOW_CASTING_SETTING_ON;
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receive_shadows=true;
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data.receive_shadows=true;
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data.depth_scale=false;
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data.billboard=false;
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data.billboard_y=false;
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