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Fix 'FLAG_RECEIVE_SHADOWS' flag for GeometryInstances so that turning it off now correctly disables shadows from affecting the instance.

This commit is contained in:
Saracen
2016-03-06 17:00:29 +00:00
parent 8b1dcbfe4d
commit 24bc7d8db7
4 changed files with 19 additions and 8 deletions

View File

@@ -6372,6 +6372,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
const BakedLightData *prev_baked_light=NULL; const BakedLightData *prev_baked_light=NULL;
RID prev_baked_light_texture; RID prev_baked_light_texture;
const float *prev_morph_values=NULL; const float *prev_morph_values=NULL;
int prev_receive_shadows_state=-1;
Geometry::Type prev_geometry_type=Geometry::GEOMETRY_INVALID; 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 Geometry *geometry_cmp = e->geometry_cmp;
const BakedLightData *baked_light = e->instance->baked_light; const BakedLightData *baked_light = e->instance->baked_light;
const float *morph_values = e->instance->morph_values.ptr(); const float *morph_values = e->instance->morph_values.ptr();
int receive_shadows_state = e->instance->receive_shadows == true ? 1 : 0;
bool rebind=false; bool rebind=false;
bool bind_baked_light_octree=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_skeleton =NULL;
prev_sort_flags=0xFF; prev_sort_flags=0xFF;
prev_morph_values=NULL; prev_morph_values=NULL;
prev_receive_shadows_state=-1;
prev_geometry_type=Geometry::GEOMETRY_INVALID; prev_geometry_type=Geometry::GEOMETRY_INVALID;
glEnable(GL_BLEND); glEnable(GL_BLEND);
glDepthMask(GL_TRUE); 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) { if (material->flags[VS::MATERIAL_FLAG_UNSHADED] || current_debug==VS::SCENARIO_DEBUG_SHADELESS) {
material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL,false); 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_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_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_TYPE_SPOT,(light_type&0x3)==VS::LIGHT_SPOT);
if (receive_shadows_state==1) {
material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,(light_type&0x8)); 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_PSSM,(light_type&0x10));
material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,(light_type&0x20)); 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); 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_baked_light=baked_light;
prev_morph_values=morph_values; prev_morph_values=morph_values;
// prev_geometry_type=geometry->type; // prev_geometry_type=geometry->type;
prev_receive_shadows_state=receive_shadows_state;
} }
//print_line("shaderchanges: "+itos(p_alpha_pass)+": "+itos(_rinfo.shader_change_count)); //print_line("shaderchanges: "+itos(p_alpha_pass)+": "+itos(_rinfo.shader_change_count));

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@@ -546,6 +546,7 @@ public:
bool depth_scale :8; bool depth_scale :8;
bool billboard :8; bool billboard :8;
bool billboard_y :8; bool billboard_y :8;
bool receive_shadows : 8;
}; };

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@@ -2734,7 +2734,7 @@ void VisualServerRaster::instance_geometry_set_flag(RID p_instance,InstanceFlags
} break; } break;
case INSTANCE_FLAG_RECEIVE_SHADOWS: { case INSTANCE_FLAG_RECEIVE_SHADOWS: {
instance->receive_shadows=p_enabled; instance->data.receive_shadows=p_enabled;
} break; } break;
case INSTANCE_FLAG_DEPH_SCALE: { case INSTANCE_FLAG_DEPH_SCALE: {
@@ -2786,7 +2786,7 @@ bool VisualServerRaster::instance_geometry_get_flag(RID p_instance,InstanceFlags
} break; } break;
case INSTANCE_FLAG_RECEIVE_SHADOWS: { case INSTANCE_FLAG_RECEIVE_SHADOWS: {
return instance->receive_shadows; return instance->data.receive_shadows;
} break; } break;
case INSTANCE_FLAG_DEPH_SCALE: { case INSTANCE_FLAG_DEPH_SCALE: {

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@@ -169,7 +169,6 @@ class VisualServerRaster : public VisualServer {
AABB transformed_aabb; AABB transformed_aabb;
uint32_t object_ID; uint32_t object_ID;
bool visible; bool visible;
bool receive_shadows;
bool visible_in_all_rooms; bool visible_in_all_rooms;
uint32_t layer_mask; uint32_t layer_mask;
float draw_range_begin; float draw_range_begin;
@@ -300,7 +299,7 @@ class VisualServerRaster : public VisualServer {
update=false; update=false;
visible=true; visible=true;
data.cast_shadows=SHADOW_CASTING_SETTING_ON; data.cast_shadows=SHADOW_CASTING_SETTING_ON;
receive_shadows=true; data.receive_shadows=true;
data.depth_scale=false; data.depth_scale=false;
data.billboard=false; data.billboard=false;
data.billboard_y=false; data.billboard_y=false;