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Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp38
1 files changed, 32 insertions, 6 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index ac6ca1ec0c..6e8303563f 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -1088,11 +1088,12 @@ void RasterizerSceneGLES3::gi_probe_instance_set_bounds(RID p_probe, const Vecto
bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_material, bool p_alpha_pass) {
+ /* this is handled outside
if (p_material->shader->spatial.cull_mode == RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_DISABLED) {
glDisable(GL_CULL_FACE);
} else {
glEnable(GL_CULL_FACE);
- }
+ } */
if (state.current_line_width != p_material->line_width) {
//glLineWidth(MAX(p_material->line_width,1.0));
@@ -1857,12 +1858,21 @@ void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform
}
}
-void RasterizerSceneGLES3::_set_cull(bool p_front, bool p_reverse_cull) {
+void RasterizerSceneGLES3::_set_cull(bool p_front, bool p_disabled, bool p_reverse_cull) {
bool front = p_front;
if (p_reverse_cull)
front = !front;
+ if (p_disabled != state.cull_disabled) {
+ if (p_disabled)
+ glDisable(GL_CULL_FACE);
+ else
+ glEnable(GL_CULL_FACE);
+
+ state.cull_disabled = p_disabled;
+ }
+
if (front != state.cull_front) {
glCullFace(front ? GL_FRONT : GL_BACK);
@@ -1900,7 +1910,9 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
}
state.cull_front = false;
+ state.cull_disabled = false;
glCullFace(GL_BACK);
+ glEnable(GL_CULL_FACE);
state.current_depth_test = true;
glEnable(GL_DEPTH_TEST);
@@ -2101,7 +2113,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
storage->info.render.surface_switch_count++;
}
- _set_cull(e->sort_key & RenderList::SORT_KEY_MIRROR_FLAG, p_reverse_cull);
+ _set_cull(e->sort_key & RenderList::SORT_KEY_MIRROR_FLAG, e->sort_key & RenderList::SORT_KEY_CULL_DISABLED_FLAG, p_reverse_cull);
state.scene_shader.set_uniform(SceneShaderGLES3::NORMAL_MULT, e->instance->mirror ? -1.0 : 1.0);
state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, e->instance->transform);
@@ -2188,8 +2200,12 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
bool shadow = false;
bool mirror = p_instance->mirror;
+ bool no_cull = false;
- if (p_material->shader->spatial.cull_mode == RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_FRONT) {
+ if (p_material->shader->spatial.cull_mode == RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_DISABLED) {
+ no_cull = true;
+ mirror = false;
+ } else if (p_material->shader->spatial.cull_mode == RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_FRONT) {
mirror = !mirror;
}
@@ -2208,10 +2224,13 @@ 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)
+ if (p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED) {
p_material = storage->material_owner.getptr(default_material_twosided);
- else
+ no_cull = true;
+ mirror = false;
+ } else {
p_material = storage->material_owner.getptr(default_material);
+ }
}
has_alpha = false;
@@ -2275,6 +2294,10 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
e->sort_key |= RenderList::SORT_KEY_MIRROR_FLAG;
}
+ if (no_cull) {
+ e->sort_key |= RenderList::SORT_KEY_CULL_DISABLED_FLAG;
+ }
+
//e->light_type=0xFF; // no lights!
if (shadow || p_material->shader->spatial.unshaded || state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
@@ -4535,6 +4558,9 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_
state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, true);
+ if (light->reverse_cull) {
+ flip_facing = !flip_facing;
+ }
_render_list(render_list.elements, render_list.element_count, light_transform, light_projection, 0, flip_facing, false, true, false, false);
state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, false);