Fix depth pre-pass on all face cull modes
The default shadow material was used for depth rendering disregarding the cull mode of the original material. This commit adds a check so the default shadow material is only used when the original material has back-face culling.
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@ -2662,7 +2662,7 @@ void RenderForwardClustered::_geometry_instance_add_surface_with_material(Geomet
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SceneShaderForwardClustered::MaterialData *material_shadow = nullptr;
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void *surface_shadow = nullptr;
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if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_position && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass && !p_material->shader_data->uses_alpha_clip) {
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if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_position && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass && !p_material->shader_data->uses_alpha_clip && p_material->shader_data->cull_mode == SceneShaderForwardClustered::ShaderData::CULL_BACK) {
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flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL;
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material_shadow = static_cast<SceneShaderForwardClustered::MaterialData *>(RendererRD::MaterialStorage::get_singleton()->material_get_data(scene_shader.default_material, RendererRD::SHADER_TYPE_3D));
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@ -55,7 +55,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
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int blend_mode = BLEND_MODE_MIX;
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int depth_testi = DEPTH_TEST_ENABLED;
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int alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF;
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int cull = CULL_BACK;
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int cull_modei = CULL_BACK;
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uses_point_size = false;
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uses_alpha = false;
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@ -101,9 +101,9 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
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actions.render_mode_values["depth_test_disabled"] = Pair<int *, int>(&depth_testi, DEPTH_TEST_DISABLED);
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actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull, CULL_DISABLED);
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actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull, CULL_FRONT);
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actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull, CULL_BACK);
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actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull_modei, CULL_DISABLED);
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actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull_modei, CULL_FRONT);
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actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull_modei, CULL_BACK);
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actions.render_mode_flags["unshaded"] = &unshaded;
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actions.render_mode_flags["wireframe"] = &wireframe;
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@ -145,6 +145,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
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depth_draw = DepthDraw(depth_drawi);
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depth_test = DepthTest(depth_testi);
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cull_mode = Cull(cull_modei);
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#if 0
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print_line("**compiling shader:");
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@ -258,7 +259,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
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{ RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED }
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};
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RD::PolygonCullMode cull_mode_rd = cull_mode_rd_table[i][cull];
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RD::PolygonCullMode cull_mode_rd = cull_mode_rd_table[i][cull_mode];
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for (int j = 0; j < RS::PRIMITIVE_MAX; j++) {
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RD::RenderPrimitive primitive_rd_table[RS::PRIMITIVE_MAX] = {
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@ -171,6 +171,7 @@ public:
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bool uses_time;
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bool writes_modelview_or_projection;
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bool uses_world_coordinates;
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Cull cull_mode;
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uint64_t last_pass = 0;
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uint32_t index = 0;
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