-Fix all shadow and culling related issues, fixes #9330
This commit is contained in:
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a80371ce0a
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@ -1088,11 +1088,12 @@ void RasterizerSceneGLES3::gi_probe_instance_set_bounds(RID p_probe, const Vecto
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bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_material, bool p_alpha_pass) {
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/* this is handled outside
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if (p_material->shader->spatial.cull_mode == RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_DISABLED) {
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glDisable(GL_CULL_FACE);
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} else {
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glEnable(GL_CULL_FACE);
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}
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} */
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if (state.current_line_width != p_material->line_width) {
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//glLineWidth(MAX(p_material->line_width,1.0));
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@ -1857,12 +1858,21 @@ void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform
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}
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}
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void RasterizerSceneGLES3::_set_cull(bool p_front, bool p_reverse_cull) {
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void RasterizerSceneGLES3::_set_cull(bool p_front, bool p_disabled, bool p_reverse_cull) {
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bool front = p_front;
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if (p_reverse_cull)
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front = !front;
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if (p_disabled != state.cull_disabled) {
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if (p_disabled)
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glDisable(GL_CULL_FACE);
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else
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glEnable(GL_CULL_FACE);
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state.cull_disabled = p_disabled;
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}
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if (front != state.cull_front) {
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glCullFace(front ? GL_FRONT : GL_BACK);
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@ -1900,7 +1910,9 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
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}
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state.cull_front = false;
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state.cull_disabled = false;
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glCullFace(GL_BACK);
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glEnable(GL_CULL_FACE);
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state.current_depth_test = true;
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glEnable(GL_DEPTH_TEST);
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@ -2101,7 +2113,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
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storage->info.render.surface_switch_count++;
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}
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_set_cull(e->sort_key & RenderList::SORT_KEY_MIRROR_FLAG, p_reverse_cull);
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_set_cull(e->sort_key & RenderList::SORT_KEY_MIRROR_FLAG, e->sort_key & RenderList::SORT_KEY_CULL_DISABLED_FLAG, p_reverse_cull);
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state.scene_shader.set_uniform(SceneShaderGLES3::NORMAL_MULT, e->instance->mirror ? -1.0 : 1.0);
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state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, e->instance->transform);
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@ -2188,8 +2200,12 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
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bool shadow = false;
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bool mirror = p_instance->mirror;
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bool no_cull = false;
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if (p_material->shader->spatial.cull_mode == RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_FRONT) {
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if (p_material->shader->spatial.cull_mode == RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_DISABLED) {
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no_cull = true;
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mirror = false;
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} else if (p_material->shader->spatial.cull_mode == RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_FRONT) {
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mirror = !mirror;
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}
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@ -2208,10 +2224,13 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
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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) {
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//shader does not use discard and does not write a vertex position, use generic material
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if (p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED)
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if (p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED) {
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p_material = storage->material_owner.getptr(default_material_twosided);
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else
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no_cull = true;
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mirror = false;
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} else {
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p_material = storage->material_owner.getptr(default_material);
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}
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}
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has_alpha = false;
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@ -2275,6 +2294,10 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
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e->sort_key |= RenderList::SORT_KEY_MIRROR_FLAG;
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}
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if (no_cull) {
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e->sort_key |= RenderList::SORT_KEY_CULL_DISABLED_FLAG;
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}
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//e->light_type=0xFF; // no lights!
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if (shadow || p_material->shader->spatial.unshaded || state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
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@ -4535,6 +4558,9 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_
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state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, true);
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if (light->reverse_cull) {
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flip_facing = !flip_facing;
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}
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_render_list(render_list.elements, render_list.element_count, light_transform, light_projection, 0, flip_facing, false, true, false, false);
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state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, false);
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@ -187,6 +187,7 @@ public:
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int reflection_probe_count;
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bool cull_front;
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bool cull_disabled;
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bool used_sss;
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bool used_screen_texture;
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bool using_contact_shadows;
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@ -654,6 +655,7 @@ public:
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SORT_KEY_MATERIAL_INDEX_SHIFT = 40,
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SORT_KEY_GEOMETRY_INDEX_SHIFT = 20,
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SORT_KEY_GEOMETRY_TYPE_SHIFT = 15,
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SORT_KEY_CULL_DISABLED_FLAG = 4,
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SORT_KEY_SKELETON_FLAG = 2,
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SORT_KEY_MIRROR_FLAG = 1
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@ -779,7 +781,7 @@ public:
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RenderList render_list;
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_FORCE_INLINE_ void _set_cull(bool p_front, bool p_reverse_cull);
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_FORCE_INLINE_ void _set_cull(bool p_front, bool p_disabled, bool p_reverse_cull);
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_FORCE_INLINE_ bool _setup_material(RasterizerStorageGLES3::Material *p_material, bool p_alpha_pass);
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_FORCE_INLINE_ void _setup_geometry(RenderList::Element *e, const Transform &p_view_transform);
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@ -4451,7 +4451,7 @@ RID RasterizerStorageGLES3::light_create(VS::LightType p_type) {
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light->omni_shadow_mode = VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID;
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light->omni_shadow_detail = VS::LIGHT_OMNI_SHADOW_DETAIL_VERTICAL;
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light->directional_blend_splits = false;
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light->reverse_cull = false;
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light->version = 0;
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return light_owner.make_rid(light);
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@ -4530,6 +4530,14 @@ void RasterizerStorageGLES3::light_set_cull_mask(RID p_light, uint32_t p_mask) {
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light->instance_change_notify();
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}
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void RasterizerStorageGLES3::light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) {
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Light *light = light_owner.getornull(p_light);
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ERR_FAIL_COND(!light);
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light->reverse_cull = p_enabled;
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}
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void RasterizerStorageGLES3::light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode) {
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Light *light = light_owner.getornull(p_light);
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@ -868,6 +868,7 @@ public:
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RID projector;
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bool shadow;
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bool negative;
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bool reverse_cull;
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uint32_t cull_mask;
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VS::LightOmniShadowMode omni_shadow_mode;
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VS::LightOmniShadowDetail omni_shadow_detail;
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@ -887,6 +888,7 @@ public:
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virtual void light_set_projector(RID p_light, RID p_texture);
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virtual void light_set_negative(RID p_light, bool p_enable);
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virtual void light_set_cull_mask(RID p_light, uint32_t p_mask);
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virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled);
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virtual void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode);
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virtual void light_omni_set_shadow_detail(RID p_light, VS::LightOmniShadowDetail p_detail);
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@ -106,6 +106,16 @@ Color Light::get_shadow_color() const {
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return shadow_color;
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}
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void Light::set_shadow_reverse_cull_face(bool p_enable) {
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reverse_cull = p_enable;
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VS::get_singleton()->light_set_reverse_cull_face_mode(light, reverse_cull);
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}
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bool Light::get_shadow_reverse_cull_face() const {
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return reverse_cull;
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}
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Rect3 Light::get_aabb() const {
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if (type == VisualServer::LIGHT_DIRECTIONAL) {
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@ -202,6 +212,9 @@ void Light::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_color", "color"), &Light::set_color);
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ClassDB::bind_method(D_METHOD("get_color"), &Light::get_color);
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ClassDB::bind_method(D_METHOD("set_shadow_reverse_cull_face", "enable"), &Light::set_shadow_reverse_cull_face);
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ClassDB::bind_method(D_METHOD("get_shadow_reverse_cull_face"), &Light::get_shadow_reverse_cull_face);
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ClassDB::bind_method(D_METHOD("set_shadow_color", "shadow_color"), &Light::set_shadow_color);
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ClassDB::bind_method(D_METHOD("get_shadow_color"), &Light::get_shadow_color);
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@ -217,6 +230,7 @@ void Light::_bind_methods() {
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ADD_PROPERTYI(PropertyInfo(Variant::REAL, "shadow_bias", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_param", "get_param", PARAM_SHADOW_BIAS);
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ADD_PROPERTYI(PropertyInfo(Variant::REAL, "shadow_contact", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_param", "get_param", PARAM_CONTACT_SHADOW_SIZE);
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ADD_PROPERTYI(PropertyInfo(Variant::REAL, "shadow_max_distance", PROPERTY_HINT_RANGE, "0,65536,0.1"), "set_param", "get_param", PARAM_SHADOW_MAX_DISTANCE);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_reverse_cull_face"), "set_shadow_reverse_cull_face", "get_shadow_reverse_cull_face");
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ADD_GROUP("Editor", "");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editor_only"), "set_editor_only", "is_editor_only");
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ADD_GROUP("", "");
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@ -244,6 +258,8 @@ Light::Light(VisualServer::LightType p_type) {
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light = VisualServer::get_singleton()->light_create(p_type);
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VS::get_singleton()->instance_set_base(get_instance(), light);
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reverse_cull = false;
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editor_only = false;
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set_color(Color(1, 1, 1, 1));
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set_shadow(false);
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@ -69,6 +69,7 @@ private:
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Color shadow_color;
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bool shadow;
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bool negative;
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bool reverse_cull;
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uint32_t cull_mask;
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VS::LightType type;
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bool editor_only;
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@ -110,6 +111,9 @@ public:
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void set_shadow_color(const Color &p_shadow_color);
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Color get_shadow_color() const;
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void set_shadow_reverse_cull_face(bool p_enable);
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bool get_shadow_reverse_cull_face() const;
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virtual Rect3 get_aabb() const;
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virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
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@ -231,14 +231,6 @@ void GeometryInstance::_notification(int p_what) {
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void GeometryInstance::set_flag(Flags p_flag, bool p_value) {
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ERR_FAIL_INDEX(p_flag, FLAG_MAX);
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if (p_flag == FLAG_CAST_SHADOW) {
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if (p_value == true) {
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set_cast_shadows_setting(SHADOW_CASTING_SETTING_ON);
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} else {
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set_cast_shadows_setting(SHADOW_CASTING_SETTING_OFF);
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}
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}
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if (flags[p_flag] == p_value)
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return;
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@ -252,14 +244,6 @@ bool GeometryInstance::get_flag(Flags p_flag) const {
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ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
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if (p_flag == FLAG_CAST_SHADOW) {
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if (shadow_casting_setting == SHADOW_CASTING_SETTING_OFF) {
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return false;
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} else {
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return true;
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}
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}
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return flags[p_flag];
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}
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@ -330,7 +314,6 @@ void GeometryInstance::_bind_methods() {
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//ADD_SIGNAL( MethodInfo("visibility_changed"));
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BIND_CONSTANT(FLAG_CAST_SHADOW);
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BIND_CONSTANT(FLAG_VISIBLE_IN_ALL_ROOMS);
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BIND_CONSTANT(FLAG_MAX);
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@ -350,8 +333,6 @@ GeometryInstance::GeometryInstance() {
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flags[i] = false;
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}
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flags[FLAG_CAST_SHADOW] = true;
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shadow_casting_setting = SHADOW_CASTING_SETTING_ON;
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extra_cull_margin = 0;
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//VS::get_singleton()->instance_geometry_set_baked_light_texture_index(get_instance(),0);
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@ -84,7 +84,6 @@ class GeometryInstance : public VisualInstance {
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public:
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enum Flags {
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FLAG_CAST_SHADOW = VS::INSTANCE_FLAG_CAST_SHADOW,
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FLAG_VISIBLE_IN_ALL_ROOMS = VS::INSTANCE_FLAG_VISIBLE_IN_ALL_ROOMS,
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FLAG_USE_BAKED_LIGHT = VS::INSTANCE_FLAG_USE_BAKED_LIGHT,
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FLAG_MAX = VS::INSTANCE_FLAG_MAX,
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@ -331,6 +331,7 @@ public:
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virtual void light_set_projector(RID p_light, RID p_texture) = 0;
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virtual void light_set_negative(RID p_light, bool p_enable) = 0;
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virtual void light_set_cull_mask(RID p_light, uint32_t p_mask) = 0;
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virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) = 0;
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virtual void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode) = 0;
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virtual void light_omni_set_shadow_detail(RID p_light, VS::LightOmniShadowDetail p_detail) = 0;
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@ -786,6 +786,7 @@ public:
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BIND2(light_set_projector, RID, RID)
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BIND2(light_set_negative, RID, bool)
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BIND2(light_set_cull_mask, RID, uint32_t)
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BIND2(light_set_reverse_cull_face_mode, RID, bool)
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BIND2(light_omni_set_shadow_mode, RID, LightOmniShadowMode)
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BIND2(light_omni_set_shadow_detail, RID, LightOmniShadowDetail)
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@ -978,16 +978,6 @@ void VisualServerScene::instance_geometry_set_flag(RID p_instance, VS::InstanceF
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switch (p_flags) {
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case VS::INSTANCE_FLAG_CAST_SHADOW: {
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if (p_enabled == true) {
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instance->cast_shadows = VS::SHADOW_CASTING_SETTING_ON;
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} else {
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instance->cast_shadows = VS::SHADOW_CASTING_SETTING_OFF;
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}
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instance->base_material_changed(); // to actually compute if shadows are visible or not
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} break;
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case VS::INSTANCE_FLAG_VISIBLE_IN_ALL_ROOMS: {
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instance->visible_in_all_rooms = p_enabled;
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@ -1001,6 +991,12 @@ void VisualServerScene::instance_geometry_set_flag(RID p_instance, VS::InstanceF
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}
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}
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void VisualServerScene::instance_geometry_set_cast_shadows_setting(RID p_instance, VS::ShadowCastingSetting p_shadow_casting_setting) {
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Instance *instance = instance_owner.get(p_instance);
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ERR_FAIL_COND(!instance);
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instance->cast_shadows = p_shadow_casting_setting;
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instance->base_material_changed(); // to actually compute if shadows are visible or not
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}
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void VisualServerScene::instance_geometry_set_material_override(RID p_instance, RID p_material) {
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@ -225,6 +225,7 @@ public:
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FUNC2(light_set_projector, RID, RID)
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FUNC2(light_set_negative, RID, bool)
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FUNC2(light_set_cull_mask, RID, uint32_t)
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FUNC2(light_set_reverse_cull_face_mode, RID, bool)
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FUNC2(light_omni_set_shadow_mode, RID, LightOmniShadowMode)
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FUNC2(light_omni_set_shadow_detail, RID, LightOmniShadowDetail)
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@ -371,6 +371,7 @@ public:
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virtual void light_set_projector(RID p_light, RID p_texture) = 0;
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virtual void light_set_negative(RID p_light, bool p_enable) = 0;
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virtual void light_set_cull_mask(RID p_light, uint32_t p_mask) = 0;
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virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) = 0;
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// omni light
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enum LightOmniShadowMode {
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@ -743,7 +744,6 @@ public:
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virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const = 0;
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enum InstanceFlags {
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INSTANCE_FLAG_CAST_SHADOW,
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INSTANCE_FLAG_VISIBLE_IN_ALL_ROOMS,
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INSTANCE_FLAG_USE_BAKED_LIGHT,
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INSTANCE_FLAG_MAX
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