Merge pull request #8141 from elasota/fix-unshaded-spillover

Fix renderer sometimes not applying "unshaded" flag (2.1)
This commit is contained in:
Rémi Verschelde 2017-03-27 08:47:15 +02:00 committed by GitHub
commit 93107f4245
1 changed files with 6 additions and 2 deletions

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@ -5971,6 +5971,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list, const Tran
RID prev_baked_light_texture;
const float *prev_morph_values = NULL;
int prev_receive_shadows_state = -1;
int prev_unshaded_state = -1;
material_shader.set_conditional(MaterialShaderGLES2::USE_VERTEX_LIGHTING, !shadow && !p_fragment_light);
material_shader.set_conditional(MaterialShaderGLES2::USE_FRAGMENT_LIGHTING, !shadow && p_fragment_light);
@ -6006,6 +6007,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list, const Tran
const BakedLightData *baked_light = e->instance->baked_light;
const float *morph_values = e->instance->morph_values.ptr();
int receive_shadows_state = e->instance->receive_shadows == true ? 1 : 0;
int unshaded_state = (material->flags[VS::MATERIAL_FLAG_UNSHADED] || current_debug == VS::SCENARIO_DEBUG_SHADELESS) ? 1 : 0;
bool rebind = false;
bool bind_baked_light_octree = false;
@ -6028,15 +6030,16 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list, const Tran
prev_sort_flags = 0xFF;
prev_morph_values = NULL;
prev_receive_shadows_state = -1;
prev_unshaded_state = -1;
glEnable(GL_BLEND);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
}
if (light_type != prev_light_type || receive_shadows_state != prev_receive_shadows_state) {
if (light_type != prev_light_type || receive_shadows_state != prev_receive_shadows_state || unshaded_state != prev_unshaded_state) {
if (material->flags[VS::MATERIAL_FLAG_UNSHADED] || current_debug == VS::SCENARIO_DEBUG_SHADELESS) {
if (unshaded_state == 1) {
material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL, false);
material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_OMNI, false);
material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT, false);
@ -6385,6 +6388,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list, const Tran
prev_baked_light = baked_light;
prev_morph_values = morph_values;
prev_receive_shadows_state = receive_shadows_state;
prev_unshaded_state = unshaded_state;
}
//print_line("shaderchanges: "+itos(p_alpha_pass)+": "+itos(_rinfo.shader_change_count));