Allow usage of depth texture when contact shadows are disabled
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869887641f
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d116705538
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@ -2343,6 +2343,10 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
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state.used_screen_texture = true;
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state.used_screen_texture = true;
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}
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}
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if (p_material->shader->spatial.uses_depth_texture) {
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state.used_depth_texture = true;
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}
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if (p_depth_pass) {
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if (p_depth_pass) {
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if (has_blend_alpha || p_material->shader->spatial.uses_depth_texture || (has_base_alpha && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS))
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if (has_blend_alpha || p_material->shader->spatial.uses_depth_texture || (has_base_alpha && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS))
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@ -3159,6 +3163,7 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p
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current_material_index = 0;
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current_material_index = 0;
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state.used_sss = false;
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state.used_sss = false;
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state.used_screen_texture = false;
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state.used_screen_texture = false;
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state.used_depth_texture = false;
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//fill list
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//fill list
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for (int i = 0; i < p_cull_count; i++) {
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for (int i = 0; i < p_cull_count; i++) {
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@ -4169,7 +4174,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
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glColorMask(1, 1, 1, 1);
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glColorMask(1, 1, 1, 1);
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if (state.used_contact_shadows) {
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if (state.used_contact_shadows || state.used_depth_texture) {
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glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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@ -204,6 +204,7 @@ public:
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bool cull_disabled;
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bool cull_disabled;
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bool used_sss;
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bool used_sss;
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bool used_screen_texture;
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bool used_screen_texture;
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bool used_depth_texture;
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bool using_contact_shadows;
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bool using_contact_shadows;
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VS::ViewportDebugDraw debug_draw;
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VS::ViewportDebugDraw debug_draw;
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