|
@@ -6372,6 +6372,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
|
|
|
const BakedLightData *prev_baked_light=NULL;
|
|
|
RID prev_baked_light_texture;
|
|
|
const float *prev_morph_values=NULL;
|
|
|
+ int prev_receive_shadows_state=-1;
|
|
|
|
|
|
Geometry::Type prev_geometry_type=Geometry::GEOMETRY_INVALID;
|
|
|
|
|
@@ -6411,6 +6412,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
|
|
|
const Geometry *geometry_cmp = e->geometry_cmp;
|
|
|
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;
|
|
|
|
|
|
bool rebind=false;
|
|
|
bool bind_baked_light_octree=false;
|
|
@@ -6434,6 +6436,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
|
|
|
prev_skeleton =NULL;
|
|
|
prev_sort_flags=0xFF;
|
|
|
prev_morph_values=NULL;
|
|
|
+ prev_receive_shadows_state=-1;
|
|
|
prev_geometry_type=Geometry::GEOMETRY_INVALID;
|
|
|
glEnable(GL_BLEND);
|
|
|
glDepthMask(GL_TRUE);
|
|
@@ -6442,7 +6445,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
|
|
|
|
|
|
}
|
|
|
|
|
|
- if (light_type!=prev_light_type) {
|
|
|
+ if (light_type!=prev_light_type || receive_shadows_state!=prev_receive_shadows_state) {
|
|
|
|
|
|
if (material->flags[VS::MATERIAL_FLAG_UNSHADED] || current_debug==VS::SCENARIO_DEBUG_SHADELESS) {
|
|
|
material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL,false);
|
|
@@ -6456,9 +6459,16 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
|
|
|
material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL,(light_type&0x3)==VS::LIGHT_DIRECTIONAL);
|
|
|
material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_OMNI,(light_type&0x3)==VS::LIGHT_OMNI);
|
|
|
material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT,(light_type&0x3)==VS::LIGHT_SPOT);
|
|
|
- material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,(light_type&0x8));
|
|
|
- material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,(light_type&0x10));
|
|
|
- material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,(light_type&0x20));
|
|
|
+ if (receive_shadows_state==1) {
|
|
|
+ material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,(light_type&0x8));
|
|
|
+ material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,(light_type&0x10));
|
|
|
+ material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,(light_type&0x20));
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,false);
|
|
|
+ material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,false);
|
|
|
+ material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,false);
|
|
|
+ }
|
|
|
material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,false);
|
|
|
}
|
|
|
|
|
@@ -6800,6 +6810,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
|
|
|
prev_baked_light=baked_light;
|
|
|
prev_morph_values=morph_values;
|
|
|
// prev_geometry_type=geometry->type;
|
|
|
+ prev_receive_shadows_state=receive_shadows_state;
|
|
|
}
|
|
|
|
|
|
//print_line("shaderchanges: "+itos(p_alpha_pass)+": "+itos(_rinfo.shader_change_count));
|