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@@ -1463,7 +1463,15 @@ void RasterizerSceneGLES3::_setup_environment(const RenderDataGLES3 *p_render_da
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//time global variables
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scene_state.ubo.time = time;
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- if (is_environment(p_render_data->environment)) {
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+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
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+ scene_state.ubo.use_ambient_light = true;
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+ scene_state.ubo.ambient_light_color_energy[0] = 1;
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+ scene_state.ubo.ambient_light_color_energy[1] = 1;
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+ scene_state.ubo.ambient_light_color_energy[2] = 1;
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+ scene_state.ubo.ambient_light_color_energy[3] = 1.0;
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+ scene_state.ubo.use_ambient_cubemap = false;
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+ scene_state.ubo.use_reflection_cubemap = false;
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+ } else if (is_environment(p_render_data->environment)) {
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RS::EnvironmentBG env_bg = environment_get_background(p_render_data->environment);
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RS::EnvironmentAmbientSource ambient_src = environment_get_ambient_source(p_render_data->environment);
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@@ -2300,7 +2308,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
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bool keep_color = false;
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float sky_energy_multiplier = 1.0;
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- if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
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+ if (unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW)) {
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clear_color = Color(0, 0, 0, 1); //in overdraw mode, BG should always be black
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} else if (render_data.environment.is_valid()) {
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RS::EnvironmentBG bg_mode = environment_get_background(render_data.environment);
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@@ -2548,6 +2556,7 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
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}
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glBindTexture(GL_TEXTURE_CUBE_MAP, texture_to_bind);
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}
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+
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} else if constexpr (p_pass_mode == PASS_MODE_DEPTH || p_pass_mode == PASS_MODE_SHADOW) {
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shader_variant = SceneShaderGLES3::MODE_DEPTH;
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}
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@@ -2585,8 +2594,16 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
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material_data = surf->material_shadow;
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mesh_surface = surf->surface_shadow;
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} else {
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- shader = surf->shader;
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- material_data = surf->material;
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+ if (unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW)) {
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+ material_data = overdraw_material_data_ptr;
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+ shader = material_data->shader_data;
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+ } else if (unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_LIGHTING)) {
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+ material_data = default_material_data_ptr;
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+ shader = material_data->shader_data;
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+ } else {
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+ shader = surf->shader;
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+ material_data = surf->material;
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+ }
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mesh_surface = surf->surface;
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}
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@@ -3419,6 +3436,29 @@ void fragment() {
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scene_globals.default_material = material_storage->material_allocate();
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material_storage->material_initialize(scene_globals.default_material);
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material_storage->material_set_shader(scene_globals.default_material, scene_globals.default_shader);
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+ default_material_data_ptr = static_cast<GLES3::SceneMaterialData *>(GLES3::MaterialStorage::get_singleton()->material_get_data(scene_globals.default_material, RS::SHADER_SPATIAL));
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+ }
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+
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+ {
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+ // Overdraw material and shader.
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+ scene_globals.overdraw_shader = material_storage->shader_allocate();
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+ material_storage->shader_initialize(scene_globals.overdraw_shader);
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+ material_storage->shader_set_code(scene_globals.overdraw_shader, R"(
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+// 3D editor Overdraw debug draw mode shader.
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+
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+shader_type spatial;
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+
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+render_mode blend_add, unshaded;
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+
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+void fragment() {
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+ ALBEDO = vec3(0.4, 0.8, 0.8);
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+ ALPHA = 0.2;
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+}
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+)");
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+ scene_globals.overdraw_material = material_storage->material_allocate();
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+ material_storage->material_initialize(scene_globals.overdraw_material);
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+ material_storage->material_set_shader(scene_globals.overdraw_material, scene_globals.overdraw_shader);
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+ overdraw_material_data_ptr = static_cast<GLES3::SceneMaterialData *>(GLES3::MaterialStorage::get_singleton()->material_get_data(scene_globals.overdraw_material, RS::SHADER_SPATIAL));
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}
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{
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@@ -3533,6 +3573,10 @@ RasterizerSceneGLES3::~RasterizerSceneGLES3() {
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RSG::material_storage->material_free(scene_globals.default_material);
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RSG::material_storage->shader_free(scene_globals.default_shader);
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+ // Overdraw Shader
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+ RSG::material_storage->material_free(scene_globals.overdraw_material);
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+ RSG::material_storage->shader_free(scene_globals.overdraw_shader);
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+
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// Sky Shader
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GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_free(sky_globals.shader_default_version);
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RSG::material_storage->material_free(sky_globals.default_material);
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