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-Fix prepass state not being reset, closes #26348
-Send zero values for shader if no default exists

Juan Linietsky 6 years ago
parent
commit
7bad1706c2
2 changed files with 135 additions and 0 deletions
  1. 1 0
      drivers/gles2/rasterizer_scene_gles2.cpp
  2. 134 0
      drivers/gles2/shader_gles2.cpp

+ 1 - 0
drivers/gles2/rasterizer_scene_gles2.cpp

@@ -2523,6 +2523,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
 	state.scene_shader.set_conditional(SceneShaderGLES2::FOG_DEPTH_ENABLED, false);
 	state.scene_shader.set_conditional(SceneShaderGLES2::FOG_DEPTH_ENABLED, false);
 	state.scene_shader.set_conditional(SceneShaderGLES2::FOG_HEIGHT_ENABLED, false);
 	state.scene_shader.set_conditional(SceneShaderGLES2::FOG_HEIGHT_ENABLED, false);
 	state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, false);
 	state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, false);
+	state.scene_shader.set_conditional(SceneShaderGLES2::USE_DEPTH_PREPASS, false);
 }
 }
 
 
 void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy, const Basis &p_sky_orientation) {
 void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy, const Basis &p_sky_orientation) {

+ 134 - 0
drivers/gles2/shader_gles2.cpp

@@ -966,6 +966,140 @@ void ShaderGLES2::use_material(void *p_material) {
 					// Not implemented in GLES2
 					// Not implemented in GLES2
 				} break;
 				} break;
 
 
+				case ShaderLanguage::TYPE_VOID: {
+					// Nothing to do?
+				} break;
+				default: {
+					ERR_PRINT("type missing, bug?");
+				} break;
+			}
+		} else { //zero
+
+			switch (E->get().type) {
+				case ShaderLanguage::TYPE_BOOL: {
+					glUniform1i(location, GL_FALSE);
+				} break;
+
+				case ShaderLanguage::TYPE_BVEC2: {
+					glUniform2i(location, GL_FALSE, GL_FALSE);
+				} break;
+
+				case ShaderLanguage::TYPE_BVEC3: {
+					glUniform3i(location, GL_FALSE, GL_FALSE, GL_FALSE);
+				} break;
+
+				case ShaderLanguage::TYPE_BVEC4: {
+					glUniform4i(location, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+				} break;
+
+				case ShaderLanguage::TYPE_INT: {
+					glUniform1i(location, 0);
+				} break;
+
+				case ShaderLanguage::TYPE_IVEC2: {
+					glUniform2i(location, 0, 0);
+				} break;
+
+				case ShaderLanguage::TYPE_IVEC3: {
+					glUniform3i(location, 0, 0, 0);
+				} break;
+
+				case ShaderLanguage::TYPE_IVEC4: {
+					glUniform4i(location, 0, 0, 0, 0);
+				} break;
+
+				case ShaderLanguage::TYPE_UINT: {
+					glUniform1i(location, 0);
+				} break;
+
+				case ShaderLanguage::TYPE_UVEC2: {
+					glUniform2i(location, 0, 0);
+				} break;
+
+				case ShaderLanguage::TYPE_UVEC3: {
+					glUniform3i(location, 0, 0, 0);
+				} break;
+
+				case ShaderLanguage::TYPE_UVEC4: {
+					glUniform4i(location, 0, 0, 0, 0);
+				} break;
+
+				case ShaderLanguage::TYPE_FLOAT: {
+					glUniform1f(location, 0);
+				} break;
+
+				case ShaderLanguage::TYPE_VEC2: {
+					glUniform2f(location, 0, 0);
+				} break;
+
+				case ShaderLanguage::TYPE_VEC3: {
+					glUniform3f(location, 0, 0, 0);
+				} break;
+
+				case ShaderLanguage::TYPE_VEC4: {
+					glUniform4f(location, 0, 0, 0, 0);
+				} break;
+
+				case ShaderLanguage::TYPE_MAT2: {
+					GLfloat mat[4]{ 0, 0, 0, 0 };
+
+					glUniformMatrix2fv(location, 1, GL_FALSE, mat);
+				} break;
+
+				case ShaderLanguage::TYPE_MAT3: {
+					GLfloat mat[9] = { 0, 0, 0, 0, 0, 0, 0, 0, 0 };
+
+					glUniformMatrix3fv(location, 1, GL_FALSE, mat);
+
+				} break;
+
+				case ShaderLanguage::TYPE_MAT4: {
+					GLfloat mat[16] = { 0,
+						0,
+						0,
+						0,
+						0,
+						0,
+						0,
+						0,
+						0,
+						0,
+						0,
+						0,
+						0,
+						0,
+						0,
+						0 };
+
+					glUniformMatrix4fv(location, 1, GL_FALSE, mat);
+
+				} break;
+
+				case ShaderLanguage::TYPE_SAMPLER2D: {
+
+				} break;
+
+				case ShaderLanguage::TYPE_ISAMPLER2D: {
+
+				} break;
+
+				case ShaderLanguage::TYPE_USAMPLER2D: {
+
+				} break;
+
+				case ShaderLanguage::TYPE_SAMPLERCUBE: {
+
+				} break;
+
+				case ShaderLanguage::TYPE_SAMPLER2DARRAY:
+				case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
+				case ShaderLanguage::TYPE_USAMPLER2DARRAY:
+				case ShaderLanguage::TYPE_SAMPLER3D:
+				case ShaderLanguage::TYPE_ISAMPLER3D:
+				case ShaderLanguage::TYPE_USAMPLER3D: {
+					// Not implemented in GLES2
+				} break;
+
 				case ShaderLanguage::TYPE_VOID: {
 				case ShaderLanguage::TYPE_VOID: {
 					// Nothing to do?
 					// Nothing to do?
 				} break;
 				} break;