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Ensure depth reads go via alpha render list, fixes #14759

Juan Linietsky 7 years ago
parent
commit
9cf19f8dee

+ 2 - 2
drivers/gles3/rasterizer_scene_gles3.cpp

@@ -2230,7 +2230,7 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo
 
 void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, RasterizerStorageGLES3::Material *p_material, bool p_depth_pass, bool p_shadow_pass) {
 
-	bool has_base_alpha = (p_material->shader->spatial.uses_alpha && !p_material->shader->spatial.uses_alpha_scissor) || p_material->shader->spatial.uses_screen_texture;
+	bool has_base_alpha = (p_material->shader->spatial.uses_alpha && !p_material->shader->spatial.uses_alpha_scissor) || p_material->shader->spatial.uses_screen_texture || p_material->shader->spatial.uses_depth_texture;
 	bool has_blend_alpha = p_material->shader->spatial.blend_mode != RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX;
 	bool has_alpha = has_base_alpha || has_blend_alpha;
 
@@ -2254,7 +2254,7 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
 
 	if (p_depth_pass) {
 
-		if (has_blend_alpha || (has_base_alpha && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS))
+		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))
 			return; //bye
 
 		if (!p_material->shader->spatial.uses_alpha_scissor && !p_material->shader->spatial.writes_modelview_or_projection && !p_material->shader->spatial.uses_vertex && !p_material->shader->spatial.uses_discard && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) {

+ 2 - 0
drivers/gles3/rasterizer_storage_gles3.cpp

@@ -1619,6 +1619,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
 			p_shader->spatial.uses_time = false;
 			p_shader->spatial.uses_vertex_lighting = false;
 			p_shader->spatial.uses_screen_texture = false;
+			p_shader->spatial.uses_depth_texture = false;
 			p_shader->spatial.uses_vertex = false;
 			p_shader->spatial.writes_modelview_or_projection = false;
 			p_shader->spatial.uses_world_coordinates = false;
@@ -1650,6 +1651,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
 			shaders.actions_scene.usage_flag_pointers["SSS_STRENGTH"] = &p_shader->spatial.uses_sss;
 			shaders.actions_scene.usage_flag_pointers["DISCARD"] = &p_shader->spatial.uses_discard;
 			shaders.actions_scene.usage_flag_pointers["SCREEN_TEXTURE"] = &p_shader->spatial.uses_screen_texture;
+			shaders.actions_scene.usage_flag_pointers["DEPTH_TEXTURE"] = &p_shader->spatial.uses_depth_texture;
 			shaders.actions_scene.usage_flag_pointers["TIME"] = &p_shader->spatial.uses_time;
 
 			shaders.actions_scene.write_flag_pointers["MODELVIEW_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection;

+ 1 - 0
drivers/gles3/rasterizer_storage_gles3.h

@@ -473,6 +473,7 @@ public:
 			bool uses_discard;
 			bool uses_sss;
 			bool uses_screen_texture;
+			bool uses_depth_texture;
 			bool uses_time;
 			bool writes_modelview_or_projection;
 			bool uses_vertex_lighting;

+ 2 - 2
scene/resources/bit_mask.cpp

@@ -112,8 +112,8 @@ int BitMap::get_true_bit_count() const {
 
 void BitMap::set_bit(const Point2 &p_pos, bool p_value) {
 
-	int x = Math::fast_ftoi(p_pos.x);
-	int y = Math::fast_ftoi(p_pos.y);
+	int x = p_pos.x;
+	int y = p_pos.y;
 
 	ERR_FAIL_INDEX(x, width);
 	ERR_FAIL_INDEX(y, height);