diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 996e60855323..bc0d23acc4a6 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -1487,7 +1487,15 @@ void RasterizerSceneGLES3::_setup_environment(const RenderDataGLES3 *p_render_da //time global variables scene_state.ubo.time = time; - if (is_environment(p_render_data->environment)) { + if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) { + scene_state.ubo.use_ambient_light = true; + scene_state.ubo.ambient_light_color_energy[0] = 1; + scene_state.ubo.ambient_light_color_energy[1] = 1; + scene_state.ubo.ambient_light_color_energy[2] = 1; + scene_state.ubo.ambient_light_color_energy[3] = 1.0; + scene_state.ubo.use_ambient_cubemap = false; + scene_state.ubo.use_reflection_cubemap = false; + } else if (is_environment(p_render_data->environment)) { RS::EnvironmentBG env_bg = environment_get_background(p_render_data->environment); RS::EnvironmentAmbientSource ambient_src = environment_get_ambient_source(p_render_data->environment); @@ -2326,7 +2334,7 @@ void RasterizerSceneGLES3::render_scene(const Ref &p_render_ bool keep_color = false; float sky_energy_multiplier = 1.0; - if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) { + if (unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW)) { clear_color = Color(0, 0, 0, 1); //in overdraw mode, BG should always be black } else if (render_data.environment.is_valid()) { RS::EnvironmentBG bg_mode = environment_get_background(render_data.environment); @@ -2695,6 +2703,7 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params, } glBindTexture(GL_TEXTURE_CUBE_MAP, texture_to_bind); } + } else if constexpr (p_pass_mode == PASS_MODE_DEPTH || p_pass_mode == PASS_MODE_SHADOW) { shader_variant = SceneShaderGLES3::MODE_DEPTH; } @@ -2732,8 +2741,16 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params, material_data = surf->material_shadow; mesh_surface = surf->surface_shadow; } else { - shader = surf->shader; - material_data = surf->material; + if (unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW)) { + material_data = overdraw_material_data_ptr; + shader = material_data->shader_data; + } else if (unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_LIGHTING)) { + material_data = default_material_data_ptr; + shader = material_data->shader_data; + } else { + shader = surf->shader; + material_data = surf->material; + } mesh_surface = surf->surface; } @@ -3640,6 +3657,29 @@ void fragment() { scene_globals.default_material = material_storage->material_allocate(); material_storage->material_initialize(scene_globals.default_material); material_storage->material_set_shader(scene_globals.default_material, scene_globals.default_shader); + default_material_data_ptr = static_cast(GLES3::MaterialStorage::get_singleton()->material_get_data(scene_globals.default_material, RS::SHADER_SPATIAL)); + } + + { + // Overdraw material and shader. + scene_globals.overdraw_shader = material_storage->shader_allocate(); + material_storage->shader_initialize(scene_globals.overdraw_shader); + material_storage->shader_set_code(scene_globals.overdraw_shader, R"( +// 3D editor Overdraw debug draw mode shader. + +shader_type spatial; + +render_mode blend_add, unshaded; + +void fragment() { + ALBEDO = vec3(0.4, 0.8, 0.8); + ALPHA = 0.2; +} +)"); + scene_globals.overdraw_material = material_storage->material_allocate(); + material_storage->material_initialize(scene_globals.overdraw_material); + material_storage->material_set_shader(scene_globals.overdraw_material, scene_globals.overdraw_shader); + overdraw_material_data_ptr = static_cast(GLES3::MaterialStorage::get_singleton()->material_get_data(scene_globals.overdraw_material, RS::SHADER_SPATIAL)); } { @@ -3754,6 +3794,10 @@ RasterizerSceneGLES3::~RasterizerSceneGLES3() { RSG::material_storage->material_free(scene_globals.default_material); RSG::material_storage->shader_free(scene_globals.default_shader); + // Overdraw Shader + RSG::material_storage->material_free(scene_globals.overdraw_material); + RSG::material_storage->shader_free(scene_globals.overdraw_shader); + // Sky Shader GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_free(sky_globals.shader_default_version); RSG::material_storage->material_free(sky_globals.default_material); diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h index 045511321a78..8bb4a30e2d9c 100644 --- a/drivers/gles3/rasterizer_scene_gles3.h +++ b/drivers/gles3/rasterizer_scene_gles3.h @@ -152,8 +152,13 @@ private: RID default_material; RID default_shader; RID cubemap_filter_shader_version; + RID overdraw_material; + RID overdraw_shader; } scene_globals; + GLES3::SceneMaterialData *default_material_data_ptr = nullptr; + GLES3::SceneMaterialData *overdraw_material_data_ptr = nullptr; + /* LIGHT INSTANCE */ struct LightData {