Properly discard fragments during depth prepass opaque pass, fixes #23321

This commit is contained in:
Juan Linietsky 2019-01-27 20:20:07 -03:00
parent 11642b92d1
commit 2e5ede7a4e
2 changed files with 22 additions and 0 deletions

View file

@ -998,6 +998,7 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
//add element to opaque
RenderList::Element *eo = render_list.add_element();
*eo = *e;
eo->use_accum_ptr = &eo->use_accum;
}
int rpsize = e->instance->reflection_probe_instances.size();
@ -2066,6 +2067,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
bool prev_unshaded = false;
bool prev_instancing = false;
bool prev_depth_prepass = false;
state.scene_shader.set_conditional(SceneShaderGLES2::SHADELESS, false);
RasterizerStorageGLES2::Material *prev_material = NULL;
RasterizerStorageGLES2::Geometry *prev_geometry = NULL;
@ -2141,6 +2143,19 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
prev_unshaded = unshaded;
}
bool depth_prepass = false;
if (!p_alpha_pass && material->shader && material->shader->spatial.depth_draw_mode == RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) {
depth_prepass = true;
}
if (depth_prepass != prev_depth_prepass) {
state.scene_shader.set_conditional(SceneShaderGLES2::USE_DEPTH_PREPASS, depth_prepass);
prev_depth_prepass = depth_prepass;
rebind = true;
}
bool base_pass = !accum_pass && !unshaded; //conditions for a base pass
if (base_pass != prev_base_pass) {
@ -2432,6 +2447,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTMAP_CAPTURE, 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::USE_RADIANCE_MAP, 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) {

View file

@ -1498,6 +1498,12 @@ FRAGMENT_SHADER_CODE
}
#endif
#ifdef USE_DEPTH_PREPASS
if (alpha < 0.99) {
discard;
}
#endif
#ifdef BASE_PASS
//none
#ifdef USE_RADIANCE_MAP