diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 0ceacd0a75f..432666fffaf 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -1906,7 +1906,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ if (!p_shadow) { if (p_directional_add) { - if (e->sort_key & RenderList::SORT_KEY_UNSHADED_FLAG || !(e->instance->layer_mask & directional_light->light_ptr->cull_mask)) { + if (e->sort_key & SORT_KEY_UNSHADED_FLAG || !(e->instance->layer_mask & directional_light->light_ptr->cull_mask)) { continue; } @@ -1915,7 +1915,8 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ if (shading != prev_shading) { - if (e->sort_key & RenderList::SORT_KEY_UNSHADED_FLAG) { + if (e->sort_key & SORT_KEY_UNSHADED_FLAG) { + state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS, true); state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING, false); @@ -1944,7 +1945,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5, shadow_filter_mode == SHADOW_FILTER_PCF5); state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13, shadow_filter_mode == SHADOW_FILTER_PCF13); - if (p_directional_add || (directional_light && (e->sort_key & RenderList::SORT_KEY_NO_DIRECTIONAL_FLAG) == 0)) { + if (p_directional_add || (directional_light && (e->sort_key & SORT_KEY_NO_DIRECTIONAL_FLAG) == 0)) { state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL, true); if (p_directional_shadows && directional_light->light_ptr->shadow) { @@ -2048,7 +2049,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ } } - if (!(e->sort_key & RenderList::SORT_KEY_UNSHADED_FLAG) && !p_directional_add && !p_shadow) { + if (!(e->sort_key & SORT_KEY_UNSHADED_FLAG) && !p_directional_add && !p_shadow) { _setup_light(e, p_view_transform); } @@ -2177,7 +2178,7 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo } if (!p_shadow && directional_light && (directional_light->light_ptr->cull_mask & e->instance->layer_mask) == 0) { - e->sort_key |= RenderList::SORT_KEY_NO_DIRECTIONAL_FLAG; + e->sort_key |= SORT_KEY_NO_DIRECTIONAL_FLAG; } e->sort_key |= uint64_t(e->geometry->index) << RenderList::SORT_KEY_GEOMETRY_INDEX_SHIFT; @@ -2205,7 +2206,7 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo } if (e->instance->gi_probe_instances.size()) { - e->sort_key |= RenderList::SORT_KEY_GI_PROBES_FLAG; + e->sort_key |= SORT_KEY_GI_PROBES_FLAG; } } @@ -2222,7 +2223,8 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo if (shadow || m->shader->spatial.unshaded || state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_UNSHADED) { - e->sort_key |= RenderList::SORT_KEY_UNSHADED_FLAG; + e->sort_key |= SORT_KEY_UNSHADED_FLAG; + } } diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h index c0324b26748..c4e6de058cd 100644 --- a/drivers/gles3/rasterizer_scene_gles3.h +++ b/drivers/gles3/rasterizer_scene_gles3.h @@ -638,9 +638,10 @@ public: MAX_REFLECTIONS = 1024, SORT_KEY_DEPTH_LAYER_SHIFT = 60, - SORT_KEY_UNSHADED_FLAG = uint64_t(1) << 59, - SORT_KEY_NO_DIRECTIONAL_FLAG = uint64_t(1) << 58, - SORT_KEY_GI_PROBES_FLAG = uint64_t(1) << 57, +//64 bits unsupported in MSVC +#define SORT_KEY_UNSHADED_FLAG (uint64_t(1) << 59) +#define SORT_KEY_NO_DIRECTIONAL_FLAG (uint64_t(1) << 58) +#define SORT_KEY_GI_PROBES_FLAG (uint64_t(1) << 57) SORT_KEY_SHADING_SHIFT = 57, SORT_KEY_SHADING_MASK = 7, SORT_KEY_MATERIAL_INDEX_SHIFT = 40, diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index ce88325539b..a6927f13b9e 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -1370,6 +1370,8 @@ void SpatialMaterial::_bind_methods() { BIND_CONSTANT(BILLBOARD_ENABLED); BIND_CONSTANT(BILLBOARD_FIXED_Y); BIND_CONSTANT(BILLBOARD_PARTICLES); + + } SpatialMaterial::SpatialMaterial()