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fix shadow multiplier mode
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when shadow multiplier was used, the material used the wrong
variant (unlit).
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pixelflinger committed Oct 4, 2024
1 parent 4be1720 commit e9aeb93
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Showing 4 changed files with 10 additions and 5 deletions.
4 changes: 3 additions & 1 deletion libs/filamat/src/GLSLPostProcessor.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -157,7 +157,9 @@ static void collectDescriptorsForSet(filament::DescriptorSetBindingPoints set,
return descriptor_sets::getSsrVariantLayout();
}
return descriptor_sets::getPerViewDescriptorSetLayout(config.domain,
config.variantFilter, material.isLit, material.reflectionMode,
config.variantFilter,
material.isLit || material.hasShadowMultiplier,
material.reflectionMode,
material.refractionMode);
}
case DescriptorSetBindingPoints::PER_RENDERABLE:
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2 changes: 1 addition & 1 deletion libs/filamat/src/MaterialBuilder.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1551,7 +1551,7 @@ void MaterialBuilder::writeCommonChunks(ChunkContainer& container, MaterialInfo&
backend::DescriptorSetLayout const perViewDescriptorSetLayout =
descriptor_sets::getPerViewDescriptorSetLayout(
mMaterialDomain, mVariantFilter,
info.isLit, info.reflectionMode, info.refractionMode);
info.isLit || info.hasShadowMultiplier, info.reflectionMode, info.refractionMode);

// Descriptor layout and descriptor name/binding mapping
container.push<MaterialDescriptorBindingsChuck>(info.sib, perViewDescriptorSetLayout);
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6 changes: 4 additions & 2 deletions libs/filamat/src/MaterialVariants.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -86,9 +86,11 @@ std::vector<Variant> determineSurfaceVariants(
RefractionMode::CUBEMAP,
RefractionMode::NONE }) {
auto const vdsl = ShaderGenerator::getPerViewDescriptorSetLayoutWithVariant(
vertexVariant, userVariantFilter, isLit, reflection, refraction);
vertexVariant, userVariantFilter, isLit || shadowMultiplier,
reflection, refraction);
auto const fdsl = ShaderGenerator::getPerViewDescriptorSetLayoutWithVariant(
fragmentVariant, userVariantFilter, isLit, reflection, refraction);
fragmentVariant, userVariantFilter, isLit || shadowMultiplier,
reflection, refraction);
// Check that all bindings present in the vertex shader DescriptorSetLayout
// are also present in the fragment shader DescriptorSetLayout.
for (auto const& r: vdsl.bindings) {
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3 changes: 2 additions & 1 deletion libs/filamat/src/shaders/ShaderGenerator.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -608,7 +608,8 @@ std::string ShaderGenerator::createFragmentProgram(ShaderModel shaderModel,

auto const perViewDescriptorSetLayout = getPerViewDescriptorSetLayoutWithVariant(
variant, variantFilter,
material.isLit, material.reflectionMode, material.refractionMode);
material.isLit || material.hasShadowMultiplier,
material.reflectionMode, material.refractionMode);

// this is the list of samplers we need to filter
auto list = SibGenerator::getPerViewSib(variant).getSamplerInfoList();
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