PBR more or less working, still working on bringing gizmos back

This commit is contained in:
Juan Linietsky 2016-10-27 11:50:26 -03:00
parent cb34b70df1
commit 53d8f2b1ec
45 changed files with 3021 additions and 587 deletions

View file

@ -13434,12 +13434,12 @@
</theme_item>
</theme_items>
</class>
<class name="FixedMaterial" inherits="Material" category="Core">
<class name="FixedSpatialMaterial" inherits="Material" category="Core">
<brief_description>
Simple Material with a fixed parameter set.
</brief_description>
<description>
FixedMaterial is a simple type of material [Resource], which contains a fixed amount of parameters. It is the only type of material supported in fixed-pipeline devices and APIs. It is also an often a better alternative to [ShaderMaterial] for most simple use cases.
FixedSpatialMaterial is a simple type of material [Resource], which contains a fixed amount of parameters. It is the only type of material supported in fixed-pipeline devices and APIs. It is also an often a better alternative to [ShaderMaterial] for most simple use cases.
</description>
<methods>
<method name="get_fixed_flag" qualifiers="const">

View file

@ -75,7 +75,7 @@ void RasterizerSceneGLES3::environment_set_background(RID p_env,VS::EnvironmentB
env->bg_mode=p_bg;
}
void RasterizerSceneGLES3::environment_set_skybox(RID p_env, RID p_skybox, int p_radiance_size, int p_irradiance_size){
void RasterizerSceneGLES3::environment_set_skybox(RID p_env, RID p_skybox, int p_radiance_size){
Environment *env=environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
@ -87,15 +87,12 @@ void RasterizerSceneGLES3::environment_set_skybox(RID p_env, RID p_skybox, int p
storage->free(env->skybox_radiance);
env->skybox_radiance=RID();
}
if (env->skybox_irradiance.is_valid()) {
storage->free(env->skybox_irradiance);
env->skybox_irradiance=RID();
}
if (p_skybox.is_valid()) {
env->skybox_color=p_skybox;
// env->skybox_radiance=storage->texture_create_pbr_cubemap(p_skybox,VS::PBR_CUBEMAP_RADIANCE,p_radiance_size);
env->skybox_radiance=storage->texture_create_radiance_cubemap(p_skybox,p_radiance_size);
//env->skybox_irradiance=storage->texture_create_pbr_cubemap(p_skybox,VS::PBR_CUBEMAP_IRRADIANCE,p_irradiance_size);
}
@ -123,7 +120,7 @@ void RasterizerSceneGLES3::environment_set_bg_energy(RID p_env,float p_energy) {
Environment *env=environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->energy=p_energy;
env->bg_energy=p_energy;
}
@ -135,14 +132,14 @@ void RasterizerSceneGLES3::environment_set_canvas_max_layer(RID p_env,int p_max_
env->canvas_max_layer=p_max_layer;
}
void RasterizerSceneGLES3::environment_set_ambient_light(RID p_env, const Color& p_color, float p_energy, float p_skybox_energy){
void RasterizerSceneGLES3::environment_set_ambient_light(RID p_env, const Color& p_color, float p_energy, float p_skybox_contribution){
Environment *env=environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->ambient_color=p_color;
env->ambient_anergy=p_energy;
env->skybox_ambient=p_skybox_energy;
env->ambient_energy=p_energy;
env->ambient_skybox_contribution=p_skybox_contribution;
}
@ -174,13 +171,28 @@ void RasterizerSceneGLES3::environment_set_color_correction(RID p_env,bool p_ena
RID RasterizerSceneGLES3::light_instance_create(RID p_light) {
LightInstance *light_instance = memnew( LightInstance );
return RID();
light_instance->light=p_light;
light_instance->light_ptr=storage->light_owner.getornull(p_light);
glGenBuffers(1, &light_instance->light_ubo);
glBindBuffer(GL_UNIFORM_BUFFER, light_instance->light_ubo);
glBufferData(GL_UNIFORM_BUFFER, sizeof(LightInstance::LightDataUBO), NULL, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
ERR_FAIL_COND_V(!light_instance->light_ptr,RID());
return light_instance_owner.make_rid(light_instance);
}
void RasterizerSceneGLES3::light_instance_set_transform(RID p_light_instance,const Transform& p_transform){
LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
ERR_FAIL_COND(!light_instance);
light_instance->transform=p_transform;
}
@ -247,11 +259,13 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material* p_m
//material parameters
state.scene_shader.set_custom_shader(p_material->shader->custom_code_id);
bool rebind = state.scene_shader.bind();
if (p_material->ubo_id) {
glBindBufferBase(GL_UNIFORM_BUFFER,1,p_material->ubo_id);
}
@ -267,6 +281,7 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material* p_m
RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull( textures[i] );
if (!t) {
//check hints
glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
continue;
}
@ -328,7 +343,14 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
}
void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_element_count,const Transform& p_view_transform,const CameraMatrix& p_projection,bool p_reverse_cull,bool p_alpha_pass) {
void RasterizerSceneGLES3::_setup_light(LightInstance *p_light) {
glBindBufferBase(GL_UNIFORM_BUFFER,3,p_light->light_ubo); //bind light uniform
}
void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_element_count,const Transform& p_view_transform,const CameraMatrix& p_projection,RasterizerStorageGLES3::Texture* p_base_env,bool p_reverse_cull,bool p_alpha_pass) {
if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
//p_reverse_cull=!p_reverse_cull;
@ -337,8 +359,22 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e
glFrontFace(GL_CW);
}
bool shadow=false;
glBindBufferBase(GL_UNIFORM_BUFFER,0,state.scene_ubo); //bind globals ubo
glBindBufferBase(GL_UNIFORM_BUFFER,2,state.env_radiance_ubo); //bind environment radiance info
glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-1);
glBindTexture(GL_TEXTURE_2D,state.brdf_texture);
if (p_base_env) {
glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-2);
glBindTexture(p_base_env->target,p_base_env->tex_id);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_CUBEMAP,true);
}
state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON,false);
state.current_blend_mode=-1;
@ -349,6 +385,11 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e
RasterizerStorageGLES3::Geometry* prev_geometry=NULL;
VS::InstanceType prev_base_type = VS::INSTANCE_MAX;
int prev_light_type=-1;
int prev_light_index=-1;
int prev_blend=-1;
int current_blend_mode=-1;
for (int i=0;i<p_element_count;i++) {
RenderList::Element *e = p_elements[i];
@ -356,6 +397,151 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e
bool rebind=i==0;
int light_type=(e->sort_key>>RenderList::SORT_KEY_LIGHT_TYPE_SHIFT)&0xF;
int light_index=(e->sort_key>>RenderList::SORT_KEY_LIGHT_INDEX_SHIFT)&0xFFFF;
bool additive=false;
if (!shadow) {
#if 0
if (texscreen_used && !texscreen_copied && material->shader_cache && material->shader_cache->valid && material->shader_cache->has_texscreen) {
texscreen_copied=true;
_copy_to_texscreen();
//force reset state
prev_material=NULL;
prev_light=0x777E;
prev_geometry_cmp=NULL;
prev_light_type=0xEF;
prev_skeleton =NULL;
prev_sort_flags=0xFF;
prev_morph_values=NULL;
prev_receive_shadows_state=-1;
glEnable(GL_BLEND);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
}
#endif
if (light_type!=prev_light_type /* || receive_shadows_state!=prev_receive_shadows_state*/) {
if (material->shader->spatial.unshaded/* || current_debug==VS::SCENARIO_DEBUG_SHADELESS*/) {
state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING,false);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_DIRECTIONAL,false);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_OMNI,false);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_SPOT,false);
state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,true);
//state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,true);
} else {
state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,false);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING,light_type!=0xF);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_DIRECTIONAL,light_type==VS::LIGHT_DIRECTIONAL);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_OMNI,light_type==VS::LIGHT_OMNI);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_SPOT,light_type==VS::LIGHT_SPOT);
/*
if (receive_shadows_state==1) {
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_SHADOW,(light_type&0x8));
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM,(light_type&0x10));
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4,(light_type&0x20));
}
else {
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_SHADOW,false);
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM,false);
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4,false);
}
state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,false);
*/
}
rebind=true;
}
if (!*e->additive_ptr) {
additive=false;
*e->additive_ptr=true;
} else {
additive=true;
}
bool desired_blend=false;
int desired_blend_mode=RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX;
if (additive) {
desired_blend=true;
desired_blend_mode=RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_ADD;
} else {
desired_blend=p_alpha_pass;
desired_blend_mode=material->shader->spatial.blend_mode;
}
if (prev_blend!=desired_blend) {
if (desired_blend) {
glEnable(GL_BLEND);
if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
glColorMask(1,1,1,0);
}
} else {
glDisable(GL_BLEND);
glColorMask(1,1,1,1);
}
prev_blend=desired_blend;
}
if (desired_blend && desired_blend_mode!=current_blend_mode) {
switch(desired_blend_mode) {
case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX: {
glBlendEquation(GL_FUNC_ADD);
if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
else {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
} break;
case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_ADD: {
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(p_alpha_pass?GL_SRC_ALPHA:GL_ONE,GL_ONE);
} break;
case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_SUB: {
glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
} break;
case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MUL: {
glBlendEquation(GL_FUNC_ADD);
if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
else {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
} break;
}
current_blend_mode=desired_blend_mode;
}
}
if (light_index!=prev_light_index) {
if (light_index!=0xFFFF) { //not unshaded
_setup_light(light_instances[light_index]);
}
}
if (material!=prev_material || rebind) {
rebind = _setup_material(material,p_alpha_pass);
@ -396,6 +582,7 @@ void RasterizerSceneGLES3::_add_geometry( RasterizerStorageGLES3::Geometry* p_g
RasterizerStorageGLES3::Material *m=NULL;
RID m_src=p_instance->material_override.is_valid() ? p_instance->material_override :(p_material>=0?p_instance->materials[p_material]:p_geometry->material);
/*
#ifdef DEBUG_ENABLED
if (current_debug==VS::SCENARIO_DEBUG_OVERDRAW) {
@ -404,8 +591,10 @@ void RasterizerSceneGLES3::_add_geometry( RasterizerStorageGLES3::Geometry* p_g
#endif
*/
if (m_src.is_valid()) {
m=storage->material_owner.getornull( m_src );
if (!m->shader) {
m=NULL;
}
@ -419,9 +608,10 @@ void RasterizerSceneGLES3::_add_geometry( RasterizerStorageGLES3::Geometry* p_g
//bool has_base_alpha=(m->shader_cache && m->shader_cache->has_alpha);
//bool has_blend_alpha=m->blend_mode!=VS::MATERIAL_BLEND_MODE_MIX || m->flags[VS::MATERIAL_FLAG_ONTOP];
bool has_alpha = false; //has_base_alpha || has_blend_alpha;
bool has_base_alpha=(m->shader->spatial.uses_alpha);
bool has_blend_alpha=m->shader->spatial.blend_mode!=RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX || m->shader->spatial.ontop;
bool has_alpha = has_base_alpha || has_blend_alpha;
bool shadow = false;
#if 0
if (shadow) {
@ -488,12 +678,13 @@ void RasterizerSceneGLES3::_add_geometry( RasterizerStorageGLES3::Geometry* p_g
e->additive_ptr=&e->additive;
e->sort_key=0;
if (e->geometry->last_pass!=render_pass) {
e->geometry->last_pass=render_pass;
e->geometry->index=current_geometry_index++;
}
e->sort_key|=uint64_t(e->instance->base_type)<<RenderList::SORT_KEY_GEOMETRY_INDEX_SHIFT;
e->sort_key|=uint64_t(e->geometry->index)<<RenderList::SORT_KEY_GEOMETRY_INDEX_SHIFT;
e->sort_key|=uint64_t(e->instance->base_type)<<RenderList::SORT_KEY_GEOMETRY_TYPE_SHIFT;
if (e->material->last_pass!=render_pass) {
@ -502,7 +693,6 @@ void RasterizerSceneGLES3::_add_geometry( RasterizerStorageGLES3::Geometry* p_g
}
e->sort_key|=uint64_t(e->material->index)<<RenderList::SORT_KEY_MATERIAL_INDEX_SHIFT;
e->sort_key|=uint64_t(e->instance->depth_layer)<<RenderList::SORT_KEY_DEPTH_LAYER_SHIFT;
//if (e->geometry->type==RasterizerStorageGLES3::Geometry::GEOMETRY_MULTISURFACE)
@ -510,42 +700,45 @@ void RasterizerSceneGLES3::_add_geometry( RasterizerStorageGLES3::Geometry* p_g
bool mirror = e->instance->mirror;
// if (m->flags[VS::MATERIAL_FLAG_INVERT_FACES])
// e->mirror=!e->mirror;
if (m->shader->spatial.cull_mode==RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_FRONT) {
mirror=!mirror;
}
if (mirror) {
e->sort_key|=RenderList::SORT_KEY_MIRROR_FLAG;
}
//e->light_type=0xFF; // no lights!
e->sort_key|=uint64_t(0xF)<<RenderList::SORT_KEY_LIGHT_TYPE_SHIFT; //light type 0xF is no light?
e->sort_key|=uint64_t(0xFFFF)<<RenderList::SORT_KEY_LIGHT_INDEX_SHIFT;
/* prepass
if (!shadow && !has_blend_alpha && has_alpha && m->depth_draw_mode==VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA) {
if (!shadow && !has_blend_alpha && has_alpha && m->shader->spatial.depth_draw_mode==RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) {
//if nothing exists, add this element as opaque too
RenderList::Element *oe = opaque_render_list.add_element();
RenderList::Element *oe = render_list.add_element();
if (!oe)
return;
memcpy(oe,e,sizeof(RenderList::Element));
copymem(oe,e,sizeof(RenderList::Element));
oe->additive_ptr=&oe->additive;
}
*/
#if 0
if (shadow || m->flags[VS::MATERIAL_FLAG_UNSHADED] || current_debug==VS::SCENARIO_DEBUG_SHADELESS) {
e->light_type=0x7F; //unshaded is zero
if (shadow || m->shader->spatial.unshaded /*|| current_debug==VS::SCENARIO_DEBUG_SHADELESS*/) {
e->sort_key=RenderList::SORT_KEY_LIGHT_INDEX_UNSHADED;
e->sort_key|=uint64_t(0xF)<<RenderList::SORT_KEY_LIGHT_TYPE_SHIFT; //light type 0xF is no light?
e->sort_key|=uint64_t(0xFFFF)<<RenderList::SORT_KEY_LIGHT_INDEX_SHIFT;
} else {
bool duplicate=false;
bool lighted=false;
for(int i=0;i<directional_light_count;i++) {
uint16_t sort_key = directional_lights[i]->sort_key;
uint8_t light_type = VS::LIGHT_DIRECTIONAL;
for(int i=0;i<directional_light_instance_count;i++) {
/*
if (directional_lights[i]->base->shadow_enabled) {
light_type|=0x8;
if (directional_lights[i]->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS)
@ -554,22 +747,24 @@ void RasterizerSceneGLES3::_add_geometry( RasterizerStorageGLES3::Geometry* p_g
light_type|=0x30;
}
*/
RenderList::Element *ec;
if (duplicate) {
ec = render_list->add_element();
memcpy(ec,e,sizeof(RenderList::Element));
ec = render_list.add_element();
copymem(ec,e,sizeof(RenderList::Element));
} else {
ec=e;
duplicate=true;
}
ec->light_type=light_type;
ec->light=sort_key;
ec->additive_ptr=&e->additive;
ec->sort_key|=uint64_t(directional_light_instances[i]->light_index) << RenderList::SORT_KEY_LIGHT_INDEX_SHIFT;
ec->sort_key|=uint64_t(VS::LIGHT_DIRECTIONAL) << RenderList::SORT_KEY_LIGHT_TYPE_SHIFT;
lighted=true;
}
@ -580,37 +775,45 @@ void RasterizerSceneGLES3::_add_geometry( RasterizerStorageGLES3::Geometry* p_g
for(int i=0;i<ilc;i++) {
LightInstance *li=light_instance_owner.get( liptr[i] );
if (!li || li->last_pass!=scene_pass) //lit by light not in visible scene
LightInstance *li=light_instance_owner.getptr( liptr[i] );
if (!li || li->last_pass!=render_pass) //lit by light not in visible scene
continue;
uint8_t light_type=li->base->type|0x40; //penalty to ensure directionals always go first
if (li->base->shadow_enabled) {
light_type|=0x8;
}
uint16_t sort_key =li->sort_key;
// if (li->base->shadow_enabled) {
// light_type|=0x8;
// }
RenderList::Element *ec;
if (duplicate) {
ec = render_list->add_element();
memcpy(ec,e,sizeof(RenderList::Element));
ec = render_list.add_element();
copymem(ec,e,sizeof(RenderList::Element));
} else {
duplicate=true;
ec=e;
}
ec->light_type=light_type;
ec->light=sort_key;
ec->additive_ptr=&e->additive;
ec->sort_key|=uint64_t(li->light_index) << RenderList::SORT_KEY_LIGHT_INDEX_SHIFT;
ec->sort_key|=uint64_t(li->light_ptr->type) << RenderList::SORT_KEY_LIGHT_TYPE_SHIFT;
lighted=true;
}
if (!lighted) {
e->sort_key|=uint64_t(0xE)<<RenderList::SORT_KEY_LIGHT_TYPE_SHIFT; //light type 0xE is no light found
e->sort_key|=uint64_t(0xFFFF)<<RenderList::SORT_KEY_LIGHT_INDEX_SHIFT;
}
}
#endif
}
void RasterizerSceneGLES3::_draw_skybox(RID p_skybox,CameraMatrix& p_projection,const Transform& p_transform,bool p_vflip,float p_scale) {
@ -625,19 +828,20 @@ void RasterizerSceneGLES3::_draw_skybox(RID p_skybox,CameraMatrix& p_projection,
glEnable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDepthFunc(GL_LEQUAL);
glColorMask(1,1,1,1);
float flip_sign = p_vflip?-1:1;
Vector3 vertices[8]={
Vector3(-1,-1*flip_sign,0.1),
Vector3(-1,-1*flip_sign,1),
Vector3( 0, 1, 0),
Vector3( 1,-1*flip_sign,0.1),
Vector3( 1,-1*flip_sign,1),
Vector3( 1, 1, 0),
Vector3( 1, 1*flip_sign,0.1),
Vector3( 1, 1*flip_sign,1),
Vector3( 1, 0, 0),
Vector3(-1, 1*flip_sign,0.1),
Vector3( 0, 0, 0),
Vector3(-1, 1*flip_sign,1),
Vector3( 0, 0, 0)
};
@ -677,27 +881,248 @@ void RasterizerSceneGLES3::_draw_skybox(RID p_skybox,CameraMatrix& p_projection,
}
void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,CameraMatrix& p_cam_projection,bool p_cam_ortogonal,InstanceBase** p_cull_result,int p_cull_count,RID* p_light_cull_result,int p_light_cull_count,RID* p_directional_lights,int p_directional_light_count,RID p_environment){
void RasterizerSceneGLES3::_setup_environment(Environment *env,CameraMatrix& p_cam_projection,const Transform& p_cam_transform) {
//fill up ubo
//store camera into ubo
store_camera(p_cam_projection,state.ubo_data.projection_matrix);
store_transform(p_cam_transform,state.ubo_data.camera_matrix);
store_transform(p_cam_transform.affine_inverse(),state.ubo_data.camera_inverse_matrix);
//time global variables
for(int i=0;i<4;i++) {
state.ubo_data.time[i]=storage->frame.time[i];
}
//bg and ambient
if (env) {
state.ubo_data.bg_energy=env->bg_energy;
state.ubo_data.ambient_energy=env->ambient_energy;
Color linear_ambient_color = env->ambient_color.to_linear();
state.ubo_data.ambient_light_color[0]=linear_ambient_color.r;
state.ubo_data.ambient_light_color[1]=linear_ambient_color.g;
state.ubo_data.ambient_light_color[2]=linear_ambient_color.b;
state.ubo_data.ambient_light_color[3]=linear_ambient_color.a;
Color bg_color;
switch(env->bg_mode) {
case VS::ENV_BG_CLEAR_COLOR: {
bg_color=storage->frame.clear_request_color.to_linear();
} break;
case VS::ENV_BG_COLOR: {
bg_color=env->bg_color.to_linear();
} break;
default: {
bg_color=Color(0,0,0,1);
} break;
}
state.ubo_data.bg_color[0]=bg_color.r;
state.ubo_data.bg_color[1]=bg_color.g;
state.ubo_data.bg_color[2]=bg_color.b;
state.ubo_data.bg_color[3]=bg_color.a;
state.env_radiance_data.ambient_contribution=env->ambient_skybox_contribution;
} else {
state.ubo_data.bg_energy=1.0;
state.ubo_data.ambient_energy=1.0;
//use from clear color instead, since there is no ambient
Color linear_ambient_color = storage->frame.clear_request_color.to_linear();
state.ubo_data.ambient_light_color[0]=linear_ambient_color.r;
state.ubo_data.ambient_light_color[1]=linear_ambient_color.g;
state.ubo_data.ambient_light_color[2]=linear_ambient_color.b;
state.ubo_data.ambient_light_color[3]=linear_ambient_color.a;
state.ubo_data.bg_color[0]=linear_ambient_color.r;
state.ubo_data.bg_color[1]=linear_ambient_color.g;
state.ubo_data.bg_color[2]=linear_ambient_color.b;
state.ubo_data.bg_color[3]=linear_ambient_color.a;
state.env_radiance_data.ambient_contribution=0;
}
glBindBuffer(GL_UNIFORM_BUFFER, state.scene_ubo);
glBufferSubData(GL_UNIFORM_BUFFER, 0,sizeof(State::SceneDataUBO), &state.ubo_data);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
//fill up environment
store_transform(p_cam_transform,state.env_radiance_data.transform);
glBindBuffer(GL_UNIFORM_BUFFER, state.env_radiance_ubo);
glBufferSubData(GL_UNIFORM_BUFFER, 0,sizeof(State::EnvironmentRadianceUBO), &state.env_radiance_data);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cull_count,const Transform& p_camera_inverse_transform) {
directional_light_instance_count=0;
light_instance_count=0;
for(int i=0;i<p_light_cull_count;i++) {
ERR_BREAK( i>=RenderList::MAX_LIGHTS );
LightInstance *li = light_instance_owner.getptr(p_light_cull_result[i]);
switch(li->light_ptr->type) {
case VS::LIGHT_DIRECTIONAL: {
ERR_FAIL_COND( directional_light_instance_count >= RenderList::MAX_LIGHTS);
directional_light_instances[directional_light_instance_count++]=li;
li->light_ubo_data.light_color_energy[0]=li->light_ptr->color.r;
li->light_ubo_data.light_color_energy[1]=li->light_ptr->color.g;
li->light_ubo_data.light_color_energy[2]=li->light_ptr->color.b;
li->light_ubo_data.light_color_energy[3]=li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
//omni, keep at 0
li->light_ubo_data.light_pos_inv_radius[0]=0.0;
li->light_ubo_data.light_pos_inv_radius[1]=0.0;
li->light_ubo_data.light_pos_inv_radius[2]=0.0;
li->light_ubo_data.light_pos_inv_radius[3]=0.0;
Vector3 direction = p_camera_inverse_transform.basis.xform(li->transform.basis.xform(Vector3(0,0,-1))).normalized();
li->light_ubo_data.light_direction_attenuation[0]=direction.x;
li->light_ubo_data.light_direction_attenuation[1]=direction.y;
li->light_ubo_data.light_direction_attenuation[2]=direction.z;
li->light_ubo_data.light_direction_attenuation[3]=1.0;
li->light_ubo_data.light_params[0]=0;
li->light_ubo_data.light_params[1]=li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR];
li->light_ubo_data.light_params[2]=0;
li->light_ubo_data.light_params[3]=0;
#if 0
if (li->light_ptr->shadow_enabled) {
CameraMatrix bias;
bias.set_light_bias();
int passes=light_instance_get_shadow_passes(p_light_instance);
for(int i=0;i<passes;i++) {
Transform modelview=Transform(camera_transform_inverse * li->custom_transform[i]).inverse();
li->shadow_projection[i] = bias * li->custom_projection[i] * modelview;
}
lights_use_shadow=true;
}
#endif
} break;
case VS::LIGHT_OMNI: {
li->light_ubo_data.light_color_energy[0]=li->light_ptr->color.r;
li->light_ubo_data.light_color_energy[1]=li->light_ptr->color.g;
li->light_ubo_data.light_color_energy[2]=li->light_ptr->color.b;
li->light_ubo_data.light_color_energy[3]=li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
Vector3 pos = p_camera_inverse_transform.xform(li->transform.origin);
//directional, keep at 0
li->light_ubo_data.light_pos_inv_radius[0]=pos.x;
li->light_ubo_data.light_pos_inv_radius[1]=pos.y;
li->light_ubo_data.light_pos_inv_radius[2]=pos.z;
li->light_ubo_data.light_pos_inv_radius[3]=1.0/MAX(0.001,li->light_ptr->param[VS::LIGHT_PARAM_RANGE]);
li->light_ubo_data.light_direction_attenuation[0]=0;
li->light_ubo_data.light_direction_attenuation[1]=0;
li->light_ubo_data.light_direction_attenuation[2]=0;
li->light_ubo_data.light_direction_attenuation[3]=li->light_ptr->param[VS::LIGHT_PARAM_ATTENUATION];
li->light_ubo_data.light_params[0]=0;
li->light_ubo_data.light_params[1]=li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR];
li->light_ubo_data.light_params[2]=0;
li->light_ubo_data.light_params[3]=0;
#if 0
if (li->light_ptr->shadow_enabled) {
li->shadow_projection[0] = Transform(camera_transform_inverse * li->transform).inverse();
lights_use_shadow=true;
}
#endif
} break;
case VS::LIGHT_SPOT: {
li->light_ubo_data.light_color_energy[0]=li->light_ptr->color.r;
li->light_ubo_data.light_color_energy[1]=li->light_ptr->color.g;
li->light_ubo_data.light_color_energy[2]=li->light_ptr->color.b;
li->light_ubo_data.light_color_energy[3]=li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
Vector3 pos = p_camera_inverse_transform.xform(li->transform.origin);
//directional, keep at 0
li->light_ubo_data.light_pos_inv_radius[0]=pos.x;
li->light_ubo_data.light_pos_inv_radius[1]=pos.y;
li->light_ubo_data.light_pos_inv_radius[2]=pos.z;
li->light_ubo_data.light_pos_inv_radius[3]=1.0/MAX(0.001,li->light_ptr->param[VS::LIGHT_PARAM_RANGE]);
Vector3 direction = p_camera_inverse_transform.basis.xform(li->transform.basis.xform(Vector3(0,0,-1))).normalized();
li->light_ubo_data.light_direction_attenuation[0]=direction.x;
li->light_ubo_data.light_direction_attenuation[1]=direction.y;
li->light_ubo_data.light_direction_attenuation[2]=direction.z;
li->light_ubo_data.light_direction_attenuation[3]=li->light_ptr->param[VS::LIGHT_PARAM_ATTENUATION];
li->light_ubo_data.light_params[0]=li->light_ptr->param[VS::LIGHT_PARAM_SPOT_ATTENUATION];
li->light_ubo_data.light_params[1]=li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR];
li->light_ubo_data.light_params[2]=0;
li->light_ubo_data.light_params[3]=0;
#if 0
if (li->light_ptr->shadow_enabled) {
CameraMatrix bias;
bias.set_light_bias();
Transform modelview=Transform(camera_transform_inverse * li->transform).inverse();
li->shadow_projection[0] = bias * li->projection * modelview;
lights_use_shadow=true;
}
#endif
} break;
}
/* make light hash */
// actually, not really a hash, but helps to sort the lights
// and avoid recompiling redudant shader versions
li->last_pass=render_pass;
li->light_index=i;
//update UBO for forward rendering, blit to texture for clustered
glBindBuffer(GL_UNIFORM_BUFFER, li->light_ubo);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightInstance::LightDataUBO), &li->light_ubo_data);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
light_instances[i]=li;
}
}
void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,CameraMatrix& p_cam_projection,bool p_cam_ortogonal,InstanceBase** p_cull_result,int p_cull_count,RID* p_light_cull_result,int p_light_cull_count,RID* p_directional_lights,int p_directional_light_count,RID p_environment){
//first of all, make a new render pass
render_pass++;
//fill up ubo
Environment *env = environment_owner.getornull(p_environment);
_setup_environment(env,p_cam_projection,p_cam_transform);
_setup_lights(p_light_cull_result,p_light_cull_count,p_cam_transform.affine_inverse());
render_list.clear();
render_pass++;
current_material_index=0;
//fill list
@ -744,8 +1169,7 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,CameraM
glClearDepth(1.0);
glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->front.fbo);
Environment *env = environment_owner.getornull(p_environment);
RasterizerStorageGLES3::Texture* env_radiance_tex;
if (!env || env->bg_mode==VS::ENV_BG_CLEAR_COLOR) {
@ -756,12 +1180,21 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,CameraM
storage->frame.clear_request=false;
}
} else if (env->bg_mode==VS::ENV_BG_COLOR) {
glClearColor( env->bg_color.r, env->bg_color.g, env->bg_color.b, env->bg_color.a );
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
storage->frame.clear_request=false;
} else if (env->bg_mode==VS::ENV_BG_SKYBOX) {
if (env->skybox_radiance.is_valid()) {
env_radiance_tex = storage->texture_owner.getornull(env->skybox_radiance);
}
glClear(GL_DEPTH_BUFFER_BIT);
storage->frame.clear_request=false;
} else {
glClear(GL_DEPTH_BUFFER_BIT);
storage->frame.clear_request=false;
@ -810,7 +1243,7 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,CameraM
// }
_render_list(render_list.elements,render_list.element_count,p_cam_transform,p_cam_projection,false,false);
_render_list(render_list.elements,render_list.element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,false);
if (env && env->bg_mode==VS::ENV_BG_SKYBOX) {
@ -824,6 +1257,17 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,CameraM
// state.scene_shader.set_conditional( SceneShaderGLES3::USE_FOG,false);
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
glEnable(GL_BLEND);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->front.fbo);
render_list.sort_by_depth(true);
_render_list(&render_list.elements[render_list.max_elements-render_list.alpha_element_count],render_list.alpha_element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,false);
#if 0
if (use_fb) {
@ -972,7 +1416,143 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,CameraM
bool RasterizerSceneGLES3::free(RID p_rid) {
if (light_instance_owner.owns(p_rid)) {
LightInstance *light_instance = light_instance_owner.getptr(p_rid);
glDeleteBuffers(1,&light_instance->light_ubo);
light_instance_owner.free(p_rid);
memdelete(light_instance);
} else {
return false;
}
return true;
}
// http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
static _FORCE_INLINE_ float radicalInverse_VdC(uint32_t bits) {
bits = (bits << 16u) | (bits >> 16u);
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
return float(bits) * 2.3283064365386963e-10f; // / 0x100000000
}
static _FORCE_INLINE_ Vector2 Hammersley(uint32_t i, uint32_t N) {
return Vector2(float(i) / float(N), radicalInverse_VdC(i));
}
static _FORCE_INLINE_ Vector3 ImportanceSampleGGX(Vector2 Xi, float Roughness, Vector3 N) {
float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph]
// Compute distribution direction
float Phi = 2.0f * M_PI * Xi.x;
float CosTheta = Math::sqrt((1.0f - Xi.y) / (1.0f + (a*a - 1.0f) * Xi.y));
float SinTheta = Math::sqrt((float)Math::abs(1.0f - CosTheta * CosTheta));
// Convert to spherical direction
Vector3 H;
H.x = SinTheta * Math::cos(Phi);
H.y = SinTheta * Math::sin(Phi);
H.z = CosTheta;
Vector3 UpVector = Math::abs(N.z) < 0.999 ? Vector3(0.0, 0.0, 1.0) : Vector3(1.0, 0.0, 0.0);
Vector3 TangentX = UpVector.cross(N);
TangentX.normalize();
Vector3 TangentY = N.cross(TangentX);
// Tangent to world space
return TangentX * H.x + TangentY * H.y + N * H.z;
}
static _FORCE_INLINE_ float GGX(float NdotV, float a) {
float k = a / 2.0;
return NdotV / (NdotV * (1.0 - k) + k);
}
// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
float _FORCE_INLINE_ G_Smith(float a, float nDotV, float nDotL)
{
return GGX(nDotL, a * a) * GGX(nDotV, a * a);
}
void RasterizerSceneGLES3::_generate_brdf() {
int brdf_size=GLOBAL_DEF("rendering/gles3/brdf_texture_size",64);
DVector<uint8_t> brdf;
brdf.resize(brdf_size*brdf_size*2);
DVector<uint8_t>::Write w = brdf.write();
for(int i=0;i<brdf_size;i++) {
for(int j=0;j<brdf_size;j++) {
float Roughness = float(j)/(brdf_size-1);
float NoV = float(i+1)/(brdf_size); //avoid storing nov0
Vector3 V;
V.x = Math::sqrt( 1.0 - NoV * NoV );
V.y = 0.0;
V.z = NoV;
Vector3 N = Vector3(0.0, 0.0, 1.0);
float A = 0;
float B = 0;
for(int s=0;s<512;s++) {
Vector2 xi = Hammersley(s,512);
Vector3 H = ImportanceSampleGGX( xi, Roughness, N );
Vector3 L = 2.0 * V.dot(H) * H - V;
float NoL = CLAMP( L.z, 0.0, 1.0 );
float NoH = CLAMP( H.z, 0.0, 1.0 );
float VoH = CLAMP( V.dot(H), 0.0, 1.0 );
if ( NoL > 0.0 ) {
float G = G_Smith( Roughness, NoV, NoL );
float G_Vis = G * VoH / (NoH * NoV);
float Fc = pow(1.0 - VoH, 5.0);
A += (1.0 - Fc) * G_Vis;
B += Fc * G_Vis;
}
}
A/=512.0;
B/=512.0;
int tofs = ((brdf_size-j-1)*brdf_size+i)*2;
w[tofs+0]=CLAMP(A*255,0,255);
w[tofs+1]=CLAMP(B*255,0,255);
}
}
//set up brdf texture
glGenTextures(1, &state.brdf_texture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,state.brdf_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, brdf_size, brdf_size, 0, GL_RG, GL_UNSIGNED_BYTE,w.ptr());
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D,0);
}
@ -989,6 +1569,12 @@ void RasterizerSceneGLES3::initialize() {
glBufferData(GL_UNIFORM_BUFFER, sizeof(State::SceneDataUBO), &state.scene_ubo, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glGenBuffers(1, &state.env_radiance_ubo);
glBindBuffer(GL_UNIFORM_BUFFER, state.env_radiance_ubo);
glBufferData(GL_UNIFORM_BUFFER, sizeof(State::EnvironmentRadianceUBO), &state.env_radiance_ubo, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
render_list.max_elements=GLOBAL_DEF("rendering/gles3/max_renderable_elements",(int)RenderList::DEFAULT_MAX_ELEMENTS);
if (render_list.max_elements>1000000)
render_list.max_elements=1000000;
@ -1017,6 +1603,7 @@ void RasterizerSceneGLES3::initialize() {
glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
}
render_list.init();
_generate_brdf();
}
void RasterizerSceneGLES3::finalize(){

View file

@ -32,12 +32,28 @@ public:
float camera_inverse_matrix[16];
float camera_matrix[16];
float time[4];
float ambient_light[4];
float ambient_light_color[4];
float bg_color[4];
float ambient_energy;
float bg_energy;
} ubo_data;
GLuint scene_ubo;
struct EnvironmentRadianceUBO {
float transform[16];
float box_min[4]; //unused for now
float box_max[4];
float ambient_contribution;
} env_radiance_data;
GLuint env_radiance_ubo;
GLuint brdf_texture;
GLuint skybox_verts;
GLuint skybox_array;
@ -54,16 +70,15 @@ public:
RID skybox_color;
RID skybox_radiance;
RID skybox_irradiance;
float skybox_scale;
Color bg_color;
float energy;
float bg_energy;
float skybox_ambient;
Color ambient_color;
float ambient_anergy;
float ambient_skybox_energy;
float ambient_energy;
float ambient_skybox_contribution;
int canvas_max_layer;
@ -71,10 +86,10 @@ public:
Environment() {
bg_mode=VS::ENV_BG_CLEAR_COLOR;
skybox_scale=1.0;
energy=1.0;
bg_energy=1.0;
skybox_ambient=0;
ambient_anergy=1.0;
ambient_skybox_energy=0.0;
ambient_energy=1.0;
ambient_skybox_contribution=0.0;
canvas_max_layer=0;
}
};
@ -84,12 +99,12 @@ public:
virtual RID environment_create();
virtual void environment_set_background(RID p_env,VS::EnvironmentBG p_bg);
virtual void environment_set_skybox(RID p_env,RID p_skybox,int p_radiance_size,int p_irradiance_size);
virtual void environment_set_skybox(RID p_env,RID p_skybox,int p_radiance_size);
virtual void environment_set_skybox_scale(RID p_env,float p_scale);
virtual void environment_set_bg_color(RID p_env,const Color& p_color);
virtual void environment_set_bg_energy(RID p_env,float p_energy);
virtual void environment_set_canvas_max_layer(RID p_env,int p_max_layer);
virtual void environment_set_ambient_light(RID p_env,const Color& p_color,float p_energy=1.0,float p_skybox_energy=0.0);
virtual void environment_set_ambient_light(RID p_env,const Color& p_color,float p_energy=1.0,float p_skybox_contribution=0.0);
virtual void environment_set_glow(RID p_env,bool p_enable,int p_radius,float p_intensity,float p_strength,float p_bloom_treshold,VS::EnvironmentGlowBlendMode p_blend_mode);
virtual void environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture);
@ -100,19 +115,81 @@ public:
virtual void environment_set_saturation(RID p_env,bool p_enable,float p_saturation);
virtual void environment_set_color_correction(RID p_env,bool p_enable,RID p_ramp);
/* LIGHT INSTANCE */
struct LightInstance : public RID_Data {
struct SplitInfo {
CameraMatrix camera;
Transform transform;
float near;
float far;
};
struct LightDataUBO {
float light_pos_inv_radius[4];
float light_direction_attenuation[4];
float light_color_energy[4];
float light_params[4]; //cone attenuation, specular, shadow darkening,
float shadow_split_offsets[4];
float shadow_matrix1[16];
float shadow_matrix2[16];
float shadow_matrix3[16];
float shadow_matrix4[16];
} light_ubo_data;
SplitInfo split_info[4];
RID light;
RasterizerStorageGLES3::Light *light_ptr;
CameraMatrix shadow_matrix[4];
Transform transform;
Vector3 light_vector;
Vector3 spot_vector;
float linear_att;
GLuint light_ubo;
uint64_t shadow_pass;
uint64_t last_pass;
uint16_t light_index;
Vector2 dp;
CameraMatrix shadow_projection[4];
LightInstance() { }
};
mutable RID_Owner<LightInstance> light_instance_owner;
virtual RID light_instance_create(RID p_light);
virtual void light_instance_set_transform(RID p_light_instance,const Transform& p_transform);
/* RENDER LIST */
struct RenderList {
enum {
DEFAULT_MAX_ELEMENTS=65536,
MAX_LIGHTS=4,
SORT_FLAG_SKELETON=1,
SORT_FLAG_INSTANCING=2,
MAX_DIRECTIONAL_LIGHTS=16,
MAX_LIGHTS=4096,
SORT_KEY_DEPTH_LAYER_SHIFT=58,
SORT_KEY_LIGHT_TYPE_SHIFT=54, //type is most important
SORT_KEY_LIGHT_INDEX_SHIFT=38, //type is most important
SORT_KEY_LIGHT_INDEX_UNSHADED=uint64_t(0xF) << SORT_KEY_LIGHT_TYPE_SHIFT, //type is most important
SORT_KEY_MATERIAL_INDEX_SHIFT=22,
SORT_KEY_GEOMETRY_INDEX_SHIFT=6,
SORT_KEY_GEOMETRY_TYPE_SHIFT=2,
@ -161,7 +238,24 @@ public:
SortArray<Element*,SortByKey> sorter;
if (p_alpha) {
sorter.sort(&elements[max_elements-alpha_element_count-1],alpha_element_count);
sorter.sort(&elements[max_elements-alpha_element_count],alpha_element_count);
} else {
sorter.sort(elements,element_count);
}
}
struct SortByDepth {
_FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
return A->instance->depth > B->instance->depth;
}
};
void sort_by_depth(bool p_alpha) {
SortArray<Element*,SortByDepth> sorter;
if (p_alpha) {
sorter.sort(&elements[max_elements-alpha_element_count],alpha_element_count);
} else {
sorter.sort(elements,element_count);
}
@ -197,6 +291,7 @@ public:
}
RenderList() {
max_elements=DEFAULT_MAX_ELEMENTS;
@ -210,26 +305,35 @@ public:
LightInstance *directional_light_instances[RenderList::MAX_DIRECTIONAL_LIGHTS];
int directional_light_instance_count;
LightInstance *light_instances[RenderList::MAX_LIGHTS];
int light_instance_count;
RenderList render_list;
_FORCE_INLINE_ bool _setup_material(RasterizerStorageGLES3::Material* p_material,bool p_alpha_pass);
_FORCE_INLINE_ void _setup_geometry(RenderList::Element *e);
_FORCE_INLINE_ void _render_geometry(RenderList::Element *e);
_FORCE_INLINE_ void _setup_light(LightInstance *p_light);
void _render_list(RenderList::Element **p_elements, int p_element_count, const Transform& p_view_transform, const CameraMatrix& p_projection, RasterizerStorageGLES3::Texture *p_base_env, bool p_reverse_cull, bool p_alpha_pass);
void _render_list(RenderList::Element **p_elements, int p_element_count, const Transform& p_view_transform, const CameraMatrix& p_projection, bool p_reverse_cull, bool p_alpha_pass);
virtual RID light_instance_create(RID p_light);
virtual void light_instance_set_transform(RID p_light_instance,const Transform& p_transform);
_FORCE_INLINE_ void _add_geometry( RasterizerStorageGLES3::Geometry* p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner,int p_material);
void _draw_skybox(RID p_skybox, CameraMatrix& p_projection, const Transform& p_transform, bool p_vflip, float p_scale);
void _setup_environment(Environment *env,CameraMatrix& p_cam_projection, const Transform& p_cam_transform);
void _setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform);
virtual void render_scene(const Transform& p_cam_transform,CameraMatrix& p_cam_projection,bool p_cam_ortogonal,InstanceBase** p_cull_result,int p_cull_count,RID* p_light_cull_result,int p_light_cull_count,RID* p_directional_lights,int p_directional_light_count,RID p_environment);
virtual bool free(RID p_rid);
void _generate_brdf();
void initialize();
void finalize();
RasterizerSceneGLES3();

View file

@ -587,6 +587,7 @@ void RasterizerStorageGLES3::texture_allocate(RID p_texture,int p_width, int p_h
texture->height=p_height;
texture->format=p_format;
texture->flags=p_flags;
texture->stored_cube_sides=0;
texture->target = (p_flags & VS::TEXTURE_FLAG_CUBEMAP) ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D;
_get_gl_image_and_format(Image(),texture->format,texture->flags,format,internal_format,type,compressed,srgb);
@ -759,8 +760,9 @@ void RasterizerStorageGLES3::texture_set_data(RID p_texture,const Image& p_image
//printf("texture: %i x %i - size: %i - total: %i\n",texture->width,texture->height,tsize,_rinfo.texture_mem);
texture->stored_cube_sides|=(1<<p_cube_side);
if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && mipmaps==1 && !texture->ignore_mipmaps) {
if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && mipmaps==1 && !texture->ignore_mipmaps && (!(texture->flags&VS::TEXTURE_FLAG_CUBEMAP) || texture->stored_cube_sides==(1<<6)-1)) {
//generate mipmaps if they were requested and the image does not contain them
glGenerateMipmap(texture->target);
}
@ -995,7 +997,7 @@ void RasterizerStorageGLES3::texture_set_shrink_all_x2_on_set_data(bool p_enable
config.shrink_textures_x2=p_enable;
}
RID RasterizerStorageGLES3::texture_create_pbr_cubemap(RID p_source,VS::PBRCubeMapMode p_mode,int p_resolution) const {
RID RasterizerStorageGLES3::texture_create_radiance_cubemap(RID p_source,int p_resolution) const {
Texture * texture = texture_owner.get(p_source);
ERR_FAIL_COND_V(!texture,RID());
@ -1019,12 +1021,13 @@ RID RasterizerStorageGLES3::texture_create_pbr_cubemap(RID p_source,VS::PBRCubeM
glDisable(GL_BLEND);
glActiveTexture(GL_TEXTURE1);
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
glActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE1);
GLuint new_cubemap;
glGenTextures(1, &new_cubemap);
glBindTexture(GL_TEXTURE_CUBE_MAP, new_cubemap);
GLuint tmp_fb;
@ -1033,8 +1036,7 @@ RID RasterizerStorageGLES3::texture_create_pbr_cubemap(RID p_source,VS::PBRCubeM
glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb);
int w = texture->width;
int h = texture->height;
int size = p_resolution;
int lod=0;
@ -1044,19 +1046,42 @@ RID RasterizerStorageGLES3::texture_create_pbr_cubemap(RID p_source,VS::PBRCubeM
int mm_level=mipmaps;
GLenum internal_format = use_float?GL_RGBA16F:GL_RGB10_A2;
GLenum format = GL_RGBA;
GLenum type = use_float?GL_HALF_FLOAT:GL_UNSIGNED_INT_2_10_10_10_REV;
while(mm_level) {
for(int i=0;i<6;i++) {
glTexImage2D(_cube_side_enum[i], lod, use_float?GL_RGBA16F:GL_RGB10_A2, w, h, 0, GL_RGBA, use_float?GL_HALF_FLOAT:GL_UNSIGNED_INT_2_10_10_10_REV, NULL);
glTexParameteri(_cube_side_enum[i], GL_TEXTURE_BASE_LEVEL, lod);
glTexParameteri(_cube_side_enum[i], GL_TEXTURE_MAX_LEVEL, lod);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], new_cubemap, 0);
glTexImage2D(_cube_side_enum[i], lod, internal_format, size, size, 0, format, type, NULL);
}
glViewport(0,0,w,h);
lod++;
mm_level--;
if (size>1)
size>>=1;
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, lod-1);
lod=0;
mm_level=mipmaps;
size = p_resolution;
while(mm_level) {
for(int i=0;i<6;i++) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], new_cubemap, lod);
glViewport(0,0,size,size);
glBindVertexArray(resources.quadie_array);
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::FACE_ID,i);
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS,lod/float(mipmaps));
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS,lod/float(mipmaps-1));
glDrawArrays(GL_TRIANGLE_FAN,0,4);
@ -1069,29 +1094,51 @@ RID RasterizerStorageGLES3::texture_create_pbr_cubemap(RID p_source,VS::PBRCubeM
if (w>1)
w>>=1;
if (h>1)
h>>=1;
if (size>1)
size>>=1;
lod++;
mm_level--;
}
for(int i=0;i<6;i++) {
//restore ranges
glTexParameteri(_cube_side_enum[i], GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(_cube_side_enum[i], GL_TEXTURE_MAX_LEVEL, lod);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, lod-1);
}
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo);
glDeleteFramebuffers(1, &tmp_fb);
Texture * ctex = memnew( Texture );
return RID();
ctex->flags=VS::TEXTURE_FLAG_CUBEMAP|VS::TEXTURE_FLAG_MIPMAPS|VS::TEXTURE_FLAG_FILTER;
ctex->width=p_resolution;
ctex->height=p_resolution;
ctex->alloc_width=p_resolution;
ctex->alloc_height=p_resolution;
ctex->format=use_float?Image::FORMAT_RGBAH:Image::FORMAT_RGBA8;
ctex->target=GL_TEXTURE_CUBE_MAP;
ctex->gl_format_cache=format;
ctex->gl_internal_format_cache=internal_format;
ctex->gl_type_cache=type;
ctex->data_size=0;
ctex->compressed=false;
ctex->srgb=false;
ctex->total_data_size=0;
ctex->ignore_mipmaps=false;
ctex->mipmaps=mipmaps;
ctex->active=true;
ctex->tex_id=new_cubemap;
ctex->stored_cube_sides=(1<<6)-1;
ctex->render_target=NULL;
return texture_owner.make_rid(ctex);
}
@ -1137,9 +1184,9 @@ void RasterizerStorageGLES3::shader_set_mode(RID p_shader,VS::ShaderMode p_mode)
shader->mode=p_mode;
ShaderGLES3* shaders[VS::SHADER_MAX]={
&canvas->state.canvas_shader,
&scene->state.scene_shader,
&canvas->state.canvas_shader,
&canvas->state.canvas_shader,
};
@ -1231,10 +1278,14 @@ void RasterizerStorageGLES3::_update_shader(Shader* p_shader) const {
shaders.actions_scene.render_mode_values["cull_back"]=Pair<int*,int>(&p_shader->spatial.cull_mode,Shader::Spatial::CULL_MODE_BACK);
shaders.actions_scene.render_mode_values["cull_disable"]=Pair<int*,int>(&p_shader->spatial.cull_mode,Shader::Spatial::CULL_MODE_DISABLED);
shaders.actions_canvas.render_mode_flags["unshaded"]=&p_shader->spatial.unshaded;
shaders.actions_canvas.render_mode_flags["ontop"]=&p_shader->spatial.ontop;
shaders.actions_scene.render_mode_flags["unshaded"]=&p_shader->spatial.unshaded;
shaders.actions_scene.render_mode_flags["ontop"]=&p_shader->spatial.ontop;
shaders.actions_scene.usage_flag_pointers["ALPHA"]=&p_shader->spatial.uses_alpha;
actions=&shaders.actions_scene;
actions->uniforms=&p_shader->uniforms;
shaders.actions_canvas.usage_flag_pointers["ALPHA"]=&p_shader->spatial.uses_alpha;
}
@ -1243,6 +1294,7 @@ void RasterizerStorageGLES3::_update_shader(Shader* p_shader) const {
Error err = shaders.compiler.compile(p_shader->mode,p_shader->code,actions,p_shader->path,gen_code);
ERR_FAIL_COND(err!=OK);
p_shader->shader->set_custom_shader_code(p_shader->custom_code_id,gen_code.vertex,gen_code.vertex_global,gen_code.fragment,gen_code.light,gen_code.fragment_global,gen_code.uniforms,gen_code.texture_uniforms,gen_code.defines);
@ -1633,29 +1685,29 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
gui[0]=v.r;
gui[1]=v.g;
gui[3]=v.b;
gui[4]=v.a;
gui[2]=v.b;
gui[3]=v.a;
} else if (value.get_type()==Variant::RECT2) {
Rect2 v=value;
gui[0]=v.pos.x;
gui[1]=v.pos.y;
gui[3]=v.size.x;
gui[4]=v.size.y;
gui[2]=v.size.x;
gui[3]=v.size.y;
} else if (value.get_type()==Variant::QUAT) {
Quat v=value;
gui[0]=v.x;
gui[1]=v.y;
gui[3]=v.z;
gui[4]=v.w;
gui[2]=v.z;
gui[3]=v.w;
} else {
Plane v=value;
gui[0]=v.normal.x;
gui[1]=v.normal.y;
gui[3]=v.normal.x;
gui[4]=v.d;
gui[2]=v.normal.x;
gui[3]=v.d;
}
} break;
@ -2307,8 +2359,6 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh,uint32_t p_format,VS::P
if (p_format&VS::ARRAY_FORMAT_INDEX) {
index_array_size=attribs[VS::ARRAY_INDEX].stride*p_index_count;
print_line("index count: "+itos(p_index_count)+" stride: "+itos(attribs[VS::ARRAY_INDEX].stride) );
}
@ -2882,55 +2932,134 @@ Matrix32 RasterizerStorageGLES3::skeleton_bone_get_transform_2d(RID p_skeleton,i
RID RasterizerStorageGLES3::light_create(VS::LightType p_type){
return RID();
Light *light = memnew( Light );
light->type=p_type;
light->param[VS::LIGHT_PARAM_ENERGY]=1.0;
light->param[VS::LIGHT_PARAM_SPECULAR]=1.0;
light->param[VS::LIGHT_PARAM_RANGE]=1.0;
light->param[VS::LIGHT_PARAM_SPOT_ANGLE]=45;
light->param[VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE]=0;
light->param[VS::LIGHT_PARAM_SHADOW_DARKNESS]=0;
light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET]=0.1;
light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET]=0.3;
light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET]=0.6;
light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_4_OFFSET]=1.0;
light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS]=0.1;
light->param[VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE]=0.1;
light->color=Color(1,1,1,1);
light->shadow=false;
light->negative=false;
light->cull_mask=0xFFFFFFFF;
light->directional_shadow_mode=VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
return light_owner.make_rid(light);
}
void RasterizerStorageGLES3::light_set_color(RID p_light,const Color& p_color){
Light * light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
light->color=p_color;
}
void RasterizerStorageGLES3::light_set_param(RID p_light,VS::LightParam p_param,float p_value){
Light * light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
ERR_FAIL_INDEX(p_param,VS::LIGHT_PARAM_MAX);
if (p_param==VS::LIGHT_PARAM_RANGE || p_param==VS::LIGHT_PARAM_SPOT_ANGLE) {
light->instance_change_notify();
}
light->param[p_param]=p_value;
}
void RasterizerStorageGLES3::light_set_shadow(RID p_light,bool p_enabled){
Light * light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
light->shadow=p_enabled;
}
void RasterizerStorageGLES3::light_set_projector(RID p_light,RID p_texture){
Light * light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
}
void RasterizerStorageGLES3::light_set_attenuation_texure(RID p_light,RID p_texture){
Light * light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
}
void RasterizerStorageGLES3::light_set_negative(RID p_light,bool p_enable){
Light * light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
light->negative=p_enable;
}
void RasterizerStorageGLES3::light_set_cull_mask(RID p_light,uint32_t p_mask){
Light * light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
light->cull_mask=p_mask;
}
void RasterizerStorageGLES3::light_set_shader(RID p_light,RID p_shader){
Light * light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
}
void RasterizerStorageGLES3::light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode){
Light * light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
}
VS::LightType RasterizerStorageGLES3::light_get_type(RID p_light) const {
const Light * light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light,VS::LIGHT_DIRECTIONAL);
return VS::LIGHT_DIRECTIONAL;
}
AABB RasterizerStorageGLES3::light_get_aabb(RID p_light) const {
const Light * light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light,AABB());
switch( light->type ) {
case VS::LIGHT_SPOT: {
float len=light->param[VS::LIGHT_PARAM_RANGE];
float size=Math::tan(Math::deg2rad(light->param[VS::LIGHT_PARAM_SPOT_ANGLE]))*len;
return AABB( Vector3( -size,-size,-len ), Vector3( size*2, size*2, len ) );
} break;
case VS::LIGHT_OMNI: {
float r = light->param[VS::LIGHT_PARAM_RANGE];
return AABB( -Vector3(r,r,r), Vector3(r,r,r)*2 );
} break;
case VS::LIGHT_DIRECTIONAL: {
return AABB();
} break;
default: {}
}
ERR_FAIL_V( AABB() );
return AABB();
}
@ -3028,6 +3157,10 @@ void RasterizerStorageGLES3::instance_add_dependency(RID p_base,RasterizerScene:
inst = mesh_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;
case VS::INSTANCE_LIGHT: {
inst = light_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;
default: {
ERR_FAIL();
}
@ -3046,6 +3179,10 @@ void RasterizerStorageGLES3::instance_remove_dependency(RID p_base,RasterizerSce
ERR_FAIL_COND(!inst);
} break;
case VS::INSTANCE_LIGHT: {
inst = light_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;
default: {
ERR_FAIL();
}
@ -3542,6 +3679,9 @@ VS::InstanceType RasterizerStorageGLES3::get_base_type(RID p_rid) const {
if (mesh_owner.owns(p_rid)) {
return VS::INSTANCE_MESH;
}
if (light_owner.owns(p_rid)) {
return VS::INSTANCE_LIGHT;
}
return VS::INSTANCE_NONE;
}
@ -3617,6 +3757,14 @@ bool RasterizerStorageGLES3::free(RID p_rid){
mesh_owner.free(p_rid);
memdelete(mesh);
} else if (light_owner.owns(p_rid)) {
// delete the texture
Light *light = light_owner.get(p_rid);
light_owner.free(p_rid);
memdelete(light);
} else if (canvas_occluder_owner.owns(p_rid)) {

View file

@ -135,10 +135,13 @@ public:
bool active;
GLuint tex_id;
uint16_t stored_cube_sides;
RenderTarget *render_target;
Texture() {
stored_cube_sides=0;
ignore_mipmaps=false;
render_target=NULL;
flags=width=height=0;
@ -184,7 +187,7 @@ public:
virtual void texture_debug_usage(List<VS::TextureInfo> *r_info);
virtual RID texture_create_pbr_cubemap(RID p_source,VS::PBRCubeMapMode p_mode,int p_resolution=-1) const;
virtual RID texture_create_radiance_cubemap(RID p_source,int p_resolution=-1) const;
/* SHADER API */
@ -351,13 +354,6 @@ public:
struct Instantiable : public RID_Data {
enum Type {
GEOMETRY_INVALID,
GEOMETRY_SURFACE,
GEOMETRY_IMMEDIATE,
GEOMETRY_MULTISURFACE,
};
SelfList<RasterizerScene::InstanceBase>::List instance_list;
_FORCE_INLINE_ void instance_change_notify() {
@ -582,6 +578,20 @@ public:
/* Light API */
struct Light : Instantiable {
VS::LightType type;
float param[VS::LIGHT_PARAM_MAX];
Color color;
bool shadow;
bool negative;
uint32_t cull_mask;
VS::LightDirectionalShadowMode directional_shadow_mode;
};
mutable RID_Owner<Light> light_owner;
virtual RID light_create(VS::LightType p_type);
virtual void light_set_color(RID p_light,const Color& p_color);

View file

@ -48,7 +48,7 @@ static int _get_datatype_size(SL::DataType p_type) {
case SL::TYPE_SAMPLERCUBE: return 16;
}
ERR_FAIL_V(0);
}
@ -195,7 +195,12 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener
for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) {
String ucode="uniform ";
String ucode;
if (SL::is_sampler_type(E->get().type)) {
ucode="uniform ";
}
ucode+=_prestr(E->get().precission);
ucode+=_typestr(E->get().type);
ucode+=" "+_mkid(E->key());
@ -228,7 +233,7 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener
for(int i=0;i<uniform_sizes.size();i++) {
if (i>0)
r_gen_code.uniform_offsets[i]=uniform_sizes[i]-1;
r_gen_code.uniform_offsets[i]=uniform_sizes[i-1];
else
r_gen_code.uniform_offsets[i]=0;
}
@ -320,7 +325,11 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener
SL::VariableNode *vnode=(SL::VariableNode*)p_node;
if (p_default_actions.usage_defines.has(vnode->name) && !used_name_defines.has(vnode->name)) {
r_gen_code.defines.push_back(p_default_actions.usage_defines[vnode->name].utf8());
String define = p_default_actions.usage_defines[vnode->name];
if (define.begins_with("@")) {
define = p_default_actions.usage_defines[define.substr(1,define.length())];
}
r_gen_code.defines.push_back(define.utf8());
used_name_defines.insert(vnode->name);
}
@ -451,6 +460,14 @@ Error ShaderCompilerGLES3::compile(VS::ShaderMode p_mode, const String& p_code,
Error err = parser.compile(p_code,ShaderTypes::get_singleton()->get_functions(p_mode),ShaderTypes::get_singleton()->get_modes(p_mode));
if (err!=OK) {
#if 1
Vector<String> shader = p_code.split("\n");
for(int i=0;i<shader.size();i++) {
print_line(itos(i)+" "+shader[i]);
}
#endif
_err_print_error(NULL,p_path.utf8().get_data(),parser.get_error_line(),parser.get_error_text().utf8().get_data(),ERR_HANDLER_SHADER);
return err;
}
@ -469,6 +486,7 @@ Error ShaderCompilerGLES3::compile(VS::ShaderMode p_mode, const String& p_code,
_dump_node_code(parser.get_shader(),1,r_gen_code,*p_actions,actions[p_mode]);
return OK;
}
@ -518,6 +536,61 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_transform"]="#define SKIP_TRANSFORM_USED\n";
/** SPATIAL SHADER **/
actions[VS::SHADER_SPATIAL].renames["WORLD_MATRIX"]="world_transform";
actions[VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"]="camera_inverse_matrix";
actions[VS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"]="projection_matrix";
actions[VS::SHADER_SPATIAL].renames["VERTEX"]="vertex.xyz";
actions[VS::SHADER_SPATIAL].renames["NORMAL"]="normal";
actions[VS::SHADER_SPATIAL].renames["TANGENT"]="tangent";
actions[VS::SHADER_SPATIAL].renames["BINORMAL"]="binormal";
actions[VS::SHADER_SPATIAL].renames["UV"]="uv_interp";
actions[VS::SHADER_SPATIAL].renames["UV2"]="uv2_interp";
actions[VS::SHADER_SPATIAL].renames["COLOR"]="color_interp";
actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"]="gl_PointSize";
//actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"]=ShaderLanguage::TYPE_INT;
//builtins
actions[VS::SHADER_SPATIAL].renames["TIME"]="time";
//actions[VS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"]=ShaderLanguage::TYPE_VEC2;
actions[VS::SHADER_SPATIAL].renames["FRAGCOORD"]="gl_FragCoord";
actions[VS::SHADER_SPATIAL].renames["FRONT_FACING"]="gl_FrotFacing";
actions[VS::SHADER_SPATIAL].renames["NORMALMAP"]="normalmap";
actions[VS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"]="normaldepth";
actions[VS::SHADER_SPATIAL].renames["ALBEDO"]="albedo";
actions[VS::SHADER_SPATIAL].renames["ALPHA"]="alpha";
actions[VS::SHADER_SPATIAL].renames["SPECULAR"]="specular";
actions[VS::SHADER_SPATIAL].renames["ROUGHNESS"]="roughness";
actions[VS::SHADER_SPATIAL].renames["EMISSION"]="emission";
actions[VS::SHADER_SPATIAL].renames["SPECIAL"]="special";
actions[VS::SHADER_SPATIAL].renames["DISCARD"]="_discard";
// actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2;
actions[VS::SHADER_SPATIAL].renames["POINT_COORD"]="gl_PointCoord";
actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"]="#define ENABLE_TANGENT_INTERP\n";
actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"]="@TANGENT";
actions[VS::SHADER_SPATIAL].usage_defines["UV"]="#define ENABLE_UV_INTERP\n";
actions[VS::SHADER_SPATIAL].usage_defines["UV2"]="#define ENABLE_UV2_INTERP\n";
actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP"]="#define ENABLE_NORMALMAP\n";
actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP_DEPTH"]="@NORMALMAP";
actions[VS::SHADER_SPATIAL].usage_defines["COLOR"]="#define ENABLE_COLOR_INTERP\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["skip_transform"]="#define SKIP_TRANSFORM_USED\n";
List<String> func_list;
ShaderLanguage::get_builtin_funcs(&func_list);

View file

@ -751,6 +751,7 @@ void ShaderGLES3::set_custom_shader_code(uint32_t p_code_id, const String& p_ver
ERR_FAIL_COND(!custom_code_map.has(p_code_id));
CustomCode *cc=&custom_code_map[p_code_id];
cc->vertex=p_vertex;
cc->vertex_globals=p_vertex_globals;
cc->fragment=p_fragment;

View file

@ -29,6 +29,7 @@
#ifndef SHADER_GLES3_H
#define SHADER_GLES3_H
#include <stdio.h>
#include "platform_config.h"
#ifndef GLES3_INCLUDE_H

View file

@ -16,19 +16,26 @@ void main() {
[fragment]
uniform samplerCube source_cube; //texunit:1
precision highp float;
precision highp int;
uniform samplerCube source_cube; //texunit:0
uniform int face_id;
uniform float roughness;
in highp vec2 uv_interp;
layout(location = 0) vec4 frag_color;
layout(location = 0) out vec4 frag_color;
#define M_PI 3.14159265359
vec3 texelCoordToVec(vec2 uv, int faceID)
{
mat3 faceUvVectors[6];
/*
// -x
faceUvVectors[1][0] = vec3(0.0, 0.0, 1.0); // u -> +z
faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y
@ -58,6 +65,37 @@ vec3 texelCoordToVec(vec2 uv, int faceID)
faceUvVectors[4][0] = vec3(1.0, 0.0, 0.0); // u -> +x
faceUvVectors[4][1] = vec3(0.0, -1.0, 0.0); // v -> -y
faceUvVectors[4][2] = vec3(0.0, 0.0, 1.0); // +z face
*/
// -x
faceUvVectors[0][0] = vec3(0.0, 0.0, 1.0); // u -> +z
faceUvVectors[0][1] = vec3(0.0, -1.0, 0.0); // v -> -y
faceUvVectors[0][2] = vec3(-1.0, 0.0, 0.0); // -x face
// +x
faceUvVectors[1][0] = vec3(0.0, 0.0, -1.0); // u -> -z
faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y
faceUvVectors[1][2] = vec3(1.0, 0.0, 0.0); // +x face
// -y
faceUvVectors[2][0] = vec3(1.0, 0.0, 0.0); // u -> +x
faceUvVectors[2][1] = vec3(0.0, 0.0, -1.0); // v -> -z
faceUvVectors[2][2] = vec3(0.0, -1.0, 0.0); // -y face
// +y
faceUvVectors[3][0] = vec3(1.0, 0.0, 0.0); // u -> +x
faceUvVectors[3][1] = vec3(0.0, 0.0, 1.0); // v -> +z
faceUvVectors[3][2] = vec3(0.0, 1.0, 0.0); // +y face
// -z
faceUvVectors[4][0] = vec3(-1.0, 0.0, 0.0); // u -> -x
faceUvVectors[4][1] = vec3(0.0, -1.0, 0.0); // v -> -y
faceUvVectors[4][2] = vec3(0.0, 0.0, -1.0); // -z face
// +z
faceUvVectors[5][0] = vec3(1.0, 0.0, 0.0); // u -> +x
faceUvVectors[5][1] = vec3(0.0, -1.0, 0.0); // v -> -y
faceUvVectors[5][2] = vec3(0.0, 0.0, 1.0); // +z face
// out = u * s_faceUv[0] + v * s_faceUv[1] + s_faceUv[2].
vec3 result = (faceUvVectors[faceID][0] * uv.x) + (faceUvVectors[faceID][1] * uv.y) + faceUvVectors[faceID][2];
@ -113,7 +151,7 @@ vec2 Hammersley(uint i, uint N) {
return vec2(float(i)/float(N), radicalInverse_VdC(i));
}
#define SAMPLE_COUNT 1024
#define SAMPLE_COUNT 1024u
void main() {
@ -123,20 +161,21 @@ void main() {
//vec4 color = color_interp;
vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
for(int sampleNum = 0; sampleNum < SAMPLE_COUNT; sampleNum++) {
for(uint sampleNum = 0u; sampleNum < SAMPLE_COUNT; sampleNum++) {
vec2 xi = Hammersley(sampleNum, SAMPLE_COUNT);
vec2 xi = texture2DLod(Texture0, vec2(float(sampleNum) / float(SAMPLE_COUNT), 0.5), 0.0).xy;
vec3 H = ImportanceSampleGGX( xi, roughness, N );
vec3 V = N;
vec3 L = normalize(2.0 * dot( V, H ) * H - V);
float ndotl = max(0.0, dot(N, L));
vec3 s = textureCubeLod(u_skyCube, H, 0.0).rgb * ndotl;
float ndotl = clamp(dot(N, L),0.0,1.0);
sum += vec4(s, 1.0);
if (ndotl>0.0) {
sum.rgb += textureLod(source_cube, H, 0.0).rgb *ndotl;
sum.a += ndotl;
}
sum /= sum.w;
}
sum /= sum.a;
frag_color = vec4(sum.rgb, 1.0);
}

View file

@ -1,7 +1,7 @@
[vertex]
#define ENABLE_UV_INTERP
/*
from VisualServer:
@ -52,14 +52,47 @@ layout(std140) uniform SceneData { //ubo:0
highp mat4 camera_matrix;
highp vec4 time;
highp vec4 ambient_light;
highp vec4 ambient_light_color;
highp vec4 bg_color;
float ambient_energy;
float bg_energy;
};
uniform highp mat4 world_transform;
#ifdef USE_FORWARD_LIGHTING
layout(std140) uniform LightData { //ubo:3
highp vec4 light_pos_inv_radius;
mediump vec4 light_direction_attenuation;
mediump vec4 light_color_energy;
mediump vec4 light_params; //cone attenuation, specular, shadow darkening,
mediump vec4 shadow_split_offsets;
highp mat4 shadow_matrix1;
highp mat4 shadow_matrix2;
highp mat4 shadow_matrix3;
highp mat4 shadow_matrix4;
};
#ifdef USE_FORWARD_1_SHADOW_MAP
out mediump vec4 forward_shadow_pos1;
#endif
#ifdef USE_FORWARD_2_SHADOW_MAP
out mediump vec4 forward_shadow_pos2;
#endif
#ifdef USE_FORWARD_4_SHADOW_MAP
out mediump vec4 forward_shadow_pos3;
out mediump vec4 forward_shadow_pos4;
#endif
#endif
/* Varyings */
out vec3 vertex_interp;
out highp vec3 vertex_interp;
out vec3 normal_interp;
#if defined(ENABLE_COLOR_INTERP)
@ -74,13 +107,6 @@ out vec2 uv_interp;
out vec2 uv2_interp;
#endif
#if defined(ENABLE_VAR1_INTERP)
out vec4 var1_interp;
#endif
#if defined(ENABLE_VAR2_INTERP)
out vec4 var2_interp;
#endif
#if defined(ENABLE_TANGENT_INTERP)
out vec3 tangent_interp;
@ -118,13 +144,13 @@ MATERIAL_UNIFORMS
void main() {
highp vec4 vertex_in = vertex_attrib; // vec4(vertex_attrib.xyz * data_attrib.x,1.0);
highp vec4 vertex = vertex_attrib; // vec4(vertex_attrib.xyz * data_attrib.x,1.0);
highp mat4 modelview = camera_inverse_matrix * world_transform;
vec3 normal_in = normal_attrib;
normal_in*=normal_mult;
vec3 normal = normal_attrib * normal_mult;
#if defined(ENABLE_TANGENT_INTERP)
vec3 tangent_in = tangent_attrib.xyz;
tangent_in*=normal_mult;
vec3 tangent = tangent_attrib.xyz;
tangent*=normal_mult;
float binormalf = tangent_attrib.a;
#endif
@ -137,22 +163,30 @@ void main() {
m+=mat4(texture2D(skeleton_matrices,vec2((bone_indices.z*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.z*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.z*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.z;
m+=mat4(texture2D(skeleton_matrices,vec2((bone_indices.w*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.w*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.w*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.w;
vertex_in = vertex_in * m;
normal_in = (vec4(normal_in,0.0) * m).xyz;
vertex = vertex_in * m;
normal = (vec4(normal,0.0) * m).xyz;
#if defined(ENABLE_TANGENT_INTERP)
tangent_in = (vec4(tangent_in,0.0) * m).xyz;
tangent = (vec4(tangent,0.0) * m).xyz;
#endif
}
#endif
vertex_interp = (modelview * vertex_in).xyz;
normal_interp = normalize((modelview * vec4(normal_in,0.0)).xyz);
#if !defined(SKIP_TRANSFORM_USED)
vertex = modelview * vertex;
normal = normalize((modelview * vec4(normal,0.0)).xyz);
#endif
#if defined(ENABLE_TANGENT_INTERP)
tangent_interp=normalize((modelview * vec4(tangent_in,0.0)).xyz);
binormal_interp = normalize( cross(normal_interp,tangent_interp) * binormalf );
# if !defined(SKIP_TRANSFORM_USED)
tangent=normalize((modelview * vec4(tangent,0.0)).xyz);
# endif
vec3 binormal = normalize( cross(normal,tangent) * binormalf );
#endif
#if defined(ENABLE_COLOR_INTERP)
color_interp = color_attrib;
@ -161,13 +195,17 @@ void main() {
#if defined(ENABLE_UV_INTERP)
uv_interp = uv_attrib;
#endif
#if defined(ENABLE_UV2_INTERP)
uv2_interp = uv2_attrib;
#endif
{
VERTEX_SHADER_CODE
}
#ifdef USE_SHADOW_PASS
@ -177,26 +215,32 @@ VERTEX_SHADER_CODE
#endif
#ifdef USE_FOG
vertex_interp = vertex.xyz;
normal_interp = normal;
fog_interp.a = pow( clamp( (length(vertex_interp)-fog_params.x)/(fog_params.y-fog_params.x), 0.0, 1.0 ), fog_params.z );
fog_interp.rgb = mix( fog_color_begin, fog_color_end, fog_interp.a );
#if defined(ENABLE_TANGENT_INTERP)
tangent_interp = tangent;
binormal_interp = binormal;
#endif
#ifndef VERTEX_SHADER_WRITE_POSITION
//vertex shader might write a position
#if !defined(SKIP_TRANSFORM_USED)
gl_Position = projection_matrix * vec4(vertex_interp,1.0);
#else
gl_Position = vertex;
#endif
}
[fragment]
#define M_PI 3.14159265359
#define ENABLE_UV_INTERP
//hack to use uv if no uv present so it works with lightmap
@ -219,18 +263,28 @@ in vec3 tangent_interp;
in vec3 binormal_interp;
#endif
#if defined(ENABLE_VAR1_INTERP)
in vec4 var1_interp;
#endif
#if defined(ENABLE_VAR2_INTERP)
in vec4 var2_interp;
#endif
in vec3 vertex_interp;
in highp vec3 vertex_interp;
in vec3 normal_interp;
/* PBR CHANNELS */
#ifdef USE_RADIANCE_CUBEMAP
uniform sampler2D brdf_texture; //texunit:-1
uniform samplerCube radiance_cube; //texunit:-2
layout(std140) uniform Radiance { //ubo:2
mat4 radiance_inverse_xform;
vec3 radiance_box_min;
vec3 radiance_box_max;
float radiance_ambient_contribution;
};
#endif
/* Material Uniforms */
@ -255,18 +309,97 @@ layout(std140) uniform SceneData {
highp mat4 camera_matrix;
highp vec4 time;
highp vec4 ambient_light;
highp vec4 ambient_light_color;
highp vec4 bg_color;
float ambient_energy;
float bg_energy;
};
#ifdef USE_FORWARD_LIGHTING
layout(std140) uniform LightData {
highp vec4 light_pos_inv_radius;
mediump vec4 light_direction_attenuation;
mediump vec4 light_color_energy;
mediump vec4 light_params; //cone attenuation, specular, shadow darkening,
mediump vec4 shadow_split_offsets;
highp mat4 shadow_matrix1;
highp mat4 shadow_matrix2;
highp mat4 shadow_matrix3;
highp mat4 shadow_matrix4;
};
#ifdef USE_FORWARD_1_SHADOW_MAP
in mediump vec4 forward_shadow_pos1;
#endif
#ifdef USE_FORWARD_2_SHADOW_MAP
in mediump vec4 forward_shadow_pos2;
#endif
#ifdef USE_FORWARD_4_SHADOW_MAP
in mediump vec4 forward_shadow_pos3;
in mediump vec4 forward_shadow_pos4;
#endif
#endif
layout(location=0) out vec4 frag_color;
// GGX Specular
// Source: http://www.filmicworlds.com/images/ggx-opt/optimized-ggx.hlsl
float G1V(float dotNV, float k)
{
return 1.0 / (dotNV * (1.0 - k) + k);
}
float specularGGX(vec3 N, vec3 V, vec3 L, float roughness, float F0)
{
float alpha = roughness * roughness;
vec3 H = normalize(V + L);
float dotNL = max(dot(N,L), 0.0 );
float dotNV = max(dot(N,V), 0.0 );
float dotNH = max(dot(N,H), 0.0 );
float dotLH = max(dot(L,H), 0.0 );
// D
float alphaSqr = alpha * alpha;
float pi = M_PI;
float denom = dotNH * dotNH * (alphaSqr - 1.0) + 1.0;
float D = alphaSqr / (pi * denom * denom);
// F
float dotLH5 = pow(1.0 - dotLH, 5.0);
float F = F0 + (1.0 - F0) * (dotLH5);
// V
float k = alpha / 2.0f;
float vis = G1V(dotNL, k) * G1V(dotNV, k);
return dotNL * D * F * vis;
}
void light_compute(vec3 normal, vec3 light_vec,vec3 eye_vec,vec3 diffuse_color, vec3 specular_color, float roughness, float attenuation, inout vec3 diffuse, inout vec3 specular) {
diffuse += max(0.0,dot(normal,light_vec)) * diffuse_color * attenuation;
//specular += specular_ggx( roughness, max(0.0,dot(normal,eye_vec)) ) * specular_color * attenuation;
float s = roughness > 0.0 ? specularGGX(normal,eye_vec,light_vec,roughness,1.0) : 0.0;
specular += s * specular_color * attenuation;
}
void main() {
//lay out everything, whathever is unused is optimized away anyway
vec3 vertex = vertex_interp;
vec3 albedo = vec3(0.9,0.9,0.9);
vec3 metal = vec3(0.0,0.0,0.0);
float rough = 0.0;
vec3 albedo = vec3(0.8,0.8,0.8);
vec3 specular = vec3(0.2,0.2,0.2);
float roughness = 1.0;
float alpha = 1.0;
#ifdef METERIAL_DOUBLESIDED
@ -334,6 +467,66 @@ FRAGMENT_SHADER_CODE
}
#endif
/////////////////////// LIGHTING //////////////////////////////
vec3 specular_light = vec3(0.0,0.0,0.0);
vec3 ambient_light = ambient_light_color.rgb;
vec3 diffuse_light = vec3(0.0,0.0,0.0);
vec3 eye_vec = -normalize( vertex_interp );
#ifdef USE_RADIANCE_CUBEMAP
{
float ndotv = clamp(dot(normal,eye_vec),0.0,1.0);
vec2 brdf = texture(brdf_texture, vec2(roughness, ndotv)).xy;
float lod = roughness * 5.0;
vec3 r = reflect(-eye_vec,normal); //2.0 * ndotv * normal - view; // reflect(v, n);
r=normalize((radiance_inverse_xform * vec4(r,0.0)).xyz);
vec3 radiance = textureLod(radiance_cube, r, lod).xyz * ( brdf.x + brdf.y);
specular_light=mix(albedo,radiance,specular);
}
{
vec3 ambient_dir=normalize((radiance_inverse_xform * vec4(normal,0.0)).xyz);
vec3 env_ambient=textureLod(radiance_cube, ambient_dir, 5.0).xyz;
ambient_light=mix(ambient_light,env_ambient,radiance_ambient_contribution);
}
#else
ambient_light=albedo;
#endif
#ifdef USE_FORWARD_LIGHTING
#ifdef USE_FORWARD_DIRECTIONAL
light_compute(normal,light_direction_attenuation.xyz,eye_vec,albedo,specular,roughness,1.0,diffuse_light,specular_light);
#endif
#ifdef USE_FORWARD_OMNI
vec3 light_rel_vec = light_pos_inv_radius.xyz-vertex;
float normalized_distance = length( light_rel_vec )*light_pos_inv_radius.w;
float light_attenuation = pow( max(1.0 - normalized_distance, 0.0), light_direction_attenuation.w );
light_compute(normal,normalize(light_rel_vec),eye_vec,albedo,specular,roughness,light_attenuation,diffuse_light,specular_light);
#endif
#ifdef USE_FORWARD_SPOT
#endif
#endif
#if defined(USE_LIGHT_SHADER_CODE)
@ -345,7 +538,14 @@ LIGHT_SHADER_CODE
}
#endif
#ifdef SHADELESS
frag_color=vec4(albedo,alpha);
#else
frag_color=vec4(ambient_light+diffuse_light+specular_light,alpha);
#endif
}

View file

@ -960,9 +960,9 @@ void GridMap::_octant_bake(const OctantKey &p_key, const Ref<TriangleMesh>& p_tm
st->add_to_format(VS::ARRAY_FORMAT_COLOR);
if (m.is_valid()) {
Ref<FixedMaterial> fm = m;
Ref<FixedSpatialMaterial> fm = m;
if (fm.is_valid())
fm->set_fixed_flag(FixedMaterial::FLAG_USE_COLOR_ARRAY,true);
fm->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_COLOR_ARRAY,true);
}
}
}

View file

@ -486,7 +486,7 @@ RID RasterizerIPhone::material_create() {
return material_owner.make_rid( memnew( Material ) );
}
void RasterizerIPhone::fixed_material_set_parameter(RID p_material, VS::FixedMaterialParam p_parameter, const Variant& p_value) {
void RasterizerIPhone::fixed_material_set_parameter(RID p_material, VS::FixedSpatialMaterialParam p_parameter, const Variant& p_value) {
Material *m=material_owner.get( p_material );
ERR_FAIL_COND(!m);
@ -494,7 +494,7 @@ void RasterizerIPhone::fixed_material_set_parameter(RID p_material, VS::FixedMat
m->parameters[p_parameter] = p_value;
}
Variant RasterizerIPhone::fixed_material_get_parameter(RID p_material,VS::FixedMaterialParam p_parameter) const {
Variant RasterizerIPhone::fixed_material_get_parameter(RID p_material,VS::FixedSpatialMaterialParam p_parameter) const {
Material *m=material_owner.get( p_material );
ERR_FAIL_COND_V(!m, Variant());
@ -503,7 +503,7 @@ Variant RasterizerIPhone::fixed_material_get_parameter(RID p_material,VS::FixedM
return m->parameters[p_parameter];
}
void RasterizerIPhone::fixed_material_set_texture(RID p_material,VS::FixedMaterialParam p_parameter, RID p_texture) {
void RasterizerIPhone::fixed_material_set_texture(RID p_material,VS::FixedSpatialMaterialParam p_parameter, RID p_texture) {
Material *m=material_owner.get( p_material );
ERR_FAIL_COND(!m);
@ -511,7 +511,7 @@ void RasterizerIPhone::fixed_material_set_texture(RID p_material,VS::FixedMateri
m->textures[p_parameter] = p_texture;
}
RID RasterizerIPhone::fixed_material_get_texture(RID p_material,VS::FixedMaterialParam p_parameter) const {
RID RasterizerIPhone::fixed_material_get_texture(RID p_material,VS::FixedSpatialMaterialParam p_parameter) const {
Material *m=material_owner.get( p_material );
ERR_FAIL_COND_V(!m, RID());
@ -535,7 +535,7 @@ VS::MaterialBlendMode RasterizerIPhone::fixed_material_get_detail_blend_mode(RID
return m->detail_blend_mode;
}
void RasterizerIPhone::fixed_material_set_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode) {
void RasterizerIPhone::fixed_material_set_texcoord_mode(RID p_material,VS::FixedSpatialMaterialParam p_parameter, VS::FixedSpatialMaterialTexCoordMode p_mode) {
Material *m=material_owner.get( p_material );
ERR_FAIL_COND(!m);
@ -543,7 +543,7 @@ void RasterizerIPhone::fixed_material_set_texcoord_mode(RID p_material,VS::Fixed
m->texcoord_mode[p_parameter] = p_mode;
}
VS::FixedMaterialTexCoordMode RasterizerIPhone::fixed_material_get_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter) const {
VS::FixedSpatialMaterialTexCoordMode RasterizerIPhone::fixed_material_get_texcoord_mode(RID p_material,VS::FixedSpatialMaterialParam p_parameter) const {
Material *m=material_owner.get( p_material );
ERR_FAIL_COND_V(!m, VS::FIXED_MATERIAL_TEXCOORD_TEXGEN);
@ -552,7 +552,7 @@ VS::FixedMaterialTexCoordMode RasterizerIPhone::fixed_material_get_texcoord_mode
return m->texcoord_mode[p_parameter]; // for now
}
void RasterizerIPhone::fixed_material_set_texgen_mode(RID p_material,VS::FixedMaterialTexGenMode p_mode) {
void RasterizerIPhone::fixed_material_set_texgen_mode(RID p_material,VS::FixedSpatialMaterialTexGenMode p_mode) {
Material *m=material_owner.get( p_material );
ERR_FAIL_COND(!m);
@ -560,7 +560,7 @@ void RasterizerIPhone::fixed_material_set_texgen_mode(RID p_material,VS::FixedMa
m->texgen_mode = p_mode;
};
VS::FixedMaterialTexGenMode RasterizerIPhone::fixed_material_get_texgen_mode(RID p_material) const {
VS::FixedSpatialMaterialTexGenMode RasterizerIPhone::fixed_material_get_texgen_mode(RID p_material) const {
Material *m=material_owner.get( p_material );
ERR_FAIL_COND_V(!m, VS::FIXED_MATERIAL_TEXGEN_SPHERE);

View file

@ -100,11 +100,11 @@ class RasterizerIPhone : public Rasterizer {
RID textures[VisualServer::FIXED_MATERIAL_PARAM_MAX];
Transform uv_transform;
VS::FixedMaterialTexCoordMode texcoord_mode[VisualServer::FIXED_MATERIAL_PARAM_MAX];
VS::FixedSpatialMaterialTexCoordMode texcoord_mode[VisualServer::FIXED_MATERIAL_PARAM_MAX];
VS::MaterialBlendMode detail_blend_mode;
VS::FixedMaterialTexGenMode texgen_mode;
VS::FixedSpatialMaterialTexGenMode texgen_mode;
Material() {
@ -624,20 +624,20 @@ public:
virtual RID material_create();
virtual void fixed_material_set_parameter(RID p_material, VS::FixedMaterialParam p_parameter, const Variant& p_value);
virtual Variant fixed_material_get_parameter(RID p_material,VS::FixedMaterialParam p_parameter) const;
virtual void fixed_material_set_parameter(RID p_material, VS::FixedSpatialMaterialParam p_parameter, const Variant& p_value);
virtual Variant fixed_material_get_parameter(RID p_material,VS::FixedSpatialMaterialParam p_parameter) const;
virtual void fixed_material_set_texture(RID p_material,VS::FixedMaterialParam p_parameter, RID p_texture);
virtual RID fixed_material_get_texture(RID p_material,VS::FixedMaterialParam p_parameter) const;
virtual void fixed_material_set_texture(RID p_material,VS::FixedSpatialMaterialParam p_parameter, RID p_texture);
virtual RID fixed_material_get_texture(RID p_material,VS::FixedSpatialMaterialParam p_parameter) const;
virtual void fixed_material_set_detail_blend_mode(RID p_material,VS::MaterialBlendMode p_mode);
virtual VS::MaterialBlendMode fixed_material_get_detail_blend_mode(RID p_material) const;
virtual void fixed_material_set_texgen_mode(RID p_material,VS::FixedMaterialTexGenMode p_mode);
virtual VS::FixedMaterialTexGenMode fixed_material_get_texgen_mode(RID p_material) const;
virtual void fixed_material_set_texgen_mode(RID p_material,VS::FixedSpatialMaterialTexGenMode p_mode);
virtual VS::FixedSpatialMaterialTexGenMode fixed_material_get_texgen_mode(RID p_material) const;
virtual void fixed_material_set_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode);
virtual VS::FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter) const;
virtual void fixed_material_set_texcoord_mode(RID p_material,VS::FixedSpatialMaterialParam p_parameter, VS::FixedSpatialMaterialTexCoordMode p_mode);
virtual VS::FixedSpatialMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,VS::FixedSpatialMaterialParam p_parameter) const;
virtual void fixed_material_set_uv_transform(RID p_material,const Transform& p_transform);
virtual Transform fixed_material_get_uv_transform(RID p_material) const;

View file

@ -39,24 +39,88 @@ bool Light::_can_gizmo_scale() const {
}
void Light::set_param(Param p_param, float p_value) {
ERR_FAIL_INDEX(p_param,PARAM_MAX);
param[p_param]=p_value;
VS::get_singleton()->light_set_param(light,VS::LightParam(p_param),p_value);
if (p_param==PARAM_SPOT_ANGLE || p_param==PARAM_RANGE) {
update_gizmo();;
}
}
float Light::get_param(Param p_param) const{
ERR_FAIL_INDEX_V(p_param,PARAM_MAX,0);
return param[p_param];
}
void Light::set_shadow(bool p_enable){
shadow=p_enable;
VS::get_singleton()->light_set_shadow(light,p_enable);
}
bool Light::has_shadow() const{
return shadow;
}
void Light::set_negative(bool p_enable){
negative=p_enable;
VS::get_singleton()->light_set_negative(light,p_enable);
}
bool Light::is_negative() const{
return negative;
}
void Light::set_cull_mask(uint32_t p_cull_mask){
cull_mask=p_cull_mask;
VS::get_singleton()->light_set_cull_mask(light,p_cull_mask);
}
uint32_t Light::get_cull_mask() const{
return cull_mask;
}
void Light::set_color(const Color& p_color){
color=p_color;
VS::get_singleton()->light_set_color(light,p_color);
}
Color Light::get_color() const{
return color;
}
AABB Light::get_aabb() const {
#if 0
if (type==VisualServer::LIGHT_DIRECTIONAL) {
return AABB( Vector3(-1,-1,-1), Vector3(2, 2, 2 ) );
} else if (type==VisualServer::LIGHT_OMNI) {
return AABB( Vector3(-1,-1,-1) * vars[PARAM_RADIUS], Vector3(2, 2, 2 ) * vars[PARAM_RADIUS]);
return AABB( Vector3(-1,-1,-1) * param[PARAM_RANGE], Vector3(2, 2, 2 ) * param[PARAM_RANGE]);
} else if (type==VisualServer::LIGHT_SPOT) {
float len=vars[PARAM_RADIUS];
float size=Math::tan(Math::deg2rad(vars[PARAM_SPOT_ANGLE]))*len;
float len=param[PARAM_RANGE];
float size=Math::tan(Math::deg2rad(param[PARAM_SPOT_ANGLE]))*len;
return AABB( Vector3( -size,-size,-len ), Vector3( size*2, size*2, len ) );
}
#endif
return AABB();
}
@ -118,10 +182,51 @@ void Light::_bind_methods() {
ObjectTypeDB::bind_method(_MD("is_editor_only"), &Light::is_editor_only );
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "params/editor_only"), _SCS("set_editor_only"), _SCS("is_editor_only"));
ObjectTypeDB::bind_method(_MD("set_param","param","value"), &Light::set_param );
ObjectTypeDB::bind_method(_MD("get_param","param"), &Light::get_param );
ObjectTypeDB::bind_method(_MD("set_shadow","enabled"), &Light::set_shadow );
ObjectTypeDB::bind_method(_MD("has_shadow"), &Light::has_shadow );
ObjectTypeDB::bind_method(_MD("set_negative","enabled"), &Light::set_negative );
ObjectTypeDB::bind_method(_MD("is_negative"), &Light::is_negative );
ObjectTypeDB::bind_method(_MD("set_cull_mask","cull_mask"), &Light::set_cull_mask );
ObjectTypeDB::bind_method(_MD("get_cull_mask"), &Light::get_cull_mask );
ObjectTypeDB::bind_method(_MD("set_color","color"), &Light::set_color );
ObjectTypeDB::bind_method(_MD("get_color"), &Light::get_color );
ADD_PROPERTY( PropertyInfo( Variant::COLOR, "light/color"), _SCS("set_color"), _SCS("get_color"));
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "light/energy"), _SCS("set_param"), _SCS("get_param"), PARAM_ENERGY);
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "light/negative"), _SCS("set_negative"), _SCS("is_negative"));
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "light/specular"), _SCS("set_param"), _SCS("get_param"), PARAM_SPECULAR);
ADD_PROPERTY( PropertyInfo( Variant::INT, "light/cull_mask"), _SCS("set_cull_mask"), _SCS("get_cull_mask"));
ADD_PROPERTY( PropertyInfo( Variant::INT, "shadow/enabled"), _SCS("set_shadow"), _SCS("has_shadow"));
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/darkness"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_DARKNESS);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/normal_bias"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_NORMAL_BIAS);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/bias"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_BIAS);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/bias_split_scale"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_BIAS_SPLIT_SCALE);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/max_distance"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_MAX_DISTANCE);
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "editor/editor_only"), _SCS("set_editor_only"), _SCS("is_editor_only"));
BIND_CONSTANT( PARAM_ENERGY );
BIND_CONSTANT( PARAM_SPECULAR );
BIND_CONSTANT( PARAM_RANGE );
BIND_CONSTANT( PARAM_ATTENUATION );
BIND_CONSTANT( PARAM_SPOT_ANGLE );
BIND_CONSTANT( PARAM_SPOT_ATTENUATION );
BIND_CONSTANT( PARAM_SHADOW_MAX_DISTANCE );
BIND_CONSTANT( PARAM_SHADOW_DARKNESS );
BIND_CONSTANT( PARAM_SHADOW_SPLIT_1_OFFSET );
BIND_CONSTANT( PARAM_SHADOW_SPLIT_2_OFFSET );
BIND_CONSTANT( PARAM_SHADOW_SPLIT_3_OFFSET );
BIND_CONSTANT( PARAM_SHADOW_SPLIT_4_OFFSET );
BIND_CONSTANT( PARAM_SHADOW_NORMAL_BIAS );
BIND_CONSTANT( PARAM_SHADOW_BIAS );
BIND_CONSTANT( PARAM_SHADOW_BIAS_SPLIT_SCALE );
BIND_CONSTANT( PARAM_MAX );
}
@ -131,9 +236,29 @@ Light::Light(VisualServer::LightType p_type) {
type=p_type;
light=VisualServer::get_singleton()->light_create(p_type);
VS::get_singleton()->instance_set_base(get_instance(),light);
editor_only=false;
set_color(Color(1,1,1,1));
set_shadow(false);
set_negative(false);
set_cull_mask(0xFFFFFFFF);
set_param(PARAM_ENERGY,1);
set_param(PARAM_SPECULAR,1);
set_param(PARAM_RANGE,5);
set_param(PARAM_ATTENUATION,1);
set_param(PARAM_SPOT_ANGLE,45);
set_param(PARAM_SPOT_ATTENUATION,1);
set_param(PARAM_SHADOW_MAX_DISTANCE,0);
set_param(PARAM_SHADOW_DARKNESS,0);
set_param(PARAM_SHADOW_SPLIT_1_OFFSET,0.1);
set_param(PARAM_SHADOW_SPLIT_2_OFFSET,0.2);
set_param(PARAM_SHADOW_SPLIT_3_OFFSET,0.5);
set_param(PARAM_SHADOW_SPLIT_4_OFFSET,1.0);
set_param(PARAM_SHADOW_NORMAL_BIAS,0.1);
set_param(PARAM_SHADOW_BIAS,0.1);
set_param(PARAM_SHADOW_BIAS_SPLIT_SCALE,0.1);
}
@ -147,6 +272,8 @@ Light::Light() {
Light::~Light() {
VS::get_singleton()->instance_set_base(get_instance(),RID());
if (light.is_valid())
VisualServer::get_singleton()->free(light);
}
@ -156,6 +283,10 @@ Light::~Light() {
void DirectionalLight::_bind_methods() {
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "pssm/split_1"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_SPLIT_1_OFFSET);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "pssm/split_2"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_SPLIT_2_OFFSET);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "pssm/split_3"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_SPLIT_3_OFFSET);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "pssm/split_4"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_SPLIT_4_OFFSET);
}
@ -169,11 +300,16 @@ DirectionalLight::DirectionalLight() : Light( VisualServer::LIGHT_DIRECTIONAL )
void OmniLight::_bind_methods() {
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "light/range"), _SCS("set_param"), _SCS("get_param"), PARAM_RANGE);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "light/attenuation"), _SCS("set_param"), _SCS("get_param"), PARAM_ATTENUATION);
}
void SpotLight::_bind_methods() {
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "light/spot_angle"), _SCS("set_param"), _SCS("get_param"), PARAM_SPOT_ANGLE);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "light/spot_attenuation"), _SCS("set_param"), _SCS("get_param"), PARAM_SPOT_ATTENUATION);
}

View file

@ -44,10 +44,32 @@ class Light : public VisualInstance {
public:
enum Param {
PARAM_ENERGY,
PARAM_SPECULAR,
PARAM_RANGE,
PARAM_ATTENUATION,
PARAM_SPOT_ANGLE,
PARAM_SPOT_ATTENUATION,
PARAM_SHADOW_MAX_DISTANCE,
PARAM_SHADOW_DARKNESS,
PARAM_SHADOW_SPLIT_1_OFFSET,
PARAM_SHADOW_SPLIT_2_OFFSET,
PARAM_SHADOW_SPLIT_3_OFFSET,
PARAM_SHADOW_SPLIT_4_OFFSET,
PARAM_SHADOW_NORMAL_BIAS,
PARAM_SHADOW_BIAS,
PARAM_SHADOW_BIAS_SPLIT_SCALE,
PARAM_MAX
};
private:
Color color;
float param[PARAM_MAX];
bool shadow;
bool negative;
uint32_t cull_mask;
VS::LightType type;
bool editor_only;
void _update_visibility();
@ -71,6 +93,22 @@ public:
void set_editor_only(bool p_editor_only);
bool is_editor_only() const;
void set_param(Param p_param, float p_value);
float get_param(Param p_param) const;
void set_shadow(bool p_enable);
bool has_shadow() const;
void set_negative(bool p_enable);
bool is_negative() const;
void set_cull_mask(uint32_t p_cull_mask);
uint32_t get_cull_mask() const;
void set_color(const Color& p_color);
Color get_color() const;
virtual AABB get_aabb() const;
virtual DVector<Face3> get_faces(uint32_t p_usage_flags) const;
@ -79,6 +117,7 @@ public:
};
VARIANT_ENUM_CAST(Light::Param);
class DirectionalLight : public Light {

View file

@ -319,10 +319,10 @@ RES Particles::_get_gizmo_geometry() const {
Ref<SurfaceTool> surface_tool( memnew( SurfaceTool ));
Ref<FixedMaterial> mat( memnew( FixedMaterial ));
Ref<FixedSpatialMaterial> mat( memnew( FixedSpatialMaterial ));
mat->set_parameter( FixedMaterial::PARAM_DIFFUSE,Color(0.0,0.6,0.7,0.2) );
mat->set_parameter( FixedMaterial::PARAM_EMISSION,Color(0.5,0.7,0.8) );
mat->set_parameter( FixedSpatialMaterial::PARAM_DIFFUSE,Color(0.0,0.6,0.7,0.2) );
mat->set_parameter( FixedSpatialMaterial::PARAM_EMISSION,Color(0.5,0.7,0.8) );
mat->set_blend_mode( Material::BLEND_MODE_ADD );
mat->set_flag(Material::FLAG_DOUBLE_SIDED,true);
// mat->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
@ -382,9 +382,9 @@ RES Particles::_get_gizmo_geometry() const {
Ref<Mesh> mesh = surface_tool->commit();
Ref<FixedMaterial> mat_aabb( memnew( FixedMaterial ));
Ref<FixedSpatialMaterial> mat_aabb( memnew( FixedSpatialMaterial ));
mat_aabb->set_parameter( FixedMaterial::PARAM_DIFFUSE,Color(0.8,0.8,0.9,0.7) );
mat_aabb->set_parameter( FixedSpatialMaterial::PARAM_DIFFUSE,Color(0.8,0.8,0.9,0.7) );
mat_aabb->set_line_width(3);
mat_aabb->set_flag( Material::FLAG_UNSHADED, true );

View file

@ -490,6 +490,8 @@ void SceneTree::input_event( const InputEvent& p_event ) {
}
_call_idle_callbacks();
}
void SceneTree::init() {
@ -528,6 +530,7 @@ bool SceneTree::iteration(float p_time) {
root_lock--;
_flush_delete_queue();
_call_idle_callbacks();
return _quit;
}
@ -590,6 +593,8 @@ bool SceneTree::idle(float p_time){
E=N;
}
_call_idle_callbacks();
return _quit;
}
@ -745,12 +750,12 @@ Ref<Material> SceneTree::get_debug_navigation_material() {
if (navigation_material.is_valid())
return navigation_material;
Ref<FixedMaterial> line_material = Ref<FixedMaterial>( memnew( FixedMaterial ));
Ref<FixedSpatialMaterial> line_material = Ref<FixedSpatialMaterial>( memnew( FixedSpatialMaterial ));
/* line_material->set_flag(Material::FLAG_UNSHADED, true);
line_material->set_line_width(3.0);
line_material->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA, true);
line_material->set_fixed_flag(FixedMaterial::FLAG_USE_COLOR_ARRAY, true);
line_material->set_parameter(FixedMaterial::PARAM_DIFFUSE,get_debug_navigation_color());*/
line_material->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA, true);
line_material->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_COLOR_ARRAY, true);
line_material->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE,get_debug_navigation_color());*/
navigation_material=line_material;
@ -763,12 +768,12 @@ Ref<Material> SceneTree::get_debug_navigation_disabled_material(){
if (navigation_disabled_material.is_valid())
return navigation_disabled_material;
Ref<FixedMaterial> line_material = Ref<FixedMaterial>( memnew( FixedMaterial ));
Ref<FixedSpatialMaterial> line_material = Ref<FixedSpatialMaterial>( memnew( FixedSpatialMaterial ));
/* line_material->set_flag(Material::FLAG_UNSHADED, true);
line_material->set_line_width(3.0);
line_material->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA, true);
line_material->set_fixed_flag(FixedMaterial::FLAG_USE_COLOR_ARRAY, true);
line_material->set_parameter(FixedMaterial::PARAM_DIFFUSE,get_debug_navigation_disabled_color());*/
line_material->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA, true);
line_material->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_COLOR_ARRAY, true);
line_material->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE,get_debug_navigation_disabled_color());*/
navigation_disabled_material=line_material;
@ -781,12 +786,12 @@ Ref<Material> SceneTree::get_debug_collision_material() {
return collision_material;
Ref<FixedMaterial> line_material = Ref<FixedMaterial>( memnew( FixedMaterial ));
Ref<FixedSpatialMaterial> line_material = Ref<FixedSpatialMaterial>( memnew( FixedSpatialMaterial ));
/*line_material->set_flag(Material::FLAG_UNSHADED, true);
line_material->set_line_width(3.0);
line_material->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA, true);
line_material->set_fixed_flag(FixedMaterial::FLAG_USE_COLOR_ARRAY, true);
line_material->set_parameter(FixedMaterial::PARAM_DIFFUSE,get_debug_collisions_color());*/
line_material->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA, true);
line_material->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_COLOR_ARRAY, true);
line_material->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE,get_debug_collisions_color());*/
collision_material=line_material;
@ -800,11 +805,11 @@ Ref<Mesh> SceneTree::get_debug_contact_mesh() {
debug_contact_mesh = Ref<Mesh>( memnew( Mesh ) );
Ref<FixedMaterial> mat = memnew( FixedMaterial );
Ref<FixedSpatialMaterial> mat = memnew( FixedSpatialMaterial );
/*mat->set_flag(Material::FLAG_UNSHADED,true);
mat->set_flag(Material::FLAG_DOUBLE_SIDED,true);
mat->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA,true);
mat->set_parameter(FixedMaterial::PARAM_DIFFUSE,get_debug_collision_contact_color());*/
mat->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA,true);
mat->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE,get_debug_collision_contact_color());*/
Vector3 diamond[6]={
Vector3(-1, 0, 0),
@ -2259,6 +2264,23 @@ void SceneTree::_bind_methods() {
SceneTree *SceneTree::singleton=NULL;
SceneTree::IdleCallback SceneTree::idle_callbacks[SceneTree::MAX_IDLE_CALLBACKS];
int SceneTree::idle_callback_count=0;
void SceneTree::_call_idle_callbacks() {
for(int i=0;i<idle_callback_count;i++) {
idle_callbacks[i]();
}
}
void SceneTree::add_idle_callback(IdleCallback p_callback) {
ERR_FAIL_COND(idle_callback_count>=MAX_IDLE_CALLBACKS);
idle_callbacks[idle_callback_count++]=p_callback;
}
SceneTree::SceneTree() {
singleton=this;

View file

@ -74,6 +74,8 @@ class SceneTree : public MainLoop {
public:
typedef void (*IdleCallback)();
enum StretchMode {
STRETCH_MODE_DISABLED,
@ -303,6 +305,15 @@ friend class Viewport;
static void _live_edit_reparent_node_funcs(void* self,const NodePath& p_at,const NodePath& p_new_place,const String& p_new_name,int p_at_pos) { reinterpret_cast<SceneTree*>(self)->_live_edit_reparent_node_func(p_at,p_new_place,p_new_name,p_at_pos); }
#endif
enum {
MAX_IDLE_CALLBACKS=256
};
static IdleCallback idle_callbacks[MAX_IDLE_CALLBACKS];
static int idle_callback_count;
void _call_idle_callbacks();
protected:
@ -430,6 +441,7 @@ public:
void set_refuse_new_network_connections(bool p_refuse);
bool is_refusing_new_network_connections() const;
static void add_idle_callback(IdleCallback p_callback);
SceneTree();
~SceneTree();

View file

@ -2513,7 +2513,7 @@ Vector2 Viewport::get_camera_coords(const Vector2 &p_viewport_coords) const {
Vector2 Viewport::get_camera_rect_size() const {
return last_vp_rect.size;
return size;
}

View file

@ -544,14 +544,16 @@ void register_scene_types() {
#ifndef _3D_DISABLED
ObjectTypeDB::register_type<Mesh>();
ObjectTypeDB::register_virtual_type<Material>();
ObjectTypeDB::register_type<FixedMaterial>();
ObjectTypeDB::register_type<FixedSpatialMaterial>();
SceneTree::add_idle_callback(FixedSpatialMaterial::flush_changes);
FixedSpatialMaterial::init_shaders();
// ObjectTypeDB::register_type<ShaderMaterial>();
ObjectTypeDB::register_type<RoomBounds>();
// ObjectTypeDB::register_type<MaterialShaderGraph>();
ObjectTypeDB::register_type<SpatialShader>();
ObjectTypeDB::add_compatibility_type("Shader","MaterialShader");
ObjectTypeDB::add_compatibility_type("ParticleSystemMaterial","FixedMaterial");
ObjectTypeDB::add_compatibility_type("UnshadedMaterial","FixedMaterial");
ObjectTypeDB::add_compatibility_type("ParticleSystemMaterial","FixedSpatialMaterial");
ObjectTypeDB::add_compatibility_type("UnshadedMaterial","FixedSpatialMaterial");
ObjectTypeDB::register_type<MultiMesh>();
ObjectTypeDB::register_type<MeshLibrary>();
@ -655,6 +657,7 @@ void unregister_scene_types() {
memdelete( resource_loader_wav );
memdelete( resource_loader_dynamic_font );
#ifdef TOOLS_ENABLED
@ -669,5 +672,7 @@ void unregister_scene_types() {
if (resource_loader_text) {
memdelete(resource_loader_text);
}
FixedSpatialMaterial::finish_shaders();
SceneStringNames::free();
}

View file

@ -53,7 +53,7 @@ void Environment::set_skybox(const Ref<CubeMap>& p_skybox){
sb_rid=bg_skybox->get_rid();
print_line("skybox valid: "+itos(sb_rid.is_valid()));
VS::get_singleton()->environment_set_skybox(environment,sb_rid,Globals::get_singleton()->get("rendering/skybox/radiance_cube_resolution"),Globals::get_singleton()->get("rendering/skybox/iradiance_cube_resolution"));
VS::get_singleton()->environment_set_skybox(environment,sb_rid,Globals::get_singleton()->get("rendering/skybox/radiance_cube_resolution"));
}
void Environment::set_skybox_scale(float p_scale) {
@ -80,17 +80,17 @@ void Environment::set_canvas_max_layer(int p_max_layer){
void Environment::set_ambient_light_color(const Color& p_color){
ambient_color=p_color;
VS::get_singleton()->environment_set_ambient_light(environment,ambient_color,ambient_energy,ambient_skybox_energy);
VS::get_singleton()->environment_set_ambient_light(environment,ambient_color,ambient_energy,ambient_skybox_contribution);
}
void Environment::set_ambient_light_energy(float p_energy){
ambient_energy=p_energy;
VS::get_singleton()->environment_set_ambient_light(environment,ambient_color,ambient_energy,ambient_skybox_energy);
VS::get_singleton()->environment_set_ambient_light(environment,ambient_color,ambient_energy,ambient_skybox_contribution);
}
void Environment::set_ambient_light_skybox_energy(float p_energy){
void Environment::set_ambient_light_skybox_contribution(float p_energy){
ambient_skybox_energy=p_energy;
VS::get_singleton()->environment_set_ambient_light(environment,ambient_color,ambient_energy,ambient_skybox_energy);
ambient_skybox_contribution=p_energy;
VS::get_singleton()->environment_set_ambient_light(environment,ambient_color,ambient_energy,ambient_skybox_contribution);
}
Environment::BGMode Environment::get_background() const{
@ -127,16 +127,16 @@ float Environment::get_ambient_light_energy() const{
return ambient_energy;
}
float Environment::get_ambient_light_skybox_energy() const{
float Environment::get_ambient_light_skybox_contribution() const{
return ambient_skybox_energy;
return ambient_skybox_contribution;
}
void Environment::_validate_property(PropertyInfo& property) const {
if (property.name=="background/skybox" || property.name=="ambient_light/skybox_energy") {
if (property.name=="background/skybox" || property.name=="background/skybox_scale" || property.name=="ambient_light/skybox_contribution") {
if (bg_mode!=BG_SKYBOX) {
property.usage=PROPERTY_USAGE_NOEDITOR;
}
@ -166,7 +166,7 @@ void Environment::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_canvas_max_layer","layer"),&Environment::set_canvas_max_layer);
ObjectTypeDB::bind_method(_MD("set_ambient_light_color","color"),&Environment::set_ambient_light_color);
ObjectTypeDB::bind_method(_MD("set_ambient_light_energy","energy"),&Environment::set_ambient_light_energy);
ObjectTypeDB::bind_method(_MD("set_ambient_light_skybox_energy","energy"),&Environment::set_ambient_light_skybox_energy);
ObjectTypeDB::bind_method(_MD("set_ambient_light_skybox_contribution","energy"),&Environment::set_ambient_light_skybox_contribution);
ObjectTypeDB::bind_method(_MD("get_background"),&Environment::get_background);
@ -177,7 +177,7 @@ void Environment::_bind_methods() {
ObjectTypeDB::bind_method(_MD("get_canvas_max_layer"),&Environment::get_canvas_max_layer);
ObjectTypeDB::bind_method(_MD("get_ambient_light_color"),&Environment::get_ambient_light_color);
ObjectTypeDB::bind_method(_MD("get_ambient_light_energy"),&Environment::get_ambient_light_energy);
ObjectTypeDB::bind_method(_MD("get_ambient_light_skybox_energy"),&Environment::get_ambient_light_skybox_energy);
ObjectTypeDB::bind_method(_MD("get_ambient_light_skybox_contribution"),&Environment::get_ambient_light_skybox_contribution);
ADD_PROPERTY(PropertyInfo(Variant::INT,"background/mode",PROPERTY_HINT_ENUM,"Clear Color,Custom Color,Skybox,Canvas,Keep"),_SCS("set_background"),_SCS("get_background") );
@ -188,7 +188,7 @@ void Environment::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT,"background/canvas_max_layer",PROPERTY_HINT_RANGE,"-1000,1000,1"),_SCS("set_canvas_max_layer"),_SCS("get_canvas_max_layer") );
ADD_PROPERTY(PropertyInfo(Variant::COLOR,"ambient_light/color"),_SCS("set_ambient_light_color"),_SCS("get_ambient_light_color") );
ADD_PROPERTY(PropertyInfo(Variant::REAL,"ambient_light/energy",PROPERTY_HINT_RANGE,"0,16,0.01"),_SCS("set_ambient_light_energy"),_SCS("get_ambient_light_energy") );
ADD_PROPERTY(PropertyInfo(Variant::REAL,"ambient_light/skybox_energy",PROPERTY_HINT_RANGE,"0,16,0.01"),_SCS("set_ambient_light_skybox_energy"),_SCS("get_ambient_light_skybox_energy") );
ADD_PROPERTY(PropertyInfo(Variant::REAL,"ambient_light/skybox_contribution",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_ambient_light_skybox_contribution"),_SCS("get_ambient_light_skybox_contribution") );
GLOBAL_DEF("rendering/skybox/irradiance_cube_resolution",256);
GLOBAL_DEF("rendering/skybox/radiance_cube_resolution",64);
@ -209,10 +209,11 @@ void Environment::_bind_methods() {
Environment::Environment() {
bg_mode=BG_CLEAR_COLOR;
bg_skybox_scale=1.0;
bg_energy=1.0;
bg_canvas_max_layer=0;
ambient_energy=1.0;
ambient_skybox_energy=0;
ambient_skybox_contribution=0;
environment = VS::get_singleton()->environment_create();

View file

@ -66,7 +66,7 @@ private:
int bg_canvas_max_layer;
Color ambient_color;
float ambient_energy;
float ambient_skybox_energy;
float ambient_skybox_contribution;
protected:
@ -84,7 +84,7 @@ public:
void set_canvas_max_layer(int p_max_layer);
void set_ambient_light_color(const Color& p_color);
void set_ambient_light_energy(float p_energy);
void set_ambient_light_skybox_energy(float p_energy);
void set_ambient_light_skybox_contribution(float p_energy);
BGMode get_background() const;
Ref<CubeMap> get_skybox() const;
@ -94,7 +94,7 @@ public:
int get_canvas_max_layer() const;
Color get_ambient_light_color() const;
float get_ambient_light_energy() const;
float get_ambient_light_skybox_energy() const;
float get_ambient_light_skybox_contribution() const;
virtual RID get_rid() const;

View file

@ -45,14 +45,762 @@ Material::~Material() {
}
FixedMaterial::FixedMaterial() {
}
FixedMaterial::~FixedMaterial() {
}
/////////////////////////////////
Mutex *FixedSpatialMaterial::material_mutex=NULL;
SelfList<FixedSpatialMaterial>::List FixedSpatialMaterial::dirty_materials;
Map<FixedSpatialMaterial::MaterialKey,FixedSpatialMaterial::ShaderData> FixedSpatialMaterial::shader_map;
FixedSpatialMaterial::ShaderNames* FixedSpatialMaterial::shader_names=NULL;
void FixedSpatialMaterial::init_shaders() {
#ifndef NO_THREADS
material_mutex = Mutex::create();
#endif
shader_names = memnew( ShaderNames );
shader_names->albedo="albedo";
shader_names->specular="specular";
shader_names->roughness="roughness";
shader_names->emission="emission";
shader_names->normal_scale="normal_scale";
shader_names->sheen="sheen";
shader_names->sheen_color="sheen_color";
shader_names->clearcoat="clearcoat";
shader_names->clearcoat_gloss="clearcoat_gloss";
shader_names->anisotropy="anisotropy";
shader_names->height_scale="height_scale";
shader_names->subsurface_scattering="subsurface_scattering";
shader_names->refraction="refraction";
shader_names->refraction_roughness="refraction_roughness";
shader_names->texture_names[TEXTURE_ALBEDO]="texture_albedo";
shader_names->texture_names[TEXTURE_SPECULAR]="texture_specular";
shader_names->texture_names[TEXTURE_EMISSION]="texture_emission";
shader_names->texture_names[TEXTURE_NORMAL]="texture_normal";
shader_names->texture_names[TEXTURE_SHEEN]="texture_sheen";
shader_names->texture_names[TEXTURE_CLEARCOAT]="texture_clearcoat";
shader_names->texture_names[TEXTURE_ANISOTROPY]="texture_anisotropy";
shader_names->texture_names[TEXTURE_AMBIENT_OCCLUSION]="texture_ambient_occlusion";
shader_names->texture_names[TEXTURE_HEIGHT]="texture_height";
shader_names->texture_names[TEXTURE_SUBSURFACE_SCATTERING]="texture_subsurface_scattering";
shader_names->texture_names[TEXTURE_REFRACTION]="texture_refraction";
shader_names->texture_names[TEXTURE_REFRACTION_ROUGHNESS]="texture_refraction_roughness";
shader_names->texture_names[TEXTURE_DETAIL_MASK]="texture_detail_mask";
shader_names->texture_names[TEXTURE_DETAIL_ALBEDO]="texture_detail_albedo";
shader_names->texture_names[TEXTURE_DETAIL_NORMAL]="texture_detail_normal";
}
void FixedSpatialMaterial::finish_shaders(){
#ifndef NO_THREADS
memdelete( material_mutex );
#endif
memdelete( shader_names );
}
void FixedSpatialMaterial::_update_shader() {
dirty_materials.remove( &element );
MaterialKey mk = _compute_key();
if (mk.key==current_key.key)
return; //no update required in the end
if (shader_map.has(current_key)) {
shader_map[current_key].users--;
if (shader_map[current_key].users==0) {
//deallocate shader, as it's no longer in use
VS::get_singleton()->free(shader_map[current_key].shader);
shader_map.erase(current_key);
}
}
current_key=mk;
if (shader_map.has(mk)) {
VS::get_singleton()->material_set_shader(_get_material(),shader_map[mk].shader);
shader_map[mk].users++;
return;
}
//must create a shader!
String code="render_mode ";
switch(blend_mode) {
case BLEND_MODE_MIX: code+="blend_mix"; break;
case BLEND_MODE_ADD: code+="blend_add"; break;
case BLEND_MODE_SUB: code+="blend_sub"; break;
case BLEND_MODE_MUL: code+="blend_mul"; break;
}
switch(depth_draw_mode) {
case DEPTH_DRAW_OPAQUE_ONLY: code+=",depth_draw_opaque"; break;
case DEPTH_DRAW_ALWAYS: code+=",depth_draw_always"; break;
case DEPTH_DRAW_DISABLED: code+=",depth_draw_never"; break;
case DEPTH_DRAW_ALPHA_OPAQUE_PREPASS: code+=",depth_draw_alpha_prepass"; break;
}
switch(cull_mode) {
case CULL_BACK: code+=",cull_back"; break;
case CULL_FRONT: code+=",cull_front"; break;
case CULL_DISABLED: code+=",cull_disable"; break;
}
if (flags[FLAG_UNSHADED]) {
code+=",unshaded";
}
if (flags[FLAG_ONTOP]) {
code+=",ontop";
}
code+=";\n";
code+="uniform vec4 albedo : hint_color;\n";
code+="uniform sampler2D albedo_texture : hint_albedo;\n";
code+="uniform vec4 specular : hint_color;\n";
code+="uniform float roughness : hint_range(0,1);\n";
code+="uniform sampler2D specular_texture : hint_white;\n";
code+="\n\n";
code+="\n\n";
code+="void fragment() {\n";
code+="\tvec4 albedo_tex = texture(albedo_texture,UV);\n";
if (flags[FLAG_ALBEDO_FROM_VERTEX_COLOR]) {
code+="\talbedo_tex *= COLOR;\n";
}
code+="\tALBEDO = albedo.rgb * albedo_tex.rgb;\n";
if (features[FEATURE_TRANSPARENT]) {
code+="\tALPHA = albedo.a * albedo_tex.a;\n";
}
code+="\tvec4 specular_tex = texture(specular_texture,UV);\n";
code+="\tSPECULAR = specular.rgb * specular_tex.rgb;\n";
code+="\tROUGHNESS = specular.a * roughness;\n";
code+="}\n";
ShaderData shader_data;
shader_data.shader = VS::get_singleton()->shader_create(VS::SHADER_SPATIAL);
shader_data.users=1;
VS::get_singleton()->shader_set_code( shader_data.shader, code );
shader_map[mk]=shader_data;
VS::get_singleton()->material_set_shader(_get_material(),shader_data.shader);
}
void FixedSpatialMaterial::flush_changes() {
if (material_mutex)
material_mutex->lock();
while (dirty_materials.first()) {
dirty_materials.first()->self()->_update_shader();
}
if (material_mutex)
material_mutex->unlock();
}
void FixedSpatialMaterial::_queue_shader_change() {
if (material_mutex)
material_mutex->lock();
if (!element.in_list()) {
dirty_materials.add(&element);
}
if (material_mutex)
material_mutex->unlock();
}
bool FixedSpatialMaterial::_is_shader_dirty() const {
bool dirty=false;
if (material_mutex)
material_mutex->lock();
dirty=element.in_list();
if (material_mutex)
material_mutex->unlock();
return dirty;
}
void FixedSpatialMaterial::set_albedo(const Color& p_albedo) {
albedo=p_albedo;
VS::get_singleton()->material_set_param(_get_material(),shader_names->albedo,p_albedo);
}
Color FixedSpatialMaterial::get_albedo() const{
return albedo;
}
void FixedSpatialMaterial::set_specular(const Color& p_specular){
specular=p_specular;
VS::get_singleton()->material_set_param(_get_material(),shader_names->specular,p_specular);
}
Color FixedSpatialMaterial::get_specular() const{
return specular;
}
void FixedSpatialMaterial::set_roughness(float p_roughness){
roughness=p_roughness;
VS::get_singleton()->material_set_param(_get_material(),shader_names->roughness,p_roughness);
}
float FixedSpatialMaterial::get_roughness() const{
return roughness;
}
void FixedSpatialMaterial::set_emission(const Color& p_emission){
emission=p_emission;
VS::get_singleton()->material_set_param(_get_material(),shader_names->emission,p_emission);
}
Color FixedSpatialMaterial::get_emission() const{
return emission;
}
void FixedSpatialMaterial::set_normal_scale(float p_normal_scale){
normal_scale=p_normal_scale;
VS::get_singleton()->material_set_param(_get_material(),shader_names->normal_scale,p_normal_scale);
}
float FixedSpatialMaterial::get_normal_scale() const{
return normal_scale;
}
void FixedSpatialMaterial::set_sheen(float p_sheen){
sheen=p_sheen;
VS::get_singleton()->material_set_param(_get_material(),shader_names->sheen,p_sheen);
}
float FixedSpatialMaterial::get_sheen() const{
return sheen;
}
void FixedSpatialMaterial::set_sheen_color(const Color& p_sheen_color){
sheen_color=p_sheen_color;
VS::get_singleton()->material_set_param(_get_material(),shader_names->sheen_color,p_sheen_color);
}
Color FixedSpatialMaterial::get_sheen_color() const{
return sheen_color;
}
void FixedSpatialMaterial::set_clearcoat(float p_clearcoat){
clearcoat=p_clearcoat;
VS::get_singleton()->material_set_param(_get_material(),shader_names->clearcoat,p_clearcoat);
}
float FixedSpatialMaterial::get_clearcoat() const{
return clearcoat;
}
void FixedSpatialMaterial::set_clearcoat_gloss(float p_clearcoat_gloss){
clearcoat_gloss=p_clearcoat_gloss;
VS::get_singleton()->material_set_param(_get_material(),shader_names->clearcoat_gloss,p_clearcoat_gloss);
}
float FixedSpatialMaterial::get_clearcoat_gloss() const{
return clearcoat_gloss;
}
void FixedSpatialMaterial::set_anisotropy(float p_anisotropy){
anisotropy=p_anisotropy;
VS::get_singleton()->material_set_param(_get_material(),shader_names->anisotropy,p_anisotropy);
}
float FixedSpatialMaterial::get_anisotropy() const{
return anisotropy;
}
void FixedSpatialMaterial::set_height_scale(float p_height_scale){
height_scale=p_height_scale;
VS::get_singleton()->material_set_param(_get_material(),shader_names->height_scale,p_height_scale);
}
float FixedSpatialMaterial::get_height_scale() const{
return height_scale;
}
void FixedSpatialMaterial::set_subsurface_scattering(float p_subsurface_scattering){
subsurface_scattering=p_subsurface_scattering;
VS::get_singleton()->material_set_param(_get_material(),shader_names->subsurface_scattering,subsurface_scattering);
}
float FixedSpatialMaterial::get_subsurface_scattering() const{
return subsurface_scattering;
}
void FixedSpatialMaterial::set_refraction(float p_refraction){
refraction=p_refraction;
VS::get_singleton()->material_set_param(_get_material(),shader_names->refraction,refraction);
}
float FixedSpatialMaterial::get_refraction() const {
return refraction;
}
void FixedSpatialMaterial::set_refraction_roughness(float p_refraction_roughness) {
refraction_roughness=p_refraction_roughness;
VS::get_singleton()->material_set_param(_get_material(),shader_names->refraction_roughness,refraction_roughness);
}
float FixedSpatialMaterial::get_refraction_roughness() const {
return refraction_roughness;
}
void FixedSpatialMaterial::set_detail_uv(DetailUV p_detail_uv) {
if (detail_uv==p_detail_uv)
return;
detail_uv=p_detail_uv;
_queue_shader_change();
}
FixedSpatialMaterial::DetailUV FixedSpatialMaterial::get_detail_uv() const {
return detail_uv;
}
void FixedSpatialMaterial::set_blend_mode(BlendMode p_mode) {
if (blend_mode==p_mode)
return;
blend_mode=p_mode;
_queue_shader_change();
}
FixedSpatialMaterial::BlendMode FixedSpatialMaterial::get_blend_mode() const {
return blend_mode;
}
void FixedSpatialMaterial::set_detail_blend_mode(BlendMode p_mode) {
detail_blend_mode=p_mode;
_queue_shader_change();
}
FixedSpatialMaterial::BlendMode FixedSpatialMaterial::get_detail_blend_mode() const {
return detail_blend_mode;
}
void FixedSpatialMaterial::set_depth_draw_mode(DepthDrawMode p_mode) {
if (depth_draw_mode==p_mode)
return;
depth_draw_mode=p_mode;
_queue_shader_change();
}
FixedSpatialMaterial::DepthDrawMode FixedSpatialMaterial::get_depth_draw_mode() const {
return depth_draw_mode;
}
void FixedSpatialMaterial::set_cull_mode(CullMode p_mode) {
if (cull_mode==p_mode)
return;
cull_mode=p_mode;
_queue_shader_change();
}
FixedSpatialMaterial::CullMode FixedSpatialMaterial::get_cull_mode() const {
return cull_mode;
}
void FixedSpatialMaterial::set_diffuse_mode(DiffuseMode p_mode) {
if (diffuse_mode==p_mode)
return;
diffuse_mode=p_mode;
_queue_shader_change();
}
FixedSpatialMaterial::DiffuseMode FixedSpatialMaterial::get_diffuse_mode() const {
return diffuse_mode;
}
void FixedSpatialMaterial::set_flag(Flags p_flag,bool p_enabled) {
ERR_FAIL_INDEX(p_flag,FLAG_MAX);
if (flags[p_flag]==p_enabled)
return;
flags[p_flag]=p_enabled;
_queue_shader_change();
}
bool FixedSpatialMaterial::get_flag(Flags p_flag) const {
ERR_FAIL_INDEX_V(p_flag,FLAG_MAX,false);
return flags[p_flag];
}
void FixedSpatialMaterial::set_feature(Feature p_feature,bool p_enabled) {
ERR_FAIL_INDEX(p_feature,FEATURE_MAX);
if (features[p_feature]==p_enabled)
return;
features[p_feature]=p_enabled;
_change_notify();
_queue_shader_change();
}
bool FixedSpatialMaterial::get_feature(Feature p_feature) const {
ERR_FAIL_INDEX_V(p_feature,FEATURE_MAX,false);
return features[p_feature];
}
void FixedSpatialMaterial::set_texture(TextureParam p_param, const Ref<Texture> &p_texture) {
ERR_FAIL_INDEX(p_param,TEXTURE_MAX);
textures[p_param]=p_texture;
VS::get_singleton()->material_set_param(_get_material(),shader_names->texture_names[p_param],p_texture);
}
Ref<Texture> FixedSpatialMaterial::get_texture(TextureParam p_param) const {
ERR_FAIL_INDEX_V(p_param,TEXTURE_MAX,Ref<Texture>());
return textures[p_param];
}
void FixedSpatialMaterial::_validate_feature(const String& text, Feature feature,PropertyInfo& property) const {
if (property.name.begins_with(text) && property.name!=text+"/enabled" && !features[feature]) {
property.usage=0;
}
}
void FixedSpatialMaterial::_validate_property(PropertyInfo& property) const {
_validate_feature("normal",FEATURE_NORMAL_MAPPING,property);
_validate_feature("sheen",FEATURE_SHEEN,property);
_validate_feature("clearcoat",FEATURE_CLEARCOAT,property);
_validate_feature("anisotropy",FEATURE_ANISOTROPY,property);
_validate_feature("ao",FEATURE_AMBIENT_OCCLUSION,property);
_validate_feature("height",FEATURE_HEIGHT_MAPPING,property);
_validate_feature("subsurf_scatter",FEATURE_SUBSURACE_SCATTERING,property);
_validate_feature("refraction",FEATURE_REFRACTION,property);
_validate_feature("detail",FEATURE_DETAIL,property);
}
void FixedSpatialMaterial::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_albedo","albedo"),&FixedSpatialMaterial::set_albedo);
ObjectTypeDB::bind_method(_MD("get_albedo"),&FixedSpatialMaterial::get_albedo);
ObjectTypeDB::bind_method(_MD("set_specular","specular"),&FixedSpatialMaterial::set_specular);
ObjectTypeDB::bind_method(_MD("get_specular"),&FixedSpatialMaterial::get_specular);
ObjectTypeDB::bind_method(_MD("set_roughness","roughness"),&FixedSpatialMaterial::set_roughness);
ObjectTypeDB::bind_method(_MD("get_roughness"),&FixedSpatialMaterial::get_roughness);
ObjectTypeDB::bind_method(_MD("set_emission","emission"),&FixedSpatialMaterial::set_emission);
ObjectTypeDB::bind_method(_MD("get_emission"),&FixedSpatialMaterial::get_emission);
ObjectTypeDB::bind_method(_MD("set_normal_scale","normal_scale"),&FixedSpatialMaterial::set_normal_scale);
ObjectTypeDB::bind_method(_MD("get_normal_scale"),&FixedSpatialMaterial::get_normal_scale);
ObjectTypeDB::bind_method(_MD("set_sheen","sheen"),&FixedSpatialMaterial::set_sheen);
ObjectTypeDB::bind_method(_MD("get_sheen"),&FixedSpatialMaterial::get_sheen);
ObjectTypeDB::bind_method(_MD("set_sheen_color","sheen_color"),&FixedSpatialMaterial::set_sheen_color);
ObjectTypeDB::bind_method(_MD("get_sheen_color"),&FixedSpatialMaterial::get_sheen_color);
ObjectTypeDB::bind_method(_MD("set_clearcoat","clearcoat"),&FixedSpatialMaterial::set_clearcoat);
ObjectTypeDB::bind_method(_MD("get_clearcoat"),&FixedSpatialMaterial::get_clearcoat);
ObjectTypeDB::bind_method(_MD("set_clearcoat_gloss","clearcoat_gloss"),&FixedSpatialMaterial::set_clearcoat_gloss);
ObjectTypeDB::bind_method(_MD("get_clearcoat_gloss"),&FixedSpatialMaterial::get_clearcoat_gloss);
ObjectTypeDB::bind_method(_MD("set_anisotropy","anisotropy"),&FixedSpatialMaterial::set_anisotropy);
ObjectTypeDB::bind_method(_MD("get_anisotropy"),&FixedSpatialMaterial::get_anisotropy);
ObjectTypeDB::bind_method(_MD("set_height_scale","height_scale"),&FixedSpatialMaterial::set_height_scale);
ObjectTypeDB::bind_method(_MD("get_height_scale"),&FixedSpatialMaterial::get_height_scale);
ObjectTypeDB::bind_method(_MD("set_subsurface_scattering","subsurface_scattering"),&FixedSpatialMaterial::set_subsurface_scattering);
ObjectTypeDB::bind_method(_MD("get_subsurface_scattering"),&FixedSpatialMaterial::get_subsurface_scattering);
ObjectTypeDB::bind_method(_MD("set_refraction","refraction"),&FixedSpatialMaterial::set_refraction);
ObjectTypeDB::bind_method(_MD("get_refraction"),&FixedSpatialMaterial::get_refraction);
ObjectTypeDB::bind_method(_MD("set_refraction_roughness","refraction_roughness"),&FixedSpatialMaterial::set_refraction_roughness);
ObjectTypeDB::bind_method(_MD("get_refraction_roughness"),&FixedSpatialMaterial::get_refraction_roughness);
ObjectTypeDB::bind_method(_MD("set_detail_uv","detail_uv"),&FixedSpatialMaterial::set_detail_uv);
ObjectTypeDB::bind_method(_MD("get_detail_uv"),&FixedSpatialMaterial::get_detail_uv);
ObjectTypeDB::bind_method(_MD("set_blend_mode","blend_mode"),&FixedSpatialMaterial::set_blend_mode);
ObjectTypeDB::bind_method(_MD("get_blend_mode"),&FixedSpatialMaterial::get_blend_mode);
ObjectTypeDB::bind_method(_MD("set_depth_draw_mode","depth_draw_mode"),&FixedSpatialMaterial::set_depth_draw_mode);
ObjectTypeDB::bind_method(_MD("get_depth_draw_mode"),&FixedSpatialMaterial::get_depth_draw_mode);
ObjectTypeDB::bind_method(_MD("set_cull_mode","cull_mode"),&FixedSpatialMaterial::set_cull_mode);
ObjectTypeDB::bind_method(_MD("get_cull_mode"),&FixedSpatialMaterial::get_cull_mode);
ObjectTypeDB::bind_method(_MD("set_diffuse_mode","diffuse_mode"),&FixedSpatialMaterial::set_diffuse_mode);
ObjectTypeDB::bind_method(_MD("get_diffuse_mode"),&FixedSpatialMaterial::get_diffuse_mode);
ObjectTypeDB::bind_method(_MD("set_flag","flag","enable"),&FixedSpatialMaterial::set_flag);
ObjectTypeDB::bind_method(_MD("get_flag"),&FixedSpatialMaterial::get_flag);
ObjectTypeDB::bind_method(_MD("set_feature","feature","enable"),&FixedSpatialMaterial::set_feature);
ObjectTypeDB::bind_method(_MD("get_feature","feature"),&FixedSpatialMaterial::get_feature);
ObjectTypeDB::bind_method(_MD("set_texture","param:Texture","texture"),&FixedSpatialMaterial::set_texture);
ObjectTypeDB::bind_method(_MD("get_texture:Texture","param:Texture"),&FixedSpatialMaterial::get_texture);
ObjectTypeDB::bind_method(_MD("set_detail_blend_mode","detail_blend_mode"),&FixedSpatialMaterial::set_detail_blend_mode);
ObjectTypeDB::bind_method(_MD("get_detail_blend_mode"),&FixedSpatialMaterial::get_detail_blend_mode);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"flags/transparent"),_SCS("set_feature"),_SCS("get_feature"),FEATURE_TRANSPARENT);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"flags/unshaded"),_SCS("set_flag"),_SCS("get_flag"),FLAG_UNSHADED);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"flags/on_top"),_SCS("set_flag"),_SCS("get_flag"),FLAG_ONTOP);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"flags/vcol_albedo"),_SCS("set_flag"),_SCS("get_flag"),FLAG_ALBEDO_FROM_VERTEX_COLOR);
ADD_PROPERTY(PropertyInfo(Variant::INT,"params/diffuse_mode",PROPERTY_HINT_ENUM,"Labert,Lambert Wrap,Oren Nayar,Burley"),_SCS("set_diffuse_mode"),_SCS("get_diffuse_mode"));
ADD_PROPERTY(PropertyInfo(Variant::INT,"params/blend_mode",PROPERTY_HINT_ENUM,"Mix,Add,Sub,Mul"),_SCS("set_blend_mode"),_SCS("get_blend_mode"));
ADD_PROPERTY(PropertyInfo(Variant::INT,"params/cull_mode",PROPERTY_HINT_ENUM,"Back,Front,Disabled"),_SCS("set_cull_mode"),_SCS("get_cull_mode"));
ADD_PROPERTY(PropertyInfo(Variant::INT,"params/depth_draw_mode",PROPERTY_HINT_ENUM,"Opaque Only,Always,Never,Opaque Pre-Pass"),_SCS("set_depth_draw_mode"),_SCS("get_depth_draw_mode"));
ADD_PROPERTY(PropertyInfo(Variant::COLOR,"albedo/color"),_SCS("set_albedo"),_SCS("get_albedo"));
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"albedo/texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_ALBEDO);
ADD_PROPERTY(PropertyInfo(Variant::COLOR,"specular/color"),_SCS("set_specular"),_SCS("get_specular"));
ADD_PROPERTY(PropertyInfo(Variant::REAL,"specular/roughness",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_roughness"),_SCS("get_roughness"));
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"specular/texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_SPECULAR);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"normal/enabled"),_SCS("set_feature"),_SCS("get_feature"),FEATURE_NORMAL_MAPPING);
ADD_PROPERTY(PropertyInfo(Variant::REAL,"normal/scale",PROPERTY_HINT_RANGE,"-16,16,0.01"),_SCS("set_normal_scale"),_SCS("get_normal_scale"));
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"normal/texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_NORMAL);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"sheen/enabled"),_SCS("set_feature"),_SCS("get_feature"),FEATURE_SHEEN);
ADD_PROPERTY(PropertyInfo(Variant::REAL,"sheen/amount",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_sheen"),_SCS("get_sheen"));
ADD_PROPERTY(PropertyInfo(Variant::REAL,"sheen/color"),_SCS("set_sheen_color"),_SCS("get_sheen_color"));
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"sheen/texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_SHEEN);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"clearcoat/enabled"),_SCS("set_feature"),_SCS("get_feature"),FEATURE_CLEARCOAT);
ADD_PROPERTY(PropertyInfo(Variant::REAL,"clearcoat/amount",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_clearcoat"),_SCS("get_clearcoat"));
ADD_PROPERTY(PropertyInfo(Variant::REAL,"clearcoat/gloss"),_SCS("set_clearcoat_gloss"),_SCS("get_clearcoat_gloss"));
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"clearcoat/texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_CLEARCOAT);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"anisotropy/enabled"),_SCS("set_feature"),_SCS("get_feature"),FEATURE_ANISOTROPY);
ADD_PROPERTY(PropertyInfo(Variant::REAL,"anisotropy/amount",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_anisotropy"),_SCS("get_anisotropy"));
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"anisotropy/texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_ANISOTROPY);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"ao/enabled"),_SCS("set_feature"),_SCS("get_feature"),FEATURE_AMBIENT_OCCLUSION);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"ao/texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_AMBIENT_OCCLUSION);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"height/enabled"),_SCS("set_feature"),_SCS("get_feature"),FEATURE_HEIGHT_MAPPING);
ADD_PROPERTY(PropertyInfo(Variant::REAL,"height/scale",PROPERTY_HINT_RANGE,"-16,16,0.01"),_SCS("set_height_scale"),_SCS("get_height_scale"));
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"height/texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_HEIGHT);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"subsurf_scatter/enabled"),_SCS("set_feature"),_SCS("get_feature"),FEATURE_SUBSURACE_SCATTERING);
ADD_PROPERTY(PropertyInfo(Variant::REAL,"subsurf_scatter/amount",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_subsurface_scattering"),_SCS("get_subsurface_scattering"));
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"subsurf_scatter/texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_SUBSURFACE_SCATTERING);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"refraction/enabled"),_SCS("set_feature"),_SCS("get_feature"),FEATURE_REFRACTION);
ADD_PROPERTY(PropertyInfo(Variant::REAL,"refraction/displacement",PROPERTY_HINT_RANGE,"-1,1,0.01"),_SCS("set_refraction"),_SCS("get_refraction"));
ADD_PROPERTY(PropertyInfo(Variant::REAL,"refraction/roughness",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_refraction_roughness"),_SCS("get_refraction_roughness"));
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"refraction/texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_REFRACTION);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"detail/enabled"),_SCS("set_feature"),_SCS("get_feature"),FEATURE_DETAIL);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"detail/mask",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_DETAIL_MASK);
ADD_PROPERTY(PropertyInfo(Variant::INT,"detail/blend_mode",PROPERTY_HINT_ENUM,"Mix,Add,Sub,Mul"),_SCS("set_detail_blend_mode"),_SCS("get_detail_blend_mode"));
ADD_PROPERTY(PropertyInfo(Variant::INT,"detail/uv_layer",PROPERTY_HINT_ENUM,"UV1,UV2"),_SCS("set_detail_uv"),_SCS("get_detail_uv"));
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"detail/albedo",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_DETAIL_ALBEDO);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"detail/normal",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_DETAIL_NORMAL);
BIND_CONSTANT( TEXTURE_ALBEDO );
BIND_CONSTANT( TEXTURE_SPECULAR );
BIND_CONSTANT( TEXTURE_EMISSION );
BIND_CONSTANT( TEXTURE_NORMAL );
BIND_CONSTANT( TEXTURE_SHEEN );
BIND_CONSTANT( TEXTURE_CLEARCOAT );
BIND_CONSTANT( TEXTURE_ANISOTROPY );
BIND_CONSTANT( TEXTURE_AMBIENT_OCCLUSION );
BIND_CONSTANT( TEXTURE_HEIGHT );
BIND_CONSTANT( TEXTURE_SUBSURFACE_SCATTERING );
BIND_CONSTANT( TEXTURE_REFRACTION );
BIND_CONSTANT( TEXTURE_REFRACTION_ROUGHNESS );
BIND_CONSTANT( TEXTURE_DETAIL_MASK );
BIND_CONSTANT( TEXTURE_DETAIL_ALBEDO );
BIND_CONSTANT( TEXTURE_DETAIL_NORMAL );
BIND_CONSTANT( TEXTURE_MAX );
BIND_CONSTANT( DETAIL_UV_1 );
BIND_CONSTANT( DETAIL_UV_2 );
BIND_CONSTANT( FEATURE_TRANSPARENT );
BIND_CONSTANT( FEATURE_EMISSION );
BIND_CONSTANT( FEATURE_NORMAL_MAPPING );
BIND_CONSTANT( FEATURE_SHEEN );
BIND_CONSTANT( FEATURE_CLEARCOAT );
BIND_CONSTANT( FEATURE_ANISOTROPY );
BIND_CONSTANT( FEATURE_AMBIENT_OCCLUSION );
BIND_CONSTANT( FEATURE_HEIGHT_MAPPING );
BIND_CONSTANT( FEATURE_SUBSURACE_SCATTERING );
BIND_CONSTANT( FEATURE_REFRACTION );
BIND_CONSTANT( FEATURE_DETAIL );
BIND_CONSTANT( FEATURE_MAX );
BIND_CONSTANT( BLEND_MODE_MIX );
BIND_CONSTANT( BLEND_MODE_ADD );
BIND_CONSTANT( BLEND_MODE_SUB );
BIND_CONSTANT( BLEND_MODE_MUL );
BIND_CONSTANT( DEPTH_DRAW_OPAQUE_ONLY );
BIND_CONSTANT( DEPTH_DRAW_ALWAYS );
BIND_CONSTANT( DEPTH_DRAW_DISABLED );
BIND_CONSTANT( DEPTH_DRAW_ALPHA_OPAQUE_PREPASS );
BIND_CONSTANT( CULL_BACK );
BIND_CONSTANT( CULL_FRONT );
BIND_CONSTANT( CULL_DISABLED );
BIND_CONSTANT( FLAG_UNSHADED );
BIND_CONSTANT( FLAG_ONTOP );
BIND_CONSTANT( FLAG_ALBEDO_FROM_VERTEX_COLOR );
BIND_CONSTANT( FLAG_MAX );
BIND_CONSTANT( DIFFUSE_LAMBERT );
BIND_CONSTANT( DIFFUSE_LAMBERT_WRAP );
BIND_CONSTANT( DIFFUSE_OREN_NAYAR );
BIND_CONSTANT( DIFFUSE_BURLEY );
}
FixedSpatialMaterial::FixedSpatialMaterial() : element(this) {
//initialize to right values
set_albedo(Color(0.7,0.7,0.7,1.0));
set_specular(Color(0.1,0.1,0.1));
set_roughness(0.0);
set_emission(Color(0,0,0));
set_normal_scale(1);
set_sheen(0);
set_sheen_color(Color(1,1,1,1));
set_clearcoat(0);
set_clearcoat_gloss(0.5);
set_anisotropy(0);
set_height_scale(1);
set_subsurface_scattering(0);
set_refraction(0);
set_refraction_roughness(0);
detail_uv=DETAIL_UV_1;
blend_mode=BLEND_MODE_MIX;
detail_blend_mode=BLEND_MODE_MIX;
depth_draw_mode=DEPTH_DRAW_OPAQUE_ONLY;
cull_mode=CULL_BACK;
for(int i=0;i<FLAG_MAX;i++) {
flags[i]=0;
}
diffuse_mode=DIFFUSE_LAMBERT;
for(int i=0;i<FEATURE_MAX;i++) {
features[i]=false;
}
current_key.key=0;
current_key.invalid_key=1;
_queue_shader_change();
}
FixedSpatialMaterial::~FixedSpatialMaterial() {
if (material_mutex)
material_mutex->lock();
if (shader_map.has(current_key)) {
shader_map[current_key].users--;
if (shader_map[current_key].users==0) {
//deallocate shader, as it's no longer in use
VS::get_singleton()->free(shader_map[current_key].shader);
shader_map.erase(current_key);
}
VS::get_singleton()->material_set_shader(_get_material(),RID());
}
if (material_mutex)
material_mutex->unlock();
}

View file

@ -34,7 +34,7 @@
#include "scene/resources/shader.h"
#include "resource.h"
#include "servers/visual/shader_language.h"
#include "self_list.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
@ -57,18 +57,299 @@ public:
};
class FixedMaterial : public Material {
class FixedSpatialMaterial : public Material {
OBJ_TYPE(FixedMaterial,Resource);
OBJ_TYPE(FixedSpatialMaterial,Material)
public:
FixedMaterial();
virtual ~FixedMaterial();
enum TextureParam {
TEXTURE_ALBEDO,
TEXTURE_SPECULAR,
TEXTURE_EMISSION,
TEXTURE_NORMAL,
TEXTURE_SHEEN,
TEXTURE_CLEARCOAT,
TEXTURE_ANISOTROPY,
TEXTURE_AMBIENT_OCCLUSION,
TEXTURE_HEIGHT,
TEXTURE_SUBSURFACE_SCATTERING,
TEXTURE_REFRACTION,
TEXTURE_REFRACTION_ROUGHNESS,
TEXTURE_DETAIL_MASK,
TEXTURE_DETAIL_ALBEDO,
TEXTURE_DETAIL_NORMAL,
TEXTURE_MAX
};
enum DetailUV {
DETAIL_UV_1,
DETAIL_UV_2
};
enum Feature {
FEATURE_TRANSPARENT,
FEATURE_EMISSION,
FEATURE_NORMAL_MAPPING,
FEATURE_SHEEN,
FEATURE_CLEARCOAT,
FEATURE_ANISOTROPY,
FEATURE_AMBIENT_OCCLUSION,
FEATURE_HEIGHT_MAPPING,
FEATURE_SUBSURACE_SCATTERING,
FEATURE_REFRACTION,
FEATURE_DETAIL,
FEATURE_MAX
};
enum BlendMode {
BLEND_MODE_MIX,
BLEND_MODE_ADD,
BLEND_MODE_SUB,
BLEND_MODE_MUL,
};
enum DepthDrawMode {
DEPTH_DRAW_OPAQUE_ONLY,
DEPTH_DRAW_ALWAYS,
DEPTH_DRAW_DISABLED,
DEPTH_DRAW_ALPHA_OPAQUE_PREPASS
};
enum CullMode {
CULL_BACK,
CULL_FRONT,
CULL_DISABLED
};
enum Flags {
FLAG_UNSHADED,
FLAG_ONTOP,
FLAG_ALBEDO_FROM_VERTEX_COLOR,
FLAG_MAX
};
enum DiffuseMode {
DIFFUSE_LAMBERT,
DIFFUSE_LAMBERT_WRAP,
DIFFUSE_OREN_NAYAR,
DIFFUSE_BURLEY,
};
private:
union MaterialKey {
struct {
uint32_t feature_mask : 16;
uint32_t detail_uv : 1;
uint32_t blend_mode : 2;
uint32_t depth_draw_mode : 2;
uint32_t cull_mode : 2;
uint32_t flags : 3;
uint32_t detail_blend_mode : 2;
uint32_t diffuse_mode : 2;
uint32_t invalid_key : 1;
};
uint32_t key;
bool operator<(const MaterialKey& p_key) const {
return key < p_key.key;
}
};
struct ShaderData {
RID shader;
int users;
};
static Map<MaterialKey,ShaderData> shader_map;
MaterialKey current_key;
_FORCE_INLINE_ MaterialKey _compute_key() const {
MaterialKey mk;
mk.key=0;
for(int i=0;i<FEATURE_MAX;i++) {
if (features[i]) {
mk.feature_mask|=(1<<i);
}
}
mk.detail_uv=detail_uv;
mk.blend_mode=blend_mode;
mk.depth_draw_mode=depth_draw_mode;
mk.cull_mode=cull_mode;
for(int i=0;i<FLAG_MAX;i++) {
if (flags[i]) {
mk.flags|=(1<<i);
}
}
mk.detail_blend_mode=detail_blend_mode;
mk.diffuse_mode=diffuse_mode;
return mk;
}
struct ShaderNames {
StringName albedo;
StringName specular;
StringName roughness;
StringName emission;
StringName normal_scale;
StringName sheen;
StringName sheen_color;
StringName clearcoat;
StringName clearcoat_gloss;
StringName anisotropy;
StringName height_scale;
StringName subsurface_scattering;
StringName refraction;
StringName refraction_roughness;
StringName texture_names[TEXTURE_MAX];
};
static Mutex *material_mutex;
static SelfList<FixedSpatialMaterial>::List dirty_materials;
static ShaderNames* shader_names;
SelfList<FixedSpatialMaterial> element;
void _update_shader();
_FORCE_INLINE_ void _queue_shader_change();
_FORCE_INLINE_ bool _is_shader_dirty() const;
Color albedo;
Color specular;
float roughness;
Color emission;
float normal_scale;
float sheen;
Color sheen_color;
float clearcoat;
float clearcoat_gloss;
float anisotropy;
float height_scale;
float subsurface_scattering;
float refraction;
float refraction_roughness;
DetailUV detail_uv;
BlendMode blend_mode;
BlendMode detail_blend_mode;
DepthDrawMode depth_draw_mode;
CullMode cull_mode;
bool flags[FLAG_MAX];
DiffuseMode diffuse_mode;
bool features[FEATURE_MAX];
Ref<Texture> textures[TEXTURE_MAX];
_FORCE_INLINE_ void _validate_feature(const String& text, Feature feature,PropertyInfo& property) const;
protected:
static void _bind_methods();
void _validate_property(PropertyInfo& property) const;
public:
void set_albedo(const Color& p_albedo);
Color get_albedo() const;
void set_specular(const Color& p_specular);
Color get_specular() const;
void set_roughness(float p_roughness);
float get_roughness() const;
void set_emission(const Color& p_emission);
Color get_emission() const;
void set_normal_scale(float p_normal_scale);
float get_normal_scale() const;
void set_sheen(float p_sheen);
float get_sheen() const;
void set_sheen_color(const Color& p_sheen_color);
Color get_sheen_color() const;
void set_clearcoat(float p_clearcoat);
float get_clearcoat() const;
void set_clearcoat_gloss(float p_clearcoat_gloss);
float get_clearcoat_gloss() const;
void set_anisotropy(float p_anisotropy);
float get_anisotropy() const;
void set_height_scale(float p_height_scale);
float get_height_scale() const;
void set_subsurface_scattering(float p_subsurface_scattering);
float get_subsurface_scattering() const;
void set_refraction(float p_refraction);
float get_refraction() const;
void set_refraction_roughness(float p_refraction_roughness);
float get_refraction_roughness() const;
void set_detail_uv(DetailUV p_detail_uv);
DetailUV get_detail_uv() const;
void set_blend_mode(BlendMode p_mode);
BlendMode get_blend_mode() const;
void set_detail_blend_mode(BlendMode p_mode);
BlendMode get_detail_blend_mode() const;
void set_depth_draw_mode(DepthDrawMode p_mode);
DepthDrawMode get_depth_draw_mode() const;
void set_cull_mode(CullMode p_mode);
CullMode get_cull_mode() const;
void set_diffuse_mode(DiffuseMode p_mode);
DiffuseMode get_diffuse_mode() const;
void set_flag(Flags p_flag,bool p_enabled);
bool get_flag(Flags p_flag) const;
void set_texture(TextureParam p_param,const Ref<Texture>& p_texture);
Ref<Texture> get_texture(TextureParam p_param) const;
void set_feature(Feature p_feature,bool p_enabled);
bool get_feature(Feature p_feature) const;
static void init_shaders();
static void finish_shaders();
static void flush_changes();
FixedSpatialMaterial();
virtual ~FixedSpatialMaterial();
};
VARIANT_ENUM_CAST( FixedSpatialMaterial::TextureParam )
VARIANT_ENUM_CAST( FixedSpatialMaterial::DetailUV )
VARIANT_ENUM_CAST( FixedSpatialMaterial::Feature )
VARIANT_ENUM_CAST( FixedSpatialMaterial::BlendMode )
VARIANT_ENUM_CAST( FixedSpatialMaterial::DepthDrawMode )
VARIANT_ENUM_CAST( FixedSpatialMaterial::CullMode )
VARIANT_ENUM_CAST( FixedSpatialMaterial::Flags )
VARIANT_ENUM_CAST( FixedSpatialMaterial::DiffuseMode )
//////////////////////

View file

@ -55,10 +55,10 @@ RID Rasterizer::create_default_material() {
/* Fixed MAterial SHADER API */
RID Rasterizer::_create_shader(const FixedMaterialShaderKey& p_key) {
RID Rasterizer::_create_shader(const FixedSpatialMaterialShaderKey& p_key) {
ERR_FAIL_COND_V(!p_key.valid,RID());
Map<FixedMaterialShaderKey,FixedMaterialShader>::Element *E=fixed_material_shaders.find(p_key);
Map<FixedSpatialMaterialShaderKey,FixedSpatialMaterialShader>::Element *E=fixed_material_shaders.find(p_key);
if (E) {
E->get().refcount++;
@ -67,7 +67,7 @@ RID Rasterizer::_create_shader(const FixedMaterialShaderKey& p_key) {
uint64_t t = OS::get_singleton()->get_ticks_usec();
FixedMaterialShader fms;
FixedSpatialMaterialShader fms;
fms.refcount=1;
fms.shader=shader_create();
@ -313,12 +313,12 @@ RID Rasterizer::_create_shader(const FixedMaterialShaderKey& p_key) {
return fms.shader;
}
void Rasterizer::_free_shader(const FixedMaterialShaderKey& p_key) {
void Rasterizer::_free_shader(const FixedSpatialMaterialShaderKey& p_key) {
if (p_key.valid==0)
return; //not a valid key
Map<FixedMaterialShaderKey,FixedMaterialShader>::Element *E=fixed_material_shaders.find(p_key);
Map<FixedSpatialMaterialShaderKey,FixedSpatialMaterialShader>::Element *E=fixed_material_shaders.find(p_key);
ERR_FAIL_COND(!E);
E->get().refcount--;
@ -330,12 +330,12 @@ void Rasterizer::_free_shader(const FixedMaterialShaderKey& p_key) {
}
void Rasterizer::fixed_material_set_flag(RID p_material, VS::FixedMaterialFlags p_flag, bool p_enabled) {
void Rasterizer::fixed_material_set_flag(RID p_material, VS::FixedSpatialMaterialFlags p_flag, bool p_enabled) {
Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
Map<RID,FixedSpatialMaterial*>::Element *E = fixed_materials.find(p_material);
ERR_FAIL_COND(!E);
FixedMaterial &fm=*E->get();
FixedSpatialMaterial &fm=*E->get();
switch(p_flag) {
@ -351,11 +351,11 @@ void Rasterizer::fixed_material_set_flag(RID p_material, VS::FixedMaterialFlags
}
bool Rasterizer::fixed_material_get_flag(RID p_material, VS::FixedMaterialFlags p_flag) const{
bool Rasterizer::fixed_material_get_flag(RID p_material, VS::FixedSpatialMaterialFlags p_flag) const{
const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
const Map<RID,FixedSpatialMaterial*>::Element *E = fixed_materials.find(p_material);
ERR_FAIL_COND_V(!E,false);
const FixedMaterial &fm=*E->get();
const FixedSpatialMaterial &fm=*E->get();
switch(p_flag) {
case VS::FIXED_MATERIAL_FLAG_USE_ALPHA: return fm.use_alpha;; break;
@ -374,8 +374,8 @@ bool Rasterizer::fixed_material_get_flag(RID p_material, VS::FixedMaterialFlags
RID Rasterizer::fixed_material_create() {
RID mat = material_create();
fixed_materials[mat]=memnew( FixedMaterial() );
FixedMaterial &fm=*fixed_materials[mat];
fixed_materials[mat]=memnew( FixedSpatialMaterial() );
FixedSpatialMaterial &fm=*fixed_materials[mat];
fm.self=mat;
fm.get_key();
material_set_flag(mat,VS::MATERIAL_FLAG_COLOR_ARRAY_SRGB,true);
@ -391,11 +391,11 @@ RID Rasterizer::fixed_material_create() {
void Rasterizer::fixed_material_set_parameter(RID p_material, VS::FixedMaterialParam p_parameter, const Variant& p_value){
void Rasterizer::fixed_material_set_parameter(RID p_material, VS::FixedSpatialMaterialParam p_parameter, const Variant& p_value){
Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
Map<RID,FixedSpatialMaterial*>::Element *E = fixed_materials.find(p_material);
ERR_FAIL_COND(!E);
FixedMaterial &fm=*E->get();
FixedSpatialMaterial &fm=*E->get();
RID material=E->key();
ERR_FAIL_INDEX(p_parameter,VS::FIXED_MATERIAL_PARAM_MAX);
@ -418,24 +418,24 @@ void Rasterizer::fixed_material_set_parameter(RID p_material, VS::FixedMaterialP
}
Variant Rasterizer::fixed_material_get_parameter(RID p_material,VS::FixedMaterialParam p_parameter) const{
Variant Rasterizer::fixed_material_get_parameter(RID p_material,VS::FixedSpatialMaterialParam p_parameter) const{
const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
const Map<RID,FixedSpatialMaterial*>::Element *E = fixed_materials.find(p_material);
ERR_FAIL_COND_V(!E,Variant());
const FixedMaterial &fm=*E->get();
const FixedSpatialMaterial &fm=*E->get();
ERR_FAIL_INDEX_V(p_parameter,VS::FIXED_MATERIAL_PARAM_MAX,Variant());
return fm.param[p_parameter];
}
void Rasterizer::fixed_material_set_texture(RID p_material,VS::FixedMaterialParam p_parameter, RID p_texture){
void Rasterizer::fixed_material_set_texture(RID p_material,VS::FixedSpatialMaterialParam p_parameter, RID p_texture){
Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
Map<RID,FixedSpatialMaterial*>::Element *E = fixed_materials.find(p_material);
if (!E) {
print_line("Not found: "+itos(p_material.get_id()));
}
ERR_FAIL_COND(!E);
FixedMaterial &fm=*E->get();
FixedSpatialMaterial &fm=*E->get();
ERR_FAIL_INDEX(p_parameter,VS::FIXED_MATERIAL_PARAM_MAX);
@ -450,22 +450,22 @@ void Rasterizer::fixed_material_set_texture(RID p_material,VS::FixedMaterialPara
}
RID Rasterizer::fixed_material_get_texture(RID p_material,VS::FixedMaterialParam p_parameter) const{
RID Rasterizer::fixed_material_get_texture(RID p_material,VS::FixedSpatialMaterialParam p_parameter) const{
const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
const Map<RID,FixedSpatialMaterial*>::Element *E = fixed_materials.find(p_material);
ERR_FAIL_COND_V(!E,RID());
const FixedMaterial &fm=*E->get();
const FixedSpatialMaterial &fm=*E->get();
ERR_FAIL_INDEX_V(p_parameter,VS::FIXED_MATERIAL_PARAM_MAX,RID());
return fm.texture[p_parameter];
}
void Rasterizer::fixed_material_set_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode) {
void Rasterizer::fixed_material_set_texcoord_mode(RID p_material,VS::FixedSpatialMaterialParam p_parameter, VS::FixedSpatialMaterialTexCoordMode p_mode) {
Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
Map<RID,FixedSpatialMaterial*>::Element *E = fixed_materials.find(p_material);
ERR_FAIL_COND(!E);
FixedMaterial &fm=*E->get();
FixedSpatialMaterial &fm=*E->get();
ERR_FAIL_INDEX(p_parameter,VS::FIXED_MATERIAL_PARAM_MAX);
fm.get_key();
@ -477,11 +477,11 @@ void Rasterizer::fixed_material_set_texcoord_mode(RID p_material,VS::FixedMateri
}
VS::FixedMaterialTexCoordMode Rasterizer::fixed_material_get_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter) const {
VS::FixedSpatialMaterialTexCoordMode Rasterizer::fixed_material_get_texcoord_mode(RID p_material,VS::FixedSpatialMaterialParam p_parameter) const {
const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
const Map<RID,FixedSpatialMaterial*>::Element *E = fixed_materials.find(p_material);
ERR_FAIL_COND_V(!E,VS::FIXED_MATERIAL_TEXCOORD_UV);
const FixedMaterial &fm=*E->get();
const FixedSpatialMaterial &fm=*E->get();
ERR_FAIL_INDEX_V(p_parameter,VS::FIXED_MATERIAL_PARAM_MAX,VS::FIXED_MATERIAL_TEXCOORD_UV);
return fm.texture_tc[p_parameter];
@ -489,9 +489,9 @@ VS::FixedMaterialTexCoordMode Rasterizer::fixed_material_get_texcoord_mode(RID p
void Rasterizer::fixed_material_set_uv_transform(RID p_material,const Transform& p_transform) {
Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
Map<RID,FixedSpatialMaterial*>::Element *E = fixed_materials.find(p_material);
ERR_FAIL_COND(!E);
FixedMaterial &fm=*E->get();
FixedSpatialMaterial &fm=*E->get();
RID material=E->key();
VS::get_singleton()->material_set_param(material,_fixed_material_uv_xform_name,p_transform);
@ -504,18 +504,18 @@ void Rasterizer::fixed_material_set_uv_transform(RID p_material,const Transform&
Transform Rasterizer::fixed_material_get_uv_transform(RID p_material) const {
const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
const Map<RID,FixedSpatialMaterial*>::Element *E = fixed_materials.find(p_material);
ERR_FAIL_COND_V(!E,Transform());
const FixedMaterial &fm=*E->get();
const FixedSpatialMaterial &fm=*E->get();
return fm.uv_xform;
}
void Rasterizer::fixed_material_set_light_shader(RID p_material,VS::FixedMaterialLightShader p_shader) {
void Rasterizer::fixed_material_set_light_shader(RID p_material,VS::FixedSpatialMaterialLightShader p_shader) {
Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
Map<RID,FixedSpatialMaterial*>::Element *E = fixed_materials.find(p_material);
ERR_FAIL_COND(!E);
FixedMaterial &fm=*E->get();
FixedSpatialMaterial &fm=*E->get();
fm.light_shader=p_shader;
@ -524,20 +524,20 @@ void Rasterizer::fixed_material_set_light_shader(RID p_material,VS::FixedMateria
}
VS::FixedMaterialLightShader Rasterizer::fixed_material_get_light_shader(RID p_material) const {
VS::FixedSpatialMaterialLightShader Rasterizer::fixed_material_get_light_shader(RID p_material) const {
const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
const Map<RID,FixedSpatialMaterial*>::Element *E = fixed_materials.find(p_material);
ERR_FAIL_COND_V(!E,VS::FIXED_MATERIAL_LIGHT_SHADER_LAMBERT);
const FixedMaterial &fm=*E->get();
const FixedSpatialMaterial &fm=*E->get();
return fm.light_shader;
}
void Rasterizer::fixed_material_set_point_size(RID p_material,float p_size) {
Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
Map<RID,FixedSpatialMaterial*>::Element *E = fixed_materials.find(p_material);
ERR_FAIL_COND(!E);
FixedMaterial &fm=*E->get();
FixedSpatialMaterial &fm=*E->get();
RID material=E->key();
VS::get_singleton()->material_set_param(material,_fixed_material_point_size_name,p_size);
@ -549,9 +549,9 @@ void Rasterizer::fixed_material_set_point_size(RID p_material,float p_size) {
float Rasterizer::fixed_material_get_point_size(RID p_material) const{
const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
const Map<RID,FixedSpatialMaterial*>::Element *E = fixed_materials.find(p_material);
ERR_FAIL_COND_V(!E,1.0);
const FixedMaterial &fm=*E->get();
const FixedSpatialMaterial &fm=*E->get();
return fm.point_size;
@ -562,9 +562,9 @@ void Rasterizer::_update_fixed_materials() {
while(fixed_material_dirty_list.first()) {
FixedMaterial &fm=*fixed_material_dirty_list.first()->self();
FixedSpatialMaterial &fm=*fixed_material_dirty_list.first()->self();
FixedMaterialShaderKey new_key = fm.get_key();
FixedSpatialMaterialShaderKey new_key = fm.get_key();
if (new_key.key!=fm.current_key.key) {
_free_shader(fm.current_key);
@ -594,7 +594,7 @@ void Rasterizer::_update_fixed_materials() {
void Rasterizer::_free_fixed_material(const RID& p_material) {
Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
Map<RID,FixedSpatialMaterial*>::Element *E = fixed_materials.find(p_material);
if (E) {
@ -637,7 +637,7 @@ Rasterizer::Rasterizer() {
draw_viewport_func=NULL;
ERR_FAIL_COND( sizeof(FixedMaterialShaderKey)!=4);
ERR_FAIL_COND( sizeof(FixedSpatialMaterialShaderKey)!=4);
}

View file

@ -44,12 +44,12 @@ public:
virtual RID environment_create()=0;
virtual void environment_set_background(RID p_env,VS::EnvironmentBG p_bg)=0;
virtual void environment_set_skybox(RID p_env,RID p_skybox,int p_radiance_size,int p_irradiance_size)=0;
virtual void environment_set_skybox(RID p_env,RID p_skybox,int p_radiance_size)=0;
virtual void environment_set_skybox_scale(RID p_env,float p_scale)=0;
virtual void environment_set_bg_color(RID p_env,const Color& p_color)=0;
virtual void environment_set_bg_energy(RID p_env,float p_energy)=0;
virtual void environment_set_canvas_max_layer(RID p_env,int p_max_layer)=0;
virtual void environment_set_ambient_light(RID p_env,const Color& p_color,float p_energy=1.0,float p_skybox_energy=0.0)=0;
virtual void environment_set_ambient_light(RID p_env,const Color& p_color,float p_energy=1.0,float p_skybox_contribution=0.0)=0;
virtual void environment_set_glow(RID p_env,bool p_enable,int p_radius,float p_intensity,float p_strength,float p_bloom_treshold,VS::EnvironmentGlowBlendMode p_blend_mode)=0;
virtual void environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture)=0;
@ -90,6 +90,8 @@ public:
bool billboard_y :8;
bool receive_shadows : 8;
float depth; //used for sorting
SelfList<InstanceBase> dependency_item;
virtual void base_removed()=0;
@ -146,7 +148,7 @@ public:
virtual void texture_debug_usage(List<VS::TextureInfo> *r_info)=0;
virtual RID texture_create_pbr_cubemap(RID p_source,VS::PBRCubeMapMode p_mode,int p_resolution=-1) const=0;
virtual RID texture_create_radiance_cubemap(RID p_source,int p_resolution=-1) const=0;
/* SHADER API */
@ -798,7 +800,7 @@ protected:
/* Fixed Material Shader API */
union FixedMaterialShaderKey {
union FixedSpatialMaterialShaderKey {
struct {
uint16_t texcoord_mask;
@ -814,21 +816,21 @@ protected:
uint32_t key;
_FORCE_INLINE_ bool operator<(const FixedMaterialShaderKey& p_key) const { return key<p_key.key; }
_FORCE_INLINE_ bool operator<(const FixedSpatialMaterialShaderKey& p_key) const { return key<p_key.key; }
};
struct FixedMaterialShader {
struct FixedSpatialMaterialShader {
int refcount;
RID shader;
};
Map<FixedMaterialShaderKey,FixedMaterialShader> fixed_material_shaders;
Map<FixedSpatialMaterialShaderKey,FixedSpatialMaterialShader> fixed_material_shaders;
RID _create_shader(const FixedMaterialShaderKey& p_key);
void _free_shader(const FixedMaterialShaderKey& p_key);
RID _create_shader(const FixedSpatialMaterialShaderKey& p_key);
void _free_shader(const FixedSpatialMaterialShaderKey& p_key);
struct FixedMaterial {
struct FixedSpatialMaterial {
RID self;
@ -839,19 +841,19 @@ protected:
bool use_xy_normalmap;
float point_size;
Transform uv_xform;
VS::FixedMaterialLightShader light_shader;
VS::FixedSpatialMaterialLightShader light_shader;
RID texture[VS::FIXED_MATERIAL_PARAM_MAX];
Variant param[VS::FIXED_MATERIAL_PARAM_MAX];
VS::FixedMaterialTexCoordMode texture_tc[VS::FIXED_MATERIAL_PARAM_MAX];
VS::FixedSpatialMaterialTexCoordMode texture_tc[VS::FIXED_MATERIAL_PARAM_MAX];
SelfList<FixedMaterial> dirty_list;
SelfList<FixedSpatialMaterial> dirty_list;
FixedMaterialShaderKey current_key;
FixedSpatialMaterialShaderKey current_key;
_FORCE_INLINE_ FixedMaterialShaderKey get_key() const {
_FORCE_INLINE_ FixedSpatialMaterialShaderKey get_key() const {
FixedMaterialShaderKey k;
FixedSpatialMaterialShaderKey k;
k.key=0;
k.use_alpha=use_alpha;
k.use_color_array=use_color_array;
@ -872,7 +874,7 @@ protected:
}
FixedMaterial() : dirty_list(this) {
FixedSpatialMaterial() : dirty_list(this) {
use_alpha=false;
use_color_array=false;
@ -904,9 +906,9 @@ protected:
StringName _fixed_material_uv_xform_name;
StringName _fixed_material_point_size_name;
Map<RID,FixedMaterial*> fixed_materials;
Map<RID,FixedSpatialMaterial*> fixed_materials;
SelfList<FixedMaterial>::List fixed_material_dirty_list;
SelfList<FixedSpatialMaterial>::List fixed_material_dirty_list;
protected:
void _update_fixed_materials();
@ -993,23 +995,23 @@ public:
virtual RID fixed_material_create();
virtual void fixed_material_set_flag(RID p_material, VS::FixedMaterialFlags p_flag, bool p_enabled);
virtual bool fixed_material_get_flag(RID p_material, VS::FixedMaterialFlags p_flag) const;
virtual void fixed_material_set_flag(RID p_material, VS::FixedSpatialMaterialFlags p_flag, bool p_enabled);
virtual bool fixed_material_get_flag(RID p_material, VS::FixedSpatialMaterialFlags p_flag) const;
virtual void fixed_material_set_parameter(RID p_material, VS::FixedMaterialParam p_parameter, const Variant& p_value);
virtual Variant fixed_material_get_parameter(RID p_material,VS::FixedMaterialParam p_parameter) const;
virtual void fixed_material_set_parameter(RID p_material, VS::FixedSpatialMaterialParam p_parameter, const Variant& p_value);
virtual Variant fixed_material_get_parameter(RID p_material,VS::FixedSpatialMaterialParam p_parameter) const;
virtual void fixed_material_set_texture(RID p_material,VS::FixedMaterialParam p_parameter, RID p_texture);
virtual RID fixed_material_get_texture(RID p_material,VS::FixedMaterialParam p_parameter) const;
virtual void fixed_material_set_texture(RID p_material,VS::FixedSpatialMaterialParam p_parameter, RID p_texture);
virtual RID fixed_material_get_texture(RID p_material,VS::FixedSpatialMaterialParam p_parameter) const;
virtual void fixed_material_set_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode);
virtual VS::FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter) const;
virtual void fixed_material_set_texcoord_mode(RID p_material,VS::FixedSpatialMaterialParam p_parameter, VS::FixedSpatialMaterialTexCoordMode p_mode);
virtual VS::FixedSpatialMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,VS::FixedSpatialMaterialParam p_parameter) const;
virtual void fixed_material_set_uv_transform(RID p_material,const Transform& p_transform);
virtual Transform fixed_material_get_uv_transform(RID p_material) const;
virtual void fixed_material_set_light_shader(RID p_material,VS::FixedMaterialLightShader p_shader);
virtual VS::FixedMaterialLightShader fixed_material_get_light_shader(RID p_material) const;
virtual void fixed_material_set_light_shader(RID p_material,VS::FixedSpatialMaterialLightShader p_shader);
virtual VS::FixedSpatialMaterialLightShader fixed_material_get_light_shader(RID p_material) const;
virtual void fixed_material_set_point_size(RID p_material,float p_size);
virtual float fixed_material_get_point_size(RID p_material) const;

View file

@ -260,11 +260,11 @@ const ShaderLanguage::KeyWord ShaderLanguage::keyword_list[]={
{TK_UNIFORM,"uniform"},
{TK_VARYING,"varying"},
{TK_RENDER_MODE,"render_mode"},
{TK_HINT_WHITE_TEXTURE,"white"},
{TK_HINT_BLACK_TEXTURE,"black"},
{TK_HINT_NORMAL_TEXTURE,"normal"},
{TK_HINT_ALBEDO_TEXTURE,"albedo"},
{TK_HINT_COLOR,"color"},
{TK_HINT_WHITE_TEXTURE,"hint_white"},
{TK_HINT_BLACK_TEXTURE,"hint_black"},
{TK_HINT_NORMAL_TEXTURE,"hint_normal"},
{TK_HINT_ALBEDO_TEXTURE,"hint_albedo"},
{TK_HINT_COLOR,"hint_color"},
{TK_HINT_RANGE,"hint_range"},
{TK_ERROR,NULL}
@ -604,7 +604,7 @@ String ShaderLanguage::token_debug(const String& p_code) {
Token tk = _get_token();
while(tk.type!=TK_EOF && tk.type!=TK_ERROR) {
print_line(get_token_text(tk));
output+=itos(tk_line)+": "+get_token_text(tk)+"\n";
tk = _get_token();
}
@ -2234,8 +2234,6 @@ ShaderLanguage::Node* ShaderLanguage::_parse_expression(BlockNode* p_block,const
Token tk = _get_token();
TkPos pos = _get_tkpos();
print_line("in expr: "+get_token_text(tk));
if (tk.type==TK_PARENTHESIS_OPEN) {
//handle subexpression
@ -2301,8 +2299,6 @@ ShaderLanguage::Node* ShaderLanguage::_parse_expression(BlockNode* p_block,const
} else if (is_token_nonvoid_datatype(tk.type)) {
//basic type constructor
print_line("parse constructor");
OperatorNode *func = alloc_node<OperatorNode>();
func->op=OP_CONSTRUCT;
@ -3193,17 +3189,17 @@ Error ShaderLanguage::_parse_shader(const Map< StringName, Map<StringName,DataTy
return ERR_PARSE_ERROR;
}
if (!p_render_modes.has(tk.text)) {
_set_error("Invalid render mode: '"+String(tk.text)+"'");
if (!p_render_modes.has(mode)) {
_set_error("Invalid render mode: '"+String(mode)+"'");
return ERR_PARSE_ERROR;
}
if (shader->render_modes.find(tk.text)!=-1) {
_set_error("Duplicate render mode: '"+String(tk.text)+"'");
if (shader->render_modes.find(mode)!=-1) {
_set_error("Duplicate render mode: '"+String(mode)+"'");
return ERR_PARSE_ERROR;
}
shader->render_modes.push_back(tk.text);
shader->render_modes.push_back(mode);
tk = _get_token();
if (tk.type==TK_COMMA) {
@ -3262,7 +3258,7 @@ Error ShaderLanguage::_parse_shader(const Map< StringName, Map<StringName,DataTy
if (uniform) {
ShaderNode::Uniform uniform;
uniform.order=shader->uniforms.size();
if (is_sampler_type(type)) {
uniform.texture_order=texture_uniforms++;
uniform.order=-1;
@ -3331,7 +3327,7 @@ Error ShaderLanguage::_parse_shader(const Map< StringName, Map<StringName,DataTy
tk = _get_token();
if (tk.type!=TK_REAL_CONSTANT ||tk.type!=TK_INT_CONSTANT) {
if (tk.type!=TK_REAL_CONSTANT && tk.type!=TK_INT_CONSTANT) {
_set_error("Expected integer constant");
return ERR_PARSE_ERROR;
}
@ -3347,7 +3343,7 @@ Error ShaderLanguage::_parse_shader(const Map< StringName, Map<StringName,DataTy
tk = _get_token();
if (tk.type!=TK_REAL_CONSTANT || tk.type!=TK_INT_CONSTANT) {
if (tk.type!=TK_REAL_CONSTANT && tk.type!=TK_INT_CONSTANT) {
_set_error("Expected integer constant after ','");
return ERR_PARSE_ERROR;
}
@ -3359,7 +3355,7 @@ Error ShaderLanguage::_parse_shader(const Map< StringName, Map<StringName,DataTy
if (tk.type==TK_COMMA) {
tk = _get_token();
if (tk.type!=TK_REAL_CONSTANT || tk.type!=TK_INT_CONSTANT) {
if (tk.type!=TK_REAL_CONSTANT && tk.type!=TK_INT_CONSTANT) {
_set_error("Expected integer constant after ','");
return ERR_PARSE_ERROR;
}
@ -3390,8 +3386,6 @@ Error ShaderLanguage::_parse_shader(const Map< StringName, Map<StringName,DataTy
}
print_line("assigning name: "+String(name));
tk = _get_token();
}
@ -3624,7 +3618,7 @@ Error ShaderLanguage::complete(const String& p_code,const Map< StringName, Map<S
return OK;
} break;
case COMPLETION_MAIN_FUNCTION: {
print_line("complete main func");
for(const Map< StringName, Map<StringName,DataType> >::Element *E=p_functions.front();E;E=E->next()) {
r_options->push_back(E->key());
@ -3635,7 +3629,6 @@ Error ShaderLanguage::complete(const String& p_code,const Map< StringName, Map<S
case COMPLETION_IDENTIFIER:
case COMPLETION_FUNCTION_CALL: {
print_line("complete identifier");
bool comp_ident=completion_type==COMPLETION_IDENTIFIER;
Set<String> matches;
@ -3709,7 +3702,6 @@ Error ShaderLanguage::complete(const String& p_code,const Map< StringName, Map<S
} break;
case COMPLETION_CALL_ARGUMENTS: {
print_line("complete callargs");
for(int i=0;i<shader->functions.size();i++) {
if (!shader->functions[i].callable)
continue;

View file

@ -136,16 +136,16 @@ ShaderTypes::ShaderTypes()
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["POINT_COORD"]=ShaderLanguage::TYPE_VEC2;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["TIME"]=ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_SPATIAL].modes.insert("skip_transform");
shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("skip_transform");
shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_mix");
shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_add");
shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_sub");
shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_mul");
shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_premul_alpha");
shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("blend_mix");
shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("blend_add");
shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("blend_sub");
shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("blend_mul");
shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("blend_premul_alpha");
shader_modes[VS::SHADER_SPATIAL].modes.insert("unshaded");
shader_modes[VS::SHADER_SPATIAL].modes.insert("light_only");
shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("unshaded");
shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("light_only");

View file

@ -405,33 +405,33 @@ RID VisualServerRaster::fixed_material_create() {
return rasterizer->fixed_material_create();
}
void VisualServerRaster::fixed_material_set_flag(RID p_material, FixedMaterialFlags p_flag, bool p_enabled) {
void VisualServerRaster::fixed_material_set_flag(RID p_material, FixedSpatialMaterialFlags p_flag, bool p_enabled) {
rasterizer->fixed_material_set_flag(p_material,p_flag,p_enabled);
}
bool VisualServerRaster::fixed_material_get_flag(RID p_material, FixedMaterialFlags p_flag) const {
bool VisualServerRaster::fixed_material_get_flag(RID p_material, FixedSpatialMaterialFlags p_flag) const {
return rasterizer->fixed_material_get_flag(p_material,p_flag);
}
void VisualServerRaster::fixed_material_set_param(RID p_material, FixedMaterialParam p_parameter, const Variant& p_value) {
void VisualServerRaster::fixed_material_set_param(RID p_material, FixedSpatialMaterialParam p_parameter, const Variant& p_value) {
VS_CHANGED;
rasterizer->fixed_material_set_parameter(p_material,p_parameter,p_value);
}
Variant VisualServerRaster::fixed_material_get_param(RID p_material,FixedMaterialParam p_parameter) const {
Variant VisualServerRaster::fixed_material_get_param(RID p_material,FixedSpatialMaterialParam p_parameter) const {
return rasterizer->fixed_material_get_parameter(p_material,p_parameter);
}
void VisualServerRaster::fixed_material_set_texture(RID p_material,FixedMaterialParam p_parameter, RID p_texture) {
void VisualServerRaster::fixed_material_set_texture(RID p_material,FixedSpatialMaterialParam p_parameter, RID p_texture) {
VS_CHANGED;
rasterizer->fixed_material_set_texture(p_material,p_parameter,p_texture);
}
RID VisualServerRaster::fixed_material_get_texture(RID p_material,FixedMaterialParam p_parameter) const {
RID VisualServerRaster::fixed_material_get_texture(RID p_material,FixedSpatialMaterialParam p_parameter) const {
return rasterizer->fixed_material_get_texture(p_material,p_parameter);
}
@ -439,12 +439,12 @@ RID VisualServerRaster::fixed_material_get_texture(RID p_material,FixedMaterialP
void VisualServerRaster::fixed_material_set_texcoord_mode(RID p_material,FixedMaterialParam p_parameter, FixedMaterialTexCoordMode p_mode) {
void VisualServerRaster::fixed_material_set_texcoord_mode(RID p_material,FixedSpatialMaterialParam p_parameter, FixedSpatialMaterialTexCoordMode p_mode) {
VS_CHANGED;
rasterizer->fixed_material_set_texcoord_mode(p_material,p_parameter,p_mode);
}
VS::FixedMaterialTexCoordMode VisualServerRaster::fixed_material_get_texcoord_mode(RID p_material,FixedMaterialParam p_parameter) const {
VS::FixedSpatialMaterialTexCoordMode VisualServerRaster::fixed_material_get_texcoord_mode(RID p_material,FixedSpatialMaterialParam p_parameter) const {
return rasterizer->fixed_material_get_texcoord_mode(p_material,p_parameter);
}
@ -471,14 +471,14 @@ Transform VisualServerRaster::fixed_material_get_uv_transform(RID p_material) co
return rasterizer->fixed_material_get_uv_transform(p_material);
}
void VisualServerRaster::fixed_material_set_light_shader(RID p_material,FixedMaterialLightShader p_shader) {
void VisualServerRaster::fixed_material_set_light_shader(RID p_material,FixedSpatialMaterialLightShader p_shader) {
VS_CHANGED;
rasterizer->fixed_material_set_light_shader(p_material,p_shader);
}
VisualServerRaster::FixedMaterialLightShader VisualServerRaster::fixed_material_get_light_shader(RID p_material) const{
VisualServerRaster::FixedSpatialMaterialLightShader VisualServerRaster::fixed_material_get_light_shader(RID p_material) const{
return rasterizer->fixed_material_get_light_shader(p_material);
}

View file

@ -620,7 +620,7 @@ public:
BIND1RC(uint32_t,texture_get_width,RID)
BIND1RC(uint32_t,texture_get_height,RID)
BIND3(texture_set_size_override,RID,int,int)
BIND3RC(RID,texture_create_pbr_cubemap,RID,PBRCubeMapMode,int)
BIND2RC(RID,texture_create_radiance_cubemap,RID,int)
@ -854,7 +854,7 @@ public:
BIND0R(RID,environment_create)
BIND2(environment_set_background,RID ,EnvironmentBG )
BIND4(environment_set_skybox,RID,RID ,int,int )
BIND3(environment_set_skybox,RID,RID ,int )
BIND2(environment_set_skybox_scale,RID,float)
BIND2(environment_set_bg_color,RID,const Color& )
BIND2(environment_set_bg_energy,RID,float )

View file

@ -337,8 +337,7 @@ void VisualServerScene::instance_set_base(RID p_instance, RID p_base){
light->D=NULL;
}
VSG::scene_render->free(light->instance);
}
} break;
}
if (instance->base_data) {
@ -492,12 +491,12 @@ void VisualServerScene::instance_set_base(RID p_instance, RID p_base){
light->instance = VSG::scene_render->light_instance_create(p_base);
instance->base_data=light;
}
} break;
case VS::INSTANCE_MESH: {
InstanceGeometryData *geom = memnew( InstanceGeometryData );
instance->base_data=geom;
}
} break;
}
@ -596,7 +595,7 @@ void VisualServerScene::instance_set_scenario(RID p_instance, RID p_scenario){
instance->scenario->directional_lights.erase( light->D );
light->D=NULL;
}
}
} break;
}
instance->scenario=NULL;
@ -623,7 +622,7 @@ void VisualServerScene::instance_set_scenario(RID p_instance, RID p_scenario){
if (VSG::storage->light_get_type(instance->base)==VS::LIGHT_DIRECTIONAL) {
light->D = scenario->directional_lights.push_back(instance);
}
}
} break;
}
_instance_queue_update(instance,true,true);
@ -711,12 +710,59 @@ Vector<ObjectID> VisualServerScene::instances_cull_convex(const Vector<Plane>& p
void VisualServerScene::instance_geometry_set_flag(RID p_instance,VS::InstanceFlags p_flags,bool p_enabled){
Instance *instance = instance_owner.get( p_instance );
ERR_FAIL_COND( !instance );
switch(p_flags) {
case VS::INSTANCE_FLAG_VISIBLE: {
instance->visible=p_enabled;
} break;
case VS::INSTANCE_FLAG_BILLBOARD: {
instance->billboard=p_enabled;
} break;
case VS::INSTANCE_FLAG_BILLBOARD_FIX_Y: {
instance->billboard_y=p_enabled;
} break;
case VS::INSTANCE_FLAG_CAST_SHADOW: {
/*if (p_enabled == true) {
instance->cast_shadows = SHADOW_CASTING_SETTING_ON;
}
else {
instance->cast_shadows = SHADOW_CASTING_SETTING_OFF;
}*/
} break;
case VS::INSTANCE_FLAG_DEPH_SCALE: {
instance->depth_scale=p_enabled;
} break;
case VS::INSTANCE_FLAG_VISIBLE_IN_ALL_ROOMS: {
instance->visible_in_all_rooms=p_enabled;
} break;
}
}
void VisualServerScene::instance_geometry_set_cast_shadows_setting(RID p_instance, VS::ShadowCastingSetting p_shadow_casting_setting) {
}
void VisualServerScene::instance_geometry_set_material_override(RID p_instance, RID p_material){
Instance *instance = instance_owner.get( p_instance );
ERR_FAIL_COND( !instance );
instance->material_override=p_material;
}
@ -1151,7 +1197,8 @@ void VisualServerScene::render_camera(RID p_camera, RID p_scenario,Size2 p_viewp
//failure
} else if (ins->base_type==VS::INSTANCE_LIGHT && ins->visible) {
if (light_cull_count<MAX_LIGHTS_CULLED) {
if (ins->visible && light_cull_count<MAX_LIGHTS_CULLED) {
InstanceLightData * light = static_cast<InstanceLightData*>(ins->base_data);
@ -1253,6 +1300,8 @@ void VisualServerScene::render_camera(RID p_camera, RID p_scenario,Size2 p_viewp
geom->lighting_dirty=false;
}
ins->depth = near_plane.distance_to(ins->transform.origin);
}
if (!keep) {

View file

@ -1036,30 +1036,23 @@ void VisualServer::mesh_add_surface_from_arrays(RID p_mesh,PrimitiveType p_primi
}
}
print_line("type "+itos(i)+" size: "+itos(elem_size)+" offset "+itos(total_elem_size));
offsets[i]=total_elem_size;
total_elem_size+=elem_size;
}
print_line("total elemn size: "+itos(total_elem_size));
uint32_t mask = (1<<ARRAY_MAX)-1;
format|=~mask&p_compress_format; //make the full format
int array_size = total_elem_size * array_len;
print_line("array size: "+itos(array_size));
DVector<uint8_t> vertex_array;
vertex_array.resize(array_size);
int index_array_size = offsets[VS::ARRAY_INDEX]*index_array_len;
print_line("index array size: "+itos(index_array_size));
DVector<uint8_t> index_array;
index_array.resize(index_array_size);

View file

@ -125,12 +125,7 @@ public:
virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable)=0;
enum PBRCubeMapMode {
PBR_CUBEMAP_RADIANCE,
PBR_CUBEMAP_IRRADIANCE,
};
virtual RID texture_create_pbr_cubemap(RID p_source,PBRCubeMapMode p_mode,int p_resolution=-1) const=0;
virtual RID texture_create_radiance_cubemap(RID p_source,int p_resolution=-1) const=0;
struct TextureInfo {
RID texture;
@ -349,7 +344,9 @@ public:
LIGHT_PARAM_ENERGY,
LIGHT_PARAM_SPECULAR,
LIGHT_PARAM_RANGE,
LIGHT_PARAM_ATTENUATION,
LIGHT_PARAM_SPOT_ANGLE,
LIGHT_PARAM_SPOT_ATTENUATION,
LIGHT_PARAM_SHADOW_MAX_DISTANCE,
LIGHT_PARAM_SHADOW_DARKNESS,
LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET,
@ -357,10 +354,8 @@ public:
LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET,
LIGHT_PARAM_SHADOW_SPLIT_4_OFFSET,
LIGHT_PARAM_SHADOW_NORMAL_BIAS,
LIGHT_PARAM_SHADOW_BIAS_1,
LIGHT_PARAM_SHADOW_BIAS_2,
LIGHT_PARAM_SHADOW_BIAS_3,
LIGHT_PARAM_SHADOW_BIAS_4,
LIGHT_PARAM_SHADOW_BIAS,
LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE,
LIGHT_PARAM_MAX
};
@ -494,12 +489,12 @@ public:
};
virtual void environment_set_background(RID p_env,EnvironmentBG p_bg)=0;
virtual void environment_set_skybox(RID p_env,RID p_skybox,int p_radiance_size,int p_irradiance_size)=0;
virtual void environment_set_skybox(RID p_env,RID p_skybox,int p_radiance_size)=0;
virtual void environment_set_skybox_scale(RID p_env,float p_scale)=0;
virtual void environment_set_bg_color(RID p_env,const Color& p_color)=0;
virtual void environment_set_bg_energy(RID p_env,float p_energy)=0;
virtual void environment_set_canvas_max_layer(RID p_env,int p_max_layer)=0;
virtual void environment_set_ambient_light(RID p_env,const Color& p_color,float p_energy=1.0,float p_skybox_energy=0.0)=0;
virtual void environment_set_ambient_light(RID p_env,const Color& p_color,float p_energy=1.0,float p_skybox_contribution=0.0)=0;
//set default SSAO options
//set default SSR options

View file

@ -377,7 +377,7 @@ Error ColladaImport::_create_material(const String& p_target) {
ERR_FAIL_COND_V(!collada.state.effect_map.has(src_mat.instance_effect),ERR_INVALID_PARAMETER);
Collada::Effect &effect=collada.state.effect_map[src_mat.instance_effect];
Ref<FixedMaterial> material= memnew( FixedMaterial );
Ref<FixedSpatialMaterial> material= memnew( FixedSpatialMaterial );
if (src_mat.name!="")
material->set_name(src_mat.name);
@ -394,14 +394,14 @@ Error ColladaImport::_create_material(const String& p_target) {
Ref<Texture> texture = ResourceLoader::load(texfile,"Texture");
if (texture.is_valid()) {
// material->set_texture(FixedMaterial::PARAM_DIFFUSE,texture);
// material->set_parameter(FixedMaterial::PARAM_DIFFUSE,Color(1,1,1,1));
// material->set_texture(FixedSpatialMaterial::PARAM_DIFFUSE,texture);
// material->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE,Color(1,1,1,1));
} else {
missing_textures.push_back(texfile.get_file());
}
}
} else {
// material->set_parameter(FixedMaterial::PARAM_DIFFUSE,effect.diffuse.color);
// material->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE,effect.diffuse.color);
}
// SPECULAR
@ -414,15 +414,15 @@ Error ColladaImport::_create_material(const String& p_target) {
Ref<Texture> texture = ResourceLoader::load(texfile,"Texture");
if (texture.is_valid()) {
// material->set_texture(FixedMaterial::PARAM_SPECULAR,texture);
// material->set_parameter(FixedMaterial::PARAM_SPECULAR,Color(1,1,1,1));
// material->set_texture(FixedSpatialMaterial::PARAM_SPECULAR,texture);
// material->set_parameter(FixedSpatialMaterial::PARAM_SPECULAR,Color(1,1,1,1));
} else {
missing_textures.push_back(texfile.get_file());
}
}
} else {
// material->set_parameter(FixedMaterial::PARAM_SPECULAR,effect.specular.color);
// material->set_parameter(FixedSpatialMaterial::PARAM_SPECULAR,effect.specular.color);
}
// EMISSION
@ -435,15 +435,15 @@ Error ColladaImport::_create_material(const String& p_target) {
Ref<Texture> texture = ResourceLoader::load(texfile,"Texture");
if (texture.is_valid()) {
// material->set_texture(FixedMaterial::PARAM_EMISSION,texture);
// material->set_parameter(FixedMaterial::PARAM_EMISSION,Color(1,1,1,1));
// material->set_texture(FixedSpatialMaterial::PARAM_EMISSION,texture);
// material->set_parameter(FixedSpatialMaterial::PARAM_EMISSION,Color(1,1,1,1));
}else {
// missing_textures.push_back(texfile.get_file());
}
}
} else {
// material->set_parameter(FixedMaterial::PARAM_EMISSION,effect.emission.color);
// material->set_parameter(FixedSpatialMaterial::PARAM_EMISSION,effect.emission.color);
}
// NORMAL
@ -456,7 +456,7 @@ Error ColladaImport::_create_material(const String& p_target) {
Ref<Texture> texture = ResourceLoader::load(texfile,"Texture");
if (texture.is_valid()) {
// material->set_texture(FixedMaterial::PARAM_NORMAL,texture);
// material->set_texture(FixedSpatialMaterial::PARAM_NORMAL,texture);
}else {
// missing_textures.push_back(texfile.get_file());
}
@ -465,7 +465,7 @@ Error ColladaImport::_create_material(const String& p_target) {
}
// material->set_parameter(FixedMaterial::PARAM_SPECULAR_EXP,effect.shininess);
// material->set_parameter(FixedSpatialMaterial::PARAM_SPECULAR_EXP,effect.shininess);
// material->set_flag(Material::FLAG_DOUBLE_SIDED,effect.double_sided);
// material->set_flag(Material::FLAG_UNSHADED,effect.unshaded);
@ -1042,7 +1042,7 @@ Error ColladaImport::_create_mesh_surfaces(bool p_optimize,Ref<Mesh>& p_mesh,con
{
Ref<FixedMaterial> material;
Ref<FixedSpatialMaterial> material;
//find material
Mesh::PrimitiveType primitive=Mesh::PRIMITIVE_TRIANGLES;

View file

@ -1392,7 +1392,7 @@ void EditorSceneImportPlugin::_find_resources(const Variant& p_var, Map<Ref<Imag
for(List<PropertyInfo>::Element *E=pl.front();E;E=E->next()) {
if (E->get().type==Variant::OBJECT || E->get().type==Variant::ARRAY || E->get().type==Variant::DICTIONARY) {
if (E->get().type==Variant::OBJECT && res->cast_to<FixedMaterial>() && (E->get().name=="textures/diffuse" || E->get().name=="textures/detail" || E->get().name=="textures/emission")) {
if (E->get().type==Variant::OBJECT && res->cast_to<FixedSpatialMaterial>() && (E->get().name=="textures/diffuse" || E->get().name=="textures/detail" || E->get().name=="textures/emission")) {
Ref<ImageTexture> tex =res->get(E->get().name);
if (tex.is_valid()) {
@ -1400,14 +1400,14 @@ void EditorSceneImportPlugin::_find_resources(const Variant& p_var, Map<Ref<Imag
image_map.insert(tex,TEXTURE_ROLE_DIFFUSE);
}
} else if (E->get().type==Variant::OBJECT && res->cast_to<FixedMaterial>() && (E->get().name=="textures/normal")) {
} else if (E->get().type==Variant::OBJECT && res->cast_to<FixedSpatialMaterial>() && (E->get().name=="textures/normal")) {
Ref<ImageTexture> tex =res->get(E->get().name);
if (tex.is_valid()) {
image_map.insert(tex,TEXTURE_ROLE_NORMALMAP);
//if (p_flags&SCENE_FLAG_CONVERT_NORMALMAPS_TO_XY)
// res->cast_to<FixedMaterial>()->set_fixed_flag(FixedMaterial::FLAG_USE_XY_NORMALMAP,true);
// res->cast_to<FixedSpatialMaterial>()->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_XY_NORMALMAP,true);
}//
@ -1514,12 +1514,12 @@ Node* EditorSceneImportPlugin::_fix_node(Node *p_node,Node *p_root,Map<Ref<Mesh>
Ref<Mesh> m = mi->get_mesh();
for(int i=0;i<m->get_surface_count();i++) {
Ref<FixedMaterial> fm = m->surface_get_material(i);
Ref<FixedSpatialMaterial> fm = m->surface_get_material(i);
if (fm.is_valid()) {
// fm->set_flag(Material::FLAG_UNSHADED,true);
// fm->set_flag(Material::FLAG_DOUBLE_SIDED,true);
// fm->set_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
// fm->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA,true);
// fm->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA,true);
}
}
}
@ -1537,18 +1537,18 @@ Node* EditorSceneImportPlugin::_fix_node(Node *p_node,Node *p_root,Map<Ref<Mesh>
for(int i=0;i<m->get_surface_count();i++) {
Ref<FixedMaterial> mat = m->surface_get_material(i);
Ref<FixedSpatialMaterial> mat = m->surface_get_material(i);
if (!mat.is_valid())
continue;
if (p_flags&SCENE_FLAG_DETECT_ALPHA && _teststr(mat->get_name(),"alpha")) {
// mat->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA,true);
// mat->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA,true);
// mat->set_name(_fixstr(mat->get_name(),"alpha"));
}
if (p_flags&SCENE_FLAG_DETECT_VCOLOR && _teststr(mat->get_name(),"vcol")) {
//mat->set_fixed_flag(FixedMaterial::FLAG_USE_COLOR_ARRAY,true);
//mat->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_COLOR_ARRAY,true);
//mat->set_name(_fixstr(mat->get_name(),"vcol"));
}
@ -1623,12 +1623,12 @@ Node* EditorSceneImportPlugin::_fix_node(Node *p_node,Node *p_root,Map<Ref<Mesh>
Ref<Mesh> m = mi->get_mesh();
for(int i=0;i<m->get_surface_count();i++) {
Ref<FixedMaterial> fm = m->surface_get_material(i);
Ref<FixedSpatialMaterial> fm = m->surface_get_material(i);
if (fm.is_valid()) {
// fm->set_flag(Material::FLAG_UNSHADED,true);
// fm->set_flag(Material::FLAG_DOUBLE_SIDED,true);
// fm->set_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
// fm->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA,true);
// fm->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA,true);
}
}
}
@ -1671,12 +1671,12 @@ Node* EditorSceneImportPlugin::_fix_node(Node *p_node,Node *p_root,Map<Ref<Mesh>
Ref<Mesh> m = mi->get_mesh();
for(int i=0;i<m->get_surface_count();i++) {
Ref<FixedMaterial> fm = m->surface_get_material(i);
Ref<FixedSpatialMaterial> fm = m->surface_get_material(i);
if (fm.is_valid()) {
fm->set_flag(Material::FLAG_UNSHADED,true);
fm->set_flag(Material::FLAG_DOUBLE_SIDED,true);
fm->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
fm->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA,true);
fm->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA,true);
}
}
}*/
@ -2044,16 +2044,16 @@ Node* EditorSceneImportPlugin::_fix_node(Node *p_node,Node *p_root,Map<Ref<Mesh>
for(int i=0;i<mesh->get_surface_count();i++) {
Ref<FixedMaterial> fm = mesh->surface_get_material(i);
Ref<FixedSpatialMaterial> fm = mesh->surface_get_material(i);
if (fm.is_valid()) {
String name = fm->get_name();
/* if (_teststr(name,"alpha")) {
fm->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA,true);
fm->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA,true);
name=_fixstr(name,"alpha");
}
if (_teststr(name,"vcol")) {
fm->set_fixed_flag(FixedMaterial::FLAG_USE_COLOR_ARRAY,true);
fm->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_COLOR_ARRAY,true);
name=_fixstr(name,"vcol");
}*/
fm->set_name(name);

View file

@ -482,29 +482,29 @@ void EditorSceneImporterFBXConv::_parse_materials(State& state) {
ERR_CONTINUE(!material.has("id"));
String id = _id(material["id"]);
Ref<FixedMaterial> mat = memnew( FixedMaterial );
Ref<FixedSpatialMaterial> mat = memnew( FixedSpatialMaterial );
if (material.has("diffuse")) {
mat->set_parameter(FixedMaterial::PARAM_DIFFUSE,_get_color(material["diffuse"]));
mat->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE,_get_color(material["diffuse"]));
}
if (material.has("specular")) {
mat->set_parameter(FixedMaterial::PARAM_SPECULAR,_get_color(material["specular"]));
mat->set_parameter(FixedSpatialMaterial::PARAM_SPECULAR,_get_color(material["specular"]));
}
if (material.has("emissive")) {
mat->set_parameter(FixedMaterial::PARAM_EMISSION,_get_color(material["emissive"]));
mat->set_parameter(FixedSpatialMaterial::PARAM_EMISSION,_get_color(material["emissive"]));
}
if (material.has("shininess")) {
float exp = material["shininess"];
mat->set_parameter(FixedMaterial::PARAM_SPECULAR_EXP,exp);
mat->set_parameter(FixedSpatialMaterial::PARAM_SPECULAR_EXP,exp);
}
if (material.has("opacity")) {
Color c = mat->get_parameter(FixedMaterial::PARAM_DIFFUSE);
Color c = mat->get_parameter(FixedSpatialMaterial::PARAM_DIFFUSE);
c.a=material["opacity"];
mat->set_parameter(FixedMaterial::PARAM_DIFFUSE,c);
mat->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE,c);
}
@ -536,15 +536,15 @@ void EditorSceneImporterFBXConv::_parse_materials(State& state) {
String type=texture["type"];
if (type=="DIFFUSE")
mat->set_texture(FixedMaterial::PARAM_DIFFUSE,tex);
mat->set_texture(FixedSpatialMaterial::PARAM_DIFFUSE,tex);
else if (type=="SPECULAR")
mat->set_texture(FixedMaterial::PARAM_SPECULAR,tex);
mat->set_texture(FixedSpatialMaterial::PARAM_SPECULAR,tex);
else if (type=="SHININESS")
mat->set_texture(FixedMaterial::PARAM_SPECULAR_EXP,tex);
mat->set_texture(FixedSpatialMaterial::PARAM_SPECULAR_EXP,tex);
else if (type=="NORMAL")
mat->set_texture(FixedMaterial::PARAM_NORMAL,tex);
mat->set_texture(FixedSpatialMaterial::PARAM_NORMAL,tex);
else if (type=="EMISSIVE")
mat->set_texture(FixedMaterial::PARAM_EMISSION,tex);
mat->set_texture(FixedSpatialMaterial::PARAM_EMISSION,tex);
}
}

View file

@ -143,18 +143,18 @@ void BakedLightBaker::_add_mesh(const Ref<Mesh>& p_mesh,const Ref<Material>& p_m
MeshMaterial mm;
Ref<FixedMaterial> fm = mat;
Ref<FixedSpatialMaterial> fm = mat;
if (fm.is_valid()) {
//fixed route
mm.diffuse.color=fm->get_parameter(FixedMaterial::PARAM_DIFFUSE);
mm.diffuse.color=fm->get_parameter(FixedSpatialMaterial::PARAM_DIFFUSE);
if (linear_color)
mm.diffuse.color=mm.diffuse.color.to_linear();
mm.diffuse.tex=_get_mat_tex(fm->get_texture(FixedMaterial::PARAM_DIFFUSE));
mm.specular.color=fm->get_parameter(FixedMaterial::PARAM_SPECULAR);
mm.diffuse.tex=_get_mat_tex(fm->get_texture(FixedSpatialMaterial::PARAM_DIFFUSE));
mm.specular.color=fm->get_parameter(FixedSpatialMaterial::PARAM_SPECULAR);
if (linear_color)
mm.specular.color=mm.specular.color.to_linear();
mm.specular.tex=_get_mat_tex(fm->get_texture(FixedMaterial::PARAM_SPECULAR));
mm.specular.tex=_get_mat_tex(fm->get_texture(FixedSpatialMaterial::PARAM_SPECULAR));
} else {
mm.diffuse.color=Color(1,1,1,1);

View file

@ -570,25 +570,25 @@ CollisionPolygonEditor::CollisionPolygonEditor(EditorNode *p_editor) {
imgeom->set_transform(Transform(Matrix3(),Vector3(0,0,0.00001)));
line_material = Ref<FixedMaterial>( memnew( FixedMaterial ));
line_material = Ref<FixedSpatialMaterial>( memnew( FixedSpatialMaterial ));
line_material->set_flag(Material::FLAG_UNSHADED, true);
line_material->set_line_width(3.0);
line_material->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA, true);
line_material->set_fixed_flag(FixedMaterial::FLAG_USE_COLOR_ARRAY, true);
line_material->set_parameter(FixedMaterial::PARAM_DIFFUSE,Color(1,1,1));
line_material->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA, true);
line_material->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_COLOR_ARRAY, true);
line_material->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE,Color(1,1,1));
handle_material = Ref<FixedMaterial>( memnew( FixedMaterial ));
handle_material = Ref<FixedSpatialMaterial>( memnew( FixedSpatialMaterial ));
handle_material->set_flag(Material::FLAG_UNSHADED, true);
handle_material->set_fixed_flag(FixedMaterial::FLAG_USE_POINT_SIZE, true);
handle_material->set_parameter(FixedMaterial::PARAM_DIFFUSE,Color(1,1,1));
handle_material->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA, true);
handle_material->set_fixed_flag(FixedMaterial::FLAG_USE_COLOR_ARRAY, false);
handle_material->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_POINT_SIZE, true);
handle_material->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE,Color(1,1,1));
handle_material->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA, true);
handle_material->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_COLOR_ARRAY, false);
Ref<Texture> handle=editor->get_gui_base()->get_icon("Editor3DHandle","EditorIcons");
handle_material->set_point_size(handle->get_width());
handle_material->set_texture(FixedMaterial::PARAM_DIFFUSE,handle);
handle_material->set_texture(FixedSpatialMaterial::PARAM_DIFFUSE,handle);
pointsm = memnew( MeshInstance );
imgeom->add_child(pointsm);

View file

@ -62,8 +62,8 @@ class CollisionPolygonEditor : public HBoxContainer {
ToolButton *button_edit;
Ref<FixedMaterial> line_material;
Ref<FixedMaterial> handle_material;
Ref<FixedSpatialMaterial> line_material;
Ref<FixedSpatialMaterial> handle_material;
EditorNode *editor;
Panel *panel;

View file

@ -523,16 +523,16 @@ PathEditorPlugin::PathEditorPlugin(EditorNode *p_node) {
editor=p_node;
singleton=this;
path_material = Ref<FixedMaterial>( memnew( FixedMaterial ));
path_material->set_parameter( FixedMaterial::PARAM_DIFFUSE,Color(0.5,0.5,1.0,0.8) );
path_material->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA, true);
path_material = Ref<FixedSpatialMaterial>( memnew( FixedSpatialMaterial ));
path_material->set_parameter( FixedSpatialMaterial::PARAM_DIFFUSE,Color(0.5,0.5,1.0,0.8) );
path_material->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA, true);
path_material->set_line_width(3);
path_material->set_flag(Material::FLAG_DOUBLE_SIDED,true);
path_material->set_flag(Material::FLAG_UNSHADED,true);
path_thin_material = Ref<FixedMaterial>( memnew( FixedMaterial ));
path_thin_material->set_parameter( FixedMaterial::PARAM_DIFFUSE,Color(0.5,0.5,1.0,0.4) );
path_thin_material->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA, true);
path_thin_material = Ref<FixedSpatialMaterial>( memnew( FixedSpatialMaterial ));
path_thin_material->set_parameter( FixedSpatialMaterial::PARAM_DIFFUSE,Color(0.5,0.5,1.0,0.4) );
path_thin_material->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA, true);
path_thin_material->set_line_width(1);
path_thin_material->set_flag(Material::FLAG_DOUBLE_SIDED,true);
path_thin_material->set_flag(Material::FLAG_UNSHADED,true);

View file

@ -79,8 +79,8 @@ public:
Path *get_edited_path() { return path; }
static PathEditorPlugin* singleton;
Ref<FixedMaterial> path_material;
Ref<FixedMaterial> path_thin_material;
Ref<FixedSpatialMaterial> path_material;
Ref<FixedSpatialMaterial> path_thin_material;
virtual bool forward_spatial_input_event(Camera* p_camera,const InputEvent& p_event);
// virtual bool forward_input_event(const InputEvent& p_event) { return collision_polygon_editor->forward_input_event(p_event); }

View file

@ -2548,11 +2548,11 @@ void SpatialEditor::_generate_selection_box() {
}
Ref<FixedMaterial> mat = memnew( FixedMaterial );
/*mat->set_flag(Material::FLAG_UNSHADED,true);
mat->set_parameter(FixedMaterial::PARAM_DIFFUSE,Color(1,1,1));
mat->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA,true);
mat->set_fixed_flag(FixedMaterial::FLAG_USE_COLOR_ARRAY,true);*/
Ref<FixedSpatialMaterial> mat = memnew( FixedSpatialMaterial );
mat->set_flag(FixedSpatialMaterial::FLAG_UNSHADED,true);
mat->set_albedo(Color(1,1,1));
mat->set_feature(FixedSpatialMaterial::FEATURE_TRANSPARENT,true);
mat->set_flag(FixedSpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR,true);
st->set_material(mat);
selection_box = st->commit();
}
@ -3139,11 +3139,11 @@ void SpatialEditor::_init_indicators() {
{
indicator_mat = VisualServer::get_singleton()->material_create();
/*VisualServer::get_singleton()->material_set_flag( indicator_mat, VisualServer::MATERIAL_FLAG_UNSHADED, true );
VisualServer::get_singleton()->material_set_flag( indicator_mat, VisualServer::MATERIAL_FLAG_ONTOP, false );
VisualServer::get_singleton()->fixed_material_set_flag(indicator_mat, VisualServer::FIXED_MATERIAL_FLAG_USE_ALPHA,true);
VisualServer::get_singleton()->fixed_material_set_flag(indicator_mat, VisualServer::FIXED_MATERIAL_FLAG_USE_COLOR_ARRAY,true);*/
indicator_mat.instance();;
indicator_mat->set_flag(FixedSpatialMaterial::FLAG_UNSHADED,true);
indicator_mat->set_flag(FixedSpatialMaterial::FLAG_ONTOP,true);
indicator_mat->set_flag(FixedSpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR,true);
indicator_mat->set_feature(FixedSpatialMaterial::FEATURE_TRANSPARENT,true);
DVector<Color> grid_colors[3];
DVector<Vector3> grid_points[3];
@ -3186,7 +3186,7 @@ void SpatialEditor::_init_indicators() {
d[VisualServer::ARRAY_VERTEX]=grid_points[i];
d[VisualServer::ARRAY_COLOR]=grid_colors[i];
VisualServer::get_singleton()->mesh_add_surface_from_arrays(grid[i],VisualServer::PRIMITIVE_LINES,d);
VisualServer::get_singleton()->mesh_surface_set_material(grid[i],0,indicator_mat);
VisualServer::get_singleton()->mesh_surface_set_material(grid[i],0,indicator_mat->get_rid());
grid_instance[i] = VisualServer::get_singleton()->instance_create2(grid[i],get_tree()->get_root()->get_world()->get_scenario());
grid_visible[i]=false;
@ -3205,7 +3205,7 @@ void SpatialEditor::_init_indicators() {
d[VisualServer::ARRAY_COLOR]=origin_colors;
VisualServer::get_singleton()->mesh_add_surface_from_arrays(origin,VisualServer::PRIMITIVE_LINES,d);
VisualServer::get_singleton()->mesh_surface_set_material(origin,0,indicator_mat);
VisualServer::get_singleton()->mesh_surface_set_material(origin,0,indicator_mat->get_rid());
// origin = VisualServer::get_singleton()->poly_create();
@ -3236,17 +3236,15 @@ void SpatialEditor::_init_indicators() {
cursor_points.push_back(Vector3(0,-cs,0));
cursor_points.push_back(Vector3(0,0,+cs));
cursor_points.push_back(Vector3(0,0,-cs));
cursor_material=VisualServer::get_singleton()->material_create();
/*VisualServer::get_singleton()->fixed_material_set_param(cursor_material,VS::FIXED_MATERIAL_PARAM_DIFFUSE,Color(0,1,1));
VisualServer::get_singleton()->material_set_flag( cursor_material, VisualServer::MATERIAL_FLAG_UNSHADED, true );
VisualServer::get_singleton()->fixed_material_set_flag(cursor_material, VisualServer::FIXED_MATERIAL_FLAG_USE_ALPHA,true);
VisualServer::get_singleton()->fixed_material_set_flag(cursor_material, VisualServer::FIXED_MATERIAL_FLAG_USE_COLOR_ARRAY,true);*/
cursor_material.instance();
cursor_material->set_albedo(Color(0,1,1));
cursor_material->set_flag(FixedSpatialMaterial::FLAG_UNSHADED,true);
Array d;
d.resize(VS::ARRAY_MAX);
d[VS::ARRAY_VERTEX]=cursor_points;
VisualServer::get_singleton()->mesh_add_surface_from_arrays(cursor_mesh,VS::PRIMITIVE_LINES,d);
VisualServer::get_singleton()->mesh_surface_set_material(cursor_mesh,0,cursor_material);
VisualServer::get_singleton()->mesh_surface_set_material(cursor_mesh,0,cursor_material->get_rid());
cursor_instance = VisualServer::get_singleton()->instance_create2(cursor_mesh,get_tree()->get_root()->get_world()->get_scenario());
VS::get_singleton()->instance_set_layer_mask(cursor_instance,1<<SpatialEditorViewport::GIZMO_GRID_LAYER);
@ -3264,11 +3262,11 @@ void SpatialEditor::_init_indicators() {
float gizmo_alph = EditorSettings::get_singleton()->get("3d_editor/manipulator_gizmo_opacity");
gizmo_hl = Ref<FixedMaterial>( memnew( FixedMaterial ) );
/* gizmo_hl->set_flag(Material::FLAG_UNSHADED, true);
gizmo_hl->set_flag(Material::FLAG_ONTOP, true);
gizmo_hl->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA, true);
gizmo_hl->set_parameter(FixedMaterial::PARAM_DIFFUSE,Color(1,1,1,gizmo_alph+0.2f));*/
gizmo_hl = Ref<FixedSpatialMaterial>( memnew( FixedSpatialMaterial ) );
gizmo_hl->set_flag(FixedSpatialMaterial::FLAG_UNSHADED, true);
gizmo_hl->set_flag(FixedSpatialMaterial::FLAG_ONTOP, true);
gizmo_hl->set_feature(FixedSpatialMaterial::FEATURE_TRANSPARENT, true);
gizmo_hl->set_albedo(Color(1,1,1,gizmo_alph+0.2f));
for(int i=0;i<3;i++) {
@ -3276,14 +3274,14 @@ void SpatialEditor::_init_indicators() {
rotate_gizmo[i]=Ref<Mesh>( memnew( Mesh ) );
Ref<FixedMaterial> mat = memnew( FixedMaterial );
/* mat->set_flag(Material::FLAG_UNSHADED, true);
mat->set_flag(Material::FLAG_ONTOP, true);
mat->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA, true);
Ref<FixedSpatialMaterial> mat = memnew( FixedSpatialMaterial );
mat->set_flag(FixedSpatialMaterial::FLAG_UNSHADED, true);
mat->set_flag(FixedSpatialMaterial::FLAG_ONTOP, true);
mat->set_feature(FixedSpatialMaterial::FEATURE_TRANSPARENT, true);
Color col;
col[i]=1.0;
col.a= gizmo_alph;
mat->set_parameter(FixedMaterial::PARAM_DIFFUSE,col);*/
mat->set_albedo(col);
gizmo_color[i]=mat;
@ -3429,8 +3427,6 @@ void SpatialEditor::_finish_indicators() {
VisualServer::get_singleton()->free(cursor_instance);
VisualServer::get_singleton()->free(cursor_mesh);
VisualServer::get_singleton()->free(indicator_mat);
VisualServer::get_singleton()->free(cursor_material);
}
void SpatialEditor::_instance_scene() {

View file

@ -331,8 +331,8 @@ private:
bool grid_enabled;
Ref<Mesh> move_gizmo[3], rotate_gizmo[3];
Ref<FixedMaterial> gizmo_color[3];
Ref<FixedMaterial> gizmo_hl;
Ref<FixedSpatialMaterial> gizmo_color[3];
Ref<FixedSpatialMaterial> gizmo_hl;
int over_gizmo_handle;
@ -344,8 +344,8 @@ private:
RID indicators_instance;
RID cursor_mesh;
RID cursor_instance;
RID indicator_mat;
RID cursor_material;
Ref<FixedSpatialMaterial> indicator_mat;
Ref<FixedSpatialMaterial> cursor_material;
/*
struct Selected {

View file

@ -2976,25 +2976,25 @@ Ref<SpatialEditorGizmo> SpatialEditorGizmos::get_gizmo(Spatial *p_spatial) {
}
Ref<FixedMaterial> SpatialEditorGizmos::create_line_material(const Color& p_base_color) {
Ref<FixedSpatialMaterial> SpatialEditorGizmos::create_line_material(const Color& p_base_color) {
Ref<FixedMaterial> line_material = Ref<FixedMaterial>( memnew( FixedMaterial ));
Ref<FixedSpatialMaterial> line_material = Ref<FixedSpatialMaterial>( memnew( FixedSpatialMaterial ));
line_material->set_flag(Material::FLAG_UNSHADED, true);
line_material->set_line_width(3.0);
line_material->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA, true);
line_material->set_fixed_flag(FixedMaterial::FLAG_USE_COLOR_ARRAY, true);
line_material->set_parameter(FixedMaterial::PARAM_DIFFUSE,p_base_color);
line_material->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA, true);
line_material->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_COLOR_ARRAY, true);
line_material->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE,p_base_color);
return line_material;
}
Ref<FixedMaterial> SpatialEditorGizmos::create_solid_material(const Color& p_base_color) {
Ref<FixedSpatialMaterial> SpatialEditorGizmos::create_solid_material(const Color& p_base_color) {
Ref<FixedMaterial> line_material = Ref<FixedMaterial>( memnew( FixedMaterial ));
Ref<FixedSpatialMaterial> line_material = Ref<FixedSpatialMaterial>( memnew( FixedSpatialMaterial ));
line_material->set_flag(Material::FLAG_UNSHADED, true);
line_material->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA, true);
line_material->set_parameter(FixedMaterial::PARAM_DIFFUSE,p_base_color);
line_material->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA, true);
line_material->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE,p_base_color);
return line_material;
@ -3004,50 +3004,50 @@ SpatialEditorGizmos::SpatialEditorGizmos() {
singleton=this;
handle_material = Ref<FixedMaterial>( memnew( FixedMaterial ));
handle_material = Ref<FixedSpatialMaterial>( memnew( FixedSpatialMaterial ));
handle_material->set_flag(Material::FLAG_UNSHADED, true);
handle_material->set_parameter(FixedMaterial::PARAM_DIFFUSE,Color(0.8,0.8,0.8));
handle_material->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE,Color(0.8,0.8,0.8));
handle2_material = Ref<FixedMaterial>( memnew( FixedMaterial ));
handle2_material = Ref<FixedSpatialMaterial>( memnew( FixedSpatialMaterial ));
handle2_material->set_flag(Material::FLAG_UNSHADED, true);
handle2_material->set_fixed_flag(FixedMaterial::FLAG_USE_POINT_SIZE, true);
handle2_material->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_POINT_SIZE, true);
handle_t = SpatialEditor::get_singleton()->get_icon("Editor3DHandle","EditorIcons");
handle2_material->set_point_size(handle_t->get_width());
handle2_material->set_texture(FixedMaterial::PARAM_DIFFUSE,handle_t);
handle2_material->set_parameter(FixedMaterial::PARAM_DIFFUSE,Color(1,1,1));
handle2_material->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA, true);
handle2_material->set_fixed_flag(FixedMaterial::FLAG_USE_COLOR_ARRAY, true);
handle2_material->set_texture(FixedSpatialMaterial::PARAM_DIFFUSE,handle_t);
handle2_material->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE,Color(1,1,1));
handle2_material->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA, true);
handle2_material->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_COLOR_ARRAY, true);
light_material = create_line_material(Color(1,1,0.2));
light_material_omni_icon = Ref<FixedMaterial>( memnew( FixedMaterial ));
light_material_omni_icon = Ref<FixedSpatialMaterial>( memnew( FixedSpatialMaterial ));
light_material_omni_icon->set_flag(Material::FLAG_UNSHADED, true);
light_material_omni_icon->set_flag(Material::FLAG_DOUBLE_SIDED, true);
light_material_omni_icon->set_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
light_material_omni_icon->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA, true);
light_material_omni_icon->set_parameter(FixedMaterial::PARAM_DIFFUSE,Color(1,1,1,0.9));
light_material_omni_icon->set_texture(FixedMaterial::PARAM_DIFFUSE,SpatialEditor::get_singleton()->get_icon("GizmoLight","EditorIcons"));
light_material_omni_icon->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA, true);
light_material_omni_icon->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE,Color(1,1,1,0.9));
light_material_omni_icon->set_texture(FixedSpatialMaterial::PARAM_DIFFUSE,SpatialEditor::get_singleton()->get_icon("GizmoLight","EditorIcons"));
light_material_directional_icon = Ref<FixedMaterial>( memnew( FixedMaterial ));
light_material_directional_icon = Ref<FixedSpatialMaterial>( memnew( FixedSpatialMaterial ));
light_material_directional_icon->set_flag(Material::FLAG_UNSHADED, true);
light_material_directional_icon->set_flag(Material::FLAG_DOUBLE_SIDED, true);
light_material_directional_icon->set_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
light_material_directional_icon->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA, true);
light_material_directional_icon->set_parameter(FixedMaterial::PARAM_DIFFUSE,Color(1,1,1,0.9));
light_material_directional_icon->set_texture(FixedMaterial::PARAM_DIFFUSE,SpatialEditor::get_singleton()->get_icon("GizmoDirectionalLight","EditorIcons"));
light_material_directional_icon->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA, true);
light_material_directional_icon->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE,Color(1,1,1,0.9));
light_material_directional_icon->set_texture(FixedSpatialMaterial::PARAM_DIFFUSE,SpatialEditor::get_singleton()->get_icon("GizmoDirectionalLight","EditorIcons"));
camera_material = create_line_material(Color(1.0,0.5,1.0));
navmesh_edge_material = create_line_material(Color(0.1,0.8,1.0));
navmesh_solid_material = create_solid_material(Color(0.1,0.8,1.0,0.4));
navmesh_edge_material->set_fixed_flag(FixedMaterial::FLAG_USE_COLOR_ARRAY, false);
navmesh_edge_material->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_COLOR_ARRAY, false);
navmesh_solid_material->set_flag(Material::FLAG_DOUBLE_SIDED,true);
navmesh_edge_material_disabled = create_line_material(Color(1.0,0.8,0.1));
navmesh_solid_material_disabled = create_solid_material(Color(1.0,0.8,0.1,0.4));
navmesh_edge_material_disabled->set_fixed_flag(FixedMaterial::FLAG_USE_COLOR_ARRAY, false);
navmesh_edge_material_disabled->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_COLOR_ARRAY, false);
navmesh_solid_material_disabled->set_flag(Material::FLAG_DOUBLE_SIDED,true);
skeleton_material = create_line_material(Color(0.6,1.0,0.3));
@ -3077,10 +3077,10 @@ SpatialEditorGizmos::SpatialEditorGizmos() {
cursor_colors.push_back(Color(0.5,0.5,1,0.7));
cursor_colors.push_back(Color(0.5,0.5,1,0.7));
Ref<FixedMaterial> mat = memnew( FixedMaterial );
Ref<FixedSpatialMaterial> mat = memnew( FixedSpatialMaterial );
mat->set_flag(Material::FLAG_UNSHADED,true);
mat->set_fixed_flag(FixedMaterial::FLAG_USE_COLOR_ARRAY,true);
mat->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA,true);
mat->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_COLOR_ARRAY,true);
mat->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA,true);
mat->set_line_width(3);
Array d;
d.resize(VS::ARRAY_MAX);
@ -3100,10 +3100,10 @@ SpatialEditorGizmos::SpatialEditorGizmos() {
cursor_colors.push_back(Color(0.5, 0.5, 0.5, 0.7));
cursor_colors.push_back(Color(0.5, 0.5, 0.5, 0.7));
Ref<FixedMaterial> mat = memnew(FixedMaterial);
Ref<FixedSpatialMaterial> mat = memnew(FixedSpatialMaterial);
mat->set_flag(Material::FLAG_UNSHADED, true);
mat->set_fixed_flag(FixedMaterial::FLAG_USE_COLOR_ARRAY, true);
mat->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA, true);
mat->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_COLOR_ARRAY, true);
mat->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA, true);
mat->set_line_width(3);
Array d;
d.resize(VS::ARRAY_MAX);
@ -3114,13 +3114,13 @@ SpatialEditorGizmos::SpatialEditorGizmos() {
}
sample_player_icon = Ref<FixedMaterial>( memnew( FixedMaterial ));
sample_player_icon = Ref<FixedSpatialMaterial>( memnew( FixedSpatialMaterial ));
sample_player_icon->set_flag(Material::FLAG_UNSHADED, true);
sample_player_icon->set_flag(Material::FLAG_DOUBLE_SIDED, true);
sample_player_icon->set_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
sample_player_icon->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA, true);
sample_player_icon->set_parameter(FixedMaterial::PARAM_DIFFUSE,Color(1,1,1,0.9));
sample_player_icon->set_texture(FixedMaterial::PARAM_DIFFUSE,SpatialEditor::get_singleton()->get_icon("GizmoSpatialSamplePlayer","EditorIcons"));
sample_player_icon->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA, true);
sample_player_icon->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE,Color(1,1,1,0.9));
sample_player_icon->set_texture(FixedSpatialMaterial::PARAM_DIFFUSE,SpatialEditor::get_singleton()->get_icon("GizmoSpatialSamplePlayer","EditorIcons"));
room_material = create_line_material(Color(1.0,0.6,0.9));
portal_material = create_line_material(Color(1.0,0.8,0.6));
@ -3129,29 +3129,29 @@ SpatialEditorGizmos::SpatialEditorGizmos() {
visibility_notifier_material = create_line_material(Color(1.0,0.5,1.0));
joint_material = create_line_material(Color(0.6,0.8,1.0));
stream_player_icon = Ref<FixedMaterial>( memnew( FixedMaterial ));
stream_player_icon = Ref<FixedSpatialMaterial>( memnew( FixedSpatialMaterial ));
stream_player_icon->set_flag(Material::FLAG_UNSHADED, true);
stream_player_icon->set_flag(Material::FLAG_DOUBLE_SIDED, true);
stream_player_icon->set_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
stream_player_icon->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA, true);
stream_player_icon->set_parameter(FixedMaterial::PARAM_DIFFUSE,Color(1,1,1,0.9));
stream_player_icon->set_texture(FixedMaterial::PARAM_DIFFUSE,SpatialEditor::get_singleton()->get_icon("GizmoSpatialStreamPlayer","EditorIcons"));
stream_player_icon->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA, true);
stream_player_icon->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE,Color(1,1,1,0.9));
stream_player_icon->set_texture(FixedSpatialMaterial::PARAM_DIFFUSE,SpatialEditor::get_singleton()->get_icon("GizmoSpatialStreamPlayer","EditorIcons"));
visibility_notifier_icon = Ref<FixedMaterial>( memnew( FixedMaterial ));
visibility_notifier_icon = Ref<FixedSpatialMaterial>( memnew( FixedSpatialMaterial ));
visibility_notifier_icon->set_flag(Material::FLAG_UNSHADED, true);
visibility_notifier_icon->set_flag(Material::FLAG_DOUBLE_SIDED, true);
visibility_notifier_icon->set_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
visibility_notifier_icon->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA, true);
visibility_notifier_icon->set_parameter(FixedMaterial::PARAM_DIFFUSE,Color(1,1,1,0.9));
visibility_notifier_icon->set_texture(FixedMaterial::PARAM_DIFFUSE,SpatialEditor::get_singleton()->get_icon("Visible","EditorIcons"));
visibility_notifier_icon->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA, true);
visibility_notifier_icon->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE,Color(1,1,1,0.9));
visibility_notifier_icon->set_texture(FixedSpatialMaterial::PARAM_DIFFUSE,SpatialEditor::get_singleton()->get_icon("Visible","EditorIcons"));
listener_icon = Ref<FixedMaterial>(memnew(FixedMaterial));
listener_icon = Ref<FixedSpatialMaterial>(memnew(FixedSpatialMaterial));
listener_icon->set_flag(Material::FLAG_UNSHADED, true);
listener_icon->set_flag(Material::FLAG_DOUBLE_SIDED, true);
listener_icon->set_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
listener_icon->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA, true);
listener_icon->set_parameter(FixedMaterial::PARAM_DIFFUSE, Color(1, 1, 1, 0.9));
listener_icon->set_texture(FixedMaterial::PARAM_DIFFUSE, SpatialEditor::get_singleton()->get_icon("GizmoListener", "EditorIcons"));
listener_icon->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA, true);
listener_icon->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE, Color(1, 1, 1, 0.9));
listener_icon->set_texture(FixedSpatialMaterial::PARAM_DIFFUSE, SpatialEditor::get_singleton()->get_icon("GizmoListener", "EditorIcons"));
{

View file

@ -464,34 +464,34 @@ public:
class SpatialEditorGizmos {
public:
Ref<FixedMaterial> create_line_material(const Color& p_base_color);
Ref<FixedMaterial> create_solid_material(const Color& p_base_color);
Ref<FixedMaterial> handle2_material;
Ref<FixedMaterial> handle_material;
Ref<FixedMaterial> light_material;
Ref<FixedMaterial> light_material_omni_icon;
Ref<FixedMaterial> light_material_directional_icon;
Ref<FixedMaterial> camera_material;
Ref<FixedMaterial> skeleton_material;
Ref<FixedMaterial> room_material;
Ref<FixedMaterial> portal_material;
Ref<FixedMaterial> raycast_material;
Ref<FixedMaterial> visibility_notifier_material;
Ref<FixedMaterial> car_wheel_material;
Ref<FixedMaterial> joint_material;
Ref<FixedSpatialMaterial> create_line_material(const Color& p_base_color);
Ref<FixedSpatialMaterial> create_solid_material(const Color& p_base_color);
Ref<FixedSpatialMaterial> handle2_material;
Ref<FixedSpatialMaterial> handle_material;
Ref<FixedSpatialMaterial> light_material;
Ref<FixedSpatialMaterial> light_material_omni_icon;
Ref<FixedSpatialMaterial> light_material_directional_icon;
Ref<FixedSpatialMaterial> camera_material;
Ref<FixedSpatialMaterial> skeleton_material;
Ref<FixedSpatialMaterial> room_material;
Ref<FixedSpatialMaterial> portal_material;
Ref<FixedSpatialMaterial> raycast_material;
Ref<FixedSpatialMaterial> visibility_notifier_material;
Ref<FixedSpatialMaterial> car_wheel_material;
Ref<FixedSpatialMaterial> joint_material;
Ref<FixedMaterial> navmesh_edge_material;
Ref<FixedMaterial> navmesh_solid_material;
Ref<FixedMaterial> navmesh_edge_material_disabled;
Ref<FixedMaterial> navmesh_solid_material_disabled;
Ref<FixedSpatialMaterial> navmesh_edge_material;
Ref<FixedSpatialMaterial> navmesh_solid_material;
Ref<FixedSpatialMaterial> navmesh_edge_material_disabled;
Ref<FixedSpatialMaterial> navmesh_solid_material_disabled;
Ref<FixedMaterial> listener_icon;
Ref<FixedSpatialMaterial> listener_icon;
Ref<FixedMaterial> sample_player_icon;
Ref<FixedMaterial> stream_player_icon;
Ref<FixedMaterial> visibility_notifier_icon;
Ref<FixedSpatialMaterial> sample_player_icon;
Ref<FixedSpatialMaterial> stream_player_icon;
Ref<FixedSpatialMaterial> visibility_notifier_icon;
Ref<FixedMaterial> shape_material;
Ref<FixedSpatialMaterial> shape_material;
Ref<Texture> handle_t;
Ref<Mesh> pos3d_mesh;