Added depth texture support (using parallax) to default material.
This commit is contained in:
parent
b3b787e37b
commit
5aa66d03d8
5 changed files with 194 additions and 38 deletions
|
@ -574,6 +574,7 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener
|
|||
code += _dump_node_code(onode->arguments[2], p_level, r_gen_code, p_actions, p_default_actions);
|
||||
|
||||
} break;
|
||||
|
||||
default: {
|
||||
|
||||
code = "(" + _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions) + _opstr(onode->op) + _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions) + ")";
|
||||
|
@ -593,6 +594,10 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener
|
|||
code += _mktab(p_level) + "else\n";
|
||||
code += _dump_node_code(cfnode->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions);
|
||||
}
|
||||
} else if (cfnode->flow_op == SL::FLOW_OP_WHILE) {
|
||||
|
||||
code += _mktab(p_level) + "while (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions) + ")\n";
|
||||
code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions);
|
||||
|
||||
} else if (cfnode->flow_op == SL::FLOW_OP_RETURN) {
|
||||
|
||||
|
|
|
@ -190,7 +190,7 @@ void SpatialMaterial::init_shaders() {
|
|||
shader_names->clearcoat = "clearcoat";
|
||||
shader_names->clearcoat_gloss = "clearcoat_gloss";
|
||||
shader_names->anisotropy = "anisotropy_ratio";
|
||||
shader_names->height_scale = "height_scale";
|
||||
shader_names->depth_scale = "depth_scale";
|
||||
shader_names->subsurface_scattering_strength = "subsurface_scattering_strength";
|
||||
shader_names->refraction = "refraction";
|
||||
shader_names->refraction_roughness = "refraction_roughness";
|
||||
|
@ -203,6 +203,8 @@ void SpatialMaterial::init_shaders() {
|
|||
shader_names->particle_h_frames = "particle_h_frames";
|
||||
shader_names->particle_v_frames = "particle_v_frames";
|
||||
shader_names->particles_anim_loop = "particles_anim_loop";
|
||||
shader_names->depth_min_layers = "depth_min_layers";
|
||||
shader_names->depth_max_layers = "depth_max_layers";
|
||||
|
||||
shader_names->texture_names[TEXTURE_ALBEDO] = "texture_albedo";
|
||||
shader_names->texture_names[TEXTURE_METALLIC] = "texture_metallic";
|
||||
|
@ -213,7 +215,7 @@ void SpatialMaterial::init_shaders() {
|
|||
shader_names->texture_names[TEXTURE_CLEARCOAT] = "texture_clearcoat";
|
||||
shader_names->texture_names[TEXTURE_FLOWMAP] = "texture_flowmap";
|
||||
shader_names->texture_names[TEXTURE_AMBIENT_OCCLUSION] = "texture_ambient_occlusion";
|
||||
shader_names->texture_names[TEXTURE_HEIGHT] = "texture_height";
|
||||
shader_names->texture_names[TEXTURE_DEPTH] = "texture_depth";
|
||||
shader_names->texture_names[TEXTURE_SUBSURFACE_SCATTERING] = "texture_subsurface_scattering";
|
||||
shader_names->texture_names[TEXTURE_REFRACTION] = "texture_refraction";
|
||||
shader_names->texture_names[TEXTURE_DETAIL_MASK] = "texture_detail_mask";
|
||||
|
@ -354,6 +356,13 @@ void SpatialMaterial::_update_shader() {
|
|||
code += "uniform sampler2D texture_subsurface_scattering : hint_white;\n";
|
||||
}
|
||||
|
||||
if (features[FEATURE_DEPTH_MAPPING]) {
|
||||
code += "uniform sampler2D texture_depth : hint_black;\n";
|
||||
code += "uniform float depth_scale;\n";
|
||||
code += "uniform int depth_min_layers;\n";
|
||||
code += "uniform int depth_max_layers;\n";
|
||||
}
|
||||
|
||||
code += "\n\n";
|
||||
|
||||
code += "void vertex() {\n";
|
||||
|
@ -427,10 +436,52 @@ void SpatialMaterial::_update_shader() {
|
|||
code += "\n\n";
|
||||
code += "void fragment() {\n";
|
||||
|
||||
code += "\tvec2 base_uv = UV;\n";
|
||||
if (features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) {
|
||||
code += "\tvec2 base_uv2 = UV2;\n";
|
||||
}
|
||||
|
||||
if (features[FEATURE_DEPTH_MAPPING]) {
|
||||
code += "\t{\n";
|
||||
code += "\t\tvec3 view_dir = normalize(normalize(-VERTEX)*mat3(TANGENT,BINORMAL,NORMAL));\n";
|
||||
|
||||
if (deep_parallax) {
|
||||
code += "\t\tfloat num_layers = mix(float(depth_max_layers),float(depth_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir)));\n";
|
||||
code += "\t\tfloat layer_depth = 1.0 / num_layers;\n";
|
||||
code += "\t\tfloat current_layer_depth = 0.0;\n";
|
||||
code += "\t\tvec2 P = view_dir.xy * depth_scale;\n";
|
||||
code += "\t\tvec2 delta = P / num_layers;\n";
|
||||
code += "\t\tvec2 ofs = base_uv;\n";
|
||||
code += "\t\tfloat depth = texture(texture_depth, ofs).r;\n";
|
||||
code += "\t\tfloat current_depth = 0.0;\n";
|
||||
code += "\t\twhile(current_depth < depth) {\n";
|
||||
code += "\t\t\tofs -= delta;\n";
|
||||
code += "\t\t\tdepth = texture(texture_depth, ofs).r;\n";
|
||||
code += "\t\t\tcurrent_depth += layer_depth;\n";
|
||||
code += "\t\t}\n";
|
||||
code += "\t\tvec2 prev_ofs = ofs + delta;\n";
|
||||
code += "\t\tfloat after_depth = depth - current_depth;\n";
|
||||
code += "\t\tfloat before_depth = texture(texture_depth, prev_ofs).r - current_depth + layer_depth;\n";
|
||||
code += "\t\tfloat weight = after_depth / (after_depth - before_depth);\n";
|
||||
code += "\t\tofs = mix(ofs,prev_ofs,weight);\n";
|
||||
|
||||
} else {
|
||||
code += "\t\tfloat depth = texture(texture_depth, base_uv).r;\n";
|
||||
code += "\t\tvec2 ofs = base_uv - view_dir.xy / view_dir.z * (depth * depth_scale);\n";
|
||||
}
|
||||
|
||||
code += "\t\tbase_uv=ofs;\n";
|
||||
if (features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) {
|
||||
code += "\t\tbase_uv2-=ofs;\n";
|
||||
}
|
||||
|
||||
code += "\t}\n";
|
||||
}
|
||||
|
||||
if (flags[FLAG_USE_POINT_SIZE]) {
|
||||
code += "\tvec4 albedo_tex = texture(texture_albedo,POINT_COORD);\n";
|
||||
} else {
|
||||
code += "\tvec4 albedo_tex = texture(texture_albedo,UV);\n";
|
||||
code += "\tvec4 albedo_tex = texture(texture_albedo,base_uv);\n";
|
||||
}
|
||||
|
||||
if (flags[FLAG_ALBEDO_FROM_VERTEX_COLOR]) {
|
||||
|
@ -443,47 +494,47 @@ void SpatialMaterial::_update_shader() {
|
|||
}
|
||||
|
||||
if (features[FEATURE_EMISSION]) {
|
||||
code += "\tEMISSION = (emission.rgb+texture(texture_emission,UV).rgb)*emission_energy;\n";
|
||||
code += "\tEMISSION = (emission.rgb+texture(texture_emission,base_uv).rgb)*emission_energy;\n";
|
||||
}
|
||||
|
||||
if (features[FEATURE_NORMAL_MAPPING]) {
|
||||
code += "\tNORMALMAP = texture(texture_normal,UV).rgb;\n";
|
||||
code += "\tNORMALMAP = texture(texture_normal,base_uv).rgb;\n";
|
||||
code += "\tNORMALMAP_DEPTH = normal_scale;\n";
|
||||
}
|
||||
|
||||
if (features[FEATURE_RIM]) {
|
||||
code += "\tvec2 rim_tex = texture(texture_rim,UV).xw;\n";
|
||||
code += "\tvec2 rim_tex = texture(texture_rim,base_uv).xw;\n";
|
||||
code += "\tRIM = rim*rim_tex.x;";
|
||||
code += "\tRIM_TINT = rim_tint*rim_tex.y;\n";
|
||||
}
|
||||
|
||||
if (features[FEATURE_CLEARCOAT]) {
|
||||
code += "\tvec2 clearcoat_tex = texture(texture_clearcoat,UV).xw;\n";
|
||||
code += "\tvec2 clearcoat_tex = texture(texture_clearcoat,base_uv).xw;\n";
|
||||
code += "\tCLEARCOAT = clearcoat*clearcoat_tex.x;";
|
||||
code += "\tCLEARCOAT_GLOSS = clearcoat_gloss*clearcoat_tex.y;\n";
|
||||
}
|
||||
|
||||
if (features[FEATURE_ANISOTROPY]) {
|
||||
code += "\tvec4 anisotropy_tex = texture(texture_flowmap,UV);\n";
|
||||
code += "\tvec4 anisotropy_tex = texture(texture_flowmap,base_uv);\n";
|
||||
code += "\tANISOTROPY = anisotropy_ratio*anisotropy_tex.a;\n";
|
||||
code += "\tANISOTROPY_FLOW = anisotropy_tex.rg*2.0-1.0;\n";
|
||||
}
|
||||
|
||||
if (features[FEATURE_AMBIENT_OCCLUSION]) {
|
||||
code += "\tAO = texture(texture_ambient_occlusion,UV).r;\n";
|
||||
code += "\tAO = texture(texture_ambient_occlusion,base_uv).r;\n";
|
||||
}
|
||||
|
||||
if (features[FEATURE_SUBSURACE_SCATTERING]) {
|
||||
|
||||
code += "\tfloat sss_tex = texture(texture_subsurface_scattering,UV).r;\n";
|
||||
code += "\tfloat sss_tex = texture(texture_subsurface_scattering,base_uv).r;\n";
|
||||
code += "\tSSS_STRENGTH=subsurface_scattering_strength*sss_tex;\n";
|
||||
}
|
||||
|
||||
if (features[FEATURE_DETAIL]) {
|
||||
String det_uv = detail_uv == DETAIL_UV_1 ? "UV" : "UV2";
|
||||
String det_uv = detail_uv == DETAIL_UV_1 ? "base_uv" : "base_uv2";
|
||||
code += "\tvec4 detail_tex = texture(texture_detail_albedo," + det_uv + ");\n";
|
||||
code += "\tvec4 detail_norm_tex = texture(texture_detail_normal," + det_uv + ");\n";
|
||||
code += "\tvec4 detail_mask_tex = texture(texture_detail_mask,UV);\n";
|
||||
code += "\tvec4 detail_mask_tex = texture(texture_detail_mask,base_uv);\n";
|
||||
|
||||
switch (detail_blend_mode) {
|
||||
case BLEND_MODE_MIX: {
|
||||
|
@ -506,9 +557,9 @@ void SpatialMaterial::_update_shader() {
|
|||
code += "\tALBEDO.rgb = mix(ALBEDO.rgb,detail,detail_mask_tex.r);\n";
|
||||
}
|
||||
|
||||
code += "\tfloat metallic_tex = texture(texture_metallic,UV).r;\n";
|
||||
code += "\tfloat metallic_tex = texture(texture_metallic,base_uv).r;\n";
|
||||
code += "\tMETALLIC = metallic_tex * metallic;\n";
|
||||
code += "\tfloat roughness_tex = texture(texture_roughness,UV).r;\n";
|
||||
code += "\tfloat roughness_tex = texture(texture_roughness,base_uv).r;\n";
|
||||
code += "\tROUGHNESS = roughness_tex * roughness;\n";
|
||||
code += "\tSPECULAR = specular;\n";
|
||||
|
||||
|
@ -693,15 +744,15 @@ float SpatialMaterial::get_anisotropy() const {
|
|||
return anisotropy;
|
||||
}
|
||||
|
||||
void SpatialMaterial::set_height_scale(float p_height_scale) {
|
||||
void SpatialMaterial::set_depth_scale(float p_depth_scale) {
|
||||
|
||||
height_scale = p_height_scale;
|
||||
VS::get_singleton()->material_set_param(_get_material(), shader_names->height_scale, p_height_scale);
|
||||
depth_scale = p_depth_scale;
|
||||
VS::get_singleton()->material_set_param(_get_material(), shader_names->depth_scale, p_depth_scale);
|
||||
}
|
||||
|
||||
float SpatialMaterial::get_height_scale() const {
|
||||
float SpatialMaterial::get_depth_scale() const {
|
||||
|
||||
return height_scale;
|
||||
return depth_scale;
|
||||
}
|
||||
|
||||
void SpatialMaterial::set_subsurface_scattering_strength(float p_subsurface_scattering_strength) {
|
||||
|
@ -863,6 +914,9 @@ void SpatialMaterial::_validate_feature(const String &text, Feature feature, Pro
|
|||
if (property.name.begins_with(text) && property.name != text + "_enabled" && !features[feature]) {
|
||||
property.usage = 0;
|
||||
}
|
||||
if ((property.name == "depth_min_layers" || property.name == "depth_max_layers") && !deep_parallax) {
|
||||
property.usage = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void SpatialMaterial::_validate_property(PropertyInfo &property) const {
|
||||
|
@ -872,7 +926,7 @@ void SpatialMaterial::_validate_property(PropertyInfo &property) const {
|
|||
_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("depth", FEATURE_DEPTH_MAPPING, property);
|
||||
_validate_feature("subsurf_scatter", FEATURE_SUBSURACE_SCATTERING, property);
|
||||
_validate_feature("refraction", FEATURE_REFRACTION, property);
|
||||
_validate_feature("detail", FEATURE_DETAIL, property);
|
||||
|
@ -991,6 +1045,39 @@ int SpatialMaterial::get_particles_anim_loop() const {
|
|||
return particles_anim_loop;
|
||||
}
|
||||
|
||||
void SpatialMaterial::set_depth_deep_parallax(bool p_enable) {
|
||||
|
||||
deep_parallax = p_enable;
|
||||
_queue_shader_change();
|
||||
_change_notify();
|
||||
;
|
||||
}
|
||||
|
||||
bool SpatialMaterial::is_depth_deep_parallax_enabled() const {
|
||||
|
||||
return deep_parallax;
|
||||
}
|
||||
|
||||
void SpatialMaterial::set_depth_deep_parallax_min_layers(int p_layer) {
|
||||
|
||||
deep_parallax_min_layers = p_layer;
|
||||
VS::get_singleton()->material_set_param(_get_material(), shader_names->depth_min_layers, p_layer);
|
||||
}
|
||||
int SpatialMaterial::get_depth_deep_parallax_min_layers() const {
|
||||
|
||||
return deep_parallax_min_layers;
|
||||
}
|
||||
|
||||
void SpatialMaterial::set_depth_deep_parallax_max_layers(int p_layer) {
|
||||
|
||||
deep_parallax_max_layers = p_layer;
|
||||
VS::get_singleton()->material_set_param(_get_material(), shader_names->depth_max_layers, p_layer);
|
||||
}
|
||||
int SpatialMaterial::get_depth_deep_parallax_max_layers() const {
|
||||
|
||||
return deep_parallax_max_layers;
|
||||
}
|
||||
|
||||
void SpatialMaterial::_bind_methods() {
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_albedo", "albedo"), &SpatialMaterial::set_albedo);
|
||||
|
@ -1029,8 +1116,8 @@ void SpatialMaterial::_bind_methods() {
|
|||
ClassDB::bind_method(D_METHOD("set_anisotropy", "anisotropy"), &SpatialMaterial::set_anisotropy);
|
||||
ClassDB::bind_method(D_METHOD("get_anisotropy"), &SpatialMaterial::get_anisotropy);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_height_scale", "height_scale"), &SpatialMaterial::set_height_scale);
|
||||
ClassDB::bind_method(D_METHOD("get_height_scale"), &SpatialMaterial::get_height_scale);
|
||||
ClassDB::bind_method(D_METHOD("set_depth_scale", "depth_scale"), &SpatialMaterial::set_depth_scale);
|
||||
ClassDB::bind_method(D_METHOD("get_depth_scale"), &SpatialMaterial::get_depth_scale);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_subsurface_scattering_strength", "strength"), &SpatialMaterial::set_subsurface_scattering_strength);
|
||||
ClassDB::bind_method(D_METHOD("get_subsurface_scattering_strength"), &SpatialMaterial::get_subsurface_scattering_strength);
|
||||
|
@ -1098,6 +1185,15 @@ void SpatialMaterial::_bind_methods() {
|
|||
ClassDB::bind_method(D_METHOD("set_particles_anim_loop", "frames"), &SpatialMaterial::set_particles_anim_loop);
|
||||
ClassDB::bind_method(D_METHOD("get_particles_anim_loop"), &SpatialMaterial::get_particles_anim_loop);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_depth_deep_parallax", "enable"), &SpatialMaterial::set_depth_deep_parallax);
|
||||
ClassDB::bind_method(D_METHOD("is_depth_deep_parallax_enabled"), &SpatialMaterial::is_depth_deep_parallax_enabled);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_depth_deep_parallax_min_layers", "layer"), &SpatialMaterial::set_depth_deep_parallax_min_layers);
|
||||
ClassDB::bind_method(D_METHOD("get_depth_deep_parallax_min_layers"), &SpatialMaterial::get_depth_deep_parallax_min_layers);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_depth_deep_parallax_max_layers", "layer"), &SpatialMaterial::set_depth_deep_parallax_max_layers);
|
||||
ClassDB::bind_method(D_METHOD("get_depth_deep_parallax_max_layers"), &SpatialMaterial::get_depth_deep_parallax_max_layers);
|
||||
|
||||
ADD_GROUP("Flags", "flags_");
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_transparent"), "set_feature", "get_feature", FEATURE_TRANSPARENT);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_unshaded"), "set_flag", "get_flag", FLAG_UNSHADED);
|
||||
|
@ -1166,10 +1262,13 @@ void SpatialMaterial::_bind_methods() {
|
|||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "ao_enabled"), "set_feature", "get_feature", FEATURE_AMBIENT_OCCLUSION);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "ao_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_AMBIENT_OCCLUSION);
|
||||
|
||||
ADD_GROUP("Height", "height_");
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "height_enabled"), "set_feature", "get_feature", FEATURE_HEIGHT_MAPPING);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::REAL, "height_scale", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_height_scale", "get_height_scale");
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "height_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_HEIGHT);
|
||||
ADD_GROUP("Depth", "depth_");
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "depth_enabled"), "set_feature", "get_feature", FEATURE_DEPTH_MAPPING);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth_scale", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_depth_scale", "get_depth_scale");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "depth_deep_parallax"), "set_depth_deep_parallax", "is_depth_deep_parallax_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "depth_min_layers", PROPERTY_HINT_RANGE, "1,32,1"), "set_depth_deep_parallax_min_layers", "get_depth_deep_parallax_min_layers");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "depth_max_layers", PROPERTY_HINT_RANGE, "1,32,1"), "set_depth_deep_parallax_max_layers", "get_depth_deep_parallax_max_layers");
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "depth_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_DEPTH);
|
||||
|
||||
ADD_GROUP("Subsurf Scatter", "subsurf_scatter_");
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_enabled"), "set_feature", "get_feature", FEATURE_SUBSURACE_SCATTERING);
|
||||
|
@ -1207,7 +1306,7 @@ void SpatialMaterial::_bind_methods() {
|
|||
BIND_CONSTANT(TEXTURE_CLEARCOAT);
|
||||
BIND_CONSTANT(TEXTURE_FLOWMAP);
|
||||
BIND_CONSTANT(TEXTURE_AMBIENT_OCCLUSION);
|
||||
BIND_CONSTANT(TEXTURE_HEIGHT);
|
||||
BIND_CONSTANT(TEXTURE_DEPTH);
|
||||
BIND_CONSTANT(TEXTURE_SUBSURFACE_SCATTERING);
|
||||
BIND_CONSTANT(TEXTURE_REFRACTION);
|
||||
BIND_CONSTANT(TEXTURE_DETAIL_MASK);
|
||||
|
@ -1225,7 +1324,7 @@ void SpatialMaterial::_bind_methods() {
|
|||
BIND_CONSTANT(FEATURE_CLEARCOAT);
|
||||
BIND_CONSTANT(FEATURE_ANISOTROPY);
|
||||
BIND_CONSTANT(FEATURE_AMBIENT_OCCLUSION);
|
||||
BIND_CONSTANT(FEATURE_HEIGHT_MAPPING);
|
||||
BIND_CONSTANT(FEATURE_DEPTH_MAPPING);
|
||||
BIND_CONSTANT(FEATURE_SUBSURACE_SCATTERING);
|
||||
BIND_CONSTANT(FEATURE_REFRACTION);
|
||||
BIND_CONSTANT(FEATURE_DETAIL);
|
||||
|
@ -1280,7 +1379,7 @@ SpatialMaterial::SpatialMaterial()
|
|||
set_clearcoat(1);
|
||||
set_clearcoat_gloss(0.5);
|
||||
set_anisotropy(0);
|
||||
set_height_scale(1);
|
||||
set_depth_scale(0.05);
|
||||
set_subsurface_scattering_strength(0);
|
||||
set_refraction(0);
|
||||
set_refraction_roughness(0);
|
||||
|
@ -1295,6 +1394,10 @@ SpatialMaterial::SpatialMaterial()
|
|||
set_particles_anim_v_frames(1);
|
||||
set_particles_anim_loop(false);
|
||||
|
||||
deep_parallax = false;
|
||||
set_depth_deep_parallax_min_layers(8);
|
||||
set_depth_deep_parallax_max_layers(32);
|
||||
|
||||
detail_uv = DETAIL_UV_1;
|
||||
blend_mode = BLEND_MODE_MIX;
|
||||
detail_blend_mode = BLEND_MODE_MIX;
|
||||
|
|
|
@ -97,7 +97,7 @@ public:
|
|||
TEXTURE_CLEARCOAT,
|
||||
TEXTURE_FLOWMAP,
|
||||
TEXTURE_AMBIENT_OCCLUSION,
|
||||
TEXTURE_HEIGHT,
|
||||
TEXTURE_DEPTH,
|
||||
TEXTURE_SUBSURFACE_SCATTERING,
|
||||
TEXTURE_REFRACTION,
|
||||
TEXTURE_DETAIL_MASK,
|
||||
|
@ -120,7 +120,7 @@ public:
|
|||
FEATURE_CLEARCOAT,
|
||||
FEATURE_ANISOTROPY,
|
||||
FEATURE_AMBIENT_OCCLUSION,
|
||||
FEATURE_HEIGHT_MAPPING,
|
||||
FEATURE_DEPTH_MAPPING,
|
||||
FEATURE_SUBSURACE_SCATTERING,
|
||||
FEATURE_REFRACTION,
|
||||
FEATURE_DETAIL,
|
||||
|
@ -185,7 +185,7 @@ private:
|
|||
uint32_t detail_blend_mode : 2;
|
||||
uint32_t diffuse_mode : 2;
|
||||
uint32_t invalid_key : 1;
|
||||
uint32_t specular_mode : 1;
|
||||
uint32_t deep_parallax : 1;
|
||||
uint32_t billboard_mode : 2;
|
||||
};
|
||||
|
||||
|
@ -226,6 +226,8 @@ private:
|
|||
mk.detail_blend_mode = detail_blend_mode;
|
||||
mk.diffuse_mode = diffuse_mode;
|
||||
mk.billboard_mode = billboard_mode;
|
||||
mk.deep_parallax = deep_parallax ? 1 : 0;
|
||||
;
|
||||
|
||||
return mk;
|
||||
}
|
||||
|
@ -243,7 +245,7 @@ private:
|
|||
StringName clearcoat;
|
||||
StringName clearcoat_gloss;
|
||||
StringName anisotropy;
|
||||
StringName height_scale;
|
||||
StringName depth_scale;
|
||||
StringName subsurface_scattering_strength;
|
||||
StringName refraction;
|
||||
StringName refraction_roughness;
|
||||
|
@ -255,6 +257,9 @@ private:
|
|||
StringName particle_h_frames;
|
||||
StringName particle_v_frames;
|
||||
StringName particles_anim_loop;
|
||||
StringName depth_min_layers;
|
||||
StringName depth_max_layers;
|
||||
|
||||
StringName texture_names[TEXTURE_MAX];
|
||||
};
|
||||
|
||||
|
@ -280,7 +285,7 @@ private:
|
|||
float clearcoat;
|
||||
float clearcoat_gloss;
|
||||
float anisotropy;
|
||||
float height_scale;
|
||||
float depth_scale;
|
||||
float subsurface_scattering_strength;
|
||||
float refraction;
|
||||
float refraction_roughness;
|
||||
|
@ -298,6 +303,10 @@ private:
|
|||
|
||||
DetailUV detail_uv;
|
||||
|
||||
bool deep_parallax;
|
||||
int deep_parallax_min_layers;
|
||||
int deep_parallax_max_layers;
|
||||
|
||||
BlendMode blend_mode;
|
||||
BlendMode detail_blend_mode;
|
||||
DepthDrawMode depth_draw_mode;
|
||||
|
@ -353,8 +362,17 @@ public:
|
|||
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_depth_scale(float p_depth_scale);
|
||||
float get_depth_scale() const;
|
||||
|
||||
void set_depth_deep_parallax(bool p_enable);
|
||||
bool is_depth_deep_parallax_enabled() const;
|
||||
|
||||
void set_depth_deep_parallax_min_layers(int p_layer);
|
||||
int get_depth_deep_parallax_min_layers() const;
|
||||
|
||||
void set_depth_deep_parallax_max_layers(int p_layer);
|
||||
int get_depth_deep_parallax_max_layers() const;
|
||||
|
||||
void set_subsurface_scattering_strength(float p_strength);
|
||||
float get_subsurface_scattering_strength() const;
|
||||
|
|
|
@ -3185,7 +3185,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Dat
|
|||
|
||||
tk = _get_token();
|
||||
if (tk.type != TK_PARENTHESIS_CLOSE) {
|
||||
_set_error("Expected '(' after expression");
|
||||
_set_error("Expected ')' after expression");
|
||||
return ERR_PARSE_ERROR;
|
||||
}
|
||||
|
||||
|
@ -3196,6 +3196,8 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Dat
|
|||
p_block->statements.push_back(cf);
|
||||
|
||||
Error err = _parse_block(block, p_builtin_types, true, p_can_break, p_can_continue);
|
||||
if (err)
|
||||
return err;
|
||||
|
||||
pos = _get_tkpos();
|
||||
tk = _get_token();
|
||||
|
@ -3209,6 +3211,35 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Dat
|
|||
} else {
|
||||
_set_tkpos(pos); //rollback
|
||||
}
|
||||
} else if (tk.type == TK_CF_WHILE) {
|
||||
//if () {}
|
||||
tk = _get_token();
|
||||
if (tk.type != TK_PARENTHESIS_OPEN) {
|
||||
_set_error("Expected '(' after if");
|
||||
return ERR_PARSE_ERROR;
|
||||
}
|
||||
|
||||
ControlFlowNode *cf = alloc_node<ControlFlowNode>();
|
||||
cf->flow_op = FLOW_OP_WHILE;
|
||||
Node *n = _parse_and_reduce_expression(p_block, p_builtin_types);
|
||||
if (!n)
|
||||
return ERR_PARSE_ERROR;
|
||||
|
||||
tk = _get_token();
|
||||
if (tk.type != TK_PARENTHESIS_CLOSE) {
|
||||
_set_error("Expected ')' after expression");
|
||||
return ERR_PARSE_ERROR;
|
||||
}
|
||||
|
||||
BlockNode *block = alloc_node<BlockNode>();
|
||||
block->parent_block = p_block;
|
||||
cf->expressions.push_back(n);
|
||||
cf->blocks.push_back(block);
|
||||
p_block->statements.push_back(cf);
|
||||
|
||||
Error err = _parse_block(block, p_builtin_types, true, p_can_break, p_can_continue);
|
||||
if (err)
|
||||
return err;
|
||||
|
||||
} else if (tk.type == TK_CF_RETURN) {
|
||||
|
||||
|
|
|
@ -52,7 +52,6 @@ ShaderTypes::ShaderTypes() {
|
|||
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["SRC_VERTEX"] = ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["SRC_NORMAL"] = ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["SRC_TANGENT"] = ShaderLanguage::TYPE_VEC4;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["SRC_BONES"] = ShaderLanguage::TYPE_IVEC4;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["SRC_WEIGHTS"] = ShaderLanguage::TYPE_VEC4;
|
||||
|
||||
|
|
Loading…
Reference in a new issue