Added depth texture support (using parallax) to default material.

This commit is contained in:
Juan Linietsky 2017-06-04 18:08:06 -03:00
parent b3b787e37b
commit 5aa66d03d8
5 changed files with 194 additions and 38 deletions

View file

@ -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); code += _dump_node_code(onode->arguments[2], p_level, r_gen_code, p_actions, p_default_actions);
} break; } break;
default: { 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) + ")"; 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 += _mktab(p_level) + "else\n";
code += _dump_node_code(cfnode->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions); 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) { } else if (cfnode->flow_op == SL::FLOW_OP_RETURN) {

View file

@ -190,7 +190,7 @@ void SpatialMaterial::init_shaders() {
shader_names->clearcoat = "clearcoat"; shader_names->clearcoat = "clearcoat";
shader_names->clearcoat_gloss = "clearcoat_gloss"; shader_names->clearcoat_gloss = "clearcoat_gloss";
shader_names->anisotropy = "anisotropy_ratio"; 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->subsurface_scattering_strength = "subsurface_scattering_strength";
shader_names->refraction = "refraction"; shader_names->refraction = "refraction";
shader_names->refraction_roughness = "refraction_roughness"; 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_h_frames = "particle_h_frames";
shader_names->particle_v_frames = "particle_v_frames"; shader_names->particle_v_frames = "particle_v_frames";
shader_names->particles_anim_loop = "particles_anim_loop"; 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_ALBEDO] = "texture_albedo";
shader_names->texture_names[TEXTURE_METALLIC] = "texture_metallic"; 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_CLEARCOAT] = "texture_clearcoat";
shader_names->texture_names[TEXTURE_FLOWMAP] = "texture_flowmap"; shader_names->texture_names[TEXTURE_FLOWMAP] = "texture_flowmap";
shader_names->texture_names[TEXTURE_AMBIENT_OCCLUSION] = "texture_ambient_occlusion"; 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_SUBSURFACE_SCATTERING] = "texture_subsurface_scattering";
shader_names->texture_names[TEXTURE_REFRACTION] = "texture_refraction"; shader_names->texture_names[TEXTURE_REFRACTION] = "texture_refraction";
shader_names->texture_names[TEXTURE_DETAIL_MASK] = "texture_detail_mask"; 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"; 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 += "\n\n";
code += "void vertex() {\n"; code += "void vertex() {\n";
@ -427,10 +436,52 @@ void SpatialMaterial::_update_shader() {
code += "\n\n"; code += "\n\n";
code += "void fragment() {\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]) { if (flags[FLAG_USE_POINT_SIZE]) {
code += "\tvec4 albedo_tex = texture(texture_albedo,POINT_COORD);\n"; code += "\tvec4 albedo_tex = texture(texture_albedo,POINT_COORD);\n";
} else { } 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]) { if (flags[FLAG_ALBEDO_FROM_VERTEX_COLOR]) {
@ -443,47 +494,47 @@ void SpatialMaterial::_update_shader() {
} }
if (features[FEATURE_EMISSION]) { 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]) { 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"; code += "\tNORMALMAP_DEPTH = normal_scale;\n";
} }
if (features[FEATURE_RIM]) { 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 = rim*rim_tex.x;";
code += "\tRIM_TINT = rim_tint*rim_tex.y;\n"; code += "\tRIM_TINT = rim_tint*rim_tex.y;\n";
} }
if (features[FEATURE_CLEARCOAT]) { 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 = clearcoat*clearcoat_tex.x;";
code += "\tCLEARCOAT_GLOSS = clearcoat_gloss*clearcoat_tex.y;\n"; code += "\tCLEARCOAT_GLOSS = clearcoat_gloss*clearcoat_tex.y;\n";
} }
if (features[FEATURE_ANISOTROPY]) { 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 = anisotropy_ratio*anisotropy_tex.a;\n";
code += "\tANISOTROPY_FLOW = anisotropy_tex.rg*2.0-1.0;\n"; code += "\tANISOTROPY_FLOW = anisotropy_tex.rg*2.0-1.0;\n";
} }
if (features[FEATURE_AMBIENT_OCCLUSION]) { 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]) { 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"; code += "\tSSS_STRENGTH=subsurface_scattering_strength*sss_tex;\n";
} }
if (features[FEATURE_DETAIL]) { 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_tex = texture(texture_detail_albedo," + det_uv + ");\n";
code += "\tvec4 detail_norm_tex = texture(texture_detail_normal," + 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) { switch (detail_blend_mode) {
case BLEND_MODE_MIX: { 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 += "\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 += "\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 += "\tROUGHNESS = roughness_tex * roughness;\n";
code += "\tSPECULAR = specular;\n"; code += "\tSPECULAR = specular;\n";
@ -693,15 +744,15 @@ float SpatialMaterial::get_anisotropy() const {
return anisotropy; 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; depth_scale = p_depth_scale;
VS::get_singleton()->material_set_param(_get_material(), shader_names->height_scale, p_height_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) { 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]) { if (property.name.begins_with(text) && property.name != text + "_enabled" && !features[feature]) {
property.usage = 0; 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 { 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("clearcoat", FEATURE_CLEARCOAT, property);
_validate_feature("anisotropy", FEATURE_ANISOTROPY, property); _validate_feature("anisotropy", FEATURE_ANISOTROPY, property);
_validate_feature("ao", FEATURE_AMBIENT_OCCLUSION, 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("subsurf_scatter", FEATURE_SUBSURACE_SCATTERING, property);
_validate_feature("refraction", FEATURE_REFRACTION, property); _validate_feature("refraction", FEATURE_REFRACTION, property);
_validate_feature("detail", FEATURE_DETAIL, property); _validate_feature("detail", FEATURE_DETAIL, property);
@ -991,6 +1045,39 @@ int SpatialMaterial::get_particles_anim_loop() const {
return particles_anim_loop; 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() { void SpatialMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_albedo", "albedo"), &SpatialMaterial::set_albedo); 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("set_anisotropy", "anisotropy"), &SpatialMaterial::set_anisotropy);
ClassDB::bind_method(D_METHOD("get_anisotropy"), &SpatialMaterial::get_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("set_depth_scale", "depth_scale"), &SpatialMaterial::set_depth_scale);
ClassDB::bind_method(D_METHOD("get_height_scale"), &SpatialMaterial::get_height_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("set_subsurface_scattering_strength", "strength"), &SpatialMaterial::set_subsurface_scattering_strength);
ClassDB::bind_method(D_METHOD("get_subsurface_scattering_strength"), &SpatialMaterial::get_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("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("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_GROUP("Flags", "flags_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_transparent"), "set_feature", "get_feature", FEATURE_TRANSPARENT); 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); 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::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_PROPERTYI(PropertyInfo(Variant::OBJECT, "ao_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_AMBIENT_OCCLUSION);
ADD_GROUP("Height", "height_"); ADD_GROUP("Depth", "depth_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "height_enabled"), "set_feature", "get_feature", FEATURE_HEIGHT_MAPPING); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "depth_enabled"), "set_feature", "get_feature", FEATURE_DEPTH_MAPPING);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "height_scale", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_height_scale", "get_height_scale"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth_scale", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_depth_scale", "get_depth_scale");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "height_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_HEIGHT); 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_GROUP("Subsurf Scatter", "subsurf_scatter_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_enabled"), "set_feature", "get_feature", FEATURE_SUBSURACE_SCATTERING); 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_CLEARCOAT);
BIND_CONSTANT(TEXTURE_FLOWMAP); BIND_CONSTANT(TEXTURE_FLOWMAP);
BIND_CONSTANT(TEXTURE_AMBIENT_OCCLUSION); BIND_CONSTANT(TEXTURE_AMBIENT_OCCLUSION);
BIND_CONSTANT(TEXTURE_HEIGHT); BIND_CONSTANT(TEXTURE_DEPTH);
BIND_CONSTANT(TEXTURE_SUBSURFACE_SCATTERING); BIND_CONSTANT(TEXTURE_SUBSURFACE_SCATTERING);
BIND_CONSTANT(TEXTURE_REFRACTION); BIND_CONSTANT(TEXTURE_REFRACTION);
BIND_CONSTANT(TEXTURE_DETAIL_MASK); BIND_CONSTANT(TEXTURE_DETAIL_MASK);
@ -1225,7 +1324,7 @@ void SpatialMaterial::_bind_methods() {
BIND_CONSTANT(FEATURE_CLEARCOAT); BIND_CONSTANT(FEATURE_CLEARCOAT);
BIND_CONSTANT(FEATURE_ANISOTROPY); BIND_CONSTANT(FEATURE_ANISOTROPY);
BIND_CONSTANT(FEATURE_AMBIENT_OCCLUSION); BIND_CONSTANT(FEATURE_AMBIENT_OCCLUSION);
BIND_CONSTANT(FEATURE_HEIGHT_MAPPING); BIND_CONSTANT(FEATURE_DEPTH_MAPPING);
BIND_CONSTANT(FEATURE_SUBSURACE_SCATTERING); BIND_CONSTANT(FEATURE_SUBSURACE_SCATTERING);
BIND_CONSTANT(FEATURE_REFRACTION); BIND_CONSTANT(FEATURE_REFRACTION);
BIND_CONSTANT(FEATURE_DETAIL); BIND_CONSTANT(FEATURE_DETAIL);
@ -1280,7 +1379,7 @@ SpatialMaterial::SpatialMaterial()
set_clearcoat(1); set_clearcoat(1);
set_clearcoat_gloss(0.5); set_clearcoat_gloss(0.5);
set_anisotropy(0); set_anisotropy(0);
set_height_scale(1); set_depth_scale(0.05);
set_subsurface_scattering_strength(0); set_subsurface_scattering_strength(0);
set_refraction(0); set_refraction(0);
set_refraction_roughness(0); set_refraction_roughness(0);
@ -1295,6 +1394,10 @@ SpatialMaterial::SpatialMaterial()
set_particles_anim_v_frames(1); set_particles_anim_v_frames(1);
set_particles_anim_loop(false); 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; detail_uv = DETAIL_UV_1;
blend_mode = BLEND_MODE_MIX; blend_mode = BLEND_MODE_MIX;
detail_blend_mode = BLEND_MODE_MIX; detail_blend_mode = BLEND_MODE_MIX;

View file

@ -97,7 +97,7 @@ public:
TEXTURE_CLEARCOAT, TEXTURE_CLEARCOAT,
TEXTURE_FLOWMAP, TEXTURE_FLOWMAP,
TEXTURE_AMBIENT_OCCLUSION, TEXTURE_AMBIENT_OCCLUSION,
TEXTURE_HEIGHT, TEXTURE_DEPTH,
TEXTURE_SUBSURFACE_SCATTERING, TEXTURE_SUBSURFACE_SCATTERING,
TEXTURE_REFRACTION, TEXTURE_REFRACTION,
TEXTURE_DETAIL_MASK, TEXTURE_DETAIL_MASK,
@ -120,7 +120,7 @@ public:
FEATURE_CLEARCOAT, FEATURE_CLEARCOAT,
FEATURE_ANISOTROPY, FEATURE_ANISOTROPY,
FEATURE_AMBIENT_OCCLUSION, FEATURE_AMBIENT_OCCLUSION,
FEATURE_HEIGHT_MAPPING, FEATURE_DEPTH_MAPPING,
FEATURE_SUBSURACE_SCATTERING, FEATURE_SUBSURACE_SCATTERING,
FEATURE_REFRACTION, FEATURE_REFRACTION,
FEATURE_DETAIL, FEATURE_DETAIL,
@ -185,7 +185,7 @@ private:
uint32_t detail_blend_mode : 2; uint32_t detail_blend_mode : 2;
uint32_t diffuse_mode : 2; uint32_t diffuse_mode : 2;
uint32_t invalid_key : 1; uint32_t invalid_key : 1;
uint32_t specular_mode : 1; uint32_t deep_parallax : 1;
uint32_t billboard_mode : 2; uint32_t billboard_mode : 2;
}; };
@ -226,6 +226,8 @@ private:
mk.detail_blend_mode = detail_blend_mode; mk.detail_blend_mode = detail_blend_mode;
mk.diffuse_mode = diffuse_mode; mk.diffuse_mode = diffuse_mode;
mk.billboard_mode = billboard_mode; mk.billboard_mode = billboard_mode;
mk.deep_parallax = deep_parallax ? 1 : 0;
;
return mk; return mk;
} }
@ -243,7 +245,7 @@ private:
StringName clearcoat; StringName clearcoat;
StringName clearcoat_gloss; StringName clearcoat_gloss;
StringName anisotropy; StringName anisotropy;
StringName height_scale; StringName depth_scale;
StringName subsurface_scattering_strength; StringName subsurface_scattering_strength;
StringName refraction; StringName refraction;
StringName refraction_roughness; StringName refraction_roughness;
@ -255,6 +257,9 @@ private:
StringName particle_h_frames; StringName particle_h_frames;
StringName particle_v_frames; StringName particle_v_frames;
StringName particles_anim_loop; StringName particles_anim_loop;
StringName depth_min_layers;
StringName depth_max_layers;
StringName texture_names[TEXTURE_MAX]; StringName texture_names[TEXTURE_MAX];
}; };
@ -280,7 +285,7 @@ private:
float clearcoat; float clearcoat;
float clearcoat_gloss; float clearcoat_gloss;
float anisotropy; float anisotropy;
float height_scale; float depth_scale;
float subsurface_scattering_strength; float subsurface_scattering_strength;
float refraction; float refraction;
float refraction_roughness; float refraction_roughness;
@ -298,6 +303,10 @@ private:
DetailUV detail_uv; DetailUV detail_uv;
bool deep_parallax;
int deep_parallax_min_layers;
int deep_parallax_max_layers;
BlendMode blend_mode; BlendMode blend_mode;
BlendMode detail_blend_mode; BlendMode detail_blend_mode;
DepthDrawMode depth_draw_mode; DepthDrawMode depth_draw_mode;
@ -353,8 +362,17 @@ public:
void set_anisotropy(float p_anisotropy); void set_anisotropy(float p_anisotropy);
float get_anisotropy() const; float get_anisotropy() const;
void set_height_scale(float p_height_scale); void set_depth_scale(float p_depth_scale);
float get_height_scale() const; 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); void set_subsurface_scattering_strength(float p_strength);
float get_subsurface_scattering_strength() const; float get_subsurface_scattering_strength() const;

View file

@ -3185,7 +3185,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Dat
tk = _get_token(); tk = _get_token();
if (tk.type != TK_PARENTHESIS_CLOSE) { if (tk.type != TK_PARENTHESIS_CLOSE) {
_set_error("Expected '(' after expression"); _set_error("Expected ')' after expression");
return ERR_PARSE_ERROR; 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); p_block->statements.push_back(cf);
Error err = _parse_block(block, p_builtin_types, true, p_can_break, p_can_continue); Error err = _parse_block(block, p_builtin_types, true, p_can_break, p_can_continue);
if (err)
return err;
pos = _get_tkpos(); pos = _get_tkpos();
tk = _get_token(); tk = _get_token();
@ -3209,6 +3211,35 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Dat
} else { } else {
_set_tkpos(pos); //rollback _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) { } else if (tk.type == TK_CF_RETURN) {

View file

@ -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_VERTEX"] = ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["SRC_NORMAL"] = 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_BONES"] = ShaderLanguage::TYPE_IVEC4;
shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["SRC_WEIGHTS"] = ShaderLanguage::TYPE_VEC4; shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["SRC_WEIGHTS"] = ShaderLanguage::TYPE_VEC4;