-Initial (untested) implementation of 2D shaders. Probably broken, will be fixed later.
-fixed issue of opacity not working
This commit is contained in:
parent
336d9ce5d7
commit
66afddb3e8
20 changed files with 584 additions and 197 deletions
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@ -1411,6 +1411,9 @@ void RasterizerGLES2::shader_set_mode(RID p_shader,VS::ShaderMode p_mode) {
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case VS::SHADER_MATERIAL: {
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material_shader.free_custom_shader(shader->custom_code_id);
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} break;
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case VS::SHADER_CANVAS_ITEM: {
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canvas_shader.free_custom_shader(shader->custom_code_id);
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} break;
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}
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shader->custom_code_id=0;
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@ -1422,6 +1425,9 @@ void RasterizerGLES2::shader_set_mode(RID p_shader,VS::ShaderMode p_mode) {
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case VS::SHADER_MATERIAL: {
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shader->custom_code_id=material_shader.create_custom_shader();
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} break;
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case VS::SHADER_CANVAS_ITEM: {
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shader->custom_code_id=canvas_shader.create_custom_shader();
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} break;
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}
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_shader_make_dirty(shader);
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@ -4518,7 +4524,33 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
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}
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material_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, light_code, fragment_globals,uniform_names,enablers);
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} else {
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} else if (p_shader->mode==VS::SHADER_CANVAS_ITEM) {
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Vector<const char*> enablers;
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if (light_flags.uses_time || fragment_flags.uses_time || vertex_flags.uses_time) {
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enablers.push_back("#define USE_TIME\n");
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uses_time=true;
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}
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if (fragment_flags.uses_normal) {
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enablers.push_back("#define NORMAL_USED\n");
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}
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if (light_flags.uses_light) {
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enablers.push_back("#define USE_LIGHT_SHADER_CODE\n");
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}
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if (fragment_flags.use_var1_interp || vertex_flags.use_var1_interp)
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enablers.push_back("#define ENABLE_VAR1_INTERP\n");
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if (fragment_flags.use_var2_interp || vertex_flags.use_var2_interp)
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enablers.push_back("#define ENABLE_VAR2_INTERP\n");
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if (fragment_flags.uses_texscreen) {
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enablers.push_back("#define ENABLE_TEXSCREEN\n");
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}
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if (fragment_flags.uses_screen_uv) {
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enablers.push_back("#define ENABLE_SCREEN_UV\n");
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}
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canvas_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, light_code, fragment_globals,uniform_names,enablers);
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//postprocess_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, fragment_globals,uniform_names);
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}
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@ -4529,6 +4561,7 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
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p_shader->has_texscreen=fragment_flags.uses_texscreen;
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p_shader->has_screen_uv=fragment_flags.uses_screen_uv;
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p_shader->can_zpass=!fragment_flags.uses_discard && !vertex_flags.vertex_code_writes_vertex;
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p_shader->uses_normal=fragment_flags.uses_normal || light_flags.uses_normal;
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p_shader->uses_time=uses_time;
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p_shader->version++;
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@ -7722,6 +7755,7 @@ void RasterizerGLES2::canvas_begin() {
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canvas_tex=RID();
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//material_shader.unbind();
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canvas_shader.unbind();
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canvas_shader.set_custom_shader(0);
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canvas_shader.bind();
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canvas_shader.set_uniform(CanvasShaderGLES2::TEXTURE, 0);
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_set_color_attrib(Color(1,1,1));
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@ -8219,7 +8253,19 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) {
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CanvasItem *current_clip=NULL;
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RID last_shader;
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Transform canvas_transform;
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canvas_transform.translate(-(viewport.width / 2.0f), -(viewport.height / 2.0f), 0.0f);
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float csy = 1.0;
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if (current_rt && current_rt_vflip)
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csy = -1.0;
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canvas_transform.scale( Vector3( 2.0f / viewport.width, csy * -2.0f / viewport.height, 1.0f ) );
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canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform);
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canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
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while(p_item_list) {
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@ -8231,6 +8277,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) {
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}
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memdelete(ci->vp_render);
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ci->vp_render=NULL;
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last_shader=RID();
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}
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if (current_clip!=ci->final_clip_owner) {
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@ -8248,10 +8295,86 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) {
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glDisable(GL_SCISSOR_TEST);
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}
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}
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//begin rect
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if (ci->shader!=last_shader) {
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Shader *shader = NULL;
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if (ci->shader.is_valid()) {
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shader = shader_owner.get(ci->shader);
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if (shader && !shader->valid) {
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shader=NULL;
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}
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}
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if (shader) {
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canvas_shader.set_custom_shader(shader->custom_code_id);
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canvas_shader.bind();
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if (ci->shader_version!=shader->version) {
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//todo optimize uniforms
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ci->shader_version=shader->version;
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}
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//this can be optimized..
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int tex_id=1;
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int idx=0;
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for(Map<StringName,ShaderLanguage::Uniform>::Element *E=shader->uniforms.front();E;E=E->next()) {
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Map<StringName,Variant>::Element *F=ci->shader_param.find(E->key());
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Variant &v=F?F->get():E->get().default_value;
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if (v.get_type()==Variant::_RID || v.get_type()==Variant::OBJECT) {
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int loc = canvas_shader.get_custom_uniform_location(idx); //should be automatic..
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glActiveTexture(GL_TEXTURE0+tex_id);
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RID tex = v;
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Texture *t=texture_owner.get(tex);
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if (!t)
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glBindTexture(GL_TEXTURE_2D,white_tex);
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else
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glBindTexture(t->target,t->tex_id);
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glUniform1i(loc,tex_id);
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tex_id++;
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} else {
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canvas_shader.set_custom_uniform(idx,v);
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}
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idx++;
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}
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if (shader->has_texscreen && framebuffer.active) {
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canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_MULT,Vector2(float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height));
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canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_TEX,tex_id);
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glActiveTexture(GL_TEXTURE0+tex_id);
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glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);
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}
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if (shader->has_screen_uv) {
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canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_UV_MULT,Vector2(1.0/viewport.width,1.0/viewport.height));
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}
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if (shader->uses_time) {
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canvas_shader.set_uniform(CanvasShaderGLES2::TIME,Math::fmod(last_time,300.0));
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draw_next_frame=true;
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}
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//if uses TIME - draw_next_frame=true
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} else {
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canvas_shader.set_custom_shader(0);
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}
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canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform);
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}
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canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform);
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canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
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bool reclip=false;
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if (ci==p_item_list || ci->blend_mode!=canvas_blend_mode) {
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@ -8291,6 +8414,8 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) {
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int cc=ci->commands.size();
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CanvasItem::Command **commands = ci->commands.ptr();
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canvas_opacity = ci->final_opacity;
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for(int i=0;i<cc;i++) {
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CanvasItem::Command *c=commands[i];
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@ -191,6 +191,7 @@ class RasterizerGLES2 : public Rasterizer {
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bool writes_vertex;
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bool uses_discard;
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bool uses_time;
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bool uses_normal;
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Map<StringName,ShaderLanguage::Uniform> uniforms;
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StringName first_texture;
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@ -214,6 +215,7 @@ class RasterizerGLES2 : public Rasterizer {
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writes_vertex=false;
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uses_discard=false;
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uses_time=false;
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uses_normal=false;
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}
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@ -1199,7 +1201,7 @@ class RasterizerGLES2 : public Rasterizer {
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RID overdraw_material;
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mutable MaterialShaderGLES2 material_shader;
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CanvasShaderGLES2 canvas_shader;
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mutable CanvasShaderGLES2 canvas_shader;
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BlurShaderGLES2 blur_shader;
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CopyShaderGLES2 copy_shader;
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@ -181,6 +181,9 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
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if (vnode->name==vname_normalmap) {
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uses_normalmap=true;
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}
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if (vnode->name==vname_normal) {
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uses_normal=true;
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}
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if (vnode->name==vname_screen_uv) {
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uses_screen_uv=true;
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}
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@ -552,6 +555,7 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT
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uses_light=false;
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uses_time=false;
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uses_normalmap=false;
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uses_normal=false;
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vertex_code_writes_vertex=false;
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uniforms=r_uniforms;
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flags=&r_flags;
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@ -562,6 +566,7 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT
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r_flags.use_var1_interp=false;
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r_flags.use_var2_interp=false;
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r_flags.uses_normalmap=false;
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r_flags.uses_normal=false;
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String error;
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int errline,errcol;
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@ -584,6 +589,7 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT
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r_flags.uses_light=uses_light;
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r_flags.uses_time=uses_time;
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r_flags.uses_normalmap=uses_normalmap;
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r_flags.uses_normal=uses_normalmap;
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r_code_line=code;
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r_globals_line=global_code;
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@ -721,6 +727,39 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
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mode_replace_table[2]["POINT_COORD"]="gl_PointCoord";
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mode_replace_table[2]["TIME"]="time";
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mode_replace_table[3]["SRC_VERTEX"]="src_vtx";
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mode_replace_table[3]["VERTEX"]="outvec.xy";
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mode_replace_table[3]["UV"]="uv_interp";
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mode_replace_table[3]["COLOR"]="color_interp";
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mode_replace_table[3]["VAR1"]="var1_interp";
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mode_replace_table[3]["VAR2"]="var2_interp";
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mode_replace_table[3]["POINT_SIZE"]="gl_PointSize";
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mode_replace_table[3]["WORLD_MATRIX"]="modelview_matrix";
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mode_replace_table[3]["PROJECTION_MATRIX"]="projection_matrix";
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mode_replace_table[3]["EXTRA_MATRIX"]="extra_matrix";
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mode_replace_table[3]["TIME"]="time";
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mode_replace_table[4]["POSITION"]="gl_Position";
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mode_replace_table[4]["NORMAL"]="normal";
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mode_replace_table[4]["UV"]="uv_interp";
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mode_replace_table[4]["COLOR"]="color_interp";
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mode_replace_table[4]["TEXTURE"]="texture";
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mode_replace_table[4]["VAR1"]="var1_interp";
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mode_replace_table[4]["VAR2"]="var2_interp";
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mode_replace_table[4]["SCREEN_UV"]="screen_uv";
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mode_replace_table[4]["POINT_COORD"]="gl_PointCoord";
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mode_replace_table[4]["TIME"]="time";
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mode_replace_table[5]["COLOR"]="color";
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mode_replace_table[5]["NORMAL"]="normal";
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mode_replace_table[5]["LIGHT_DIR"]="light_dir";
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mode_replace_table[5]["LIGHT_DISTANCE"]="light_distance";
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mode_replace_table[5]["LIGHT"]="light";
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mode_replace_table[5]["POINT_COORD"]="gl_PointCoord";
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mode_replace_table[5]["TIME"]="time";
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//mode_replace_table[2]["SCREEN_POS"]="SCREEN_POS";
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//mode_replace_table[2]["SCREEN_TEXEL_SIZE"]="SCREEN_TEXEL_SIZE";
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@ -741,5 +780,6 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
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vname_light="LIGHT";
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vname_time="TIME";
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vname_normalmap="NORMALMAP";
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vname_normal="NORMAL";
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}
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@ -51,6 +51,7 @@ private:
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bool uses_time;
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bool uses_screen_uv;
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bool uses_normalmap;
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bool uses_normal;
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bool vertex_code_writes_vertex;
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Flags *flags;
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StringName vname_light;
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StringName vname_time;
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StringName vname_normalmap;
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StringName vname_normal;
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Map<StringName,ShaderLanguage::Uniform> *uniforms;
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@ -79,7 +81,7 @@ private:
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String replace_string(const StringName& p_string);
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Map<StringName,StringName> mode_replace_table[3];
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Map<StringName,StringName> mode_replace_table[9];
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Map<StringName,StringName> replace_table;
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public:
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@ -101,6 +103,7 @@ public:
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bool use_var2_interp;
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bool uses_light;
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bool uses_time;
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bool uses_normal;
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};
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Error compile(const String& p_code, ShaderLanguage::ShaderType p_type, String& r_code_line, String& r_globals_line, Flags& r_flags, Map<StringName,ShaderLanguage::Uniform> *r_uniforms=NULL);
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@ -18,19 +18,56 @@ attribute highp vec2 uv_attrib; // attrib:4
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varying vec2 uv_interp;
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varying vec4 color_interp;
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#if defined(USE_TIME)
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uniform float time;
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#endif
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#ifdef USE_LIGHTING
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uniform highp mat4 light_matrix;
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varying vec4 light_tex_pos;
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#endif
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#if defined(ENABLE_VAR1_INTERP)
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varying vec4 var1_interp;
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#endif
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#if defined(ENABLE_VAR2_INTERP)
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varying vec4 var2_interp;
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#endif
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//uniform bool snap_pixels;
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VERTEX_SHADER_GLOBALS
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void main() {
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color_interp = color_attrib;
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uv_interp = uv_attrib;
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highp vec4 outvec = vec4(vertex, 1.0);
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{
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vec2 src_vtx=outvec.xy;
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VERTEX_SHADER_CODE
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}
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outvec = extra_matrix * outvec;
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outvec = modelview_matrix * outvec;
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#ifdef USE_PIXEL_SNAP
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outvec.xy=floor(outvec.xy+0.5);
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outvec.xy=floor(outvec.xy+0.5);
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#endif
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#ifdef USE_LIGHTING
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light_tex_pos.xy = light_matrix * outvec;
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light_tex_pos.zw=outvec.xy - light_matrix[4].xy; //likely wrong
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#endif
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gl_Position = projection_matrix * outvec;
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}
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@ -54,17 +91,106 @@ varying vec4 color_interp;
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#endif
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#if defined(ENABLE_SCREEN_UV)
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uniform vec2 screen_uv_mult;
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#endif
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#if defined(ENABLE_TEXSCREEN)
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uniform vec2 texscreen_screen_mult;
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uniform sampler2D texscreen_tex;
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#endif
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#if defined(ENABLE_VAR1_INTERP)
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varying vec4 var1_interp;
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#endif
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#if defined(ENABLE_VAR2_INTERP)
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varying vec4 var2_interp;
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#endif
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#if defined(USE_TIME)
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uniform float time;
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#endif
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#ifdef USE_LIGHTING
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uniform sampler2D light_texture;
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varying vec4 light_tex_pos;
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#ifdef USE_SHADOWS
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uniform sampler2D shadow_texture;
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uniform float shadow_attenuation;
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#endif
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#endif
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|
||||
FRAGMENT_SHADER_GLOBALS
|
||||
|
||||
|
||||
void main() {
|
||||
|
||||
vec4 color = color_interp;
|
||||
|
||||
color *= texture2D( texture, uv_interp );
|
||||
#if defined(NORMAL_USED)
|
||||
vec3 normal = vec3(0,0,1);
|
||||
#endif
|
||||
|
||||
color *= texture2D( texture, uv_interp );
|
||||
#if defined(ENABLE_SCREEN_UV)
|
||||
vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult;
|
||||
#endif
|
||||
|
||||
{
|
||||
FRAGMENT_SHADER_CODE
|
||||
}
|
||||
#ifdef DEBUG_ENCODED_32
|
||||
highp float enc32 = dot( color,highp vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) );
|
||||
color = vec4(vec3(enc32),1.0);
|
||||
#endif
|
||||
|
||||
#ifdef USE_LIGHTING
|
||||
|
||||
float att=1.0;
|
||||
|
||||
vec3 light = texture2D(light_texture,light_tex_pos).rgb;
|
||||
#ifdef USE_SHADOWS
|
||||
//this might not be that great on mobile?
|
||||
float light_dist = length(light_texture.zw);
|
||||
float light_angle = atan2(light_texture.x,light_texture.z) + 1.0 * 0.5;
|
||||
float shadow_dist = texture2D(shadow_texture,vec2(light_angle,0));
|
||||
if (light_dist>shadow_dist) {
|
||||
light*=shadow_attenuation;
|
||||
}
|
||||
//use shadows
|
||||
#endif
|
||||
|
||||
#if defined(USE_LIGHT_SHADER_CODE)
|
||||
//light is written by the light shader
|
||||
{
|
||||
vec2 light_dir = normalize(light_tex_pos.zw);
|
||||
float light_distance = length(light_tex_pos.zw);
|
||||
LIGHT_SHADER_CODE
|
||||
}
|
||||
#else
|
||||
|
||||
#if defined(NORMAL_USED)
|
||||
vec2 light_normal = normalize(light_tex_pos.zw);
|
||||
light = color.rgb * light * max(dot(light_normal,normal),0);
|
||||
#endif
|
||||
|
||||
color.rgb=light;
|
||||
//light shader code
|
||||
#endif
|
||||
|
||||
//use lighting
|
||||
#endif
|
||||
// color.rgb*=color.a;
|
||||
gl_FragColor = color;
|
||||
|
||||
|
|
|
@ -134,7 +134,7 @@ int OS_Windows::get_video_driver_count() const {
|
|||
}
|
||||
const char * OS_Windows::get_video_driver_name(int p_driver) const {
|
||||
|
||||
return p_driver=="GLES2";
|
||||
return "GLES2";
|
||||
}
|
||||
|
||||
OS::VideoMode OS_Windows::get_default_video_mode() const {
|
||||
|
|
|
@ -720,6 +720,84 @@ bool CanvasItem::is_draw_behind_parent_enabled() const{
|
|||
return behind;
|
||||
}
|
||||
|
||||
void CanvasItem::set_shader(const Ref<Shader>& p_shader) {
|
||||
|
||||
ERR_FAIL_COND(p_shader.is_valid() && p_shader->get_mode()!=Shader::MODE_CANVAS_ITEM);
|
||||
|
||||
#ifdef TOOLS_ENABLED
|
||||
|
||||
if (shader.is_valid()) {
|
||||
shader->disconnect("changed",this,"_shader_changed");
|
||||
}
|
||||
#endif
|
||||
shader=p_shader;
|
||||
|
||||
#ifdef TOOLS_ENABLED
|
||||
|
||||
if (shader.is_valid()) {
|
||||
shader->connect("changed",this,"_shader_changed");
|
||||
}
|
||||
#endif
|
||||
|
||||
RID rid;
|
||||
if (shader.is_valid())
|
||||
rid=shader->get_rid();
|
||||
VS::get_singleton()->canvas_item_set_shader(canvas_item,rid);
|
||||
_change_notify(); //properties for shader exposed
|
||||
}
|
||||
|
||||
Ref<Shader> CanvasItem::get_shader() const{
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
void CanvasItem::set_shader_param(const StringName& p_param,const Variant& p_value) {
|
||||
|
||||
VS::get_singleton()->canvas_item_set_shader_param(canvas_item,p_param,p_value);
|
||||
}
|
||||
|
||||
Variant CanvasItem::get_shader_param(const StringName& p_param) const {
|
||||
|
||||
return VS::get_singleton()->canvas_item_get_shader_param(canvas_item,p_param);
|
||||
}
|
||||
|
||||
bool CanvasItem::_set(const StringName& p_name, const Variant& p_value) {
|
||||
|
||||
if (shader.is_valid()) {
|
||||
StringName pr = shader->remap_param(p_name);
|
||||
if (pr) {
|
||||
set_shader_param(pr,p_value);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool CanvasItem::_get(const StringName& p_name,Variant &r_ret) const{
|
||||
|
||||
if (shader.is_valid()) {
|
||||
StringName pr = shader->remap_param(p_name);
|
||||
if (pr) {
|
||||
r_ret=get_shader_param(pr);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
|
||||
}
|
||||
void CanvasItem::_get_property_list( List<PropertyInfo> *p_list) const{
|
||||
|
||||
if (shader.is_valid()) {
|
||||
shader->get_param_list(p_list);
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef TOOLS_ENABLED
|
||||
void CanvasItem::_shader_changed() {
|
||||
|
||||
_change_notify();
|
||||
}
|
||||
#endif
|
||||
|
||||
void CanvasItem::_bind_methods() {
|
||||
|
||||
|
@ -761,7 +839,9 @@ void CanvasItem::_bind_methods() {
|
|||
|
||||
ObjectTypeDB::bind_method(_MD("_set_on_top","on_top"),&CanvasItem::_set_on_top);
|
||||
ObjectTypeDB::bind_method(_MD("_is_on_top"),&CanvasItem::_is_on_top);
|
||||
|
||||
#ifdef TOOLS_ENABLED
|
||||
ObjectTypeDB::bind_method(_MD("_shader_changed"),&CanvasItem::_shader_changed);
|
||||
#endif
|
||||
//ObjectTypeDB::bind_method(_MD("get_transform"),&CanvasItem::get_transform);
|
||||
|
||||
ObjectTypeDB::bind_method(_MD("draw_line","from","to","color","width"),&CanvasItem::draw_line,DEFVAL(1.0));
|
||||
|
@ -786,6 +866,9 @@ void CanvasItem::_bind_methods() {
|
|||
ObjectTypeDB::bind_method(_MD("get_world_2d"),&CanvasItem::get_world_2d);
|
||||
//ObjectTypeDB::bind_method(_MD("get_viewport"),&CanvasItem::get_viewport);
|
||||
|
||||
ObjectTypeDB::bind_method(_MD("set_shader","shader"),&CanvasItem::set_shader);
|
||||
ObjectTypeDB::bind_method(_MD("get_shader"),&CanvasItem::get_shader);
|
||||
|
||||
BIND_VMETHOD(MethodInfo("_draw"));
|
||||
|
||||
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"visibility/visible"), _SCS("_set_visible_"),_SCS("_is_visible_") );
|
||||
|
@ -795,6 +878,7 @@ void CanvasItem::_bind_methods() {
|
|||
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"visibility/on_top",PROPERTY_HINT_NONE,"",0), _SCS("_set_on_top"),_SCS("_is_on_top") ); //compatibility
|
||||
|
||||
ADD_PROPERTYNZ( PropertyInfo(Variant::INT,"visibility/blend_mode",PROPERTY_HINT_ENUM, "Mix,Add,Sub,Mul,PMAlpha"), _SCS("set_blend_mode"),_SCS("get_blend_mode") );
|
||||
ADD_PROPERTYNZ( PropertyInfo(Variant::OBJECT,"shader/shader",PROPERTY_HINT_RESOURCE_TYPE, "CanvasItemShader,CanvasItemShaderGraph"), _SCS("set_shader"),_SCS("get_shader") );
|
||||
//exporting these two things doesn't really make much sense i think
|
||||
//ADD_PROPERTY( PropertyInfo(Variant::BOOL,"transform/toplevel"), _SCS("set_as_toplevel"),_SCS("is_set_as_toplevel") );
|
||||
//ADD_PROPERTY(PropertyInfo(Variant::BOOL,"transform/notify"),_SCS("set_transform_notify"),_SCS("is_transform_notify_enabled"));
|
||||
|
|
|
@ -32,6 +32,7 @@
|
|||
#include "scene/main/node.h"
|
||||
#include "scene/resources/texture.h"
|
||||
#include "scene/main/scene_main_loop.h"
|
||||
#include "scene/resources/shader.h"
|
||||
|
||||
class CanvasLayer;
|
||||
class Viewport;
|
||||
|
@ -80,6 +81,8 @@ private:
|
|||
bool block_transform_notify;
|
||||
bool behind;
|
||||
|
||||
Ref<Shader> shader;
|
||||
|
||||
mutable Matrix32 global_transform;
|
||||
mutable bool global_invalid;
|
||||
|
||||
|
@ -99,8 +102,9 @@ private:
|
|||
void _queue_sort_children();
|
||||
void _sort_children();
|
||||
|
||||
|
||||
|
||||
#ifdef TOOLS_ENABLED
|
||||
void _shader_changed();
|
||||
#endif
|
||||
void _notify_transform(CanvasItem *p_node);
|
||||
|
||||
void _set_on_top(bool p_on_top) { set_draw_behind_parent(!p_on_top); }
|
||||
|
@ -108,6 +112,9 @@ private:
|
|||
|
||||
protected:
|
||||
|
||||
bool _set(const StringName& p_name, const Variant& p_value);
|
||||
bool _get(const StringName& p_name,Variant &r_ret) const;
|
||||
void _get_property_list( List<PropertyInfo> *p_list) const;
|
||||
|
||||
|
||||
_FORCE_INLINE_ void _notify_transform() { if (!is_inside_tree()) return; _notify_transform(this); if (!block_transform_notify) notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED); }
|
||||
|
@ -204,7 +211,11 @@ public:
|
|||
RID get_canvas() const;
|
||||
Ref<World2D> get_world_2d() const;
|
||||
|
||||
void set_shader(const Ref<Shader>& p_shader);
|
||||
Ref<Shader> get_shader() const;
|
||||
|
||||
void set_shader_param(const StringName& p_param,const Variant& p_value);
|
||||
Variant get_shader_param(const StringName& p_param) const;
|
||||
|
||||
CanvasItem();
|
||||
~CanvasItem();
|
||||
|
|
|
@ -500,14 +500,13 @@ void register_scene_types() {
|
|||
ObjectTypeDB::register_type<Mesh>();
|
||||
ObjectTypeDB::register_virtual_type<Material>();
|
||||
ObjectTypeDB::register_type<FixedMaterial>();
|
||||
//ObjectTypeDB::register_type<ParticleSystemMaterial>();
|
||||
//ObjectTypeDB::register_type<UnshadedMaterial>();
|
||||
ObjectTypeDB::register_type<ShaderMaterial>();
|
||||
ObjectTypeDB::register_type<RoomBounds>();
|
||||
ObjectTypeDB::register_virtual_type<Shader>();
|
||||
ObjectTypeDB::register_virtual_type<ShaderGraph>();
|
||||
ObjectTypeDB::register_type<MaterialShaderGraph>();
|
||||
ObjectTypeDB::register_type<MaterialShader>();
|
||||
ObjectTypeDB::register_type<CanvasItemShader>();
|
||||
ObjectTypeDB::add_compatibility_type("Shader","MaterialShader");
|
||||
ObjectTypeDB::add_compatibility_type("ParticleSystemMaterial","FixedMaterial");
|
||||
ObjectTypeDB::add_compatibility_type("UnshadedMaterial","FixedMaterial");
|
||||
|
|
|
@ -467,10 +467,20 @@ bool ShaderMaterial::_set(const StringName& p_name, const Variant& p_value) {
|
|||
return true;
|
||||
} else {
|
||||
|
||||
String n = p_name;
|
||||
if (n.begins_with("param/")) {
|
||||
VisualServer::get_singleton()->material_set_param(material,String(n.ptr()+6),p_value);
|
||||
return true;
|
||||
if (shader.is_valid()) {
|
||||
|
||||
|
||||
StringName pr = shader->remap_param(p_name);
|
||||
if (!pr) {
|
||||
String n = p_name;
|
||||
if (n.find("param/")==0) { //backwards compatibility
|
||||
pr = n.substr(6,n.length());
|
||||
}
|
||||
}
|
||||
if (pr) {
|
||||
VisualServer::get_singleton()->material_set_param(material,pr,p_value);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -486,10 +496,13 @@ bool ShaderMaterial::_get(const StringName& p_name,Variant &r_ret) const {
|
|||
return true;
|
||||
} else {
|
||||
|
||||
String n = p_name;
|
||||
if (n.begins_with("param/")) {
|
||||
r_ret=VisualServer::get_singleton()->material_get_param(material,String(n.ptr()+6));
|
||||
return true;
|
||||
if (shader.is_valid()) {
|
||||
|
||||
StringName pr = shader->remap_param(p_name);
|
||||
if (pr) {
|
||||
r_ret=VisualServer::get_singleton()->material_get_param(material,pr);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -583,115 +596,3 @@ ShaderMaterial::ShaderMaterial() :Material(VisualServer::get_singleton()->materi
|
|||
|
||||
|
||||
/////////////////////////////////
|
||||
|
||||
void ParticleSystemMaterial::_bind_methods() {
|
||||
|
||||
ObjectTypeDB::bind_method(_MD("set_texture","texture"),&ParticleSystemMaterial::set_texture);
|
||||
ObjectTypeDB::bind_method(_MD("get_texture:Texture"),&ParticleSystemMaterial::get_texture);
|
||||
|
||||
ADD_PROPERTY( PropertyInfo( Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE,"Texture" ), _SCS("set_texture"), _SCS("get_texture"));
|
||||
|
||||
}
|
||||
|
||||
void ParticleSystemMaterial::set_texture(const Ref<Texture>& p_texture) {
|
||||
texture=p_texture;
|
||||
RID rid;
|
||||
if (texture.is_valid())
|
||||
rid=texture->get_rid();
|
||||
|
||||
VS::get_singleton()->fixed_material_set_texture(material,VS::FIXED_MATERIAL_PARAM_DIFFUSE,rid);
|
||||
}
|
||||
|
||||
Ref<Texture> ParticleSystemMaterial::get_texture() const {
|
||||
|
||||
return texture;
|
||||
}
|
||||
|
||||
|
||||
ParticleSystemMaterial::ParticleSystemMaterial() :Material(VisualServer::get_singleton()->fixed_material_create()){
|
||||
|
||||
set_flag(FLAG_DOUBLE_SIDED,true);
|
||||
set_flag(FLAG_UNSHADED,true);
|
||||
set_depth_draw_mode(DEPTH_DRAW_NEVER);
|
||||
VisualServer::get_singleton()->fixed_material_set_flag(material,VS::FIXED_MATERIAL_FLAG_USE_ALPHA,true);
|
||||
VisualServer::get_singleton()->fixed_material_set_flag(material,VS::FIXED_MATERIAL_FLAG_USE_COLOR_ARRAY,true);
|
||||
set_flag(FLAG_COLOR_ARRAY_SRGB,true);
|
||||
|
||||
}
|
||||
|
||||
ParticleSystemMaterial::~ParticleSystemMaterial() {
|
||||
|
||||
|
||||
}
|
||||
|
||||
//////////////////////////////
|
||||
|
||||
|
||||
|
||||
void UnshadedMaterial::_bind_methods() {
|
||||
|
||||
ObjectTypeDB::bind_method(_MD("set_texture","texture"),&UnshadedMaterial::set_texture);
|
||||
ObjectTypeDB::bind_method(_MD("get_texture:Texture"),&UnshadedMaterial::get_texture);
|
||||
|
||||
ObjectTypeDB::bind_method(_MD("set_use_alpha","enable"),&UnshadedMaterial::set_use_alpha);
|
||||
ObjectTypeDB::bind_method(_MD("is_using_alpha"),&UnshadedMaterial::is_using_alpha);
|
||||
|
||||
ObjectTypeDB::bind_method(_MD("set_use_color_array","enable"),&UnshadedMaterial::set_use_color_array);
|
||||
ObjectTypeDB::bind_method(_MD("is_using_color_array"),&UnshadedMaterial::is_using_color_array);
|
||||
|
||||
ADD_PROPERTY( PropertyInfo( Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE,"Texture" ), _SCS("set_texture"), _SCS("get_texture"));
|
||||
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "alpha" ), _SCS("set_use_alpha"), _SCS("is_using_alpha"));
|
||||
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "color_array" ), _SCS("set_use_color_array"), _SCS("is_using_color_array"));
|
||||
|
||||
}
|
||||
|
||||
void UnshadedMaterial::set_texture(const Ref<Texture>& p_texture) {
|
||||
RID rid;
|
||||
if (texture.is_valid())
|
||||
rid=texture->get_rid();
|
||||
|
||||
VS::get_singleton()->fixed_material_set_texture(material,VS::FIXED_MATERIAL_PARAM_DIFFUSE,rid);
|
||||
}
|
||||
Ref<Texture> UnshadedMaterial::get_texture() const {
|
||||
|
||||
return texture;
|
||||
}
|
||||
|
||||
void UnshadedMaterial::set_use_alpha(bool p_use_alpha) {
|
||||
|
||||
alpha=p_use_alpha;
|
||||
VS::get_singleton()->fixed_material_set_flag(material,VS::FIXED_MATERIAL_FLAG_USE_ALPHA,p_use_alpha);
|
||||
//set_depth_draw_mode();
|
||||
//set_hint(HINT,p_use_alpha);
|
||||
|
||||
}
|
||||
|
||||
bool UnshadedMaterial::is_using_alpha() const{
|
||||
|
||||
return alpha;
|
||||
}
|
||||
|
||||
void UnshadedMaterial::set_use_color_array(bool p_use_color_array){
|
||||
|
||||
color_array=p_use_color_array;
|
||||
VS::get_singleton()->fixed_material_set_flag(material,VS::FIXED_MATERIAL_FLAG_USE_COLOR_ARRAY,p_use_color_array);
|
||||
|
||||
}
|
||||
|
||||
bool UnshadedMaterial::is_using_color_array() const{
|
||||
|
||||
return color_array;
|
||||
}
|
||||
|
||||
UnshadedMaterial::UnshadedMaterial() :Material(VisualServer::get_singleton()->fixed_material_create()){
|
||||
|
||||
set_flag(FLAG_UNSHADED,true);
|
||||
set_use_alpha(true);
|
||||
set_flag(FLAG_COLOR_ARRAY_SRGB,true);
|
||||
|
||||
}
|
||||
|
||||
UnshadedMaterial::~UnshadedMaterial() {
|
||||
|
||||
|
||||
}
|
||||
|
|
|
@ -253,68 +253,6 @@ public:
|
|||
|
||||
|
||||
|
||||
class ParticleSystemMaterial : public Material {
|
||||
|
||||
OBJ_TYPE( ParticleSystemMaterial, Material );
|
||||
REVERSE_GET_PROPERTY_LIST
|
||||
|
||||
private:
|
||||
|
||||
|
||||
|
||||
Ref<Texture> texture;
|
||||
|
||||
protected:
|
||||
|
||||
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
|
||||
void set_texture(const Ref<Texture>& p_texture);
|
||||
Ref<Texture> get_texture() const;
|
||||
|
||||
|
||||
ParticleSystemMaterial();
|
||||
~ParticleSystemMaterial();
|
||||
|
||||
};
|
||||
|
||||
///////////////////////////////////////////
|
||||
|
||||
|
||||
class UnshadedMaterial : public Material {
|
||||
|
||||
OBJ_TYPE( UnshadedMaterial, Material );
|
||||
REVERSE_GET_PROPERTY_LIST
|
||||
|
||||
private:
|
||||
|
||||
|
||||
bool alpha;
|
||||
bool color_array;
|
||||
Ref<Texture> texture;
|
||||
|
||||
protected:
|
||||
|
||||
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
|
||||
void set_texture(const Ref<Texture>& p_texture);
|
||||
Ref<Texture> get_texture() const;
|
||||
|
||||
void set_use_alpha(bool p_use_alpha);
|
||||
bool is_using_alpha() const;
|
||||
|
||||
void set_use_color_array(bool p_use_color_array);
|
||||
bool is_using_color_array() const;
|
||||
|
||||
UnshadedMaterial();
|
||||
~UnshadedMaterial();
|
||||
|
||||
};
|
||||
|
||||
|
||||
#endif
|
||||
|
|
|
@ -84,7 +84,7 @@ void Shader::get_param_list(List<PropertyInfo> *p_params) const {
|
|||
for(List<PropertyInfo>::Element *E=local.front();E;E=E->next()) {
|
||||
|
||||
PropertyInfo pi=E->get();
|
||||
pi.name="param/"+pi.name;
|
||||
pi.name="shader_param/"+pi.name;
|
||||
params_cache[pi.name]=E->get().name;
|
||||
if (p_params) {
|
||||
|
||||
|
|
|
@ -80,6 +80,16 @@ public:
|
|||
Ref<Texture> get_default_texture_param(const StringName& p_param) const;
|
||||
void get_default_texture_param_list(List<StringName>* r_textures) const;
|
||||
|
||||
_FORCE_INLINE_ StringName remap_param(const StringName& p_param) const {
|
||||
if (params_cache_dirty)
|
||||
get_param_list(NULL);
|
||||
|
||||
const Map<StringName,StringName>::Element *E=params_cache.find(p_param);
|
||||
if (E)
|
||||
return E->get();
|
||||
return StringName();
|
||||
}
|
||||
|
||||
virtual RID get_rid() const;
|
||||
|
||||
Shader(Mode p_mode);
|
||||
|
@ -98,6 +108,15 @@ public:
|
|||
MaterialShader() : Shader(MODE_MATERIAL) {};
|
||||
};
|
||||
|
||||
class CanvasItemShader : public Shader {
|
||||
|
||||
OBJ_TYPE(CanvasItemShader,Shader);
|
||||
|
||||
public:
|
||||
|
||||
CanvasItemShader() : Shader(MODE_CANVAS_ITEM) {};
|
||||
};
|
||||
|
||||
|
||||
|
||||
class ResourceFormatLoaderShader : public ResourceFormatLoader {
|
||||
|
|
|
@ -692,6 +692,9 @@ public:
|
|||
mutable bool rect_dirty;
|
||||
mutable Rect2 rect;
|
||||
CanvasItem*next;
|
||||
RID shader;
|
||||
Map<StringName,Variant> shader_param;
|
||||
uint32_t shader_version;
|
||||
|
||||
|
||||
float final_opacity;
|
||||
|
@ -824,8 +827,8 @@ public:
|
|||
return rect;
|
||||
}
|
||||
|
||||
void clear() { for (int i=0;i<commands.size();i++) memdelete( commands[i] ); commands.clear(); clip=false; rect_dirty=true; final_clip_owner=NULL;}
|
||||
CanvasItem() { vp_render=NULL; next=NULL; final_clip_owner=NULL; clip=false; final_opacity=1; blend_mode=VS::MATERIAL_BLEND_MODE_MIX; visible=true; rect_dirty=true; custom_rect=false; ontop=true; }
|
||||
void clear() { for (int i=0;i<commands.size();i++) memdelete( commands[i] ); commands.clear(); clip=false; rect_dirty=true; final_clip_owner=NULL; }
|
||||
CanvasItem() { vp_render=NULL; next=NULL; final_clip_owner=NULL; clip=false; final_opacity=1; blend_mode=VS::MATERIAL_BLEND_MODE_MIX; visible=true; rect_dirty=true; custom_rect=false; ontop=true; shader_version=0;}
|
||||
virtual ~CanvasItem() { clear(); }
|
||||
};
|
||||
|
||||
|
|
|
@ -1105,6 +1105,60 @@ const ShaderLanguage::BuiltinsDef ShaderLanguage::light_builtins_defs[]={
|
|||
|
||||
};
|
||||
|
||||
|
||||
|
||||
const ShaderLanguage::BuiltinsDef ShaderLanguage::ci_vertex_builtins_defs[]={
|
||||
|
||||
{ "SRC_VERTEX", TYPE_VEC2},
|
||||
{ "VERTEX", TYPE_VEC2},
|
||||
{ "UV", TYPE_VEC2},
|
||||
{ "COLOR", TYPE_VEC4},
|
||||
{ "VAR1", TYPE_VEC4},
|
||||
{ "VAR2", TYPE_VEC4},
|
||||
{ "POINT_SIZE", TYPE_FLOAT},
|
||||
|
||||
//builtins
|
||||
{ "WORLD_MATRIX", TYPE_MAT4},
|
||||
{ "PROJECTION_MATRIX", TYPE_MAT4},
|
||||
{ "EXTRA_MATRIX", TYPE_MAT4},
|
||||
{ "MODELVIEW_MATRIX", TYPE_MAT4},
|
||||
{ "TIME", TYPE_FLOAT},
|
||||
{ NULL, TYPE_VOID},
|
||||
};
|
||||
const ShaderLanguage::BuiltinsDef ShaderLanguage::ci_fragment_builtins_defs[]={
|
||||
|
||||
{ "POSITION", TYPE_VEC4},
|
||||
{ "NORMAL", TYPE_VEC3},
|
||||
{ "UV", TYPE_VEC2},
|
||||
{ "COLOR", TYPE_VEC4},
|
||||
{ "TEXTURE", TYPE_TEXTURE},
|
||||
{ "VAR1", TYPE_VEC4},
|
||||
{ "VAR2", TYPE_VEC4},
|
||||
{ "SCREEN_UV", TYPE_VEC2},
|
||||
{ "POINT_COORD", TYPE_VEC2},
|
||||
|
||||
// { "SCREEN_POS", TYPE_VEC2},
|
||||
// { "SCREEN_TEXEL_SIZE", TYPE_VEC2},
|
||||
{ "TIME", TYPE_FLOAT},
|
||||
{ NULL, TYPE_VOID}
|
||||
|
||||
};
|
||||
|
||||
const ShaderLanguage::BuiltinsDef ShaderLanguage::ci_light_builtins_defs[]={
|
||||
|
||||
{ "COLOR", TYPE_VEC4},
|
||||
{ "NORMAL", TYPE_VEC3},
|
||||
{ "LIGHT_DIR", TYPE_VEC2},
|
||||
{ "LIGHT_DISTANCE", TYPE_FLOAT},
|
||||
{ "LIGHT", TYPE_VEC3},
|
||||
{ "POINT_COORD", TYPE_VEC2},
|
||||
// { "SCREEN_POS", TYPE_VEC2},
|
||||
// { "SCREEN_TEXEL_SIZE", TYPE_VEC2},
|
||||
{ "TIME", TYPE_FLOAT},
|
||||
{ NULL, TYPE_VOID}
|
||||
|
||||
};
|
||||
|
||||
const ShaderLanguage::BuiltinsDef ShaderLanguage::postprocess_fragment_builtins_defs[]={
|
||||
|
||||
{ "IN_COLOR", TYPE_VEC3},
|
||||
|
@ -2471,6 +2525,27 @@ Error ShaderLanguage::parse(const Vector<Token>& p_tokens,ShaderType p_type,Comp
|
|||
idx++;
|
||||
}
|
||||
} break;
|
||||
case SHADER_CANVAS_ITEM_VERTEX: {
|
||||
int idx=0;
|
||||
while (ci_vertex_builtins_defs[idx].name) {
|
||||
parser.program->builtin_variables[ci_vertex_builtins_defs[idx].name]=ci_vertex_builtins_defs[idx].type;
|
||||
idx++;
|
||||
}
|
||||
} break;
|
||||
case SHADER_CANVAS_ITEM_FRAGMENT: {
|
||||
int idx=0;
|
||||
while (ci_fragment_builtins_defs[idx].name) {
|
||||
parser.program->builtin_variables[ci_fragment_builtins_defs[idx].name]=ci_fragment_builtins_defs[idx].type;
|
||||
idx++;
|
||||
}
|
||||
} break;
|
||||
case SHADER_CANVAS_ITEM_LIGHT: {
|
||||
int idx=0;
|
||||
while (ci_light_builtins_defs[idx].name) {
|
||||
parser.program->builtin_variables[ci_light_builtins_defs[idx].name]=ci_light_builtins_defs[idx].type;
|
||||
idx++;
|
||||
}
|
||||
} break;
|
||||
case SHADER_POST_PROCESS: {
|
||||
int idx=0;
|
||||
while (postprocess_fragment_builtins_defs[idx].name) {
|
||||
|
|
|
@ -105,6 +105,9 @@ public:
|
|||
SHADER_MATERIAL_VERTEX,
|
||||
SHADER_MATERIAL_FRAGMENT,
|
||||
SHADER_MATERIAL_LIGHT,
|
||||
SHADER_CANVAS_ITEM_VERTEX,
|
||||
SHADER_CANVAS_ITEM_FRAGMENT,
|
||||
SHADER_CANVAS_ITEM_LIGHT,
|
||||
SHADER_POST_PROCESS,
|
||||
};
|
||||
|
||||
|
@ -376,6 +379,12 @@ private:
|
|||
static const BuiltinsDef vertex_builtins_defs[];
|
||||
static const BuiltinsDef fragment_builtins_defs[];
|
||||
static const BuiltinsDef light_builtins_defs[];
|
||||
|
||||
static const BuiltinsDef ci_vertex_builtins_defs[];
|
||||
static const BuiltinsDef ci_fragment_builtins_defs[];
|
||||
static const BuiltinsDef ci_light_builtins_defs[];
|
||||
|
||||
|
||||
static const BuiltinsDef postprocess_fragment_builtins_defs[];
|
||||
|
||||
static DataType get_token_datatype(TokenType p_type);
|
||||
|
|
|
@ -3699,6 +3699,42 @@ void VisualServerRaster::canvas_item_set_z(RID p_item, int p_z) {
|
|||
|
||||
}
|
||||
|
||||
void VisualServerRaster::canvas_item_set_shader(RID p_item, RID p_shader) {
|
||||
|
||||
VS_CHANGED;
|
||||
CanvasItem *canvas_item = canvas_item_owner.get( p_item );
|
||||
ERR_FAIL_COND(!canvas_item);
|
||||
canvas_item->shader=p_shader;
|
||||
}
|
||||
|
||||
RID VisualServerRaster::canvas_item_get_shader(RID p_item) const{
|
||||
|
||||
CanvasItem *canvas_item = canvas_item_owner.get( p_item );
|
||||
ERR_FAIL_COND_V(!canvas_item,RID());
|
||||
return canvas_item->shader;
|
||||
|
||||
}
|
||||
|
||||
void VisualServerRaster::canvas_item_set_shader_param(RID p_canvas_item, const StringName& p_param, const Variant& p_value){
|
||||
|
||||
VS_CHANGED;
|
||||
CanvasItem *canvas_item = canvas_item_owner.get( p_canvas_item );
|
||||
ERR_FAIL_COND(!canvas_item);
|
||||
if (p_value.get_type()==Variant::NIL)
|
||||
canvas_item->shader_param.erase(p_param);
|
||||
else
|
||||
canvas_item->shader_param[p_param]=p_value;
|
||||
|
||||
}
|
||||
Variant VisualServerRaster::canvas_item_get_shader_param(RID p_canvas_item, const StringName& p_param) const{
|
||||
|
||||
CanvasItem *canvas_item = canvas_item_owner.get( p_canvas_item );
|
||||
ERR_FAIL_COND_V(!canvas_item,Variant());
|
||||
ERR_FAIL_COND_V(!canvas_item->shader_param.has(p_param),Variant());
|
||||
|
||||
return canvas_item->shader_param[p_param];
|
||||
}
|
||||
|
||||
|
||||
void VisualServerRaster::canvas_item_set_sort_children_by_y(RID p_item, bool p_enable) {
|
||||
|
||||
|
|
|
@ -1110,6 +1110,11 @@ public:
|
|||
virtual void canvas_item_set_sort_children_by_y(RID p_item, bool p_enable);
|
||||
virtual void canvas_item_set_z(RID p_item, int p_z);
|
||||
|
||||
virtual void canvas_item_set_shader(RID p_item, RID p_shader);
|
||||
virtual RID canvas_item_get_shader(RID p_item) const;
|
||||
|
||||
virtual void canvas_item_set_shader_param(RID p_canvas_item, const StringName& p_param, const Variant& p_value);
|
||||
virtual Variant canvas_item_get_shader_param(RID p_canvas_item, const StringName& p_param) const;
|
||||
|
||||
virtual void canvas_item_clear(RID p_item);
|
||||
virtual void canvas_item_raise(RID p_item);
|
||||
|
|
|
@ -1133,6 +1133,11 @@ public:
|
|||
FUNC2(canvas_item_set_sort_children_by_y,RID,bool);
|
||||
FUNC2(canvas_item_set_z,RID,int);
|
||||
|
||||
FUNC2(canvas_item_set_shader,RID, RID );
|
||||
FUNC1RC(RID,canvas_item_get_shader,RID );
|
||||
|
||||
FUNC3(canvas_item_set_shader_param,RID,const StringName&,const Variant&);
|
||||
FUNC2RC(Variant,canvas_item_get_shader_param,RID,const StringName&);
|
||||
|
||||
FUNC1(canvas_item_clear,RID);
|
||||
FUNC1(canvas_item_raise,RID);
|
||||
|
|
|
@ -989,6 +989,12 @@ public:
|
|||
virtual void canvas_item_clear(RID p_item)=0;
|
||||
virtual void canvas_item_raise(RID p_item)=0;
|
||||
|
||||
virtual void canvas_item_set_shader(RID p_item, RID p_shader)=0;
|
||||
virtual RID canvas_item_get_shader(RID p_item) const=0;
|
||||
|
||||
virtual void canvas_item_set_shader_param(RID p_canvas_item, const StringName& p_param, const Variant& p_value)=0;
|
||||
virtual Variant canvas_item_get_shader_param(RID p_canvas_item, const StringName& p_param) const=0;
|
||||
|
||||
/* CURSOR */
|
||||
virtual void cursor_set_rotation(float p_rotation, int p_cursor = 0)=0; // radians
|
||||
virtual void cursor_set_texture(RID p_texture, const Point2 &p_center_offset = Point2(0, 0), int p_cursor=0)=0;
|
||||
|
|
Loading…
Reference in a new issue