virtualx-engine/servers/visual/rasterizer.cpp
Juan Linietsky 9ff6d55822 Polygon2D
-=-=-=-=-

Another gift for those who make 2D games:
-Edit polygons, concave or convex, color them, texture them and uv-map them
-Corresponding editor
-Can have a custom pivot, so they are compatible with bones and IK
2014-07-07 17:44:21 -03:00

626 lines
19 KiB
C++

/*************************************************************************/
/* rasterizer.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "rasterizer.h"
#include "print_string.h"
#include "os/os.h"
RID Rasterizer::create_default_material() {
return material_create();
}
/* Fixed MAterial SHADER API */
RID Rasterizer::_create_shader(const FixedMaterialShaderKey& p_key) {
ERR_FAIL_COND_V(!p_key.valid,RID());
Map<FixedMaterialShaderKey,FixedMaterialShader>::Element *E=fixed_material_shaders.find(p_key);
if (E) {
E->get().refcount++;
return E->get().shader;
}
uint64_t t = OS::get_singleton()->get_ticks_usec();
FixedMaterialShader fms;
fms.refcount=1;
fms.shader=shader_create();
//create shader code
int texcoords_used=0;
String code;
static const char* _uv_str[4]={"UV","uv_xform","UV2","uv_sphere"};
#define _TEXUVSTR(m_idx) String( _uv_str[(p_key.texcoord_mask>>(m_idx*2))&0x3] )
if (p_key.use_pointsize) {
code+="UV=POINT_COORD;\n";
}
for(int i=0;i<VS::FIXED_MATERIAL_PARAM_MAX;i++) {
if (p_key.texture_mask&(1<<i))
texcoords_used|=(1<<((p_key.texcoord_mask>>(i*2))&0x3));
}
if (texcoords_used&(1<<VS::FIXED_MATERIAL_TEXCOORD_UV_TRANSFORM)) {
code+="uniform mat4 fmp_uv_xform;\n";
code+="vec2 uv_xform = fmp_uv_xform * UV;\n";
}
/* HANDLE NORMAL MAPPING */
if (p_key.texture_mask&(1<<VS::FIXED_MATERIAL_PARAM_NORMAL)) {
String scode;
scode+="uniform float fmp_normal;\n";
scode+="uniform texture fmp_normal_tex;\n";
String uv_str;
if ((p_key.texcoord_mask>>(VS::FIXED_MATERIAL_PARAM_NORMAL*2))&0x3==VS::FIXED_MATERIAL_TEXCOORD_SPHERE) {
uv_str="uv"; //sorry not supported
} else {
uv_str=_TEXUVSTR(VS::FIXED_MATERIAL_PARAM_NORMAL);
}
scode+="vec3 normal=tex( fmp_normal_tex,"+uv_str+").xyz * vec3(2.0,2.0,1.0) - vec3(1.0,1.0,0.0);\n";
scode+="NORMAL = mix( NORMAL,mat3(TANGENT,BINORMAL,NORMAL) * normal, fmp_normal);\n";
code+=scode;
}
//handle sphere uv if used, do it here because it needs the normal, which may be transformed by a normal map
if (texcoords_used&(1<<VS::FIXED_MATERIAL_TEXCOORD_SPHERE)) {
String tcode;
tcode="vec3 eye_normal = normalize(VERTEX);\n";
tcode+="vec3 ref = (eye_normal - 2.0*dot(NORMAL, eye_normal)*NORMAL);\n";
tcode+="ref.z+=1.0;\n";
tcode+="vec2 uv_sphere = ref.xy*vec2(0.5,0.0-0.5)+vec2(0.5,0.0-0.5);\n";
code+=tcode;
}
/* HANDLE DIFFUSE LIGHTING */
code+="uniform color fmp_diffuse;\n";
code+="color diffuse=fmp_diffuse;\n";
if (p_key.use_color_array)
code+="diffuse*=COLOR;\n";
if (p_key.texture_mask&(1<<VS::FIXED_MATERIAL_PARAM_DIFFUSE)) {
code+="uniform texture fmp_diffuse_tex;\n";
code+="diffuse*=tex( fmp_diffuse_tex,"+_TEXUVSTR(VS::FIXED_MATERIAL_PARAM_DIFFUSE)+");\n";
}
if (p_key.texture_mask&(1<<VS::FIXED_MATERIAL_PARAM_DETAIL)) {
String dcode;
dcode+="uniform texture fmp_detail_tex;\n";
dcode+="uniform float fmp_detail;\n";
dcode+="color detail=tex( fmp_detail_tex,"+_TEXUVSTR(VS::FIXED_MATERIAL_PARAM_DETAIL)+");\n";
//aways mix
dcode+="diffuse=vec4(mix(diffuse.rgb,detail.rgb,detail.a*fmp_detail),diffuse.a);\n";
code+=dcode;
}
if (p_key.use_alpha) {
code+="DIFFUSE_ALPHA=diffuse;\n";
if (p_key.discard_alpha) {
code+="DISCARD=diffuse.a<0.5;\n";
}
} else {
code+="DIFFUSE=diffuse.rgb;\n";
}
/* HANDLE SPECULAR LIGHTING */
code+="uniform color fmp_specular;\n";
code+="color specular=fmp_specular;\n";
if (p_key.texture_mask&(1<<VS::FIXED_MATERIAL_PARAM_SPECULAR)) {
String scode;
scode+="uniform texture fmp_specular_tex;\n";
scode+="specular*=tex( fmp_specular_tex,"+_TEXUVSTR(VS::FIXED_MATERIAL_PARAM_SPECULAR)+");\n";
code+=scode;
}
code+="SPECULAR=specular.rgb;\n";
code+="uniform float fmp_specular_exp;\n";
code+="float specular_exp=fmp_specular_exp;\n";
if (p_key.texture_mask&(1<<VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP)) {
String scode;
scode+="uniform texture fmp_specular_exp_tex;\n";
scode+="specular_exp*=tex( fmp_specular_exp_tex,"+_TEXUVSTR(VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP)+").r;\n";
code+=scode;
}
code+="SPEC_EXP=specular_exp;\n";
/* HANDLE EMISSION LIGHTING */
code+="uniform color fmp_emission;\n";
code+="color emission=fmp_emission;\n";
if (p_key.texture_mask&(1<<VS::FIXED_MATERIAL_PARAM_EMISSION)) {
String scode;
scode+="uniform texture fmp_emission_tex;\n";
scode+="emission*=tex( fmp_emission_tex,"+_TEXUVSTR(VS::FIXED_MATERIAL_PARAM_EMISSION)+");\n";
code+=scode;
}
code+="EMISSION=emission.rgb;\n";
/* HANDLE GLOW */
code+="uniform float fmp_glow;\n";
code+="float glow=fmp_glow;\n";
if (p_key.texture_mask&(1<<VS::FIXED_MATERIAL_PARAM_GLOW)) {
String scode;
scode+="uniform texture fmp_glow_tex;\n";
scode+="glow*=tex( fmp_glow_tex,"+_TEXUVSTR(VS::FIXED_MATERIAL_PARAM_GLOW)+").r;\n";
code+=scode;
}
code+="GLOW=glow;\n";
if (p_key.texture_mask&(1<<VS::FIXED_MATERIAL_PARAM_SHADE_PARAM)) {
String scode;
scode+="uniform texture fmp_shade_param_tex;\n";
scode+="SHADE_PARAM=tex( fmp_shade_param_tex,"+_TEXUVSTR(VS::FIXED_MATERIAL_PARAM_SHADE_PARAM)+").r;\n";
code+=scode;
} else {
String scode;
scode+="uniform float fmp_shade_param;\n";
scode+="SHADE_PARAM=fmp_shade_param;\n";
code+=scode;
}
//print_line("**FRAGMENT SHADER GENERATED code: \n"+code);
String vcode;
vcode="uniform float "+_fixed_material_param_names[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP]+";\n";
vcode+="SPEC_EXP="+_fixed_material_param_names[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP]+";\n";
if (p_key.use_pointsize) {
vcode+="uniform float "+_fixed_material_point_size_name+";\n";
vcode+="POINT_SIZE="+_fixed_material_point_size_name+";\n";
// vcode+="POINT_SIZE=10.0;\n";
}
String lcode;
switch(p_key.light_shader) {
case VS::FIXED_MATERIAL_LIGHT_SHADER_LAMBERT: {
//do nothing
} break;
case VS::FIXED_MATERIAL_LIGHT_SHADER_WRAP: {
lcode+="float NdotL = max(0.0,((dot( NORMAL, LIGHT_DIR )+SHADE_PARAM)/(1.0+SHADE_PARAM)));";
lcode+="vec3 half_vec = normalize(LIGHT_DIR + EYE_VEC);";
lcode+="float eye_light = max(dot(NORMAL, half_vec),0.0);";
lcode+="LIGHT = LIGHT_DIFFUSE * DIFFUSE * NdotL;";
lcode+="if (NdotL > 0.0) {";
lcode+="\tLIGHT+=LIGHT_SPECULAR * SPECULAR * pow( eye_light, SPECULAR_EXP );";
lcode+="};";
} break;
case VS::FIXED_MATERIAL_LIGHT_SHADER_VELVET: {
lcode+="float NdotL = max(0.0,dot( NORMAL, LIGHT_DIR ));";
lcode+="vec3 half_vec = normalize(LIGHT_DIR + EYE_VEC);";
lcode+="float eye_light = max(dot(NORMAL, half_vec),0.0);";
lcode+="LIGHT = LIGHT_DIFFUSE * DIFFUSE * NdotL;";
lcode+="float rim = (1.0-abs(dot(NORMAL,vec3(0,0,1))))*SHADE_PARAM;";
lcode+="LIGHT += LIGHT_DIFFUSE * DIFFUSE * rim;";
lcode+="if (NdotL > 0.0) {";
lcode+="\tLIGHT+=LIGHT_SPECULAR * SPECULAR * pow( eye_light, SPECULAR_EXP );";
lcode+="};";
} break;
case VS::FIXED_MATERIAL_LIGHT_SHADER_TOON: {
lcode+="float NdotL = dot( NORMAL, LIGHT_DIR );";
lcode+="vec3 light_ref = reflect( LIGHT_DIR, NORMAL );";
lcode+="float eye_light = clamp( dot( light_ref, vec3(0,0,0)-EYE_VEC), 0.0, 1.0 );";
lcode+="float NdotL_diffuse = smoothstep( max( SHADE_PARAM-0.05, 0.0-1.0), min( SHADE_PARAM+0.05, 1.0), NdotL );";
lcode+="float spec_radius=clamp((1.0-(SPECULAR_EXP/64.0)),0.0,1.0);";
lcode+="float NdotL_specular = smoothstep( max( spec_radius-0.05, 0.0), min( spec_radius+0.05, 1.0), eye_light )*max(NdotL,0);";
lcode+="LIGHT = NdotL_diffuse * LIGHT_DIFFUSE*DIFFUSE + NdotL_specular * LIGHT_SPECULAR*SPECULAR;";
} break;
}
//print_line("**VERTEX SHADER GENERATED code: \n"+vcode);
double tf = (OS::get_singleton()->get_ticks_usec()-t)/1000.0;
// print_line("generate: "+rtos(tf));
shader_set_code(fms.shader,vcode,code,lcode,0,0);
fixed_material_shaders[p_key]=fms;
return fms.shader;
}
void Rasterizer::_free_shader(const FixedMaterialShaderKey& p_key) {
if (p_key.valid==0)
return; //not a valid key
Map<FixedMaterialShaderKey,FixedMaterialShader>::Element *E=fixed_material_shaders.find(p_key);
ERR_FAIL_COND(!E);
E->get().refcount--;
if (E->get().refcount==0) {
free(E->get().shader);
fixed_material_shaders.erase(E);
}
}
void Rasterizer::fixed_material_set_flag(RID p_material, VS::FixedMaterialFlags p_flag, bool p_enabled) {
Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
ERR_FAIL_COND(!E);
FixedMaterial &fm=*E->get();
switch(p_flag) {
case VS::FIXED_MATERIAL_FLAG_USE_ALPHA: fm.use_alpha=p_enabled; break;
case VS::FIXED_MATERIAL_FLAG_USE_COLOR_ARRAY: fm.use_color_array=p_enabled; break;
case VS::FIXED_MATERIAL_FLAG_USE_POINT_SIZE: fm.use_pointsize=p_enabled; break;
case VS::FIXED_MATERIAL_FLAG_DISCARD_ALPHA: fm.discard_alpha=p_enabled; break;
}
if (!fm.dirty_list.in_list())
fixed_material_dirty_list.add( &fm.dirty_list );
}
bool Rasterizer::fixed_material_get_flag(RID p_material, VS::FixedMaterialFlags p_flag) const{
const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
ERR_FAIL_COND_V(!E,false);
const FixedMaterial &fm=*E->get();
switch(p_flag) {
case VS::FIXED_MATERIAL_FLAG_USE_ALPHA: return fm.use_alpha;; break;
case VS::FIXED_MATERIAL_FLAG_USE_COLOR_ARRAY: return fm.use_color_array;; break;
case VS::FIXED_MATERIAL_FLAG_USE_POINT_SIZE: return fm.use_pointsize;; break;
case VS::FIXED_MATERIAL_FLAG_DISCARD_ALPHA: return fm.discard_alpha;; break;
}
return false;
}
RID Rasterizer::fixed_material_create() {
RID mat = material_create();
fixed_materials[mat]=memnew( FixedMaterial() );
FixedMaterial &fm=*fixed_materials[mat];
fm.self=mat;
fm.get_key();
for(int i=0;i<VS::FIXED_MATERIAL_PARAM_MAX;i++) {
material_set_param(mat,_fixed_material_param_names[i],fm.param[i]); //must be there
}
fixed_material_dirty_list.add(&fm.dirty_list);
//print_line("FMC: "+itos(mat.get_id()));
return mat;
}
void Rasterizer::fixed_material_set_parameter(RID p_material, VS::FixedMaterialParam p_parameter, const Variant& p_value){
Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
ERR_FAIL_COND(!E);
FixedMaterial &fm=*E->get();
RID material=E->key();
ERR_FAIL_INDEX(p_parameter,VS::FIXED_MATERIAL_PARAM_MAX);
if ((p_parameter==VS::FIXED_MATERIAL_PARAM_DIFFUSE || p_parameter==VS::FIXED_MATERIAL_PARAM_SPECULAR || p_parameter==VS::FIXED_MATERIAL_PARAM_EMISSION)) {
if (p_value.get_type()!=Variant::COLOR) {
ERR_EXPLAIN(String(_fixed_material_param_names[p_parameter])+" expects Color");
ERR_FAIL();
}
} else {
if (!p_value.is_num()) {
ERR_EXPLAIN(String(_fixed_material_param_names[p_parameter])+" expects scalar");
ERR_FAIL();
}
}
fm.param[p_parameter]=p_value;
VS::get_singleton()->material_set_param(material,_fixed_material_param_names[p_parameter],p_value);
}
Variant Rasterizer::fixed_material_get_parameter(RID p_material,VS::FixedMaterialParam p_parameter) const{
const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
ERR_FAIL_COND_V(!E,Variant());
const FixedMaterial &fm=*E->get();
ERR_FAIL_INDEX_V(p_parameter,VS::FIXED_MATERIAL_PARAM_MAX,Variant());
return fm.param[p_parameter];
}
void Rasterizer::fixed_material_set_texture(RID p_material,VS::FixedMaterialParam p_parameter, RID p_texture){
Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
if (!E) {
print_line("Not found: "+itos(p_material.get_id()));
}
ERR_FAIL_COND(!E);
FixedMaterial &fm=*E->get();
ERR_FAIL_INDEX(p_parameter,VS::FIXED_MATERIAL_PARAM_MAX);
RID material=E->key();
fm.texture[p_parameter]=p_texture;
VS::get_singleton()->material_set_param(material,_fixed_material_tex_names[p_parameter],p_texture);
if (!fm.dirty_list.in_list())
fixed_material_dirty_list.add( &fm.dirty_list );
}
RID Rasterizer::fixed_material_get_texture(RID p_material,VS::FixedMaterialParam p_parameter) const{
const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
ERR_FAIL_COND_V(!E,RID());
const FixedMaterial &fm=*E->get();
ERR_FAIL_INDEX_V(p_parameter,VS::FIXED_MATERIAL_PARAM_MAX,RID());
return fm.texture[p_parameter];
}
void Rasterizer::fixed_material_set_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode) {
Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
ERR_FAIL_COND(!E);
FixedMaterial &fm=*E->get();
ERR_FAIL_INDEX(p_parameter,VS::FIXED_MATERIAL_PARAM_MAX);
fm.get_key();
fm.texture_tc[p_parameter]=p_mode;
if (!fm.dirty_list.in_list())
fixed_material_dirty_list.add( &fm.dirty_list );
}
VS::FixedMaterialTexCoordMode Rasterizer::fixed_material_get_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter) const {
const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
ERR_FAIL_COND_V(!E,VS::FIXED_MATERIAL_TEXCOORD_UV);
const FixedMaterial &fm=*E->get();
ERR_FAIL_INDEX_V(p_parameter,VS::FIXED_MATERIAL_PARAM_MAX,VS::FIXED_MATERIAL_TEXCOORD_UV);
return fm.texture_tc[p_parameter];
}
void Rasterizer::fixed_material_set_uv_transform(RID p_material,const Transform& p_transform) {
Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
ERR_FAIL_COND(!E);
FixedMaterial &fm=*E->get();
RID material=E->key();
VS::get_singleton()->material_set_param(material,_fixed_material_uv_xform_name,p_transform);
fm.uv_xform=p_transform;
}
Transform Rasterizer::fixed_material_get_uv_transform(RID p_material) const {
const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
ERR_FAIL_COND_V(!E,Transform());
const FixedMaterial &fm=*E->get();
return fm.uv_xform;
}
void Rasterizer::fixed_material_set_light_shader(RID p_material,VS::FixedMaterialLightShader p_shader) {
Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
ERR_FAIL_COND(!E);
FixedMaterial &fm=*E->get();
fm.light_shader=p_shader;
if (!fm.dirty_list.in_list())
fixed_material_dirty_list.add( &fm.dirty_list );
}
VS::FixedMaterialLightShader Rasterizer::fixed_material_get_light_shader(RID p_material) const {
const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
ERR_FAIL_COND_V(!E,VS::FIXED_MATERIAL_LIGHT_SHADER_LAMBERT);
const FixedMaterial &fm=*E->get();
return fm.light_shader;
}
void Rasterizer::fixed_material_set_point_size(RID p_material,float p_size) {
Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
ERR_FAIL_COND(!E);
FixedMaterial &fm=*E->get();
RID material=E->key();
VS::get_singleton()->material_set_param(material,_fixed_material_point_size_name,p_size);
fm.point_size=p_size;
}
float Rasterizer::fixed_material_get_point_size(RID p_material) const{
const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
ERR_FAIL_COND_V(!E,1.0);
const FixedMaterial &fm=*E->get();
return fm.point_size;
}
void Rasterizer::_update_fixed_materials() {
while(fixed_material_dirty_list.first()) {
FixedMaterial &fm=*fixed_material_dirty_list.first()->self();
FixedMaterialShaderKey new_key = fm.get_key();
if (new_key.key!=fm.current_key.key) {
_free_shader(fm.current_key);
RID new_rid = _create_shader(new_key);
fm.current_key=new_key;
material_set_shader(fm.self,new_rid);
if (fm.texture[VS::FIXED_MATERIAL_PARAM_DETAIL].is_valid()) {
//send these again just in case.
material_set_param(fm.self,_fixed_material_param_names[VS::FIXED_MATERIAL_PARAM_DETAIL],fm.param[VS::FIXED_MATERIAL_PARAM_DETAIL]);
}
if (fm.texture[VS::FIXED_MATERIAL_PARAM_NORMAL].is_valid()) {
//send these again just in case.
material_set_param(fm.self,_fixed_material_param_names[VS::FIXED_MATERIAL_PARAM_NORMAL],fm.param[VS::FIXED_MATERIAL_PARAM_NORMAL]);
}
material_set_param(fm.self,_fixed_material_uv_xform_name,fm.uv_xform);
if (fm.use_pointsize)
material_set_param(fm.self,_fixed_material_point_size_name,fm.point_size);
}
fixed_material_dirty_list.remove(fixed_material_dirty_list.first());
}
}
void Rasterizer::_free_fixed_material(const RID& p_material) {
Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
if (E) {
_free_shader(E->get()->current_key); //free shader
if (E->get()->dirty_list.in_list())
fixed_material_dirty_list.remove( &E->get()->dirty_list);
memdelete(E->get());
fixed_materials.erase(E); //free material
}
}
void Rasterizer::flush_frame() {
//not really necesary to implement
}
Rasterizer::Rasterizer() {
static const char* fm_names[VS::FIXED_MATERIAL_PARAM_MAX]={
"diffuse",
"detail",
"specular",
"emission",
"specular_exp",
"glow",
"normal",
"shade_param"};
for(int i=0;i<VS::FIXED_MATERIAL_PARAM_MAX;i++) {
_fixed_material_param_names[i]=String("fmp_")+fm_names[i];
_fixed_material_tex_names[i]=String("fmp_")+fm_names[i]+"_tex";
}
_fixed_material_uv_xform_name="fmp_uv_xform";
_fixed_material_point_size_name="fmp_point_size";
}
RID Rasterizer::create_overdraw_debug_material() {
RID mat = fixed_material_create();
fixed_material_set_parameter( mat,VisualServer::FIXED_MATERIAL_PARAM_SPECULAR,Color(0,0,0) );
fixed_material_set_parameter( mat,VisualServer::FIXED_MATERIAL_PARAM_DIFFUSE,Color(0.1,0.1,0.2) );
fixed_material_set_parameter( mat,VisualServer::FIXED_MATERIAL_PARAM_EMISSION,Color(0,0,0) );
fixed_material_set_flag( mat, VS::FIXED_MATERIAL_FLAG_USE_ALPHA, true);
material_set_flag( mat, VisualServer::MATERIAL_FLAG_UNSHADED, true );
material_set_blend_mode( mat,VisualServer::MATERIAL_BLEND_MODE_ADD );
return mat;
}