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authorJuan Linietsky <reduzio@gmail.com>2014-06-27 23:21:45 -0300
committerJuan Linietsky <reduzio@gmail.com>2014-06-27 23:21:45 -0300
commit2af2a84a03fd707cfa4c682aff34d722343d8985 (patch)
tree50d064e8bba7d5efb5974e3fa3a67e076fb5ef8b /drivers/gles2/rasterizer_gles2.h
parent1cc96a4d7440d9e8a20f7dbf17cf5771170de83d (diff)
Misc Fixes
========== -NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk) -WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store -Feaures in the new tutorials are all present in the sourcecode -This (hopefully) should get rid of the animation list order getting corrupted -Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing? -In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource -Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
Diffstat (limited to 'drivers/gles2/rasterizer_gles2.h')
-rw-r--r--drivers/gles2/rasterizer_gles2.h25
1 files changed, 12 insertions, 13 deletions
diff --git a/drivers/gles2/rasterizer_gles2.h b/drivers/gles2/rasterizer_gles2.h
index cf4c8717e9..60a7731fea 100644
--- a/drivers/gles2/rasterizer_gles2.h
+++ b/drivers/gles2/rasterizer_gles2.h
@@ -163,8 +163,10 @@ class RasterizerGLES2 : public Rasterizer {
String vertex_code;
String fragment_code;
+ String light_code;
int vertex_line;
int fragment_line;
+ int light_line;
VS::ShaderMode mode;
uint32_t custom_code_id;
@@ -193,6 +195,7 @@ class RasterizerGLES2 : public Rasterizer {
version=1;
vertex_line=0;
fragment_line=0;
+ light_line=0;
can_zpass=true;
has_texscreen=false;
has_screen_uv=false;
@@ -211,10 +214,9 @@ class RasterizerGLES2 : public Rasterizer {
struct Material {
bool flags[VS::MATERIAL_FLAG_MAX];
- bool hints[VS::MATERIAL_HINT_MAX];
- VS::MaterialShadeModel shade_model;
VS::MaterialBlendMode blend_mode;
+ VS::MaterialDepthDrawMode depth_draw_mode;
float line_width;
bool has_alpha;
@@ -241,12 +243,10 @@ class RasterizerGLES2 : public Rasterizer {
for(int i=0;i<VS::MATERIAL_FLAG_MAX;i++)
flags[i]=false;
flags[VS::MATERIAL_FLAG_VISIBLE]=true;
- for(int i=0;i<VS::MATERIAL_HINT_MAX;i++)
- hints[i]=false;
- hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW_FOR_ALPHA]=true;
line_width=1;
has_alpha=false;
+ depth_draw_mode=VS::MATERIAL_DEPTH_DRAW_OPAQUE_ONLY;
blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
last_pass = 0;
shader_version=0;
@@ -590,7 +590,6 @@ class RasterizerGLES2 : public Rasterizer {
vars[VS::LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE]=1.4;
vars[VS::LIGHT_PARAM_SHADOW_ESM_MULTIPLIER]=60.0;
vars[VS::LIGHT_PARAM_SHADOW_BLUR_PASSES]=1;
- colors[VS::LIGHT_COLOR_AMBIENT]=Color(0,0,0);
colors[VS::LIGHT_COLOR_DIFFUSE]=Color(1,1,1);
colors[VS::LIGHT_COLOR_SPECULAR]=Color(1,1,1);
shadow_enabled=false;
@@ -635,8 +634,9 @@ class RasterizerGLES2 : public Rasterizer {
fx_param[VS::ENV_FX_PARAM_DOF_BLUR_PASSES]=1;
fx_param[VS::ENV_FX_PARAM_DOF_BLUR_BEGIN]=100.0;
fx_param[VS::ENV_FX_PARAM_DOF_BLUR_RANGE]=10.0;
+ fx_param[VS::ENV_FX_PARAM_HDR_TONEMAPPER]=VS::ENV_FX_HDR_TONE_MAPPER_LINEAR;
fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]=0.4;
- fx_param[VS::ENV_FX_PARAM_HDR_SCALAR]=1.0;
+ fx_param[VS::ENV_FX_PARAM_HDR_WHITE]=1.0;
fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD]=0.95;
fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE]=0.2;
fx_param[VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE]=0.4;
@@ -1172,9 +1172,11 @@ public:
virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode);
virtual VS::ShaderMode shader_get_mode(RID p_shader) const;
- virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs=0,int p_fragment_ofs=0);
+ virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs=0,int p_fragment_ofs=0,int p_light_ofs=0);
virtual String shader_get_fragment_code(RID p_shader) const;
virtual String shader_get_vertex_code(RID p_shader) const;
+ virtual String shader_get_light_code(RID p_shader) const;
+
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
@@ -1192,11 +1194,8 @@ public:
virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled);
virtual bool material_get_flag(RID p_material,VS::MaterialFlag p_flag) const;
- virtual void material_set_hint(RID p_material, VS::MaterialHint p_hint,bool p_enabled);
- virtual bool material_get_hint(RID p_material,VS::MaterialHint p_hint) const;
-
- virtual void material_set_shade_model(RID p_material, VS::MaterialShadeModel p_model);
- virtual VS::MaterialShadeModel material_get_shade_model(RID p_material) const;
+ virtual void material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode);
+ virtual VS::MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const;
virtual void material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode);
virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const;