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authorJuan Linietsky <reduzio@gmail.com>2015-03-02 00:54:10 -0300
committerJuan Linietsky <reduzio@gmail.com>2015-03-02 00:54:43 -0300
commita1f715a4da71fbc2b7d6fad68624bf8b22c6da17 (patch)
tree5cd305c8f8858504f0b5efb804b2c291b1dc5089 /servers/visual/visual_server_raster.h
parent0e732637d07d908daf64526f222e71fea402f3db (diff)
support for 2D shadow casters
Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader.
Diffstat (limited to 'servers/visual/visual_server_raster.h')
-rw-r--r--servers/visual/visual_server_raster.h61
1 files changed, 46 insertions, 15 deletions
diff --git a/servers/visual/visual_server_raster.h b/servers/visual/visual_server_raster.h
index 9b2b0c9c1a..b9a3f83364 100644
--- a/servers/visual/visual_server_raster.h
+++ b/servers/visual/visual_server_raster.h
@@ -371,7 +371,7 @@ class VisualServerRaster : public VisualServer {
-
+ mutable RID_Owner<Rasterizer::CanvasItemMaterial> canvas_item_material_owner;
struct CanvasItem : public Rasterizer::CanvasItem {
@@ -384,7 +384,7 @@ class VisualServerRaster : public VisualServer {
bool sort_y;
float opacity;
float self_opacity;
- bool use_parent_shader;
+ bool use_parent_material;
Vector<CanvasItem*> child_items;
@@ -396,7 +396,7 @@ class VisualServerRaster : public VisualServer {
opacity=1;
self_opacity=1;
sort_y=false;
- use_parent_shader=false;
+ use_parent_material=false;
z_relative=true;
}
};
@@ -410,6 +410,24 @@ class VisualServerRaster : public VisualServer {
}
};
+ struct CanvasLightOccluder;
+
+ struct CanvasLightOccluderPolygon {
+
+ bool active;
+ Rect2 aabb;
+ CanvasOccluderPolygonCullMode cull_mode;
+ RID occluder;
+ Set<Rasterizer::CanvasLightOccluderInstance*> owners;
+
+ CanvasLightOccluderPolygon() { active=false; cull_mode=CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; }
+ };
+
+
+ RID_Owner<CanvasLightOccluderPolygon> canvas_light_occluder_polygon_owner;
+
+ RID_Owner<Rasterizer::CanvasLightOccluderInstance> canvas_light_occluder_owner;
+
struct CanvasLight;
struct Canvas {
@@ -422,6 +440,7 @@ class VisualServerRaster : public VisualServer {
};
Set<Rasterizer::CanvasLight*> lights;
+ Set<Rasterizer::CanvasLightOccluderInstance*> occluders;
Vector<ChildItem> child_items;
Color modulate;
@@ -610,7 +629,7 @@ class VisualServerRaster : public VisualServer {
void _render_camera(Viewport *p_viewport,Camera *p_camera, Scenario *p_scenario);
static void _render_canvas_item_viewport(VisualServer* p_self,void *p_vp,const Rect2& p_rect);
void _render_canvas_item_tree(CanvasItem *p_canvas_item, const Matrix32& p_transform, const Rect2& p_clip_rect, const Color &p_modulate, Rasterizer::CanvasLight *p_lights);
- void _render_canvas_item(CanvasItem *p_canvas_item,const Matrix32& p_transform,const Rect2& p_clip_rect, float p_opacity,int p_z,Rasterizer::CanvasItem **z_list,Rasterizer::CanvasItem **z_last_list,CanvasItem *p_canvas_clip,CanvasItem *p_shader_owner);
+ void _render_canvas_item(CanvasItem *p_canvas_item, const Matrix32& p_transform, const Rect2& p_clip_rect, float p_opacity, int p_z, Rasterizer::CanvasItem **z_list, Rasterizer::CanvasItem **z_last_list, CanvasItem *p_canvas_clip, CanvasItem *p_material_owner);
void _render_canvas(Canvas *p_canvas, const Matrix32 &p_transform, Rasterizer::CanvasLight *p_lights);
Vector<Vector3> _camera_generate_endpoints(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max);
Vector<Plane> _camera_generate_orthogonal_planes(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max);
@@ -1131,15 +1150,8 @@ public:
virtual void canvas_item_set_z(RID p_item, int p_z);
virtual void canvas_item_set_z_as_relative_to_parent(RID p_item, bool p_enable);
- 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_use_parent_shader(RID p_item, bool p_enable);
-
-
-
- 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_set_material(RID p_item, RID p_material);
+ virtual void canvas_item_set_use_parent_material(RID p_item, bool p_enable);
virtual RID canvas_light_create();
virtual void canvas_light_attach_to_canvas(RID p_light,RID p_canvas);
@@ -1156,17 +1168,36 @@ public:
virtual void canvas_light_set_subtract_mode(RID p_light, bool p_enable);
virtual void canvas_light_set_shadow_enabled(RID p_light, bool p_enabled);
virtual void canvas_light_set_shadow_buffer_size(RID p_light, int p_size);
- virtual void canvas_light_set_shadow_filter(RID p_light, int p_size);
+ virtual void canvas_light_set_shadow_esm_multiplier(RID p_light, float p_multiplier);
virtual RID canvas_light_occluder_create();
virtual void canvas_light_occluder_attach_to_canvas(RID p_occluder,RID p_canvas);
virtual void canvas_light_occluder_set_enabled(RID p_occluder,bool p_enabled);
- virtual void canvas_light_occluder_set_shape(RID p_occluder,const DVector<Vector2>& p_shape);
+ virtual void canvas_light_occluder_set_polygon(RID p_occluder,RID p_polygon);
+ virtual void canvas_light_occluder_set_transform(RID p_occluder,const Matrix32& p_xform);
+ virtual void canvas_light_occluder_set_light_mask(RID p_occluder,int p_mask);
+
+
+ virtual RID canvas_occluder_polygon_create();
+ virtual void canvas_occluder_polygon_set_shape(RID p_occluder_polygon,const DVector<Vector2>& p_shape,bool p_close);
+ virtual void canvas_occluder_polygon_set_shape_as_lines(RID p_occluder_polygon,const DVector<Vector2>& p_shape);
+ virtual void canvas_occluder_polygon_set_cull_mode(RID p_occluder_polygon,CanvasOccluderPolygonCullMode p_mode);
+
+
virtual void canvas_item_clear(RID p_item);
virtual void canvas_item_raise(RID p_item);
+ /* CANVAS ITEM MATERIAL */
+
+ virtual RID canvas_item_material_create();
+ virtual void canvas_item_material_set_shader(RID p_material, RID p_shader);
+ virtual void canvas_item_material_set_shader_param(RID p_material, const StringName& p_param, const Variant& p_value);
+ virtual Variant canvas_item_material_get_shader_param(RID p_material, const StringName& p_param) const;
+ virtual void canvas_item_material_set_unshaded(RID p_material, bool p_unshaded);
+
+
/* CURSOR */
virtual void cursor_set_rotation(float p_rotation, int p_cursor = 0); // radians
virtual void cursor_set_texture(RID p_texture, const Point2 &p_center_offset, int p_cursor=0);