diff options
author | Juan Linietsky <reduzio@gmail.com> | 2014-06-27 23:21:45 -0300 |
---|---|---|
committer | Juan Linietsky <reduzio@gmail.com> | 2014-06-27 23:21:45 -0300 |
commit | 2af2a84a03fd707cfa4c682aff34d722343d8985 (patch) | |
tree | 50d064e8bba7d5efb5974e3fa3a67e076fb5ef8b /servers/visual | |
parent | 1cc96a4d7440d9e8a20f7dbf17cf5771170de83d (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 'servers/visual')
-rw-r--r-- | servers/visual/rasterizer.cpp | 127 | ||||
-rw-r--r-- | servers/visual/rasterizer.h | 24 | ||||
-rw-r--r-- | servers/visual/rasterizer_dummy.cpp | 42 | ||||
-rw-r--r-- | servers/visual/rasterizer_dummy.h | 22 | ||||
-rw-r--r-- | servers/visual/shader_language.cpp | 55 | ||||
-rw-r--r-- | servers/visual/shader_language.h | 4 | ||||
-rw-r--r-- | servers/visual/visual_server_raster.cpp | 51 | ||||
-rw-r--r-- | servers/visual/visual_server_raster.h | 18 | ||||
-rw-r--r-- | servers/visual/visual_server_wrap_mt.h | 15 |
9 files changed, 218 insertions, 140 deletions
diff --git a/servers/visual/rasterizer.cpp b/servers/visual/rasterizer.cpp index e21848eac2..e242744867 100644 --- a/servers/visual/rasterizer.cpp +++ b/servers/visual/rasterizer.cpp @@ -134,23 +134,8 @@ RID Rasterizer::_create_shader(const FixedMaterialShaderKey& p_key) { 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"; - - switch(p_key.detail_blend) { - - case VS::MATERIAL_BLEND_MODE_MIX: - - dcode+="diffuse=vec4(mix(diffuse.rgb,detail.rgb,detail.a*fmp_detail),diffuse.a);\n"; - break; - case VS::MATERIAL_BLEND_MODE_ADD: - dcode+="diffuse=vec4(diffuse.rgb+detail.rgb*fmp_detail,diffuse.a);\n"; - break; - case VS::MATERIAL_BLEND_MODE_SUB: - dcode+="diffuse=vec4(diffuse.rgb+detail.rgb*fmp_detail,diffuse.a);\n"; - break; - case VS::MATERIAL_BLEND_MODE_MUL: - dcode+="diffuse=diffuse*mix(vec4(1,1,1,1),detail,fmp_detail);\n"; - break; - } + //aways mix + dcode+="diffuse=vec4(mix(diffuse.rgb,detail.rgb,detail.a*fmp_detail),diffuse.a);\n"; code+=dcode; } @@ -223,6 +208,22 @@ RID Rasterizer::_create_shader(const FixedMaterialShaderKey& p_key) { 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; @@ -235,12 +236,58 @@ RID Rasterizer::_create_shader(const FixedMaterialShaderKey& p_key) { // 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,0,0); + shader_set_code(fms.shader,vcode,code,lcode,0,0); fixed_material_shaders[p_key]=fms; return fms.shader; @@ -389,28 +436,6 @@ RID Rasterizer::fixed_material_get_texture(RID p_material,VS::FixedMaterialParam return fm.texture[p_parameter]; } -void Rasterizer::fixed_material_set_detail_blend_mode(RID p_material,VS::MaterialBlendMode p_mode){ - - Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material); - ERR_FAIL_COND(!E); - FixedMaterial &fm=*E->get(); - - - fm.get_key(); - ERR_FAIL_INDEX(p_mode,4); - fm.detail_blend=p_mode; - if (!fm.dirty_list.in_list()) - fixed_material_dirty_list.add( &fm.dirty_list ); - -} -VS::MaterialBlendMode Rasterizer::fixed_material_get_detail_blend_mode(RID p_material) const{ - - const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material); - ERR_FAIL_COND_V(!E,VS::MATERIAL_BLEND_MODE_MIX); - const FixedMaterial &fm=*E->get(); - - return fm.detail_blend; -} void Rasterizer::fixed_material_set_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode) { @@ -462,6 +487,28 @@ Transform Rasterizer::fixed_material_get_uv_transform(RID p_material) const { 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); diff --git a/servers/visual/rasterizer.h b/servers/visual/rasterizer.h index dc43a78984..2b02a81a44 100644 --- a/servers/visual/rasterizer.h +++ b/servers/visual/rasterizer.h @@ -51,7 +51,7 @@ protected: struct { uint16_t texcoord_mask; uint8_t texture_mask; - uint8_t detail_blend:2; + uint8_t light_shader:2; bool use_alpha:1; bool use_color_array:1; bool use_pointsize:1; @@ -85,7 +85,7 @@ protected: bool use_pointsize; float point_size; Transform uv_xform; - VS::MaterialBlendMode detail_blend; + VS::FixedMaterialLightShader light_shader; RID texture[VS::FIXED_MATERIAL_PARAM_MAX]; Variant param[VS::FIXED_MATERIAL_PARAM_MAX]; VS::FixedMaterialTexCoordMode texture_tc[VS::FIXED_MATERIAL_PARAM_MAX]; @@ -103,7 +103,7 @@ protected: k.use_color_array=use_color_array; k.use_pointsize=use_pointsize; k.discard_alpha=discard_alpha; - k.detail_blend=detail_blend; + k.light_shader=light_shader; k.valid=true; for(int i=0;i<VS::FIXED_MATERIAL_PARAM_MAX;i++) { if (texture[i].is_valid()) { @@ -124,7 +124,7 @@ protected: use_pointsize=false; discard_alpha=false; point_size=1.0; - detail_blend=VS::MATERIAL_BLEND_MODE_MIX; + light_shader=VS::FIXED_MATERIAL_LIGHT_SHADER_LAMBERT; for(int i=0;i<VS::FIXED_MATERIAL_PARAM_MAX;i++) { texture_tc[i]=VS::FIXED_MATERIAL_TEXCOORD_UV; } @@ -192,9 +192,10 @@ public: virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode)=0; virtual VS::ShaderMode shader_get_mode(RID p_shader) const=0; - 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)=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)=0; virtual String shader_get_fragment_code(RID p_shader) const=0; virtual String shader_get_vertex_code(RID p_shader) const=0; + virtual String shader_get_light_code(RID p_shader) const=0; virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const=0; @@ -211,11 +212,8 @@ public: virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled)=0; virtual bool material_get_flag(RID p_material,VS::MaterialFlag p_flag) const=0; - virtual void material_set_hint(RID p_material, VS::MaterialHint p_hint,bool p_enabled)=0; - virtual bool material_get_hint(RID p_material,VS::MaterialHint p_hint) const=0; - - virtual void material_set_shade_model(RID p_material, VS::MaterialShadeModel p_model)=0; - virtual VS::MaterialShadeModel material_get_shade_model(RID p_material) const=0; + virtual void material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode)=0; + virtual VS::MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const=0; virtual void material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode)=0; virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const=0; @@ -237,15 +235,15 @@ public: virtual void fixed_material_set_texture(RID p_material,VS::FixedMaterialParam p_parameter, RID p_texture); virtual RID fixed_material_get_texture(RID p_material,VS::FixedMaterialParam p_parameter) const; - virtual void fixed_material_set_detail_blend_mode(RID p_material,VS::MaterialBlendMode p_mode); - virtual VS::MaterialBlendMode fixed_material_get_detail_blend_mode(RID p_material) const; - virtual void fixed_material_set_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode); virtual VS::FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter) const; virtual void fixed_material_set_uv_transform(RID p_material,const Transform& p_transform); virtual Transform fixed_material_get_uv_transform(RID p_material) const; + virtual void fixed_material_set_light_shader(RID p_material,VS::FixedMaterialLightShader p_shader); + virtual VS::FixedMaterialLightShader fixed_material_get_light_shader(RID p_material) const; + virtual void fixed_material_set_point_size(RID p_material,float p_size); virtual float fixed_material_get_point_size(RID p_material) const; diff --git a/servers/visual/rasterizer_dummy.cpp b/servers/visual/rasterizer_dummy.cpp index 3a04ba7504..e0c1932589 100644 --- a/servers/visual/rasterizer_dummy.cpp +++ b/servers/visual/rasterizer_dummy.cpp @@ -151,6 +151,7 @@ RID RasterizerDummy::shader_create(VS::ShaderMode p_mode) { shader->mode=p_mode; shader->fragment_line=0; shader->vertex_line=0; + shader->light_line=0; RID rid = shader_owner.make_rid(shader); return rid; @@ -174,16 +175,17 @@ VS::ShaderMode RasterizerDummy::shader_get_mode(RID p_shader) const { return shader->mode; } +void RasterizerDummy::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs,int p_fragment_ofs,int p_light_ofs) { -void RasterizerDummy::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs,int p_fragment_ofs) { - Shader *shader=shader_owner.get(p_shader); ERR_FAIL_COND(!shader); shader->fragment_code=p_fragment; shader->vertex_code=p_vertex; + shader->light_code=p_light; shader->fragment_line=p_fragment_ofs; shader->vertex_line=p_vertex_ofs; + shader->light_line=p_vertex_ofs; } @@ -204,6 +206,14 @@ String RasterizerDummy::shader_get_fragment_code(RID p_shader) const { } +String RasterizerDummy::shader_get_light_code(RID p_shader) const { + + Shader *shader=shader_owner.get(p_shader); + ERR_FAIL_COND_V(!shader,String()); + return shader->light_code; + +} + void RasterizerDummy::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const { Shader *shader=shader_owner.get(p_shader); @@ -274,39 +284,21 @@ bool RasterizerDummy::material_get_flag(RID p_material,VS::MaterialFlag p_flag) } -void RasterizerDummy::material_set_hint(RID p_material, VS::MaterialHint p_hint,bool p_enabled) { +void RasterizerDummy::material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode) { Material *material = material_owner.get(p_material); ERR_FAIL_COND(!material); - ERR_FAIL_INDEX(p_hint,VS::MATERIAL_HINT_MAX); - material->hints[p_hint]=p_enabled; - + material->depth_draw_mode=p_mode; } -bool RasterizerDummy::material_get_hint(RID p_material,VS::MaterialHint p_hint) const { +VS::MaterialDepthDrawMode RasterizerDummy::material_get_depth_draw_mode(RID p_material) const{ Material *material = material_owner.get(p_material); - ERR_FAIL_COND_V(!material,false); - ERR_FAIL_INDEX_V(p_hint,VS::MATERIAL_HINT_MAX,false); - return material->hints[p_hint]; + ERR_FAIL_COND_V(!material,VS::MATERIAL_DEPTH_DRAW_ALWAYS); + return material->depth_draw_mode; } -void RasterizerDummy::material_set_shade_model(RID p_material, VS::MaterialShadeModel p_model) { - - Material *material = material_owner.get(p_material); - ERR_FAIL_COND(!material); - material->shade_model=p_model; - -}; - -VS::MaterialShadeModel RasterizerDummy::material_get_shade_model(RID p_material) const { - - Material *material = material_owner.get(p_material); - ERR_FAIL_COND_V(!material,VS::MATERIAL_SHADE_MODEL_LAMBERT); - return material->shade_model; -}; - void RasterizerDummy::material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode) { diff --git a/servers/visual/rasterizer_dummy.h b/servers/visual/rasterizer_dummy.h index a837d54b9b..01ae6c7644 100644 --- a/servers/visual/rasterizer_dummy.h +++ b/servers/visual/rasterizer_dummy.h @@ -71,10 +71,12 @@ class RasterizerDummy : public Rasterizer { String vertex_code; String fragment_code; + String light_code; VS::ShaderMode mode; Map<StringName,Variant> params; int fragment_line; int vertex_line; + int light_line; bool valid; bool has_alpha; bool use_world_transform; @@ -87,9 +89,8 @@ class RasterizerDummy : public Rasterizer { struct Material { bool flags[VS::MATERIAL_FLAG_MAX]; - bool hints[VS::MATERIAL_HINT_MAX]; - VS::MaterialShadeModel shade_model; + VS::MaterialDepthDrawMode depth_draw_mode; VS::MaterialBlendMode blend_mode; @@ -107,9 +108,8 @@ class RasterizerDummy : 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; + depth_draw_mode=VS::MATERIAL_DEPTH_DRAW_OPAQUE_ONLY; line_width=1; blend_mode=VS::MATERIAL_BLEND_MODE_MIX; point_size = 1.0; @@ -296,7 +296,7 @@ class RasterizerDummy : public Rasterizer { vars[VS::LIGHT_PARAM_ENERGY]=1.0; vars[VS::LIGHT_PARAM_RADIUS]=1.0; vars[VS::LIGHT_PARAM_SHADOW_Z_OFFSET]=0.05; - 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; @@ -331,7 +331,7 @@ class RasterizerDummy : public Rasterizer { 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_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; @@ -415,9 +415,10 @@ 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; @@ -434,11 +435,8 @@ 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; diff --git a/servers/visual/shader_language.cpp b/servers/visual/shader_language.cpp index cdc1f678e7..16a725010d 100644 --- a/servers/visual/shader_language.cpp +++ b/servers/visual/shader_language.cpp @@ -859,7 +859,20 @@ const ShaderLanguage::IntrinsicFuncDef ShaderLanguage::intrinsic_func_defs[]={ {"mix",TYPE_VEC4,{TYPE_VEC4,TYPE_VEC4,TYPE_FLOAT,TYPE_VOID}}, {"mix",TYPE_VEC4,{TYPE_VEC4,TYPE_VEC4,TYPE_VEC4,TYPE_VOID}}, {"step",TYPE_FLOAT,{TYPE_FLOAT,TYPE_FLOAT,TYPE_VOID}}, + {"step",TYPE_VEC2,{TYPE_VEC2,TYPE_VEC2,TYPE_VOID}}, {"step",TYPE_VEC3,{TYPE_VEC3,TYPE_VEC3,TYPE_VOID}}, + {"step",TYPE_VEC4,{TYPE_VEC4,TYPE_VEC4,TYPE_VOID}}, + {"step",TYPE_VEC2,{TYPE_FLOAT,TYPE_VEC2,TYPE_VOID}}, + {"step",TYPE_VEC3,{TYPE_FLOAT,TYPE_VEC3,TYPE_VOID}}, + {"step",TYPE_VEC4,{TYPE_FLOAT,TYPE_VEC4,TYPE_VOID}}, + {"smoothstep",TYPE_FLOAT,{TYPE_FLOAT,TYPE_FLOAT,TYPE_FLOAT,TYPE_VOID}}, + {"smoothstep",TYPE_VEC2,{TYPE_VEC2,TYPE_VEC2,TYPE_VEC2,TYPE_VOID}}, + {"smoothstep",TYPE_VEC3,{TYPE_VEC3,TYPE_VEC3,TYPE_VEC3,TYPE_VOID}}, + {"smoothstep",TYPE_VEC4,{TYPE_VEC4,TYPE_VEC4,TYPE_VEC4,TYPE_VOID}}, + {"smoothstep",TYPE_VEC2,{TYPE_FLOAT,TYPE_FLOAT,TYPE_VEC2,TYPE_VOID}}, + {"smoothstep",TYPE_VEC3,{TYPE_FLOAT,TYPE_FLOAT,TYPE_VEC3,TYPE_VOID}}, + {"smoothstep",TYPE_VEC4,{TYPE_FLOAT,TYPE_FLOAT,TYPE_VEC4,TYPE_VOID}}, + //intrinsics - geometric {"length",TYPE_FLOAT,{TYPE_VEC2,TYPE_VOID}}, {"length",TYPE_FLOAT,{TYPE_VEC3,TYPE_VOID}}, @@ -1045,6 +1058,27 @@ const ShaderLanguage::BuiltinsDef ShaderLanguage::fragment_builtins_defs[]={ { NULL, TYPE_VOID} }; + +const ShaderLanguage::BuiltinsDef ShaderLanguage::light_builtins_defs[]={ + + { "NORMAL", TYPE_VEC3}, + { "LIGHT_DIR", TYPE_VEC3}, + { "LIGHT_DIFFUSE", TYPE_VEC3}, + { "LIGHT_SPECULAR", TYPE_VEC3}, + { "EYE_VEC", TYPE_VEC3}, + { "DIFFUSE", TYPE_VEC3}, + { "SPECULAR", TYPE_VEC3}, + { "SPECULAR_EXP", TYPE_FLOAT}, + { "SHADE_PARAM", 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}, @@ -2286,6 +2320,13 @@ Error ShaderLanguage::parse(const Vector<Token>& p_tokens,ShaderType p_type,Comp idx++; } } break; + case SHADER_MATERIAL_LIGHT: { + int idx=0; + while (light_builtins_defs[idx].name) { + parser.program->builtin_variables[light_builtins_defs[idx].name]=light_builtins_defs[idx].type; + idx++; + } + } break; case SHADER_POST_PROCESS: { int idx=0; while (postprocess_fragment_builtins_defs[idx].name) { @@ -2306,8 +2347,9 @@ Error ShaderLanguage::parse(const Vector<Token>& p_tokens,ShaderType p_type,Comp t = OS::get_singleton()->get_ticks_usec(); - if (p_compile_func) - p_compile_func(p_userdata,parser.program); + if (p_compile_func) { + err = p_compile_func(p_userdata,parser.program); + } tf = (OS::get_singleton()->get_ticks_usec()-t)/1000.0; //print_line("compile time: "+rtos(tf)); @@ -2318,7 +2360,7 @@ Error ShaderLanguage::parse(const Vector<Token>& p_tokens,ShaderType p_type,Comp memdelete( parser.nodegc.front()->get() ); parser.nodegc.pop_front(); } - return OK; + return err; } Error ShaderLanguage::compile(const String& p_code,ShaderType p_type,CompileFunc p_compile_func,void *p_userdata,String *r_error,int *r_err_line,int *r_err_column) { @@ -2372,6 +2414,13 @@ void ShaderLanguage::get_keyword_list(ShaderType p_type, List<String> *p_keyword idx++; } } break; + case SHADER_MATERIAL_LIGHT: { + idx=0; + while (light_builtins_defs[idx].name) { + p_keywords->push_back(light_builtins_defs[idx].name); + idx++; + } + } break; case SHADER_POST_PROCESS: { idx=0; while (postprocess_fragment_builtins_defs[idx].name) { diff --git a/servers/visual/shader_language.h b/servers/visual/shader_language.h index 9455e677cf..36f5bd64c7 100644 --- a/servers/visual/shader_language.h +++ b/servers/visual/shader_language.h @@ -46,6 +46,7 @@ public: enum ShaderType { SHADER_MATERIAL_VERTEX, SHADER_MATERIAL_FRAGMENT, + SHADER_MATERIAL_LIGHT, SHADER_POST_PROCESS, }; @@ -215,7 +216,7 @@ public: ProgramNode() { type=TYPE_PROGRAM; } }; - typedef void (*CompileFunc)(void*,ProgramNode*); + typedef Error (*CompileFunc)(void*,ProgramNode*); struct VarInfo { @@ -360,6 +361,7 @@ private: static const BuiltinsDef vertex_builtins_defs[]; static const BuiltinsDef fragment_builtins_defs[]; + static const BuiltinsDef light_builtins_defs[]; static const BuiltinsDef postprocess_fragment_builtins_defs[]; static DataType get_token_datatype(TokenType p_type); diff --git a/servers/visual/visual_server_raster.cpp b/servers/visual/visual_server_raster.cpp index 4e14e8b26c..f171b47e9c 100644 --- a/servers/visual/visual_server_raster.cpp +++ b/servers/visual/visual_server_raster.cpp @@ -130,10 +130,10 @@ VisualServer::ShaderMode VisualServerRaster::shader_get_mode(RID p_shader) const } -void VisualServerRaster::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs,int p_fragment_ofs) { +void VisualServerRaster::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs,int p_fragment_ofs,int p_light_ofs) { VS_CHANGED; - rasterizer->shader_set_code(p_shader,p_vertex,p_fragment,p_vertex_ofs,p_fragment_ofs); + rasterizer->shader_set_code(p_shader,p_vertex,p_fragment,p_light,p_vertex_ofs,p_fragment_ofs,p_light_ofs); } String VisualServerRaster::shader_get_vertex_code(RID p_shader) const{ @@ -146,6 +146,11 @@ String VisualServerRaster::shader_get_fragment_code(RID p_shader) const{ return rasterizer->shader_get_fragment_code(p_shader); } +String VisualServerRaster::shader_get_light_code(RID p_shader) const{ + + return rasterizer->shader_get_fragment_code(p_shader); +} + void VisualServerRaster::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const { return rasterizer->shader_get_param_list(p_shader,p_param_list); @@ -187,27 +192,16 @@ void VisualServerRaster::material_set_flag(RID p_material, MaterialFlag p_flag,b rasterizer->material_set_flag(p_material,p_flag,p_enabled); } -void VisualServerRaster::material_set_hint(RID p_material, MaterialHint p_hint,bool p_enabled) { +void VisualServerRaster::material_set_depth_draw_mode(RID p_material, MaterialDepthDrawMode p_mode) { VS_CHANGED; - rasterizer->material_set_hint(p_material,p_hint,p_enabled); -} - -bool VisualServerRaster::material_get_hint(RID p_material,MaterialHint p_hint) const { - - return rasterizer->material_get_hint(p_material,p_hint); + rasterizer->material_set_depth_draw_mode(p_material,p_mode); } -void VisualServerRaster::material_set_shade_model(RID p_material, MaterialShadeModel p_model) { - VS_CHANGED; - rasterizer->material_set_shade_model(p_material,p_model); -} - -VisualServer::MaterialShadeModel VisualServerRaster::material_get_shade_model(RID p_material) const { - - return rasterizer->material_get_shade_model(p_material); +VS::MaterialDepthDrawMode VisualServerRaster::material_get_depth_draw_mode(RID p_material) const { + return rasterizer->material_get_depth_draw_mode(p_material); } @@ -273,17 +267,6 @@ RID VisualServerRaster::fixed_material_get_texture(RID p_material,FixedMaterialP } -void VisualServerRaster::fixed_material_set_detail_blend_mode(RID p_material,MaterialBlendMode p_mode) { - VS_CHANGED; - rasterizer->fixed_material_set_detail_blend_mode(p_material,p_mode); -} - -VS::MaterialBlendMode VisualServerRaster::fixed_material_get_detail_blend_mode(RID p_material) const { - - return rasterizer->fixed_material_get_detail_blend_mode(p_material); -} - - void VisualServerRaster::fixed_material_set_texcoord_mode(RID p_material,FixedMaterialParam p_parameter, FixedMaterialTexCoordMode p_mode) { @@ -318,6 +301,18 @@ Transform VisualServerRaster::fixed_material_get_uv_transform(RID p_material) co return rasterizer->fixed_material_get_uv_transform(p_material); } +void VisualServerRaster::fixed_material_set_light_shader(RID p_material,FixedMaterialLightShader p_shader) { + + VS_CHANGED; + rasterizer->fixed_material_set_light_shader(p_material,p_shader); + +} + +VisualServerRaster::FixedMaterialLightShader VisualServerRaster::fixed_material_get_light_shader(RID p_material) const{ + + return rasterizer->fixed_material_get_light_shader(p_material); +} + /* MESH API */ diff --git a/servers/visual/visual_server_raster.h b/servers/visual/visual_server_raster.h index ddc30bb2ee..0368780bfb 100644 --- a/servers/visual/visual_server_raster.h +++ b/servers/visual/visual_server_raster.h @@ -691,9 +691,10 @@ public: virtual void shader_set_mode(RID p_shader,ShaderMode p_mode); virtual 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_vertex_code(RID p_shader) const; virtual String shader_get_fragment_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; @@ -710,11 +711,8 @@ public: virtual void material_set_flag(RID p_material, MaterialFlag p_flag,bool p_enabled); virtual bool material_get_flag(RID p_material,MaterialFlag p_flag) const; - virtual void material_set_hint(RID p_material, MaterialHint p_hint,bool p_enabled); - virtual bool material_get_hint(RID p_material,MaterialHint p_hint) const; - - virtual void material_set_shade_model(RID p_material, MaterialShadeModel p_model); - virtual MaterialShadeModel material_get_shade_model(RID p_material) const; + virtual void material_set_depth_draw_mode(RID p_material, MaterialDepthDrawMode p_mode); + virtual MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const; virtual void material_set_blend_mode(RID p_material,MaterialBlendMode p_mode); virtual MaterialBlendMode material_get_blend_mode(RID p_material) const; @@ -736,16 +734,16 @@ public: virtual void fixed_material_set_texture(RID p_material,FixedMaterialParam p_parameter, RID p_texture); virtual RID fixed_material_get_texture(RID p_material,FixedMaterialParam p_parameter) const; - virtual void fixed_material_set_detail_blend_mode(RID p_material,MaterialBlendMode p_mode); - virtual MaterialBlendMode fixed_material_get_detail_blend_mode(RID p_material) const; - - virtual void fixed_material_set_texcoord_mode(RID p_material,FixedMaterialParam p_parameter, FixedMaterialTexCoordMode p_mode); virtual FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,FixedMaterialParam p_parameter) const; + virtual void fixed_material_set_uv_transform(RID p_material,const Transform& p_transform); virtual Transform fixed_material_get_uv_transform(RID p_material) const; + virtual void fixed_material_set_light_shader(RID p_material,FixedMaterialLightShader p_shader); + virtual FixedMaterialLightShader fixed_material_get_light_shader(RID p_material) const; + virtual void fixed_material_set_point_size(RID p_material,float p_size); virtual float fixed_material_get_point_size(RID p_material) const; diff --git a/servers/visual/visual_server_wrap_mt.h b/servers/visual/visual_server_wrap_mt.h index f807a4b3a9..d577ca0c59 100644 --- a/servers/visual/visual_server_wrap_mt.h +++ b/servers/visual/visual_server_wrap_mt.h @@ -647,9 +647,10 @@ public: FUNC1R(RID,shader_create,ShaderMode); FUNC2(shader_set_mode,RID,ShaderMode); FUNC1RC(ShaderMode,shader_get_mode,RID); - FUNC5(shader_set_code,RID,const String&,const String&,int,int); + FUNC7(shader_set_code,RID,const String&,const String&,const String&,int,int,int); FUNC1RC(String,shader_get_vertex_code,RID); FUNC1RC(String,shader_get_fragment_code,RID); + FUNC1RC(String,shader_get_light_code,RID); FUNC2SC(shader_get_param_list,RID,List<PropertyInfo>*); /*virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) { @@ -675,11 +676,8 @@ public: FUNC3(material_set_flag,RID,MaterialFlag,bool); FUNC2RC(bool,material_get_flag,RID,MaterialFlag); - FUNC3(material_set_hint,RID,MaterialHint,bool); - FUNC2RC(bool,material_get_hint,RID,MaterialHint); - - FUNC2(material_set_shade_model,RID,MaterialShadeModel); - FUNC1RC(MaterialShadeModel,material_get_shade_model,RID); + FUNC2(material_set_depth_draw_mode,RID,MaterialDepthDrawMode); + FUNC1RC(MaterialDepthDrawMode,material_get_depth_draw_mode,RID); FUNC2(material_set_blend_mode,RID,MaterialBlendMode); FUNC1RC(MaterialBlendMode,material_get_blend_mode,RID); @@ -701,13 +699,14 @@ public: FUNC3(fixed_material_set_texture,RID ,FixedMaterialParam, RID ); FUNC2RC(RID, fixed_material_get_texture,RID,FixedMaterialParam); - FUNC2(fixed_material_set_detail_blend_mode,RID ,MaterialBlendMode ); - FUNC1RC(MaterialBlendMode, fixed_material_get_detail_blend_mode,RID); FUNC3(fixed_material_set_texcoord_mode,RID,FixedMaterialParam, FixedMaterialTexCoordMode ); FUNC2RC(FixedMaterialTexCoordMode, fixed_material_get_texcoord_mode,RID,FixedMaterialParam); + FUNC2(fixed_material_set_light_shader,RID,FixedMaterialLightShader); + FUNC1RC(FixedMaterialLightShader, fixed_material_get_light_shader,RID); + FUNC2(fixed_material_set_uv_transform,RID,const Transform&); FUNC1RC(Transform, fixed_material_get_uv_transform,RID); |