diff options
-rw-r--r-- | drivers/gles3/shader_compiler_gles3.cpp | 17 | ||||
-rw-r--r-- | drivers/gles3/shader_gles3.cpp | 3 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 42 | ||||
-rw-r--r-- | scene/resources/material.cpp | 248 | ||||
-rw-r--r-- | scene/resources/material.h | 61 | ||||
-rw-r--r-- | servers/visual/shader_language.cpp | 3 | ||||
-rw-r--r-- | servers/visual/shader_types.cpp | 5 |
7 files changed, 295 insertions, 84 deletions
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index 6c568714f8..0bcfaf1839 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -304,6 +304,7 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener uniform_sizes.resize(max_uniforms); uniform_alignments.resize(max_uniforms); uniform_defines.resize(max_uniforms); + bool uses_uniforms = false; for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) { @@ -323,9 +324,10 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener r_gen_code.texture_uniforms[E->get().texture_order] = _mkid(E->key()); r_gen_code.texture_hints[E->get().texture_order] = E->get().hint; } else { - if (r_gen_code.uniforms.empty()) { + if (!uses_uniforms) { r_gen_code.defines.push_back(String("#define USE_MATERIAL\n").ascii()); + uses_uniforms = true; } uniform_defines[E->get().order] = ucode; uniform_sizes[E->get().order] = _get_datatype_size(E->get().type); @@ -651,6 +653,14 @@ Error ShaderCompilerGLES3::compile(VS::ShaderMode p_mode, const String &p_code, _dump_node_code(parser.get_shader(), 1, r_gen_code, *p_actions, actions[p_mode]); + if (r_gen_code.uniform_total_size) { //uniforms used? + int md = sizeof(float) * 4; + if (r_gen_code.uniform_total_size % md) { + r_gen_code.uniform_total_size += md - (r_gen_code.uniform_total_size % md); + } + r_gen_code.uniform_total_size += md; //pad just in case + } + return OK; } @@ -700,7 +710,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_COLOR"] = "#define SHADOW_COLOR_USED\n"; - actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_transform"] = "#define SKIP_TRANSFORM_USED\n"; + actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n"; /** SPATIAL SHADER **/ @@ -775,7 +785,8 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength"; - actions[VS::SHADER_SPATIAL].render_mode_defines["skip_default_transform"] = "#define SKIP_TRANSFORM_USED\n"; + actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n"; + actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n"; actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n"; actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n"; diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp index c821acadf5..33a7c9a22f 100644 --- a/drivers/gles3/shader_gles3.cpp +++ b/drivers/gles3/shader_gles3.cpp @@ -416,7 +416,8 @@ ShaderGLES3::Version *ShaderGLES3::get_current_version() { strings.push_back(fragment_code4.get_data()); #ifdef DEBUG_SHADER - DEBUG_PRINT("\nFragment Code:\n\n" + String(code_string.get_data())); + DEBUG_PRINT("\nFragment Globals:\n\n" + String(code_globals.get_data())); + DEBUG_PRINT("\nFragment Code:\n\n" + String(code_string2.get_data())); for (int i = 0; i < strings.size(); i++) { //print_line("frag strings "+itos(i)+":"+String(strings[i])); diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 29623a6296..cea963503f 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -275,6 +275,19 @@ void main() { highp mat4 modelview = camera_inverse_matrix * world_matrix; highp mat4 local_projection = projection_matrix; +//using world coordinates +#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) + + vertex = world_matrix * vertex; + normal = normalize((world_matrix * vec4(normal,0.0)).xyz); + +#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) + + tangent = normalize((world_matrix * vec4(tangent,0.0)).xyz); + binormal = normalize((world_matrix * vec4(binormal,0.0)).xyz); +#endif +#endif + //defines that make writing custom shaders easier #define projection_matrix local_projection #define world_transform world_matrix @@ -286,29 +299,42 @@ VERTEX_SHADER_CODE - -#if !defined(SKIP_TRANSFORM_USED) +//using local coordinates (default) +#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED) vertex = modelview * vertex; normal = normalize((modelview * vec4(normal,0.0)).xyz); + +#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) + + tangent = normalize((modelview * vec4(tangent,0.0)).xyz); + binormal = normalize((modelview * vec4(binormal,0.0)).xyz); +#endif #endif +//using world coordinates +#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) - vertex_interp = vertex.xyz; - normal_interp = normal; + vertex = camera_inverse_matrix * vertex; + normal = normalize((camera_inverse_matrix * vec4(normal,0.0)).xyz); #if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) -#if !defined(SKIP_TRANSFORM_USED) + tangent = normalize((camera_inverse_matrix * vec4(tangent,0.0)).xyz); + binormal = normalize((camera_inverse_matrix * vec4(binormal,0.0)).xyz); +#endif +#endif - tangent = normalize((modelview * vec4(tangent,0.0)).xyz); - binormal = normalize((modelview * vec4(binormal,0.0)).xyz); + vertex_interp = vertex.xyz; + normal_interp = normal; -#endif + +#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) tangent_interp = tangent; binormal_interp = binormal; #endif + #ifdef RENDER_DEPTH diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index 6209f99d9d..d9bd9eca6d 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -198,6 +198,8 @@ void SpatialMaterial::init_shaders() { shader_names->uv1_offset = "uv1_offset"; shader_names->uv2_scale = "uv2_scale"; shader_names->uv2_offset = "uv2_offset"; + shader_names->uv1_blend_sharpness = "uv1_blend_sharpness"; + shader_names->uv2_blend_sharpness = "uv2_blend_sharpness"; shader_names->particle_h_frames = "particle_h_frames"; shader_names->particle_v_frames = "particle_v_frames"; @@ -298,6 +300,9 @@ void SpatialMaterial::_update_shader() { code += ",ontop"; } + if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) { + code += ",world_vertex_coords"; + } code += ";\n"; code += "uniform vec4 albedo : hint_color;\n"; @@ -309,10 +314,6 @@ void SpatialMaterial::_update_shader() { code += "uniform float point_size : hint_range(0,128);\n"; code += "uniform sampler2D texture_metallic : hint_white;\n"; code += "uniform sampler2D texture_roughness : hint_white;\n"; - code += "uniform vec2 uv1_scale;\n"; - code += "uniform vec2 uv1_offset;\n"; - code += "uniform vec2 uv2_scale;\n"; - code += "uniform vec2 uv2_offset;\n"; if (billboard_mode == BILLBOARD_PARTICLES) { code += "uniform int particles_anim_h_frames;\n"; code += "uniform int particles_anim_v_frames;\n"; @@ -371,6 +372,26 @@ void SpatialMaterial::_update_shader() { code += "uniform int depth_min_layers;\n"; code += "uniform int depth_max_layers;\n"; } + if (flags[FLAG_UV1_USE_TRIPLANAR]) { + code += "varying vec3 uv1_world_pos;\n"; + } + if (flags[FLAG_UV2_USE_TRIPLANAR]) { + code += "varying vec3 uv2_world_pos;\n"; + } + if (flags[FLAG_UV1_USE_TRIPLANAR]) { + code += "uniform float uv1_blend_sharpness;\n"; + code += "varying vec3 uv1_power_normal;\n"; + } + + if (flags[FLAG_UV2_USE_TRIPLANAR]) { + code += "uniform float uv2_blend_sharpness;\n"; + code += "varying vec3 uv2_power_normal;\n"; + } + + code += "uniform vec3 uv1_scale;\n"; + code += "uniform vec3 uv1_offset;\n"; + code += "uniform vec3 uv2_scale;\n"; + code += "uniform vec3 uv2_offset;\n"; code += "\n\n"; @@ -384,7 +405,10 @@ void SpatialMaterial::_update_shader() { code += "\tPOINT_SIZE=point_size;\n"; } - code += "\tUV=UV*uv1_scale+uv1_offset;\n"; + + if (!flags[FLAG_UV1_USE_TRIPLANAR]) { + code += "\tUV=UV*uv1_scale.xy+uv1_offset.xy;\n"; + } switch (billboard_mode) { case BILLBOARD_DISABLED: { @@ -414,7 +438,6 @@ void SpatialMaterial::_update_shader() { //code += "\tUV+= UV * vec2(float(particle_frame % particles_anim_h_frames),float(particle_frame / particles_anim_v_frames));\n"; //handle rotation // code += "\tmat4 rotation = mat4(" - } break; } @@ -437,20 +460,61 @@ void SpatialMaterial::_update_shader() { code += "\t}\n"; } - if (detail_uv == DETAIL_UV_2) { + if (detail_uv == DETAIL_UV_2 && !flags[FLAG_UV2_USE_TRIPLANAR]) { code += "\tUV2=UV2*uv2_scale+uv2_offset;\n"; } + if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) { + //generate tangent and binormal in world space + code += "\tTANGENT = vec3(0.0,0.0,-1.0) * abs(NORMAL.x);\n"; + code += "\tTANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.y);\n"; + code += "\tTANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.z);\n"; + code += "\tTANGENT = normalize(TANGENT);\n"; + + code += "\tBINORMAL = vec3(0.0,1.0,0.0) * abs(NORMAL.x);\n"; + code += "\tBINORMAL+= vec3(0.0,0.0,-1.0) * abs(NORMAL.y);\n"; + code += "\tBINORMAL+= vec3(0.0,1.0,0.0) * abs(NORMAL.z);\n"; + code += "\tBINORMAL = normalize(BINORMAL);\n"; + } + + if (flags[FLAG_UV1_USE_TRIPLANAR]) { + + code += "\tuv1_power_normal=pow(abs(NORMAL),vec3(uv1_blend_sharpness));\n"; + code += "\tuv1_power_normal/=dot(uv1_power_normal,vec3(1.0));\n"; + code += "\tuv1_world_pos = VERTEX * uv1_scale + uv1_offset;\n"; + code += "\tuv1_world_pos *= vec3(1.0,-1.0, 1.0);\n"; + } + + if (flags[FLAG_UV2_USE_TRIPLANAR]) { + + code += "\tuv2_power_normal=pow(abs(NORMAL), vec3(uv2_blend_sharpness));\n"; + code += "\tuv2_power_normal/=dot(uv2_power_normal,vec3(1.0));\n"; + code += "\tuv2_world_pos = VERTEX * uv2_scale + uv2_offset;\n"; + code += "\tuv2_world_pos *= vec3(1.0,-1.0, 1.0);\n"; + } code += "}\n"; code += "\n\n"; + if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) { + code += "vec4 triplanar_texture(sampler2D p_sampler,vec3 p_weights,vec3 p_world_pos) {\n"; + code += "\tvec4 samp=vec4(0.0);\n"; + code += "\tsamp+= texture(p_sampler,p_world_pos.xy) * p_weights.z;\n"; + code += "\tsamp+= texture(p_sampler,p_world_pos.xz) * p_weights.y;\n"; + code += "\tsamp+= texture(p_sampler,p_world_pos.zy * vec2(-1.0,1.0)) * p_weights.x;\n"; + code += "\treturn samp;\n"; + code += "}\n"; + } + code += "\n\n"; code += "void fragment() {\n"; - code += "\tvec2 base_uv = UV;\n"; - if (features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) { + if (!flags[FLAG_UV1_USE_TRIPLANAR]) { + code += "\tvec2 base_uv = UV;\n"; + } + + if ((features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) || (features[FEATURE_AMBIENT_OCCLUSION] && flags[FLAG_AO_ON_UV2])) { code += "\tvec2 base_uv2 = UV2;\n"; } - if (features[FEATURE_DEPTH_MAPPING]) { + if (features[FEATURE_DEPTH_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) { //depthmap not supported with triplanar code += "\t{\n"; code += "\t\tvec3 view_dir = normalize(normalize(-VERTEX)*mat3(TANGENT,-BINORMAL,NORMAL));\n"; //binormal is negative due to mikktpsace @@ -490,7 +554,11 @@ void SpatialMaterial::_update_shader() { if (flags[FLAG_USE_POINT_SIZE]) { code += "\tvec4 albedo_tex = texture(texture_albedo,POINT_COORD);\n"; } else { - code += "\tvec4 albedo_tex = texture(texture_albedo,base_uv);\n"; + if (flags[FLAG_UV1_USE_TRIPLANAR]) { + code += "\tvec4 albedo_tex = triplanar_texture(texture_albedo,uv1_power_normal,uv1_world_pos);\n"; + } else { + code += "\tvec4 albedo_tex = texture(texture_albedo,base_uv);\n"; + } } if (flags[FLAG_ALBEDO_FROM_VERTEX_COLOR]) { @@ -498,22 +566,39 @@ void SpatialMaterial::_update_shader() { } code += "\tALBEDO = albedo.rgb * albedo_tex.rgb;\n"; - code += "\tfloat metallic_tex = texture(texture_metallic,base_uv).r;\n"; + if (flags[FLAG_UV1_USE_TRIPLANAR]) { + code += "\tfloat metallic_tex = triplanar_texture(texture_metallic,uv1_power_normal,uv1_world_pos).r;\n"; + } else { + code += "\tfloat metallic_tex = texture(texture_metallic,base_uv).r;\n"; + } code += "\tMETALLIC = metallic_tex * metallic;\n"; - code += "\tfloat roughness_tex = texture(texture_roughness,base_uv).r;\n"; + if (flags[FLAG_UV1_USE_TRIPLANAR]) { + code += "\tfloat roughness_tex = triplanar_texture(texture_roughness,uv1_power_normal,uv1_world_pos).r;\n"; + } else { + code += "\tfloat roughness_tex = texture(texture_roughness,base_uv).r;\n"; + } code += "\tROUGHNESS = roughness_tex * roughness;\n"; code += "\tSPECULAR = specular;\n"; if (features[FEATURE_NORMAL_MAPPING]) { - code += "\tNORMALMAP = texture(texture_normal,base_uv).rgb;\n"; + if (flags[FLAG_UV1_USE_TRIPLANAR]) { + code += "\tNORMALMAP = triplanar_texture(texture_normal,uv1_power_normal,uv1_world_pos).rgb;\n"; + } else { + code += "\tNORMALMAP = texture(texture_normal,base_uv).rgb;\n"; + } code += "\tNORMALMAP_DEPTH = normal_scale;\n"; } if (features[FEATURE_EMISSION]) { - code += "\tEMISSION = (emission.rgb+texture(texture_emission,base_uv).rgb)*emission_energy;\n"; + if (flags[FLAG_UV1_USE_TRIPLANAR]) { + code += "\tvec3 emission_tex = triplanar_texture(texture_emission,uv1_power_normal,uv1_world_pos).rgb;\n"; + } else { + code += "\tvec3 emission_tex = texture(texture_emission,base_uv).rgb;\n"; + } + code += "\tEMISSION = (emission.rgb+emission_tex)*emission_energy;\n"; } - if (features[FEATURE_REFRACTION]) { + if (features[FEATURE_REFRACTION] && !flags[FLAG_UV1_USE_TRIPLANAR]) { //refraction not supported with triplanar if (features[FEATURE_NORMAL_MAPPING]) { code += "\tvec3 ref_normal = normalize( mix(NORMAL,TANGENT * NORMALMAP.x + BINORMAL * NORMALMAP.y + NORMAL * NORMALMAP.z,NORMALMAP_DEPTH) ) * SIDE;\n"; @@ -532,38 +617,82 @@ void SpatialMaterial::_update_shader() { } if (features[FEATURE_RIM]) { - code += "\tvec2 rim_tex = texture(texture_rim,base_uv).xw;\n"; + if (flags[FLAG_UV1_USE_TRIPLANAR]) { + code += "\tvec2 rim_tex = triplanar_texture(texture_rim,uv1_power_normal,uv1_world_pos).xy;\n"; + } else { + code += "\tvec2 rim_tex = texture(texture_rim,base_uv).xy;\n"; + } code += "\tRIM = rim*rim_tex.x;"; code += "\tRIM_TINT = rim_tint*rim_tex.y;\n"; } if (features[FEATURE_CLEARCOAT]) { - code += "\tvec2 clearcoat_tex = texture(texture_clearcoat,base_uv).xw;\n"; + if (flags[FLAG_UV1_USE_TRIPLANAR]) { + code += "\tvec2 clearcoat_tex = triplanar_texture(texture_clearcoat,uv1_power_normal,uv1_world_pos).xy;\n"; + } else { + code += "\tvec2 clearcoat_tex = texture(texture_clearcoat,base_uv).xy;\n"; + } code += "\tCLEARCOAT = clearcoat*clearcoat_tex.x;"; code += "\tCLEARCOAT_GLOSS = clearcoat_gloss*clearcoat_tex.y;\n"; } if (features[FEATURE_ANISOTROPY]) { - code += "\tvec4 anisotropy_tex = texture(texture_flowmap,base_uv);\n"; + if (flags[FLAG_UV1_USE_TRIPLANAR]) { + code += "\tvec3 anisotropy_tex = triplanar_texture(texture_flowmap,uv1_power_normal,uv1_world_pos).rga;\n"; + } else { + code += "\tvec3 anisotropy_tex = texture(texture_flowmap,base_uv).rga;\n"; + } code += "\tANISOTROPY = anisotropy_ratio*anisotropy_tex.a;\n"; code += "\tANISOTROPY_FLOW = anisotropy_tex.rg*2.0-1.0;\n"; } if (features[FEATURE_AMBIENT_OCCLUSION]) { - code += "\tAO = texture(texture_ambient_occlusion,base_uv).r;\n"; + if (flags[FLAG_AO_ON_UV2]) { + if (flags[FLAG_UV2_USE_TRIPLANAR]) { + code += "\tAO = triplanar_texture(texture_ambient_occlusion,uv2_power_normal,uv2_world_pos).r;\n"; + } else { + code += "\tAO = texture(texture_ambient_occlusion,base_uv2).r;\n"; + } + } else { + if (flags[FLAG_UV1_USE_TRIPLANAR]) { + code += "\tAO = triplanar_texture(texture_ambient_occlusion,uv1_power_normal,uv1_world_pos).r;\n"; + } else { + code += "\tAO = texture(texture_ambient_occlusion,base_uv).r;\n"; + } + } } if (features[FEATURE_SUBSURACE_SCATTERING]) { - code += "\tfloat sss_tex = texture(texture_subsurface_scattering,base_uv).r;\n"; + if (flags[FLAG_UV1_USE_TRIPLANAR]) { + code += "\tfloat sss_tex = triplanar_texture(texture_subsurface_scattering,uv1_power_normal,uv1_world_pos).r;\n"; + } else { + code += "\tfloat sss_tex = texture(texture_subsurface_scattering,base_uv).r;\n"; + } code += "\tSSS_STRENGTH=subsurface_scattering_strength*sss_tex;\n"; } if (features[FEATURE_DETAIL]) { - String det_uv = detail_uv == DETAIL_UV_1 ? "base_uv" : "base_uv2"; - code += "\tvec4 detail_tex = texture(texture_detail_albedo," + det_uv + ");\n"; - code += "\tvec4 detail_norm_tex = texture(texture_detail_normal," + det_uv + ");\n"; - code += "\tvec4 detail_mask_tex = texture(texture_detail_mask,base_uv);\n"; + + bool triplanar = (flags[FLAG_UV1_USE_TRIPLANAR] && detail_uv == DETAIL_UV_1) || (flags[FLAG_UV2_USE_TRIPLANAR] && detail_uv == DETAIL_UV_2); + + if (triplanar) { + String tp_uv = detail_uv == DETAIL_UV_1 ? "uv1" : "uv2"; + code += "\tvec4 detail_tex = triplanar_texture(texture_detail_albedo," + tp_uv + "_power_normal," + tp_uv + "_world_pos);\n"; + code += "\tvec4 detail_norm_tex = triplanar_texture(texture_detail_normal," + tp_uv + "_power_normal," + tp_uv + "_world_pos);\n"; + + } else { + String det_uv = detail_uv == DETAIL_UV_1 ? "base_uv" : "base_uv2"; + code += "\tvec4 detail_tex = texture(texture_detail_albedo," + det_uv + ");\n"; + code += "\tvec4 detail_norm_tex = texture(texture_detail_normal," + det_uv + ");\n"; + } + + if (flags[FLAG_UV1_USE_TRIPLANAR]) { + + code += "\tvec4 detail_mask_tex = triplanar_texture(texture_detail_mask,uv1_power_normal);\n"; + } else { + code += "\tvec4 detail_mask_tex = texture(texture_detail_mask,base_uv);\n"; + } switch (detail_blend_mode) { case BLEND_MODE_MIX: { @@ -581,7 +710,6 @@ void SpatialMaterial::_update_shader() { } code += "\tvec3 detail_norm = mix(NORMALMAP,detail_norm_tex.rgb,detail_tex.a);\n"; - code += "\tNORMALMAP = mix(NORMALMAP,detail_norm,detail_mask_tex.r);\n"; code += "\tALBEDO.rgb = mix(ALBEDO.rgb,detail,detail_mask_tex.r);\n"; } @@ -971,49 +1099,71 @@ float SpatialMaterial::get_point_size() const { return point_size; } -void SpatialMaterial::set_uv1_scale(const Vector2 &p_scale) { +void SpatialMaterial::set_uv1_scale(const Vector3 &p_scale) { uv1_scale = p_scale; VS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_scale, p_scale); } -Vector2 SpatialMaterial::get_uv1_scale() const { +Vector3 SpatialMaterial::get_uv1_scale() const { return uv1_scale; } -void SpatialMaterial::set_uv1_offset(const Vector2 &p_offset) { +void SpatialMaterial::set_uv1_offset(const Vector3 &p_offset) { uv1_offset = p_offset; VS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_offset, p_offset); } -Vector2 SpatialMaterial::get_uv1_offset() const { +Vector3 SpatialMaterial::get_uv1_offset() const { return uv1_offset; } -void SpatialMaterial::set_uv2_scale(const Vector2 &p_scale) { +void SpatialMaterial::set_uv1_triplanar_blend_sharpness(float p_sharpness) { + + uv1_triplanar_sharpness = p_sharpness; + VS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_blend_sharpness, p_sharpness); +} + +float SpatialMaterial::get_uv1_triplanar_blend_sharpness() const { + + return uv1_triplanar_sharpness; +} + +void SpatialMaterial::set_uv2_scale(const Vector3 &p_scale) { uv2_scale = p_scale; VS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_scale, p_scale); } -Vector2 SpatialMaterial::get_uv2_scale() const { +Vector3 SpatialMaterial::get_uv2_scale() const { return uv2_scale; } -void SpatialMaterial::set_uv2_offset(const Vector2 &p_offset) { +void SpatialMaterial::set_uv2_offset(const Vector3 &p_offset) { uv2_offset = p_offset; VS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_offset, p_offset); } -Vector2 SpatialMaterial::get_uv2_offset() const { +Vector3 SpatialMaterial::get_uv2_offset() const { return uv2_offset; } +void SpatialMaterial::set_uv2_triplanar_blend_sharpness(float p_sharpness) { + + uv2_triplanar_sharpness = p_sharpness; + VS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_blend_sharpness, p_sharpness); +} + +float SpatialMaterial::get_uv2_triplanar_blend_sharpness() const { + + return uv2_triplanar_sharpness; +} + void SpatialMaterial::set_billboard_mode(BillboardMode p_mode) { billboard_mode = p_mode; @@ -1063,7 +1213,6 @@ void SpatialMaterial::set_depth_deep_parallax(bool p_enable) { deep_parallax = p_enable; _queue_shader_change(); _change_notify(); - ; } bool SpatialMaterial::is_depth_deep_parallax_enabled() const { @@ -1177,12 +1326,18 @@ void SpatialMaterial::_bind_methods() { ClassDB::bind_method(D_METHOD("set_uv1_offset", "offset"), &SpatialMaterial::set_uv1_offset); ClassDB::bind_method(D_METHOD("get_uv1_offset"), &SpatialMaterial::get_uv1_offset); + ClassDB::bind_method(D_METHOD("set_uv1_triplanar_blend_sharpness", "sharpness"), &SpatialMaterial::set_uv1_triplanar_blend_sharpness); + ClassDB::bind_method(D_METHOD("get_uv1_triplanar_blend_sharpness"), &SpatialMaterial::get_uv1_triplanar_blend_sharpness); + ClassDB::bind_method(D_METHOD("set_uv2_scale", "scale"), &SpatialMaterial::set_uv2_scale); ClassDB::bind_method(D_METHOD("get_uv2_scale"), &SpatialMaterial::get_uv2_scale); ClassDB::bind_method(D_METHOD("set_uv2_offset", "offset"), &SpatialMaterial::set_uv2_offset); ClassDB::bind_method(D_METHOD("get_uv2_offset"), &SpatialMaterial::get_uv2_offset); + ClassDB::bind_method(D_METHOD("set_uv2_triplanar_blend_sharpness", "sharpness"), &SpatialMaterial::set_uv2_triplanar_blend_sharpness); + ClassDB::bind_method(D_METHOD("get_uv2_triplanar_blend_sharpness"), &SpatialMaterial::get_uv2_triplanar_blend_sharpness); + ClassDB::bind_method(D_METHOD("set_billboard_mode", "mode"), &SpatialMaterial::set_billboard_mode); ClassDB::bind_method(D_METHOD("get_billboard_mode"), &SpatialMaterial::get_billboard_mode); @@ -1271,6 +1426,7 @@ void SpatialMaterial::_bind_methods() { ADD_GROUP("Ambient Occlusion", "ao_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "ao_enabled"), "set_feature", "get_feature", FEATURE_AMBIENT_OCCLUSION); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "ao_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_AMBIENT_OCCLUSION); + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "ao_on_uv2"), "set_flag", "get_flag", FLAG_AO_ON_UV2); ADD_GROUP("Depth", "depth_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "depth_enabled"), "set_feature", "get_feature", FEATURE_DEPTH_MAPPING); @@ -1299,12 +1455,16 @@ void SpatialMaterial::_bind_methods() { ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_normal", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_DETAIL_NORMAL); ADD_GROUP("UV1", "uv1_"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "uv1_scale"), "set_uv1_scale", "get_uv1_scale"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "uv1_offset"), "set_uv1_offset", "get_uv1_offset"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv1_scale"), "set_uv1_scale", "get_uv1_scale"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv1_offset"), "set_uv1_offset", "get_uv1_offset"); + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv1_triplanar"), "set_flag", "get_flag", FLAG_UV1_USE_TRIPLANAR); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "uv1_triplanar_sharpness"), "set_uv1_triplanar_blend_sharpness", "get_uv1_triplanar_blend_sharpness"); ADD_GROUP("UV2", "uv2_"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "uv2_scale"), "set_uv2_scale", "get_uv2_scale"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "uv2_offset"), "set_uv2_offset", "get_uv2_offset"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv2_scale"), "set_uv2_scale", "get_uv2_scale"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv2_offset"), "set_uv2_offset", "get_uv2_offset"); + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv2_triplanar"), "set_flag", "get_flag", FLAG_UV2_USE_TRIPLANAR); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "uv2_triplanar_sharpness"), "set_uv2_triplanar_blend_sharpness", "get_uv2_triplanar_blend_sharpness"); BIND_CONSTANT(TEXTURE_ALBEDO); BIND_CONSTANT(TEXTURE_METALLIC); @@ -1393,10 +1553,12 @@ SpatialMaterial::SpatialMaterial() set_refraction(0.05); set_line_width(1); set_point_size(1); - set_uv1_offset(Vector2(0, 0)); - set_uv1_scale(Vector2(1, 1)); - set_uv2_offset(Vector2(0, 0)); - set_uv2_scale(Vector2(1, 1)); + set_uv1_offset(Vector3(0, 0, 0)); + set_uv1_scale(Vector3(1, 1, 1)); + set_uv1_triplanar_blend_sharpness(1); + set_uv2_offset(Vector3(0, 0, 0)); + set_uv2_scale(Vector3(1, 1, 1)); + set_uv2_triplanar_blend_sharpness(1); set_billboard_mode(BILLBOARD_DISABLED); set_particles_anim_h_frames(1); set_particles_anim_v_frames(1); diff --git a/scene/resources/material.h b/scene/resources/material.h index fb6c5b81d9..80732be8de 100644 --- a/scene/resources/material.h +++ b/scene/resources/material.h @@ -155,6 +155,9 @@ public: FLAG_SRGB_VERTEX_COLOR, FLAG_USE_POINT_SIZE, FLAG_FIXED_SIZE, + FLAG_UV1_USE_TRIPLANAR, + FLAG_UV2_USE_TRIPLANAR, + FLAG_AO_ON_UV2, FLAG_MAX }; @@ -176,20 +179,20 @@ private: union MaterialKey { struct { - uint32_t feature_mask : 11; - uint32_t detail_uv : 1; - uint32_t blend_mode : 2; - uint32_t depth_draw_mode : 2; - uint32_t cull_mode : 2; - uint32_t flags : 6; - uint32_t detail_blend_mode : 2; - uint32_t diffuse_mode : 2; - uint32_t invalid_key : 1; - uint32_t deep_parallax : 1; - uint32_t billboard_mode : 2; + uint64_t feature_mask : 11; + uint64_t detail_uv : 1; + uint64_t blend_mode : 2; + uint64_t depth_draw_mode : 2; + uint64_t cull_mode : 2; + uint64_t flags : 9; + uint64_t detail_blend_mode : 2; + uint64_t diffuse_mode : 2; + uint64_t invalid_key : 1; + uint64_t deep_parallax : 1; + uint64_t billboard_mode : 2; }; - uint32_t key; + uint64_t key; bool operator<(const MaterialKey &p_key) const { return key < p_key.key; @@ -258,6 +261,8 @@ private: StringName particles_anim_loop; StringName depth_min_layers; StringName depth_max_layers; + StringName uv1_blend_sharpness; + StringName uv2_blend_sharpness; StringName texture_names[TEXTURE_MAX]; }; @@ -293,11 +298,13 @@ private: int particles_anim_v_frames; bool particles_anim_loop; - Vector2 uv1_scale; - Vector2 uv1_offset; + Vector3 uv1_scale; + Vector3 uv1_offset; + float uv1_triplanar_sharpness; - Vector2 uv2_scale; - Vector2 uv2_offset; + Vector3 uv2_scale; + Vector3 uv2_offset; + float uv2_triplanar_sharpness; DetailUV detail_uv; @@ -411,17 +418,23 @@ public: void set_feature(Feature p_feature, bool p_enabled); bool get_feature(Feature p_feature) const; - void set_uv1_scale(const Vector2 &p_scale); - Vector2 get_uv1_scale() const; + void set_uv1_scale(const Vector3 &p_scale); + Vector3 get_uv1_scale() const; - void set_uv1_offset(const Vector2 &p_offset); - Vector2 get_uv1_offset() const; + void set_uv1_offset(const Vector3 &p_offset); + Vector3 get_uv1_offset() const; - void set_uv2_scale(const Vector2 &p_scale); - Vector2 get_uv2_scale() const; + void set_uv1_triplanar_blend_sharpness(float p_sharpness); + float get_uv1_triplanar_blend_sharpness() const; - void set_uv2_offset(const Vector2 &p_offset); - Vector2 get_uv2_offset() const; + void set_uv2_scale(const Vector3 &p_scale); + Vector3 get_uv2_scale() const; + + void set_uv2_offset(const Vector3 &p_offset); + Vector3 get_uv2_offset() const; + + void set_uv2_triplanar_blend_sharpness(float p_sharpness); + float get_uv2_triplanar_blend_sharpness() const; void set_billboard_mode(BillboardMode p_mode); BillboardMode get_billboard_mode() const; diff --git a/servers/visual/shader_language.cpp b/servers/visual/shader_language.cpp index 96d56dfc56..49f9e161fa 100644 --- a/servers/visual/shader_language.cpp +++ b/servers/visual/shader_language.cpp @@ -1357,11 +1357,8 @@ const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = { { "tanh", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID } }, //builtins - exponential { "pow", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID } }, - { "pow", TYPE_VEC2, { TYPE_VEC2, TYPE_FLOAT, TYPE_VOID } }, { "pow", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID } }, - { "pow", TYPE_VEC3, { TYPE_VEC3, TYPE_FLOAT, TYPE_VOID } }, { "pow", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID } }, - { "pow", TYPE_VEC4, { TYPE_VEC4, TYPE_FLOAT, TYPE_VOID } }, { "pow", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID } }, { "exp", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID } }, { "exp", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID } }, diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp index b04c8716fb..c7ffcb5095 100644 --- a/servers/visual/shader_types.cpp +++ b/servers/visual/shader_types.cpp @@ -137,7 +137,8 @@ ShaderTypes::ShaderTypes() { shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_oren_nayar"); shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_burley"); - shader_modes[VS::SHADER_SPATIAL].modes.insert("skip_default_transform"); + shader_modes[VS::SHADER_SPATIAL].modes.insert("skip_vertex_transform"); + shader_modes[VS::SHADER_SPATIAL].modes.insert("world_vertex_coords"); /************ CANVAS ITEM **************************/ @@ -188,7 +189,7 @@ ShaderTypes::ShaderTypes() { shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["POINT_COORD"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["TIME"] = ShaderLanguage::TYPE_FLOAT; - shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("skip_transform"); + shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("skip_vertex_transform"); shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("blend_mix"); shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("blend_add"); |