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-rw-r--r--editor/editor_node.cpp4
-rw-r--r--editor/icons/icon_o_r_m_material_3d.svg66
-rw-r--r--editor/icons/icon_standard_material_3d.svg11
-rw-r--r--editor/import/editor_import_collada.cpp34
-rw-r--r--editor/import/editor_scene_importer_gltf.cpp35
-rw-r--r--editor/import/resource_importer_obj.cpp22
-rw-r--r--editor/import/resource_importer_scene.cpp8
-rw-r--r--editor/plugins/collision_polygon_editor_plugin.cpp24
-rw-r--r--editor/plugins/collision_polygon_editor_plugin.h4
-rw-r--r--editor/plugins/material_editor_plugin.cpp12
-rw-r--r--editor/plugins/material_editor_plugin.h4
-rw-r--r--editor/plugins/path_editor_plugin.cpp6
-rw-r--r--editor/plugins/spatial_editor_plugin.cpp118
-rw-r--r--editor/plugins/spatial_editor_plugin.h18
-rw-r--r--editor/spatial_editor_gizmos.cpp14
-rw-r--r--modules/assimp/editor_scene_importer_assimp.cpp64
-rw-r--r--modules/bullet/space_bullet.cpp24
-rw-r--r--modules/csg/csg_shape.cpp12
-rw-r--r--modules/gridmap/grid_map_editor_plugin.cpp19
-rw-r--r--modules/gridmap/grid_map_editor_plugin.h8
-rw-r--r--scene/3d/cpu_particles.cpp10
-rw-r--r--scene/3d/mesh_instance.cpp10
-rw-r--r--scene/3d/particles.cpp10
-rw-r--r--scene/3d/ray_cast.cpp8
-rw-r--r--scene/3d/sprite_3d.cpp10
-rw-r--r--scene/3d/sprite_3d.h6
-rw-r--r--scene/3d/visual_instance.cpp2
-rw-r--r--scene/3d/voxel_light_baker.cpp16
-rw-r--r--scene/animation/root_motion_view.cpp2
-rw-r--r--scene/main/scene_tree.cpp40
-rw-r--r--scene/register_scene_types.cpp14
-rw-r--r--scene/resources/material.cpp1088
-rw-r--r--scene/resources/material.h178
-rw-r--r--scene/resources/mesh.cpp2
-rw-r--r--scene/resources/primitive_meshes.cpp2
-rw-r--r--servers/visual/rasterizer_rd/rasterizer_canvas_rd.cpp1
-rw-r--r--servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.cpp8
-rw-r--r--servers/visual/rasterizer_rd/rasterizer_storage_rd.cpp4
-rw-r--r--servers/visual/rasterizer_rd/shader_compiler_rd.cpp9
-rw-r--r--servers/visual/rasterizer_rd/shader_compiler_rd.h5
-rw-r--r--servers/visual/rasterizer_rd/shaders/scene_forward.glsl21
-rw-r--r--servers/visual/shader_language.cpp216
42 files changed, 1288 insertions, 881 deletions
diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp
index f4749da309..567d0fe33d 100644
--- a/editor/editor_node.cpp
+++ b/editor/editor_node.cpp
@@ -5824,7 +5824,7 @@ EditorNode::EditorNode() {
EDITOR_DEF("interface/inspector/horizontal_vector2_editing", false);
EDITOR_DEF("interface/inspector/horizontal_vector_types_editing", true);
EDITOR_DEF("interface/inspector/open_resources_in_current_inspector", true);
- EDITOR_DEF("interface/inspector/resources_to_open_in_new_inspector", "SpatialMaterial,Script,MeshLibrary,TileSet");
+ EDITOR_DEF("interface/inspector/resources_to_open_in_new_inspector", "StandardMaterial3D,ORMMaterial3D,Script,MeshLibrary,TileSet");
EDITOR_DEF("interface/inspector/default_color_picker_mode", 0);
EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::INT, "interface/inspector/default_color_picker_mode", PROPERTY_HINT_ENUM, "RGB,HSV,RAW", PROPERTY_USAGE_DEFAULT));
EDITOR_DEF("run/auto_save/save_before_running", true);
@@ -6718,7 +6718,7 @@ EditorNode::EditorNode() {
resource_preview->add_preview_generator(Ref<EditorFontPreviewPlugin>(memnew(EditorFontPreviewPlugin)));
{
- Ref<SpatialMaterialConversionPlugin> spatial_mat_convert;
+ Ref<StandardMaterial3DConversionPlugin> spatial_mat_convert;
spatial_mat_convert.instance();
resource_conversion_plugins.push_back(spatial_mat_convert);
diff --git a/editor/icons/icon_o_r_m_material_3d.svg b/editor/icons/icon_o_r_m_material_3d.svg
new file mode 100644
index 0000000000..3dd6013436
--- /dev/null
+++ b/editor/icons/icon_o_r_m_material_3d.svg
@@ -0,0 +1,66 @@
+<?xml version="1.0" encoding="UTF-8" standalone="no"?>
+<svg
+ xmlns:dc="http://purl.org/dc/elements/1.1/"
+ xmlns:cc="http://creativecommons.org/ns#"
+ xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#"
+ xmlns:svg="http://www.w3.org/2000/svg"
+ xmlns="http://www.w3.org/2000/svg"
+ xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd"
+ xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape"
+ width="16"
+ height="16"
+ version="1.1"
+ viewBox="0 0 16 16"
+ id="svg18"
+ sodipodi:docname="icon_o_r_m_material_3d.svg"
+ inkscape:version="0.92.4 (5da689c313, 2019-01-14)">
+ <metadata
+ id="metadata24">
+ <rdf:RDF>
+ <cc:Work
+ rdf:about="">
+ <dc:format>image/svg+xml</dc:format>
+ <dc:type
+ rdf:resource="http://purl.org/dc/dcmitype/StillImage" />
+ <dc:title></dc:title>
+ </cc:Work>
+ </rdf:RDF>
+ </metadata>
+ <defs
+ id="defs22" />
+ <sodipodi:namedview
+ pagecolor="#ffffff"
+ bordercolor="#666666"
+ borderopacity="1"
+ objecttolerance="10"
+ gridtolerance="10"
+ guidetolerance="10"
+ inkscape:pageopacity="0"
+ inkscape:pageshadow="2"
+ inkscape:window-width="1010"
+ inkscape:window-height="553"
+ id="namedview20"
+ showgrid="false"
+ inkscape:zoom="7.375"
+ inkscape:cx="16.698858"
+ inkscape:cy="18.275823"
+ inkscape:window-x="345"
+ inkscape:window-y="144"
+ inkscape:window-maximized="0"
+ inkscape:current-layer="svg18" />
+ <path
+ inkscape:connector-curvature="0"
+ id="path4541"
+ style="font-style:normal;font-variant:normal;font-weight:normal;font-stretch:normal;font-size:40px;line-height:1.25;font-family:Uroob;-inkscape-font-specification:Uroob;letter-spacing:0px;word-spacing:0px;fill:#ff0000;fill-opacity:1;stroke:none;stroke-width:0.33291078"
+ d="m 5.0534707,10.652714 q 0,0.729229 -0.4538398,1.253141 -0.4538403,0.516832 -1.0868283,0.516832 H 2.3184864 q -0.6389592,0 -1.1047425,-0.509753 -0.47175502,-0.509751 -0.47175502,-1.26022 V 5.1304021 q 0,-0.7575473 0.47175502,-1.2672998 0.4717549,-0.5097517 1.1047425,-0.5097517 h 1.1943162 q 0.6270165,0 1.0868283,0.516832 0.4538398,0.5168313 0.4538398,1.2602195 z M 3.9726148,10.419078 V 5.3640385 q 0,-0.5734707 -0.3344086,-0.8141867 Q 3.5307175,4.4648927 3.381428,4.471973 H 2.3901454 q -0.2567779,0 -0.4120391,0.2690357 -0.1552611,0.2690357 -0.1552611,0.6230298 v 5.0550395 q 0,0.559311 0.3164938,0.807108 0.1074885,0.08496 0.2508064,0.08496 H 3.381428 q 0.2746925,0 0.4359254,-0.276116 0.1552614,-0.276115 0.1552614,-0.61595 z" />
+ <path
+ inkscape:connector-curvature="0"
+ id="path4543"
+ style="font-style:normal;font-variant:normal;font-weight:normal;font-stretch:normal;font-size:40px;line-height:1.25;font-family:Uroob;-inkscape-font-specification:Uroob;letter-spacing:0px;word-spacing:0px;fill:#008000;fill-opacity:1;stroke:none;stroke-width:0.32084218"
+ d="M 9.9872948,12.451006 H 8.9445586 L 7.4747449,8.5287488 H 6.6815992 V 12.451006 H 5.6721419 V 3.37459 h 2.739956 q 0.5435541,0 0.9318066,0.4601926 0.3882524,0.4601933 0.3882524,1.1540217 V 7.112771 q 0,1.0053443 -0.6766682,1.3168588 -0.2107668,0.099119 -0.4659043,0.099119 z M 8.7282467,6.808336 V 5.2224407 q 0,-0.4743524 -0.2884169,-0.6867495 -0.088743,-0.070798 -0.2052192,-0.063719 H 6.6815992 v 2.9452329 h 1.7194053 q 0.2828702,-0.00708 0.3161488,-0.389394 0.011093,-0.1132781 0.011093,-0.2194752 z" />
+ <path
+ inkscape:connector-curvature="0"
+ id="path4545"
+ style="font-style:normal;font-variant:normal;font-weight:normal;font-stretch:normal;font-size:40px;line-height:1.25;font-family:Uroob;-inkscape-font-specification:Uroob;letter-spacing:0px;word-spacing:0px;fill:#0000ff;fill-opacity:1;stroke:none;stroke-width:0.31984535"
+ d="m 10.201004,3.7285848 q 0,-0.4106342 0.529158,-0.3681546 0.126777,0.014161 0.209458,0.014161 v 0.00708 h 0.115753 l 1.692202,4.9205216 1.697714,-4.9205216 h 0.06063 v -0.00708 h 0.463013 q 0.198434,0 0.297651,0.212397 0.03307,0.063719 0.03307,0.1415978 v 8.694102 h -1.01422 V 6.8224966 L 13.227119,10.050925 H 12.273535 L 11.21522,7.1198527 v 5.3028353 h -1.014218 z" />
+</svg>
diff --git a/editor/icons/icon_standard_material_3d.svg b/editor/icons/icon_standard_material_3d.svg
new file mode 100644
index 0000000000..aa8bfc9a5b
--- /dev/null
+++ b/editor/icons/icon_standard_material_3d.svg
@@ -0,0 +1,11 @@
+<svg width="16" height="16" version="1.1" viewBox="0 0 16 16" xmlns="http://www.w3.org/2000/svg">
+<g transform="translate(0 -1036.4)">
+<path transform="translate(0 1036.4)" d="m7.9629 1.002a1.0001 1.0001 0 0 0 -0.41016 0.10352l-3.7891 1.8945h8.4727l-3.7891-1.8945a1.0001 1.0001 0 0 0 -0.48438 -0.10352z" fill="#ff7070"/>
+<path transform="translate(0 1036.4)" d="m3.7637 3l-2.2109 1.1055a1.0001 1.0001 0 0 0 -0.55273 0.89453h3.2363l3.7637-1.8809 3.7637 1.8809h3.2363a1.0001 1.0001 0 0 0 -0.55273 -0.89453l-2.2109-1.1055h-8.4727z" fill="#ffeb70"/>
+<path transform="translate(0 1036.4)" d="m1 5v2h2v-0.38086l0.76172 0.38086h8.4766l0.76172-0.38086v0.38086h2v-2h-3.2363l-3.7637 1.8828-3.7637-1.8828h-3.2363z" fill="#9dff70"/>
+<path transform="translate(0 1036.4)" d="m1 7v2h2v-2h-2zm2.7617 0l3.2383 1.6191v0.38086h2v-0.38086l3.2383-1.6191h-8.4766zm9.2383 0v2h2v-2h-2z" fill="#70ffb9"/>
+<path transform="translate(0 1036.4)" d="m1 9v2h3.2344l-1.2344-0.61719v-1.3828h-2zm6 0v2h2v-2h-2zm6 0v1.3828l-1.2344 0.61719h3.2344v-2h-2z" fill="#70deff"/>
+<path transform="translate(0 1036.4)" d="m3.7637 13l3.7891 1.8945a1.0001 1.0001 0 0 0 0.48438 0.10547 1.0001 1.0001 0 0 0 0.41016 -0.10547l3.7891-1.8945h-8.4727z" fill="#ff70ac"/>
+<path transform="translate(0 1036.4)" d="m1 11a1.0001 1.0001 0 0 0 0.55273 0.89453l2.2109 1.1055h8.4727l2.2109-1.1055a1.0001 1.0001 0 0 0 0.55273 -0.89453h-3.2344l-2.7656 1.3828v-1.3828h-2v1.3828l-2.7656-1.3828h-3.2344z" fill="#9f70ff"/>
+</g>
+</svg>
diff --git a/editor/import/editor_import_collada.cpp b/editor/import/editor_import_collada.cpp
index f1e54739b3..2f97f4aa31 100644
--- a/editor/import/editor_import_collada.cpp
+++ b/editor/import/editor_import_collada.cpp
@@ -363,7 +363,7 @@ Error ColladaImport::_create_material(const String &p_target) {
ERR_FAIL_COND_V(!collada.state.effect_map.has(src_mat.instance_effect), ERR_INVALID_PARAMETER);
Collada::Effect &effect = collada.state.effect_map[src_mat.instance_effect];
- Ref<SpatialMaterial> material = memnew(SpatialMaterial);
+ Ref<StandardMaterial3D> material = memnew(StandardMaterial3D);
if (src_mat.name != "")
material->set_name(src_mat.name);
@@ -383,9 +383,9 @@ Error ColladaImport::_create_material(const String &p_target) {
Ref<Texture2D> texture = ResourceLoader::load(texfile, "Texture2D");
if (texture.is_valid()) {
- material->set_texture(SpatialMaterial::TEXTURE_ALBEDO, texture);
+ material->set_texture(StandardMaterial3D::TEXTURE_ALBEDO, texture);
material->set_albedo(Color(1, 1, 1, 1));
- //material->set_parameter(SpatialMaterial::PARAM_DIFFUSE,Color(1,1,1,1));
+ //material->set_parameter(StandardMaterial3D::PARAM_DIFFUSE,Color(1,1,1,1));
} else {
missing_textures.push_back(texfile.get_file());
}
@@ -407,11 +407,11 @@ Error ColladaImport::_create_material(const String &p_target) {
Ref<Texture2D> texture = ResourceLoader::load(texfile, "Texture2D");
if (texture.is_valid()) {
- material->set_texture(SpatialMaterial::TEXTURE_METALLIC, texture);
+ material->set_texture(StandardMaterial3D::TEXTURE_METALLIC, texture);
material->set_specular(1.0);
- //material->set_texture(SpatialMaterial::PARAM_SPECULAR,texture);
- //material->set_parameter(SpatialMaterial::PARAM_SPECULAR,Color(1,1,1,1));
+ //material->set_texture(StandardMaterial3D::PARAM_SPECULAR,texture);
+ //material->set_parameter(StandardMaterial3D::PARAM_SPECULAR,Color(1,1,1,1));
} else {
missing_textures.push_back(texfile.get_file());
}
@@ -435,18 +435,18 @@ Error ColladaImport::_create_material(const String &p_target) {
Ref<Texture2D> texture = ResourceLoader::load(texfile, "Texture2D");
if (texture.is_valid()) {
- material->set_feature(SpatialMaterial::FEATURE_EMISSION, true);
- material->set_texture(SpatialMaterial::TEXTURE_EMISSION, texture);
+ material->set_feature(StandardMaterial3D::FEATURE_EMISSION, true);
+ material->set_texture(StandardMaterial3D::TEXTURE_EMISSION, texture);
material->set_emission(Color(1, 1, 1, 1));
- //material->set_parameter(SpatialMaterial::PARAM_EMISSION,Color(1,1,1,1));
+ //material->set_parameter(StandardMaterial3D::PARAM_EMISSION,Color(1,1,1,1));
} else {
missing_textures.push_back(texfile.get_file());
}
}
} else {
if (effect.emission.color != Color()) {
- material->set_feature(SpatialMaterial::FEATURE_EMISSION, true);
+ material->set_feature(StandardMaterial3D::FEATURE_EMISSION, true);
material->set_emission(effect.emission.color);
}
}
@@ -464,11 +464,11 @@ Error ColladaImport::_create_material(const String &p_target) {
Ref<Texture2D> texture = ResourceLoader::load(texfile, "Texture2D");
if (texture.is_valid()) {
- material->set_feature(SpatialMaterial::FEATURE_NORMAL_MAPPING, true);
- material->set_texture(SpatialMaterial::TEXTURE_NORMAL, texture);
+ material->set_feature(StandardMaterial3D::FEATURE_NORMAL_MAPPING, true);
+ material->set_texture(StandardMaterial3D::TEXTURE_NORMAL, texture);
//material->set_emission(Color(1,1,1,1));
- //material->set_texture(SpatialMaterial::PARAM_NORMAL,texture);
+ //material->set_texture(StandardMaterial3D::PARAM_NORMAL,texture);
} else {
//missing_textures.push_back(texfile.get_file());
}
@@ -479,9 +479,11 @@ Error ColladaImport::_create_material(const String &p_target) {
material->set_roughness(roughness);
if (effect.double_sided) {
- material->set_cull_mode(SpatialMaterial::CULL_DISABLED);
+ material->set_cull_mode(StandardMaterial3D::CULL_DISABLED);
+ }
+ if (effect.unshaded) {
+ material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
}
- material->set_flag(SpatialMaterial::FLAG_UNSHADED, effect.unshaded);
material_cache[p_target] = material;
return OK;
@@ -877,7 +879,7 @@ Error ColladaImport::_create_mesh_surfaces(bool p_optimize, Ref<ArrayMesh> &p_me
{
- Ref<SpatialMaterial> material;
+ Ref<StandardMaterial3D> material;
{
diff --git a/editor/import/editor_scene_importer_gltf.cpp b/editor/import/editor_scene_importer_gltf.cpp
index 7d5fd9be75..65da85b684 100644
--- a/editor/import/editor_scene_importer_gltf.cpp
+++ b/editor/import/editor_scene_importer_gltf.cpp
@@ -1385,7 +1385,7 @@ Error EditorSceneImporterGLTF::_parse_materials(GLTFState &state) {
const Dictionary &d = materials[i];
- Ref<SpatialMaterial> material;
+ Ref<StandardMaterial3D> material;
material.instance();
if (d.has("name")) {
material->set_name(d["name"]);
@@ -1405,7 +1405,7 @@ Error EditorSceneImporterGLTF::_parse_materials(GLTFState &state) {
if (mr.has("baseColorTexture")) {
const Dictionary &bct = mr["baseColorTexture"];
if (bct.has("index")) {
- material->set_texture(SpatialMaterial::TEXTURE_ALBEDO, _get_texture(state, bct["index"]));
+ material->set_texture(StandardMaterial3D::TEXTURE_ALBEDO, _get_texture(state, bct["index"]));
}
if (!mr.has("baseColorFactor")) {
material->set_albedo(Color(1, 1, 1));
@@ -1428,10 +1428,10 @@ Error EditorSceneImporterGLTF::_parse_materials(GLTFState &state) {
const Dictionary &bct = mr["metallicRoughnessTexture"];
if (bct.has("index")) {
const Ref<Texture2D> t = _get_texture(state, bct["index"]);
- material->set_texture(SpatialMaterial::TEXTURE_METALLIC, t);
- material->set_metallic_texture_channel(SpatialMaterial::TEXTURE_CHANNEL_BLUE);
- material->set_texture(SpatialMaterial::TEXTURE_ROUGHNESS, t);
- material->set_roughness_texture_channel(SpatialMaterial::TEXTURE_CHANNEL_GREEN);
+ material->set_texture(StandardMaterial3D::TEXTURE_METALLIC, t);
+ material->set_metallic_texture_channel(StandardMaterial3D::TEXTURE_CHANNEL_BLUE);
+ material->set_texture(StandardMaterial3D::TEXTURE_ROUGHNESS, t);
+ material->set_roughness_texture_channel(StandardMaterial3D::TEXTURE_CHANNEL_GREEN);
if (!mr.has("metallicFactor")) {
material->set_metallic(1);
}
@@ -1445,8 +1445,8 @@ Error EditorSceneImporterGLTF::_parse_materials(GLTFState &state) {
if (d.has("normalTexture")) {
const Dictionary &bct = d["normalTexture"];
if (bct.has("index")) {
- material->set_texture(SpatialMaterial::TEXTURE_NORMAL, _get_texture(state, bct["index"]));
- material->set_feature(SpatialMaterial::FEATURE_NORMAL_MAPPING, true);
+ material->set_texture(StandardMaterial3D::TEXTURE_NORMAL, _get_texture(state, bct["index"]));
+ material->set_feature(StandardMaterial3D::FEATURE_NORMAL_MAPPING, true);
}
if (bct.has("scale")) {
material->set_normal_scale(bct["scale"]);
@@ -1455,9 +1455,9 @@ Error EditorSceneImporterGLTF::_parse_materials(GLTFState &state) {
if (d.has("occlusionTexture")) {
const Dictionary &bct = d["occlusionTexture"];
if (bct.has("index")) {
- material->set_texture(SpatialMaterial::TEXTURE_AMBIENT_OCCLUSION, _get_texture(state, bct["index"]));
- material->set_ao_texture_channel(SpatialMaterial::TEXTURE_CHANNEL_RED);
- material->set_feature(SpatialMaterial::FEATURE_AMBIENT_OCCLUSION, true);
+ material->set_texture(StandardMaterial3D::TEXTURE_AMBIENT_OCCLUSION, _get_texture(state, bct["index"]));
+ material->set_ao_texture_channel(StandardMaterial3D::TEXTURE_CHANNEL_RED);
+ material->set_feature(StandardMaterial3D::FEATURE_AMBIENT_OCCLUSION, true);
}
}
@@ -1465,7 +1465,7 @@ Error EditorSceneImporterGLTF::_parse_materials(GLTFState &state) {
const Array &arr = d["emissiveFactor"];
ERR_FAIL_COND_V(arr.size() != 3, ERR_PARSE_ERROR);
const Color c = Color(arr[0], arr[1], arr[2]).to_srgb();
- material->set_feature(SpatialMaterial::FEATURE_EMISSION, true);
+ material->set_feature(StandardMaterial3D::FEATURE_EMISSION, true);
material->set_emission(c);
}
@@ -1473,8 +1473,8 @@ Error EditorSceneImporterGLTF::_parse_materials(GLTFState &state) {
if (d.has("emissiveTexture")) {
const Dictionary &bct = d["emissiveTexture"];
if (bct.has("index")) {
- material->set_texture(SpatialMaterial::TEXTURE_EMISSION, _get_texture(state, bct["index"]));
- material->set_feature(SpatialMaterial::FEATURE_EMISSION, true);
+ material->set_texture(StandardMaterial3D::TEXTURE_EMISSION, _get_texture(state, bct["index"]));
+ material->set_feature(StandardMaterial3D::FEATURE_EMISSION, true);
material->set_emission(Color(0, 0, 0));
}
}
@@ -1482,17 +1482,16 @@ Error EditorSceneImporterGLTF::_parse_materials(GLTFState &state) {
if (d.has("doubleSided")) {
const bool ds = d["doubleSided"];
if (ds) {
- material->set_cull_mode(SpatialMaterial::CULL_DISABLED);
+ material->set_cull_mode(StandardMaterial3D::CULL_DISABLED);
}
}
if (d.has("alphaMode")) {
const String &am = d["alphaMode"];
if (am == "BLEND") {
- material->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
- material->set_depth_draw_mode(SpatialMaterial::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS);
+ material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
} else if (am == "MASK") {
- material->set_flag(SpatialMaterial::FLAG_USE_ALPHA_SCISSOR, true);
+ material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA_SCISSOR);
if (d.has("alphaCutoff")) {
material->set_alpha_scissor_threshold(d["alphaCutoff"]);
} else {
diff --git a/editor/import/resource_importer_obj.cpp b/editor/import/resource_importer_obj.cpp
index fedf1be94f..7fd3bcc478 100644
--- a/editor/import/resource_importer_obj.cpp
+++ b/editor/import/resource_importer_obj.cpp
@@ -42,12 +42,12 @@ uint32_t EditorOBJImporter::get_import_flags() const {
return IMPORT_SCENE;
}
-static Error _parse_material_library(const String &p_path, Map<String, Ref<SpatialMaterial> > &material_map, List<String> *r_missing_deps) {
+static Error _parse_material_library(const String &p_path, Map<String, Ref<StandardMaterial3D> > &material_map, List<String> *r_missing_deps) {
FileAccessRef f = FileAccess::open(p_path, FileAccess::READ);
ERR_FAIL_COND_V_MSG(!f, ERR_CANT_OPEN, vformat("Couldn't open MTL file '%s', it may not exist or not be readable.", p_path));
- Ref<SpatialMaterial> current;
+ Ref<StandardMaterial3D> current;
String current_name;
String base_path = p_path.get_base_dir();
while (true) {
@@ -102,7 +102,7 @@ static Error _parse_material_library(const String &p_path, Map<String, Ref<Spati
c.a = d;
current->set_albedo(c);
if (c.a < 0.99) {
- current->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
+ current->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
}
} else if (l.begins_with("Tr ")) {
//normal
@@ -114,7 +114,7 @@ static Error _parse_material_library(const String &p_path, Map<String, Ref<Spati
c.a = 1.0 - d;
current->set_albedo(c);
if (c.a < 0.99) {
- current->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
+ current->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
}
} else if (l.begins_with("map_Ka ")) {
@@ -136,7 +136,7 @@ static Error _parse_material_library(const String &p_path, Map<String, Ref<Spati
Ref<Texture2D> texture = ResourceLoader::load(path);
if (texture.is_valid()) {
- current->set_texture(SpatialMaterial::TEXTURE_ALBEDO, texture);
+ current->set_texture(StandardMaterial3D::TEXTURE_ALBEDO, texture);
} else if (r_missing_deps) {
r_missing_deps->push_back(path);
}
@@ -156,7 +156,7 @@ static Error _parse_material_library(const String &p_path, Map<String, Ref<Spati
Ref<Texture2D> texture = ResourceLoader::load(path);
if (texture.is_valid()) {
- current->set_texture(SpatialMaterial::TEXTURE_METALLIC, texture);
+ current->set_texture(StandardMaterial3D::TEXTURE_METALLIC, texture);
} else if (r_missing_deps) {
r_missing_deps->push_back(path);
}
@@ -176,7 +176,7 @@ static Error _parse_material_library(const String &p_path, Map<String, Ref<Spati
Ref<Texture2D> texture = ResourceLoader::load(path);
if (texture.is_valid()) {
- current->set_texture(SpatialMaterial::TEXTURE_ROUGHNESS, texture);
+ current->set_texture(StandardMaterial3D::TEXTURE_ROUGHNESS, texture);
} else if (r_missing_deps) {
r_missing_deps->push_back(path);
}
@@ -190,8 +190,8 @@ static Error _parse_material_library(const String &p_path, Map<String, Ref<Spati
Ref<Texture2D> texture = ResourceLoader::load(path);
if (texture.is_valid()) {
- current->set_feature(SpatialMaterial::FEATURE_NORMAL_MAPPING, true);
- current->set_texture(SpatialMaterial::TEXTURE_NORMAL, texture);
+ current->set_feature(StandardMaterial3D::FEATURE_NORMAL_MAPPING, true);
+ current->set_texture(StandardMaterial3D::TEXTURE_NORMAL, texture);
} else if (r_missing_deps) {
r_missing_deps->push_back(path);
}
@@ -221,7 +221,7 @@ static Error _parse_obj(const String &p_path, List<Ref<Mesh> > &r_meshes, bool p
Vector<Vector2> uvs;
String name;
- Map<String, Map<String, Ref<SpatialMaterial> > > material_map;
+ Map<String, Map<String, Ref<StandardMaterial3D> > > material_map;
Ref<SurfaceTool> surf_tool = memnew(SurfaceTool);
surf_tool->begin(Mesh::PRIMITIVE_TRIANGLES);
@@ -397,7 +397,7 @@ static Error _parse_obj(const String &p_path, List<Ref<Mesh> > &r_meshes, bool p
current_material_library = l.replace("mtllib", "").strip_edges();
if (!material_map.has(current_material_library)) {
- Map<String, Ref<SpatialMaterial> > lib;
+ Map<String, Ref<StandardMaterial3D> > lib;
Error err = _parse_material_library(current_material_library, lib, r_missing_deps);
if (err == ERR_CANT_OPEN) {
String dir = p_path.get_base_dir();
diff --git a/editor/import/resource_importer_scene.cpp b/editor/import/resource_importer_scene.cpp
index 0774d0b5dc..2c2b05d6fc 100644
--- a/editor/import/resource_importer_scene.cpp
+++ b/editor/import/resource_importer_scene.cpp
@@ -324,19 +324,19 @@ Node *ResourceImporterScene::_fix_node(Node *p_node, Node *p_root, Map<Ref<Mesh>
for (int i = 0; i < m->get_surface_count(); i++) {
- Ref<SpatialMaterial> mat = m->surface_get_material(i);
+ Ref<StandardMaterial3D> mat = m->surface_get_material(i);
if (!mat.is_valid())
continue;
if (_teststr(mat->get_name(), "alpha")) {
- mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
+ mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
mat->set_name(_fixstr(mat->get_name(), "alpha"));
}
if (_teststr(mat->get_name(), "vcol")) {
- mat->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
- mat->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
+ mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+ mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
mat->set_name(_fixstr(mat->get_name(), "vcol"));
}
}
diff --git a/editor/plugins/collision_polygon_editor_plugin.cpp b/editor/plugins/collision_polygon_editor_plugin.cpp
index 32075e82be..3de67589ee 100644
--- a/editor/plugins/collision_polygon_editor_plugin.cpp
+++ b/editor/plugins/collision_polygon_editor_plugin.cpp
@@ -545,22 +545,22 @@ Polygon3DEditor::Polygon3DEditor(EditorNode *p_editor) {
imgeom = memnew(ImmediateGeometry);
imgeom->set_transform(Transform(Basis(), Vector3(0, 0, 0.00001)));
- line_material = Ref<SpatialMaterial>(memnew(SpatialMaterial));
- line_material->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
- line_material->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
- line_material->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
- line_material->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
+ line_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
+ line_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
+ line_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
+ line_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+ line_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
line_material->set_albedo(Color(1, 1, 1));
- handle_material = Ref<SpatialMaterial>(memnew(SpatialMaterial));
- handle_material->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
- handle_material->set_flag(SpatialMaterial::FLAG_USE_POINT_SIZE, true);
- handle_material->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
- handle_material->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
- handle_material->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
+ handle_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
+ handle_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
+ handle_material->set_flag(StandardMaterial3D::FLAG_USE_POINT_SIZE, true);
+ handle_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
+ handle_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+ handle_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
Ref<Texture2D> handle = editor->get_gui_base()->get_icon("Editor3DHandle", "EditorIcons");
handle_material->set_point_size(handle->get_width());
- handle_material->set_texture(SpatialMaterial::TEXTURE_ALBEDO, handle);
+ handle_material->set_texture(StandardMaterial3D::TEXTURE_ALBEDO, handle);
pointsm = memnew(MeshInstance);
imgeom->add_child(pointsm);
diff --git a/editor/plugins/collision_polygon_editor_plugin.h b/editor/plugins/collision_polygon_editor_plugin.h
index 1871c6ee7e..3b6c25ac17 100644
--- a/editor/plugins/collision_polygon_editor_plugin.h
+++ b/editor/plugins/collision_polygon_editor_plugin.h
@@ -57,8 +57,8 @@ class Polygon3DEditor : public HBoxContainer {
ToolButton *button_create;
ToolButton *button_edit;
- Ref<SpatialMaterial> line_material;
- Ref<SpatialMaterial> handle_material;
+ Ref<StandardMaterial3D> line_material;
+ Ref<StandardMaterial3D> handle_material;
EditorNode *editor;
Panel *panel;
diff --git a/editor/plugins/material_editor_plugin.cpp b/editor/plugins/material_editor_plugin.cpp
index c4e6d37e7f..4e44082853 100644
--- a/editor/plugins/material_editor_plugin.cpp
+++ b/editor/plugins/material_editor_plugin.cpp
@@ -237,18 +237,18 @@ MaterialEditorPlugin::MaterialEditorPlugin(EditorNode *p_node) {
add_inspector_plugin(plugin);
}
-String SpatialMaterialConversionPlugin::converts_to() const {
+String StandardMaterial3DConversionPlugin::converts_to() const {
return "ShaderMaterial";
}
-bool SpatialMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
+bool StandardMaterial3DConversionPlugin::handles(const Ref<Resource> &p_resource) const {
- Ref<SpatialMaterial> mat = p_resource;
+ Ref<StandardMaterial3D> mat = p_resource;
return mat.is_valid();
}
-Ref<Resource> SpatialMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
+Ref<Resource> StandardMaterial3DConversionPlugin::convert(const Ref<Resource> &p_resource) const {
- Ref<SpatialMaterial> mat = p_resource;
+ Ref<StandardMaterial3D> mat = p_resource;
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
Ref<ShaderMaterial> smat;
@@ -268,7 +268,7 @@ Ref<Resource> SpatialMaterialConversionPlugin::convert(const Ref<Resource> &p_re
for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
- // Texture parameter has to be treated specially since SpatialMaterial saved it
+ // Texture parameter has to be treated specially since StandardMaterial3D saved it
// as RID but ShaderMaterial needs Texture itself
Ref<Texture2D> texture = mat->get_texture_by_name(E->get().name);
if (texture.is_valid()) {
diff --git a/editor/plugins/material_editor_plugin.h b/editor/plugins/material_editor_plugin.h
index 7f0a373dc7..95a6c4bf8f 100644
--- a/editor/plugins/material_editor_plugin.h
+++ b/editor/plugins/material_editor_plugin.h
@@ -100,8 +100,8 @@ public:
MaterialEditorPlugin(EditorNode *p_node);
};
-class SpatialMaterialConversionPlugin : public EditorResourceConversionPlugin {
- GDCLASS(SpatialMaterialConversionPlugin, EditorResourceConversionPlugin);
+class StandardMaterial3DConversionPlugin : public EditorResourceConversionPlugin {
+ GDCLASS(StandardMaterial3DConversionPlugin, EditorResourceConversionPlugin);
public:
virtual String converts_to() const;
diff --git a/editor/plugins/path_editor_plugin.cpp b/editor/plugins/path_editor_plugin.cpp
index 67889bc074..92f21d8428 100644
--- a/editor/plugins/path_editor_plugin.cpp
+++ b/editor/plugins/path_editor_plugin.cpp
@@ -221,9 +221,9 @@ void PathSpatialGizmo::redraw() {
clear();
- Ref<SpatialMaterial> path_material = gizmo_plugin->get_material("path_material", this);
- Ref<SpatialMaterial> path_thin_material = gizmo_plugin->get_material("path_thin_material", this);
- Ref<SpatialMaterial> handles_material = gizmo_plugin->get_material("handles");
+ Ref<StandardMaterial3D> path_material = gizmo_plugin->get_material("path_material", this);
+ Ref<StandardMaterial3D> path_thin_material = gizmo_plugin->get_material("path_thin_material", this);
+ Ref<StandardMaterial3D> handles_material = gizmo_plugin->get_material("handles");
Ref<Curve3D> c = path->get_curve();
if (c.is_null())
diff --git a/editor/plugins/spatial_editor_plugin.cpp b/editor/plugins/spatial_editor_plugin.cpp
index e062246665..7c7585ff12 100644
--- a/editor/plugins/spatial_editor_plugin.cpp
+++ b/editor/plugins/spatial_editor_plugin.cpp
@@ -4194,12 +4194,12 @@ void SpatialEditor::_generate_selection_box() {
st->add_vertex(b);
}
- Ref<SpatialMaterial> mat = memnew(SpatialMaterial);
- mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
+ Ref<StandardMaterial3D> mat = memnew(StandardMaterial3D);
+ mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
mat->set_albedo(Color(1, 1, 1));
- mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
- mat->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
- mat->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
+ mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
+ mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+ mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
st->set_material(mat);
selection_box = st->commit();
}
@@ -4753,9 +4753,9 @@ void SpatialEditor::_init_indicators() {
grid_enabled = true;
indicator_mat.instance();
- indicator_mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
- indicator_mat->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
- indicator_mat->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
+ indicator_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
+ indicator_mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+ indicator_mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
Vector<Color> origin_colors;
Vector<Vector3> origin_points;
@@ -4838,14 +4838,14 @@ void SpatialEditor::_init_indicators() {
scale_gizmo[i] = Ref<ArrayMesh>(memnew(ArrayMesh));
scale_plane_gizmo[i] = Ref<ArrayMesh>(memnew(ArrayMesh));
- Ref<SpatialMaterial> mat = memnew(SpatialMaterial);
- mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
+ Ref<StandardMaterial3D> mat = memnew(StandardMaterial3D);
+ mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
mat->set_on_top_of_alpha();
- mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
+ mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
mat->set_albedo(col);
gizmo_color[i] = mat;
- Ref<SpatialMaterial> mat_hl = mat->duplicate();
+ Ref<StandardMaterial3D> mat_hl = mat->duplicate();
mat_hl->set_albedo(Color(col.r, col.g, col.b, 1.0));
gizmo_color_hl[i] = mat_hl;
@@ -4933,17 +4933,17 @@ void SpatialEditor::_init_indicators() {
surftool->add_vertex(points[2]);
surftool->add_vertex(points[3]);
- Ref<SpatialMaterial> plane_mat = memnew(SpatialMaterial);
- plane_mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
+ Ref<StandardMaterial3D> plane_mat = memnew(StandardMaterial3D);
+ plane_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
plane_mat->set_on_top_of_alpha();
- plane_mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
- plane_mat->set_cull_mode(SpatialMaterial::CULL_DISABLED);
+ plane_mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
+ plane_mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED);
plane_mat->set_albedo(col);
plane_gizmo_color[i] = plane_mat; // needed, so we can draw planes from both sides
surftool->set_material(plane_mat);
surftool->commit(move_plane_gizmo[i]);
- Ref<SpatialMaterial> plane_mat_hl = plane_mat->duplicate();
+ Ref<StandardMaterial3D> plane_mat_hl = plane_mat->duplicate();
plane_mat_hl->set_albedo(Color(col.r, col.g, col.b, 1.0));
plane_gizmo_color_hl[i] = plane_mat_hl; // needed, so we can draw planes from both sides
}
@@ -5063,17 +5063,17 @@ void SpatialEditor::_init_indicators() {
surftool->add_vertex(points[2]);
surftool->add_vertex(points[3]);
- Ref<SpatialMaterial> plane_mat = memnew(SpatialMaterial);
- plane_mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
+ Ref<StandardMaterial3D> plane_mat = memnew(StandardMaterial3D);
+ plane_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
plane_mat->set_on_top_of_alpha();
- plane_mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
- plane_mat->set_cull_mode(SpatialMaterial::CULL_DISABLED);
+ plane_mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
+ plane_mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED);
plane_mat->set_albedo(col);
plane_gizmo_color[i] = plane_mat; // needed, so we can draw planes from both sides
surftool->set_material(plane_mat);
surftool->commit(scale_plane_gizmo[i]);
- Ref<SpatialMaterial> plane_mat_hl = plane_mat->duplicate();
+ Ref<StandardMaterial3D> plane_mat_hl = plane_mat->duplicate();
plane_mat_hl->set_albedo(Color(col.r, col.g, col.b, 1.0));
plane_gizmo_color_hl[i] = plane_mat_hl; // needed, so we can draw planes from both sides
}
@@ -6139,13 +6139,13 @@ void EditorSpatialGizmoPlugin::create_material(const String &p_name, const Color
Color instanced_color = EDITOR_DEF("editors/3d_gizmos/gizmo_colors/instanced", Color(0.7, 0.7, 0.7, 0.6));
- Vector<Ref<SpatialMaterial> > mats;
+ Vector<Ref<StandardMaterial3D> > mats;
for (int i = 0; i < 4; i++) {
bool selected = i % 2 == 1;
bool instanced = i < 2;
- Ref<SpatialMaterial> material = Ref<SpatialMaterial>(memnew(SpatialMaterial));
+ Ref<StandardMaterial3D> material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
Color color = instanced ? instanced_color : p_color;
@@ -6154,17 +6154,17 @@ void EditorSpatialGizmoPlugin::create_material(const String &p_name, const Color
}
material->set_albedo(color);
- material->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
- material->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
- material->set_render_priority(SpatialMaterial::RENDER_PRIORITY_MIN + 1);
+ material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
+ material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
+ material->set_render_priority(StandardMaterial3D::RENDER_PRIORITY_MIN + 1);
if (p_use_vertex_color) {
- material->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
- material->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
+ material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+ material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
}
if (p_billboard) {
- material->set_billboard_mode(SpatialMaterial::BILLBOARD_ENABLED);
+ material->set_billboard_mode(StandardMaterial3D::BILLBOARD_ENABLED);
}
if (p_on_top && selected) {
@@ -6181,13 +6181,13 @@ void EditorSpatialGizmoPlugin::create_icon_material(const String &p_name, const
Color instanced_color = EDITOR_DEF("editors/3d_gizmos/gizmo_colors/instanced", Color(0.7, 0.7, 0.7, 0.6));
- Vector<Ref<SpatialMaterial> > icons;
+ Vector<Ref<StandardMaterial3D> > icons;
for (int i = 0; i < 4; i++) {
bool selected = i % 2 == 1;
bool instanced = i < 2;
- Ref<SpatialMaterial> icon = Ref<SpatialMaterial>(memnew(SpatialMaterial));
+ Ref<StandardMaterial3D> icon = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
Color color = instanced ? instanced_color : p_albedo;
@@ -6197,16 +6197,16 @@ void EditorSpatialGizmoPlugin::create_icon_material(const String &p_name, const
icon->set_albedo(color);
- icon->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
- icon->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
- icon->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
- icon->set_cull_mode(SpatialMaterial::CULL_DISABLED);
- icon->set_depth_draw_mode(SpatialMaterial::DEPTH_DRAW_DISABLED);
- icon->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
- icon->set_texture(SpatialMaterial::TEXTURE_ALBEDO, p_texture);
- icon->set_flag(SpatialMaterial::FLAG_FIXED_SIZE, true);
- icon->set_billboard_mode(SpatialMaterial::BILLBOARD_ENABLED);
- icon->set_render_priority(SpatialMaterial::RENDER_PRIORITY_MIN);
+ icon->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
+ icon->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+ icon->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
+ icon->set_cull_mode(StandardMaterial3D::CULL_DISABLED);
+ icon->set_depth_draw_mode(StandardMaterial3D::DEPTH_DRAW_DISABLED);
+ icon->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
+ icon->set_texture(StandardMaterial3D::TEXTURE_ALBEDO, p_texture);
+ icon->set_flag(StandardMaterial3D::FLAG_FIXED_SIZE, true);
+ icon->set_billboard_mode(StandardMaterial3D::BILLBOARD_ENABLED);
+ icon->set_render_priority(StandardMaterial3D::RENDER_PRIORITY_MIN);
if (p_on_top && selected) {
icon->set_on_top_of_alpha();
@@ -6219,46 +6219,46 @@ void EditorSpatialGizmoPlugin::create_icon_material(const String &p_name, const
}
void EditorSpatialGizmoPlugin::create_handle_material(const String &p_name, bool p_billboard) {
- Ref<SpatialMaterial> handle_material = Ref<SpatialMaterial>(memnew(SpatialMaterial));
+ Ref<StandardMaterial3D> handle_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
- handle_material->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
- handle_material->set_flag(SpatialMaterial::FLAG_USE_POINT_SIZE, true);
+ handle_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
+ handle_material->set_flag(StandardMaterial3D::FLAG_USE_POINT_SIZE, true);
Ref<Texture2D> handle_t = SpatialEditor::get_singleton()->get_icon("Editor3DHandle", "EditorIcons");
handle_material->set_point_size(handle_t->get_width());
- handle_material->set_texture(SpatialMaterial::TEXTURE_ALBEDO, handle_t);
+ handle_material->set_texture(StandardMaterial3D::TEXTURE_ALBEDO, handle_t);
handle_material->set_albedo(Color(1, 1, 1));
- handle_material->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
- handle_material->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
- handle_material->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
+ handle_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
+ handle_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+ handle_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
handle_material->set_on_top_of_alpha();
if (p_billboard) {
- handle_material->set_billboard_mode(SpatialMaterial::BILLBOARD_ENABLED);
+ handle_material->set_billboard_mode(StandardMaterial3D::BILLBOARD_ENABLED);
handle_material->set_on_top_of_alpha();
}
- materials[p_name] = Vector<Ref<SpatialMaterial> >();
+ materials[p_name] = Vector<Ref<StandardMaterial3D> >();
materials[p_name].push_back(handle_material);
}
-void EditorSpatialGizmoPlugin::add_material(const String &p_name, Ref<SpatialMaterial> p_material) {
- materials[p_name] = Vector<Ref<SpatialMaterial> >();
+void EditorSpatialGizmoPlugin::add_material(const String &p_name, Ref<StandardMaterial3D> p_material) {
+ materials[p_name] = Vector<Ref<StandardMaterial3D> >();
materials[p_name].push_back(p_material);
}
-Ref<SpatialMaterial> EditorSpatialGizmoPlugin::get_material(const String &p_name, const Ref<EditorSpatialGizmo> &p_gizmo) {
- ERR_FAIL_COND_V(!materials.has(p_name), Ref<SpatialMaterial>());
- ERR_FAIL_COND_V(materials[p_name].size() == 0, Ref<SpatialMaterial>());
+Ref<StandardMaterial3D> EditorSpatialGizmoPlugin::get_material(const String &p_name, const Ref<EditorSpatialGizmo> &p_gizmo) {
+ ERR_FAIL_COND_V(!materials.has(p_name), Ref<StandardMaterial3D>());
+ ERR_FAIL_COND_V(materials[p_name].size() == 0, Ref<StandardMaterial3D>());
if (p_gizmo.is_null() || materials[p_name].size() == 1) return materials[p_name][0];
int index = (p_gizmo->is_selected() ? 1 : 0) + (p_gizmo->is_editable() ? 2 : 0);
- Ref<SpatialMaterial> mat = materials[p_name][index];
+ Ref<StandardMaterial3D> mat = materials[p_name][index];
if (current_state == ON_TOP && p_gizmo->is_selected()) {
- mat->set_flag(SpatialMaterial::FLAG_DISABLE_DEPTH_TEST, true);
+ mat->set_flag(StandardMaterial3D::FLAG_DISABLE_DEPTH_TEST, true);
} else {
- mat->set_flag(SpatialMaterial::FLAG_DISABLE_DEPTH_TEST, false);
+ mat->set_flag(StandardMaterial3D::FLAG_DISABLE_DEPTH_TEST, false);
}
return mat;
diff --git a/editor/plugins/spatial_editor_plugin.h b/editor/plugins/spatial_editor_plugin.h
index f82d796cda..790e058fe8 100644
--- a/editor/plugins/spatial_editor_plugin.h
+++ b/editor/plugins/spatial_editor_plugin.h
@@ -527,10 +527,10 @@ private:
bool grid_enabled;
Ref<ArrayMesh> move_gizmo[3], move_plane_gizmo[3], rotate_gizmo[3], scale_gizmo[3], scale_plane_gizmo[3];
- Ref<SpatialMaterial> gizmo_color[3];
- Ref<SpatialMaterial> plane_gizmo_color[3];
- Ref<SpatialMaterial> gizmo_color_hl[3];
- Ref<SpatialMaterial> plane_gizmo_color_hl[3];
+ Ref<StandardMaterial3D> gizmo_color[3];
+ Ref<StandardMaterial3D> plane_gizmo_color[3];
+ Ref<StandardMaterial3D> gizmo_color_hl[3];
+ Ref<StandardMaterial3D> plane_gizmo_color_hl[3];
int over_gizmo_handle;
@@ -539,8 +539,8 @@ private:
RID indicators_instance;
RID cursor_mesh;
RID cursor_instance;
- Ref<SpatialMaterial> indicator_mat;
- Ref<SpatialMaterial> cursor_material;
+ Ref<StandardMaterial3D> indicator_mat;
+ Ref<StandardMaterial3D> cursor_material;
// Scene drag and drop support
Spatial *preview_node;
@@ -776,7 +776,7 @@ public:
private:
int current_state;
List<EditorSpatialGizmo *> current_gizmos;
- HashMap<String, Vector<Ref<SpatialMaterial> > > materials;
+ HashMap<String, Vector<Ref<StandardMaterial3D> > > materials;
protected:
static void _bind_methods();
@@ -787,9 +787,9 @@ public:
void create_material(const String &p_name, const Color &p_color, bool p_billboard = false, bool p_on_top = false, bool p_use_vertex_color = false);
void create_icon_material(const String &p_name, const Ref<Texture2D> &p_texture, bool p_on_top = false, const Color &p_albedo = Color(1, 1, 1, 1));
void create_handle_material(const String &p_name, bool p_billboard = false);
- void add_material(const String &p_name, Ref<SpatialMaterial> p_material);
+ void add_material(const String &p_name, Ref<StandardMaterial3D> p_material);
- Ref<SpatialMaterial> get_material(const String &p_name, const Ref<EditorSpatialGizmo> &p_gizmo = Ref<EditorSpatialGizmo>());
+ Ref<StandardMaterial3D> get_material(const String &p_name, const Ref<EditorSpatialGizmo> &p_gizmo = Ref<EditorSpatialGizmo>());
virtual String get_name() const;
virtual int get_priority() const;
diff --git a/editor/spatial_editor_gizmos.cpp b/editor/spatial_editor_gizmos.cpp
index 1120d566be..68c6c12a6d 100644
--- a/editor/spatial_editor_gizmos.cpp
+++ b/editor/spatial_editor_gizmos.cpp
@@ -1580,11 +1580,11 @@ Position3DSpatialGizmoPlugin::Position3DSpatialGizmoPlugin() {
cursor_colors.push_back(EditorNode::get_singleton()->get_gui_base()->get_color("axis_z_color", "Editor"));
cursor_colors.push_back(EditorNode::get_singleton()->get_gui_base()->get_color("axis_z_color", "Editor"));
- Ref<SpatialMaterial> mat = memnew(SpatialMaterial);
- mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
- mat->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
- mat->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
- mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
+ Ref<StandardMaterial3D> mat = memnew(StandardMaterial3D);
+ mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
+ mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+ mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
+ mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
Array d;
d.resize(VS::ARRAY_MAX);
@@ -1991,7 +1991,7 @@ void RayCastSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
lines.push_back(Vector3());
lines.push_back(raycast->get_cast_to());
- const Ref<SpatialMaterial> material =
+ const Ref<StandardMaterial3D> material =
get_material(raycast->is_enabled() ? "shape_material" : "shape_material_disabled", p_gizmo);
p_gizmo->add_lines(lines, material);
@@ -2011,7 +2011,7 @@ void SpringArmSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
lines.push_back(Vector3());
lines.push_back(Vector3(0, 0, 1.0) * spring_arm->get_length());
- Ref<SpatialMaterial> material = get_material("shape_material", p_gizmo);
+ Ref<StandardMaterial3D> material = get_material("shape_material", p_gizmo);
p_gizmo->add_lines(lines, material);
p_gizmo->add_collision_segments(lines);
diff --git a/modules/assimp/editor_scene_importer_assimp.cpp b/modules/assimp/editor_scene_importer_assimp.cpp
index 69ab068648..7a84a5329d 100644
--- a/modules/assimp/editor_scene_importer_assimp.cpp
+++ b/modules/assimp/editor_scene_importer_assimp.cpp
@@ -995,15 +995,15 @@ EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &stat
}
aiMaterial *ai_material = state.assimp_scene->mMaterials[ai_mesh->mMaterialIndex];
- Ref<SpatialMaterial> mat;
+ Ref<StandardMaterial3D> mat;
mat.instance();
int32_t mat_two_sided = 0;
if (AI_SUCCESS == ai_material->Get(AI_MATKEY_TWOSIDED, mat_two_sided)) {
if (mat_two_sided > 0) {
- mat->set_cull_mode(SpatialMaterial::CULL_DISABLED);
+ mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED);
} else {
- mat->set_cull_mode(SpatialMaterial::CULL_BACK);
+ mat->set_cull_mode(StandardMaterial3D::CULL_BACK);
}
}
@@ -1015,7 +1015,7 @@ EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &stat
// Culling handling for meshes
// cull all back faces
- mat->set_cull_mode(SpatialMaterial::CULL_DISABLED);
+ mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED);
// Now process materials
aiTextureType base_color = aiTextureType_BASE_COLOR;
@@ -1028,13 +1028,11 @@ EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &stat
// anything transparent must be culled
if (image_data.raw_image->detect_alpha() != Image::ALPHA_NONE) {
- mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
- mat->set_depth_draw_mode(SpatialMaterial::DepthDrawMode::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS);
- mat->set_cull_mode(
- SpatialMaterial::CULL_DISABLED); // since you can see both sides in transparent mode
+ mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
+ mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED); // since you can see both sides in transparent mode
}
- mat->set_texture(SpatialMaterial::TEXTURE_ALBEDO, image_data.texture);
+ mat->set_texture(StandardMaterial3D::TEXTURE_ALBEDO, image_data.texture);
}
}
@@ -1048,22 +1046,18 @@ EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &stat
// anything transparent must be culled
if (image_data.raw_image->detect_alpha() != Image::ALPHA_NONE) {
- mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
- mat->set_depth_draw_mode(SpatialMaterial::DepthDrawMode::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS);
- mat->set_cull_mode(
- SpatialMaterial::CULL_DISABLED); // since you can see both sides in transparent mode
+ mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
+ mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED); // since you can see both sides in transparent mode
}
- mat->set_texture(SpatialMaterial::TEXTURE_ALBEDO, image_data.texture);
+ mat->set_texture(StandardMaterial3D::TEXTURE_ALBEDO, image_data.texture);
}
aiColor4D clr_diffuse;
if (AI_SUCCESS == ai_material->Get(AI_MATKEY_COLOR_DIFFUSE, clr_diffuse)) {
if (Math::is_equal_approx(clr_diffuse.a, 1.0f) == false) {
- mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
- mat->set_depth_draw_mode(SpatialMaterial::DepthDrawMode::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS);
- mat->set_cull_mode(
- SpatialMaterial::CULL_DISABLED); // since you can see both sides in transparent mode
+ mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
+ mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED); // since you can see both sides in transparent mode
}
mat->set_albedo(Color(clr_diffuse.r, clr_diffuse.g, clr_diffuse.b, clr_diffuse.a));
}
@@ -1078,14 +1072,14 @@ EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &stat
// Process texture normal map
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_normal, filename, path, image_data)) {
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
- mat->set_feature(SpatialMaterial::Feature::FEATURE_NORMAL_MAPPING, true);
- mat->set_texture(SpatialMaterial::TEXTURE_NORMAL, image_data.texture);
+ mat->set_feature(StandardMaterial3D::Feature::FEATURE_NORMAL_MAPPING, true);
+ mat->set_texture(StandardMaterial3D::TEXTURE_NORMAL, image_data.texture);
} else {
aiString texture_path;
if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_NORMAL_TEXTURE, AI_PROPERTIES, texture_path)) {
if (AssimpUtils::CreateAssimpTexture(state, texture_path, filename, path, image_data)) {
- mat->set_feature(SpatialMaterial::Feature::FEATURE_NORMAL_MAPPING, true);
- mat->set_texture(SpatialMaterial::TEXTURE_NORMAL, image_data.texture);
+ mat->set_feature(StandardMaterial3D::Feature::FEATURE_NORMAL_MAPPING, true);
+ mat->set_texture(StandardMaterial3D::TEXTURE_NORMAL, image_data.texture);
}
}
}
@@ -1100,8 +1094,8 @@ EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &stat
// Process texture normal map
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_normal_camera, filename, path, image_data)) {
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
- mat->set_feature(SpatialMaterial::Feature::FEATURE_NORMAL_MAPPING, true);
- mat->set_texture(SpatialMaterial::TEXTURE_NORMAL, image_data.texture);
+ mat->set_feature(StandardMaterial3D::Feature::FEATURE_NORMAL_MAPPING, true);
+ mat->set_texture(StandardMaterial3D::TEXTURE_NORMAL, image_data.texture);
}
}
@@ -1114,8 +1108,8 @@ EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &stat
// Process texture normal map
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_emission_color, filename, path, image_data)) {
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
- mat->set_feature(SpatialMaterial::Feature::FEATURE_NORMAL_MAPPING, true);
- mat->set_texture(SpatialMaterial::TEXTURE_NORMAL, image_data.texture);
+ mat->set_feature(StandardMaterial3D::Feature::FEATURE_NORMAL_MAPPING, true);
+ mat->set_texture(StandardMaterial3D::TEXTURE_NORMAL, image_data.texture);
}
}
@@ -1128,7 +1122,7 @@ EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &stat
// Process texture normal map
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_metalness, filename, path, image_data)) {
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
- mat->set_texture(SpatialMaterial::TEXTURE_METALLIC, image_data.texture);
+ mat->set_texture(StandardMaterial3D::TEXTURE_METALLIC, image_data.texture);
}
}
@@ -1141,7 +1135,7 @@ EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &stat
// Process texture normal map
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_roughness, filename, path, image_data)) {
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
- mat->set_texture(SpatialMaterial::TEXTURE_ROUGHNESS, image_data.texture);
+ mat->set_texture(StandardMaterial3D::TEXTURE_ROUGHNESS, image_data.texture);
}
}
@@ -1154,16 +1148,16 @@ EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &stat
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_emissive, filename, path, image_data)) {
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
- mat->set_feature(SpatialMaterial::FEATURE_EMISSION, true);
- mat->set_texture(SpatialMaterial::TEXTURE_EMISSION, image_data.texture);
+ mat->set_feature(StandardMaterial3D::FEATURE_EMISSION, true);
+ mat->set_texture(StandardMaterial3D::TEXTURE_EMISSION, image_data.texture);
} else {
// Process emission textures
aiString texture_emissive_path;
if (AI_SUCCESS ==
ai_material->Get(AI_MATKEY_FBX_MAYA_EMISSION_TEXTURE, AI_PROPERTIES, texture_emissive_path)) {
if (AssimpUtils::CreateAssimpTexture(state, texture_emissive_path, filename, path, image_data)) {
- mat->set_feature(SpatialMaterial::FEATURE_EMISSION, true);
- mat->set_texture(SpatialMaterial::TEXTURE_EMISSION, image_data.texture);
+ mat->set_feature(StandardMaterial3D::FEATURE_EMISSION, true);
+ mat->set_texture(StandardMaterial3D::TEXTURE_EMISSION, image_data.texture);
}
} else {
float pbr_emission = 0.0f;
@@ -1183,7 +1177,7 @@ EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &stat
// Process texture normal map
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_specular, filename, path, image_data)) {
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
- mat->set_texture(SpatialMaterial::TEXTURE_METALLIC, image_data.texture);
+ mat->set_texture(StandardMaterial3D::TEXTURE_METALLIC, image_data.texture);
}
}
@@ -1196,8 +1190,8 @@ EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &stat
// Process texture normal map
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_ao_map, filename, path, image_data)) {
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
- mat->set_feature(SpatialMaterial::FEATURE_AMBIENT_OCCLUSION, true);
- mat->set_texture(SpatialMaterial::TEXTURE_AMBIENT_OCCLUSION, image_data.texture);
+ mat->set_feature(StandardMaterial3D::FEATURE_AMBIENT_OCCLUSION, true);
+ mat->set_texture(StandardMaterial3D::TEXTURE_AMBIENT_OCCLUSION, image_data.texture);
}
}
diff --git a/modules/bullet/space_bullet.cpp b/modules/bullet/space_bullet.cpp
index dae1719aa9..69f3d1b393 100644
--- a/modules/bullet/space_bullet.cpp
+++ b/modules/bullet/space_bullet.cpp
@@ -890,8 +890,8 @@ void SpaceBullet::update_gravity() {
static ImmediateGeometry *motionVec(NULL);
static ImmediateGeometry *normalLine(NULL);
-static Ref<SpatialMaterial> red_mat;
-static Ref<SpatialMaterial> blue_mat;
+static Ref<StandardMaterial3D> red_mat;
+static Ref<StandardMaterial3D> blue_mat;
#endif
bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer::MotionResult *r_result, bool p_exclude_raycast_shapes) {
@@ -908,21 +908,21 @@ bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_f
motionVec->set_as_toplevel(true);
normalLine->set_as_toplevel(true);
- red_mat = Ref<SpatialMaterial>(memnew(SpatialMaterial));
- red_mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
+ red_mat = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
+ red_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
red_mat->set_line_width(20.0);
- red_mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
- red_mat->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
- red_mat->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
+ red_mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
+ red_mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+ red_mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
red_mat->set_albedo(Color(1, 0, 0, 1));
motionVec->set_material_override(red_mat);
- blue_mat = Ref<SpatialMaterial>(memnew(SpatialMaterial));
- blue_mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
+ blue_mat = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
+ blue_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
blue_mat->set_line_width(20.0);
- blue_mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
- blue_mat->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
- blue_mat->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
+ blue_mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
+ blue_mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+ blue_mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
blue_mat->set_albedo(Color(0, 0, 1, 1));
normalLine->set_material_override(blue_mat);
}
diff --git a/modules/csg/csg_shape.cpp b/modules/csg/csg_shape.cpp
index c8a72ff813..33e4e9748c 100644
--- a/modules/csg/csg_shape.cpp
+++ b/modules/csg/csg_shape.cpp
@@ -896,7 +896,7 @@ void CSGMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_material"), &CSGMesh::get_material);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "StandardMaterial3D,ShaderMaterial"), "set_material", "get_material");
}
void CSGMesh::set_mesh(const Ref<Mesh> &p_mesh) {
@@ -1059,7 +1059,7 @@ void CSGSphere::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1"), "set_radial_segments", "get_radial_segments");
ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1"), "set_rings", "get_rings");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "StandardMaterial3D,ShaderMaterial"), "set_material", "get_material");
}
void CSGSphere::set_radius(const float p_radius) {
@@ -1245,7 +1245,7 @@ void CSGBox::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::REAL, "width", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_width", "get_width");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "height", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_height", "get_height");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_depth", "get_depth");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "StandardMaterial3D,ShaderMaterial"), "set_material", "get_material");
}
void CSGBox::set_width(const float p_width) {
@@ -1462,7 +1462,7 @@ void CSGCylinder::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_sides", "get_sides");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "cone"), "set_cone", "is_cone");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "StandardMaterial3D,ShaderMaterial"), "set_material", "get_material");
}
void CSGCylinder::set_radius(const float p_radius) {
@@ -1689,7 +1689,7 @@ void CSGTorus::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_sides", "get_sides");
ADD_PROPERTY(PropertyInfo(Variant::INT, "ring_sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_ring_sides", "get_ring_sides");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "StandardMaterial3D,ShaderMaterial"), "set_material", "get_material");
}
void CSGTorus::set_inner_radius(const float p_inner_radius) {
@@ -2330,7 +2330,7 @@ void CSGPolygon::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_continuous_u"), "set_path_continuous_u", "is_path_continuous_u");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_joined"), "set_path_joined", "is_path_joined");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "StandardMaterial3D,ShaderMaterial"), "set_material", "get_material");
BIND_ENUM_CONSTANT(MODE_DEPTH);
BIND_ENUM_CONSTANT(MODE_SPIN);
diff --git a/modules/gridmap/grid_map_editor_plugin.cpp b/modules/gridmap/grid_map_editor_plugin.cpp
index 7b846569dc..2144ff264f 100644
--- a/modules/gridmap/grid_map_editor_plugin.cpp
+++ b/modules/gridmap/grid_map_editor_plugin.cpp
@@ -1446,8 +1446,8 @@ GridMapEditor::GridMapEditor(EditorNode *p_editor) {
inner_mat.instance();
inner_mat->set_albedo(Color(0.7, 0.7, 1.0, 0.2));
- inner_mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
- inner_mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
+ inner_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
+ inner_mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
d[VS::ARRAY_VERTEX] = triangles;
VisualServer::get_singleton()->mesh_add_surface_from_arrays(selection_mesh, VS::PRIMITIVE_TRIANGLES, d);
@@ -1456,13 +1456,14 @@ GridMapEditor::GridMapEditor(EditorNode *p_editor) {
outer_mat.instance();
outer_mat->set_albedo(Color(0.7, 0.7, 1.0, 0.8));
outer_mat->set_on_top_of_alpha();
- outer_mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
- outer_mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
+
+ outer_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
+ outer_mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
selection_floor_mat.instance();
selection_floor_mat->set_albedo(Color(0.80, 0.80, 1.0, 1));
selection_floor_mat->set_on_top_of_alpha();
- selection_floor_mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
+ selection_floor_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
d[VS::ARRAY_VERTEX] = lines;
VisualServer::get_singleton()->mesh_add_surface_from_arrays(selection_mesh, VS::PRIMITIVE_LINES, d);
@@ -1489,10 +1490,10 @@ GridMapEditor::GridMapEditor(EditorNode *p_editor) {
accumulated_floor_delta = 0.0;
indicator_mat.instance();
- indicator_mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
- indicator_mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
- indicator_mat->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
- indicator_mat->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+ indicator_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
+ indicator_mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
+ indicator_mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
+ indicator_mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
indicator_mat->set_albedo(Color(0.8, 0.5, 0.1));
}
diff --git a/modules/gridmap/grid_map_editor_plugin.h b/modules/gridmap/grid_map_editor_plugin.h
index 5e6221b4f0..d6459cee0a 100644
--- a/modules/gridmap/grid_map_editor_plugin.h
+++ b/modules/gridmap/grid_map_editor_plugin.h
@@ -125,10 +125,10 @@ class GridMapEditor : public VBoxContainer {
List<ClipboardItem> clipboard_items;
- Ref<SpatialMaterial> indicator_mat;
- Ref<SpatialMaterial> inner_mat;
- Ref<SpatialMaterial> outer_mat;
- Ref<SpatialMaterial> selection_floor_mat;
+ Ref<StandardMaterial3D> indicator_mat;
+ Ref<StandardMaterial3D> inner_mat;
+ Ref<StandardMaterial3D> outer_mat;
+ Ref<StandardMaterial3D> selection_floor_mat;
bool updating;
diff --git a/scene/3d/cpu_particles.cpp b/scene/3d/cpu_particles.cpp
index e8760983e9..22b453f837 100644
--- a/scene/3d/cpu_particles.cpp
+++ b/scene/3d/cpu_particles.cpp
@@ -209,14 +209,14 @@ String CPUParticles::get_configuration_warning() const {
mesh_found = true;
for (int j = 0; j < get_mesh()->get_surface_count(); j++) {
anim_material_found = Object::cast_to<ShaderMaterial>(get_mesh()->surface_get_material(j).ptr()) != NULL;
- SpatialMaterial *spat = Object::cast_to<SpatialMaterial>(get_mesh()->surface_get_material(j).ptr());
- anim_material_found = anim_material_found || (spat && spat->get_billboard_mode() == SpatialMaterial::BILLBOARD_PARTICLES);
+ StandardMaterial3D *spat = Object::cast_to<StandardMaterial3D>(get_mesh()->surface_get_material(j).ptr());
+ anim_material_found = anim_material_found || (spat && spat->get_billboard_mode() == StandardMaterial3D::BILLBOARD_PARTICLES);
}
}
anim_material_found = anim_material_found || Object::cast_to<ShaderMaterial>(get_material_override().ptr()) != NULL;
- SpatialMaterial *spat = Object::cast_to<SpatialMaterial>(get_material_override().ptr());
- anim_material_found = anim_material_found || (spat && spat->get_billboard_mode() == SpatialMaterial::BILLBOARD_PARTICLES);
+ StandardMaterial3D *spat = Object::cast_to<StandardMaterial3D>(get_material_override().ptr());
+ anim_material_found = anim_material_found || (spat && spat->get_billboard_mode() == StandardMaterial3D::BILLBOARD_PARTICLES);
if (!mesh_found) {
if (warnings != String())
@@ -228,7 +228,7 @@ String CPUParticles::get_configuration_warning() const {
get_param_curve(PARAM_ANIM_SPEED).is_valid() || get_param_curve(PARAM_ANIM_OFFSET).is_valid())) {
if (warnings != String())
warnings += "\n";
- warnings += "- " + TTR("CPUParticles animation requires the usage of a SpatialMaterial whose Billboard Mode is set to \"Particle Billboard\".");
+ warnings += "- " + TTR("CPUParticles animation requires the usage of a StandardMaterial3D whose Billboard Mode is set to \"Particle Billboard\".");
}
return warnings;
diff --git a/scene/3d/mesh_instance.cpp b/scene/3d/mesh_instance.cpp
index e14fa9e9af..4731210768 100644
--- a/scene/3d/mesh_instance.cpp
+++ b/scene/3d/mesh_instance.cpp
@@ -101,7 +101,7 @@ void MeshInstance::_get_property_list(List<PropertyInfo> *p_list) const {
if (mesh.is_valid()) {
for (int i = 0; i < mesh->get_surface_count(); i++) {
- p_list->push_back(PropertyInfo(Variant::OBJECT, "material/" + itos(i), PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,SpatialMaterial"));
+ p_list->push_back(PropertyInfo(Variant::OBJECT, "material/" + itos(i), PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,StandardMaterial3D"));
}
}
}
@@ -355,12 +355,12 @@ void MeshInstance::create_debug_tangents() {
if (lines.size()) {
- Ref<SpatialMaterial> sm;
+ Ref<StandardMaterial3D> sm;
sm.instance();
- sm->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
- sm->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
- sm->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+ sm->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
+ sm->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
+ sm->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
Ref<ArrayMesh> am;
am.instance();
diff --git a/scene/3d/particles.cpp b/scene/3d/particles.cpp
index add563d991..9fe626474e 100644
--- a/scene/3d/particles.cpp
+++ b/scene/3d/particles.cpp
@@ -254,16 +254,16 @@ String Particles::get_configuration_warning() const {
meshes_found = true;
for (int j = 0; j < draw_passes[i]->get_surface_count(); j++) {
anim_material_found = Object::cast_to<ShaderMaterial>(draw_passes[i]->surface_get_material(j).ptr()) != NULL;
- SpatialMaterial *spat = Object::cast_to<SpatialMaterial>(draw_passes[i]->surface_get_material(j).ptr());
- anim_material_found = anim_material_found || (spat && spat->get_billboard_mode() == SpatialMaterial::BILLBOARD_PARTICLES);
+ StandardMaterial3D *spat = Object::cast_to<StandardMaterial3D>(draw_passes[i]->surface_get_material(j).ptr());
+ anim_material_found = anim_material_found || (spat && spat->get_billboard_mode() == StandardMaterial3D::BILLBOARD_PARTICLES);
}
if (anim_material_found) break;
}
}
anim_material_found = anim_material_found || Object::cast_to<ShaderMaterial>(get_material_override().ptr()) != NULL;
- SpatialMaterial *spat = Object::cast_to<SpatialMaterial>(get_material_override().ptr());
- anim_material_found = anim_material_found || (spat && spat->get_billboard_mode() == SpatialMaterial::BILLBOARD_PARTICLES);
+ StandardMaterial3D *spat = Object::cast_to<StandardMaterial3D>(get_material_override().ptr());
+ anim_material_found = anim_material_found || (spat && spat->get_billboard_mode() == StandardMaterial3D::BILLBOARD_PARTICLES);
if (!meshes_found) {
if (warnings != String())
@@ -282,7 +282,7 @@ String Particles::get_configuration_warning() const {
process->get_param_texture(ParticlesMaterial::PARAM_ANIM_SPEED).is_valid() || process->get_param_texture(ParticlesMaterial::PARAM_ANIM_OFFSET).is_valid())) {
if (warnings != String())
warnings += "\n";
- warnings += "- " + TTR("Particles animation requires the usage of a SpatialMaterial whose Billboard Mode is set to \"Particle Billboard\".");
+ warnings += "- " + TTR("Particles animation requires the usage of a StandardMaterial3D whose Billboard Mode is set to \"Particle Billboard\".");
}
}
diff --git a/scene/3d/ray_cast.cpp b/scene/3d/ray_cast.cpp
index 616ab7cf40..0c976b9fb1 100644
--- a/scene/3d/ray_cast.cpp
+++ b/scene/3d/ray_cast.cpp
@@ -186,7 +186,7 @@ void RayCast::_notification(int p_what) {
_update_raycast_state();
if (prev_collision_state != collided && get_tree()->is_debugging_collisions_hint()) {
if (debug_material.is_valid()) {
- Ref<SpatialMaterial> line_material = static_cast<Ref<SpatialMaterial> >(debug_material);
+ Ref<StandardMaterial3D> line_material = static_cast<Ref<StandardMaterial3D> >(debug_material);
line_material->set_albedo(collided ? Color(1.0, 0, 0) : Color(1.0, 0.8, 0.6));
}
}
@@ -333,10 +333,10 @@ void RayCast::_bind_methods() {
void RayCast::_create_debug_shape() {
if (!debug_material.is_valid()) {
- debug_material = Ref<SpatialMaterial>(memnew(SpatialMaterial));
+ debug_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
- Ref<SpatialMaterial> line_material = static_cast<Ref<SpatialMaterial> >(debug_material);
- line_material->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
+ Ref<StandardMaterial3D> line_material = static_cast<Ref<StandardMaterial3D> >(debug_material);
+ line_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
line_material->set_albedo(Color(1.0, 0.8, 0.6));
}
diff --git a/scene/3d/sprite_3d.cpp b/scene/3d/sprite_3d.cpp
index 50965b5a93..04f00a527e 100644
--- a/scene/3d/sprite_3d.cpp
+++ b/scene/3d/sprite_3d.cpp
@@ -286,14 +286,14 @@ SpriteBase3D::AlphaCutMode SpriteBase3D::get_alpha_cut_mode() const {
return alpha_cut;
}
-void SpriteBase3D::set_billboard_mode(SpatialMaterial::BillboardMode p_mode) {
+void SpriteBase3D::set_billboard_mode(StandardMaterial3D::BillboardMode p_mode) {
ERR_FAIL_INDEX(p_mode, 3);
billboard_mode = p_mode;
_queue_update();
}
-SpatialMaterial::BillboardMode SpriteBase3D::get_billboard_mode() const {
+StandardMaterial3D::BillboardMode SpriteBase3D::get_billboard_mode() const {
return billboard_mode;
}
@@ -377,7 +377,7 @@ SpriteBase3D::SpriteBase3D() {
flags[i] = i == FLAG_TRANSPARENT || i == FLAG_DOUBLE_SIDED;
alpha_cut = ALPHA_CUT_DISABLED;
- billboard_mode = SpatialMaterial::BILLBOARD_DISABLED;
+ billboard_mode = StandardMaterial3D::BILLBOARD_DISABLED;
axis = Vector3::AXIS_Z;
pixel_size = 0.01;
modulate = Color(1, 1, 1, 1);
@@ -480,7 +480,7 @@ void Sprite3D::_draw() {
tangent = Plane(1, 0, 0, 1);
}
- RID mat = SpatialMaterial::get_material_rid_for_2d(get_draw_flag(FLAG_SHADED), get_draw_flag(FLAG_TRANSPARENT), get_draw_flag(FLAG_DOUBLE_SIDED), get_alpha_cut_mode() == ALPHA_CUT_DISCARD, get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS, get_billboard_mode() == SpatialMaterial::BILLBOARD_ENABLED, get_billboard_mode() == SpatialMaterial::BILLBOARD_FIXED_Y);
+ RID mat = StandardMaterial3D::get_material_rid_for_2d(get_draw_flag(FLAG_SHADED), get_draw_flag(FLAG_TRANSPARENT), get_draw_flag(FLAG_DOUBLE_SIDED), get_alpha_cut_mode() == ALPHA_CUT_DISCARD, get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS, get_billboard_mode() == StandardMaterial3D::BILLBOARD_ENABLED, get_billboard_mode() == StandardMaterial3D::BILLBOARD_FIXED_Y);
VS::get_singleton()->immediate_set_material(immediate, mat);
VS::get_singleton()->immediate_begin(immediate, VS::PRIMITIVE_TRIANGLES, texture->get_rid());
@@ -810,7 +810,7 @@ void AnimatedSprite3D::_draw() {
tangent = Plane(1, 0, 0, -1);
}
- RID mat = SpatialMaterial::get_material_rid_for_2d(get_draw_flag(FLAG_SHADED), get_draw_flag(FLAG_TRANSPARENT), get_draw_flag(FLAG_DOUBLE_SIDED), get_alpha_cut_mode() == ALPHA_CUT_DISCARD, get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS, get_billboard_mode() == SpatialMaterial::BILLBOARD_ENABLED, get_billboard_mode() == SpatialMaterial::BILLBOARD_FIXED_Y);
+ RID mat = StandardMaterial3D::get_material_rid_for_2d(get_draw_flag(FLAG_SHADED), get_draw_flag(FLAG_TRANSPARENT), get_draw_flag(FLAG_DOUBLE_SIDED), get_alpha_cut_mode() == ALPHA_CUT_DISCARD, get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS, get_billboard_mode() == StandardMaterial3D::BILLBOARD_ENABLED, get_billboard_mode() == StandardMaterial3D::BILLBOARD_FIXED_Y);
VS::get_singleton()->immediate_set_material(immediate, mat);
diff --git a/scene/3d/sprite_3d.h b/scene/3d/sprite_3d.h
index 8ec07b46ca..9c31a667b5 100644
--- a/scene/3d/sprite_3d.h
+++ b/scene/3d/sprite_3d.h
@@ -80,7 +80,7 @@ private:
bool flags[FLAG_MAX];
AlphaCutMode alpha_cut;
- SpatialMaterial::BillboardMode billboard_mode;
+ StandardMaterial3D::BillboardMode billboard_mode;
bool pending_update;
void _im_update();
@@ -131,8 +131,8 @@ public:
void set_alpha_cut_mode(AlphaCutMode p_mode);
AlphaCutMode get_alpha_cut_mode() const;
- void set_billboard_mode(SpatialMaterial::BillboardMode p_mode);
- SpatialMaterial::BillboardMode get_billboard_mode() const;
+ void set_billboard_mode(StandardMaterial3D::BillboardMode p_mode);
+ StandardMaterial3D::BillboardMode get_billboard_mode() const;
virtual Rect2 get_item_rect() const = 0;
diff --git a/scene/3d/visual_instance.cpp b/scene/3d/visual_instance.cpp
index 4574dfac5f..45ceb86298 100644
--- a/scene/3d/visual_instance.cpp
+++ b/scene/3d/visual_instance.cpp
@@ -294,7 +294,7 @@ void GeometryInstance::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_aabb"), &GeometryInstance::get_aabb);
ADD_GROUP("Geometry", "");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_override", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,SpatialMaterial"), "set_material_override", "get_material_override");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_override", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,StandardMaterial3D"), "set_material_override", "get_material_override");
ADD_PROPERTY(PropertyInfo(Variant::INT, "cast_shadow", PROPERTY_HINT_ENUM, "Off,On,Double-Sided,Shadows Only"), "set_cast_shadows_setting", "get_cast_shadows_setting");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "extra_cull_margin", PROPERTY_HINT_RANGE, "0,16384,0.01"), "set_extra_cull_margin", "get_extra_cull_margin");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "use_in_baked_light"), "set_flag", "get_flag", FLAG_USE_BAKED_LIGHT);
diff --git a/scene/3d/voxel_light_baker.cpp b/scene/3d/voxel_light_baker.cpp
index db8d7f0851..412c53e36b 100644
--- a/scene/3d/voxel_light_baker.cpp
+++ b/scene/3d/voxel_light_baker.cpp
@@ -515,7 +515,7 @@ Vector<Color> VoxelLightBaker::_get_bake_texture(Ref<Image> p_image, const Color
VoxelLightBaker::MaterialCache VoxelLightBaker::_get_material_cache(Ref<Material> p_material) {
//this way of obtaining materials is inaccurate and also does not support some compressed formats very well
- Ref<SpatialMaterial> mat = p_material;
+ Ref<StandardMaterial3D> mat = p_material;
Ref<Material> material = mat; //hack for now
@@ -527,7 +527,7 @@ VoxelLightBaker::MaterialCache VoxelLightBaker::_get_material_cache(Ref<Material
if (mat.is_valid()) {
- Ref<Texture2D> albedo_tex = mat->get_texture(SpatialMaterial::TEXTURE_ALBEDO);
+ Ref<Texture2D> albedo_tex = mat->get_texture(StandardMaterial3D::TEXTURE_ALBEDO);
Ref<Image> img_albedo;
if (albedo_tex.is_valid()) {
@@ -538,7 +538,7 @@ VoxelLightBaker::MaterialCache VoxelLightBaker::_get_material_cache(Ref<Material
mc.albedo = _get_bake_texture(img_albedo, Color(1, 1, 1), mat->get_albedo()); // no albedo texture, color is additive
}
- Ref<Texture2D> emission_tex = mat->get_texture(SpatialMaterial::TEXTURE_EMISSION);
+ Ref<Texture2D> emission_tex = mat->get_texture(StandardMaterial3D::TEXTURE_EMISSION);
Color emission_col = mat->get_emission();
float emission_energy = mat->get_emission_energy();
@@ -550,7 +550,7 @@ VoxelLightBaker::MaterialCache VoxelLightBaker::_get_material_cache(Ref<Material
img_emission = emission_tex->get_data();
}
- if (mat->get_emission_operator() == SpatialMaterial::EMISSION_OP_ADD) {
+ if (mat->get_emission_operator() == StandardMaterial3D::EMISSION_OP_ADD) {
mc.emission = _get_bake_texture(img_emission, Color(1, 1, 1) * emission_energy, emission_col * emission_energy);
} else {
mc.emission = _get_bake_texture(img_emission, emission_col * emission_energy, Color(0, 0, 0));
@@ -2392,11 +2392,11 @@ Ref<MultiMesh> VoxelLightBaker::create_debug_multimesh(DebugMode p_mode) {
}
{
- Ref<SpatialMaterial> fsm;
+ Ref<StandardMaterial3D> fsm;
fsm.instance();
- fsm->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
- fsm->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
- fsm->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
+ fsm->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
+ fsm->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+ fsm->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
fsm->set_albedo(Color(1, 1, 1, 1));
mesh->surface_set_material(0, fsm);
diff --git a/scene/animation/root_motion_view.cpp b/scene/animation/root_motion_view.cpp
index 32ceeb4dbf..fe062e0a20 100644
--- a/scene/animation/root_motion_view.cpp
+++ b/scene/animation/root_motion_view.cpp
@@ -79,7 +79,7 @@ void RootMotionView::_notification(int p_what) {
if (p_what == NOTIFICATION_ENTER_TREE) {
- VS::get_singleton()->immediate_set_material(immediate, SpatialMaterial::get_material_rid_for_2d(false, true, false, false, false));
+ VS::get_singleton()->immediate_set_material(immediate, StandardMaterial3D::get_material_rid_for_2d(false, true, false, false, false));
first = true;
}
diff --git a/scene/main/scene_tree.cpp b/scene/main/scene_tree.cpp
index f7c392f8c5..a27f8c4d94 100644
--- a/scene/main/scene_tree.cpp
+++ b/scene/main/scene_tree.cpp
@@ -792,11 +792,11 @@ Ref<Material> SceneTree::get_debug_navigation_material() {
if (navigation_material.is_valid())
return navigation_material;
- Ref<SpatialMaterial> line_material = Ref<SpatialMaterial>(memnew(SpatialMaterial));
- line_material->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
- line_material->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
- line_material->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
- line_material->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+ Ref<StandardMaterial3D> line_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
+ line_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
+ line_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
+ line_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
+ line_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
line_material->set_albedo(get_debug_navigation_color());
navigation_material = line_material;
@@ -809,11 +809,11 @@ Ref<Material> SceneTree::get_debug_navigation_disabled_material() {
if (navigation_disabled_material.is_valid())
return navigation_disabled_material;
- Ref<SpatialMaterial> line_material = Ref<SpatialMaterial>(memnew(SpatialMaterial));
- line_material->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
- line_material->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
- line_material->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
- line_material->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+ Ref<StandardMaterial3D> line_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
+ line_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
+ line_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
+ line_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
+ line_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
line_material->set_albedo(get_debug_navigation_disabled_color());
navigation_disabled_material = line_material;
@@ -825,11 +825,11 @@ Ref<Material> SceneTree::get_debug_collision_material() {
if (collision_material.is_valid())
return collision_material;
- Ref<SpatialMaterial> line_material = Ref<SpatialMaterial>(memnew(SpatialMaterial));
- line_material->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
- line_material->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
- line_material->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
- line_material->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+ Ref<StandardMaterial3D> line_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
+ line_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
+ line_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
+ line_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
+ line_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
line_material->set_albedo(get_debug_collisions_color());
collision_material = line_material;
@@ -844,11 +844,11 @@ Ref<ArrayMesh> SceneTree::get_debug_contact_mesh() {
debug_contact_mesh = Ref<ArrayMesh>(memnew(ArrayMesh));
- Ref<SpatialMaterial> mat = Ref<SpatialMaterial>(memnew(SpatialMaterial));
- mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
- mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
- mat->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
- mat->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+ Ref<StandardMaterial3D> mat = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
+ mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
+ mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
+ mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
+ mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
mat->set_albedo(get_debug_collision_contact_color());
Vector3 diamond[6] = {
diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp
index e0ac7c9e0c..de7600d417 100644
--- a/scene/register_scene_types.cpp
+++ b/scene/register_scene_types.cpp
@@ -621,9 +621,11 @@ void register_scene_types() {
ClassDB::register_class<SphereMesh>();
ClassDB::register_class<PointMesh>();
ClassDB::register_virtual_class<Material>();
- ClassDB::register_class<SpatialMaterial>();
- SceneTree::add_idle_callback(SpatialMaterial::flush_changes);
- SpatialMaterial::init_shaders();
+ ClassDB::register_virtual_class<BaseMaterial3D>();
+ ClassDB::register_class<StandardMaterial3D>();
+ ClassDB::register_class<ORMMaterial3D>();
+ SceneTree::add_idle_callback(BaseMaterial3D::flush_changes);
+ BaseMaterial3D::init_shaders();
ClassDB::register_class<MeshLibrary>();
@@ -732,7 +734,7 @@ void register_scene_types() {
#ifndef DISABLE_DEPRECATED
ClassDB::add_compatibility_class("ImageSkyBox", "PanoramaSky");
- ClassDB::add_compatibility_class("FixedSpatialMaterial", "SpatialMaterial");
+ ClassDB::add_compatibility_class("SpatialMaterial", "StandardMaterial3D");
ClassDB::add_compatibility_class("Mesh", "ArrayMesh");
ClassDB::add_compatibility_class("AnimationTreePlayer", "AnimationTree");
#endif
@@ -807,9 +809,9 @@ void unregister_scene_types() {
ResourceLoader::remove_resource_format_loader(resource_loader_bmfont);
resource_loader_bmfont.unref();
- //SpatialMaterial is not initialised when 3D is disabled, so it shouldn't be cleaned up either
+ //StandardMaterial3D is not initialised when 3D is disabled, so it shouldn't be cleaned up either
#ifndef _3D_DISABLED
- SpatialMaterial::finish_shaders();
+ BaseMaterial3D::finish_shaders();
#endif // _3D_DISABLED
ParticlesMaterial::finish_shaders();
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index 8569d998e4..cc6b55c316 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -290,18 +290,18 @@ ShaderMaterial::~ShaderMaterial() {
/////////////////////////////////
-Mutex *SpatialMaterial::material_mutex = NULL;
-SelfList<SpatialMaterial>::List *SpatialMaterial::dirty_materials = NULL;
-Map<SpatialMaterial::MaterialKey, SpatialMaterial::ShaderData> SpatialMaterial::shader_map;
-SpatialMaterial::ShaderNames *SpatialMaterial::shader_names = NULL;
+Mutex *BaseMaterial3D::material_mutex = NULL;
+SelfList<BaseMaterial3D>::List *BaseMaterial3D::dirty_materials = NULL;
+Map<BaseMaterial3D::MaterialKey, BaseMaterial3D::ShaderData> BaseMaterial3D::shader_map;
+BaseMaterial3D::ShaderNames *BaseMaterial3D::shader_names = NULL;
-void SpatialMaterial::init_shaders() {
+void BaseMaterial3D::init_shaders() {
#ifndef NO_THREADS
material_mutex = Mutex::create();
#endif
- dirty_materials = memnew(SelfList<SpatialMaterial>::List);
+ dirty_materials = memnew(SelfList<BaseMaterial3D>::List);
shader_names = memnew(ShaderNames);
@@ -317,7 +317,7 @@ void SpatialMaterial::init_shaders() {
shader_names->clearcoat = "clearcoat";
shader_names->clearcoat_gloss = "clearcoat_gloss";
shader_names->anisotropy = "anisotropy_ratio";
- shader_names->depth_scale = "depth_scale";
+ shader_names->heightmap_scale = "heightmap_scale";
shader_names->subsurface_scattering_strength = "subsurface_scattering_strength";
shader_names->transmission = "transmission";
shader_names->refraction = "refraction";
@@ -332,9 +332,9 @@ void SpatialMaterial::init_shaders() {
shader_names->particles_anim_h_frames = "particles_anim_h_frames";
shader_names->particles_anim_v_frames = "particles_anim_v_frames";
shader_names->particles_anim_loop = "particles_anim_loop";
- shader_names->depth_min_layers = "depth_min_layers";
- shader_names->depth_max_layers = "depth_max_layers";
- shader_names->depth_flip = "depth_flip";
+ shader_names->heightmap_min_layers = "heightmap_min_layers";
+ shader_names->heightmap_max_layers = "heightmap_max_layers";
+ shader_names->heightmap_flip = "heightmap_flip";
shader_names->grow = "grow";
@@ -345,11 +345,10 @@ void SpatialMaterial::init_shaders() {
shader_names->distance_fade_max = "distance_fade_max";
shader_names->metallic_texture_channel = "metallic_texture_channel";
- shader_names->roughness_texture_channel = "roughness_texture_channel";
shader_names->ao_texture_channel = "ao_texture_channel";
shader_names->clearcoat_texture_channel = "clearcoat_texture_channel";
shader_names->rim_texture_channel = "rim_texture_channel";
- shader_names->depth_texture_channel = "depth_texture_channel";
+ shader_names->heightmap_texture_channel = "heightmap_texture_channel";
shader_names->refraction_texture_channel = "refraction_texture_channel";
shader_names->alpha_scissor_threshold = "alpha_scissor_threshold";
@@ -362,18 +361,19 @@ void SpatialMaterial::init_shaders() {
shader_names->texture_names[TEXTURE_CLEARCOAT] = "texture_clearcoat";
shader_names->texture_names[TEXTURE_FLOWMAP] = "texture_flowmap";
shader_names->texture_names[TEXTURE_AMBIENT_OCCLUSION] = "texture_ambient_occlusion";
- shader_names->texture_names[TEXTURE_DEPTH] = "texture_depth";
+ shader_names->texture_names[TEXTURE_HEIGHTMAP] = "texture_heightmap";
shader_names->texture_names[TEXTURE_SUBSURFACE_SCATTERING] = "texture_subsurface_scattering";
shader_names->texture_names[TEXTURE_TRANSMISSION] = "texture_transmission";
shader_names->texture_names[TEXTURE_REFRACTION] = "texture_refraction";
shader_names->texture_names[TEXTURE_DETAIL_MASK] = "texture_detail_mask";
shader_names->texture_names[TEXTURE_DETAIL_ALBEDO] = "texture_detail_albedo";
shader_names->texture_names[TEXTURE_DETAIL_NORMAL] = "texture_detail_normal";
+ shader_names->texture_names[TEXTURE_ORM] = "texture_orm";
}
-Ref<SpatialMaterial> SpatialMaterial::materials_for_2d[SpatialMaterial::MAX_MATERIALS_FOR_2D];
+Ref<StandardMaterial3D> BaseMaterial3D::materials_for_2d[BaseMaterial3D::MAX_MATERIALS_FOR_2D];
-void SpatialMaterial::finish_shaders() {
+void BaseMaterial3D::finish_shaders() {
for (int i = 0; i < MAX_MATERIALS_FOR_2D; i++) {
materials_for_2d[i].unref();
@@ -389,7 +389,7 @@ void SpatialMaterial::finish_shaders() {
memdelete(shader_names);
}
-void SpatialMaterial::_update_shader() {
+void BaseMaterial3D::_update_shader() {
dirty_materials->remove(&element);
@@ -415,6 +415,22 @@ void SpatialMaterial::_update_shader() {
return;
}
+ String texfilter_str;
+ switch (texture_filter) {
+ case TEXTURE_FILTER_NEAREST: texfilter_str = "filter_nearest"; break;
+ case TEXTURE_FILTER_LINEAR: texfilter_str = "filter_linear"; break;
+ case TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS: texfilter_str = "filter_nearest_mipmap"; break;
+ case TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: texfilter_str = "filter_linear_mipmap"; break;
+ case TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS_ANISOTROPIC: texfilter_str = "filter_nearest_mipmap_aniso"; break;
+ case TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: texfilter_str = "filter_linear_mipmap_aniso"; break;
+ }
+
+ if (flags[FLAG_USE_TEXTURE_REPEAT]) {
+ texfilter_str += ",repeat_enable";
+ } else {
+ texfilter_str += ",repeat_disable";
+ }
+
//must create a shader!
String code = "shader_type spatial;\nrender_mode ";
@@ -434,7 +450,10 @@ void SpatialMaterial::_update_shader() {
case DEPTH_DRAW_OPAQUE_ONLY: code += ",depth_draw_opaque"; break;
case DEPTH_DRAW_ALWAYS: code += ",depth_draw_always"; break;
case DEPTH_DRAW_DISABLED: code += ",depth_draw_never"; break;
- case DEPTH_DRAW_ALPHA_OPAQUE_PREPASS: code += ",depth_draw_alpha_prepass"; break;
+ }
+
+ if (transparency == TRANSPARENCY_ALPHA_DEPTH_PRE_PASS) {
+ code += ",depth_prepass_alpha";
}
switch (cull_mode) {
@@ -457,36 +476,28 @@ void SpatialMaterial::_update_shader() {
case SPECULAR_DISABLED: code += ",specular_disabled"; break;
}
- if (flags[FLAG_UNSHADED]) {
+ if (shading_mode == SHADING_MODE_UNSHADED) {
code += ",unshaded";
}
if (flags[FLAG_DISABLE_DEPTH_TEST]) {
code += ",depth_test_disabled";
}
- if (flags[FLAG_USE_VERTEX_LIGHTING]) {
+ if (shading_mode == SHADING_MODE_PER_VERTEX) {
code += ",vertex_lighting";
}
- if (flags[FLAG_TRIPLANAR_USE_WORLD] && (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR])) {
- code += ",world_vertex_coords";
- }
if (flags[FLAG_DONT_RECEIVE_SHADOWS]) {
code += ",shadows_disabled";
}
if (flags[FLAG_DISABLE_AMBIENT_LIGHT]) {
code += ",ambient_light_disabled";
}
- if (flags[FLAG_ENSURE_CORRECT_NORMALS]) {
- code += ",ensure_correct_normals";
- }
if (flags[FLAG_USE_SHADOW_TO_OPACITY]) {
code += ",shadow_to_opacity";
}
code += ";\n";
code += "uniform vec4 albedo : hint_color;\n";
- code += "uniform sampler2D texture_albedo : hint_albedo;\n";
- code += "uniform float specular;\n";
- code += "uniform float metallic;\n";
+ code += "uniform sampler2D texture_albedo : hint_albedo," + texfilter_str + ";\n";
if (grow_enabled) {
code += "uniform float grow;\n";
}
@@ -499,21 +510,41 @@ void SpatialMaterial::_update_shader() {
code += "uniform float distance_fade_max;\n";
}
- if (flags[FLAG_USE_ALPHA_SCISSOR]) {
+ if (transparency == TRANSPARENCY_ALPHA_SCISSOR) {
code += "uniform float alpha_scissor_threshold;\n";
}
- code += "uniform float roughness : hint_range(0,1);\n";
+
code += "uniform float point_size : hint_range(0,128);\n";
- if (textures[TEXTURE_METALLIC] != NULL) {
- code += "uniform sampler2D texture_metallic : hint_white;\n";
+ //TODO ALL HINTS
+ if (!orm) {
+ code += "uniform float roughness : hint_range(0,1);\n";
+ code += "uniform sampler2D texture_metallic : hint_white," + texfilter_str + ";\n";
code += "uniform vec4 metallic_texture_channel;\n";
- }
+ switch (roughness_texture_channel) {
+ case TEXTURE_CHANNEL_RED: {
+ code += "uniform sampler2D texture_roughness : hint_roughness_r," + texfilter_str + ";\n";
+ } break;
+ case TEXTURE_CHANNEL_GREEN: {
+ code += "uniform sampler2D texture_roughness : hint_roughness_g," + texfilter_str + ";\n";
+ } break;
+ case TEXTURE_CHANNEL_BLUE: {
+ code += "uniform sampler2D texture_roughness : hint_roughness_b," + texfilter_str + ";\n";
+ } break;
+ case TEXTURE_CHANNEL_ALPHA: {
+ code += "uniform sampler2D texture_roughness : hint_roughness_a," + texfilter_str + ";\n";
+ } break;
+ case TEXTURE_CHANNEL_GRAYSCALE: {
+ code += "uniform sampler2D texture_roughness : hint_roughness_gray," + texfilter_str + ";\n";
+ } break;
+ }
- if (textures[TEXTURE_ROUGHNESS] != NULL) {
- code += "uniform sampler2D texture_roughness : hint_white;\n";
- code += "uniform vec4 roughness_texture_channel;\n";
+ code += "uniform float specular;\n";
+ code += "uniform float metallic;\n";
+ } else {
+ code += "uniform sampler2D texture_orm : hint_roughness_g," + texfilter_str + ";\n";
}
+
if (billboard_mode == BILLBOARD_PARTICLES) {
code += "uniform int particles_anim_h_frames;\n";
code += "uniform int particles_anim_v_frames;\n";
@@ -522,34 +553,34 @@ void SpatialMaterial::_update_shader() {
if (features[FEATURE_EMISSION]) {
- code += "uniform sampler2D texture_emission : hint_black_albedo;\n";
+ code += "uniform sampler2D texture_emission : hint_black_albedo," + texfilter_str + ";\n";
code += "uniform vec4 emission : hint_color;\n";
code += "uniform float emission_energy;\n";
}
if (features[FEATURE_REFRACTION]) {
- code += "uniform sampler2D texture_refraction;\n";
+ code += "uniform sampler2D texture_refraction : " + texfilter_str + ";\n";
code += "uniform float refraction : hint_range(-16,16);\n";
code += "uniform vec4 refraction_texture_channel;\n";
}
if (features[FEATURE_NORMAL_MAPPING]) {
- code += "uniform sampler2D texture_normal : hint_normal;\n";
+ code += "uniform sampler2D texture_normal : hint_roughness_normal," + texfilter_str + ";\n";
code += "uniform float normal_scale : hint_range(-16,16);\n";
}
if (features[FEATURE_RIM]) {
code += "uniform float rim : hint_range(0,1);\n";
code += "uniform float rim_tint : hint_range(0,1);\n";
- code += "uniform sampler2D texture_rim : hint_white;\n";
+ code += "uniform sampler2D texture_rim : hint_white," + texfilter_str + ";\n";
}
if (features[FEATURE_CLEARCOAT]) {
code += "uniform float clearcoat : hint_range(0,1);\n";
code += "uniform float clearcoat_gloss : hint_range(0,1);\n";
- code += "uniform sampler2D texture_clearcoat : hint_white;\n";
+ code += "uniform sampler2D texture_clearcoat : hint_white," + texfilter_str + ";\n";
}
if (features[FEATURE_ANISOTROPY]) {
code += "uniform float anisotropy_ratio : hint_range(0,256);\n";
- code += "uniform sampler2D texture_flowmap : hint_aniso;\n";
+ code += "uniform sampler2D texture_flowmap : hint_aniso," + texfilter_str + ";\n";
}
if (features[FEATURE_AMBIENT_OCCLUSION]) {
code += "uniform sampler2D texture_ambient_occlusion : hint_white;\n";
@@ -558,29 +589,29 @@ void SpatialMaterial::_update_shader() {
}
if (features[FEATURE_DETAIL]) {
- code += "uniform sampler2D texture_detail_albedo : hint_albedo;\n";
- code += "uniform sampler2D texture_detail_normal : hint_normal;\n";
- code += "uniform sampler2D texture_detail_mask : hint_white;\n";
+ code += "uniform sampler2D texture_detail_albedo : hint_albedo," + texfilter_str + ";\n";
+ code += "uniform sampler2D texture_detail_normal : hint_normal," + texfilter_str + ";\n";
+ code += "uniform sampler2D texture_detail_mask : hint_white," + texfilter_str + ";\n";
}
if (features[FEATURE_SUBSURACE_SCATTERING]) {
code += "uniform float subsurface_scattering_strength : hint_range(0,1);\n";
- code += "uniform sampler2D texture_subsurface_scattering : hint_white;\n";
+ code += "uniform sampler2D texture_subsurface_scattering : hint_white," + texfilter_str + ";\n";
}
if (features[FEATURE_TRANSMISSION]) {
code += "uniform vec4 transmission : hint_color;\n";
- code += "uniform sampler2D texture_transmission : hint_black;\n";
+ code += "uniform sampler2D texture_transmission : hint_black," + texfilter_str + ";\n";
}
- if (features[FEATURE_DEPTH_MAPPING]) {
- code += "uniform sampler2D texture_depth : hint_black;\n";
- code += "uniform float depth_scale;\n";
- code += "uniform int depth_min_layers;\n";
- code += "uniform int depth_max_layers;\n";
- code += "uniform vec2 depth_flip;\n";
+ if (features[FEATURE_HEIGHT_MAPPING]) {
+ code += "uniform sampler2D texture_heightmap : hint_black," + texfilter_str + ";\n";
+ code += "uniform float heightmap_scale;\n";
+ code += "uniform int heightmap_min_layers;\n";
+ code += "uniform int heightmap_max_layers;\n";
+ code += "uniform vec2 heightmap_flip;\n";
}
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += "varying vec3 uv1_triplanar_pos;\n";
@@ -618,7 +649,7 @@ void SpatialMaterial::_update_shader() {
code += "\tPOINT_SIZE=point_size;\n";
}
- if (flags[FLAG_USE_VERTEX_LIGHTING]) {
+ if (shading_mode == SHADING_MODE_PER_VERTEX) {
code += "\tROUGHNESS=roughness;\n";
}
@@ -750,33 +781,49 @@ void SpatialMaterial::_update_shader() {
code += "\tvec2 base_uv2 = UV2;\n";
}
- if (!VisualServer::get_singleton()->is_low_end() && features[FEATURE_DEPTH_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) { //depthmap not supported with triplanar
+ if (!VisualServer::get_singleton()->is_low_end() && features[FEATURE_HEIGHT_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) { //heightmap not supported with triplanar
code += "\t{\n";
- code += "\t\tvec3 view_dir = normalize(normalize(-VERTEX)*mat3(TANGENT*depth_flip.x,-BINORMAL*depth_flip.y,NORMAL));\n"; // binormal is negative due to mikktspace, flip 'unflips' it ;-)
+ code += "\t\tvec3 view_dir = normalize(normalize(-VERTEX)*mat3(TANGENT*heightmap_flip.x,-BINORMAL*heightmap_flip.y,NORMAL));\n"; // binormal is negative due to mikktspace, flip 'unflips' it ;-)
if (deep_parallax) {
- code += "\t\tfloat num_layers = mix(float(depth_max_layers),float(depth_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir)));\n";
+ code += "\t\tfloat num_layers = mix(float(heightmap_max_layers),float(heightmap_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir)));\n";
code += "\t\tfloat layer_depth = 1.0 / num_layers;\n";
code += "\t\tfloat current_layer_depth = 0.0;\n";
- code += "\t\tvec2 P = view_dir.xy * depth_scale;\n";
+ code += "\t\tvec2 P = view_dir.xy * heightmap_scale;\n";
code += "\t\tvec2 delta = P / num_layers;\n";
code += "\t\tvec2 ofs = base_uv;\n";
- code += "\t\tfloat depth = textureLod(texture_depth, ofs,0.0).r;\n";
+ if (flags[FLAG_INVERT_HEIGHTMAP]) {
+ code += "\t\tfloat depth = texture(texture_heightmap, ofs).r;\n";
+ } else {
+ code += "\t\tfloat depth = 1.0 - texture(texture_heightmap, ofs).r;\n";
+ }
code += "\t\tfloat current_depth = 0.0;\n";
code += "\t\twhile(current_depth < depth) {\n";
code += "\t\t\tofs -= delta;\n";
- code += "\t\t\tdepth = textureLod(texture_depth, ofs,0.0).r;\n";
+ if (flags[FLAG_INVERT_HEIGHTMAP]) {
+ code += "\t\t\tdepth = texture(texture_heightmap, ofs).r;\n";
+ } else {
+ code += "\t\t\tdepth = 1.0 - texture(texture_heightmap, ofs).r;\n";
+ }
code += "\t\t\tcurrent_depth += layer_depth;\n";
code += "\t\t}\n";
code += "\t\tvec2 prev_ofs = ofs + delta;\n";
code += "\t\tfloat after_depth = depth - current_depth;\n";
- code += "\t\tfloat before_depth = textureLod(texture_depth, prev_ofs, 0.0).r - current_depth + layer_depth;\n";
+ if (flags[FLAG_INVERT_HEIGHTMAP]) {
+ code += "\t\tfloat before_depth = texture(texture_heightmap, prev_ofs).r - current_depth + layer_depth;\n";
+ } else {
+ code += "\t\tfloat before_depth = ( 1.0 - texture(texture_heightmap, prev_ofs).r ) - current_depth + layer_depth;\n";
+ }
code += "\t\tfloat weight = after_depth / (after_depth - before_depth);\n";
code += "\t\tofs = mix(ofs,prev_ofs,weight);\n";
} else {
- code += "\t\tfloat depth = texture(texture_depth, base_uv).r;\n";
- code += "\t\tvec2 ofs = base_uv - view_dir.xy / view_dir.z * (depth * depth_scale);\n";
+ if (flags[FLAG_INVERT_HEIGHTMAP]) {
+ code += "\t\tfloat depth = texture(texture_heightmap, base_uv).r;\n";
+ } else {
+ code += "\t\tfloat depth = 1.0 - texture(texture_heightmap, base_uv).r;\n";
+ }
+ code += "\t\tvec2 ofs = base_uv - view_dir.xy / view_dir.z * (depth * heightmap_scale);\n";
}
code += "\t\tbase_uv=ofs;\n";
@@ -806,29 +853,49 @@ void SpatialMaterial::_update_shader() {
}
code += "\tALBEDO = albedo.rgb * albedo_tex.rgb;\n";
- if (textures[TEXTURE_METALLIC] != NULL) {
+ if (!orm) {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += "\tfloat metallic_tex = dot(triplanar_texture(texture_metallic,uv1_power_normal,uv1_triplanar_pos),metallic_texture_channel);\n";
} else {
code += "\tfloat metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);\n";
}
code += "\tMETALLIC = metallic_tex * metallic;\n";
- } else {
- code += "\tMETALLIC = metallic;\n";
- }
- if (textures[TEXTURE_ROUGHNESS] != NULL) {
+ switch (roughness_texture_channel) {
+ case TEXTURE_CHANNEL_RED: {
+ code += "\tvec4 roughness_texture_channel = vec4(1.0,0.0,0.0,0.0);\n";
+ } break;
+ case TEXTURE_CHANNEL_GREEN: {
+ code += "\tvec4 roughness_texture_channel = vec4(0.0,1.0,0.0,0.0);\n";
+ } break;
+ case TEXTURE_CHANNEL_BLUE: {
+ code += "\tvec4 roughness_texture_channel = vec4(0.0,0.0,1.0,0.0);\n";
+ } break;
+ case TEXTURE_CHANNEL_ALPHA: {
+ code += "\tvec4 roughness_texture_channel = vec4(0.0,0.0,0.0,1.0);\n";
+ } break;
+ case TEXTURE_CHANNEL_GRAYSCALE: {
+ code += "\tvec4 roughness_texture_channel = vec4(0.333333,0.333333,0.333333,0.0);\n";
+ } break;
+ }
+
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += "\tfloat roughness_tex = dot(triplanar_texture(texture_roughness,uv1_power_normal,uv1_triplanar_pos),roughness_texture_channel);\n";
} else {
code += "\tfloat roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);\n";
}
code += "\tROUGHNESS = roughness_tex * roughness;\n";
+ code += "\tSPECULAR = specular;\n";
} else {
- code += "\tROUGHNESS = roughness;\n";
- }
+ if (flags[FLAG_UV1_USE_TRIPLANAR]) {
+ code += "\tfloat orm_tex = triplanar_texture(texture_orm,uv1_power_normal,uv1_triplanar_pos);\n";
+ } else {
+ code += "\tfloat orm_tex = texture(texture_orm,base_uv);\n";
+ }
- code += "\tSPECULAR = specular;\n";
+ code += "\tROUGHNESS = orm_tex.g;\n";
+ code += "\tMETALLIC = orm_tex.b;\n";
+ }
if (features[FEATURE_NORMAL_MAPPING]) {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
@@ -878,8 +945,10 @@ void SpatialMaterial::_update_shader() {
code += "\tALBEDO *= 1.0 - ref_amount;\n";
code += "\tALPHA = 1.0;\n";
- } else if (features[FEATURE_TRANSPARENT] || flags[FLAG_USE_ALPHA_SCISSOR] || flags[FLAG_USE_SHADOW_TO_OPACITY] || (distance_fade == DISTANCE_FADE_PIXEL_ALPHA) || proximity_fade_enabled) {
+ } else if (transparency == TRANSPARENCY_ALPHA || transparency == TRANSPARENCY_ALPHA_DEPTH_PRE_PASS || flags[FLAG_USE_SHADOW_TO_OPACITY] || (distance_fade == DISTANCE_FADE_PIXEL_ALPHA) || proximity_fade_enabled) {
code += "\tALPHA = albedo.a * albedo_tex.a;\n";
+ } else if (transparency == TRANSPARENCY_ALPHA_SCISSOR) {
+ code += "\tif (albedo.a * albedo_tex.a < alpha_scissor_threshold) discard;\n";
}
if (proximity_fade_enabled) {
@@ -965,18 +1034,23 @@ void SpatialMaterial::_update_shader() {
}
if (features[FEATURE_AMBIENT_OCCLUSION]) {
- if (flags[FLAG_AO_ON_UV2]) {
- if (flags[FLAG_UV2_USE_TRIPLANAR]) {
- code += "\tAO = dot(triplanar_texture(texture_ambient_occlusion,uv2_power_normal,uv2_triplanar_pos),ao_texture_channel);\n";
+
+ if (!orm) {
+ if (flags[FLAG_AO_ON_UV2]) {
+ if (flags[FLAG_UV2_USE_TRIPLANAR]) {
+ code += "\tAO = dot(triplanar_texture(texture_ambient_occlusion,uv2_power_normal,uv2_triplanar_pos),ao_texture_channel);\n";
+ } else {
+ code += "\tAO = dot(texture(texture_ambient_occlusion,base_uv2),ao_texture_channel);\n";
+ }
} else {
- code += "\tAO = dot(texture(texture_ambient_occlusion,base_uv2),ao_texture_channel);\n";
+ if (flags[FLAG_UV1_USE_TRIPLANAR]) {
+ code += "\tAO = dot(triplanar_texture(texture_ambient_occlusion,uv1_power_normal,uv1_triplanar_pos),ao_texture_channel);\n";
+ } else {
+ code += "\tAO = dot(texture(texture_ambient_occlusion,base_uv),ao_texture_channel);\n";
+ }
}
} else {
- if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tAO = dot(triplanar_texture(texture_ambient_occlusion,uv1_power_normal,uv1_triplanar_pos),ao_texture_channel);\n";
- } else {
- code += "\tAO = dot(texture(texture_ambient_occlusion,base_uv),ao_texture_channel);\n";
- }
+ code += "\tAO = orm_tex.r;\n";
}
code += "\tAO_LIGHT_AFFECT = ao_light_affect;\n";
@@ -1043,10 +1117,6 @@ void SpatialMaterial::_update_shader() {
code += "\tALBEDO.rgb = mix(ALBEDO.rgb,detail,detail_mask_tex.r);\n";
}
- if (flags[FLAG_USE_ALPHA_SCISSOR]) {
- code += "\tALPHA_SCISSOR=alpha_scissor_threshold;\n";
- }
-
code += "}\n";
ShaderData shader_data;
@@ -1060,7 +1130,7 @@ void SpatialMaterial::_update_shader() {
VS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
}
-void SpatialMaterial::flush_changes() {
+void BaseMaterial3D::flush_changes() {
if (material_mutex)
material_mutex->lock();
@@ -1074,7 +1144,7 @@ void SpatialMaterial::flush_changes() {
material_mutex->unlock();
}
-void SpatialMaterial::_queue_shader_change() {
+void BaseMaterial3D::_queue_shader_change() {
if (material_mutex)
material_mutex->lock();
@@ -1087,7 +1157,7 @@ void SpatialMaterial::_queue_shader_change() {
material_mutex->unlock();
}
-bool SpatialMaterial::_is_shader_dirty() const {
+bool BaseMaterial3D::_is_shader_dirty() const {
bool dirty = false;
@@ -1101,188 +1171,188 @@ bool SpatialMaterial::_is_shader_dirty() const {
return dirty;
}
-void SpatialMaterial::set_albedo(const Color &p_albedo) {
+void BaseMaterial3D::set_albedo(const Color &p_albedo) {
albedo = p_albedo;
VS::get_singleton()->material_set_param(_get_material(), shader_names->albedo, p_albedo);
}
-Color SpatialMaterial::get_albedo() const {
+Color BaseMaterial3D::get_albedo() const {
return albedo;
}
-void SpatialMaterial::set_specular(float p_specular) {
+void BaseMaterial3D::set_specular(float p_specular) {
specular = p_specular;
VS::get_singleton()->material_set_param(_get_material(), shader_names->specular, p_specular);
}
-float SpatialMaterial::get_specular() const {
+float BaseMaterial3D::get_specular() const {
return specular;
}
-void SpatialMaterial::set_roughness(float p_roughness) {
+void BaseMaterial3D::set_roughness(float p_roughness) {
roughness = p_roughness;
VS::get_singleton()->material_set_param(_get_material(), shader_names->roughness, p_roughness);
}
-float SpatialMaterial::get_roughness() const {
+float BaseMaterial3D::get_roughness() const {
return roughness;
}
-void SpatialMaterial::set_metallic(float p_metallic) {
+void BaseMaterial3D::set_metallic(float p_metallic) {
metallic = p_metallic;
VS::get_singleton()->material_set_param(_get_material(), shader_names->metallic, p_metallic);
}
-float SpatialMaterial::get_metallic() const {
+float BaseMaterial3D::get_metallic() const {
return metallic;
}
-void SpatialMaterial::set_emission(const Color &p_emission) {
+void BaseMaterial3D::set_emission(const Color &p_emission) {
emission = p_emission;
VS::get_singleton()->material_set_param(_get_material(), shader_names->emission, p_emission);
}
-Color SpatialMaterial::get_emission() const {
+Color BaseMaterial3D::get_emission() const {
return emission;
}
-void SpatialMaterial::set_emission_energy(float p_emission_energy) {
+void BaseMaterial3D::set_emission_energy(float p_emission_energy) {
emission_energy = p_emission_energy;
VS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy);
}
-float SpatialMaterial::get_emission_energy() const {
+float BaseMaterial3D::get_emission_energy() const {
return emission_energy;
}
-void SpatialMaterial::set_normal_scale(float p_normal_scale) {
+void BaseMaterial3D::set_normal_scale(float p_normal_scale) {
normal_scale = p_normal_scale;
VS::get_singleton()->material_set_param(_get_material(), shader_names->normal_scale, p_normal_scale);
}
-float SpatialMaterial::get_normal_scale() const {
+float BaseMaterial3D::get_normal_scale() const {
return normal_scale;
}
-void SpatialMaterial::set_rim(float p_rim) {
+void BaseMaterial3D::set_rim(float p_rim) {
rim = p_rim;
VS::get_singleton()->material_set_param(_get_material(), shader_names->rim, p_rim);
}
-float SpatialMaterial::get_rim() const {
+float BaseMaterial3D::get_rim() const {
return rim;
}
-void SpatialMaterial::set_rim_tint(float p_rim_tint) {
+void BaseMaterial3D::set_rim_tint(float p_rim_tint) {
rim_tint = p_rim_tint;
VS::get_singleton()->material_set_param(_get_material(), shader_names->rim_tint, p_rim_tint);
}
-float SpatialMaterial::get_rim_tint() const {
+float BaseMaterial3D::get_rim_tint() const {
return rim_tint;
}
-void SpatialMaterial::set_ao_light_affect(float p_ao_light_affect) {
+void BaseMaterial3D::set_ao_light_affect(float p_ao_light_affect) {
ao_light_affect = p_ao_light_affect;
VS::get_singleton()->material_set_param(_get_material(), shader_names->ao_light_affect, p_ao_light_affect);
}
-float SpatialMaterial::get_ao_light_affect() const {
+float BaseMaterial3D::get_ao_light_affect() const {
return ao_light_affect;
}
-void SpatialMaterial::set_clearcoat(float p_clearcoat) {
+void BaseMaterial3D::set_clearcoat(float p_clearcoat) {
clearcoat = p_clearcoat;
VS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat, p_clearcoat);
}
-float SpatialMaterial::get_clearcoat() const {
+float BaseMaterial3D::get_clearcoat() const {
return clearcoat;
}
-void SpatialMaterial::set_clearcoat_gloss(float p_clearcoat_gloss) {
+void BaseMaterial3D::set_clearcoat_gloss(float p_clearcoat_gloss) {
clearcoat_gloss = p_clearcoat_gloss;
VS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat_gloss, p_clearcoat_gloss);
}
-float SpatialMaterial::get_clearcoat_gloss() const {
+float BaseMaterial3D::get_clearcoat_gloss() const {
return clearcoat_gloss;
}
-void SpatialMaterial::set_anisotropy(float p_anisotropy) {
+void BaseMaterial3D::set_anisotropy(float p_anisotropy) {
anisotropy = p_anisotropy;
VS::get_singleton()->material_set_param(_get_material(), shader_names->anisotropy, p_anisotropy);
}
-float SpatialMaterial::get_anisotropy() const {
+float BaseMaterial3D::get_anisotropy() const {
return anisotropy;
}
-void SpatialMaterial::set_depth_scale(float p_depth_scale) {
+void BaseMaterial3D::set_heightmap_scale(float p_heightmap_scale) {
- depth_scale = p_depth_scale;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->depth_scale, p_depth_scale);
+ heightmap_scale = p_heightmap_scale;
+ VS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_scale, p_heightmap_scale);
}
-float SpatialMaterial::get_depth_scale() const {
+float BaseMaterial3D::get_heightmap_scale() const {
- return depth_scale;
+ return heightmap_scale;
}
-void SpatialMaterial::set_subsurface_scattering_strength(float p_subsurface_scattering_strength) {
+void BaseMaterial3D::set_subsurface_scattering_strength(float p_subsurface_scattering_strength) {
subsurface_scattering_strength = p_subsurface_scattering_strength;
VS::get_singleton()->material_set_param(_get_material(), shader_names->subsurface_scattering_strength, subsurface_scattering_strength);
}
-float SpatialMaterial::get_subsurface_scattering_strength() const {
+float BaseMaterial3D::get_subsurface_scattering_strength() const {
return subsurface_scattering_strength;
}
-void SpatialMaterial::set_transmission(const Color &p_transmission) {
+void BaseMaterial3D::set_transmission(const Color &p_transmission) {
transmission = p_transmission;
VS::get_singleton()->material_set_param(_get_material(), shader_names->transmission, transmission);
}
-Color SpatialMaterial::get_transmission() const {
+Color BaseMaterial3D::get_transmission() const {
return transmission;
}
-void SpatialMaterial::set_refraction(float p_refraction) {
+void BaseMaterial3D::set_refraction(float p_refraction) {
refraction = p_refraction;
VS::get_singleton()->material_set_param(_get_material(), shader_names->refraction, refraction);
}
-float SpatialMaterial::get_refraction() const {
+float BaseMaterial3D::get_refraction() const {
return refraction;
}
-void SpatialMaterial::set_detail_uv(DetailUV p_detail_uv) {
+void BaseMaterial3D::set_detail_uv(DetailUV p_detail_uv) {
if (detail_uv == p_detail_uv)
return;
@@ -1290,12 +1360,12 @@ void SpatialMaterial::set_detail_uv(DetailUV p_detail_uv) {
detail_uv = p_detail_uv;
_queue_shader_change();
}
-SpatialMaterial::DetailUV SpatialMaterial::get_detail_uv() const {
+BaseMaterial3D::DetailUV BaseMaterial3D::get_detail_uv() const {
return detail_uv;
}
-void SpatialMaterial::set_blend_mode(BlendMode p_mode) {
+void BaseMaterial3D::set_blend_mode(BlendMode p_mode) {
if (blend_mode == p_mode)
return;
@@ -1303,22 +1373,52 @@ void SpatialMaterial::set_blend_mode(BlendMode p_mode) {
blend_mode = p_mode;
_queue_shader_change();
}
-SpatialMaterial::BlendMode SpatialMaterial::get_blend_mode() const {
+BaseMaterial3D::BlendMode BaseMaterial3D::get_blend_mode() const {
return blend_mode;
}
-void SpatialMaterial::set_detail_blend_mode(BlendMode p_mode) {
+void BaseMaterial3D::set_detail_blend_mode(BlendMode p_mode) {
detail_blend_mode = p_mode;
_queue_shader_change();
}
-SpatialMaterial::BlendMode SpatialMaterial::get_detail_blend_mode() const {
+BaseMaterial3D::BlendMode BaseMaterial3D::get_detail_blend_mode() const {
return detail_blend_mode;
}
-void SpatialMaterial::set_depth_draw_mode(DepthDrawMode p_mode) {
+void BaseMaterial3D::set_transparency(Transparency p_transparency) {
+
+ if (transparency == p_transparency) {
+ return;
+ }
+
+ transparency = p_transparency;
+ _queue_shader_change();
+ _change_notify();
+}
+
+BaseMaterial3D::Transparency BaseMaterial3D::get_transparency() const {
+ return transparency;
+}
+
+void BaseMaterial3D::set_shading_mode(ShadingMode p_shading_mode) {
+
+ if (shading_mode == p_shading_mode) {
+ return;
+ }
+
+ shading_mode = p_shading_mode;
+ _queue_shader_change();
+ _change_notify();
+}
+
+BaseMaterial3D::ShadingMode BaseMaterial3D::get_shading_mode() const {
+ return shading_mode;
+}
+
+void BaseMaterial3D::set_depth_draw_mode(DepthDrawMode p_mode) {
if (depth_draw_mode == p_mode)
return;
@@ -1326,12 +1426,12 @@ void SpatialMaterial::set_depth_draw_mode(DepthDrawMode p_mode) {
depth_draw_mode = p_mode;
_queue_shader_change();
}
-SpatialMaterial::DepthDrawMode SpatialMaterial::get_depth_draw_mode() const {
+BaseMaterial3D::DepthDrawMode BaseMaterial3D::get_depth_draw_mode() const {
return depth_draw_mode;
}
-void SpatialMaterial::set_cull_mode(CullMode p_mode) {
+void BaseMaterial3D::set_cull_mode(CullMode p_mode) {
if (cull_mode == p_mode)
return;
@@ -1339,12 +1439,12 @@ void SpatialMaterial::set_cull_mode(CullMode p_mode) {
cull_mode = p_mode;
_queue_shader_change();
}
-SpatialMaterial::CullMode SpatialMaterial::get_cull_mode() const {
+BaseMaterial3D::CullMode BaseMaterial3D::get_cull_mode() const {
return cull_mode;
}
-void SpatialMaterial::set_diffuse_mode(DiffuseMode p_mode) {
+void BaseMaterial3D::set_diffuse_mode(DiffuseMode p_mode) {
if (diffuse_mode == p_mode)
return;
@@ -1352,12 +1452,12 @@ void SpatialMaterial::set_diffuse_mode(DiffuseMode p_mode) {
diffuse_mode = p_mode;
_queue_shader_change();
}
-SpatialMaterial::DiffuseMode SpatialMaterial::get_diffuse_mode() const {
+BaseMaterial3D::DiffuseMode BaseMaterial3D::get_diffuse_mode() const {
return diffuse_mode;
}
-void SpatialMaterial::set_specular_mode(SpecularMode p_mode) {
+void BaseMaterial3D::set_specular_mode(SpecularMode p_mode) {
if (specular_mode == p_mode)
return;
@@ -1365,12 +1465,12 @@ void SpatialMaterial::set_specular_mode(SpecularMode p_mode) {
specular_mode = p_mode;
_queue_shader_change();
}
-SpatialMaterial::SpecularMode SpatialMaterial::get_specular_mode() const {
+BaseMaterial3D::SpecularMode BaseMaterial3D::get_specular_mode() const {
return specular_mode;
}
-void SpatialMaterial::set_flag(Flags p_flag, bool p_enabled) {
+void BaseMaterial3D::set_flag(Flags p_flag, bool p_enabled) {
ERR_FAIL_INDEX(p_flag, FLAG_MAX);
@@ -1378,19 +1478,19 @@ void SpatialMaterial::set_flag(Flags p_flag, bool p_enabled) {
return;
flags[p_flag] = p_enabled;
- if ((p_flag == FLAG_USE_ALPHA_SCISSOR) || (p_flag == FLAG_UNSHADED) || (p_flag == FLAG_USE_SHADOW_TO_OPACITY)) {
+ if ((p_flag == FLAG_USE_SHADOW_TO_OPACITY) || (p_flag == FLAG_USE_TEXTURE_REPEAT)) {
_change_notify();
}
_queue_shader_change();
}
-bool SpatialMaterial::get_flag(Flags p_flag) const {
+bool BaseMaterial3D::get_flag(Flags p_flag) const {
ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
return flags[p_flag];
}
-void SpatialMaterial::set_feature(Feature p_feature, bool p_enabled) {
+void BaseMaterial3D::set_feature(Feature p_feature, bool p_enabled) {
ERR_FAIL_INDEX(p_feature, FEATURE_MAX);
if (features[p_feature] == p_enabled)
@@ -1401,13 +1501,13 @@ void SpatialMaterial::set_feature(Feature p_feature, bool p_enabled) {
_queue_shader_change();
}
-bool SpatialMaterial::get_feature(Feature p_feature) const {
+bool BaseMaterial3D::get_feature(Feature p_feature) const {
ERR_FAIL_INDEX_V(p_feature, FEATURE_MAX, false);
return features[p_feature];
}
-void SpatialMaterial::set_texture(TextureParam p_param, const Ref<Texture2D> &p_texture) {
+void BaseMaterial3D::set_texture(TextureParam p_param, const Ref<Texture2D> &p_texture) {
ERR_FAIL_INDEX(p_param, TEXTURE_MAX);
textures[p_param] = p_texture;
@@ -1417,14 +1517,14 @@ void SpatialMaterial::set_texture(TextureParam p_param, const Ref<Texture2D> &p_
_queue_shader_change();
}
-Ref<Texture2D> SpatialMaterial::get_texture(TextureParam p_param) const {
+Ref<Texture2D> BaseMaterial3D::get_texture(TextureParam p_param) const {
ERR_FAIL_INDEX_V(p_param, TEXTURE_MAX, Ref<Texture2D>());
return textures[p_param];
}
-Ref<Texture2D> SpatialMaterial::get_texture_by_name(StringName p_name) const {
- for (int i = 0; i < (int)SpatialMaterial::TEXTURE_MAX; i++) {
+Ref<Texture2D> BaseMaterial3D::get_texture_by_name(StringName p_name) const {
+ for (int i = 0; i < (int)BaseMaterial3D::TEXTURE_MAX; i++) {
TextureParam param = TextureParam(i);
if (p_name == shader_names->texture_names[param])
return textures[param];
@@ -1432,26 +1532,35 @@ Ref<Texture2D> SpatialMaterial::get_texture_by_name(StringName p_name) const {
return Ref<Texture2D>();
}
-void SpatialMaterial::_validate_feature(const String &text, Feature feature, PropertyInfo &property) const {
+void BaseMaterial3D::set_texture_filter(TextureFilter p_filter) {
+ texture_filter = p_filter;
+ _queue_shader_change();
+}
+
+BaseMaterial3D::TextureFilter BaseMaterial3D::get_texture_filter() const {
+ return texture_filter;
+}
+
+void BaseMaterial3D::_validate_feature(const String &text, Feature feature, PropertyInfo &property) const {
if (property.name.begins_with(text) && property.name != text + "_enabled" && !features[feature]) {
property.usage = 0;
}
}
-void SpatialMaterial::_validate_high_end(const String &text, PropertyInfo &property) const {
+void BaseMaterial3D::_validate_high_end(const String &text, PropertyInfo &property) const {
if (property.name.begins_with(text)) {
property.usage |= PROPERTY_USAGE_HIGH_END_GFX;
}
}
-void SpatialMaterial::_validate_property(PropertyInfo &property) const {
+void BaseMaterial3D::_validate_property(PropertyInfo &property) const {
_validate_feature("normal", FEATURE_NORMAL_MAPPING, property);
_validate_feature("emission", FEATURE_EMISSION, property);
_validate_feature("rim", FEATURE_RIM, property);
_validate_feature("clearcoat", FEATURE_CLEARCOAT, property);
_validate_feature("anisotropy", FEATURE_ANISOTROPY, property);
_validate_feature("ao", FEATURE_AMBIENT_OCCLUSION, property);
- _validate_feature("depth", FEATURE_DEPTH_MAPPING, property);
+ _validate_feature("heightmap", FEATURE_HEIGHT_MAPPING, property);
_validate_feature("subsurf_scatter", FEATURE_SUBSURACE_SCATTERING, property);
_validate_feature("transmission", FEATURE_TRANSMISSION, property);
_validate_feature("refraction", FEATURE_REFRACTION, property);
@@ -1461,7 +1570,7 @@ void SpatialMaterial::_validate_property(PropertyInfo &property) const {
_validate_high_end("subsurf_scatter", property);
_validate_high_end("anisotropy", property);
_validate_high_end("clearcoat", property);
- _validate_high_end("depth", property);
+ _validate_high_end("heightmap", property);
if (property.name.begins_with("particles_anim_") && billboard_mode != BILLBOARD_PARTICLES) {
property.usage = 0;
@@ -1479,48 +1588,67 @@ void SpatialMaterial::_validate_property(PropertyInfo &property) const {
property.usage = 0;
}
- if (property.name == "params_alpha_scissor_threshold" && !flags[FLAG_USE_ALPHA_SCISSOR]) {
+ if (property.name == "alpha_scissor_threshold" && transparency != TRANSPARENCY_ALPHA_SCISSOR) {
property.usage = 0;
}
- if ((property.name == "depth_min_layers" || property.name == "depth_max_layers") && !deep_parallax) {
+ if ((property.name == "heightmap_min_layers" || property.name == "heightmap_max_layers") && !deep_parallax) {
property.usage = 0;
}
- if (flags[FLAG_UNSHADED]) {
- if (property.name.begins_with("anisotropy")) {
- property.usage = 0;
- }
+ if (orm) {
- if (property.name.begins_with("ao")) {
- property.usage = 0;
+ if (property.name == "shading_mode") {
+ property.hint_string = "Unshaded,PerPixel"; //vertex not supported in ORM mode, since no individual roughness.
}
-
- if (property.name.begins_with("clearcoat")) {
+ if (property.name.begins_with("roughness") || property.name.begins_with("metallic") || property.name.begins_with("ao_texture")) {
property.usage = 0;
}
- if (property.name.begins_with("emission")) {
+ } else {
+ if (property.name == "orm_texture") {
property.usage = 0;
}
+ }
- if (property.name.begins_with("metallic")) {
- property.usage = 0;
- }
+ if (shading_mode != SHADING_MODE_PER_PIXEL) {
- if (property.name.begins_with("normal")) {
- property.usage = 0;
+ if (shading_mode != SHADING_MODE_PER_VERTEX) {
+
+ //these may still work per vertex
+ if (property.name.begins_with("ao")) {
+ property.usage = 0;
+ }
+ if (property.name.begins_with("emission")) {
+ property.usage = 0;
+ }
+
+ if (property.name.begins_with("metallic")) {
+ property.usage = 0;
+ }
+ if (property.name.begins_with("rim")) {
+ property.usage = 0;
+ }
+
+ if (property.name.begins_with("roughness")) {
+ property.usage = 0;
+ }
+
+ if (property.name.begins_with("subsurf_scatter")) {
+ property.usage = 0;
+ }
}
- if (property.name.begins_with("rim")) {
+ //these definitely only need per pixel
+ if (property.name.begins_with("anisotropy")) {
property.usage = 0;
}
- if (property.name.begins_with("roughness")) {
+ if (property.name.begins_with("clearcoat")) {
property.usage = 0;
}
- if (property.name.begins_with("subsurf_scatter")) {
+ if (property.name.begins_with("normal")) {
property.usage = 0;
}
@@ -1530,211 +1658,211 @@ void SpatialMaterial::_validate_property(PropertyInfo &property) const {
}
}
-void SpatialMaterial::set_point_size(float p_point_size) {
+void BaseMaterial3D::set_point_size(float p_point_size) {
point_size = p_point_size;
VS::get_singleton()->material_set_param(_get_material(), shader_names->point_size, p_point_size);
}
-float SpatialMaterial::get_point_size() const {
+float BaseMaterial3D::get_point_size() const {
return point_size;
}
-void SpatialMaterial::set_uv1_scale(const Vector3 &p_scale) {
+void BaseMaterial3D::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);
}
-Vector3 SpatialMaterial::get_uv1_scale() const {
+Vector3 BaseMaterial3D::get_uv1_scale() const {
return uv1_scale;
}
-void SpatialMaterial::set_uv1_offset(const Vector3 &p_offset) {
+void BaseMaterial3D::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);
}
-Vector3 SpatialMaterial::get_uv1_offset() const {
+Vector3 BaseMaterial3D::get_uv1_offset() const {
return uv1_offset;
}
-void SpatialMaterial::set_uv1_triplanar_blend_sharpness(float p_sharpness) {
+void BaseMaterial3D::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 {
+float BaseMaterial3D::get_uv1_triplanar_blend_sharpness() const {
return uv1_triplanar_sharpness;
}
-void SpatialMaterial::set_uv2_scale(const Vector3 &p_scale) {
+void BaseMaterial3D::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);
}
-Vector3 SpatialMaterial::get_uv2_scale() const {
+Vector3 BaseMaterial3D::get_uv2_scale() const {
return uv2_scale;
}
-void SpatialMaterial::set_uv2_offset(const Vector3 &p_offset) {
+void BaseMaterial3D::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);
}
-Vector3 SpatialMaterial::get_uv2_offset() const {
+Vector3 BaseMaterial3D::get_uv2_offset() const {
return uv2_offset;
}
-void SpatialMaterial::set_uv2_triplanar_blend_sharpness(float p_sharpness) {
+void BaseMaterial3D::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 {
+float BaseMaterial3D::get_uv2_triplanar_blend_sharpness() const {
return uv2_triplanar_sharpness;
}
-void SpatialMaterial::set_billboard_mode(BillboardMode p_mode) {
+void BaseMaterial3D::set_billboard_mode(BillboardMode p_mode) {
billboard_mode = p_mode;
_queue_shader_change();
_change_notify();
}
-SpatialMaterial::BillboardMode SpatialMaterial::get_billboard_mode() const {
+BaseMaterial3D::BillboardMode BaseMaterial3D::get_billboard_mode() const {
return billboard_mode;
}
-void SpatialMaterial::set_particles_anim_h_frames(int p_frames) {
+void BaseMaterial3D::set_particles_anim_h_frames(int p_frames) {
particles_anim_h_frames = p_frames;
VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_h_frames, p_frames);
}
-int SpatialMaterial::get_particles_anim_h_frames() const {
+int BaseMaterial3D::get_particles_anim_h_frames() const {
return particles_anim_h_frames;
}
-void SpatialMaterial::set_particles_anim_v_frames(int p_frames) {
+void BaseMaterial3D::set_particles_anim_v_frames(int p_frames) {
particles_anim_v_frames = p_frames;
VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_v_frames, p_frames);
}
-int SpatialMaterial::get_particles_anim_v_frames() const {
+int BaseMaterial3D::get_particles_anim_v_frames() const {
return particles_anim_v_frames;
}
-void SpatialMaterial::set_particles_anim_loop(bool p_loop) {
+void BaseMaterial3D::set_particles_anim_loop(bool p_loop) {
particles_anim_loop = p_loop;
VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_loop, particles_anim_loop);
}
-bool SpatialMaterial::get_particles_anim_loop() const {
+bool BaseMaterial3D::get_particles_anim_loop() const {
return particles_anim_loop;
}
-void SpatialMaterial::set_depth_deep_parallax(bool p_enable) {
+void BaseMaterial3D::set_heightmap_deep_parallax(bool p_enable) {
deep_parallax = p_enable;
_queue_shader_change();
_change_notify();
}
-bool SpatialMaterial::is_depth_deep_parallax_enabled() const {
+bool BaseMaterial3D::is_heightmap_deep_parallax_enabled() const {
return deep_parallax;
}
-void SpatialMaterial::set_depth_deep_parallax_min_layers(int p_layer) {
+void BaseMaterial3D::set_heightmap_deep_parallax_min_layers(int p_layer) {
deep_parallax_min_layers = p_layer;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->depth_min_layers, p_layer);
+ VS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_min_layers, p_layer);
}
-int SpatialMaterial::get_depth_deep_parallax_min_layers() const {
+int BaseMaterial3D::get_heightmap_deep_parallax_min_layers() const {
return deep_parallax_min_layers;
}
-void SpatialMaterial::set_depth_deep_parallax_max_layers(int p_layer) {
+void BaseMaterial3D::set_heightmap_deep_parallax_max_layers(int p_layer) {
deep_parallax_max_layers = p_layer;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->depth_max_layers, p_layer);
+ VS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_max_layers, p_layer);
}
-int SpatialMaterial::get_depth_deep_parallax_max_layers() const {
+int BaseMaterial3D::get_heightmap_deep_parallax_max_layers() const {
return deep_parallax_max_layers;
}
-void SpatialMaterial::set_depth_deep_parallax_flip_tangent(bool p_flip) {
+void BaseMaterial3D::set_heightmap_deep_parallax_flip_tangent(bool p_flip) {
- depth_parallax_flip_tangent = p_flip;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->depth_flip, Vector2(depth_parallax_flip_tangent ? -1 : 1, depth_parallax_flip_binormal ? -1 : 1));
+ heightmap_parallax_flip_tangent = p_flip;
+ VS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_flip, Vector2(heightmap_parallax_flip_tangent ? -1 : 1, heightmap_parallax_flip_binormal ? -1 : 1));
}
-bool SpatialMaterial::get_depth_deep_parallax_flip_tangent() const {
+bool BaseMaterial3D::get_heightmap_deep_parallax_flip_tangent() const {
- return depth_parallax_flip_tangent;
+ return heightmap_parallax_flip_tangent;
}
-void SpatialMaterial::set_depth_deep_parallax_flip_binormal(bool p_flip) {
+void BaseMaterial3D::set_heightmap_deep_parallax_flip_binormal(bool p_flip) {
- depth_parallax_flip_binormal = p_flip;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->depth_flip, Vector2(depth_parallax_flip_tangent ? -1 : 1, depth_parallax_flip_binormal ? -1 : 1));
+ heightmap_parallax_flip_binormal = p_flip;
+ VS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_flip, Vector2(heightmap_parallax_flip_tangent ? -1 : 1, heightmap_parallax_flip_binormal ? -1 : 1));
}
-bool SpatialMaterial::get_depth_deep_parallax_flip_binormal() const {
+bool BaseMaterial3D::get_heightmap_deep_parallax_flip_binormal() const {
- return depth_parallax_flip_binormal;
+ return heightmap_parallax_flip_binormal;
}
-void SpatialMaterial::set_grow_enabled(bool p_enable) {
+void BaseMaterial3D::set_grow_enabled(bool p_enable) {
grow_enabled = p_enable;
_queue_shader_change();
_change_notify();
}
-bool SpatialMaterial::is_grow_enabled() const {
+bool BaseMaterial3D::is_grow_enabled() const {
return grow_enabled;
}
-void SpatialMaterial::set_alpha_scissor_threshold(float p_threshold) {
+void BaseMaterial3D::set_alpha_scissor_threshold(float p_threshold) {
alpha_scissor_threshold = p_threshold;
VS::get_singleton()->material_set_param(_get_material(), shader_names->alpha_scissor_threshold, p_threshold);
}
-float SpatialMaterial::get_alpha_scissor_threshold() const {
+float BaseMaterial3D::get_alpha_scissor_threshold() const {
return alpha_scissor_threshold;
}
-void SpatialMaterial::set_grow(float p_grow) {
+void BaseMaterial3D::set_grow(float p_grow) {
grow = p_grow;
VS::get_singleton()->material_set_param(_get_material(), shader_names->grow, p_grow);
}
-float SpatialMaterial::get_grow() const {
+float BaseMaterial3D::get_grow() const {
return grow;
}
-static Plane _get_texture_mask(SpatialMaterial::TextureChannel p_channel) {
+static Plane _get_texture_mask(BaseMaterial3D::TextureChannel p_channel) {
static const Plane masks[5] = {
Plane(1, 0, 0, 0),
Plane(0, 1, 0, 0),
@@ -1746,50 +1874,50 @@ static Plane _get_texture_mask(SpatialMaterial::TextureChannel p_channel) {
return masks[p_channel];
}
-void SpatialMaterial::set_metallic_texture_channel(TextureChannel p_channel) {
+void BaseMaterial3D::set_metallic_texture_channel(TextureChannel p_channel) {
ERR_FAIL_INDEX(p_channel, 5);
metallic_texture_channel = p_channel;
VS::get_singleton()->material_set_param(_get_material(), shader_names->metallic_texture_channel, _get_texture_mask(p_channel));
}
-SpatialMaterial::TextureChannel SpatialMaterial::get_metallic_texture_channel() const {
+BaseMaterial3D::TextureChannel BaseMaterial3D::get_metallic_texture_channel() const {
return metallic_texture_channel;
}
-void SpatialMaterial::set_roughness_texture_channel(TextureChannel p_channel) {
+void BaseMaterial3D::set_roughness_texture_channel(TextureChannel p_channel) {
ERR_FAIL_INDEX(p_channel, 5);
roughness_texture_channel = p_channel;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->roughness_texture_channel, _get_texture_mask(p_channel));
+ _queue_shader_change();
}
-SpatialMaterial::TextureChannel SpatialMaterial::get_roughness_texture_channel() const {
+BaseMaterial3D::TextureChannel BaseMaterial3D::get_roughness_texture_channel() const {
return roughness_texture_channel;
}
-void SpatialMaterial::set_ao_texture_channel(TextureChannel p_channel) {
+void BaseMaterial3D::set_ao_texture_channel(TextureChannel p_channel) {
ERR_FAIL_INDEX(p_channel, 5);
ao_texture_channel = p_channel;
VS::get_singleton()->material_set_param(_get_material(), shader_names->ao_texture_channel, _get_texture_mask(p_channel));
}
-SpatialMaterial::TextureChannel SpatialMaterial::get_ao_texture_channel() const {
+BaseMaterial3D::TextureChannel BaseMaterial3D::get_ao_texture_channel() const {
return ao_texture_channel;
}
-void SpatialMaterial::set_refraction_texture_channel(TextureChannel p_channel) {
+void BaseMaterial3D::set_refraction_texture_channel(TextureChannel p_channel) {
ERR_FAIL_INDEX(p_channel, 5);
refraction_texture_channel = p_channel;
VS::get_singleton()->material_set_param(_get_material(), shader_names->refraction_texture_channel, _get_texture_mask(p_channel));
}
-SpatialMaterial::TextureChannel SpatialMaterial::get_refraction_texture_channel() const {
+BaseMaterial3D::TextureChannel BaseMaterial3D::get_refraction_texture_channel() const {
return refraction_texture_channel;
}
-RID SpatialMaterial::get_material_rid_for_2d(bool p_shaded, bool p_transparent, bool p_double_sided, bool p_cut_alpha, bool p_opaque_prepass, bool p_billboard, bool p_billboard_y) {
+RID BaseMaterial3D::get_material_rid_for_2d(bool p_shaded, bool p_transparent, bool p_double_sided, bool p_cut_alpha, bool p_opaque_prepass, bool p_billboard, bool p_billboard_y) {
int version = 0;
if (p_shaded)
@@ -1811,16 +1939,14 @@ RID SpatialMaterial::get_material_rid_for_2d(bool p_shaded, bool p_transparent,
return materials_for_2d[version]->get_rid();
}
- Ref<SpatialMaterial> material;
+ Ref<StandardMaterial3D> material;
material.instance();
- material->set_flag(FLAG_UNSHADED, !p_shaded);
- material->set_feature(FEATURE_TRANSPARENT, p_transparent);
+ material->set_shading_mode(p_shaded ? SHADING_MODE_PER_PIXEL : SHADING_MODE_UNSHADED);
+ material->set_transparency(p_transparent ? (p_opaque_prepass ? TRANSPARENCY_ALPHA_DEPTH_PRE_PASS : (p_cut_alpha ? TRANSPARENCY_ALPHA_SCISSOR : TRANSPARENCY_ALPHA)) : TRANSPARENCY_DISABLED);
material->set_cull_mode(p_double_sided ? CULL_DISABLED : CULL_BACK);
- material->set_depth_draw_mode(p_opaque_prepass ? DEPTH_DRAW_ALPHA_OPAQUE_PREPASS : DEPTH_DRAW_OPAQUE_ONLY);
material->set_flag(FLAG_SRGB_VERTEX_COLOR, true);
material->set_flag(FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
- material->set_flag(FLAG_USE_ALPHA_SCISSOR, p_cut_alpha);
if (p_billboard || p_billboard_y) {
material->set_flag(FLAG_BILLBOARD_KEEP_SCALE, true);
material->set_billboard_mode(p_billboard_y ? BILLBOARD_FIXED_Y : BILLBOARD_ENABLED);
@@ -1831,67 +1957,67 @@ RID SpatialMaterial::get_material_rid_for_2d(bool p_shaded, bool p_transparent,
return materials_for_2d[version]->get_rid();
}
-void SpatialMaterial::set_on_top_of_alpha() {
- set_feature(FEATURE_TRANSPARENT, true);
+void BaseMaterial3D::set_on_top_of_alpha() {
+ set_transparency(TRANSPARENCY_DISABLED);
set_render_priority(RENDER_PRIORITY_MAX);
set_flag(FLAG_DISABLE_DEPTH_TEST, true);
}
-void SpatialMaterial::set_proximity_fade(bool p_enable) {
+void BaseMaterial3D::set_proximity_fade(bool p_enable) {
proximity_fade_enabled = p_enable;
_queue_shader_change();
_change_notify();
}
-bool SpatialMaterial::is_proximity_fade_enabled() const {
+bool BaseMaterial3D::is_proximity_fade_enabled() const {
return proximity_fade_enabled;
}
-void SpatialMaterial::set_proximity_fade_distance(float p_distance) {
+void BaseMaterial3D::set_proximity_fade_distance(float p_distance) {
proximity_fade_distance = p_distance;
VS::get_singleton()->material_set_param(_get_material(), shader_names->proximity_fade_distance, p_distance);
}
-float SpatialMaterial::get_proximity_fade_distance() const {
+float BaseMaterial3D::get_proximity_fade_distance() const {
return proximity_fade_distance;
}
-void SpatialMaterial::set_distance_fade(DistanceFadeMode p_mode) {
+void BaseMaterial3D::set_distance_fade(DistanceFadeMode p_mode) {
distance_fade = p_mode;
_queue_shader_change();
_change_notify();
}
-SpatialMaterial::DistanceFadeMode SpatialMaterial::get_distance_fade() const {
+BaseMaterial3D::DistanceFadeMode BaseMaterial3D::get_distance_fade() const {
return distance_fade;
}
-void SpatialMaterial::set_distance_fade_max_distance(float p_distance) {
+void BaseMaterial3D::set_distance_fade_max_distance(float p_distance) {
distance_fade_max_distance = p_distance;
VS::get_singleton()->material_set_param(_get_material(), shader_names->distance_fade_max, distance_fade_max_distance);
}
-float SpatialMaterial::get_distance_fade_max_distance() const {
+float BaseMaterial3D::get_distance_fade_max_distance() const {
return distance_fade_max_distance;
}
-void SpatialMaterial::set_distance_fade_min_distance(float p_distance) {
+void BaseMaterial3D::set_distance_fade_min_distance(float p_distance) {
distance_fade_min_distance = p_distance;
VS::get_singleton()->material_set_param(_get_material(), shader_names->distance_fade_min, distance_fade_min_distance);
}
-float SpatialMaterial::get_distance_fade_min_distance() const {
+float BaseMaterial3D::get_distance_fade_min_distance() const {
return distance_fade_min_distance;
}
-void SpatialMaterial::set_emission_operator(EmissionOperator p_op) {
+void BaseMaterial3D::set_emission_operator(EmissionOperator p_op) {
if (emission_op == p_op)
return;
@@ -1899,230 +2025,226 @@ void SpatialMaterial::set_emission_operator(EmissionOperator p_op) {
_queue_shader_change();
}
-SpatialMaterial::EmissionOperator SpatialMaterial::get_emission_operator() const {
+BaseMaterial3D::EmissionOperator BaseMaterial3D::get_emission_operator() const {
return emission_op;
}
-RID SpatialMaterial::get_shader_rid() const {
+RID BaseMaterial3D::get_shader_rid() const {
ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
return shader_map[current_key].shader;
}
-Shader::Mode SpatialMaterial::get_shader_mode() const {
+Shader::Mode BaseMaterial3D::get_shader_mode() const {
return Shader::MODE_SPATIAL;
}
-void SpatialMaterial::_bind_methods() {
+void BaseMaterial3D::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_albedo", "albedo"), &BaseMaterial3D::set_albedo);
+ ClassDB::bind_method(D_METHOD("get_albedo"), &BaseMaterial3D::get_albedo);
+
+ ClassDB::bind_method(D_METHOD("set_transparency", "transparency"), &BaseMaterial3D::set_transparency);
+ ClassDB::bind_method(D_METHOD("get_transparency"), &BaseMaterial3D::get_transparency);
+
+ ClassDB::bind_method(D_METHOD("set_shading_mode", "shading_mode"), &BaseMaterial3D::set_shading_mode);
+ ClassDB::bind_method(D_METHOD("get_shading_mode"), &BaseMaterial3D::get_shading_mode);
+
+ ClassDB::bind_method(D_METHOD("set_specular", "specular"), &BaseMaterial3D::set_specular);
+ ClassDB::bind_method(D_METHOD("get_specular"), &BaseMaterial3D::get_specular);
- ClassDB::bind_method(D_METHOD("set_albedo", "albedo"), &SpatialMaterial::set_albedo);
- ClassDB::bind_method(D_METHOD("get_albedo"), &SpatialMaterial::get_albedo);
+ ClassDB::bind_method(D_METHOD("set_metallic", "metallic"), &BaseMaterial3D::set_metallic);
+ ClassDB::bind_method(D_METHOD("get_metallic"), &BaseMaterial3D::get_metallic);
- ClassDB::bind_method(D_METHOD("set_specular", "specular"), &SpatialMaterial::set_specular);
- ClassDB::bind_method(D_METHOD("get_specular"), &SpatialMaterial::get_specular);
+ ClassDB::bind_method(D_METHOD("set_roughness", "roughness"), &BaseMaterial3D::set_roughness);
+ ClassDB::bind_method(D_METHOD("get_roughness"), &BaseMaterial3D::get_roughness);
- ClassDB::bind_method(D_METHOD("set_metallic", "metallic"), &SpatialMaterial::set_metallic);
- ClassDB::bind_method(D_METHOD("get_metallic"), &SpatialMaterial::get_metallic);
+ ClassDB::bind_method(D_METHOD("set_emission", "emission"), &BaseMaterial3D::set_emission);
+ ClassDB::bind_method(D_METHOD("get_emission"), &BaseMaterial3D::get_emission);
- ClassDB::bind_method(D_METHOD("set_roughness", "roughness"), &SpatialMaterial::set_roughness);
- ClassDB::bind_method(D_METHOD("get_roughness"), &SpatialMaterial::get_roughness);
+ ClassDB::bind_method(D_METHOD("set_emission_energy", "emission_energy"), &BaseMaterial3D::set_emission_energy);
+ ClassDB::bind_method(D_METHOD("get_emission_energy"), &BaseMaterial3D::get_emission_energy);
- ClassDB::bind_method(D_METHOD("set_emission", "emission"), &SpatialMaterial::set_emission);
- ClassDB::bind_method(D_METHOD("get_emission"), &SpatialMaterial::get_emission);
+ ClassDB::bind_method(D_METHOD("set_normal_scale", "normal_scale"), &BaseMaterial3D::set_normal_scale);
+ ClassDB::bind_method(D_METHOD("get_normal_scale"), &BaseMaterial3D::get_normal_scale);
- ClassDB::bind_method(D_METHOD("set_emission_energy", "emission_energy"), &SpatialMaterial::set_emission_energy);
- ClassDB::bind_method(D_METHOD("get_emission_energy"), &SpatialMaterial::get_emission_energy);
+ ClassDB::bind_method(D_METHOD("set_rim", "rim"), &BaseMaterial3D::set_rim);
+ ClassDB::bind_method(D_METHOD("get_rim"), &BaseMaterial3D::get_rim);
- ClassDB::bind_method(D_METHOD("set_normal_scale", "normal_scale"), &SpatialMaterial::set_normal_scale);
- ClassDB::bind_method(D_METHOD("get_normal_scale"), &SpatialMaterial::get_normal_scale);
+ ClassDB::bind_method(D_METHOD("set_rim_tint", "rim_tint"), &BaseMaterial3D::set_rim_tint);
+ ClassDB::bind_method(D_METHOD("get_rim_tint"), &BaseMaterial3D::get_rim_tint);
- ClassDB::bind_method(D_METHOD("set_rim", "rim"), &SpatialMaterial::set_rim);
- ClassDB::bind_method(D_METHOD("get_rim"), &SpatialMaterial::get_rim);
+ ClassDB::bind_method(D_METHOD("set_clearcoat", "clearcoat"), &BaseMaterial3D::set_clearcoat);
+ ClassDB::bind_method(D_METHOD("get_clearcoat"), &BaseMaterial3D::get_clearcoat);
- ClassDB::bind_method(D_METHOD("set_rim_tint", "rim_tint"), &SpatialMaterial::set_rim_tint);
- ClassDB::bind_method(D_METHOD("get_rim_tint"), &SpatialMaterial::get_rim_tint);
+ ClassDB::bind_method(D_METHOD("set_clearcoat_gloss", "clearcoat_gloss"), &BaseMaterial3D::set_clearcoat_gloss);
+ ClassDB::bind_method(D_METHOD("get_clearcoat_gloss"), &BaseMaterial3D::get_clearcoat_gloss);
- ClassDB::bind_method(D_METHOD("set_clearcoat", "clearcoat"), &SpatialMaterial::set_clearcoat);
- ClassDB::bind_method(D_METHOD("get_clearcoat"), &SpatialMaterial::get_clearcoat);
+ ClassDB::bind_method(D_METHOD("set_anisotropy", "anisotropy"), &BaseMaterial3D::set_anisotropy);
+ ClassDB::bind_method(D_METHOD("get_anisotropy"), &BaseMaterial3D::get_anisotropy);
- ClassDB::bind_method(D_METHOD("set_clearcoat_gloss", "clearcoat_gloss"), &SpatialMaterial::set_clearcoat_gloss);
- ClassDB::bind_method(D_METHOD("get_clearcoat_gloss"), &SpatialMaterial::get_clearcoat_gloss);
+ ClassDB::bind_method(D_METHOD("set_heightmap_scale", "heightmap_scale"), &BaseMaterial3D::set_heightmap_scale);
+ ClassDB::bind_method(D_METHOD("get_heightmap_scale"), &BaseMaterial3D::get_heightmap_scale);
- ClassDB::bind_method(D_METHOD("set_anisotropy", "anisotropy"), &SpatialMaterial::set_anisotropy);
- ClassDB::bind_method(D_METHOD("get_anisotropy"), &SpatialMaterial::get_anisotropy);
+ ClassDB::bind_method(D_METHOD("set_subsurface_scattering_strength", "strength"), &BaseMaterial3D::set_subsurface_scattering_strength);
+ ClassDB::bind_method(D_METHOD("get_subsurface_scattering_strength"), &BaseMaterial3D::get_subsurface_scattering_strength);
- ClassDB::bind_method(D_METHOD("set_depth_scale", "depth_scale"), &SpatialMaterial::set_depth_scale);
- ClassDB::bind_method(D_METHOD("get_depth_scale"), &SpatialMaterial::get_depth_scale);
+ ClassDB::bind_method(D_METHOD("set_transmission", "transmission"), &BaseMaterial3D::set_transmission);
+ ClassDB::bind_method(D_METHOD("get_transmission"), &BaseMaterial3D::get_transmission);
- ClassDB::bind_method(D_METHOD("set_subsurface_scattering_strength", "strength"), &SpatialMaterial::set_subsurface_scattering_strength);
- ClassDB::bind_method(D_METHOD("get_subsurface_scattering_strength"), &SpatialMaterial::get_subsurface_scattering_strength);
+ ClassDB::bind_method(D_METHOD("set_refraction", "refraction"), &BaseMaterial3D::set_refraction);
+ ClassDB::bind_method(D_METHOD("get_refraction"), &BaseMaterial3D::get_refraction);
- ClassDB::bind_method(D_METHOD("set_transmission", "transmission"), &SpatialMaterial::set_transmission);
- ClassDB::bind_method(D_METHOD("get_transmission"), &SpatialMaterial::get_transmission);
+ ClassDB::bind_method(D_METHOD("set_point_size", "point_size"), &BaseMaterial3D::set_point_size);
+ ClassDB::bind_method(D_METHOD("get_point_size"), &BaseMaterial3D::get_point_size);
- ClassDB::bind_method(D_METHOD("set_refraction", "refraction"), &SpatialMaterial::set_refraction);
- ClassDB::bind_method(D_METHOD("get_refraction"), &SpatialMaterial::get_refraction);
+ ClassDB::bind_method(D_METHOD("set_detail_uv", "detail_uv"), &BaseMaterial3D::set_detail_uv);
+ ClassDB::bind_method(D_METHOD("get_detail_uv"), &BaseMaterial3D::get_detail_uv);
- ClassDB::bind_method(D_METHOD("set_point_size", "point_size"), &SpatialMaterial::set_point_size);
- ClassDB::bind_method(D_METHOD("get_point_size"), &SpatialMaterial::get_point_size);
+ ClassDB::bind_method(D_METHOD("set_blend_mode", "blend_mode"), &BaseMaterial3D::set_blend_mode);
+ ClassDB::bind_method(D_METHOD("get_blend_mode"), &BaseMaterial3D::get_blend_mode);
- ClassDB::bind_method(D_METHOD("set_detail_uv", "detail_uv"), &SpatialMaterial::set_detail_uv);
- ClassDB::bind_method(D_METHOD("get_detail_uv"), &SpatialMaterial::get_detail_uv);
+ ClassDB::bind_method(D_METHOD("set_depth_draw_mode", "depth_draw_mode"), &BaseMaterial3D::set_depth_draw_mode);
+ ClassDB::bind_method(D_METHOD("get_depth_draw_mode"), &BaseMaterial3D::get_depth_draw_mode);
- ClassDB::bind_method(D_METHOD("set_blend_mode", "blend_mode"), &SpatialMaterial::set_blend_mode);
- ClassDB::bind_method(D_METHOD("get_blend_mode"), &SpatialMaterial::get_blend_mode);
+ ClassDB::bind_method(D_METHOD("set_cull_mode", "cull_mode"), &BaseMaterial3D::set_cull_mode);
+ ClassDB::bind_method(D_METHOD("get_cull_mode"), &BaseMaterial3D::get_cull_mode);
- ClassDB::bind_method(D_METHOD("set_depth_draw_mode", "depth_draw_mode"), &SpatialMaterial::set_depth_draw_mode);
- ClassDB::bind_method(D_METHOD("get_depth_draw_mode"), &SpatialMaterial::get_depth_draw_mode);
+ ClassDB::bind_method(D_METHOD("set_diffuse_mode", "diffuse_mode"), &BaseMaterial3D::set_diffuse_mode);
+ ClassDB::bind_method(D_METHOD("get_diffuse_mode"), &BaseMaterial3D::get_diffuse_mode);
- ClassDB::bind_method(D_METHOD("set_cull_mode", "cull_mode"), &SpatialMaterial::set_cull_mode);
- ClassDB::bind_method(D_METHOD("get_cull_mode"), &SpatialMaterial::get_cull_mode);
+ ClassDB::bind_method(D_METHOD("set_specular_mode", "specular_mode"), &BaseMaterial3D::set_specular_mode);
+ ClassDB::bind_method(D_METHOD("get_specular_mode"), &BaseMaterial3D::get_specular_mode);
- ClassDB::bind_method(D_METHOD("set_diffuse_mode", "diffuse_mode"), &SpatialMaterial::set_diffuse_mode);
- ClassDB::bind_method(D_METHOD("get_diffuse_mode"), &SpatialMaterial::get_diffuse_mode);
+ ClassDB::bind_method(D_METHOD("set_flag", "flag", "enable"), &BaseMaterial3D::set_flag);
+ ClassDB::bind_method(D_METHOD("get_flag", "flag"), &BaseMaterial3D::get_flag);
- ClassDB::bind_method(D_METHOD("set_specular_mode", "specular_mode"), &SpatialMaterial::set_specular_mode);
- ClassDB::bind_method(D_METHOD("get_specular_mode"), &SpatialMaterial::get_specular_mode);
+ ClassDB::bind_method(D_METHOD("set_texture_filter", "mode"), &BaseMaterial3D::set_texture_filter);
+ ClassDB::bind_method(D_METHOD("get_texture_filter"), &BaseMaterial3D::get_texture_filter);
- ClassDB::bind_method(D_METHOD("set_flag", "flag", "enable"), &SpatialMaterial::set_flag);
- ClassDB::bind_method(D_METHOD("get_flag", "flag"), &SpatialMaterial::get_flag);
+ ClassDB::bind_method(D_METHOD("set_feature", "feature", "enable"), &BaseMaterial3D::set_feature);
+ ClassDB::bind_method(D_METHOD("get_feature", "feature"), &BaseMaterial3D::get_feature);
- ClassDB::bind_method(D_METHOD("set_feature", "feature", "enable"), &SpatialMaterial::set_feature);
- ClassDB::bind_method(D_METHOD("get_feature", "feature"), &SpatialMaterial::get_feature);
+ ClassDB::bind_method(D_METHOD("set_texture", "param", "texture"), &BaseMaterial3D::set_texture);
+ ClassDB::bind_method(D_METHOD("get_texture", "param"), &BaseMaterial3D::get_texture);
- ClassDB::bind_method(D_METHOD("set_texture", "param", "texture"), &SpatialMaterial::set_texture);
- ClassDB::bind_method(D_METHOD("get_texture", "param"), &SpatialMaterial::get_texture);
+ ClassDB::bind_method(D_METHOD("set_detail_blend_mode", "detail_blend_mode"), &BaseMaterial3D::set_detail_blend_mode);
+ ClassDB::bind_method(D_METHOD("get_detail_blend_mode"), &BaseMaterial3D::get_detail_blend_mode);
- ClassDB::bind_method(D_METHOD("set_detail_blend_mode", "detail_blend_mode"), &SpatialMaterial::set_detail_blend_mode);
- ClassDB::bind_method(D_METHOD("get_detail_blend_mode"), &SpatialMaterial::get_detail_blend_mode);
+ ClassDB::bind_method(D_METHOD("set_uv1_scale", "scale"), &BaseMaterial3D::set_uv1_scale);
+ ClassDB::bind_method(D_METHOD("get_uv1_scale"), &BaseMaterial3D::get_uv1_scale);
- ClassDB::bind_method(D_METHOD("set_uv1_scale", "scale"), &SpatialMaterial::set_uv1_scale);
- ClassDB::bind_method(D_METHOD("get_uv1_scale"), &SpatialMaterial::get_uv1_scale);
+ ClassDB::bind_method(D_METHOD("set_uv1_offset", "offset"), &BaseMaterial3D::set_uv1_offset);
+ ClassDB::bind_method(D_METHOD("get_uv1_offset"), &BaseMaterial3D::get_uv1_offset);
- 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"), &BaseMaterial3D::set_uv1_triplanar_blend_sharpness);
+ ClassDB::bind_method(D_METHOD("get_uv1_triplanar_blend_sharpness"), &BaseMaterial3D::get_uv1_triplanar_blend_sharpness);
- 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"), &BaseMaterial3D::set_uv2_scale);
+ ClassDB::bind_method(D_METHOD("get_uv2_scale"), &BaseMaterial3D::get_uv2_scale);
- 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"), &BaseMaterial3D::set_uv2_offset);
+ ClassDB::bind_method(D_METHOD("get_uv2_offset"), &BaseMaterial3D::get_uv2_offset);
- 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"), &BaseMaterial3D::set_uv2_triplanar_blend_sharpness);
+ ClassDB::bind_method(D_METHOD("get_uv2_triplanar_blend_sharpness"), &BaseMaterial3D::get_uv2_triplanar_blend_sharpness);
- 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"), &BaseMaterial3D::set_billboard_mode);
+ ClassDB::bind_method(D_METHOD("get_billboard_mode"), &BaseMaterial3D::get_billboard_mode);
- 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);
+ ClassDB::bind_method(D_METHOD("set_particles_anim_h_frames", "frames"), &BaseMaterial3D::set_particles_anim_h_frames);
+ ClassDB::bind_method(D_METHOD("get_particles_anim_h_frames"), &BaseMaterial3D::get_particles_anim_h_frames);
- ClassDB::bind_method(D_METHOD("set_particles_anim_h_frames", "frames"), &SpatialMaterial::set_particles_anim_h_frames);
- ClassDB::bind_method(D_METHOD("get_particles_anim_h_frames"), &SpatialMaterial::get_particles_anim_h_frames);
+ ClassDB::bind_method(D_METHOD("set_particles_anim_v_frames", "frames"), &BaseMaterial3D::set_particles_anim_v_frames);
+ ClassDB::bind_method(D_METHOD("get_particles_anim_v_frames"), &BaseMaterial3D::get_particles_anim_v_frames);
- ClassDB::bind_method(D_METHOD("set_particles_anim_v_frames", "frames"), &SpatialMaterial::set_particles_anim_v_frames);
- ClassDB::bind_method(D_METHOD("get_particles_anim_v_frames"), &SpatialMaterial::get_particles_anim_v_frames);
+ ClassDB::bind_method(D_METHOD("set_particles_anim_loop", "loop"), &BaseMaterial3D::set_particles_anim_loop);
+ ClassDB::bind_method(D_METHOD("get_particles_anim_loop"), &BaseMaterial3D::get_particles_anim_loop);
- ClassDB::bind_method(D_METHOD("set_particles_anim_loop", "loop"), &SpatialMaterial::set_particles_anim_loop);
- ClassDB::bind_method(D_METHOD("get_particles_anim_loop"), &SpatialMaterial::get_particles_anim_loop);
+ ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax", "enable"), &BaseMaterial3D::set_heightmap_deep_parallax);
+ ClassDB::bind_method(D_METHOD("is_heightmap_deep_parallax_enabled"), &BaseMaterial3D::is_heightmap_deep_parallax_enabled);
- ClassDB::bind_method(D_METHOD("set_depth_deep_parallax", "enable"), &SpatialMaterial::set_depth_deep_parallax);
- ClassDB::bind_method(D_METHOD("is_depth_deep_parallax_enabled"), &SpatialMaterial::is_depth_deep_parallax_enabled);
+ ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax_min_layers", "layer"), &BaseMaterial3D::set_heightmap_deep_parallax_min_layers);
+ ClassDB::bind_method(D_METHOD("get_heightmap_deep_parallax_min_layers"), &BaseMaterial3D::get_heightmap_deep_parallax_min_layers);
- ClassDB::bind_method(D_METHOD("set_depth_deep_parallax_min_layers", "layer"), &SpatialMaterial::set_depth_deep_parallax_min_layers);
- ClassDB::bind_method(D_METHOD("get_depth_deep_parallax_min_layers"), &SpatialMaterial::get_depth_deep_parallax_min_layers);
+ ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax_max_layers", "layer"), &BaseMaterial3D::set_heightmap_deep_parallax_max_layers);
+ ClassDB::bind_method(D_METHOD("get_heightmap_deep_parallax_max_layers"), &BaseMaterial3D::get_heightmap_deep_parallax_max_layers);
- ClassDB::bind_method(D_METHOD("set_depth_deep_parallax_max_layers", "layer"), &SpatialMaterial::set_depth_deep_parallax_max_layers);
- ClassDB::bind_method(D_METHOD("get_depth_deep_parallax_max_layers"), &SpatialMaterial::get_depth_deep_parallax_max_layers);
+ ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax_flip_tangent", "flip"), &BaseMaterial3D::set_heightmap_deep_parallax_flip_tangent);
+ ClassDB::bind_method(D_METHOD("get_heightmap_deep_parallax_flip_tangent"), &BaseMaterial3D::get_heightmap_deep_parallax_flip_tangent);
- ClassDB::bind_method(D_METHOD("set_depth_deep_parallax_flip_tangent", "flip"), &SpatialMaterial::set_depth_deep_parallax_flip_tangent);
- ClassDB::bind_method(D_METHOD("get_depth_deep_parallax_flip_tangent"), &SpatialMaterial::get_depth_deep_parallax_flip_tangent);
+ ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax_flip_binormal", "flip"), &BaseMaterial3D::set_heightmap_deep_parallax_flip_binormal);
+ ClassDB::bind_method(D_METHOD("get_heightmap_deep_parallax_flip_binormal"), &BaseMaterial3D::get_heightmap_deep_parallax_flip_binormal);
- ClassDB::bind_method(D_METHOD("set_depth_deep_parallax_flip_binormal", "flip"), &SpatialMaterial::set_depth_deep_parallax_flip_binormal);
- ClassDB::bind_method(D_METHOD("get_depth_deep_parallax_flip_binormal"), &SpatialMaterial::get_depth_deep_parallax_flip_binormal);
+ ClassDB::bind_method(D_METHOD("set_grow", "amount"), &BaseMaterial3D::set_grow);
+ ClassDB::bind_method(D_METHOD("get_grow"), &BaseMaterial3D::get_grow);
- ClassDB::bind_method(D_METHOD("set_grow", "amount"), &SpatialMaterial::set_grow);
- ClassDB::bind_method(D_METHOD("get_grow"), &SpatialMaterial::get_grow);
+ ClassDB::bind_method(D_METHOD("set_emission_operator", "operator"), &BaseMaterial3D::set_emission_operator);
+ ClassDB::bind_method(D_METHOD("get_emission_operator"), &BaseMaterial3D::get_emission_operator);
- ClassDB::bind_method(D_METHOD("set_emission_operator", "operator"), &SpatialMaterial::set_emission_operator);
- ClassDB::bind_method(D_METHOD("get_emission_operator"), &SpatialMaterial::get_emission_operator);
+ ClassDB::bind_method(D_METHOD("set_ao_light_affect", "amount"), &BaseMaterial3D::set_ao_light_affect);
+ ClassDB::bind_method(D_METHOD("get_ao_light_affect"), &BaseMaterial3D::get_ao_light_affect);
- ClassDB::bind_method(D_METHOD("set_ao_light_affect", "amount"), &SpatialMaterial::set_ao_light_affect);
- ClassDB::bind_method(D_METHOD("get_ao_light_affect"), &SpatialMaterial::get_ao_light_affect);
+ ClassDB::bind_method(D_METHOD("set_alpha_scissor_threshold", "threshold"), &BaseMaterial3D::set_alpha_scissor_threshold);
+ ClassDB::bind_method(D_METHOD("get_alpha_scissor_threshold"), &BaseMaterial3D::get_alpha_scissor_threshold);
- ClassDB::bind_method(D_METHOD("set_alpha_scissor_threshold", "threshold"), &SpatialMaterial::set_alpha_scissor_threshold);
- ClassDB::bind_method(D_METHOD("get_alpha_scissor_threshold"), &SpatialMaterial::get_alpha_scissor_threshold);
+ ClassDB::bind_method(D_METHOD("set_grow_enabled", "enable"), &BaseMaterial3D::set_grow_enabled);
+ ClassDB::bind_method(D_METHOD("is_grow_enabled"), &BaseMaterial3D::is_grow_enabled);
- ClassDB::bind_method(D_METHOD("set_grow_enabled", "enable"), &SpatialMaterial::set_grow_enabled);
- ClassDB::bind_method(D_METHOD("is_grow_enabled"), &SpatialMaterial::is_grow_enabled);
+ ClassDB::bind_method(D_METHOD("set_metallic_texture_channel", "channel"), &BaseMaterial3D::set_metallic_texture_channel);
+ ClassDB::bind_method(D_METHOD("get_metallic_texture_channel"), &BaseMaterial3D::get_metallic_texture_channel);
- ClassDB::bind_method(D_METHOD("set_metallic_texture_channel", "channel"), &SpatialMaterial::set_metallic_texture_channel);
- ClassDB::bind_method(D_METHOD("get_metallic_texture_channel"), &SpatialMaterial::get_metallic_texture_channel);
+ ClassDB::bind_method(D_METHOD("set_roughness_texture_channel", "channel"), &BaseMaterial3D::set_roughness_texture_channel);
+ ClassDB::bind_method(D_METHOD("get_roughness_texture_channel"), &BaseMaterial3D::get_roughness_texture_channel);
- ClassDB::bind_method(D_METHOD("set_roughness_texture_channel", "channel"), &SpatialMaterial::set_roughness_texture_channel);
- ClassDB::bind_method(D_METHOD("get_roughness_texture_channel"), &SpatialMaterial::get_roughness_texture_channel);
+ ClassDB::bind_method(D_METHOD("set_ao_texture_channel", "channel"), &BaseMaterial3D::set_ao_texture_channel);
+ ClassDB::bind_method(D_METHOD("get_ao_texture_channel"), &BaseMaterial3D::get_ao_texture_channel);
- ClassDB::bind_method(D_METHOD("set_ao_texture_channel", "channel"), &SpatialMaterial::set_ao_texture_channel);
- ClassDB::bind_method(D_METHOD("get_ao_texture_channel"), &SpatialMaterial::get_ao_texture_channel);
+ ClassDB::bind_method(D_METHOD("set_refraction_texture_channel", "channel"), &BaseMaterial3D::set_refraction_texture_channel);
+ ClassDB::bind_method(D_METHOD("get_refraction_texture_channel"), &BaseMaterial3D::get_refraction_texture_channel);
- ClassDB::bind_method(D_METHOD("set_refraction_texture_channel", "channel"), &SpatialMaterial::set_refraction_texture_channel);
- ClassDB::bind_method(D_METHOD("get_refraction_texture_channel"), &SpatialMaterial::get_refraction_texture_channel);
+ ClassDB::bind_method(D_METHOD("set_proximity_fade", "enabled"), &BaseMaterial3D::set_proximity_fade);
+ ClassDB::bind_method(D_METHOD("is_proximity_fade_enabled"), &BaseMaterial3D::is_proximity_fade_enabled);
- ClassDB::bind_method(D_METHOD("set_proximity_fade", "enabled"), &SpatialMaterial::set_proximity_fade);
- ClassDB::bind_method(D_METHOD("is_proximity_fade_enabled"), &SpatialMaterial::is_proximity_fade_enabled);
+ ClassDB::bind_method(D_METHOD("set_proximity_fade_distance", "distance"), &BaseMaterial3D::set_proximity_fade_distance);
+ ClassDB::bind_method(D_METHOD("get_proximity_fade_distance"), &BaseMaterial3D::get_proximity_fade_distance);
- ClassDB::bind_method(D_METHOD("set_proximity_fade_distance", "distance"), &SpatialMaterial::set_proximity_fade_distance);
- ClassDB::bind_method(D_METHOD("get_proximity_fade_distance"), &SpatialMaterial::get_proximity_fade_distance);
+ ClassDB::bind_method(D_METHOD("set_distance_fade", "mode"), &BaseMaterial3D::set_distance_fade);
+ ClassDB::bind_method(D_METHOD("get_distance_fade"), &BaseMaterial3D::get_distance_fade);
- ClassDB::bind_method(D_METHOD("set_distance_fade", "mode"), &SpatialMaterial::set_distance_fade);
- ClassDB::bind_method(D_METHOD("get_distance_fade"), &SpatialMaterial::get_distance_fade);
+ ClassDB::bind_method(D_METHOD("set_distance_fade_max_distance", "distance"), &BaseMaterial3D::set_distance_fade_max_distance);
+ ClassDB::bind_method(D_METHOD("get_distance_fade_max_distance"), &BaseMaterial3D::get_distance_fade_max_distance);
- ClassDB::bind_method(D_METHOD("set_distance_fade_max_distance", "distance"), &SpatialMaterial::set_distance_fade_max_distance);
- ClassDB::bind_method(D_METHOD("get_distance_fade_max_distance"), &SpatialMaterial::get_distance_fade_max_distance);
+ ClassDB::bind_method(D_METHOD("set_distance_fade_min_distance", "distance"), &BaseMaterial3D::set_distance_fade_min_distance);
+ ClassDB::bind_method(D_METHOD("get_distance_fade_min_distance"), &BaseMaterial3D::get_distance_fade_min_distance);
- ClassDB::bind_method(D_METHOD("set_distance_fade_min_distance", "distance"), &SpatialMaterial::set_distance_fade_min_distance);
- ClassDB::bind_method(D_METHOD("get_distance_fade_min_distance"), &SpatialMaterial::get_distance_fade_min_distance);
+ ADD_GROUP("Transparency", "");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "transparency", PROPERTY_HINT_ENUM, "Disabled,Alpha,AlphaScissor,DepthPrePass"), "set_transparency", "get_transparency");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "alpha_scissor_threshold", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_alpha_scissor_threshold", "get_alpha_scissor_threshold");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Sub,Mul"), "set_blend_mode", "get_blend_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "cull_mode", PROPERTY_HINT_ENUM, "Back,Front,Disabled"), "set_cull_mode", "get_cull_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "depth_draw", PROPERTY_HINT_ENUM, "Opaque Only,Always,Never"), "set_depth_draw_mode", "get_depth_draw_mode");
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "no_depth_test"), "set_flag", "get_flag", FLAG_DISABLE_DEPTH_TEST);
+
+ ADD_GROUP("Shading", "");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "shading_mode", PROPERTY_HINT_ENUM, "Unshaded,PerPixel,PerVetex"), "set_shading_mode", "get_shading_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "diffuse_mode", PROPERTY_HINT_ENUM, "Burley,Lambert,Lambert Wrap,Oren Nayar,Toon"), "set_diffuse_mode", "get_diffuse_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "specular_mode", PROPERTY_HINT_ENUM, "SchlickGGX,Blinn,Phong,Toon,Disabled"), "set_specular_mode", "get_specular_mode");
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "disable_ambient_light"), "set_flag", "get_flag", FLAG_DISABLE_AMBIENT_LIGHT);
- ADD_GROUP("Flags", "flags_");
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_transparent"), "set_feature", "get_feature", FEATURE_TRANSPARENT);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_use_shadow_to_opacity"), "set_flag", "get_flag", FLAG_USE_SHADOW_TO_OPACITY);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_unshaded"), "set_flag", "get_flag", FLAG_UNSHADED);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_vertex_lighting"), "set_flag", "get_flag", FLAG_USE_VERTEX_LIGHTING);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_no_depth_test"), "set_flag", "get_flag", FLAG_DISABLE_DEPTH_TEST);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_use_point_size"), "set_flag", "get_flag", FLAG_USE_POINT_SIZE);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_world_triplanar"), "set_flag", "get_flag", FLAG_TRIPLANAR_USE_WORLD);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_fixed_size"), "set_flag", "get_flag", FLAG_FIXED_SIZE);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_albedo_tex_force_srgb"), "set_flag", "get_flag", FLAG_ALBEDO_TEXTURE_FORCE_SRGB);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_do_not_receive_shadows"), "set_flag", "get_flag", FLAG_DONT_RECEIVE_SHADOWS);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_disable_ambient_light"), "set_flag", "get_flag", FLAG_DISABLE_AMBIENT_LIGHT);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_ensure_correct_normals"), "set_flag", "get_flag", FLAG_ENSURE_CORRECT_NORMALS);
ADD_GROUP("Vertex Color", "vertex_color");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_use_as_albedo"), "set_flag", "get_flag", FLAG_ALBEDO_FROM_VERTEX_COLOR);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_is_srgb"), "set_flag", "get_flag", FLAG_SRGB_VERTEX_COLOR);
- ADD_GROUP("Parameters", "params_");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "params_diffuse_mode", PROPERTY_HINT_ENUM, "Burley,Lambert,Lambert Wrap,Oren Nayar,Toon"), "set_diffuse_mode", "get_diffuse_mode");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "params_specular_mode", PROPERTY_HINT_ENUM, "SchlickGGX,Blinn,Phong,Toon,Disabled"), "set_specular_mode", "get_specular_mode");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "params_blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Sub,Mul"), "set_blend_mode", "get_blend_mode");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "params_cull_mode", PROPERTY_HINT_ENUM, "Back,Front,Disabled"), "set_cull_mode", "get_cull_mode");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "params_depth_draw_mode", PROPERTY_HINT_ENUM, "Opaque Only,Always,Never,Opaque Pre-Pass"), "set_depth_draw_mode", "get_depth_draw_mode");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "params_point_size", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_point_size", "get_point_size");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "params_billboard_mode", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particle Billboard"), "set_billboard_mode", "get_billboard_mode");
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "params_billboard_keep_scale"), "set_flag", "get_flag", FLAG_BILLBOARD_KEEP_SCALE);
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "params_grow"), "set_grow_enabled", "is_grow_enabled");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "params_grow_amount", PROPERTY_HINT_RANGE, "-16,16,0.001"), "set_grow", "get_grow");
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "params_use_alpha_scissor"), "set_flag", "get_flag", FLAG_USE_ALPHA_SCISSOR);
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "params_alpha_scissor_threshold", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_alpha_scissor_threshold", "get_alpha_scissor_threshold");
- ADD_GROUP("Particles Anim", "particles_anim_");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "particles_anim_h_frames", PROPERTY_HINT_RANGE, "1,128,1"), "set_particles_anim_h_frames", "get_particles_anim_h_frames");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "particles_anim_v_frames", PROPERTY_HINT_RANGE, "1,128,1"), "set_particles_anim_v_frames", "get_particles_anim_v_frames");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "particles_anim_loop"), "set_particles_anim_loop", "get_particles_anim_loop");
-
ADD_GROUP("Albedo", "albedo_");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "albedo_color"), "set_albedo", "get_albedo");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "albedo_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_ALBEDO);
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "albedo_tex_force_srgb"), "set_flag", "get_flag", FLAG_ALBEDO_TEXTURE_FORCE_SRGB);
+
+ ADD_GROUP("ORM", "orm_");
+ ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "orm_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_ORM);
ADD_GROUP("Metallic", "metallic_");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "metallic", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_metallic", "get_metallic");
@@ -2172,15 +2294,16 @@ void SpatialMaterial::_bind_methods() {
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "ao_on_uv2"), "set_flag", "get_flag", FLAG_AO_ON_UV2);
ADD_PROPERTY(PropertyInfo(Variant::INT, "ao_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_ao_texture_channel", "get_ao_texture_channel");
- ADD_GROUP("Depth", "depth_");
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "depth_enabled"), "set_feature", "get_feature", FEATURE_DEPTH_MAPPING);
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth_scale", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_depth_scale", "get_depth_scale");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "depth_deep_parallax"), "set_depth_deep_parallax", "is_depth_deep_parallax_enabled");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "depth_min_layers", PROPERTY_HINT_RANGE, "1,32,1"), "set_depth_deep_parallax_min_layers", "get_depth_deep_parallax_min_layers");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "depth_max_layers", PROPERTY_HINT_RANGE, "1,32,1"), "set_depth_deep_parallax_max_layers", "get_depth_deep_parallax_max_layers");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "depth_flip_tangent"), "set_depth_deep_parallax_flip_tangent", "get_depth_deep_parallax_flip_tangent");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "depth_flip_binormal"), "set_depth_deep_parallax_flip_binormal", "get_depth_deep_parallax_flip_binormal");
- ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "depth_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_DEPTH);
+ ADD_GROUP("Height", "heightmap_");
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "heightmap_enabled"), "set_feature", "get_feature", FEATURE_HEIGHT_MAPPING);
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "heightmap_scale", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_heightmap_scale", "get_heightmap_scale");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "heightmap_deep_parallax"), "set_heightmap_deep_parallax", "is_heightmap_deep_parallax_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "heightmap_min_layers", PROPERTY_HINT_RANGE, "1,32,1"), "set_heightmap_deep_parallax_min_layers", "get_heightmap_deep_parallax_min_layers");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "heightmap_max_layers", PROPERTY_HINT_RANGE, "1,32,1"), "set_heightmap_deep_parallax_max_layers", "get_heightmap_deep_parallax_max_layers");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "heightmap_flip_tangent"), "set_heightmap_deep_parallax_flip_tangent", "get_heightmap_deep_parallax_flip_tangent");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "heightmap_flip_binormal"), "set_heightmap_deep_parallax_flip_binormal", "get_heightmap_deep_parallax_flip_binormal");
+ ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "heightmap_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_HEIGHTMAP);
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "heightmap_flip_texture"), "set_flag", "get_flag", FLAG_INVERT_HEIGHTMAP);
ADD_GROUP("Subsurf Scatter", "subsurf_scatter_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_enabled"), "set_feature", "get_feature", FEATURE_SUBSURACE_SCATTERING);
@@ -2211,13 +2334,39 @@ void SpatialMaterial::_bind_methods() {
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", PROPERTY_HINT_EXP_EASING), "set_uv1_triplanar_blend_sharpness", "get_uv1_triplanar_blend_sharpness");
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv1_world_triplanar"), "set_flag", "get_flag", FLAG_UV1_USE_WORLD_TRIPLANAR);
ADD_GROUP("UV2", "uv2_");
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", PROPERTY_HINT_EXP_EASING), "set_uv2_triplanar_blend_sharpness", "get_uv2_triplanar_blend_sharpness");
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv2_world_triplanar"), "set_flag", "get_flag", FLAG_UV2_USE_WORLD_TRIPLANAR);
+
+ ADD_GROUP("Sampling", "texture_");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_filter", PROPERTY_HINT_ENUM, "Nearest,Linear,MipmapNearest,MipmapLinear,MipmapNearestAniso,MipmapLinearAniso"), "set_texture_filter", "get_texture_filter");
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "texture_repeat"), "set_flag", "get_flag", FLAG_USE_TEXTURE_REPEAT);
+
+ ADD_GROUP("Shadows", "");
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "disable_receive_shadows"), "set_flag", "get_flag", FLAG_DONT_RECEIVE_SHADOWS);
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "shadow_to_opacity"), "set_flag", "get_flag", FLAG_USE_SHADOW_TO_OPACITY);
+ ADD_GROUP("Billboard", "billboard_");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "billboard_mode", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particle Billboard"), "set_billboard_mode", "get_billboard_mode");
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "billboard_keep_scale"), "set_flag", "get_flag", FLAG_BILLBOARD_KEEP_SCALE);
+
+ ADD_GROUP("Particles Anim", "particles_anim_");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "particles_anim_h_frames", PROPERTY_HINT_RANGE, "1,128,1"), "set_particles_anim_h_frames", "get_particles_anim_h_frames");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "particles_anim_v_frames", PROPERTY_HINT_RANGE, "1,128,1"), "set_particles_anim_v_frames", "get_particles_anim_v_frames");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "particles_anim_loop"), "set_particles_anim_loop", "get_particles_anim_loop");
+
+ ADD_GROUP("Grow", "grow_");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "grow"), "set_grow_enabled", "is_grow_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "grow_amount", PROPERTY_HINT_RANGE, "-16,16,0.001"), "set_grow", "get_grow");
+ ADD_GROUP("Transform", "");
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "fixed_size"), "set_flag", "get_flag", FLAG_FIXED_SIZE);
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "use_point_size"), "set_flag", "get_flag", FLAG_USE_POINT_SIZE);
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "point_size", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_point_size", "get_point_size");
ADD_GROUP("Proximity Fade", "proximity_fade_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "proximity_fade_enable"), "set_proximity_fade", "is_proximity_fade_enabled");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "proximity_fade_distance", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_proximity_fade_distance", "get_proximity_fade_distance");
@@ -2226,6 +2375,11 @@ void SpatialMaterial::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::REAL, "distance_fade_min_distance", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_distance_fade_min_distance", "get_distance_fade_min_distance");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "distance_fade_max_distance", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_distance_fade_max_distance", "get_distance_fade_max_distance");
+ BIND_ENUM_CONSTANT(TRANSPARENCY_DISABLED);
+ BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA);
+ BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_SCISSOR);
+ BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
+
BIND_ENUM_CONSTANT(TEXTURE_ALBEDO);
BIND_ENUM_CONSTANT(TEXTURE_METALLIC);
BIND_ENUM_CONSTANT(TEXTURE_ROUGHNESS);
@@ -2235,7 +2389,7 @@ void SpatialMaterial::_bind_methods() {
BIND_ENUM_CONSTANT(TEXTURE_CLEARCOAT);
BIND_ENUM_CONSTANT(TEXTURE_FLOWMAP);
BIND_ENUM_CONSTANT(TEXTURE_AMBIENT_OCCLUSION);
- BIND_ENUM_CONSTANT(TEXTURE_DEPTH);
+ BIND_ENUM_CONSTANT(TEXTURE_HEIGHTMAP);
BIND_ENUM_CONSTANT(TEXTURE_SUBSURFACE_SCATTERING);
BIND_ENUM_CONSTANT(TEXTURE_TRANSMISSION);
BIND_ENUM_CONSTANT(TEXTURE_REFRACTION);
@@ -2247,14 +2401,13 @@ void SpatialMaterial::_bind_methods() {
BIND_ENUM_CONSTANT(DETAIL_UV_1);
BIND_ENUM_CONSTANT(DETAIL_UV_2);
- BIND_ENUM_CONSTANT(FEATURE_TRANSPARENT);
BIND_ENUM_CONSTANT(FEATURE_EMISSION);
BIND_ENUM_CONSTANT(FEATURE_NORMAL_MAPPING);
BIND_ENUM_CONSTANT(FEATURE_RIM);
BIND_ENUM_CONSTANT(FEATURE_CLEARCOAT);
BIND_ENUM_CONSTANT(FEATURE_ANISOTROPY);
BIND_ENUM_CONSTANT(FEATURE_AMBIENT_OCCLUSION);
- BIND_ENUM_CONSTANT(FEATURE_DEPTH_MAPPING);
+ BIND_ENUM_CONSTANT(FEATURE_HEIGHT_MAPPING);
BIND_ENUM_CONSTANT(FEATURE_SUBSURACE_SCATTERING);
BIND_ENUM_CONSTANT(FEATURE_TRANSMISSION);
BIND_ENUM_CONSTANT(FEATURE_REFRACTION);
@@ -2269,14 +2422,11 @@ void SpatialMaterial::_bind_methods() {
BIND_ENUM_CONSTANT(DEPTH_DRAW_OPAQUE_ONLY);
BIND_ENUM_CONSTANT(DEPTH_DRAW_ALWAYS);
BIND_ENUM_CONSTANT(DEPTH_DRAW_DISABLED);
- BIND_ENUM_CONSTANT(DEPTH_DRAW_ALPHA_OPAQUE_PREPASS);
BIND_ENUM_CONSTANT(CULL_BACK);
BIND_ENUM_CONSTANT(CULL_FRONT);
BIND_ENUM_CONSTANT(CULL_DISABLED);
- BIND_ENUM_CONSTANT(FLAG_UNSHADED);
- BIND_ENUM_CONSTANT(FLAG_USE_VERTEX_LIGHTING);
BIND_ENUM_CONSTANT(FLAG_DISABLE_DEPTH_TEST);
BIND_ENUM_CONSTANT(FLAG_ALBEDO_FROM_VERTEX_COLOR);
BIND_ENUM_CONSTANT(FLAG_SRGB_VERTEX_COLOR);
@@ -2285,15 +2435,15 @@ void SpatialMaterial::_bind_methods() {
BIND_ENUM_CONSTANT(FLAG_BILLBOARD_KEEP_SCALE);
BIND_ENUM_CONSTANT(FLAG_UV1_USE_TRIPLANAR);
BIND_ENUM_CONSTANT(FLAG_UV2_USE_TRIPLANAR);
+ BIND_ENUM_CONSTANT(FLAG_UV1_USE_WORLD_TRIPLANAR);
+ BIND_ENUM_CONSTANT(FLAG_UV2_USE_WORLD_TRIPLANAR);
BIND_ENUM_CONSTANT(FLAG_AO_ON_UV2);
BIND_ENUM_CONSTANT(FLAG_EMISSION_ON_UV2);
- BIND_ENUM_CONSTANT(FLAG_USE_ALPHA_SCISSOR);
- BIND_ENUM_CONSTANT(FLAG_TRIPLANAR_USE_WORLD);
BIND_ENUM_CONSTANT(FLAG_ALBEDO_TEXTURE_FORCE_SRGB);
BIND_ENUM_CONSTANT(FLAG_DONT_RECEIVE_SHADOWS);
BIND_ENUM_CONSTANT(FLAG_DISABLE_AMBIENT_LIGHT);
- BIND_ENUM_CONSTANT(FLAG_ENSURE_CORRECT_NORMALS);
BIND_ENUM_CONSTANT(FLAG_USE_SHADOW_TO_OPACITY);
+ BIND_ENUM_CONSTANT(FLAG_USE_TEXTURE_REPEAT);
BIND_ENUM_CONSTANT(FLAG_MAX);
BIND_ENUM_CONSTANT(DIFFUSE_BURLEY);
@@ -2328,10 +2478,13 @@ void SpatialMaterial::_bind_methods() {
BIND_ENUM_CONSTANT(DISTANCE_FADE_OBJECT_DITHER);
}
-SpatialMaterial::SpatialMaterial() :
+BaseMaterial3D::BaseMaterial3D(bool p_orm) :
element(this) {
+ orm = p_orm;
// Initialize to the same values as the shader
+ transparency = TRANSPARENCY_DISABLED;
+ shading_mode = SHADING_MODE_PER_PIXEL;
set_albedo(Color(1.0, 1.0, 1.0, 1.0));
set_specular(0.5);
set_roughness(1.0);
@@ -2344,7 +2497,7 @@ SpatialMaterial::SpatialMaterial() :
set_clearcoat(1);
set_clearcoat_gloss(0.5);
set_anisotropy(0);
- set_depth_scale(0.05);
+ set_heightmap_scale(0.05);
set_subsurface_scattering_strength(0);
set_transmission(Color(0, 0, 0));
set_refraction(0.05);
@@ -2379,11 +2532,11 @@ SpatialMaterial::SpatialMaterial() :
set_grow(0.0);
deep_parallax = false;
- depth_parallax_flip_tangent = false;
- depth_parallax_flip_binormal = false;
- set_depth_deep_parallax_min_layers(8);
- set_depth_deep_parallax_max_layers(32);
- set_depth_deep_parallax_flip_tangent(false); //also sets binormal
+ heightmap_parallax_flip_tangent = false;
+ heightmap_parallax_flip_binormal = false;
+ set_heightmap_deep_parallax_min_layers(8);
+ set_heightmap_deep_parallax_max_layers(32);
+ set_heightmap_deep_parallax_flip_tangent(false); //also sets binormal
detail_uv = DETAIL_UV_1;
blend_mode = BLEND_MODE_MIX;
@@ -2393,6 +2546,8 @@ SpatialMaterial::SpatialMaterial() :
for (int i = 0; i < FLAG_MAX; i++) {
flags[i] = 0;
}
+ flags[FLAG_USE_TEXTURE_REPEAT] = true;
+
diffuse_mode = DIFFUSE_BURLEY;
specular_mode = SPECULAR_SCHLICK_GGX;
@@ -2402,10 +2557,11 @@ SpatialMaterial::SpatialMaterial() :
current_key.key = 0;
current_key.invalid_key = 1;
+ texture_filter = TEXTURE_FILTER_LINEAR_WITH_MIPMAPS;
_queue_shader_change();
}
-SpatialMaterial::~SpatialMaterial() {
+BaseMaterial3D::~BaseMaterial3D() {
if (material_mutex)
material_mutex->lock();
@@ -2424,3 +2580,95 @@ SpatialMaterial::~SpatialMaterial() {
if (material_mutex)
material_mutex->unlock();
}
+
+//////////////////////
+#ifndef DISABLE_DEPRECATED
+
+bool StandardMaterial3D::_set(const StringName &p_name, const Variant &p_value) {
+ if (p_name == "flags_transparent") {
+ bool transparent = p_value;
+ if (transparent) {
+ set_transparency(TRANSPARENCY_ALPHA);
+ }
+ return true;
+ } else if (p_name == "flags_unshaded") {
+ bool unshaded = p_value;
+ if (unshaded) {
+ set_shading_mode(SHADING_MODE_UNSHADED);
+ }
+ return true;
+ } else if (p_name == "flags_vertex_lighting") {
+ bool vertex_lit = p_value;
+ if (vertex_lit && get_shading_mode() != SHADING_MODE_UNSHADED) {
+ set_shading_mode(SHADING_MODE_PER_VERTEX);
+ }
+ return true;
+ } else if (p_name == "params_use_alpha_scissor") {
+ bool use_scissor = p_value;
+ if (use_scissor) {
+ set_transparency(TRANSPARENCY_ALPHA_SCISSOR);
+ }
+ return true;
+ } else if (p_name == "params_depth_draw_mode") {
+ int mode = p_value;
+ if (mode == 3) {
+ set_transparency(TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
+ }
+ return true;
+ } else if (p_name == "depth_enabled") {
+ bool enabled = p_value;
+ if (enabled) {
+ set_feature(FEATURE_HEIGHT_MAPPING, true);
+ set_flag(FLAG_INVERT_HEIGHTMAP, true);
+ }
+ return true;
+ } else {
+ static const Pair<const char *, const char *> remaps[] = {
+ { "flags_use_shadow_to_opacity", "shadow_to_opacity" },
+ { "flags_use_shadow_to_opacity", "shadow_to_opacity" },
+ { "flags_no_depth_test", "no_depth_test" },
+ { "flags_use_point_size", "use_point_size" },
+ { "flags_fixed_size", "fixed_Size" },
+ { "flags_albedo_tex_force_srg", "albedo_tex_force_srgb" },
+ { "flags_do_not_receive_shadows", "disable_receive_shadows" },
+ { "flags_disable_ambient_light", "disable_ambient_light" },
+ { "params_diffuse_mode", "diffuse_mode" },
+ { "params_specular_mode", "specular_mode" },
+ { "params_blend_mode", "blend_mode" },
+ { "params_cull_mode", "cull_mode" },
+ { "params_depth_draw_mode", "params_depth_draw_mode" },
+ { "params_point_size", "point_size" },
+ { "params_billboard_mode", "billboard_mode" },
+ { "params_billboard_keep_scale", "billboard_keep_scale" },
+ { "params_grow", "grow" },
+ { "params_grow_amount", "grow_amount" },
+ { "params_alpha_scissor_threshold", "alpha_scissor_threshold" },
+
+ { "depth_scale", "heightmap_scale" },
+ { "depth_deep_parallax", "heightmap_deep_parallax" },
+ { "depth_min_layers", "heightmap_min_layers" },
+ { "depth_max_layers", "heightmap_max_layers" },
+ { "depth_flip_tangent", "heightmap_flip_tangent" },
+ { "depth_flip_binormal", "heightmap_flip_binormal" },
+ { "depth_texture", "heightmap_texture" },
+
+ { NULL, NULL },
+ };
+
+ int idx = 0;
+ while (remaps[idx].first) {
+ if (p_name == remaps[idx].first) {
+ set(remaps[idx].second, p_value);
+ return true;
+ }
+ idx++;
+ }
+
+ print_line("remapped parameter not found: " + String(p_name));
+ return true;
+ }
+
+ return false;
+}
+
+#endif
diff --git a/scene/resources/material.h b/scene/resources/material.h
index a1b6fd34ea..328c868f2a 100644
--- a/scene/resources/material.h
+++ b/scene/resources/material.h
@@ -106,9 +106,11 @@ public:
~ShaderMaterial();
};
-class SpatialMaterial : public Material {
+class StandardMaterial3D;
- GDCLASS(SpatialMaterial, Material);
+class BaseMaterial3D : public Material {
+
+ GDCLASS(BaseMaterial3D, Material);
public:
enum TextureParam {
@@ -121,31 +123,56 @@ public:
TEXTURE_CLEARCOAT,
TEXTURE_FLOWMAP,
TEXTURE_AMBIENT_OCCLUSION,
- TEXTURE_DEPTH,
+ TEXTURE_HEIGHTMAP,
TEXTURE_SUBSURFACE_SCATTERING,
TEXTURE_TRANSMISSION,
TEXTURE_REFRACTION,
TEXTURE_DETAIL_MASK,
TEXTURE_DETAIL_ALBEDO,
TEXTURE_DETAIL_NORMAL,
+ TEXTURE_ORM,
TEXTURE_MAX
};
+ enum TextureFilter {
+ TEXTURE_FILTER_NEAREST,
+ TEXTURE_FILTER_LINEAR,
+ TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS,
+ TEXTURE_FILTER_LINEAR_WITH_MIPMAPS,
+ TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS_ANISOTROPIC,
+ TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC,
+ TEXTURE_FILTER_MAX
+ };
+
enum DetailUV {
DETAIL_UV_1,
DETAIL_UV_2
};
+ enum Transparency {
+ TRANSPARENCY_DISABLED,
+ TRANSPARENCY_ALPHA,
+ TRANSPARENCY_ALPHA_SCISSOR,
+ TRANSPARENCY_ALPHA_DEPTH_PRE_PASS,
+ TRANSPARENCY_MAX,
+ };
+
+ enum ShadingMode {
+ SHADING_MODE_UNSHADED,
+ SHADING_MODE_PER_PIXEL,
+ SHADING_MODE_PER_VERTEX,
+ SHADING_MODE_MAX
+ };
+
enum Feature {
- FEATURE_TRANSPARENT,
FEATURE_EMISSION,
FEATURE_NORMAL_MAPPING,
FEATURE_RIM,
FEATURE_CLEARCOAT,
FEATURE_ANISOTROPY,
FEATURE_AMBIENT_OCCLUSION,
- FEATURE_DEPTH_MAPPING,
+ FEATURE_HEIGHT_MAPPING,
FEATURE_SUBSURACE_SCATTERING,
FEATURE_TRANSMISSION,
FEATURE_REFRACTION,
@@ -164,8 +191,6 @@ public:
DEPTH_DRAW_OPAQUE_ONLY,
DEPTH_DRAW_ALWAYS,
DEPTH_DRAW_DISABLED,
- DEPTH_DRAW_ALPHA_OPAQUE_PREPASS
-
};
enum CullMode {
@@ -175,8 +200,6 @@ public:
};
enum Flags {
- FLAG_UNSHADED,
- FLAG_USE_VERTEX_LIGHTING,
FLAG_DISABLE_DEPTH_TEST,
FLAG_ALBEDO_FROM_VERTEX_COLOR,
FLAG_SRGB_VERTEX_COLOR,
@@ -185,15 +208,16 @@ public:
FLAG_BILLBOARD_KEEP_SCALE,
FLAG_UV1_USE_TRIPLANAR,
FLAG_UV2_USE_TRIPLANAR,
- FLAG_TRIPLANAR_USE_WORLD,
+ FLAG_UV1_USE_WORLD_TRIPLANAR,
+ FLAG_UV2_USE_WORLD_TRIPLANAR,
FLAG_AO_ON_UV2,
FLAG_EMISSION_ON_UV2,
- FLAG_USE_ALPHA_SCISSOR,
FLAG_ALBEDO_TEXTURE_FORCE_SRGB,
FLAG_DONT_RECEIVE_SHADOWS,
- FLAG_ENSURE_CORRECT_NORMALS,
FLAG_DISABLE_AMBIENT_LIGHT,
FLAG_USE_SHADOW_TO_OPACITY,
+ FLAG_USE_TEXTURE_REPEAT,
+ FLAG_INVERT_HEIGHTMAP,
FLAG_MAX
};
@@ -244,12 +268,12 @@ private:
union MaterialKey {
struct {
- uint64_t feature_mask : 12;
+ uint64_t feature_mask : FEATURE_MAX;
uint64_t detail_uv : 1;
uint64_t blend_mode : 2;
uint64_t depth_draw_mode : 2;
uint64_t cull_mode : 2;
- uint64_t flags : 19;
+ uint64_t flags : FLAG_MAX;
uint64_t detail_blend_mode : 2;
uint64_t diffuse_mode : 3;
uint64_t specular_mode : 3;
@@ -260,8 +284,10 @@ private:
uint64_t proximity_fade : 1;
uint64_t distance_fade : 2;
uint64_t emission_op : 1;
- uint64_t texture_metallic : 1;
- uint64_t texture_roughness : 1;
+ uint64_t texture_filter : 3;
+ uint64_t transparency : 2;
+ uint64_t shading_mode : 2;
+ uint64_t roughness_channel : 3;
};
uint64_t key;
@@ -293,6 +319,10 @@ private:
mk.blend_mode = blend_mode;
mk.depth_draw_mode = depth_draw_mode;
mk.cull_mode = cull_mode;
+ mk.texture_filter = texture_filter;
+ mk.transparency = transparency;
+ mk.shading_mode = shading_mode;
+ mk.roughness_channel = roughness_texture_channel;
for (int i = 0; i < FLAG_MAX; i++) {
if (flags[i]) {
mk.flags |= ((uint64_t)1 << i);
@@ -307,8 +337,6 @@ private:
mk.proximity_fade = proximity_fade_enabled;
mk.distance_fade = distance_fade;
mk.emission_op = emission_op;
- mk.texture_metallic = textures[TEXTURE_METALLIC].is_valid() ? 1 : 0;
- mk.texture_roughness = textures[TEXTURE_ROUGHNESS].is_valid() ? 1 : 0;
return mk;
}
@@ -326,7 +354,7 @@ private:
StringName clearcoat;
StringName clearcoat_gloss;
StringName anisotropy;
- StringName depth_scale;
+ StringName heightmap_scale;
StringName subsurface_scattering_strength;
StringName transmission;
StringName refraction;
@@ -338,9 +366,9 @@ private:
StringName particles_anim_h_frames;
StringName particles_anim_v_frames;
StringName particles_anim_loop;
- StringName depth_min_layers;
- StringName depth_max_layers;
- StringName depth_flip;
+ StringName heightmap_min_layers;
+ StringName heightmap_max_layers;
+ StringName heightmap_flip;
StringName uv1_blend_sharpness;
StringName uv2_blend_sharpness;
StringName grow;
@@ -350,11 +378,10 @@ private:
StringName ao_light_affect;
StringName metallic_texture_channel;
- StringName roughness_texture_channel;
StringName ao_texture_channel;
StringName clearcoat_texture_channel;
StringName rim_texture_channel;
- StringName depth_texture_channel;
+ StringName heightmap_texture_channel;
StringName refraction_texture_channel;
StringName alpha_scissor_threshold;
@@ -362,15 +389,17 @@ private:
};
static Mutex *material_mutex;
- static SelfList<SpatialMaterial>::List *dirty_materials;
+ static SelfList<BaseMaterial3D>::List *dirty_materials;
static ShaderNames *shader_names;
- SelfList<SpatialMaterial> element;
+ SelfList<BaseMaterial3D> element;
void _update_shader();
_FORCE_INLINE_ void _queue_shader_change();
_FORCE_INLINE_ bool _is_shader_dirty() const;
+ bool orm;
+
Color albedo;
float specular;
float metallic;
@@ -383,7 +412,7 @@ private:
float clearcoat;
float clearcoat_gloss;
float anisotropy;
- float depth_scale;
+ float heightmap_scale;
float subsurface_scattering_strength;
Color transmission;
float refraction;
@@ -395,6 +424,10 @@ private:
int particles_anim_h_frames;
int particles_anim_v_frames;
bool particles_anim_loop;
+ Transparency transparency;
+ ShadingMode shading_mode;
+
+ TextureFilter texture_filter;
Vector3 uv1_scale;
Vector3 uv1_offset;
@@ -409,8 +442,8 @@ private:
bool deep_parallax;
int deep_parallax_min_layers;
int deep_parallax_max_layers;
- bool depth_parallax_flip_tangent;
- bool depth_parallax_flip_binormal;
+ bool heightmap_parallax_flip_tangent;
+ bool heightmap_parallax_flip_binormal;
bool proximity_fade_enabled;
float proximity_fade_distance;
@@ -442,7 +475,7 @@ private:
static const int MAX_MATERIALS_FOR_2D = 128;
- static Ref<SpatialMaterial> materials_for_2d[MAX_MATERIALS_FOR_2D]; //used by Sprite3D and other stuff
+ static Ref<StandardMaterial3D> materials_for_2d[MAX_MATERIALS_FOR_2D]; //used by Sprite3D and other stuff
void _validate_high_end(const String &text, PropertyInfo &property) const;
@@ -491,23 +524,23 @@ public:
void set_anisotropy(float p_anisotropy);
float get_anisotropy() const;
- void set_depth_scale(float p_depth_scale);
- float get_depth_scale() const;
+ void set_heightmap_scale(float p_heightmap_scale);
+ float get_heightmap_scale() const;
- void set_depth_deep_parallax(bool p_enable);
- bool is_depth_deep_parallax_enabled() const;
+ void set_heightmap_deep_parallax(bool p_enable);
+ bool is_heightmap_deep_parallax_enabled() const;
- void set_depth_deep_parallax_min_layers(int p_layer);
- int get_depth_deep_parallax_min_layers() const;
+ void set_heightmap_deep_parallax_min_layers(int p_layer);
+ int get_heightmap_deep_parallax_min_layers() const;
- void set_depth_deep_parallax_max_layers(int p_layer);
- int get_depth_deep_parallax_max_layers() const;
+ void set_heightmap_deep_parallax_max_layers(int p_layer);
+ int get_heightmap_deep_parallax_max_layers() const;
- void set_depth_deep_parallax_flip_tangent(bool p_flip);
- bool get_depth_deep_parallax_flip_tangent() const;
+ void set_heightmap_deep_parallax_flip_tangent(bool p_flip);
+ bool get_heightmap_deep_parallax_flip_tangent() const;
- void set_depth_deep_parallax_flip_binormal(bool p_flip);
- bool get_depth_deep_parallax_flip_binormal() const;
+ void set_heightmap_deep_parallax_flip_binormal(bool p_flip);
+ bool get_heightmap_deep_parallax_flip_binormal() const;
void set_subsurface_scattering_strength(float p_subsurface_scattering_strength);
float get_subsurface_scattering_strength() const;
@@ -521,6 +554,12 @@ public:
void set_point_size(float p_point_size);
float get_point_size() const;
+ void set_transparency(Transparency p_transparency);
+ Transparency get_transparency() const;
+
+ void set_shading_mode(ShadingMode p_shading_mode);
+ ShadingMode get_shading_mode() const;
+
void set_detail_uv(DetailUV p_detail_uv);
DetailUV get_detail_uv() const;
@@ -550,6 +589,9 @@ public:
// Used only for shader material conversion
Ref<Texture2D> get_texture_by_name(StringName p_name) const;
+ void set_texture_filter(TextureFilter p_filter);
+ TextureFilter get_texture_filter() const;
+
void set_feature(Feature p_feature, bool p_enabled);
bool get_feature(Feature p_feature) const;
@@ -630,23 +672,45 @@ public:
virtual Shader::Mode get_shader_mode() const;
- SpatialMaterial();
- virtual ~SpatialMaterial();
+ BaseMaterial3D(bool p_orm);
+ virtual ~BaseMaterial3D();
};
-VARIANT_ENUM_CAST(SpatialMaterial::TextureParam)
-VARIANT_ENUM_CAST(SpatialMaterial::DetailUV)
-VARIANT_ENUM_CAST(SpatialMaterial::Feature)
-VARIANT_ENUM_CAST(SpatialMaterial::BlendMode)
-VARIANT_ENUM_CAST(SpatialMaterial::DepthDrawMode)
-VARIANT_ENUM_CAST(SpatialMaterial::CullMode)
-VARIANT_ENUM_CAST(SpatialMaterial::Flags)
-VARIANT_ENUM_CAST(SpatialMaterial::DiffuseMode)
-VARIANT_ENUM_CAST(SpatialMaterial::SpecularMode)
-VARIANT_ENUM_CAST(SpatialMaterial::BillboardMode)
-VARIANT_ENUM_CAST(SpatialMaterial::TextureChannel)
-VARIANT_ENUM_CAST(SpatialMaterial::EmissionOperator)
-VARIANT_ENUM_CAST(SpatialMaterial::DistanceFadeMode)
+VARIANT_ENUM_CAST(BaseMaterial3D::TextureParam)
+VARIANT_ENUM_CAST(BaseMaterial3D::TextureFilter)
+VARIANT_ENUM_CAST(BaseMaterial3D::ShadingMode)
+VARIANT_ENUM_CAST(BaseMaterial3D::Transparency)
+VARIANT_ENUM_CAST(BaseMaterial3D::DetailUV)
+VARIANT_ENUM_CAST(BaseMaterial3D::Feature)
+VARIANT_ENUM_CAST(BaseMaterial3D::BlendMode)
+VARIANT_ENUM_CAST(BaseMaterial3D::DepthDrawMode)
+VARIANT_ENUM_CAST(BaseMaterial3D::CullMode)
+VARIANT_ENUM_CAST(BaseMaterial3D::Flags)
+VARIANT_ENUM_CAST(BaseMaterial3D::DiffuseMode)
+VARIANT_ENUM_CAST(BaseMaterial3D::SpecularMode)
+VARIANT_ENUM_CAST(BaseMaterial3D::BillboardMode)
+VARIANT_ENUM_CAST(BaseMaterial3D::TextureChannel)
+VARIANT_ENUM_CAST(BaseMaterial3D::EmissionOperator)
+VARIANT_ENUM_CAST(BaseMaterial3D::DistanceFadeMode)
+
+class StandardMaterial3D : public BaseMaterial3D {
+ GDCLASS(StandardMaterial3D, BaseMaterial3D)
+protected:
+#ifndef DISABLE_DEPRECATED
+ bool _set(const StringName &p_name, const Variant &p_value);
+#endif
+
+public:
+ StandardMaterial3D() :
+ BaseMaterial3D(false) {}
+};
+
+class ORMMaterial3D : public BaseMaterial3D {
+ GDCLASS(ORMMaterial3D, BaseMaterial3D)
+public:
+ ORMMaterial3D() :
+ BaseMaterial3D(true) {}
+};
//////////////////////
diff --git a/scene/resources/mesh.cpp b/scene/resources/mesh.cpp
index e102d944e8..ec5989b862 100644
--- a/scene/resources/mesh.cpp
+++ b/scene/resources/mesh.cpp
@@ -1041,7 +1041,7 @@ void ArrayMesh::_get_property_list(List<PropertyInfo> *p_list) const {
if (surfaces[i].is_2d) {
p_list->push_back(PropertyInfo(Variant::OBJECT, "surface_" + itos(i + 1) + "/material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,CanvasItemMaterial", PROPERTY_USAGE_EDITOR));
} else {
- p_list->push_back(PropertyInfo(Variant::OBJECT, "surface_" + itos(i + 1) + "/material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,SpatialMaterial", PROPERTY_USAGE_EDITOR));
+ p_list->push_back(PropertyInfo(Variant::OBJECT, "surface_" + itos(i + 1) + "/material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,StandardMaterial3D", PROPERTY_USAGE_EDITOR));
}
}
}
diff --git a/scene/resources/primitive_meshes.cpp b/scene/resources/primitive_meshes.cpp
index 79d030b8ab..fa0ded12a1 100644
--- a/scene/resources/primitive_meshes.cpp
+++ b/scene/resources/primitive_meshes.cpp
@@ -206,7 +206,7 @@ void PrimitiveMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_flip_faces", "flip_faces"), &PrimitiveMesh::set_flip_faces);
ClassDB::bind_method(D_METHOD("get_flip_faces"), &PrimitiveMesh::get_flip_faces);
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "StandardMaterial3D,ShaderMaterial"), "set_material", "get_material");
ADD_PROPERTY(PropertyInfo(Variant::AABB, "custom_aabb", PROPERTY_HINT_NONE, ""), "set_custom_aabb", "get_custom_aabb");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_faces"), "set_flip_faces", "get_flip_faces");
}
diff --git a/servers/visual/rasterizer_rd/rasterizer_canvas_rd.cpp b/servers/visual/rasterizer_rd/rasterizer_canvas_rd.cpp
index 1a94f11334..0da86f23a7 100644
--- a/servers/visual/rasterizer_rd/rasterizer_canvas_rd.cpp
+++ b/servers/visual/rasterizer_rd/rasterizer_canvas_rd.cpp
@@ -2356,6 +2356,7 @@ RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
actions.base_uniform_string = "material.";
actions.default_filter = ShaderLanguage::FILTER_LINEAR;
actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
+ actions.base_varying_index = 4;
shader.compiler.initialize(actions);
}
diff --git a/servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.cpp b/servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.cpp
index bf4d7e4fc8..7164624c9f 100644
--- a/servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.cpp
+++ b/servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.cpp
@@ -273,13 +273,13 @@ void RasterizerSceneForwardRD::ShaderData::set_code(const String &p_code) {
for (int i = 0; i < CULL_VARIANT_MAX; i++) {
- RD::PolygonCullMode cull_mode_rd_table[3][CULL_VARIANT_MAX] = {
+ RD::PolygonCullMode cull_mode_rd_table[CULL_VARIANT_MAX][3] = {
{ RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_FRONT, RD::POLYGON_CULL_BACK },
{ RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_BACK, RD::POLYGON_CULL_FRONT },
{ RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED }
};
- RD::PolygonCullMode cull_mode_rd = cull_mode_rd_table[cull][i];
+ RD::PolygonCullMode cull_mode_rd = cull_mode_rd_table[i][cull];
for (int j = 0; j < VS::PRIMITIVE_MAX; j++) {
@@ -309,7 +309,7 @@ void RasterizerSceneForwardRD::ShaderData::set_code(const String &p_code) {
depth_stencil.enable_depth_write = false; //alpha does not draw depth
}
} else if (uses_depth_pre_pass && (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP || k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL || k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS)) {
- if (k == SHADER_VERSION_DEPTH_PASS || k == k == SHADER_VERSION_DEPTH_PASS_DP) {
+ if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) {
//none, blend state contains nothing
} else {
blend_state = blend_state_opaque; //writes to normal and roughness in opaque way
@@ -2703,11 +2703,13 @@ RasterizerSceneForwardRD::RasterizerSceneForwardRD(RasterizerStorageRD *p_storag
actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
actions.render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
actions.render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
+ actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
actions.sampler_array_name = "material_samplers";
actions.base_texture_binding_index = 1;
actions.texture_layout_set = 2;
actions.base_uniform_string = "material.";
+ actions.base_varying_index = 10;
actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
diff --git a/servers/visual/rasterizer_rd/rasterizer_storage_rd.cpp b/servers/visual/rasterizer_rd/rasterizer_storage_rd.cpp
index 7cf93a82e0..e73efa1e12 100644
--- a/servers/visual/rasterizer_rd/rasterizer_storage_rd.cpp
+++ b/servers/visual/rasterizer_rd/rasterizer_storage_rd.cpp
@@ -1649,6 +1649,7 @@ void RasterizerStorageRD::MaterialData::update_textures(const Map<StringName, Va
if (!texture.is_valid()) {
const Map<StringName, RID>::Element *W = p_default_textures.find(uniform_name);
if (W) {
+
texture = W->get();
}
}
@@ -1673,11 +1674,12 @@ void RasterizerStorageRD::MaterialData::update_textures(const Map<StringName, Va
} break;
}
} else {
- bool srgb = p_use_linear_color && p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ALBEDO || p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO;
+ bool srgb = p_use_linear_color && (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ALBEDO || p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO);
Texture *tex = singleton->texture_owner.getornull(texture);
if (tex) {
+
rd_texture = (srgb && tex->rd_texture_srgb.is_valid()) ? tex->rd_texture_srgb : tex->rd_texture;
#ifdef TOOLS_ENABLED
if (tex->detect_3d_callback && p_use_linear_color) {
diff --git a/servers/visual/rasterizer_rd/shader_compiler_rd.cpp b/servers/visual/rasterizer_rd/shader_compiler_rd.cpp
index 1aa48a82fc..4572345334 100644
--- a/servers/visual/rasterizer_rd/shader_compiler_rd.cpp
+++ b/servers/visual/rasterizer_rd/shader_compiler_rd.cpp
@@ -366,7 +366,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
r_gen_code.fragment_global += ucode;
GeneratedCode::Texture texture;
- texture.name = _mkid(E->key());
+ texture.name = E->key();
texture.hint = E->get().hint;
texture.type = E->get().type;
texture.filter = E->get().filter;
@@ -452,6 +452,8 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
}
#endif
+ uint32_t index = p_default_actions.base_varying_index;
+
for (Map<StringName, SL::ShaderNode::Varying>::Element *E = pnode->varyings.front(); E; E = E->next()) {
String vcode;
@@ -460,8 +462,9 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
vcode += _typestr(E->get().type);
vcode += " " + _mkid(E->key());
vcode += ";\n";
- r_gen_code.vertex_global += interp_mode + "out " + vcode;
- r_gen_code.fragment_global += interp_mode + "in " + vcode;
+ r_gen_code.vertex_global += "layout(location=" + itos(index) + ") " + interp_mode + "out " + vcode;
+ r_gen_code.fragment_global += "layout(location=" + itos(index) + ") " + interp_mode + "in " + vcode;
+ index++;
}
for (Map<StringName, SL::ShaderNode::Constant>::Element *E = pnode->constants.front(); E; E = E->next()) {
diff --git a/servers/visual/rasterizer_rd/shader_compiler_rd.h b/servers/visual/rasterizer_rd/shader_compiler_rd.h
index 3572a73a2d..67fc39005a 100644
--- a/servers/visual/rasterizer_rd/shader_compiler_rd.h
+++ b/servers/visual/rasterizer_rd/shader_compiler_rd.h
@@ -53,9 +53,10 @@ public:
ShaderLanguage::TextureFilter default_filter;
ShaderLanguage::TextureRepeat default_repeat;
String sampler_array_name;
- int base_texture_binding_index;
- int texture_layout_set;
+ int base_texture_binding_index = 0;
+ int texture_layout_set = 0;
String base_uniform_string;
+ uint32_t base_varying_index = 0;
};
private:
diff --git a/servers/visual/rasterizer_rd/shaders/scene_forward.glsl b/servers/visual/rasterizer_rd/shaders/scene_forward.glsl
index 1bd11c4288..bacf6f3e67 100644
--- a/servers/visual/rasterizer_rd/shaders/scene_forward.glsl
+++ b/servers/visual/rasterizer_rd/shaders/scene_forward.glsl
@@ -351,6 +351,8 @@ layout(location = 0) out vec4 frag_color;
// E. Heitz, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs", J. Comp. Graph. Tech. 3 (2) (2014).
// Eqns 71-72 and 85-86 (see also Eqns 43 and 80).
+#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
float G_GGX_2cos(float cos_theta_m, float alpha) {
// Schlick's approximation
// C. Schlick, "An Inexpensive BRDF Model for Physically-based Rendering", Computer Graphics Forum. 13 (3): 233 (1994)
@@ -892,6 +894,10 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 normal,float roughness
}
#endif //USE_LIGHTMAP
}
+
+#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
+
void main() {
#ifdef MODE_DUAL_PARABOLOID
@@ -1030,7 +1036,8 @@ FRAGMENT_SHADER_CODE
vec3 diffuse_light = vec3(0.0, 0.0, 0.0);
vec3 ambient_light = vec3( 0.0, 0.0, 0.0);
-#ifndef MODE_RENDER_DEPTH
+#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
if (scene_data.use_reflection_cubemap){
vec3 ref_vec = reflect(-view, normal);
@@ -1070,7 +1077,8 @@ FRAGMENT_SHADER_CODE
}
#endif // USE_LIGHTMAP
-#endif // MODE_RENDER_DEPTH
+#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
//radiance
@@ -1080,7 +1088,7 @@ FRAGMENT_SHADER_CODE
specular_blob_intensity *= specular * 2.0;
#endif
-#ifndef MODE_RENDER_DEPTH
+#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
//gi probes
//lightmap
@@ -1306,7 +1314,7 @@ FRAGMENT_SHADER_CODE
}
-#endif //!MODE_RENDER_DEPTH
+
#ifdef USE_SHADOW_TO_OPACITY
alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
@@ -1327,6 +1335,7 @@ FRAGMENT_SHADER_CODE
#endif // USE_SHADOW_TO_OPACITY
+#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
#ifdef MODE_RENDER_DEPTH
@@ -1351,7 +1360,7 @@ FRAGMENT_SHADER_CODE
#ifdef MODE_MULTIPLE_RENDER_TARGETS
-#ifdef USE_NO_SHADING
+#ifdef MODE_UNSHADED
diffuse_buffer = vec4(albedo.rgb, 0.0);
specular_buffer = vec4(0.0);
@@ -1364,7 +1373,7 @@ FRAGMENT_SHADER_CODE
#else //MODE_MULTIPLE_RENDER_TARGETS
-#ifdef USE_NO_SHADING
+#ifdef MODE_UNSHADED
frag_color = vec4(albedo, alpha);
#else
frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha);
diff --git a/servers/visual/shader_language.cpp b/servers/visual/shader_language.cpp
index 5ef51e3e1a..d405dade6f 100644
--- a/servers/visual/shader_language.cpp
+++ b/servers/visual/shader_language.cpp
@@ -5169,143 +5169,145 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
if (tk.type == TK_COLON) {
//hint
-
- tk = _get_token();
- if (tk.type == TK_HINT_WHITE_TEXTURE) {
- uniform2.hint = ShaderNode::Uniform::HINT_WHITE;
- } else if (tk.type == TK_HINT_BLACK_TEXTURE) {
- uniform2.hint = ShaderNode::Uniform::HINT_BLACK;
- } else if (tk.type == TK_HINT_NORMAL_TEXTURE) {
- uniform2.hint = ShaderNode::Uniform::HINT_NORMAL;
- } else if (tk.type == TK_HINT_ROUGHNESS_NORMAL_TEXTURE) {
- uniform2.hint = ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL;
- } else if (tk.type == TK_HINT_ROUGHNESS_R) {
- uniform2.hint = ShaderNode::Uniform::HINT_ROUGHNESS_R;
- } else if (tk.type == TK_HINT_ROUGHNESS_G) {
- uniform2.hint = ShaderNode::Uniform::HINT_ROUGHNESS_G;
- } else if (tk.type == TK_HINT_ROUGHNESS_B) {
- uniform2.hint = ShaderNode::Uniform::HINT_ROUGHNESS_B;
- } else if (tk.type == TK_HINT_ROUGHNESS_A) {
- uniform2.hint = ShaderNode::Uniform::HINT_ROUGHNESS_A;
- } else if (tk.type == TK_HINT_ROUGHNESS_GRAY) {
- uniform2.hint = ShaderNode::Uniform::HINT_ROUGHNESS_GRAY;
- } else if (tk.type == TK_HINT_ANISO_TEXTURE) {
- uniform2.hint = ShaderNode::Uniform::HINT_ANISO;
- } else if (tk.type == TK_HINT_ALBEDO_TEXTURE) {
- uniform2.hint = ShaderNode::Uniform::HINT_ALBEDO;
- } else if (tk.type == TK_HINT_BLACK_ALBEDO_TEXTURE) {
- uniform2.hint = ShaderNode::Uniform::HINT_BLACK_ALBEDO;
- } else if (tk.type == TK_HINT_COLOR) {
- if (type != TYPE_VEC4) {
- _set_error("Color hint is for vec4 only");
- return ERR_PARSE_ERROR;
- }
- uniform2.hint = ShaderNode::Uniform::HINT_COLOR;
- } else if (tk.type == TK_HINT_RANGE) {
-
- uniform2.hint = ShaderNode::Uniform::HINT_RANGE;
- if (type != TYPE_FLOAT && type != TYPE_INT) {
- _set_error("Range hint is for float and int only");
- return ERR_PARSE_ERROR;
- }
-
- tk = _get_token();
- if (tk.type != TK_PARENTHESIS_OPEN) {
- _set_error("Expected '(' after hint_range");
- return ERR_PARSE_ERROR;
- }
-
+ do {
tk = _get_token();
+ if (tk.type == TK_HINT_WHITE_TEXTURE) {
+ uniform2.hint = ShaderNode::Uniform::HINT_WHITE;
+ } else if (tk.type == TK_HINT_BLACK_TEXTURE) {
+ uniform2.hint = ShaderNode::Uniform::HINT_BLACK;
+ } else if (tk.type == TK_HINT_NORMAL_TEXTURE) {
+ uniform2.hint = ShaderNode::Uniform::HINT_NORMAL;
+ } else if (tk.type == TK_HINT_ROUGHNESS_NORMAL_TEXTURE) {
+ uniform2.hint = ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL;
+ } else if (tk.type == TK_HINT_ROUGHNESS_R) {
+ uniform2.hint = ShaderNode::Uniform::HINT_ROUGHNESS_R;
+ } else if (tk.type == TK_HINT_ROUGHNESS_G) {
+ uniform2.hint = ShaderNode::Uniform::HINT_ROUGHNESS_G;
+ } else if (tk.type == TK_HINT_ROUGHNESS_B) {
+ uniform2.hint = ShaderNode::Uniform::HINT_ROUGHNESS_B;
+ } else if (tk.type == TK_HINT_ROUGHNESS_A) {
+ uniform2.hint = ShaderNode::Uniform::HINT_ROUGHNESS_A;
+ } else if (tk.type == TK_HINT_ROUGHNESS_GRAY) {
+ uniform2.hint = ShaderNode::Uniform::HINT_ROUGHNESS_GRAY;
+ } else if (tk.type == TK_HINT_ANISO_TEXTURE) {
+ uniform2.hint = ShaderNode::Uniform::HINT_ANISO;
+ } else if (tk.type == TK_HINT_ALBEDO_TEXTURE) {
+ uniform2.hint = ShaderNode::Uniform::HINT_ALBEDO;
+ } else if (tk.type == TK_HINT_BLACK_ALBEDO_TEXTURE) {
+ uniform2.hint = ShaderNode::Uniform::HINT_BLACK_ALBEDO;
+ } else if (tk.type == TK_HINT_COLOR) {
+ if (type != TYPE_VEC4) {
+ _set_error("Color hint is for vec4 only");
+ return ERR_PARSE_ERROR;
+ }
+ uniform2.hint = ShaderNode::Uniform::HINT_COLOR;
+ } else if (tk.type == TK_HINT_RANGE) {
- float sign = 1.0;
+ uniform2.hint = ShaderNode::Uniform::HINT_RANGE;
+ if (type != TYPE_FLOAT && type != TYPE_INT) {
+ _set_error("Range hint is for float and int only");
+ return ERR_PARSE_ERROR;
+ }
- if (tk.type == TK_OP_SUB) {
- sign = -1.0;
tk = _get_token();
- }
-
- if (tk.type != TK_REAL_CONSTANT && tk.type != TK_INT_CONSTANT) {
- _set_error("Expected integer constant");
- return ERR_PARSE_ERROR;
- }
+ if (tk.type != TK_PARENTHESIS_OPEN) {
+ _set_error("Expected '(' after hint_range");
+ return ERR_PARSE_ERROR;
+ }
- uniform2.hint_range[0] = tk.constant;
- uniform2.hint_range[0] *= sign;
+ tk = _get_token();
- tk = _get_token();
+ float sign = 1.0;
- if (tk.type != TK_COMMA) {
- _set_error("Expected ',' after integer constant");
- return ERR_PARSE_ERROR;
- }
+ if (tk.type == TK_OP_SUB) {
+ sign = -1.0;
+ tk = _get_token();
+ }
- tk = _get_token();
+ if (tk.type != TK_REAL_CONSTANT && tk.type != TK_INT_CONSTANT) {
+ _set_error("Expected integer constant");
+ return ERR_PARSE_ERROR;
+ }
- sign = 1.0;
+ uniform2.hint_range[0] = tk.constant;
+ uniform2.hint_range[0] *= sign;
- if (tk.type == TK_OP_SUB) {
- sign = -1.0;
tk = _get_token();
- }
- if (tk.type != TK_REAL_CONSTANT && tk.type != TK_INT_CONSTANT) {
- _set_error("Expected integer constant after ','");
- return ERR_PARSE_ERROR;
- }
+ if (tk.type != TK_COMMA) {
+ _set_error("Expected ',' after integer constant");
+ return ERR_PARSE_ERROR;
+ }
- uniform2.hint_range[1] = tk.constant;
- uniform2.hint_range[1] *= sign;
+ tk = _get_token();
- tk = _get_token();
+ sign = 1.0;
- if (tk.type == TK_COMMA) {
- tk = _get_token();
+ if (tk.type == TK_OP_SUB) {
+ sign = -1.0;
+ tk = _get_token();
+ }
if (tk.type != TK_REAL_CONSTANT && tk.type != TK_INT_CONSTANT) {
_set_error("Expected integer constant after ','");
return ERR_PARSE_ERROR;
}
- uniform2.hint_range[2] = tk.constant;
+ uniform2.hint_range[1] = tk.constant;
+ uniform2.hint_range[1] *= sign;
+
tk = _get_token();
- } else {
- if (type == TYPE_INT) {
- uniform2.hint_range[2] = 1;
+
+ if (tk.type == TK_COMMA) {
+ tk = _get_token();
+
+ if (tk.type != TK_REAL_CONSTANT && tk.type != TK_INT_CONSTANT) {
+ _set_error("Expected integer constant after ','");
+ return ERR_PARSE_ERROR;
+ }
+
+ uniform2.hint_range[2] = tk.constant;
+ tk = _get_token();
} else {
- uniform2.hint_range[2] = 0.001;
+ if (type == TYPE_INT) {
+ uniform2.hint_range[2] = 1;
+ } else {
+ uniform2.hint_range[2] = 0.001;
+ }
+ }
+
+ if (tk.type != TK_PARENTHESIS_CLOSE) {
+ _set_error("Expected ','");
+ return ERR_PARSE_ERROR;
}
+ } else if (tk.type == TK_FILTER_LINEAR) {
+ uniform2.filter = FILTER_LINEAR;
+ } else if (tk.type == TK_FILTER_NEAREST) {
+ uniform2.filter = FILTER_NEAREST;
+ } else if (tk.type == TK_FILTER_NEAREST_MIPMAP) {
+ uniform2.filter = FILTER_NEAREST_MIPMAP;
+ } else if (tk.type == TK_FILTER_LINEAR_MIPMAP) {
+ uniform2.filter = FILTER_LINEAR_MIPMAP;
+ } else if (tk.type == TK_FILTER_NEAREST_MIPMAP_ANISO) {
+ uniform2.filter = FILTER_NEAREST_MIPMAP_ANISO;
+ } else if (tk.type == TK_FILTER_LINEAR_MIPMAP_ANISO) {
+ uniform2.filter = FILTER_LINEAR_MIPMAP_ANISO;
+ } else if (tk.type == TK_REPEAT_DISABLE) {
+ uniform2.repeat = REPEAT_DISABLE;
+ } else if (tk.type == TK_REPEAT_ENABLE) {
+ uniform2.repeat = REPEAT_ENABLE;
+ } else {
+ _set_error("Expected valid type hint after ':'.");
}
- if (tk.type != TK_PARENTHESIS_CLOSE) {
- _set_error("Expected ','");
+ if (uniform2.hint != ShaderNode::Uniform::HINT_RANGE && uniform2.hint != ShaderNode::Uniform::HINT_NONE && uniform2.hint != ShaderNode::Uniform::HINT_COLOR && type <= TYPE_MAT4) {
+ _set_error("This hint is only for sampler types");
return ERR_PARSE_ERROR;
}
- } else if (tk.type == TK_FILTER_LINEAR) {
- uniform2.filter = FILTER_LINEAR;
- } else if (tk.type == TK_FILTER_NEAREST) {
- uniform2.filter = FILTER_NEAREST;
- } else if (tk.type == TK_FILTER_NEAREST_MIPMAP) {
- uniform2.filter = FILTER_NEAREST_MIPMAP;
- } else if (tk.type == TK_FILTER_LINEAR_MIPMAP) {
- uniform2.filter = FILTER_LINEAR_MIPMAP;
- } else if (tk.type == TK_FILTER_NEAREST_MIPMAP_ANISO) {
- uniform2.filter = FILTER_NEAREST_MIPMAP_ANISO;
- } else if (tk.type == TK_FILTER_LINEAR_MIPMAP_ANISO) {
- uniform2.filter = FILTER_LINEAR_MIPMAP_ANISO;
- } else if (tk.type == TK_REPEAT_DISABLE) {
- uniform2.repeat = REPEAT_DISABLE;
- } else if (tk.type == TK_REPEAT_ENABLE) {
- uniform2.repeat = REPEAT_ENABLE;
- } else {
- _set_error("Expected valid type hint after ':'.");
- }
- if (uniform2.hint != ShaderNode::Uniform::HINT_RANGE && uniform2.hint != ShaderNode::Uniform::HINT_NONE && uniform2.hint != ShaderNode::Uniform::HINT_COLOR && type <= TYPE_MAT4) {
- _set_error("This hint is only for sampler types");
- return ERR_PARSE_ERROR;
- }
+ tk = _get_token();
- tk = _get_token();
+ } while (tk.type == TK_COMMA);
}
if (tk.type == TK_OP_ASSIGN) {