diff options
Diffstat (limited to 'scene/resources/material.cpp')
| -rw-r--r-- | scene/resources/material.cpp | 287 |
1 files changed, 213 insertions, 74 deletions
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index cc8685b952..0de462d616 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -30,11 +30,17 @@ #include "material.h" +#ifdef TOOLS_ENABLED +#include "editor/editor_settings.h" +#endif + #include "scene/scene_string_names.h" void Material::set_next_pass(const Ref<Material> &p_pass) { - ERR_FAIL_COND(p_pass == this); + for (Ref<Material> pass_child = p_pass; pass_child != NULL; pass_child = pass_child->get_next_pass()) { + ERR_FAIL_COND_MSG(pass_child == this, "Can't set as next_pass one of its parents to prevent crashes due to recursive loop."); + } if (next_pass == p_pass) return; @@ -113,6 +119,9 @@ bool ShaderMaterial::_set(const StringName &p_name, const Variant &p_value) { if (n.find("param/") == 0) { //backwards compatibility pr = n.substr(6, n.length()); } + if (n.find("shader_param/") == 0) { //backwards compatibility + pr = n.replace_first("shader_param/", ""); + } } if (pr) { VisualServer::get_singleton()->material_set_param(_get_material(), pr, p_value); @@ -128,6 +137,16 @@ bool ShaderMaterial::_get(const StringName &p_name, Variant &r_ret) const { if (shader.is_valid()) { StringName pr = shader->remap_param(p_name); + if (!pr) { + String n = p_name; + if (n.find("param/") == 0) { //backwards compatibility + pr = n.substr(6, n.length()); + } + if (n.find("shader_param/") == 0) { //backwards compatibility + pr = n.replace_first("shader_param/", ""); + } + } + if (pr) { r_ret = VisualServer::get_singleton()->material_get_param(_get_material(), pr); return true; @@ -223,6 +242,12 @@ void ShaderMaterial::_bind_methods() { void ShaderMaterial::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const { +#ifdef TOOLS_ENABLED + const String quote_style = EDITOR_DEF("text_editor/completion/use_single_quotes", 0) ? "'" : "\""; +#else + const String quote_style = "\""; +#endif + String f = p_function.operator String(); if ((f == "get_shader_param" || f == "set_shader_param") && p_idx == 0) { @@ -230,7 +255,7 @@ void ShaderMaterial::get_argument_options(const StringName &p_function, int p_id List<PropertyInfo> pl; shader->get_param_list(&pl); for (List<PropertyInfo>::Element *E = pl.front(); E; E = E->next()) { - r_options->push_back("\"" + E->get().name.replace_first("shader_param/", "") + "\""); + r_options->push_back(quote_style + E->get().name.replace_first("shader_param/", "") + quote_style); } } } @@ -258,7 +283,7 @@ ShaderMaterial::~ShaderMaterial() { ///////////////////////////////// Mutex *SpatialMaterial::material_mutex = NULL; -SelfList<SpatialMaterial>::List SpatialMaterial::dirty_materials; +SelfList<SpatialMaterial>::List *SpatialMaterial::dirty_materials = NULL; Map<SpatialMaterial::MaterialKey, SpatialMaterial::ShaderData> SpatialMaterial::shader_map; SpatialMaterial::ShaderNames *SpatialMaterial::shader_names = NULL; @@ -268,6 +293,8 @@ void SpatialMaterial::init_shaders() { material_mutex = Mutex::create(); #endif + dirty_materials = memnew(SelfList<SpatialMaterial>::List); + shader_names = memnew(ShaderNames); shader_names->albedo = "albedo"; @@ -299,6 +326,7 @@ void SpatialMaterial::init_shaders() { 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->grow = "grow"; @@ -347,12 +375,15 @@ void SpatialMaterial::finish_shaders() { memdelete(material_mutex); #endif + memdelete(dirty_materials); + dirty_materials = NULL; + memdelete(shader_names); } void SpatialMaterial::_update_shader() { - dirty_materials.remove(&element); + dirty_materials->remove(&element); MaterialKey mk = _compute_key(); if (mk.key == current_key.key) @@ -427,10 +458,8 @@ void SpatialMaterial::_update_shader() { if (flags[FLAG_USE_VERTEX_LIGHTING]) { code += ",vertex_lighting"; } - bool using_world = false; if (flags[FLAG_TRIPLANAR_USE_WORLD] && (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR])) { code += ",world_vertex_coords"; - using_world = true; } if (flags[FLAG_DONT_RECEIVE_SHADOWS]) { code += ",shadows_disabled"; @@ -441,6 +470,9 @@ void SpatialMaterial::_update_shader() { 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"; @@ -534,6 +566,7 @@ void SpatialMaterial::_update_shader() { 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 (flags[FLAG_UV1_USE_TRIPLANAR]) { code += "varying vec3 uv1_triplanar_pos;\n"; @@ -589,17 +622,17 @@ void SpatialMaterial::_update_shader() { code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],CAMERA_MATRIX[1],CAMERA_MATRIX[2],WORLD_MATRIX[3]);\n"; if (flags[FLAG_BILLBOARD_KEEP_SCALE]) { - code += "\tMODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz),0,0,0),vec4(0,length(WORLD_MATRIX[1].xyz),0,0),vec4(0,0,length(WORLD_MATRIX[2].xyz),0),vec4(0,0,0,1));\n"; + code += "\tMODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0),vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n"; } } break; case BILLBOARD_FIXED_Y: { - code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],WORLD_MATRIX[1],vec4(normalize(cross(CAMERA_MATRIX[0].xyz,WORLD_MATRIX[1].xyz)),0.0),WORLD_MATRIX[3]);\n"; + code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],WORLD_MATRIX[1],vec4(normalize(cross(CAMERA_MATRIX[0].xyz,WORLD_MATRIX[1].xyz)), 0.0),WORLD_MATRIX[3]);\n"; if (flags[FLAG_BILLBOARD_KEEP_SCALE]) { - code += "\tMODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz),0,0,0),vec4(0,1,0,0),vec4(0,0,length(WORLD_MATRIX[2].xyz),0),vec4(0,0,0,1));\n"; + code += "\tMODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, 1.0, 0.0, 0.0),vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"; } else { - code += "\tMODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(1,0,0,0),vec4(0,1.0/length(WORLD_MATRIX[1].xyz),0,0),vec4(0,0,1,0),vec4(0,0,0,1));\n"; + code += "\tMODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(1.0, 0.0, 0.0, 0.0),vec4(0.0, 1.0/length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0),vec4(0.0, 0.0, 0.0 ,1.0));\n"; } } break; case BILLBOARD_PARTICLES: { @@ -607,16 +640,22 @@ void SpatialMaterial::_update_shader() { //make billboard code += "\tmat4 mat_world = mat4(normalize(CAMERA_MATRIX[0])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[1])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[2])*length(WORLD_MATRIX[2]),WORLD_MATRIX[3]);\n"; //rotate by rotation - code += "\tmat_world = mat_world * mat4( vec4(cos(INSTANCE_CUSTOM.x),-sin(INSTANCE_CUSTOM.x),0.0,0.0), vec4(sin(INSTANCE_CUSTOM.x),cos(INSTANCE_CUSTOM.x),0.0,0.0),vec4(0.0,0.0,1.0,0.0),vec4(0.0,0.0,0.0,1.0));\n"; + code += "\tmat_world = mat_world * mat4( vec4(cos(INSTANCE_CUSTOM.x),-sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0),vec4(0.0, 0.0, 1.0, 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n"; //set modelview code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat_world;\n"; //handle animation - code += "\tint particle_total_frames = particles_anim_h_frames * particles_anim_v_frames;\n"; - code += "\tint particle_frame = int(INSTANCE_CUSTOM.z * float(particle_total_frames));\n"; - code += "\tif (particles_anim_loop) particle_frame=clamp(particle_frame,0,particle_total_frames-1); else particle_frame=abs(particle_frame)%particle_total_frames;\n"; - code += "\tUV /= vec2(float(particles_anim_h_frames),float(particles_anim_v_frames));\n"; - code += "\tUV += vec2(float(particle_frame % particles_anim_h_frames) / float(particles_anim_h_frames),float(particle_frame / particles_anim_h_frames) / float(particles_anim_v_frames));\n"; + code += "\tfloat h_frames = float(particles_anim_h_frames);\n"; + code += "\tfloat v_frames = float(particles_anim_v_frames);\n"; + code += "\tfloat particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);\n"; + code += "\tfloat particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));\n"; + code += "\tif (!particles_anim_loop) {\n"; + code += "\t\tparticle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n"; + code += "\t} else {\n"; + code += "\t\tparticle_frame = mod(particle_frame, particle_total_frames);\n"; + code += "\t}"; + code += "\tUV /= vec2(h_frames, v_frames);\n"; + code += "\tUV += vec2(mod(particle_frame, h_frames) / h_frames, floor(particle_frame / h_frames) / v_frames);\n"; } break; } @@ -649,9 +688,9 @@ void SpatialMaterial::_update_shader() { code += "\tTANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.z);\n"; code += "\tTANGENT = normalize(TANGENT);\n"; - code += "\tBINORMAL = vec3(0.0,1.0,0.0) * abs(NORMAL.x);\n"; - code += "\tBINORMAL+= vec3(0.0,0.0,-1.0) * abs(NORMAL.y);\n"; - code += "\tBINORMAL+= vec3(0.0,1.0,0.0) * abs(NORMAL.z);\n"; + code += "\tBINORMAL = vec3(0.0,-1.0,0.0) * abs(NORMAL.x);\n"; + code += "\tBINORMAL+= vec3(0.0,0.0,1.0) * abs(NORMAL.y);\n"; + code += "\tBINORMAL+= vec3(0.0,-1.0,0.0) * abs(NORMAL.z);\n"; code += "\tBINORMAL = normalize(BINORMAL);\n"; } @@ -697,9 +736,9 @@ void SpatialMaterial::_update_shader() { code += "\tvec2 base_uv2 = UV2;\n"; } - if (features[FEATURE_DEPTH_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) { //depthmap not supported with triplanar + if (!VisualServer::get_singleton()->is_low_end() && features[FEATURE_DEPTH_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) { //depthmap not supported with triplanar code += "\t{\n"; - code += "\t\tvec3 view_dir = normalize(normalize(-VERTEX)*mat3(TANGENT,-BINORMAL,NORMAL));\n"; //binormal is negative due to mikktpsace + 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 ;-) 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"; @@ -815,7 +854,7 @@ 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] || (distance_fade == DISTANCE_FADE_PIXEL_ALPHA) || proximity_fade_enabled) { + } 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) { code += "\tALPHA = albedo.a * albedo_tex.a;\n"; } @@ -827,43 +866,45 @@ void SpatialMaterial::_update_shader() { } if (distance_fade != DISTANCE_FADE_DISABLED) { - if (distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER) { - - code += "\t{\n"; - if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) { - code += "\t\tfloat fade_distance = abs((INV_CAMERA_MATRIX * WORLD_MATRIX[3]).z);\n"; - - } else { - code += "\t\tfloat fade_distance=-VERTEX.z;\n"; + if ((distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER)) { + + if (!VisualServer::get_singleton()->is_low_end()) { + code += "\t{\n"; + if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) { + code += "\t\tfloat fade_distance = abs((INV_CAMERA_MATRIX * WORLD_MATRIX[3]).z);\n"; + + } else { + code += "\t\tfloat fade_distance=-VERTEX.z;\n"; + } + + code += "\t\tfloat fade=clamp(smoothstep(distance_fade_min,distance_fade_max,fade_distance),0.0,1.0);\n"; + code += "\t\tint x = int(FRAGCOORD.x) % 4;\n"; + code += "\t\tint y = int(FRAGCOORD.y) % 4;\n"; + code += "\t\tint index = x + y * 4;\n"; + code += "\t\tfloat limit = 0.0;\n\n"; + code += "\t\tif (x < 8) {\n"; + code += "\t\t\tif (index == 0) limit = 0.0625;\n"; + code += "\t\t\tif (index == 1) limit = 0.5625;\n"; + code += "\t\t\tif (index == 2) limit = 0.1875;\n"; + code += "\t\t\tif (index == 3) limit = 0.6875;\n"; + code += "\t\t\tif (index == 4) limit = 0.8125;\n"; + code += "\t\t\tif (index == 5) limit = 0.3125;\n"; + code += "\t\t\tif (index == 6) limit = 0.9375;\n"; + code += "\t\t\tif (index == 7) limit = 0.4375;\n"; + code += "\t\t\tif (index == 8) limit = 0.25;\n"; + code += "\t\t\tif (index == 9) limit = 0.75;\n"; + code += "\t\t\tif (index == 10) limit = 0.125;\n"; + code += "\t\t\tif (index == 11) limit = 0.625;\n"; + code += "\t\t\tif (index == 12) limit = 1.0;\n"; + code += "\t\t\tif (index == 13) limit = 0.5;\n"; + code += "\t\t\tif (index == 14) limit = 0.875;\n"; + code += "\t\t\tif (index == 15) limit = 0.375;\n"; + code += "\t\t}\n\n"; + code += "\tif (fade < limit)\n"; + code += "\t\tdiscard;\n"; + code += "\t}\n\n"; } - code += "\t\tfloat fade=clamp(smoothstep(distance_fade_min,distance_fade_max,fade_distance),0.0,1.0);\n"; - code += "\t\tint x = int(FRAGCOORD.x) % 4;\n"; - code += "\t\tint y = int(FRAGCOORD.y) % 4;\n"; - code += "\t\tint index = x + y * 4;\n"; - code += "\t\tfloat limit = 0.0;\n\n"; - code += "\t\tif (x < 8) {\n"; - code += "\t\t\tif (index == 0) limit = 0.0625;\n"; - code += "\t\t\tif (index == 1) limit = 0.5625;\n"; - code += "\t\t\tif (index == 2) limit = 0.1875;\n"; - code += "\t\t\tif (index == 3) limit = 0.6875;\n"; - code += "\t\t\tif (index == 4) limit = 0.8125;\n"; - code += "\t\t\tif (index == 5) limit = 0.3125;\n"; - code += "\t\t\tif (index == 6) limit = 0.9375;\n"; - code += "\t\t\tif (index == 7) limit = 0.4375;\n"; - code += "\t\t\tif (index == 8) limit = 0.25;\n"; - code += "\t\t\tif (index == 9) limit = 0.75;\n"; - code += "\t\t\tif (index == 10) limit = 0.125;\n"; - code += "\t\t\tif (index == 11) limit = 0.625;\n"; - code += "\t\t\tif (index == 12) limit = 1.0;\n"; - code += "\t\t\tif (index == 13) limit = 0.5;\n"; - code += "\t\t\tif (index == 14) limit = 0.875;\n"; - code += "\t\t\tif (index == 15) limit = 0.375;\n"; - code += "\t\t}\n\n"; - code += "\tif (fade < limit)\n"; - code += "\t\tdiscard;\n"; - code += "\t}\n\n"; - } else { code += "\tALPHA*=clamp(smoothstep(distance_fade_min,distance_fade_max,-VERTEX.z),0.0,1.0);\n"; } @@ -1000,9 +1041,9 @@ void SpatialMaterial::flush_changes() { if (material_mutex) material_mutex->lock(); - while (dirty_materials.first()) { + while (dirty_materials->first()) { - dirty_materials.first()->self()->_update_shader(); + dirty_materials->first()->self()->_update_shader(); } if (material_mutex) @@ -1015,7 +1056,7 @@ void SpatialMaterial::_queue_shader_change() { material_mutex->lock(); if (!element.in_list()) { - dirty_materials.add(&element); + dirty_materials->add(&element); } if (material_mutex) @@ -1313,7 +1354,7 @@ void SpatialMaterial::set_flag(Flags p_flag, bool p_enabled) { return; flags[p_flag] = p_enabled; - if (p_flag == FLAG_USE_ALPHA_SCISSOR) { + if ((p_flag == FLAG_USE_ALPHA_SCISSOR) || (p_flag == FLAG_UNSHADED) || (p_flag == FLAG_USE_SHADOW_TO_OPACITY)) { _change_notify(); } _queue_shader_change(); @@ -1371,6 +1412,12 @@ void SpatialMaterial::_validate_feature(const String &text, Feature feature, Pro } } +void SpatialMaterial::_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 { _validate_feature("normal", FEATURE_NORMAL_MAPPING, property); _validate_feature("emission", FEATURE_EMISSION, property); @@ -1384,6 +1431,12 @@ void SpatialMaterial::_validate_property(PropertyInfo &property) const { _validate_feature("refraction", FEATURE_REFRACTION, property); _validate_feature("detail", FEATURE_DETAIL, property); + _validate_high_end("refraction", property); + _validate_high_end("subsurf_scatter", property); + _validate_high_end("anisotropy", property); + _validate_high_end("clearcoat", property); + _validate_high_end("depth", property); + if (property.name.begins_with("particles_anim_") && billboard_mode != BILLBOARD_PARTICLES) { property.usage = 0; } @@ -1407,6 +1460,48 @@ void SpatialMaterial::_validate_property(PropertyInfo &property) const { if ((property.name == "depth_min_layers" || property.name == "depth_max_layers") && !deep_parallax) { property.usage = 0; } + + if (flags[FLAG_UNSHADED]) { + if (property.name.begins_with("anisotropy")) { + property.usage = 0; + } + + if (property.name.begins_with("ao")) { + property.usage = 0; + } + + if (property.name.begins_with("clearcoat")) { + 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("normal")) { + 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("transmission")) { + property.usage = 0; + } + } } void SpatialMaterial::set_line_width(float p_line_width) { @@ -1529,13 +1624,13 @@ int SpatialMaterial::get_particles_anim_v_frames() const { return particles_anim_v_frames; } -void SpatialMaterial::set_particles_anim_loop(int p_frames) { +void SpatialMaterial::set_particles_anim_loop(bool p_loop) { - particles_anim_loop = p_frames; - VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_loop, p_frames); + particles_anim_loop = p_loop; + VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_loop, particles_anim_loop); } -int SpatialMaterial::get_particles_anim_loop() const { +bool SpatialMaterial::get_particles_anim_loop() const { return particles_anim_loop; } @@ -1572,6 +1667,28 @@ int SpatialMaterial::get_depth_deep_parallax_max_layers() const { return deep_parallax_max_layers; } +void SpatialMaterial::set_depth_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)); +} + +bool SpatialMaterial::get_depth_deep_parallax_flip_tangent() const { + + return depth_parallax_flip_tangent; +} + +void SpatialMaterial::set_depth_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)); +} + +bool SpatialMaterial::get_depth_deep_parallax_flip_binormal() const { + + return depth_parallax_flip_binormal; +} + void SpatialMaterial::set_grow_enabled(bool p_enable) { grow_enabled = p_enable; _queue_shader_change(); @@ -1655,7 +1772,7 @@ SpatialMaterial::TextureChannel SpatialMaterial::get_refraction_texture_channel( 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) { +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) { int version = 0; if (p_shaded) @@ -1668,6 +1785,10 @@ RID SpatialMaterial::get_material_rid_for_2d(bool p_shaded, bool p_transparent, version |= 8; if (p_double_sided) version |= 16; + if (p_billboard) + version |= 32; + if (p_billboard_y) + version |= 64; if (materials_for_2d[version].is_valid()) { return materials_for_2d[version]->get_rid(); @@ -1683,6 +1804,11 @@ RID SpatialMaterial::get_material_rid_for_2d(bool p_shaded, bool p_transparent, 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) { + material->set_billboard_mode(BILLBOARD_ENABLED); + } else if (p_billboard_y) { + material->set_billboard_mode(BILLBOARD_FIXED_Y); + } materials_for_2d[version] = material; @@ -1886,7 +2012,7 @@ void SpatialMaterial::_bind_methods() { 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", "frames"), &SpatialMaterial::set_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_depth_deep_parallax", "enable"), &SpatialMaterial::set_depth_deep_parallax); @@ -1898,6 +2024,12 @@ void SpatialMaterial::_bind_methods() { 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_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_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"), &SpatialMaterial::set_grow); ClassDB::bind_method(D_METHOD("get_grow"), &SpatialMaterial::get_grow); @@ -1942,6 +2074,7 @@ void SpatialMaterial::_bind_methods() { 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); @@ -1967,7 +2100,7 @@ void SpatialMaterial::_bind_methods() { 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, "-16,10,0.01"), "set_grow", "get_grow"); + 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_"); @@ -1993,7 +2126,7 @@ void SpatialMaterial::_bind_methods() { ADD_GROUP("Emission", "emission_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "emission_enabled"), "set_feature", "get_feature", FEATURE_EMISSION); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "emission", PROPERTY_HINT_COLOR_NO_ALPHA), "set_emission", "get_emission"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "emission_energy", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_emission_energy", "get_emission_energy"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "emission_energy", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_emission_energy", "get_emission_energy"); ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_operator", PROPERTY_HINT_ENUM, "Add,Multiply"), "set_emission_operator", "get_emission_operator"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "emission_on_uv2"), "set_flag", "get_flag", FLAG_EMISSION_ON_UV2); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "emission_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_EMISSION); @@ -2033,6 +2166,8 @@ void SpatialMaterial::_bind_methods() { 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, "Texture"), "set_texture", "get_texture", TEXTURE_DEPTH); ADD_GROUP("Subsurf Scatter", "subsurf_scatter_"); @@ -2073,11 +2208,11 @@ void SpatialMaterial::_bind_methods() { 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, "0,4096,0.1"), "set_proximity_fade_distance", "get_proximity_fade_distance"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "proximity_fade_distance", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_proximity_fade_distance", "get_proximity_fade_distance"); ADD_GROUP("Distance Fade", "distance_fade_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "distance_fade_mode", PROPERTY_HINT_ENUM, "Disabled,PixelAlpha,PixelDither,ObjectDither"), "set_distance_fade", "get_distance_fade"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "distance_fade_min_distance", PROPERTY_HINT_RANGE, "0,4096,0.1"), "set_distance_fade_min_distance", "get_distance_fade_min_distance"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "distance_fade_max_distance", PROPERTY_HINT_RANGE, "0,4096,0.1"), "set_distance_fade_max_distance", "get_distance_fade_max_distance"); + 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(TEXTURE_ALBEDO); BIND_ENUM_CONSTANT(TEXTURE_METALLIC); @@ -2146,6 +2281,7 @@ void SpatialMaterial::_bind_methods() { 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_MAX); BIND_ENUM_CONSTANT(DIFFUSE_BURLEY); @@ -2232,8 +2368,11 @@ 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 detail_uv = DETAIL_UV_1; blend_mode = BLEND_MODE_MIX; |