diff options
Diffstat (limited to 'scene/resources')
-rw-r--r-- | scene/resources/canvas.cpp | 46 | ||||
-rw-r--r-- | scene/resources/canvas.h | 48 | ||||
-rw-r--r-- | scene/resources/sky_material.cpp | 2 | ||||
-rw-r--r-- | scene/resources/space_2d.cpp | 66 | ||||
-rw-r--r-- | scene/resources/space_2d.h | 56 | ||||
-rw-r--r-- | scene/resources/visual_shader.cpp | 56 |
6 files changed, 54 insertions, 220 deletions
diff --git a/scene/resources/canvas.cpp b/scene/resources/canvas.cpp deleted file mode 100644 index 1dbd02ea28..0000000000 --- a/scene/resources/canvas.cpp +++ /dev/null @@ -1,46 +0,0 @@ -/*************************************************************************/ -/* canvas.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2020 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 */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#include "canvas.h" -#include "servers/visual_server.h" - -RID Canvas::get_rid() const { - - return canvas; -} - -Canvas::Canvas() { - - canvas = VisualServer::get_singleton()->canvas_create(); -} - -Canvas::~Canvas() { - VisualServer::get_singleton()->free(canvas); -} diff --git a/scene/resources/canvas.h b/scene/resources/canvas.h deleted file mode 100644 index 621911fe0a..0000000000 --- a/scene/resources/canvas.h +++ /dev/null @@ -1,48 +0,0 @@ -/*************************************************************************/ -/* canvas.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2020 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 */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#ifndef CANVAS_H -#define CANVAS_H - -#include "core/resource.h" - -class Canvas : public Resource { - - GDCLASS(Canvas, Resource); - - RID canvas; - -public: - virtual RID get_rid() const; - Canvas(); - ~Canvas(); -}; - -#endif // CANVAS_H diff --git a/scene/resources/sky_material.cpp b/scene/resources/sky_material.cpp index 5d8ceacbf2..c3e51460c6 100644 --- a/scene/resources/sky_material.cpp +++ b/scene/resources/sky_material.cpp @@ -293,6 +293,8 @@ ProceduralSkyMaterial::ProceduralSkyMaterial() { } ProceduralSkyMaterial::~ProceduralSkyMaterial() { + VS::get_singleton()->free(shader); + VS::get_singleton()->material_set_shader(_get_material(), RID()); } ///////////////////////////////////////// diff --git a/scene/resources/space_2d.cpp b/scene/resources/space_2d.cpp deleted file mode 100644 index 376e926548..0000000000 --- a/scene/resources/space_2d.cpp +++ /dev/null @@ -1,66 +0,0 @@ -/*************************************************************************/ -/* space_2d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2020 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 */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#include "space_2d.h" - -RID Space2D::get_rid() const { - - return space; -} - -void Space2D::set_active(bool p_active) { - - active = p_active; - Physics2DServer::get_singleton()->space_set_active(space, active); -} - -bool Space2D::is_active() const { - - return active; -} - -void Space2D::_bind_methods() { - - ClassDB::bind_method(D_METHOD("set_active", "active"), &Space2D::set_active); - ClassDB::bind_method(D_METHOD("is_active"), &Space2D::is_active); - - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "active"), "set_active", "is_active"); -} - -Space2D::Space2D() { - - active = false; - space = Physics2DServer::get_singleton()->space_create(); -} - -Space2D::~Space2D() { - - Physics2DServer::get_singleton()->free(space); -} diff --git a/scene/resources/space_2d.h b/scene/resources/space_2d.h deleted file mode 100644 index ff88c40348..0000000000 --- a/scene/resources/space_2d.h +++ /dev/null @@ -1,56 +0,0 @@ -/*************************************************************************/ -/* space_2d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2020 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 */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#ifndef SPACE_2D_H -#define SPACE_2D_H - -#include "core/resource.h" -#include "servers/physics_2d_server.h" - -class Space2D : public Resource { - - GDCLASS(Space2D, Resource); - bool active; - RID space; - -protected: - static void _bind_methods(); - -public: - void set_active(bool p_active); - bool is_active() const; - - virtual RID get_rid() const; - - Space2D(); - ~Space2D(); -}; - -#endif // SPACE_2D_H diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp index 407325c199..fecef88792 100644 --- a/scene/resources/visual_shader.cpp +++ b/scene/resources/visual_shader.cpp @@ -1034,7 +1034,7 @@ bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const { void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const { //mode - p_list->push_back(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Spatial,CanvasItem,Particles")); + p_list->push_back(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Spatial,CanvasItem,Particles,Sky")); //render modes Map<String, String> blend_mode_enums; @@ -1299,8 +1299,8 @@ void VisualShader::_update_shader() const { StringBuilder code; Vector<VisualShader::DefaultTextureParam> default_tex_params; Set<StringName> classes; - List<int> insertion_pos; - static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial", "canvas_item", "particles" }; + Map<int, int> insertion_pos; + static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial", "canvas_item", "particles", "sky" }; global_code += String() + "shader_type " + shader_mode_str[shader_mode] + ";\n"; @@ -1357,6 +1357,11 @@ void VisualShader::_update_shader() const { String global_expressions; for (int i = 0, index = 0; i < TYPE_MAX; i++) { + + if (!ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader_mode)).has(func_name[i])) { + continue; + } + for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) { Ref<VisualShaderNodeGlobalExpression> global_expression = Object::cast_to<VisualShaderNodeGlobalExpression>(E->get().node.ptr()); if (global_expression.is_valid()) { @@ -1373,6 +1378,10 @@ void VisualShader::_update_shader() const { for (int i = 0; i < TYPE_MAX; i++) { + if (!ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader_mode)).has(func_name[i])) { + continue; + } + //make it faster to go around through shader VMap<ConnectionKey, const List<Connection>::Element *> input_connections; VMap<ConnectionKey, const List<Connection>::Element *> output_connections; @@ -1396,7 +1405,7 @@ void VisualShader::_update_shader() const { Set<int> processed; Error err = _write_node(Type(i), global_code, global_code_per_node, global_code_per_func, code, default_tex_params, input_connections, output_connections, NODE_ID_OUTPUT, processed, false, classes); ERR_FAIL_COND(err != OK); - insertion_pos.push_back(code.get_string_length()); + insertion_pos.insert(i, code.get_string_length()); code += "}\n"; } @@ -1408,6 +1417,9 @@ void VisualShader::_update_shader() const { final_code += global_expressions; String tcode = code; for (int i = 0; i < TYPE_MAX; i++) { + if (!ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader_mode)).has(func_name[i])) { + continue; + } tcode = tcode.insert(insertion_pos[i], global_code_per_func[Type(i)]); } final_code += tcode; @@ -1643,6 +1655,38 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, + + // Sky, Fragment + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_cubemap_pass", "AT_CUBEMAP_PASS" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_half_res_pass", "AT_HALF_RES_PASS" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_quarter_res_pass", "AT_QUARTER_RES_PASS" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "eyedir", "EYEDIR" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "half_res_color", "HALF_RES_COLOR.rgb" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "half_res_alpha", "HALF_RES_COLOR.a" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light0_color", "LIGHT0_COLOR" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light0_direction", "LIGHT0_DIRECTION" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light0_enabled", "LIGHT0_ENABLED" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light0_energy", "LIGHT0_ENERGY" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light1_color", "LIGHT1_COLOR" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light1_direction", "LIGHT1_DIRECTION" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light1_enabled", "LIGHT1_ENABLED" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light1_energy", "LIGHT1_ENERGY" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light2_color", "LIGHT2_COLOR" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light2_direction", "LIGHT2_DIRECTION" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light2_enabled", "LIGHT2_ENABLED" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light2_energy", "LIGHT2_ENERGY" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light3_color", "LIGHT3_COLOR" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light3_direction", "LIGHT3_DIRECTION" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light3_enabled", "LIGHT3_ENABLED" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light3_energy", "LIGHT3_ENERGY" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "position", "POSITION" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "quarter_res_color", "QUARTER_RES_COLOR.rgb" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "quarter_res_alpha", "QUARTER_RES_COLOR.a" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "radiance", "RADIANCE" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "sky_coords", "vec3(SKY_COORDS, 0.0)" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, + { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, NULL, NULL }, }; @@ -1986,6 +2030,10 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = { { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" }, + // Sky, Fragment + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" }, + { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, NULL, NULL }, }; |