diff options
Diffstat (limited to 'servers/visual/rasterizer.cpp')
-rw-r--r-- | servers/visual/rasterizer.cpp | 127 |
1 files changed, 87 insertions, 40 deletions
diff --git a/servers/visual/rasterizer.cpp b/servers/visual/rasterizer.cpp index e21848eac2..e242744867 100644 --- a/servers/visual/rasterizer.cpp +++ b/servers/visual/rasterizer.cpp @@ -134,23 +134,8 @@ RID Rasterizer::_create_shader(const FixedMaterialShaderKey& p_key) { dcode+="uniform texture fmp_detail_tex;\n"; dcode+="uniform float fmp_detail;\n"; dcode+="color detail=tex( fmp_detail_tex,"+_TEXUVSTR(VS::FIXED_MATERIAL_PARAM_DETAIL)+");\n"; - - switch(p_key.detail_blend) { - - case VS::MATERIAL_BLEND_MODE_MIX: - - dcode+="diffuse=vec4(mix(diffuse.rgb,detail.rgb,detail.a*fmp_detail),diffuse.a);\n"; - break; - case VS::MATERIAL_BLEND_MODE_ADD: - dcode+="diffuse=vec4(diffuse.rgb+detail.rgb*fmp_detail,diffuse.a);\n"; - break; - case VS::MATERIAL_BLEND_MODE_SUB: - dcode+="diffuse=vec4(diffuse.rgb+detail.rgb*fmp_detail,diffuse.a);\n"; - break; - case VS::MATERIAL_BLEND_MODE_MUL: - dcode+="diffuse=diffuse*mix(vec4(1,1,1,1),detail,fmp_detail);\n"; - break; - } + //aways mix + dcode+="diffuse=vec4(mix(diffuse.rgb,detail.rgb,detail.a*fmp_detail),diffuse.a);\n"; code+=dcode; } @@ -223,6 +208,22 @@ RID Rasterizer::_create_shader(const FixedMaterialShaderKey& p_key) { code+="GLOW=glow;\n"; + if (p_key.texture_mask&(1<<VS::FIXED_MATERIAL_PARAM_SHADE_PARAM)) { + + String scode; + scode+="uniform texture fmp_shade_param_tex;\n"; + scode+="SHADE_PARAM=tex( fmp_shade_param_tex,"+_TEXUVSTR(VS::FIXED_MATERIAL_PARAM_SHADE_PARAM)+").r;\n"; + code+=scode; + } else { + + String scode; + scode+="uniform float fmp_shade_param;\n"; + scode+="SHADE_PARAM=fmp_shade_param;\n"; + code+=scode; + + } + + //print_line("**FRAGMENT SHADER GENERATED code: \n"+code); String vcode; @@ -235,12 +236,58 @@ RID Rasterizer::_create_shader(const FixedMaterialShaderKey& p_key) { // vcode+="POINT_SIZE=10.0;\n"; } + String lcode; + + switch(p_key.light_shader) { + + case VS::FIXED_MATERIAL_LIGHT_SHADER_LAMBERT: { + //do nothing + + } break; + case VS::FIXED_MATERIAL_LIGHT_SHADER_WRAP: { + + lcode+="float NdotL = max(0.0,((dot( NORMAL, LIGHT_DIR )+SHADE_PARAM)/(1.0+SHADE_PARAM)));"; + lcode+="vec3 half_vec = normalize(LIGHT_DIR + EYE_VEC);"; + lcode+="float eye_light = max(dot(NORMAL, half_vec),0.0);"; + lcode+="LIGHT = LIGHT_DIFFUSE * DIFFUSE * NdotL;"; + lcode+="if (NdotL > 0.0) {"; + lcode+="\tLIGHT+=LIGHT_SPECULAR * SPECULAR * pow( eye_light, SPECULAR_EXP );"; + lcode+="};"; + + } break; + case VS::FIXED_MATERIAL_LIGHT_SHADER_VELVET: { + lcode+="float NdotL = max(0.0,dot( NORMAL, LIGHT_DIR ));"; + lcode+="vec3 half_vec = normalize(LIGHT_DIR + EYE_VEC);"; + lcode+="float eye_light = max(dot(NORMAL, half_vec),0.0);"; + lcode+="LIGHT = LIGHT_DIFFUSE * DIFFUSE * NdotL;"; + lcode+="float rim = (1.0-abs(dot(NORMAL,vec3(0,0,1))))*SHADE_PARAM;"; + lcode+="LIGHT += LIGHT_DIFFUSE * DIFFUSE * rim;"; + lcode+="if (NdotL > 0.0) {"; + lcode+="\tLIGHT+=LIGHT_SPECULAR * SPECULAR * pow( eye_light, SPECULAR_EXP );"; + lcode+="};"; + + + } break; + case VS::FIXED_MATERIAL_LIGHT_SHADER_TOON: { + + lcode+="float NdotL = dot( NORMAL, LIGHT_DIR );"; + lcode+="vec3 light_ref = reflect( LIGHT_DIR, NORMAL );"; + lcode+="float eye_light = clamp( dot( light_ref, vec3(0,0,0)-EYE_VEC), 0.0, 1.0 );"; + lcode+="float NdotL_diffuse = smoothstep( max( SHADE_PARAM-0.05, 0.0-1.0), min( SHADE_PARAM+0.05, 1.0), NdotL );"; + lcode+="float spec_radius=clamp((1.0-(SPECULAR_EXP/64.0)),0.0,1.0);"; + lcode+="float NdotL_specular = smoothstep( max( spec_radius-0.05, 0.0), min( spec_radius+0.05, 1.0), eye_light )*max(NdotL,0);"; + lcode+="LIGHT = NdotL_diffuse * LIGHT_DIFFUSE*DIFFUSE + NdotL_specular * LIGHT_SPECULAR*SPECULAR;"; + + } break; + + } + //print_line("**VERTEX SHADER GENERATED code: \n"+vcode); double tf = (OS::get_singleton()->get_ticks_usec()-t)/1000.0; // print_line("generate: "+rtos(tf)); - shader_set_code(fms.shader,vcode,code,0,0); + shader_set_code(fms.shader,vcode,code,lcode,0,0); fixed_material_shaders[p_key]=fms; return fms.shader; @@ -389,28 +436,6 @@ RID Rasterizer::fixed_material_get_texture(RID p_material,VS::FixedMaterialParam return fm.texture[p_parameter]; } -void Rasterizer::fixed_material_set_detail_blend_mode(RID p_material,VS::MaterialBlendMode p_mode){ - - Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material); - ERR_FAIL_COND(!E); - FixedMaterial &fm=*E->get(); - - - fm.get_key(); - ERR_FAIL_INDEX(p_mode,4); - fm.detail_blend=p_mode; - if (!fm.dirty_list.in_list()) - fixed_material_dirty_list.add( &fm.dirty_list ); - -} -VS::MaterialBlendMode Rasterizer::fixed_material_get_detail_blend_mode(RID p_material) const{ - - const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material); - ERR_FAIL_COND_V(!E,VS::MATERIAL_BLEND_MODE_MIX); - const FixedMaterial &fm=*E->get(); - - return fm.detail_blend; -} void Rasterizer::fixed_material_set_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode) { @@ -462,6 +487,28 @@ Transform Rasterizer::fixed_material_get_uv_transform(RID p_material) const { return fm.uv_xform; } +void Rasterizer::fixed_material_set_light_shader(RID p_material,VS::FixedMaterialLightShader p_shader) { + + Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material); + ERR_FAIL_COND(!E); + FixedMaterial &fm=*E->get(); + + fm.light_shader=p_shader; + + if (!fm.dirty_list.in_list()) + fixed_material_dirty_list.add( &fm.dirty_list ); + +} + +VS::FixedMaterialLightShader Rasterizer::fixed_material_get_light_shader(RID p_material) const { + + const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material); + ERR_FAIL_COND_V(!E,VS::FIXED_MATERIAL_LIGHT_SHADER_LAMBERT); + const FixedMaterial &fm=*E->get(); + + return fm.light_shader; +} + void Rasterizer::fixed_material_set_point_size(RID p_material,float p_size) { Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material); |