diff options
Diffstat (limited to 'servers/visual/rasterizer.h')
-rw-r--r-- | servers/visual/rasterizer.h | 24 |
1 files changed, 11 insertions, 13 deletions
diff --git a/servers/visual/rasterizer.h b/servers/visual/rasterizer.h index dc43a78984..2b02a81a44 100644 --- a/servers/visual/rasterizer.h +++ b/servers/visual/rasterizer.h @@ -51,7 +51,7 @@ protected: struct { uint16_t texcoord_mask; uint8_t texture_mask; - uint8_t detail_blend:2; + uint8_t light_shader:2; bool use_alpha:1; bool use_color_array:1; bool use_pointsize:1; @@ -85,7 +85,7 @@ protected: bool use_pointsize; float point_size; Transform uv_xform; - VS::MaterialBlendMode detail_blend; + VS::FixedMaterialLightShader light_shader; RID texture[VS::FIXED_MATERIAL_PARAM_MAX]; Variant param[VS::FIXED_MATERIAL_PARAM_MAX]; VS::FixedMaterialTexCoordMode texture_tc[VS::FIXED_MATERIAL_PARAM_MAX]; @@ -103,7 +103,7 @@ protected: k.use_color_array=use_color_array; k.use_pointsize=use_pointsize; k.discard_alpha=discard_alpha; - k.detail_blend=detail_blend; + k.light_shader=light_shader; k.valid=true; for(int i=0;i<VS::FIXED_MATERIAL_PARAM_MAX;i++) { if (texture[i].is_valid()) { @@ -124,7 +124,7 @@ protected: use_pointsize=false; discard_alpha=false; point_size=1.0; - detail_blend=VS::MATERIAL_BLEND_MODE_MIX; + light_shader=VS::FIXED_MATERIAL_LIGHT_SHADER_LAMBERT; for(int i=0;i<VS::FIXED_MATERIAL_PARAM_MAX;i++) { texture_tc[i]=VS::FIXED_MATERIAL_TEXCOORD_UV; } @@ -192,9 +192,10 @@ public: virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode)=0; virtual VS::ShaderMode shader_get_mode(RID p_shader) const=0; - virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs=0,int p_fragment_ofs=0)=0; + virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs=0,int p_fragment_ofs=0,int p_light_ofs=0)=0; virtual String shader_get_fragment_code(RID p_shader) const=0; virtual String shader_get_vertex_code(RID p_shader) const=0; + virtual String shader_get_light_code(RID p_shader) const=0; virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const=0; @@ -211,11 +212,8 @@ public: virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled)=0; virtual bool material_get_flag(RID p_material,VS::MaterialFlag p_flag) const=0; - virtual void material_set_hint(RID p_material, VS::MaterialHint p_hint,bool p_enabled)=0; - virtual bool material_get_hint(RID p_material,VS::MaterialHint p_hint) const=0; - - virtual void material_set_shade_model(RID p_material, VS::MaterialShadeModel p_model)=0; - virtual VS::MaterialShadeModel material_get_shade_model(RID p_material) const=0; + virtual void material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode)=0; + virtual VS::MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const=0; virtual void material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode)=0; virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const=0; @@ -237,15 +235,15 @@ public: virtual void fixed_material_set_texture(RID p_material,VS::FixedMaterialParam p_parameter, RID p_texture); virtual RID fixed_material_get_texture(RID p_material,VS::FixedMaterialParam p_parameter) const; - virtual void fixed_material_set_detail_blend_mode(RID p_material,VS::MaterialBlendMode p_mode); - virtual VS::MaterialBlendMode fixed_material_get_detail_blend_mode(RID p_material) const; - virtual void fixed_material_set_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode); virtual VS::FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter) const; virtual void fixed_material_set_uv_transform(RID p_material,const Transform& p_transform); virtual Transform fixed_material_get_uv_transform(RID p_material) const; + virtual void fixed_material_set_light_shader(RID p_material,VS::FixedMaterialLightShader p_shader); + virtual VS::FixedMaterialLightShader fixed_material_get_light_shader(RID p_material) const; + virtual void fixed_material_set_point_size(RID p_material,float p_size); virtual float fixed_material_get_point_size(RID p_material) const; |