From 52308aba68516d4b4ca29a176d6053cf3f623ce4 Mon Sep 17 00:00:00 2001 From: Juan Linietsky Date: Wed, 24 Jun 2015 18:15:43 -0300 Subject: ability to change shadow color in light2d --- drivers/gles2/rasterizer_gles2.cpp | 1 + drivers/gles2/shaders/canvas.glsl | 4 +++- 2 files changed, 4 insertions(+), 1 deletion(-) (limited to 'drivers') diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index efc92c5d9f..9d0e0ce0cc 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -9536,6 +9536,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_TEXTURE,max_texture_units-3); canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX,light->shadow_matrix_cache); canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult); + canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR,light->shadow_color); } diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl index 669ae44621..e297b328cd 100644 --- a/drivers/gles2/shaders/canvas.glsl +++ b/drivers/gles2/shaders/canvas.glsl @@ -152,6 +152,7 @@ uniform vec4 modulate; uniform sampler2D light_texture; uniform vec4 light_color; +uniform vec4 light_shadow_color; uniform float light_height; varying vec4 light_uv_interp; @@ -379,7 +380,8 @@ LIGHT_SHADER_CODE #if defined(USE_LIGHT_SHADOW_COLOR) color=mix(shadow_color,color,shadow_attenuation); #else - color*=shadow_attenuation; + //color*=shadow_attenuation; + color=mix(light_shadow_color,color,shadow_attenuation); #endif //use shadows #endif -- cgit v1.2.3 From 85e49d4e75eea3f32253704d41621b83409b7898 Mon Sep 17 00:00:00 2001 From: romulox_x Date: Thu, 25 Jun 2015 14:51:21 -0700 Subject: added support for mirrored repeat texture wrapping --- drivers/gles2/rasterizer_gles2.cpp | 24 ++++++++++++++++++------ 1 file changed, 18 insertions(+), 6 deletions(-) (limited to 'drivers') diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index 9d0e0ce0cc..d3a5f3b5bc 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -1013,10 +1013,16 @@ void RasterizerGLES2::texture_set_data(RID p_texture,const Image& p_image,VS::Cu bool force_clamp_to_edge = !(texture->flags&VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) && (nearest_power_of_2(texture->alloc_height)!=texture->alloc_height || nearest_power_of_2(texture->alloc_width)!=texture->alloc_width); - if (!force_clamp_to_edge && texture->flags&VS::TEXTURE_FLAG_REPEAT && texture->target != GL_TEXTURE_CUBE_MAP) { + if (!force_clamp_to_edge && (texture->flags&VS::TEXTURE_FLAG_REPEAT || texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT) && texture->target != GL_TEXTURE_CUBE_MAP) { - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); + if (texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT){ + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT ); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT ); + } + else{ + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); + } } else { //glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE ); @@ -1270,10 +1276,16 @@ void RasterizerGLES2::texture_set_flags(RID p_texture,uint32_t p_flags) { bool force_clamp_to_edge = !(p_flags&VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) && (nearest_power_of_2(texture->alloc_height)!=texture->alloc_height || nearest_power_of_2(texture->alloc_width)!=texture->alloc_width); - if (!force_clamp_to_edge && texture->flags&VS::TEXTURE_FLAG_REPEAT && texture->target != GL_TEXTURE_CUBE_MAP) { + if (!force_clamp_to_edge && (texture->flags&VS::TEXTURE_FLAG_REPEAT || texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT) && texture->target != GL_TEXTURE_CUBE_MAP) { - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); + if (texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT){ + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT ); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT ); + } + else { + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); + } } else { //glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE ); glTexParameterf( texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); -- cgit v1.2.3 From acb5cdb5744711beefc7d353aa51cb1d6b148c6a Mon Sep 17 00:00:00 2001 From: romulox_x Date: Thu, 25 Jun 2015 15:41:12 -0700 Subject: forgot to add mirroredrepeat flag to flags file. fixed. --- drivers/png/resource_saver_png.cpp | 3 +++ 1 file changed, 3 insertions(+) (limited to 'drivers') diff --git a/drivers/png/resource_saver_png.cpp b/drivers/png/resource_saver_png.cpp index 8524aa2121..76e0c03c46 100644 --- a/drivers/png/resource_saver_png.cpp +++ b/drivers/png/resource_saver_png.cpp @@ -75,6 +75,9 @@ Error ResourceSaverPNG::save(const String &p_path,const RES& p_resource,uint32_t if (bool(texture->get_flags()&Texture::FLAG_CONVERT_TO_LINEAR)) { text+="tolinear=true\n"; } + if (bool(texture->get_flags()&Texture::FLAG_MIRRORED_REPEAT)) { + text+="mirroredrepeat=true\n"; + } if (text!="" || FileAccess::exists(p_path+".flags")) { -- cgit v1.2.3