mirror of
https://github.com/godotengine/godot.git
synced 2024-11-24 21:22:48 +00:00
Misc Fixes
========== -NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk) -WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store -Feaures in the new tutorials are all present in the sourcecode -This (hopefully) should get rid of the animation list order getting corrupted -Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing? -In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource -Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
This commit is contained in:
parent
1cc96a4d74
commit
2af2a84a03
@ -176,7 +176,7 @@ public:
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vs->camera_set_transform(camera, Transform( Matrix3(), Vector3(0,0,2 ) ) );
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RID lightaux = vs->light_create( VisualServer::LIGHT_DIRECTIONAL );
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vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.3,0.3,0.3) );
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//vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.3,0.3,0.3) );
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light = vs->instance_create2( lightaux,scenario );
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vs->instance_set_transform(light,Transform(Matrix3(Vector3(0.1,0.4,0.7).normalized(),0.9)));
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@ -407,7 +407,7 @@ public:
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RID cylinder_material = vs->fixed_material_create();
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vs->fixed_material_set_param( cylinder_material, VisualServer::FIXED_MATERIAL_PARAM_DIFFUSE, Color(0.8,0.2,0.9));
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vs->material_set_flag( cylinder_material, VisualServer::MATERIAL_FLAG_ONTOP,true);
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vs->material_set_flag( cylinder_material, VisualServer::MATERIAL_FLAG_WIREFRAME,true);
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//vs->material_set_flag( cylinder_material, VisualServer::MATERIAL_FLAG_WIREFRAME,true);
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vs->material_set_flag( cylinder_material, VisualServer::MATERIAL_FLAG_DOUBLE_SIDED,true);
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vs->material_set_flag( cylinder_material, VisualServer::MATERIAL_FLAG_UNSHADED,true);
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@ -429,7 +429,7 @@ public:
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light = vs->instance_create2( lightaux );
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*/
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RID lightaux = vs->light_create( VisualServer::LIGHT_DIRECTIONAL );
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vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
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//vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
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//vs->light_set_shadow( lightaux, true );
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RID light = vs->instance_create2( lightaux,scenario );
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@ -87,7 +87,7 @@ public:
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light = vs->instance_create2( lightaux );
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*/
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RID lightaux = vs->light_create( VisualServer::LIGHT_DIRECTIONAL );
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vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
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// vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
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light = vs->instance_create2( lightaux, scenario );
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ofs=0;
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@ -185,7 +185,7 @@ public:
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//*
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lightaux = vs->light_create( VisualServer::LIGHT_DIRECTIONAL );
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vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
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//vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
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vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_DIFFUSE, Color(1.0,1.0,1.0) );
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//vs->light_set_shadow( lightaux, true );
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light = vs->instance_create2( lightaux, scenario );
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@ -198,7 +198,7 @@ public:
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//*
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lightaux = vs->light_create( VisualServer::LIGHT_OMNI );
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vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,1.0) );
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// vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,1.0) );
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vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_DIFFUSE, Color(1.0,1.0,0.0) );
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vs->light_set_param( lightaux, VisualServer::LIGHT_PARAM_RADIUS, 4 );
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vs->light_set_param( lightaux, VisualServer::LIGHT_PARAM_ENERGY, 8 );
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@ -264,13 +264,15 @@ static String dump_node_code(SL::Node *p_node,int p_level) {
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}
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static void recreate_code(void *p_str,SL::ProgramNode *p_program) {
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static Error recreate_code(void *p_str,SL::ProgramNode *p_program) {
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print_line("recr");
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String *str=(String*)p_str;
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*str=dump_node_code(p_program,0);
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return OK;
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}
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@ -243,12 +243,27 @@ bool Globals::_load_resource_pack(const String& p_pack) {
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return true;
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}
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Error Globals::setup(const String& p_path) {
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Error Globals::setup(const String& p_path,const String & p_main_pack) {
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//an absolute mess of a function, must be cleaned up and reorganized somehow at some point
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//_load_settings(p_path+"/override.cfg");
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if (p_main_pack!="") {
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bool ok = _load_resource_pack(p_main_pack);
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ERR_FAIL_COND_V(!ok,ERR_CANT_OPEN);
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if (_load_settings("res://engine.cfg")==OK || _load_settings_binary("res://engine.cfb")==OK) {
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_load_settings("res://override.cfg");
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}
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return OK;
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}
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if (OS::get_singleton()->get_executable_path()!="") {
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if (_load_resource_pack(OS::get_singleton()->get_executable_path())) {
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@ -110,7 +110,7 @@ public:
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int get_order(const String& p_name) const;
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void set_order(const String& p_name, int p_order);
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Error setup(const String& p_path);
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Error setup(const String& p_path, const String &p_main_pack);
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Error save_custom(const String& p_path="",const CustomMap& p_custom=CustomMap(),const Set<String>& p_ignore_masks=Set<String>());
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Error save();
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@ -1751,7 +1751,10 @@ Error ResourceFormatSaverBinaryInstance::save(const String &p_path,const RES& p_
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skip_editor=p_flags&ResourceSaver::FLAG_OMIT_EDITOR_PROPERTIES;
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bundle_resources=p_flags&ResourceSaver::FLAG_BUNDLE_RESOURCES;
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big_endian=p_flags&ResourceSaver::FLAG_SAVE_BIG_ENDIAN;
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takeover_paths=p_flags&ResourceSaver::FLAG_REPLACE_SUBRESOURCE_PATHS;
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if (!p_path.begins_with("res://"))
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takeover_paths=false;
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local_path=p_path.get_base_dir();
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//bin_meta_idx = get_string_index("__bin_meta__"); //is often used, so create
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@ -1841,9 +1844,12 @@ Error ResourceFormatSaverBinaryInstance::save(const String &p_path,const RES& p_
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for(List<RES>::Element *E=saved_resources.front();E;E=E->next()) {
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RES r = E->get();
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if (r->get_path()=="" || r->get_path().find("::")!=-1)
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if (r->get_path()=="" || r->get_path().find("::")!=-1) {
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save_unicode_string("local://"+itos(ofs_pos.size()));
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else
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if (takeover_paths) {
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r->set_path(p_path+"::"+itos(ofs_pos.size()),true);
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}
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} else
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save_unicode_string(r->get_path()); //actual external
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ofs_pos.push_back(f->get_pos());
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f->store_64(0); //offset in 64 bits
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@ -125,6 +125,7 @@ class ResourceFormatSaverBinaryInstance {
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bool bundle_resources;
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bool skip_editor;
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bool big_endian;
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bool takeover_paths;
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int bin_meta_idx;
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FileAccess *f;
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String magic;
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@ -2505,6 +2505,10 @@ Error ResourceFormatSaverXMLInstance::save(const String &p_path,const RES& p_res
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relative_paths=p_flags&ResourceSaver::FLAG_RELATIVE_PATHS;
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skip_editor=p_flags&ResourceSaver::FLAG_OMIT_EDITOR_PROPERTIES;
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bundle_resources=p_flags&ResourceSaver::FLAG_BUNDLE_RESOURCES;
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takeover_paths=p_flags&ResourceSaver::FLAG_REPLACE_SUBRESOURCE_PATHS;
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if (!p_path.begins_with("res://")) {
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takeover_paths=false;
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}
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depth=0;
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// save resources
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@ -2541,8 +2545,14 @@ Error ResourceFormatSaverXMLInstance::save(const String &p_path,const RES& p_res
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enter_tag("main_resource",""); //bundled
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else if (res->get_path().length() && res->get_path().find("::") == -1 )
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enter_tag("resource","type=\""+res->get_type()+"\" path=\""+res->get_path()+"\""); //bundled
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else
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enter_tag("resource","type=\""+res->get_type()+"\" path=\"local://"+itos(resource_map[res])+"\"");
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else {
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int idx = resource_map[res];
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enter_tag("resource","type=\""+res->get_type()+"\" path=\"local://"+itos(idx)+"\"");
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if (takeover_paths) {
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res->set_path(p_path+"::"+itos(idx),true);
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}
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}
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write_string("\n",false);
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@ -117,6 +117,7 @@ class ResourceFormatSaverXMLInstance {
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bool takeover_paths;
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bool relative_paths;
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bool bundle_resources;
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bool skip_editor;
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@ -74,6 +74,7 @@ public:
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FLAG_OMIT_EDITOR_PROPERTIES=8,
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FLAG_SAVE_BIG_ENDIAN=16,
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FLAG_COMPRESS=32,
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FLAG_REPLACE_SUBRESOURCE_PATHS=64,
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};
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@ -157,7 +157,7 @@ void Resource::_resource_path_changed() {
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}
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void Resource::set_path(const String& p_path) {
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void Resource::set_path(const String& p_path, bool p_take_over) {
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if (path_cache==p_path)
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return;
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@ -168,7 +168,16 @@ void Resource::set_path(const String& p_path) {
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}
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path_cache="";
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if (ResourceCache::resources.has( p_path )) {
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if (p_take_over) {
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ResourceCache::resources.get(p_path)->set_name("");
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} else {
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ERR_EXPLAIN("Another resource is loaded from path: "+p_path);
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ERR_FAIL_COND( ResourceCache::resources.has( p_path ) );
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}
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}
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path_cache=p_path;
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if (path_cache!="") {
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@ -240,7 +249,7 @@ void Resource::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("set_path","path"),&Resource::set_path);
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ObjectTypeDB::bind_method(_MD("get_path"),&Resource::get_path);
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ObjectTypeDB::bind_method(_MD("set_name","name"),&Resource::set_name);
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ObjectTypeDB::bind_method(_MD("set_name","name","take_over"),&Resource::set_name,DEFVAL(false));
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ObjectTypeDB::bind_method(_MD("get_name"),&Resource::get_name);
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ObjectTypeDB::bind_method(_MD("get_rid"),&Resource::get_rid);
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ObjectTypeDB::bind_method(_MD("set_import_metadata","metadata"),&Resource::set_import_metadata);
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@ -126,7 +126,7 @@ public:
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void set_name(const String& p_name);
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String get_name() const;
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void set_path(const String& p_path);
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void set_path(const String& p_path,bool p_take_over=false);
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String get_path() const;
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Ref<Resource> duplicate(bool p_subresources=false);
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@ -673,7 +673,7 @@ static const int caps_table[CAPS_LEN][2]={
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{0xFF5A,0xFF3A},
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};
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static const int reverse_caps_table[CAPS_LEN][2]={
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static const int reverse_caps_table[CAPS_LEN-1][2]={
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{0x41,0x61},
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{0x42,0x62},
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{0x43,0x63},
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@ -755,7 +755,7 @@ static const int reverse_caps_table[CAPS_LEN][2]={
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{0x12a,0x12b},
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{0x12c,0x12d},
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{0x12e,0x12f},
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{0x49,0x131},
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//{0x49,0x131},
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{0x132,0x133},
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{0x134,0x135},
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{0x136,0x137},
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@ -1370,7 +1370,7 @@ static int _find_lower(int ch) {
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int low = 0;
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int high = CAPS_LEN -1;
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int high = CAPS_LEN -2;
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int middle;
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while( low <= high )
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@ -24,3 +24,5 @@ max_shadow_buffer_size=1024
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framebuffer_shrink=1
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shadow_filter=3
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debug_shadow_maps=false
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fp16_framebuffer=true
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debug_hdr=false
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@ -1,11 +1,14 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<resource_file type="PackedScene" subresource_count="7" version="1.0" version_name="Godot Engine v1.0.3917-beta1">
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<ext_resource path="res://enemy.scn" type="PackedScene"></ext_resource>
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<ext_resource path="res://player.xml" type="PackedScene"></ext_resource>
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<ext_resource path="res://sb.cube" type="CubeMap"></ext_resource>
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<ext_resource path="res://tiles.res" type="MeshLibrary"></ext_resource>
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<ext_resource path="res://enemy.scn" type="PackedScene"></ext_resource>
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<ext_resource path="res://coin.scn" type="PackedScene"></ext_resource>
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<ext_resource path="res://player.xml" type="PackedScene"></ext_resource>
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<resource type="Environment" path="local://1">
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<bool name="ambient_light/enabled"> True </bool>
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<color name="ambient_light/color"> 0, 0.409429, 0.596681, 1 </color>
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<real name="ambient_light/energy"> 1 </real>
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<bool name="fxaa/enabled"> False </bool>
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<int name="background/mode"> 4 </int>
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<color name="background/color"> 0, 0, 0, 1 </color>
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@ -43,16 +46,17 @@
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<real name="bcs/brightness"> 1 </real>
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<real name="bcs/contrast"> 1 </real>
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<real name="bcs/saturation"> 1.608 </real>
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<bool name="gamma/enabled"> False </bool>
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<real name="gamma/gamma"> 1.414214 </real>
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<bool name="srgb/enabled"> False </bool>
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</resource>
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<main_resource>
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<dictionary name="_bundled" shared="false">
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<string> "names" </string>
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<string_array len="89">
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<string_array len="92">
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<string> "world" </string>
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<string> "Spatial" </string>
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<string> "_import_path" </string>
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<string> "_import_transform" </string>
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<string> "__meta__" </string>
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<string> "GridMap" </string>
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<string> "theme/theme" </string>
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@ -71,13 +75,14 @@
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<string> "params/enabled" </string>
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<string> "params/bake_mode" </string>
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<string> "params/energy" </string>
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<string> "colors/ambient" </string>
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<string> "colors/diffuse" </string>
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<string> "colors/specular" </string>
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<string> "shadow/shadow" </string>
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<string> "shadow/darkening" </string>
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<string> "shadow/z_offset" </string>
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<string> "shadow/z_slope_scale" </string>
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<string> "shadow/esm_multiplier" </string>
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<string> "shadow/blur_passes" </string>
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<string> "projector" </string>
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<string> "operator" </string>
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<string> "shadow/mode" </string>
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@ -148,7 +153,9 @@
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<string> "node_count" </string>
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<int> 55 </int>
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<string> "variants" </string>
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<array len="76" shared="false">
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<array len="79" shared="false">
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<node_path> "" </node_path>
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<transform> 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 </transform>
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<dictionary shared="false">
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<string> "__editor_plugin_states__" </string>
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<dictionary shared="false">
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@ -175,17 +182,17 @@
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<array len="4" shared="false">
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<dictionary shared="false">
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<string> "distance" </string>
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<real> 4.173348 </real>
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<real> 0.261354 </real>
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<string> "x_rot" </string>
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<real> 0.558294 </real>
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<real> 0.458294 </real>
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<string> "y_rot" </string>
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<real> 1.049999 </real>
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<real> -1.2 </real>
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<string> "use_orthogonal" </string>
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<bool> False </bool>
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<string> "use_environment" </string>
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<bool> False </bool>
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<string> "pos" </string>
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<vector3> 13.4293, 5.68289, 13.9717 </vector3>
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<vector3> 13.4535, 5.75047, 13.8175 </vector3>
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</dictionary>
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<dictionary shared="false">
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<string> "distance" </string>
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@ -272,11 +279,12 @@
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<int> 1 </int>
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<int> 0 </int>
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<real> 1.5 </real>
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<color> 0.159092, 0.219774, 0.52093, 1 </color>
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<color> 1, 1, 1, 1 </color>
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<real> 0 </real>
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<real> 0.08 </real>
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<real> 0.5 </real>
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<real> 60 </real>
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<real> 1 </real>
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<resource name=""></resource> <int> 2 </int>
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<real> 40 </real>
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<real> 0.410558 </real>
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@ -339,7 +347,7 @@
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<transform> 0.0160676, 0, -0.999871, 0, 1, 0, 0.999871, 0, 0.0160676, 8.50167, 4.15811, 15.9334 </transform>
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</array>
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<string> "nodes" </string>
|
||||
<int_array len="547"> -1, -1, 1, 0, -1, 1, 2, 0, 0, 0, 0, 3, 3, -1, 11, 4, 1, 5, 2, 6, 2, 7, 3, 8, 4, 9, 5, 10, 5, 11, 5, 12, 6, 13, 7, 2, 8, 0, 0, 0, 14, 14, -1, 18, 15, 9, 16, 10, 17, 5, 18, 11, 19, 12, 20, 13, 21, 14, 22, 14, 23, 5, 24, 15, 25, 16, 26, 17, 27, 18, 28, 11, 29, 19, 30, 20, 31, 21, 32, 3, 0, 0, 0, 34, 33, -1, 1, 33, 22, 0, 0, 0, 36, 35, -1, 1, 2, 23, 0, 4, 0, 38, 37, 24, 1, 15, 25, 0, 4, 0, 38, 39, 24, 1, 15, 26, 0, 4, 0, 38, 40, 24, 1, 15, 27, 0, 4, 0, 38, 41, 24, 1, 15, 28, 0, 4, 0, 38, 42, 24, 1, 15, 29, 0, 4, 0, 38, 43, 24, 1, 15, 30, 0, 4, 0, 38, 44, 24, 1, 15, 31, 0, 4, 0, 38, 45, 24, 1, 15, 32, 0, 4, 0, 38, 46, 24, 1, 15, 33, 0, 4, 0, 38, 47, 24, 1, 15, 34, 0, 4, 0, 38, 48, 24, 1, 15, 35, 0, 4, 0, 38, 49, 24, 1, 15, 36, 0, 4, 0, 38, 50, 24, 1, 15, 37, 0, 4, 0, 38, 51, 24, 1, 15, 38, 0, 4, 0, 38, 52, 24, 1, 15, 39, 0, 4, 0, 38, 53, 24, 1, 15, 40, 0, 4, 0, 38, 54, 24, 1, 15, 41, 0, 4, 0, 38, 55, 24, 1, 15, 42, 0, 4, 0, 38, 56, 24, 1, 15, 43, 0, 4, 0, 38, 57, 24, 1, 15, 44, 0, 4, 0, 38, 58, 24, 1, 15, 45, 0, 4, 0, 38, 59, 24, 1, 15, 46, 0, 4, 0, 38, 60, 24, 1, 15, 47, 0, 4, 0, 38, 61, 24, 1, 15, 48, 0, 4, 0, 38, 62, 24, 1, 15, 49, 0, 4, 0, 38, 63, 24, 1, 15, 50, 0, 4, 0, 38, 64, 24, 1, 15, 51, 0, 4, 0, 38, 65, 24, 1, 15, 52, 0, 4, 0, 38, 66, 24, 1, 15, 53, 0, 4, 0, 38, 67, 24, 1, 15, 54, 0, 4, 0, 38, 68, 24, 1, 15, 55, 0, 4, 0, 38, 69, 24, 1, 15, 56, 0, 4, 0, 38, 70, 24, 1, 15, 57, 0, 4, 0, 38, 71, 24, 1, 15, 58, 0, 4, 0, 38, 72, 24, 1, 15, 59, 0, 4, 0, 38, 73, 24, 1, 15, 60, 0, 4, 0, 38, 74, 24, 1, 15, 61, 0, 4, 0, 38, 75, 24, 1, 15, 62, 0, 4, 0, 38, 76, 24, 1, 15, 63, 0, 4, 0, 38, 77, 24, 1, 15, 64, 0, 4, 0, 38, 78, 24, 1, 15, 65, 0, 4, 0, 38, 79, 24, 1, 15, 66, 0, 4, 0, 38, 80, 24, 1, 15, 67, 0, 4, 0, 38, 81, 24, 1, 15, 68, 0, 0, 0, 36, 82, -1, 0, 0, 49, 0, 84, 83, 69, 1, 15, 70, 0, 49, 0, 84, 85, 69, 1, 15, 71, 0, 49, 0, 84, 86, 69, 1, 15, 72, 0, 49, 0, 84, 87, 69, 1, 15, 73, 0, 0, 0, 84, 88, 74, 1, 15, 75, 0 </int_array>
|
||||
<int_array len="569"> -1, -1, 1, 0, -1, 3, 2, 0, 3, 1, 4, 2, 0, 0, 0, 5, 5, -1, 13, 2, 0, 3, 1, 6, 3, 7, 4, 8, 4, 9, 5, 10, 6, 11, 7, 12, 7, 13, 7, 14, 8, 15, 9, 4, 10, 0, 0, 0, 16, 16, -1, 21, 2, 0, 3, 1, 17, 11, 18, 12, 19, 7, 20, 13, 21, 14, 22, 15, 23, 15, 24, 7, 25, 16, 26, 17, 27, 18, 28, 19, 29, 20, 30, 21, 31, 13, 32, 22, 33, 23, 34, 24, 35, 5, 0, 0, 0, 37, 36, -1, 3, 2, 0, 3, 1, 36, 25, 0, 0, 0, 39, 38, -1, 2, 2, 0, 4, 26, 0, 4, 0, 41, 40, 27, 1, 17, 28, 0, 4, 0, 41, 42, 27, 1, 17, 29, 0, 4, 0, 41, 43, 27, 1, 17, 30, 0, 4, 0, 41, 44, 27, 1, 17, 31, 0, 4, 0, 41, 45, 27, 1, 17, 32, 0, 4, 0, 41, 46, 27, 1, 17, 33, 0, 4, 0, 41, 47, 27, 1, 17, 34, 0, 4, 0, 41, 48, 27, 1, 17, 35, 0, 4, 0, 41, 49, 27, 1, 17, 36, 0, 4, 0, 41, 50, 27, 1, 17, 37, 0, 4, 0, 41, 51, 27, 1, 17, 38, 0, 4, 0, 41, 52, 27, 1, 17, 39, 0, 4, 0, 41, 53, 27, 1, 17, 40, 0, 4, 0, 41, 54, 27, 1, 17, 41, 0, 4, 0, 41, 55, 27, 1, 17, 42, 0, 4, 0, 41, 56, 27, 1, 17, 43, 0, 4, 0, 41, 57, 27, 1, 17, 44, 0, 4, 0, 41, 58, 27, 1, 17, 45, 0, 4, 0, 41, 59, 27, 1, 17, 46, 0, 4, 0, 41, 60, 27, 1, 17, 47, 0, 4, 0, 41, 61, 27, 1, 17, 48, 0, 4, 0, 41, 62, 27, 1, 17, 49, 0, 4, 0, 41, 63, 27, 1, 17, 50, 0, 4, 0, 41, 64, 27, 1, 17, 51, 0, 4, 0, 41, 65, 27, 1, 17, 52, 0, 4, 0, 41, 66, 27, 1, 17, 53, 0, 4, 0, 41, 67, 27, 1, 17, 54, 0, 4, 0, 41, 68, 27, 1, 17, 55, 0, 4, 0, 41, 69, 27, 1, 17, 56, 0, 4, 0, 41, 70, 27, 1, 17, 57, 0, 4, 0, 41, 71, 27, 1, 17, 58, 0, 4, 0, 41, 72, 27, 1, 17, 59, 0, 4, 0, 41, 73, 27, 1, 17, 60, 0, 4, 0, 41, 74, 27, 1, 17, 61, 0, 4, 0, 41, 75, 27, 1, 17, 62, 0, 4, 0, 41, 76, 27, 1, 17, 63, 0, 4, 0, 41, 77, 27, 1, 17, 64, 0, 4, 0, 41, 78, 27, 1, 17, 65, 0, 4, 0, 41, 79, 27, 1, 17, 66, 0, 4, 0, 41, 80, 27, 1, 17, 67, 0, 4, 0, 41, 81, 27, 1, 17, 68, 0, 4, 0, 41, 82, 27, 1, 17, 69, 0, 4, 0, 41, 83, 27, 1, 17, 70, 0, 4, 0, 41, 84, 27, 1, 17, 71, 0, 0, 0, 39, 85, -1, 1, 2, 0, 0, 49, 0, 87, 86, 72, 1, 17, 73, 0, 49, 0, 87, 88, 72, 1, 17, 74, 0, 49, 0, 87, 89, 72, 1, 17, 75, 0, 49, 0, 87, 90, 72, 1, 17, 76, 0, 0, 0, 87, 91, 77, 1, 17, 78, 0 </int_array>
|
||||
<string> "conns" </string>
|
||||
<int_array len="0"> </int_array>
|
||||
</dictionary>
|
||||
|
Binary file not shown.
@ -891,6 +891,7 @@ RID RasterizerGLES1::shader_create(VS::ShaderMode p_mode) {
|
||||
shader->has_alpha=false;
|
||||
shader->fragment_line=0;
|
||||
shader->vertex_line=0;
|
||||
shader->light_line=0;
|
||||
RID rid = shader_owner.make_rid(shader);
|
||||
shader_set_mode(rid,p_mode);
|
||||
// _shader_make_dirty(shader);
|
||||
@ -921,19 +922,22 @@ VS::ShaderMode RasterizerGLES1::shader_get_mode(RID p_shader) const {
|
||||
|
||||
|
||||
|
||||
void RasterizerGLES1::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs,int p_fragment_ofs) {
|
||||
void RasterizerGLES1::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs,int p_fragment_ofs,int p_light_ofs) {
|
||||
|
||||
|
||||
Shader *shader=shader_owner.get(p_shader);
|
||||
ERR_FAIL_COND(!shader);
|
||||
|
||||
#ifdef DEBUG_ENABLED
|
||||
if (shader->vertex_code==p_vertex && shader->fragment_code==p_fragment)
|
||||
if (shader->vertex_code==p_vertex && shader->fragment_code==p_fragment && shader->light_code==p_light)
|
||||
return;
|
||||
#endif
|
||||
shader->fragment_code=p_fragment;
|
||||
shader->vertex_code=p_vertex;
|
||||
shader->light_code=p_light;
|
||||
shader->fragment_line=p_fragment_ofs;
|
||||
shader->vertex_line=p_vertex_ofs;
|
||||
shader->light_line=p_light_ofs;
|
||||
|
||||
}
|
||||
|
||||
@ -953,6 +957,13 @@ String RasterizerGLES1::shader_get_fragment_code(RID p_shader) const {
|
||||
|
||||
}
|
||||
|
||||
String RasterizerGLES1::shader_get_light_code(RID p_shader) const {
|
||||
|
||||
Shader *shader=shader_owner.get(p_shader);
|
||||
ERR_FAIL_COND_V(!shader,String());
|
||||
return shader->light_code;
|
||||
|
||||
}
|
||||
|
||||
void RasterizerGLES1::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
|
||||
|
||||
@ -1099,39 +1110,21 @@ bool RasterizerGLES1::material_get_flag(RID p_material,VS::MaterialFlag p_flag)
|
||||
|
||||
}
|
||||
|
||||
void RasterizerGLES1::material_set_hint(RID p_material, VS::MaterialHint p_hint,bool p_enabled) {
|
||||
void RasterizerGLES1::material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode) {
|
||||
|
||||
Material *material = material_owner.get(p_material);
|
||||
ERR_FAIL_COND(!material);
|
||||
ERR_FAIL_INDEX(p_hint,VS::MATERIAL_HINT_MAX);
|
||||
material->hints[p_hint]=p_enabled;
|
||||
|
||||
material->depth_draw_mode=p_mode;
|
||||
}
|
||||
|
||||
bool RasterizerGLES1::material_get_hint(RID p_material,VS::MaterialHint p_hint) const {
|
||||
VS::MaterialDepthDrawMode RasterizerGLES1::material_get_depth_draw_mode(RID p_material) const{
|
||||
|
||||
|
||||
Material *material = material_owner.get(p_material);
|
||||
ERR_FAIL_COND_V(!material,false);
|
||||
ERR_FAIL_INDEX_V(p_hint,VS::MATERIAL_HINT_MAX,false);
|
||||
return material->hints[p_hint];
|
||||
|
||||
ERR_FAIL_COND_V(!material,VS::MATERIAL_DEPTH_DRAW_ALWAYS);
|
||||
return material->depth_draw_mode;
|
||||
}
|
||||
|
||||
void RasterizerGLES1::material_set_shade_model(RID p_material, VS::MaterialShadeModel p_model) {
|
||||
|
||||
Material *material = material_owner.get(p_material);
|
||||
ERR_FAIL_COND(!material);
|
||||
material->shade_model=p_model;
|
||||
|
||||
};
|
||||
|
||||
VS::MaterialShadeModel RasterizerGLES1::material_get_shade_model(RID p_material) const {
|
||||
|
||||
Material *material = material_owner.get(p_material);
|
||||
ERR_FAIL_COND_V(!material,VS::MATERIAL_SHADE_MODEL_LAMBERT);
|
||||
return material->shade_model;
|
||||
};
|
||||
|
||||
|
||||
void RasterizerGLES1::material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode) {
|
||||
|
||||
@ -1223,20 +1216,6 @@ RID RasterizerGLES1::fixed_material_get_texture(RID p_material,VS::FixedMaterial
|
||||
return m->textures[p_parameter];
|
||||
}
|
||||
|
||||
void RasterizerGLES1::fixed_material_set_detail_blend_mode(RID p_material,VS::MaterialBlendMode p_mode) {
|
||||
|
||||
Material *m=material_owner.get( p_material );
|
||||
ERR_FAIL_COND(!m);
|
||||
|
||||
m->detail_blend_mode = p_mode;
|
||||
}
|
||||
VS::MaterialBlendMode RasterizerGLES1::fixed_material_get_detail_blend_mode(RID p_material) const {
|
||||
|
||||
Material *m=material_owner.get( p_material );
|
||||
ERR_FAIL_COND_V(!m, VS::MATERIAL_BLEND_MODE_MIX);
|
||||
|
||||
return m->detail_blend_mode;
|
||||
}
|
||||
|
||||
void RasterizerGLES1::fixed_material_set_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode) {
|
||||
|
||||
@ -3395,7 +3374,7 @@ void RasterizerGLES1::_setup_material(const Geometry *p_geometry,const Material
|
||||
|
||||
}
|
||||
|
||||
bool current_depth_write=!p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW];
|
||||
bool current_depth_write=p_material->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_ALWAYS; //broken
|
||||
bool current_depth_test=!p_material->flags[VS::MATERIAL_FLAG_ONTOP];
|
||||
|
||||
|
||||
@ -3460,7 +3439,7 @@ void RasterizerGLES1::_setup_light(LightInstance* p_instance, int p_idx) {
|
||||
|
||||
glLightfv(glid , GL_DIFFUSE, diffuse_sdark);
|
||||
|
||||
Color amb_color = ld->colors[VS::LIGHT_COLOR_AMBIENT];
|
||||
Color amb_color = Color(0,0,0);
|
||||
GLfloat amb_stexsize[4]={
|
||||
amb_color.r,
|
||||
amb_color.g,
|
||||
|
@ -132,10 +132,12 @@ class RasterizerGLES1 : public Rasterizer {
|
||||
|
||||
String vertex_code;
|
||||
String fragment_code;
|
||||
String light_code;
|
||||
VS::ShaderMode mode;
|
||||
Map<StringName,Variant> params;
|
||||
int fragment_line;
|
||||
int vertex_line;
|
||||
int light_line;
|
||||
bool valid;
|
||||
bool has_alpha;
|
||||
bool use_world_transform;
|
||||
@ -149,15 +151,14 @@ class RasterizerGLES1 : public Rasterizer {
|
||||
|
||||
bool fixed_flags[VS::FIXED_MATERIAL_FLAG_MAX];
|
||||
bool flags[VS::MATERIAL_FLAG_MAX];
|
||||
bool hints[VS::MATERIAL_HINT_MAX];
|
||||
Variant parameters[VisualServer::FIXED_MATERIAL_PARAM_MAX];
|
||||
RID textures[VisualServer::FIXED_MATERIAL_PARAM_MAX];
|
||||
|
||||
VS::MaterialShadeModel shade_model;
|
||||
VS::MaterialDepthDrawMode depth_draw_mode;
|
||||
|
||||
Transform uv_transform;
|
||||
VS::FixedMaterialTexCoordMode texcoord_mode[VisualServer::FIXED_MATERIAL_PARAM_MAX];
|
||||
|
||||
VS::MaterialBlendMode detail_blend_mode;
|
||||
VS::MaterialBlendMode blend_mode;
|
||||
|
||||
float line_width;
|
||||
@ -179,8 +180,6 @@ class RasterizerGLES1 : public Rasterizer {
|
||||
for(int i=0;i<VS::MATERIAL_FLAG_MAX;i++)
|
||||
flags[i]=false;
|
||||
flags[VS::MATERIAL_FLAG_VISIBLE]=true;
|
||||
for(int i=0;i<VS::MATERIAL_HINT_MAX;i++)
|
||||
hints[i]=false;
|
||||
|
||||
parameters[VS::FIXED_MATERIAL_PARAM_DIFFUSE] = Color(0.8, 0.8, 0.8);
|
||||
parameters[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP] = 12;
|
||||
@ -188,7 +187,7 @@ class RasterizerGLES1 : public Rasterizer {
|
||||
for (int i=0; i<VisualServer::FIXED_MATERIAL_PARAM_MAX; i++) {
|
||||
texcoord_mode[i] = VS::FIXED_MATERIAL_TEXCOORD_UV;
|
||||
};
|
||||
detail_blend_mode = VS::MATERIAL_BLEND_MODE_MIX;
|
||||
depth_draw_mode=VS::MATERIAL_DEPTH_DRAW_OPAQUE_ONLY;
|
||||
line_width=1;
|
||||
has_alpha=false;
|
||||
blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
|
||||
@ -433,7 +432,7 @@ class RasterizerGLES1 : public Rasterizer {
|
||||
vars[VS::LIGHT_PARAM_ENERGY]=1.0;
|
||||
vars[VS::LIGHT_PARAM_RADIUS]=1.0;
|
||||
vars[VS::LIGHT_PARAM_SHADOW_Z_OFFSET]=0.05;
|
||||
colors[VS::LIGHT_COLOR_AMBIENT]=Color(0,0,0);
|
||||
|
||||
colors[VS::LIGHT_COLOR_DIFFUSE]=Color(1,1,1);
|
||||
colors[VS::LIGHT_COLOR_SPECULAR]=Color(1,1,1);
|
||||
shadow_enabled=false;
|
||||
@ -468,7 +467,7 @@ class RasterizerGLES1 : public Rasterizer {
|
||||
fx_param[VS::ENV_FX_PARAM_DOF_BLUR_BEGIN]=100.0;
|
||||
fx_param[VS::ENV_FX_PARAM_DOF_BLUR_RANGE]=10.0;
|
||||
fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]=0.4;
|
||||
fx_param[VS::ENV_FX_PARAM_HDR_SCALAR]=1.0;
|
||||
fx_param[VS::ENV_FX_PARAM_HDR_WHITE]=1.0;
|
||||
fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD]=0.95;
|
||||
fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE]=0.2;
|
||||
fx_param[VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE]=0.4;
|
||||
@ -862,9 +861,10 @@ public:
|
||||
virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode);
|
||||
virtual VS::ShaderMode shader_get_mode(RID p_shader) const;
|
||||
|
||||
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);
|
||||
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);
|
||||
virtual String shader_get_fragment_code(RID p_shader) const;
|
||||
virtual String shader_get_vertex_code(RID p_shader) const;
|
||||
virtual String shader_get_light_code(RID p_shader) const;
|
||||
|
||||
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
|
||||
|
||||
@ -881,11 +881,8 @@ public:
|
||||
virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled);
|
||||
virtual bool material_get_flag(RID p_material,VS::MaterialFlag p_flag) const;
|
||||
|
||||
virtual void material_set_hint(RID p_material, VS::MaterialHint p_hint,bool p_enabled);
|
||||
virtual bool material_get_hint(RID p_material,VS::MaterialHint p_hint) const;
|
||||
|
||||
virtual void material_set_shade_model(RID p_material, VS::MaterialShadeModel p_model);
|
||||
virtual VS::MaterialShadeModel material_get_shade_model(RID p_material) const;
|
||||
virtual void material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode);
|
||||
virtual VS::MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const;
|
||||
|
||||
virtual void material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode);
|
||||
virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const;
|
||||
@ -906,9 +903,6 @@ 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;
|
||||
|
||||
|
@ -1132,20 +1132,22 @@ VS::ShaderMode RasterizerGLES2::shader_get_mode(RID p_shader) const {
|
||||
}
|
||||
|
||||
|
||||
void RasterizerGLES2::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs,int p_fragment_ofs,int p_light_ofs) {
|
||||
|
||||
void RasterizerGLES2::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs,int p_fragment_ofs) {
|
||||
|
||||
Shader *shader=shader_owner.get(p_shader);
|
||||
ERR_FAIL_COND(!shader);
|
||||
|
||||
#ifdef DEBUG_ENABLED
|
||||
if (shader->vertex_code==p_vertex && shader->fragment_code==p_fragment)
|
||||
if (shader->vertex_code==p_vertex && shader->fragment_code==p_fragment && shader->light_code==p_light)
|
||||
return;
|
||||
#endif
|
||||
shader->fragment_code=p_fragment;
|
||||
shader->vertex_code=p_vertex;
|
||||
shader->light_code=p_light;
|
||||
shader->fragment_line=p_fragment_ofs;
|
||||
shader->vertex_line=p_vertex_ofs;
|
||||
shader->light_line=p_light_ofs;
|
||||
_shader_make_dirty(shader);
|
||||
|
||||
}
|
||||
@ -1166,6 +1168,14 @@ String RasterizerGLES2::shader_get_fragment_code(RID p_shader) const {
|
||||
|
||||
}
|
||||
|
||||
String RasterizerGLES2::shader_get_light_code(RID p_shader) const {
|
||||
|
||||
Shader *shader=shader_owner.get(p_shader);
|
||||
ERR_FAIL_COND_V(!shader,String());
|
||||
return shader->light_code;
|
||||
|
||||
}
|
||||
|
||||
void RasterizerGLES2::_shader_make_dirty(Shader* p_shader) {
|
||||
|
||||
if (p_shader->dirty_list.in_list())
|
||||
@ -1334,38 +1344,22 @@ bool RasterizerGLES2::material_get_flag(RID p_material,VS::MaterialFlag p_flag)
|
||||
|
||||
}
|
||||
|
||||
void RasterizerGLES2::material_set_hint(RID p_material, VS::MaterialHint p_hint,bool p_enabled) {
|
||||
void RasterizerGLES2::material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode) {
|
||||
|
||||
Material *material = material_owner.get(p_material);
|
||||
ERR_FAIL_COND(!material);
|
||||
ERR_FAIL_INDEX(p_hint,VS::MATERIAL_HINT_MAX);
|
||||
material->hints[p_hint]=p_enabled;
|
||||
material->depth_draw_mode=p_mode;
|
||||
|
||||
}
|
||||
|
||||
bool RasterizerGLES2::material_get_hint(RID p_material,VS::MaterialHint p_hint) const {
|
||||
VS::MaterialDepthDrawMode RasterizerGLES2::material_get_depth_draw_mode(RID p_material) const {
|
||||
|
||||
Material *material = material_owner.get(p_material);
|
||||
ERR_FAIL_COND_V(!material,false);
|
||||
ERR_FAIL_INDEX_V(p_hint,VS::MATERIAL_HINT_MAX,false);
|
||||
return material->hints[p_hint];
|
||||
ERR_FAIL_COND_V(!material,VS::MATERIAL_DEPTH_DRAW_ALWAYS);
|
||||
return material->depth_draw_mode;
|
||||
|
||||
}
|
||||
|
||||
void RasterizerGLES2::material_set_shade_model(RID p_material, VS::MaterialShadeModel p_model) {
|
||||
|
||||
Material *material = material_owner.get(p_material);
|
||||
ERR_FAIL_COND(!material);
|
||||
material->shade_model=p_model;
|
||||
|
||||
};
|
||||
|
||||
VS::MaterialShadeModel RasterizerGLES2::material_get_shade_model(RID p_material) const {
|
||||
|
||||
Material *material = material_owner.get(p_material);
|
||||
ERR_FAIL_COND_V(!material,VS::MATERIAL_SHADE_MODEL_LAMBERT);
|
||||
return material->shade_model;
|
||||
};
|
||||
|
||||
|
||||
void RasterizerGLES2::material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode) {
|
||||
@ -3455,14 +3449,21 @@ RID RasterizerGLES2::viewport_data_create() {
|
||||
glGenFramebuffers(1, &vd->lum_fbo);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, vd->lum_fbo);
|
||||
|
||||
GLuint format_luminance = use_fp16_fb?_GL_RG_EXT:GL_RGBA;
|
||||
GLuint format_luminance_type = use_fp16_fb?(full_float_fb_supported?GL_FLOAT:_GL_HALF_FLOAT_OES):GL_UNSIGNED_BYTE;
|
||||
GLuint format_luminance_components = use_fp16_fb?_GL_RG_EXT:GL_RGBA;
|
||||
|
||||
glGenTextures(1, &vd->lum_color);
|
||||
glBindTexture(GL_TEXTURE_2D, vd->lum_color);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0,
|
||||
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0,
|
||||
// GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, format_luminance, 1, 1, 0,
|
||||
format_luminance_components, format_luminance_type, NULL);
|
||||
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
|
||||
GL_TEXTURE_2D, vd->lum_color, 0);
|
||||
|
||||
@ -3934,10 +3935,12 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
|
||||
|
||||
String vertex_code;
|
||||
String vertex_globals;
|
||||
ShaderCompilerGLES2::Flags flags;
|
||||
ShaderCompilerGLES2::Flags vertex_flags;
|
||||
ShaderCompilerGLES2::Flags fragment_flags;
|
||||
ShaderCompilerGLES2::Flags light_flags;
|
||||
|
||||
if (p_shader->mode==VS::SHADER_MATERIAL) {
|
||||
Error err = shader_precompiler.compile(p_shader->vertex_code,ShaderLanguage::SHADER_MATERIAL_VERTEX,vertex_code,vertex_globals,flags,&p_shader->uniforms);
|
||||
Error err = shader_precompiler.compile(p_shader->vertex_code,ShaderLanguage::SHADER_MATERIAL_VERTEX,vertex_code,vertex_globals,vertex_flags,&p_shader->uniforms);
|
||||
if (err) {
|
||||
return; //invalid
|
||||
}
|
||||
@ -3950,11 +3953,26 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
|
||||
String fragment_code;
|
||||
String fragment_globals;
|
||||
|
||||
Error err = shader_precompiler.compile(p_shader->fragment_code,(p_shader->mode==VS::SHADER_MATERIAL?ShaderLanguage::SHADER_MATERIAL_FRAGMENT:ShaderLanguage::SHADER_POST_PROCESS),fragment_code,fragment_globals,flags,&p_shader->uniforms);
|
||||
Error err = shader_precompiler.compile(p_shader->fragment_code,(p_shader->mode==VS::SHADER_MATERIAL?ShaderLanguage::SHADER_MATERIAL_FRAGMENT:ShaderLanguage::SHADER_POST_PROCESS),fragment_code,fragment_globals,fragment_flags,&p_shader->uniforms);
|
||||
if (err) {
|
||||
return; //invalid
|
||||
}
|
||||
|
||||
|
||||
String light_code;
|
||||
String light_globals;
|
||||
|
||||
if (p_shader->mode==VS::SHADER_MATERIAL) {
|
||||
|
||||
Error err = shader_precompiler.compile(p_shader->light_code,(ShaderLanguage::SHADER_MATERIAL_LIGHT),light_code,light_globals,light_flags,&p_shader->uniforms);
|
||||
if (err) {
|
||||
return; //invalid
|
||||
}
|
||||
}
|
||||
|
||||
fragment_globals+=light_globals; //both fragment anyway
|
||||
|
||||
|
||||
//print_line("compiled fragment: "+fragment_code);
|
||||
// ("compiled fragment globals: "+fragment_globals);
|
||||
|
||||
@ -3975,40 +3993,43 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
|
||||
if (p_shader->mode==VS::SHADER_MATERIAL) {
|
||||
//print_line("setting code to id.. "+itos(p_shader->custom_code_id));
|
||||
Vector<const char*> enablers;
|
||||
if (flags.use_color_interp)
|
||||
if (fragment_flags.use_color_interp)
|
||||
enablers.push_back("#define ENABLE_COLOR_INTERP\n");
|
||||
if (flags.use_uv_interp)
|
||||
if (fragment_flags.use_uv_interp)
|
||||
enablers.push_back("#define ENABLE_UV_INTERP\n");
|
||||
if (flags.use_uv2_interp)
|
||||
if (fragment_flags.use_uv2_interp)
|
||||
enablers.push_back("#define ENABLE_UV2_INTERP\n");
|
||||
if (flags.use_tangent_interp)
|
||||
if (fragment_flags.use_tangent_interp)
|
||||
enablers.push_back("#define ENABLE_TANGENT_INTERP\n");
|
||||
if (flags.use_var1_interp)
|
||||
if (fragment_flags.use_var1_interp)
|
||||
enablers.push_back("#define ENABLE_VAR1_INTERP\n");
|
||||
if (flags.use_var2_interp)
|
||||
if (fragment_flags.use_var2_interp)
|
||||
enablers.push_back("#define ENABLE_VAR2_INTERP\n");
|
||||
if (flags.uses_texscreen) {
|
||||
if (fragment_flags.uses_texscreen) {
|
||||
enablers.push_back("#define ENABLE_TEXSCREEN\n");
|
||||
}
|
||||
if (flags.uses_screen_uv) {
|
||||
if (fragment_flags.uses_screen_uv) {
|
||||
enablers.push_back("#define ENABLE_SCREEN_UV\n");
|
||||
}
|
||||
if (flags.uses_discard) {
|
||||
if (fragment_flags.uses_discard) {
|
||||
enablers.push_back("#define ENABLE_DISCARD\n");
|
||||
}
|
||||
if (light_flags.uses_light) {
|
||||
enablers.push_back("#define USE_LIGHT_SHADER_CODE\n");
|
||||
}
|
||||
|
||||
material_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, fragment_globals,uniform_names,enablers);
|
||||
material_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, light_code, fragment_globals,uniform_names,enablers);
|
||||
} else {
|
||||
//postprocess_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, fragment_globals,uniform_names);
|
||||
}
|
||||
|
||||
p_shader->valid=true;
|
||||
p_shader->has_alpha=flags.uses_alpha || flags.uses_texscreen;
|
||||
p_shader->writes_vertex=flags.vertex_code_writes_vertex;
|
||||
p_shader->uses_discard=flags.uses_discard;
|
||||
p_shader->has_texscreen=flags.uses_texscreen;
|
||||
p_shader->has_screen_uv=flags.uses_screen_uv;
|
||||
p_shader->can_zpass=!flags.uses_discard && !flags.vertex_code_writes_vertex;
|
||||
p_shader->has_alpha=fragment_flags.uses_alpha || fragment_flags.uses_texscreen;
|
||||
p_shader->writes_vertex=vertex_flags.vertex_code_writes_vertex;
|
||||
p_shader->uses_discard=fragment_flags.uses_discard;
|
||||
p_shader->has_texscreen=fragment_flags.uses_texscreen;
|
||||
p_shader->has_screen_uv=fragment_flags.uses_screen_uv;
|
||||
p_shader->can_zpass=!fragment_flags.uses_discard && !vertex_flags.vertex_code_writes_vertex;
|
||||
p_shader->version++;
|
||||
|
||||
}
|
||||
@ -4073,10 +4094,10 @@ void RasterizerGLES2::_add_geometry( const Geometry* p_geometry, const InstanceD
|
||||
|
||||
if (shadow) {
|
||||
|
||||
if (has_blend_alpha || (has_base_alpha && !m->hints[VS::MATERIAL_HINT_OPAQUE_PRE_PASS]))
|
||||
if (has_blend_alpha || (has_base_alpha && m->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA))
|
||||
return; //bye
|
||||
|
||||
if (m->shader_cache && !m->shader_cache->writes_vertex && !m->shader_cache->uses_discard && !m->hints[VS::MATERIAL_HINT_OPAQUE_PRE_PASS]) {
|
||||
if (m->shader_cache && !m->shader_cache->writes_vertex && !m->shader_cache->uses_discard && m->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA) {
|
||||
//shader does not use discard and does not write a vertex position, use generic material
|
||||
m = shadow_mat_ptr;
|
||||
if (m->last_pass!=frame) {
|
||||
@ -4159,7 +4180,7 @@ void RasterizerGLES2::_add_geometry( const Geometry* p_geometry, const InstanceD
|
||||
e->light_type=0xFF; // no lights!
|
||||
e->light=0xFFFF;
|
||||
|
||||
if (!shadow && !has_blend_alpha && has_alpha && m->hints[VS::MATERIAL_HINT_OPAQUE_PRE_PASS]) {
|
||||
if (!shadow && !has_blend_alpha && has_alpha && m->depth_draw_mode==VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA) {
|
||||
|
||||
//if nothing exists, add this element as opaque too
|
||||
RenderList::Element *oe = opaque_render_list.add_element();
|
||||
@ -4411,7 +4432,7 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material
|
||||
material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PCF_HQ,shadow_filter==SHADOW_FILTER_PCF13);
|
||||
material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_ESM,shadow_filter==SHADOW_FILTER_ESM);
|
||||
|
||||
if (p_opaque_pass && p_material->hints[VS::MATERIAL_HINT_OPAQUE_PRE_PASS] && p_material->shader_cache && p_material->shader_cache->has_alpha) {
|
||||
if (p_opaque_pass && p_material->depth_draw_mode==VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA && p_material->shader_cache && p_material->shader_cache->has_alpha) {
|
||||
|
||||
material_shader.set_conditional(MaterialShaderGLES2::ENABLE_CLIP_ALPHA,true);
|
||||
} else {
|
||||
@ -4423,7 +4444,8 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material
|
||||
if (!shadow) {
|
||||
|
||||
bool depth_test=!p_material->flags[VS::MATERIAL_FLAG_ONTOP];
|
||||
bool depth_write=!p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW] && (p_opaque_pass || !p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW_FOR_ALPHA]);
|
||||
bool depth_write=p_material->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_NEVER && (p_opaque_pass || p_material->depth_draw_mode==VS::MATERIAL_DEPTH_DRAW_ALWAYS);
|
||||
//bool depth_write=!p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW] && (p_opaque_pass || !p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW_FOR_ALPHA]);
|
||||
|
||||
if (current_depth_mask!=depth_write) {
|
||||
current_depth_mask=depth_write;
|
||||
@ -4594,7 +4616,6 @@ void RasterizerGLES2::_setup_light(uint16_t p_light) {
|
||||
VL_LIGHT_DIR,
|
||||
VL_LIGHT_ATTENUATION,
|
||||
VL_LIGHT_SPOT_ATTENUATION,
|
||||
VL_LIGHT_AMBIENT,
|
||||
VL_LIGHT_DIFFUSE,
|
||||
VL_LIGHT_SPECULAR,
|
||||
VL_LIGHT_MAX
|
||||
@ -4605,7 +4626,6 @@ void RasterizerGLES2::_setup_light(uint16_t p_light) {
|
||||
MaterialShaderGLES2::LIGHT_DIRECTION,
|
||||
MaterialShaderGLES2::LIGHT_ATTENUATION,
|
||||
MaterialShaderGLES2::LIGHT_SPOT_ATTENUATION,
|
||||
MaterialShaderGLES2::LIGHT_AMBIENT,
|
||||
MaterialShaderGLES2::LIGHT_DIFFUSE,
|
||||
MaterialShaderGLES2::LIGHT_SPECULAR,
|
||||
};
|
||||
@ -4617,12 +4637,10 @@ void RasterizerGLES2::_setup_light(uint16_t p_light) {
|
||||
LightInstance *li=light_instances[p_light];
|
||||
Light *l=li->base;
|
||||
|
||||
Color col_ambient=_convert_color(l->colors[VS::LIGHT_COLOR_AMBIENT]);
|
||||
Color col_diffuse=_convert_color(l->colors[VS::LIGHT_COLOR_DIFFUSE]);
|
||||
Color col_specular=_convert_color(l->colors[VS::LIGHT_COLOR_SPECULAR]);
|
||||
|
||||
for(int j=0;j<3;j++) {
|
||||
light_data[VL_LIGHT_AMBIENT][j]=col_ambient[j];
|
||||
light_data[VL_LIGHT_DIFFUSE][j]=col_diffuse[j];
|
||||
light_data[VL_LIGHT_SPECULAR][j]=col_specular[j];
|
||||
}
|
||||
@ -5761,6 +5779,17 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
|
||||
//material_shader.set_uniform(MaterialShaderGLES2::SKELETON_MATRICES,6);
|
||||
material_shader.set_uniform(MaterialShaderGLES2::SKELTEX_PIXEL_SIZE,skeleton->pixel_size);
|
||||
}
|
||||
if (!shadow) {
|
||||
|
||||
if (!additive && current_env && current_env->fx_enabled[VS::ENV_FX_AMBIENT_LIGHT]) {
|
||||
Color ambcolor = current_env->fx_param[VS::ENV_FX_PARAM_AMBIENT_LIGHT_COLOR];
|
||||
float ambnrg = current_env->fx_param[VS::ENV_FX_PARAM_AMBIENT_LIGHT_ENERGY];
|
||||
material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHT,Vector3(ambcolor.r*ambnrg,ambcolor.g*ambnrg,ambcolor.b*ambnrg));
|
||||
} else {
|
||||
material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHT,Vector3());
|
||||
}
|
||||
}
|
||||
|
||||
_rinfo.shader_change_count++;
|
||||
}
|
||||
|
||||
@ -5908,6 +5937,8 @@ void RasterizerGLES2::_process_glow_bloom() {
|
||||
glBindTexture(GL_TEXTURE_2D, current_vd->lum_color );
|
||||
glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2);
|
||||
copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]));
|
||||
copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE]));
|
||||
// copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,1.0);
|
||||
copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_TRESHOLD,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD]));
|
||||
copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_SCALE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE]));
|
||||
|
||||
@ -5987,7 +6018,7 @@ void RasterizerGLES2::_process_hdr() {
|
||||
_copy_screen_quad();
|
||||
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_COPY,false);
|
||||
int passes = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES];
|
||||
// int passes = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES];
|
||||
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_REDUCE,true);
|
||||
copy_shader.bind();
|
||||
@ -6351,6 +6382,28 @@ void RasterizerGLES2::end_scene() {
|
||||
glDepthMask(false);
|
||||
|
||||
if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) {
|
||||
|
||||
int hdr_tm = current_env->fx_param[VS::ENV_FX_PARAM_HDR_TONEMAPPER];
|
||||
switch(hdr_tm) {
|
||||
case VS::ENV_FX_HDR_TONE_MAPPER_LINEAR: {
|
||||
|
||||
|
||||
} break;
|
||||
case VS::ENV_FX_HDR_TONE_MAPPER_LOG: {
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,true);
|
||||
|
||||
} break;
|
||||
case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT: {
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true);
|
||||
} break;
|
||||
case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE: {
|
||||
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,true);
|
||||
} break;
|
||||
}
|
||||
|
||||
|
||||
_process_hdr();
|
||||
}
|
||||
if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
|
||||
@ -6400,6 +6453,7 @@ void RasterizerGLES2::end_scene() {
|
||||
glBindTexture(GL_TEXTURE_2D, current_vd->lum_color );
|
||||
glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2);
|
||||
copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]));
|
||||
copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE]));
|
||||
|
||||
}
|
||||
|
||||
@ -6430,6 +6484,9 @@ void RasterizerGLES2::end_scene() {
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,false);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,false);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,false);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,false);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,false);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,false);
|
||||
|
||||
material_shader.set_conditional(MaterialShaderGLES2::USE_8BIT_HDR,false);
|
||||
|
||||
@ -6444,6 +6501,7 @@ void RasterizerGLES2::end_scene() {
|
||||
if (GLOBAL_DEF("rasterizer/debug_shadow_maps",false)) {
|
||||
_debug_shadows();
|
||||
}
|
||||
// _debug_luminances();
|
||||
|
||||
|
||||
}
|
||||
@ -6813,7 +6871,7 @@ void RasterizerGLES2::_debug_draw_shadows_type(Vector<ShadowBuffer>& p_shadows,P
|
||||
|
||||
void RasterizerGLES2::_debug_luminances() {
|
||||
|
||||
canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32,true);
|
||||
canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32,!use_fp16_fb);
|
||||
canvas_begin();
|
||||
glDisable(GL_BLEND);
|
||||
canvas_shader.bind();
|
||||
@ -6821,10 +6879,17 @@ void RasterizerGLES2::_debug_luminances() {
|
||||
Size2 debug_size(128,128);
|
||||
Size2 ofs;
|
||||
|
||||
for (int i=0;i<framebuffer.luminance.size();i++) {
|
||||
|
||||
for (int i=0;i<=framebuffer.luminance.size();i++) {
|
||||
|
||||
if (i==framebuffer.luminance.size()) {
|
||||
if (!current_vd)
|
||||
break;
|
||||
_debug_draw_shadow(current_vd->lum_color, Rect2( ofs, debug_size ));
|
||||
} else {
|
||||
_debug_draw_shadow(framebuffer.luminance[i].color, Rect2( ofs, debug_size ));
|
||||
ofs.x+=debug_size.x;
|
||||
}
|
||||
ofs.x+=debug_size.x/2;
|
||||
if ( (ofs.x+debug_size.x) > viewport.width ) {
|
||||
|
||||
ofs.x=0;
|
||||
@ -7936,9 +8001,14 @@ void RasterizerGLES2::_update_framebuffer() {
|
||||
GLuint format_rgba = GL_RGBA;
|
||||
GLuint format_rgb = use_fp16_fb?_GL_RGB16F_EXT:GL_RGB;
|
||||
GLuint format_type = use_fp16_fb?_GL_HALF_FLOAT_OES:GL_UNSIGNED_BYTE;
|
||||
GLuint format_luminance = use_fp16_fb?_GL_RED_EXT:GL_RGBA;
|
||||
/*GLuint format_luminance = use_fp16_fb?GL_RGB16F:GL_RGBA;
|
||||
GLuint format_luminance_type = use_fp16_fb?(use_fu_GL_HALF_FLOAT_OES):GL_UNSIGNED_BYTE;
|
||||
GLuint format_luminance_components = use_fp16_fb?GL_RGB:GL_RGBA;*/
|
||||
|
||||
GLuint format_luminance = use_fp16_fb?_GL_RG_EXT:GL_RGBA;
|
||||
GLuint format_luminance_type = use_fp16_fb?(full_float_fb_supported?GL_FLOAT:_GL_HALF_FLOAT_OES):GL_UNSIGNED_BYTE;
|
||||
GLuint format_luminance_components = use_fp16_fb?_GL_RED_EXT:GL_RGBA;
|
||||
GLuint format_luminance_components = use_fp16_fb?_GL_RG_EXT:GL_RGBA;
|
||||
|
||||
|
||||
|
||||
|
||||
@ -8082,8 +8152,8 @@ void RasterizerGLES2::_update_framebuffer() {
|
||||
|
||||
glGenTextures(1, &lb.color);
|
||||
glBindTexture(GL_TEXTURE_2D, lb.color);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, format_luminance, lb.size, lb.size, 0,
|
||||
|
@ -163,8 +163,10 @@ class RasterizerGLES2 : public Rasterizer {
|
||||
|
||||
String vertex_code;
|
||||
String fragment_code;
|
||||
String light_code;
|
||||
int vertex_line;
|
||||
int fragment_line;
|
||||
int light_line;
|
||||
VS::ShaderMode mode;
|
||||
|
||||
uint32_t custom_code_id;
|
||||
@ -193,6 +195,7 @@ class RasterizerGLES2 : public Rasterizer {
|
||||
version=1;
|
||||
vertex_line=0;
|
||||
fragment_line=0;
|
||||
light_line=0;
|
||||
can_zpass=true;
|
||||
has_texscreen=false;
|
||||
has_screen_uv=false;
|
||||
@ -211,10 +214,9 @@ class RasterizerGLES2 : public Rasterizer {
|
||||
struct Material {
|
||||
|
||||
bool flags[VS::MATERIAL_FLAG_MAX];
|
||||
bool hints[VS::MATERIAL_HINT_MAX];
|
||||
|
||||
VS::MaterialShadeModel shade_model;
|
||||
VS::MaterialBlendMode blend_mode;
|
||||
VS::MaterialDepthDrawMode depth_draw_mode;
|
||||
|
||||
float line_width;
|
||||
bool has_alpha;
|
||||
@ -241,12 +243,10 @@ class RasterizerGLES2 : public Rasterizer {
|
||||
for(int i=0;i<VS::MATERIAL_FLAG_MAX;i++)
|
||||
flags[i]=false;
|
||||
flags[VS::MATERIAL_FLAG_VISIBLE]=true;
|
||||
for(int i=0;i<VS::MATERIAL_HINT_MAX;i++)
|
||||
hints[i]=false;
|
||||
hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW_FOR_ALPHA]=true;
|
||||
|
||||
line_width=1;
|
||||
has_alpha=false;
|
||||
depth_draw_mode=VS::MATERIAL_DEPTH_DRAW_OPAQUE_ONLY;
|
||||
blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
|
||||
last_pass = 0;
|
||||
shader_version=0;
|
||||
@ -590,7 +590,6 @@ class RasterizerGLES2 : public Rasterizer {
|
||||
vars[VS::LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE]=1.4;
|
||||
vars[VS::LIGHT_PARAM_SHADOW_ESM_MULTIPLIER]=60.0;
|
||||
vars[VS::LIGHT_PARAM_SHADOW_BLUR_PASSES]=1;
|
||||
colors[VS::LIGHT_COLOR_AMBIENT]=Color(0,0,0);
|
||||
colors[VS::LIGHT_COLOR_DIFFUSE]=Color(1,1,1);
|
||||
colors[VS::LIGHT_COLOR_SPECULAR]=Color(1,1,1);
|
||||
shadow_enabled=false;
|
||||
@ -635,8 +634,9 @@ class RasterizerGLES2 : public Rasterizer {
|
||||
fx_param[VS::ENV_FX_PARAM_DOF_BLUR_PASSES]=1;
|
||||
fx_param[VS::ENV_FX_PARAM_DOF_BLUR_BEGIN]=100.0;
|
||||
fx_param[VS::ENV_FX_PARAM_DOF_BLUR_RANGE]=10.0;
|
||||
fx_param[VS::ENV_FX_PARAM_HDR_TONEMAPPER]=VS::ENV_FX_HDR_TONE_MAPPER_LINEAR;
|
||||
fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]=0.4;
|
||||
fx_param[VS::ENV_FX_PARAM_HDR_SCALAR]=1.0;
|
||||
fx_param[VS::ENV_FX_PARAM_HDR_WHITE]=1.0;
|
||||
fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD]=0.95;
|
||||
fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE]=0.2;
|
||||
fx_param[VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE]=0.4;
|
||||
@ -1172,9 +1172,11 @@ public:
|
||||
virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode);
|
||||
virtual VS::ShaderMode shader_get_mode(RID p_shader) const;
|
||||
|
||||
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);
|
||||
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);
|
||||
virtual String shader_get_fragment_code(RID p_shader) const;
|
||||
virtual String shader_get_vertex_code(RID p_shader) const;
|
||||
virtual String shader_get_light_code(RID p_shader) const;
|
||||
|
||||
|
||||
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
|
||||
|
||||
@ -1192,11 +1194,8 @@ public:
|
||||
virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled);
|
||||
virtual bool material_get_flag(RID p_material,VS::MaterialFlag p_flag) const;
|
||||
|
||||
virtual void material_set_hint(RID p_material, VS::MaterialHint p_hint,bool p_enabled);
|
||||
virtual bool material_get_hint(RID p_material,VS::MaterialHint p_hint) const;
|
||||
|
||||
virtual void material_set_shade_model(RID p_material, VS::MaterialShadeModel p_model);
|
||||
virtual VS::MaterialShadeModel material_get_shade_model(RID p_material) const;
|
||||
virtual void material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode);
|
||||
virtual VS::MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const;
|
||||
|
||||
virtual void material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode);
|
||||
virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const;
|
||||
|
@ -181,6 +181,13 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
|
||||
flags->use_tangent_interp=true;
|
||||
}
|
||||
|
||||
}
|
||||
if (type==ShaderLanguage::SHADER_MATERIAL_LIGHT) {
|
||||
|
||||
if (vnode->name==vname_light) {
|
||||
uses_light=true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
code=replace_string(vnode->name);
|
||||
@ -410,7 +417,7 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
|
||||
}
|
||||
|
||||
|
||||
void ShaderCompilerGLES2::compile_node(SL::ProgramNode *p_program) {
|
||||
Error ShaderCompilerGLES2::compile_node(SL::ProgramNode *p_program) {
|
||||
|
||||
// feed the local replace table and global code
|
||||
global_code="";
|
||||
@ -423,8 +430,15 @@ void ShaderCompilerGLES2::compile_node(SL::ProgramNode *p_program) {
|
||||
for(Map<StringName,SL::Uniform>::Element *E=p_program->uniforms.front();E;E=E->next()) {
|
||||
|
||||
String uline="uniform "+_typestr(E->get().type)+" _"+E->key().operator String()+";"ENDL;
|
||||
|
||||
global_code+=uline;
|
||||
if (uniforms) {
|
||||
//if (uniforms->has(E->key())) {
|
||||
// //repeated uniform, error
|
||||
// ERR_EXPLAIN("Uniform already exists from other shader: "+String(E->key()));
|
||||
// ERR_FAIL_COND_V(uniforms->has(E->key()),ERR_ALREADY_EXISTS);
|
||||
//
|
||||
// }
|
||||
SL::Uniform u = E->get();
|
||||
u.order+=ubase;
|
||||
uniforms->insert(E->key(),u);
|
||||
@ -474,12 +488,14 @@ void ShaderCompilerGLES2::compile_node(SL::ProgramNode *p_program) {
|
||||
print_line(code);
|
||||
code=code.replace("\n","");
|
||||
#endif
|
||||
|
||||
return OK;
|
||||
}
|
||||
|
||||
void ShaderCompilerGLES2::create_glsl_120_code(void *p_str,SL::ProgramNode *p_program) {
|
||||
Error ShaderCompilerGLES2::create_glsl_120_code(void *p_str,SL::ProgramNode *p_program) {
|
||||
|
||||
ShaderCompilerGLES2 *compiler=(ShaderCompilerGLES2*)p_str;
|
||||
compiler->compile_node(p_program);
|
||||
return compiler->compile_node(p_program);
|
||||
}
|
||||
|
||||
|
||||
@ -505,6 +521,7 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT
|
||||
uses_alpha=false;
|
||||
uses_discard=false;
|
||||
uses_screen_uv=false;
|
||||
uses_light=false;
|
||||
vertex_code_writes_vertex=false;
|
||||
uniforms=r_uniforms;
|
||||
flags=&r_flags;
|
||||
@ -533,6 +550,7 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT
|
||||
r_flags.vertex_code_writes_vertex=vertex_code_writes_vertex;
|
||||
r_flags.uses_discard=uses_discard;
|
||||
r_flags.uses_screen_uv=uses_screen_uv;
|
||||
r_flags.uses_light=uses_light;
|
||||
r_code_line=code;
|
||||
r_globals_line=global_code;
|
||||
return OK;
|
||||
@ -577,6 +595,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
|
||||
replace_table["clamp"]= "clamp";
|
||||
replace_table["mix" ]= "mix";
|
||||
replace_table["step" ]= "step";
|
||||
replace_table["smoothstep" ]= "smoothstep";
|
||||
replace_table["length"]= "length";
|
||||
replace_table["distance"]= "distance";
|
||||
replace_table["dot" ]= "dot";
|
||||
@ -628,6 +647,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
|
||||
mode_replace_table[1]["DIFFUSE_ALPHA"]="diffuse";
|
||||
mode_replace_table[1]["SPECULAR"]="specular";
|
||||
mode_replace_table[1]["EMISSION"]="emission";
|
||||
mode_replace_table[1]["SHADE_PARAM"]="shade_param";
|
||||
mode_replace_table[1]["SPEC_EXP"]="specular_exp";
|
||||
mode_replace_table[1]["GLOW"]="glow";
|
||||
mode_replace_table[1]["DISCARD"]="discard_";
|
||||
@ -638,6 +658,26 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
|
||||
//mode_replace_table[1]["SCREEN_TEXEL_SIZE"]="SCREEN_TEXEL_SIZE";
|
||||
mode_replace_table[1]["TIME"]="time";
|
||||
|
||||
//////////////
|
||||
|
||||
mode_replace_table[2]["NORMAL"]="normal";
|
||||
//mode_replace_table[2]["POSITION"]="IN_POSITION";
|
||||
mode_replace_table[2]["LIGHT_DIR"]="light_dir";
|
||||
mode_replace_table[2]["LIGHT_DIFFUSE"]="light_diffuse";
|
||||
mode_replace_table[2]["LIGHT_SPECULAR"]="light_specular";
|
||||
mode_replace_table[2]["EYE_VEC"]="eye_vec";
|
||||
mode_replace_table[2]["DIFFUSE"]="mdiffuse";
|
||||
mode_replace_table[2]["SPECULAR"]="specular";
|
||||
mode_replace_table[2]["SPECULAR_EXP"]="specular_exp";
|
||||
mode_replace_table[2]["SHADE_PARAM"]="shade_param";
|
||||
mode_replace_table[2]["LIGHT"]="light";
|
||||
mode_replace_table[2]["POINT_COORD"]="gl_PointCoord";
|
||||
mode_replace_table[2]["TIME"]="time";
|
||||
|
||||
//mode_replace_table[2]["SCREEN_POS"]="SCREEN_POS";
|
||||
//mode_replace_table[2]["SCREEN_TEXEL_SIZE"]="SCREEN_TEXEL_SIZE";
|
||||
|
||||
|
||||
out_vertex_name="VERTEX";
|
||||
|
||||
vname_discard="DISCARD";
|
||||
@ -651,5 +691,6 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
|
||||
vname_var1_interp="VAR1";
|
||||
vname_var2_interp="VAR2";
|
||||
vname_vertex="VERTEX";
|
||||
vname_light="LIGHT";
|
||||
|
||||
}
|
||||
|
@ -39,10 +39,11 @@ private:
|
||||
|
||||
ShaderLanguage::ProgramNode *program_node;
|
||||
String dump_node_code(ShaderLanguage::Node *p_node,int p_level,bool p_assign_left=false);
|
||||
void compile_node(ShaderLanguage::ProgramNode *p_program);
|
||||
static void create_glsl_120_code(void *p_str,ShaderLanguage::ProgramNode *p_program);
|
||||
Error compile_node(ShaderLanguage::ProgramNode *p_program);
|
||||
static Error create_glsl_120_code(void *p_str,ShaderLanguage::ProgramNode *p_program);
|
||||
|
||||
|
||||
bool uses_light;
|
||||
bool uses_texscreen;
|
||||
bool uses_texpos;
|
||||
bool uses_alpha;
|
||||
@ -62,6 +63,7 @@ private:
|
||||
StringName vname_var1_interp;
|
||||
StringName vname_var2_interp;
|
||||
StringName vname_vertex;
|
||||
StringName vname_light;
|
||||
|
||||
Map<StringName,ShaderLanguage::Uniform> *uniforms;
|
||||
|
||||
@ -73,7 +75,7 @@ private:
|
||||
|
||||
String replace_string(const StringName& p_string);
|
||||
|
||||
Map<StringName,StringName> mode_replace_table[2];
|
||||
Map<StringName,StringName> mode_replace_table[3];
|
||||
Map<StringName,StringName> replace_table;
|
||||
|
||||
public:
|
||||
@ -92,6 +94,7 @@ public:
|
||||
bool use_tangent_interp;
|
||||
bool use_var1_interp;
|
||||
bool use_var2_interp;
|
||||
bool uses_light;
|
||||
};
|
||||
|
||||
Error compile(const String& p_code, ShaderLanguage::ShaderType p_type, String& r_code_line, String& r_globals_line, Flags& r_flags, Map<StringName,ShaderLanguage::Uniform> *r_uniforms=NULL);
|
||||
|
@ -285,6 +285,7 @@ ShaderGLES2::Version* ShaderGLES2::get_current_version() {
|
||||
|
||||
//keep them around during the function
|
||||
CharString code_string;
|
||||
CharString code_string2;
|
||||
CharString code_globals;
|
||||
|
||||
|
||||
@ -437,6 +438,14 @@ ShaderGLES2::Version* ShaderGLES2::get_current_version() {
|
||||
}
|
||||
|
||||
strings.push_back(fragment_code2.get_data());
|
||||
|
||||
if (cc) {
|
||||
code_string2=cc->light.ascii();
|
||||
strings.push_back(code_string2.get_data());
|
||||
}
|
||||
|
||||
strings.push_back(fragment_code3.get_data());
|
||||
|
||||
#ifdef DEBUG_SHADER
|
||||
DEBUG_PRINT("\nFragment Code:\n\n"+String(code_string.get_data()));
|
||||
for(int i=0;i<strings.size();i++) {
|
||||
@ -630,6 +639,7 @@ void ShaderGLES2::setup(const char** p_conditional_defines, int p_conditional_co
|
||||
{
|
||||
String globals_tag="\nFRAGMENT_SHADER_GLOBALS";
|
||||
String code_tag="\nFRAGMENT_SHADER_CODE";
|
||||
String light_code_tag="\nLIGHT_SHADER_CODE";
|
||||
String code = fragment_code;
|
||||
int cpos = code.find(globals_tag);
|
||||
if (cpos==-1) {
|
||||
@ -645,7 +655,16 @@ void ShaderGLES2::setup(const char** p_conditional_defines, int p_conditional_co
|
||||
} else {
|
||||
|
||||
fragment_code1=code.substr(0,cpos).ascii();
|
||||
fragment_code2=code.substr(cpos+code_tag.length(),code.length()).ascii();
|
||||
String code2 = code.substr(cpos+code_tag.length(),code.length());
|
||||
|
||||
cpos = code2.find(light_code_tag);
|
||||
if (cpos==-1) {
|
||||
fragment_code2=code2.ascii();
|
||||
} else {
|
||||
|
||||
fragment_code2=code2.substr(0,cpos).ascii();
|
||||
fragment_code3 = code2.substr(cpos+light_code_tag.length(),code2.length()).ascii();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -696,7 +715,7 @@ uint32_t ShaderGLES2::create_custom_shader() {
|
||||
return last_custom_code++;
|
||||
}
|
||||
|
||||
void ShaderGLES2::set_custom_shader_code(uint32_t p_code_id, const String& p_vertex, const String& p_vertex_globals,const String& p_fragment, const String& p_fragment_globals,const Vector<StringName>& p_uniforms,const Vector<const char*> &p_custom_defines) {
|
||||
void ShaderGLES2::set_custom_shader_code(uint32_t p_code_id, const String& p_vertex, const String& p_vertex_globals,const String& p_fragment,const String& p_light, const String& p_fragment_globals,const Vector<StringName>& p_uniforms,const Vector<const char*> &p_custom_defines) {
|
||||
|
||||
ERR_FAIL_COND(!custom_code_map.has(p_code_id));
|
||||
CustomCode *cc=&custom_code_map[p_code_id];
|
||||
@ -705,6 +724,7 @@ void ShaderGLES2::set_custom_shader_code(uint32_t p_code_id, const String& p_ver
|
||||
cc->vertex_globals=p_vertex_globals;
|
||||
cc->fragment=p_fragment;
|
||||
cc->fragment_globals=p_fragment_globals;
|
||||
cc->light=p_light;
|
||||
cc->custom_uniforms=p_uniforms;
|
||||
cc->custom_defines=p_custom_defines;
|
||||
cc->version++;
|
||||
|
@ -98,6 +98,7 @@ private:
|
||||
String vertex_globals;
|
||||
String fragment;
|
||||
String fragment_globals;
|
||||
String light;
|
||||
uint32_t version;
|
||||
Vector<StringName> custom_uniforms;
|
||||
Vector<const char*> custom_defines;
|
||||
@ -157,6 +158,7 @@ private:
|
||||
CharString fragment_code0;
|
||||
CharString fragment_code1;
|
||||
CharString fragment_code2;
|
||||
CharString fragment_code3;
|
||||
|
||||
CharString vertex_code0;
|
||||
CharString vertex_code1;
|
||||
@ -292,7 +294,7 @@ public:
|
||||
void clear_caches();
|
||||
|
||||
uint32_t create_custom_shader();
|
||||
void set_custom_shader_code(uint32_t p_id,const String& p_vertex, const String& p_vertex_globals,const String& p_fragment, const String& p_fragment_globals,const Vector<StringName>& p_uniforms,const Vector<const char*> &p_custom_defines);
|
||||
void set_custom_shader_code(uint32_t p_id,const String& p_vertex, const String& p_vertex_globals,const String& p_fragment,const String& p_p_light,const String& p_fragment_globals,const Vector<StringName>& p_uniforms,const Vector<const char*> &p_custom_defines);
|
||||
void set_custom_shader(uint32_t p_id);
|
||||
void free_custom_shader(uint32_t p_id);
|
||||
|
||||
|
@ -78,7 +78,7 @@ uniform highp float hdr_glow_scale;
|
||||
|
||||
uniform sampler2D hdr_source;
|
||||
uniform highp float tonemap_exposure;
|
||||
|
||||
uniform highp float tonemap_white;
|
||||
#endif
|
||||
|
||||
#ifdef USE_BCS
|
||||
@ -318,6 +318,7 @@ void main() {
|
||||
|
||||
#ifdef USE_HDR
|
||||
|
||||
highp float white_mult = 1.0;
|
||||
|
||||
#ifdef USE_8BIT_HDR
|
||||
highp vec4 _mult = vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1);
|
||||
@ -325,11 +326,37 @@ void main() {
|
||||
color.rgb*=LUM_RANGE;
|
||||
hdr_lum*=LUM_RANGE; //restore to full range
|
||||
#else
|
||||
highp float hdr_lum = texture2D( hdr_source, vec2(0.0) ).r;
|
||||
|
||||
highp vec2 lv = texture2D( hdr_source, vec2(0.0) ).rg;
|
||||
highp float hdr_lum = lv.r;
|
||||
#ifdef USE_AUTOWHITE
|
||||
white_mult=lv.g;
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef USE_REINHARDT_TONEMAPPER
|
||||
float src_lum = dot(color.rgb,vec3(0.3, 0.58, 0.12));
|
||||
float lp = tonemap_exposure/hdr_lum*src_lum;
|
||||
float white = tonemap_white;
|
||||
#ifdef USE_AUTOWHITE
|
||||
white_mult = (white_mult + 1.0 * white_mult);
|
||||
white_mult*=white_mult;
|
||||
white*=white_mult;
|
||||
#endif
|
||||
lp = ( lp * ( 1.0 + ( lp / ( white) ) ) ) / ( 1.0 + lp );
|
||||
color.rgb*=lp;
|
||||
|
||||
#else
|
||||
|
||||
#ifdef USE_LOG_TONEMAPPER
|
||||
color.rgb = tonemap_exposure * log(color.rgb+1.0)/log(hdr_lum+1.0);
|
||||
#else
|
||||
highp float tone_scale = tonemap_exposure / hdr_lum; //only linear supported
|
||||
color.rgb*=tone_scale;
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
@ -393,7 +420,11 @@ void main() {
|
||||
#ifdef USE_HDR_COPY
|
||||
|
||||
//highp float lum = dot(color.rgb,highp vec3(1.0/3.0,1.0/3.0,1.0/3.0));
|
||||
highp float lum = max(color.r,max(color.g,color.b));
|
||||
//highp float lum = max(color.r,max(color.g,color.b));
|
||||
highp float lum = dot(color.rgb,vec3(0.3, 0.58, 0.12));
|
||||
|
||||
//lum=log(lum+0.0001); //everyone does it
|
||||
|
||||
#ifdef USE_8BIT_HDR
|
||||
highp vec4 comp = fract(lum * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
|
||||
comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
|
||||
@ -422,21 +453,33 @@ void main() {
|
||||
#else
|
||||
|
||||
highp float lum_accum = color.r;
|
||||
lum_accum += texture2D( source, uv_interp+vec2(-pixel_size.x,-pixel_size.y) ).r;
|
||||
lum_accum += texture2D( source, uv_interp+vec2(0.0,-pixel_size.y) ).r;
|
||||
lum_accum += texture2D( source, uv_interp+vec2(pixel_size.x,-pixel_size.y) ).r;
|
||||
lum_accum += texture2D( source, uv_interp+vec2(-pixel_size.x,0.0) ).r;
|
||||
lum_accum += texture2D( source, uv_interp+vec2(pixel_size.x,0.0) ).r;
|
||||
lum_accum += texture2D( source, uv_interp+vec2(-pixel_size.x,pixel_size.y) ).r;
|
||||
lum_accum += texture2D( source, uv_interp+vec2(0.0,pixel_size.y) ).r;
|
||||
lum_accum += texture2D( source, uv_interp+vec2(pixel_size.x,pixel_size.y) ).r;
|
||||
highp float lum_max = color.g;
|
||||
|
||||
#define LUM_REDUCE(m_uv) \
|
||||
{\
|
||||
vec2 val = texture2D( source, uv_interp+m_uv ).rg;\
|
||||
lum_accum+=val.x;\
|
||||
lum_max=max(val.y,lum_max);\
|
||||
}
|
||||
|
||||
LUM_REDUCE( vec2(-pixel_size.x,-pixel_size.y) );
|
||||
LUM_REDUCE( vec2(0.0,-pixel_size.y) );
|
||||
LUM_REDUCE( vec2(pixel_size.x,-pixel_size.y) );
|
||||
LUM_REDUCE( vec2(-pixel_size.x,0.0) );
|
||||
LUM_REDUCE( vec2(pixel_size.x,0.0) );
|
||||
LUM_REDUCE( vec2(-pixel_size.x,pixel_size.y) );
|
||||
LUM_REDUCE( vec2(0.0,pixel_size.y) );
|
||||
LUM_REDUCE( vec2(pixel_size.x,pixel_size.y) );
|
||||
lum_accum/=9.0;
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef USE_HDR_STORE
|
||||
|
||||
//lum_accum=exp(lum_accum);
|
||||
|
||||
#ifdef USE_8BIT_HDR
|
||||
|
||||
highp float vd_lum = dot(texture2D( source_vd_lum, vec2(0.0) ), _multcv );
|
||||
lum_accum = clamp( vd_lum + (lum_accum-vd_lum)*hdr_time_delta*hdr_exp_adj_speed,min_luminance*(1.0/LUM_RANGE),max_luminance*(1.0/LUM_RANGE));
|
||||
#else
|
||||
@ -450,6 +493,10 @@ void main() {
|
||||
highp vec4 comp = fract(lum_accum * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
|
||||
comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
|
||||
color=comp;
|
||||
#else
|
||||
#ifdef USE_AUTOWHITE
|
||||
color.r=lum_accum;
|
||||
color.g=lum_max;
|
||||
#else
|
||||
color.rgb=vec3(lum_accum);
|
||||
#endif
|
||||
@ -457,6 +504,10 @@ void main() {
|
||||
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
#ifdef USE_RGBE
|
||||
|
||||
color.rgb = pow(color.rgb,color.a*255.0-(8.0+128.0));
|
||||
|
@ -115,7 +115,6 @@ uniform vec3 light_pos;
|
||||
uniform vec3 light_direction;
|
||||
uniform vec3 light_attenuation;
|
||||
uniform vec3 light_spot_attenuation;
|
||||
uniform vec3 light_ambient;
|
||||
uniform vec3 light_diffuse;
|
||||
uniform vec3 light_specular;
|
||||
|
||||
@ -132,6 +131,7 @@ varying vec3 specular_interp;
|
||||
uniform float time;
|
||||
uniform float instance_id;
|
||||
|
||||
uniform vec3 ambient_light;
|
||||
|
||||
#if !defined(USE_DEPTH_SHADOWS) && defined(USE_SHADOW_PASS)
|
||||
|
||||
@ -404,7 +404,7 @@ VERTEX_SHADER_CODE
|
||||
float NdotL = max(0.0,dot( normal_interp, light_dir ));
|
||||
vec3 half_vec = normalize(light_dir + eye_vec);
|
||||
float eye_light = max(dot(normal_interp, half_vec),0.0);
|
||||
diffuse_interp.rgb=light_diffuse * NdotL * attenuation;// + light_ambient;
|
||||
diffuse_interp.rgb=light_diffuse * NdotL * attenuation;
|
||||
diffuse_interp.a=attenuation;
|
||||
if (NdotL > 0.0) {
|
||||
specular_interp=light_specular * pow( eye_light, vertex_specular_exp ) * attenuation;
|
||||
@ -510,28 +510,16 @@ uniform vec3 light_pos;
|
||||
uniform vec3 light_direction;
|
||||
uniform vec3 light_attenuation;
|
||||
uniform vec3 light_spot_attenuation;
|
||||
uniform vec3 light_ambient;
|
||||
uniform vec3 light_diffuse;
|
||||
uniform vec3 light_specular;
|
||||
|
||||
uniform vec3 ambient_light;
|
||||
|
||||
|
||||
#ifdef USE_FRAGMENT_LIGHTING
|
||||
|
||||
|
||||
|
||||
vec3 process_shade(in vec3 normal, in vec3 light_dir, in vec3 eye_vec, in vec3 diffuse, in vec3 specular, in float specular_exp, in float attenuation) {
|
||||
|
||||
float NdotL = max(0.0,dot( normal, light_dir ));
|
||||
vec3 half_vec = normalize(light_dir + eye_vec);
|
||||
float eye_light = max(dot(normal, half_vec),0.0);
|
||||
|
||||
vec3 ret = light_ambient *diffuse + light_diffuse * diffuse * NdotL * attenuation;
|
||||
if (NdotL > 0.0) {
|
||||
ret+=light_specular * specular * pow( eye_light, specular_exp ) * attenuation;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
# ifdef USE_DEPTH_SHADOWS
|
||||
# else
|
||||
# endif
|
||||
@ -770,9 +758,12 @@ void main() {
|
||||
bool discard_=false;
|
||||
#endif
|
||||
|
||||
{
|
||||
|
||||
|
||||
FRAGMENT_SHADER_CODE
|
||||
|
||||
}
|
||||
|
||||
#if defined(ENABLE_DISCARD)
|
||||
if (discard_) {
|
||||
@ -1009,9 +1000,8 @@ FRAGMENT_SHADER_CODE
|
||||
#ifdef LIGHT_TYPE_DIRECTIONAL
|
||||
|
||||
vec3 light_dir = -light_direction;
|
||||
float light_attenuation = light_attenuation.r;
|
||||
float attenuation = light_attenuation.r;
|
||||
|
||||
diffuse.rgb=process_shade(normal,light_dir,eye_vec,diffuse.rgb,specular,specular_exp,shadow_attenuation)*light_attenuation;
|
||||
|
||||
#endif
|
||||
|
||||
@ -1023,7 +1013,6 @@ FRAGMENT_SHADER_CODE
|
||||
light_dir=normalize(light_dir);
|
||||
float attenuation = pow( max(1.0 - dist/radius, 0.0), light_attenuation.b ) * light_attenuation.r;
|
||||
|
||||
diffuse.rgb=process_shade(normal,light_dir,eye_vec,diffuse.rgb,specular,specular_exp,shadow_attenuation)*attenuation;
|
||||
#endif
|
||||
|
||||
|
||||
@ -1040,10 +1029,39 @@ FRAGMENT_SHADER_CODE
|
||||
float rim = (1.0 - scos) / (1.0 - spot_cutoff);
|
||||
attenuation *= 1.0 - pow( rim, light_spot_attenuation.g);
|
||||
|
||||
diffuse.rgb=process_shade(normal,light_dir,eye_vec,diffuse.rgb,specular,specular_exp,shadow_attenuation)*attenuation;
|
||||
|
||||
#endif
|
||||
|
||||
# if defined(LIGHT_TYPE_DIRECTIONAL) || defined(LIGHT_TYPE_OMNI) || defined (LIGHT_TYPE_SPOT)
|
||||
|
||||
{
|
||||
|
||||
vec3 mdiffuse = diffuse.rgb;
|
||||
vec3 light;
|
||||
|
||||
#if defined(USE_LIGHT_SHADER_CODE)
|
||||
//light is written by the light shader
|
||||
{
|
||||
|
||||
LIGHT_SHADER_CODE
|
||||
|
||||
}
|
||||
#else
|
||||
//traditional lambert + blinn
|
||||
float NdotL = max(0.0,dot( normal, light_dir ));
|
||||
vec3 half_vec = normalize(light_dir + eye_vec);
|
||||
float eye_light = max(dot(normal, half_vec),0.0);
|
||||
|
||||
light = light_diffuse * mdiffuse * NdotL;
|
||||
if (NdotL > 0.0) {
|
||||
light+=specular * light_specular * pow( eye_light, specular_exp );
|
||||
}
|
||||
#endif
|
||||
diffuse.rgb = ambient_light *diffuse.rgb + light * attenuation * shadow_attenuation;
|
||||
|
||||
}
|
||||
|
||||
|
||||
# endif
|
||||
|
||||
# if !defined(LIGHT_TYPE_DIRECTIONAL) && !defined(LIGHT_TYPE_OMNI) && !defined (LIGHT_TYPE_SPOT)
|
||||
//none
|
||||
@ -1062,7 +1080,7 @@ FRAGMENT_SHADER_CODE
|
||||
|
||||
#ifdef USE_VERTEX_LIGHTING
|
||||
|
||||
vec3 ambient = light_ambient*diffuse.rgb;
|
||||
vec3 ambient = ambient_light*diffuse.rgb;
|
||||
# if defined(LIGHT_TYPE_OMNI) || defined (LIGHT_TYPE_SPOT)
|
||||
ambient*=diffuse_interp.a; //attenuation affects ambient too
|
||||
# endif
|
||||
|
@ -211,6 +211,7 @@ Error Main::setup(const char *execpath,int argc, char *argv[],bool p_second_phas
|
||||
while (I) {
|
||||
|
||||
I->get()=unescape_cmdline(I->get().strip_escapes());
|
||||
// print_line("CMD: "+I->get());
|
||||
I=I->next();
|
||||
}
|
||||
|
||||
@ -223,6 +224,7 @@ Error Main::setup(const char *execpath,int argc, char *argv[],bool p_second_phas
|
||||
String game_path=".";
|
||||
String debug_mode;
|
||||
String debug_host;
|
||||
String main_pack;
|
||||
int rtm=-1;
|
||||
|
||||
String remotefs;
|
||||
@ -425,6 +427,17 @@ Error Main::setup(const char *execpath,int argc, char *argv[],bool p_second_phas
|
||||
goto error;
|
||||
};
|
||||
|
||||
} else if (I->get() == "-main_pack") {
|
||||
|
||||
if (I->next()) {
|
||||
|
||||
main_pack=I->next()->get();
|
||||
N = I->next()->next();
|
||||
} else {
|
||||
|
||||
goto error;
|
||||
};
|
||||
|
||||
} else if (I->get()=="-debug" || I->get()=="-d") {
|
||||
debug_mode="local";
|
||||
} else if (I->get()=="-editor_scene") {
|
||||
@ -541,7 +554,7 @@ Error Main::setup(const char *execpath,int argc, char *argv[],bool p_second_phas
|
||||
#endif
|
||||
|
||||
|
||||
if (globals->setup(game_path)!=OK) {
|
||||
if (globals->setup(game_path,main_pack)!=OK) {
|
||||
|
||||
#ifdef TOOLS_ENABLED
|
||||
editor=false;
|
||||
|
@ -65,7 +65,7 @@ bool GDScriptLanguage::validate(const String& p_script, int &r_line_error,int &r
|
||||
|
||||
GDParser parser;
|
||||
|
||||
Error err = parser.parse(p_script,p_path.get_base_dir());
|
||||
Error err = parser.parse(p_script,p_path.get_base_dir(),true);
|
||||
if (err) {
|
||||
r_line_error=parser.get_error_line();
|
||||
r_col_error=parser.get_error_column();
|
||||
|
@ -29,6 +29,7 @@
|
||||
#include "gd_parser.h"
|
||||
#include "print_string.h"
|
||||
#include "io/resource_loader.h"
|
||||
#include "os/file_access.h"
|
||||
/* TODO:
|
||||
|
||||
*Property reduce constant expressions
|
||||
@ -226,11 +227,22 @@ GDParser::Node* GDParser::_parse_expression(Node *p_parent,bool p_static,bool p_
|
||||
path=base_path+"/"+path;
|
||||
path = path.replace("///","//");
|
||||
|
||||
Ref<Resource> res = ResourceLoader::load(path);
|
||||
Ref<Resource> res;
|
||||
if (!validating) {
|
||||
|
||||
//this can be too slow for just validating code
|
||||
res = ResourceLoader::load(path);
|
||||
if (!res.is_valid()) {
|
||||
_set_error("Can't preload resource at path: "+path);
|
||||
return NULL;
|
||||
}
|
||||
} else {
|
||||
|
||||
if (!FileAccess::exists(path)) {
|
||||
_set_error("Can't preload resource at path: "+path);
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
|
||||
tokenizer->advance();
|
||||
|
||||
@ -2468,12 +2480,13 @@ Error GDParser::parse_bytecode(const Vector<uint8_t> &p_bytecode,const String& p
|
||||
}
|
||||
|
||||
|
||||
Error GDParser::parse(const String& p_code,const String& p_base_path) {
|
||||
Error GDParser::parse(const String& p_code,const String& p_base_path,bool p_just_validate) {
|
||||
|
||||
|
||||
GDTokenizerText *tt = memnew( GDTokenizerText );
|
||||
tt->set_code(p_code);
|
||||
|
||||
validating=p_just_validate;
|
||||
tokenizer=tt;
|
||||
Error ret = _parse(p_base_path);
|
||||
memdelete(tt);
|
||||
@ -2498,6 +2511,7 @@ void GDParser::clear() {
|
||||
head=NULL;
|
||||
list=NULL;
|
||||
|
||||
validating=false;
|
||||
error_set=false;
|
||||
tab_level.clear();
|
||||
tab_level.push_back(0);
|
||||
|
@ -356,6 +356,7 @@ private:
|
||||
template<class T>
|
||||
T* alloc_node();
|
||||
|
||||
bool validating;
|
||||
int parenthesis;
|
||||
bool error_set;
|
||||
String error;
|
||||
@ -392,7 +393,7 @@ public:
|
||||
String get_error() const;
|
||||
int get_error_line() const;
|
||||
int get_error_column() const;
|
||||
Error parse(const String& p_code,const String& p_base_path="");
|
||||
Error parse(const String& p_code, const String& p_base_path="", bool p_just_validate=false);
|
||||
Error parse_bytecode(const Vector<uint8_t> &p_bytecode,const String& p_base_path="");
|
||||
|
||||
const Node *get_parse_tree() const;
|
||||
|
@ -258,7 +258,11 @@ bool EditorExportPlatformAndroid::_set(const StringName& p_name, const Variant&
|
||||
|
||||
String n=p_name;
|
||||
|
||||
if (n=="version/code")
|
||||
if (n=="custom_package/debug")
|
||||
custom_debug_package=p_value;
|
||||
else if (n=="custom_package/release")
|
||||
custom_release_package=p_value;
|
||||
else if (n=="version/code")
|
||||
version_code=p_value;
|
||||
else if (n=="version/name")
|
||||
version_name=p_value;
|
||||
@ -317,8 +321,11 @@ bool EditorExportPlatformAndroid::_set(const StringName& p_name, const Variant&
|
||||
bool EditorExportPlatformAndroid::_get(const StringName& p_name,Variant &r_ret) const{
|
||||
|
||||
String n=p_name;
|
||||
|
||||
if (n=="version/code")
|
||||
if (n=="custom_package/debug")
|
||||
r_ret=custom_debug_package;
|
||||
else if (n=="custom_package/release")
|
||||
r_ret=custom_release_package;
|
||||
else if (n=="version/code")
|
||||
r_ret=version_code;
|
||||
else if (n=="version/name")
|
||||
r_ret=version_name;
|
||||
@ -389,7 +396,7 @@ void EditorExportPlatformAndroid::_get_property_list( List<PropertyInfo> *p_list
|
||||
p_list->push_back( PropertyInfo( Variant::STRING, "keystore/release_user" ) );
|
||||
p_list->push_back( PropertyInfo( Variant::BOOL, "apk_expansion/enable" ) );
|
||||
p_list->push_back( PropertyInfo( Variant::STRING, "apk_expansion/SALT" ) );
|
||||
p_list->push_back( PropertyInfo( Variant::STRING, "apk_expansion/pubic_key" ) );
|
||||
p_list->push_back( PropertyInfo( Variant::STRING, "apk_expansion/public_key",PROPERTY_HINT_MULTILINE_TEXT ) );
|
||||
|
||||
const char **perms = android_perms;
|
||||
while(*perms) {
|
||||
@ -1095,6 +1102,12 @@ Error EditorExportPlatformAndroid::export_project(const String& p_path, bool p_d
|
||||
ep.step("Adding Files..",1);
|
||||
Error err=OK;
|
||||
Vector<String> cl = cmdline.strip_edges().split(" ");
|
||||
for(int i=0;i<cl.size();i++) {
|
||||
if (cl[i].strip_edges().length()==0) {
|
||||
cl.remove(i);
|
||||
i--;
|
||||
}
|
||||
}
|
||||
|
||||
if (p_dumb) {
|
||||
|
||||
@ -1123,12 +1136,12 @@ Error EditorExportPlatformAndroid::export_project(const String& p_path, bool p_d
|
||||
}
|
||||
err = save_pack(pf);
|
||||
memdelete(pf);
|
||||
cl.push_back("-main_pack");
|
||||
cl.push_back(apkfname);
|
||||
cl.push_back("-main_pack_md5");
|
||||
|
||||
cl.push_back("-use_apk_expansion");
|
||||
cl.push_back("-apk_expansion_md5");
|
||||
cl.push_back(FileAccess::get_md5(fullpath));
|
||||
cl.push_back("-main_pack_cfg");
|
||||
cl.push_back(apk_expansion_salt+","+apk_expansion_pkey);
|
||||
cl.push_back("-apk_expansion_key");
|
||||
cl.push_back(apk_expansion_pkey.strip_edges());
|
||||
|
||||
} else {
|
||||
|
||||
@ -1562,10 +1575,10 @@ bool EditorExportPlatformAndroid::can_export(String *r_error) const {
|
||||
|
||||
if (apk_expansion) {
|
||||
|
||||
if (apk_expansion_salt=="") {
|
||||
valid=false;
|
||||
err+="Invalid SALT for apk expansion.\n";
|
||||
}
|
||||
//if (apk_expansion_salt=="") {
|
||||
// valid=false;
|
||||
// err+="Invalid SALT for apk expansion.\n";
|
||||
//}
|
||||
if (apk_expansion_pkey=="") {
|
||||
valid=false;
|
||||
err+="Invalid public key for apk expansion.\n";
|
||||
|
@ -63,6 +63,10 @@ import com.android.godot.input.*;
|
||||
import java.io.InputStream;
|
||||
|
||||
import javax.microedition.khronos.opengles.GL10;
|
||||
import java.security.MessageDigest;
|
||||
import java.io.File;
|
||||
import java.io.FileInputStream;
|
||||
import java.util.LinkedList;
|
||||
|
||||
public class Godot extends Activity implements SensorEventListener
|
||||
{
|
||||
@ -138,7 +142,11 @@ public class Godot extends Activity implements SensorEventListener
|
||||
|
||||
*/
|
||||
|
||||
private String[] command_line;
|
||||
|
||||
public GodotView mView;
|
||||
private boolean godot_initialized=false;
|
||||
|
||||
|
||||
private SensorManager mSensorManager;
|
||||
private Sensor mAccelerometer;
|
||||
@ -216,46 +224,89 @@ public class Godot extends Activity implements SensorEventListener
|
||||
|
||||
|
||||
private String[] getCommandLine() {
|
||||
|
||||
InputStream is;
|
||||
try {
|
||||
is = getAssets().open("/_cl_");
|
||||
is = getAssets().open("_cl_");
|
||||
byte[] len = new byte[4];
|
||||
int r = is.read(len);
|
||||
if (r<4) {
|
||||
System.out.printf("**ERROR** Wrong cmdline length.\n");
|
||||
Log.d("GODOT", "**ERROR** Wrong cmdline length.\n");
|
||||
return new String[0];
|
||||
}
|
||||
int argc=((int)(len[3])<<24) | ((int)(len[2])<<16) | ((int)(len[1])<<8) | ((int)(len[0]));
|
||||
int argc=((int)(len[3]&0xFF)<<24) | ((int)(len[2]&0xFF)<<16) | ((int)(len[1]&0xFF)<<8) | ((int)(len[0]&0xFF));
|
||||
String[] cmdline = new String[argc];
|
||||
|
||||
for(int i=0;i<argc;i++) {
|
||||
r = is.read(len);
|
||||
if (r<4) {
|
||||
System.out.printf("**ERROR** Wrong cmdline param lenght.\n");
|
||||
|
||||
Log.d("GODOT", "**ERROR** Wrong cmdline param lenght.\n");
|
||||
return new String[0];
|
||||
}
|
||||
int strlen=((int)(len[3])<<24) | ((int)(len[2])<<16) | ((int)(len[1])<<8) | ((int)(len[0]));
|
||||
int strlen=((int)(len[3]&0xFF)<<24) | ((int)(len[2]&0xFF)<<16) | ((int)(len[1]&0xFF)<<8) | ((int)(len[0]&0xFF));
|
||||
if (strlen>65535) {
|
||||
System.out.printf("**ERROR** Wrong command len\n");
|
||||
Log.d("GODOT", "**ERROR** Wrong command len\n");
|
||||
return new String[0];
|
||||
}
|
||||
byte[] arg = new byte[strlen];
|
||||
r = is.read(arg);
|
||||
if (r!=strlen) {
|
||||
if (r==strlen) {
|
||||
cmdline[i]=new String(arg,"UTF-8");
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return cmdline;
|
||||
} catch (Exception e) {
|
||||
|
||||
e.printStackTrace();
|
||||
System.out.printf("**ERROR** No commandline.\n");
|
||||
Log.d("GODOT", "**ERROR** Exception " + e.getClass().getName() + ":" + e.getMessage());
|
||||
return new String[0];
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
String expansion_pack_path;
|
||||
|
||||
|
||||
private void initializeGodot() {
|
||||
|
||||
if (expansion_pack_path!=null) {
|
||||
|
||||
String[] new_cmdline;
|
||||
int cll=0;
|
||||
if (command_line!=null) {
|
||||
new_cmdline = new String[ command_line.length + 2 ];
|
||||
cll=command_line.length;
|
||||
for(int i=0;i<command_line.length;i++) {
|
||||
new_cmdline[i]=command_line[i];
|
||||
}
|
||||
} else {
|
||||
new_cmdline = new String[ 2 ];
|
||||
}
|
||||
|
||||
new_cmdline[cll]="-main_pack";
|
||||
new_cmdline[cll+1]=expansion_pack_path;
|
||||
command_line=new_cmdline;
|
||||
}
|
||||
|
||||
io = new GodotIO(this);
|
||||
io.unique_id = Secure.getString(getContentResolver(), Secure.ANDROID_ID);
|
||||
GodotLib.io=io;
|
||||
GodotLib.initialize(this,io.needsReloadHooks(),command_line);
|
||||
mSensorManager = (SensorManager) getSystemService(Context.SENSOR_SERVICE);
|
||||
mAccelerometer = mSensorManager.getDefaultSensor(Sensor.TYPE_ACCELEROMETER);
|
||||
mSensorManager.registerListener(this, mAccelerometer, SensorManager.SENSOR_DELAY_NORMAL);
|
||||
|
||||
result_callback = null;
|
||||
|
||||
mPaymentsManager = PaymentsManager.createManager(this).initService();
|
||||
godot_initialized=true;
|
||||
|
||||
}
|
||||
|
||||
|
||||
@Override protected void onCreate(Bundle icicle) {
|
||||
|
||||
System.out.printf("** GODOT ACTIVITY CREATED HERE ***\n");
|
||||
@ -267,20 +318,112 @@ public class Godot extends Activity implements SensorEventListener
|
||||
| WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON);
|
||||
|
||||
|
||||
//check for apk expansion API
|
||||
if (true) {
|
||||
command_line = getCommandLine();
|
||||
boolean use_apk_expansion=false;
|
||||
String main_pack_md5=null;
|
||||
String main_pack_key=null;
|
||||
|
||||
List<String> new_args = new LinkedList<String>();
|
||||
|
||||
|
||||
io = new GodotIO(this);
|
||||
io.unique_id = Secure.getString(getContentResolver(), Secure.ANDROID_ID);
|
||||
GodotLib.io=io;
|
||||
GodotLib.initialize(this,io.needsReloadHooks(),getCommandLine());
|
||||
mSensorManager = (SensorManager) getSystemService(Context.SENSOR_SERVICE);
|
||||
mAccelerometer = mSensorManager.getDefaultSensor(Sensor.TYPE_ACCELEROMETER);
|
||||
mSensorManager.registerListener(this, mAccelerometer, SensorManager.SENSOR_DELAY_NORMAL);
|
||||
for(int i=0;i<command_line.length;i++) {
|
||||
|
||||
result_callback = null;
|
||||
boolean has_extra = i< command_line.length -1;
|
||||
if (command_line[i].equals("-use_apk_expansion")) {
|
||||
use_apk_expansion=true;
|
||||
} else if (has_extra && command_line[i].equals("-apk_expansion_md5")) {
|
||||
main_pack_md5=command_line[i+1];
|
||||
i++;
|
||||
} else if (has_extra && command_line[i].equals("-apk_expansion_key")) {
|
||||
main_pack_key=command_line[i+1];
|
||||
i++;
|
||||
} else if (command_line[i].trim().length()!=0){
|
||||
new_args.add(command_line[i]);
|
||||
}
|
||||
}
|
||||
|
||||
mPaymentsManager = PaymentsManager.createManager(this).initService();
|
||||
if (new_args.isEmpty())
|
||||
command_line=null;
|
||||
else
|
||||
command_line = new_args.toArray(new String[new_args.size()]);
|
||||
|
||||
if (use_apk_expansion && main_pack_md5!=null && main_pack_key!=null) {
|
||||
//check that environment is ok!
|
||||
if (!Environment.getExternalStorageState().equals( Environment.MEDIA_MOUNTED )) {
|
||||
Log.d("GODOT", "**ERROR! No media mounted!");
|
||||
//show popup and die
|
||||
}
|
||||
|
||||
// Build the full path to the app's expansion files
|
||||
try {
|
||||
expansion_pack_path = Environment.getExternalStorageDirectory().toString() + "/Android/obb/"+this.getPackageName();
|
||||
expansion_pack_path+="/"+"main."+getPackageManager().getPackageInfo(getPackageName(), 0).versionCode+"."+this.getPackageName()+".obb";
|
||||
} catch (Exception e) {
|
||||
e.printStackTrace();
|
||||
}
|
||||
|
||||
File f = new File(expansion_pack_path);
|
||||
|
||||
boolean pack_valid = true;
|
||||
Log.d("GODOT","**PACK** - Path "+expansion_pack_path);
|
||||
|
||||
if (!f.exists()) {
|
||||
|
||||
pack_valid=false;
|
||||
Log.d("GODOT","**PACK** - File does not exist");
|
||||
|
||||
} else {
|
||||
try {
|
||||
|
||||
InputStream fis = new FileInputStream(expansion_pack_path);
|
||||
|
||||
// Create MD5 Hash
|
||||
byte[] buffer = new byte[16384];
|
||||
|
||||
MessageDigest complete = MessageDigest.getInstance("MD5");
|
||||
int numRead;
|
||||
do {
|
||||
numRead = fis.read(buffer);
|
||||
if (numRead > 0) {
|
||||
complete.update(buffer, 0, numRead);
|
||||
}
|
||||
} while (numRead != -1);
|
||||
|
||||
|
||||
fis.close();
|
||||
byte[] messageDigest = complete.digest();
|
||||
|
||||
// Create Hex String
|
||||
StringBuffer hexString = new StringBuffer();
|
||||
for (int i=0; i<messageDigest.length; i++)
|
||||
hexString.append(Integer.toHexString(0xFF & messageDigest[i]));
|
||||
String md5str = hexString.toString();
|
||||
|
||||
Log.d("GODOT","**PACK** - My MD5: "+hexString+" - APK md5: "+main_pack_md5);
|
||||
if (!hexString.equals(main_pack_md5)) {
|
||||
pack_valid=false;
|
||||
}
|
||||
} catch (Exception e) {
|
||||
e.printStackTrace();
|
||||
Log.d("GODOT","**PACK FAIL**");
|
||||
pack_valid=false;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
if (!pack_valid) {
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
initializeGodot();
|
||||
|
||||
|
||||
// instanceSingleton( new GodotFacebook(this) );
|
||||
@ -299,6 +442,8 @@ public class Godot extends Activity implements SensorEventListener
|
||||
|
||||
@Override protected void onPause() {
|
||||
super.onPause();
|
||||
if (!godot_initialized)
|
||||
return;
|
||||
mView.onPause();
|
||||
mSensorManager.unregisterListener(this);
|
||||
GodotLib.focusout();
|
||||
@ -310,6 +455,9 @@ public class Godot extends Activity implements SensorEventListener
|
||||
|
||||
@Override protected void onResume() {
|
||||
super.onResume();
|
||||
if (!godot_initialized)
|
||||
return;
|
||||
|
||||
mView.onResume();
|
||||
mSensorManager.registerListener(this, mAccelerometer, SensorManager.SENSOR_DELAY_NORMAL);
|
||||
GodotLib.focusin();
|
||||
|
@ -0,0 +1,27 @@
|
||||
package com.android.godot;
|
||||
|
||||
import com.google.android.vending.expansion.downloader.DownloaderClientMarshaller;
|
||||
|
||||
import android.content.BroadcastReceiver;
|
||||
import android.content.Context;
|
||||
import android.content.Intent;
|
||||
import android.content.pm.PackageManager.NameNotFoundException;
|
||||
|
||||
/**
|
||||
* You should start your derived downloader class when this receiver gets the message
|
||||
* from the alarm service using the provided service helper function within the
|
||||
* DownloaderClientMarshaller. This class must be then registered in your AndroidManifest.xml
|
||||
* file with a section like this:
|
||||
* <receiver android:name=".GodotDownloaderAlarmReceiver"/>
|
||||
*/
|
||||
public class GodotDownloaderAlarmReceiver extends BroadcastReceiver {
|
||||
|
||||
@Override
|
||||
public void onReceive(Context context, Intent intent) {
|
||||
try {
|
||||
DownloaderClientMarshaller.startDownloadServiceIfRequired(context, intent, GodotDownloaderService.class);
|
||||
} catch (NameNotFoundException e) {
|
||||
e.printStackTrace();
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,47 @@
|
||||
package com.android.godot;
|
||||
|
||||
import com.google.android.vending.expansion.downloader.impl.DownloaderService;
|
||||
|
||||
/**
|
||||
* This class demonstrates the minimal client implementation of the
|
||||
* DownloaderService from the Downloader library.
|
||||
*/
|
||||
public class GodotDownloaderService extends DownloaderService {
|
||||
// stuff for LVL -- MODIFY FOR YOUR APPLICATION!
|
||||
private static final String BASE64_PUBLIC_KEY = "REPLACE THIS WITH YOUR PUBLIC KEY";
|
||||
// used by the preference obfuscater
|
||||
private static final byte[] SALT = new byte[] {
|
||||
1, 43, -12, -1, 54, 98,
|
||||
-100, -12, 43, 2, -8, -4, 9, 5, -106, -108, -33, 45, -1, 84
|
||||
};
|
||||
|
||||
/**
|
||||
* This public key comes from your Android Market publisher account, and it
|
||||
* used by the LVL to validate responses from Market on your behalf.
|
||||
*/
|
||||
@Override
|
||||
public String getPublicKey() {
|
||||
return BASE64_PUBLIC_KEY;
|
||||
}
|
||||
|
||||
/**
|
||||
* This is used by the preference obfuscater to make sure that your
|
||||
* obfuscated preferences are different than the ones used by other
|
||||
* applications.
|
||||
*/
|
||||
@Override
|
||||
public byte[] getSALT() {
|
||||
return SALT;
|
||||
}
|
||||
|
||||
/**
|
||||
* Fill this in with the class name for your alarm receiver. We do this
|
||||
* because receivers must be unique across all of Android (it's a good idea
|
||||
* to make sure that your receiver is in your unique package)
|
||||
*/
|
||||
@Override
|
||||
public String getAlarmReceiverClassName() {
|
||||
return GodotDownloaderAlarmReceiver.class.getName();
|
||||
}
|
||||
|
||||
}
|
@ -747,8 +747,34 @@ JNIEXPORT void JNICALL Java_com_android_godot_GodotLib_initialize(JNIEnv * env,
|
||||
}
|
||||
|
||||
|
||||
const char ** cmdline=NULL;
|
||||
int cmdlen=0;
|
||||
bool use_apk_expansion=false;
|
||||
if (p_cmdline) {
|
||||
int cmdlen = env->GetArrayLength(p_cmdline);
|
||||
if (cmdlen) {
|
||||
cmdline = (const char**)malloc((env->GetArrayLength(p_cmdline)+1)*sizeof(const char*));
|
||||
cmdline[cmdlen]=NULL;
|
||||
|
||||
os_android = new OS_Android(_gfx_init_func,env,_open_uri,_get_data_dir,_get_locale, _get_model,_show_vk, _hide_vk,_set_screen_orient,_get_unique_id, _play_video, _is_video_playing, _pause_video, _stop_video);
|
||||
for (int i=0; i<cmdlen; i++) {
|
||||
|
||||
jstring string = (jstring) env->GetObjectArrayElement(p_cmdline, i);
|
||||
const char *rawString = env->GetStringUTFChars(string, 0);
|
||||
if (!rawString) {
|
||||
__android_log_print(ANDROID_LOG_INFO,"godot","cmdline arg %i is null\n",i);
|
||||
} else {
|
||||
// __android_log_print(ANDROID_LOG_INFO,"godot","cmdline arg %i is: %s\n",i,rawString);
|
||||
|
||||
if (strcmp(rawString,"-main_pack")==0)
|
||||
use_apk_expansion=true;
|
||||
}
|
||||
|
||||
cmdline[i]=rawString;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
os_android = new OS_Android(_gfx_init_func,env,_open_uri,_get_data_dir,_get_locale, _get_model,_show_vk, _hide_vk,_set_screen_orient,_get_unique_id, _play_video, _is_video_playing, _pause_video, _stop_video,use_apk_expansion);
|
||||
os_android->set_need_reload_hooks(p_need_reload_hook);
|
||||
|
||||
char wd[500];
|
||||
@ -759,16 +785,6 @@ JNIEXPORT void JNICALL Java_com_android_godot_GodotLib_initialize(JNIEnv * env,
|
||||
|
||||
__android_log_print(ANDROID_LOG_INFO,"godot","**SETUP");
|
||||
|
||||
const char ** cmdline=NULL;
|
||||
int cmdlen = env->GetArrayLength(p_cmdline);
|
||||
cmdline = (const char**)malloc((env->GetArrayLength(p_cmdline)+1)*sizeof(const char*));
|
||||
cmdline[cmdlen]=NULL;
|
||||
for (int i=0; i<cmdlen; i++) {
|
||||
|
||||
jstring string = (jstring) env->GetObjectArrayElement(p_cmdline, i);
|
||||
const char *rawString = env->GetStringUTFChars(string, 0);
|
||||
cmdline[i]=rawString;
|
||||
}
|
||||
|
||||
#if 0
|
||||
char *args[]={"-test","render",NULL};
|
||||
@ -833,6 +849,7 @@ JNIEXPORT void JNICALL Java_com_android_godot_GodotLib_quit(JNIEnv * env, jobjec
|
||||
|
||||
input_mutex->lock();
|
||||
quit_request=true;
|
||||
print_line("BACK PRESSED");
|
||||
input_mutex->unlock();
|
||||
|
||||
}
|
||||
@ -1289,6 +1306,9 @@ JNIEXPORT void JNICALL Java_com_android_godot_GodotLib_key(JNIEnv * env, jobject
|
||||
} else if (val == 61453) {
|
||||
ievent.key.scancode = KEY_ENTER;
|
||||
ievent.key.unicode = KEY_ENTER;
|
||||
} else if (p_scancode==4) {
|
||||
|
||||
quit_request=true;
|
||||
}
|
||||
|
||||
input_mutex->lock();
|
||||
@ -1390,7 +1410,7 @@ static Variant::Type get_jni_type(const String& p_type) {
|
||||
|
||||
static const char* get_jni_sig(const String& p_type) {
|
||||
|
||||
print_line("getting sig for " + p_type);
|
||||
|
||||
static struct {
|
||||
const char *name;
|
||||
const char *sig;
|
||||
|
@ -87,10 +87,16 @@ void OS_Android::initialize_core() {
|
||||
|
||||
#else
|
||||
|
||||
if (use_apk_expansion)
|
||||
FileAccess::make_default<FileAccessUnix>(FileAccess::ACCESS_RESOURCES);
|
||||
else
|
||||
FileAccess::make_default<FileAccessBufferedFA<FileAccessJAndroid> >(FileAccess::ACCESS_RESOURCES);
|
||||
FileAccess::make_default<FileAccessUnix>(FileAccess::ACCESS_USERDATA);
|
||||
FileAccess::make_default<FileAccessUnix>(FileAccess::ACCESS_FILESYSTEM);
|
||||
//FileAccessBufferedFA<FileAccessUnix>::make_default();
|
||||
if (use_apk_expansion)
|
||||
DirAccess::make_default<DirAccessUnix>(DirAccess::ACCESS_RESOURCES);
|
||||
else
|
||||
DirAccess::make_default<DirAccessJAndroid>(DirAccess::ACCESS_RESOURCES);
|
||||
DirAccess::make_default<DirAccessUnix>(DirAccess::ACCESS_USERDATA);
|
||||
DirAccess::make_default<DirAccessUnix>(DirAccess::ACCESS_FILESYSTEM);
|
||||
@ -698,9 +704,10 @@ void OS_Android::native_video_stop() {
|
||||
video_stop_func();
|
||||
}
|
||||
|
||||
OS_Android::OS_Android(GFXInitFunc p_gfx_init_func,void*p_gfx_init_ud, OpenURIFunc p_open_uri_func, GetDataDirFunc p_get_data_dir_func,GetLocaleFunc p_get_locale_func,GetModelFunc p_get_model_func, ShowVirtualKeyboardFunc p_show_vk, HideVirtualKeyboardFunc p_hide_vk, SetScreenOrientationFunc p_screen_orient,GetUniqueIDFunc p_get_unique_id, VideoPlayFunc p_video_play_func, VideoIsPlayingFunc p_video_is_playing_func, VideoPauseFunc p_video_pause_func, VideoStopFunc p_video_stop_func) {
|
||||
OS_Android::OS_Android(GFXInitFunc p_gfx_init_func,void*p_gfx_init_ud, OpenURIFunc p_open_uri_func, GetDataDirFunc p_get_data_dir_func,GetLocaleFunc p_get_locale_func,GetModelFunc p_get_model_func, ShowVirtualKeyboardFunc p_show_vk, HideVirtualKeyboardFunc p_hide_vk, SetScreenOrientationFunc p_screen_orient,GetUniqueIDFunc p_get_unique_id, VideoPlayFunc p_video_play_func, VideoIsPlayingFunc p_video_is_playing_func, VideoPauseFunc p_video_pause_func, VideoStopFunc p_video_stop_func,bool p_use_apk_expansion) {
|
||||
|
||||
|
||||
use_apk_expansion=p_use_apk_expansion;
|
||||
default_videomode.width=800;
|
||||
default_videomode.height=600;
|
||||
default_videomode.fullscreen=true;
|
||||
|
@ -88,6 +88,7 @@ private:
|
||||
|
||||
bool use_gl2;
|
||||
bool use_reload_hooks;
|
||||
bool use_apk_expansion;
|
||||
|
||||
Rasterizer *rasterizer;
|
||||
VisualServer *visual_server;
|
||||
@ -213,7 +214,7 @@ public:
|
||||
virtual void native_video_pause();
|
||||
virtual void native_video_stop();
|
||||
|
||||
OS_Android(GFXInitFunc p_gfx_init_func,void*p_gfx_init_ud, OpenURIFunc p_open_uri_func, GetDataDirFunc p_get_data_dir_func,GetLocaleFunc p_get_locale_func,GetModelFunc p_get_model_func, ShowVirtualKeyboardFunc p_show_vk, HideVirtualKeyboardFunc p_hide_vk, SetScreenOrientationFunc p_screen_orient,GetUniqueIDFunc p_get_unique_id, VideoPlayFunc p_video_play_func, VideoIsPlayingFunc p_video_is_playing_func, VideoPauseFunc p_video_pause_func, VideoStopFunc p_video_stop_func);
|
||||
OS_Android(GFXInitFunc p_gfx_init_func,void*p_gfx_init_ud, OpenURIFunc p_open_uri_func, GetDataDirFunc p_get_data_dir_func,GetLocaleFunc p_get_locale_func,GetModelFunc p_get_model_func, ShowVirtualKeyboardFunc p_show_vk, HideVirtualKeyboardFunc p_hide_vk, SetScreenOrientationFunc p_screen_orient,GetUniqueIDFunc p_get_unique_id, VideoPlayFunc p_video_play_func, VideoIsPlayingFunc p_video_is_playing_func, VideoPauseFunc p_video_pause_func, VideoStopFunc p_video_stop_func,bool p_use_apk_expansion);
|
||||
~OS_Android();
|
||||
|
||||
};
|
||||
|
@ -344,7 +344,7 @@ RES Camera::_get_gizmo_geometry() const {
|
||||
mat->set_line_width(4);
|
||||
mat->set_flag(Material::FLAG_DOUBLE_SIDED,true);
|
||||
mat->set_flag(Material::FLAG_UNSHADED,true);
|
||||
mat->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
|
||||
//mat->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
|
||||
|
||||
surface_tool->begin(Mesh::PRIMITIVE_LINES);
|
||||
surface_tool->set_material(mat);
|
||||
|
@ -548,7 +548,7 @@ RES FollowCamera::_get_gizmo_geometry() const {
|
||||
mat->set_line_width(4);
|
||||
mat->set_flag(Material::FLAG_DOUBLE_SIDED,true);
|
||||
mat->set_flag(Material::FLAG_UNSHADED,true);
|
||||
mat->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
|
||||
// mat->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
|
||||
|
||||
surface_tool->begin(Mesh::PRIMITIVE_LINES);
|
||||
surface_tool->set_material(mat);
|
||||
|
@ -165,7 +165,7 @@ RES Light::_get_gizmo_geometry() const {
|
||||
mat_area->set_parameter( FixedMaterial::PARAM_EMISSION,Color(0.7,0.7,0.7) );
|
||||
mat_area->set_blend_mode( Material::BLEND_MODE_ADD );
|
||||
mat_area->set_flag(Material::FLAG_DOUBLE_SIDED,true);
|
||||
mat_area->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
|
||||
// mat_area->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
|
||||
|
||||
Ref<FixedMaterial> mat_light( memnew( FixedMaterial ));
|
||||
|
||||
@ -474,7 +474,6 @@ void Light::_bind_methods() {
|
||||
|
||||
}*/
|
||||
|
||||
ADD_PROPERTYI( PropertyInfo( Variant::COLOR, "colors/ambient"), _SCS("set_color"), _SCS("get_color"),COLOR_AMBIENT);
|
||||
ADD_PROPERTYI( PropertyInfo( Variant::COLOR, "colors/diffuse"), _SCS("set_color"), _SCS("get_color"),COLOR_DIFFUSE);
|
||||
ADD_PROPERTYI( PropertyInfo( Variant::COLOR, "colors/specular"), _SCS("set_color"), _SCS("get_color"),COLOR_SPECULAR);
|
||||
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "shadow/shadow"), _SCS("set_project_shadows"), _SCS("has_project_shadows"));
|
||||
@ -495,7 +494,7 @@ void Light::_bind_methods() {
|
||||
BIND_CONSTANT( PARAM_SHADOW_DARKENING );
|
||||
BIND_CONSTANT( PARAM_SHADOW_Z_OFFSET );
|
||||
|
||||
BIND_CONSTANT( COLOR_AMBIENT );
|
||||
|
||||
BIND_CONSTANT( COLOR_DIFFUSE );
|
||||
BIND_CONSTANT( COLOR_SPECULAR );
|
||||
|
||||
@ -518,7 +517,7 @@ Light::Light(VisualServer::LightType p_type) {
|
||||
set_parameter(PARAM_SHADOW_ESM_MULTIPLIER,60);
|
||||
set_parameter(PARAM_SHADOW_BLUR_PASSES,1);
|
||||
|
||||
set_color( COLOR_AMBIENT, Color(0,0,0));
|
||||
|
||||
set_color( COLOR_DIFFUSE, Color(1,1,1));
|
||||
set_color( COLOR_SPECULAR, Color(1,1,1));
|
||||
|
||||
|
@ -61,7 +61,6 @@ public:
|
||||
|
||||
enum LightColor {
|
||||
|
||||
COLOR_AMBIENT=VisualServer::LIGHT_COLOR_AMBIENT,
|
||||
COLOR_DIFFUSE=VisualServer::LIGHT_COLOR_DIFFUSE,
|
||||
COLOR_SPECULAR=VisualServer::LIGHT_COLOR_SPECULAR
|
||||
};
|
||||
|
@ -324,7 +324,7 @@ RES Particles::_get_gizmo_geometry() const {
|
||||
mat->set_parameter( FixedMaterial::PARAM_EMISSION,Color(0.5,0.7,0.8) );
|
||||
mat->set_blend_mode( Material::BLEND_MODE_ADD );
|
||||
mat->set_flag(Material::FLAG_DOUBLE_SIDED,true);
|
||||
mat->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
|
||||
// mat->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
|
||||
|
||||
|
||||
surface_tool->begin(Mesh::PRIMITIVE_TRIANGLES);
|
||||
|
@ -106,7 +106,7 @@ RES Portal::_get_gizmo_geometry() const {
|
||||
mat->set_line_width(4);
|
||||
mat->set_flag(Material::FLAG_DOUBLE_SIDED,true);
|
||||
mat->set_flag(Material::FLAG_UNSHADED,true);
|
||||
mat->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
|
||||
// mat->set_depth_draw_mode(Material::DEPTH_DRAW_NEVER,true);
|
||||
|
||||
surface_tool->begin(Mesh::PRIMITIVE_LINES);
|
||||
surface_tool->set_material(mat);
|
||||
|
@ -99,7 +99,7 @@ RES Room::_get_gizmo_geometry() const {
|
||||
mat->set_line_width(4);
|
||||
mat->set_flag(Material::FLAG_DOUBLE_SIDED,true);
|
||||
mat->set_flag(Material::FLAG_UNSHADED,true);
|
||||
mat->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
|
||||
// mat->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
|
||||
|
||||
surface_tool->begin(Mesh::PRIMITIVE_LINES);
|
||||
surface_tool->set_material(mat);
|
||||
|
@ -445,7 +445,7 @@ RES Skeleton::_get_gizmo_geometry() const {
|
||||
mat->set_flag(Material::FLAG_DOUBLE_SIDED,true);
|
||||
mat->set_flag(Material::FLAG_UNSHADED,true);
|
||||
mat->set_flag(Material::FLAG_ONTOP,true);
|
||||
mat->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
|
||||
// mat->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
|
||||
|
||||
surface_tool->begin(Mesh::PRIMITIVE_LINES);
|
||||
surface_tool->set_material(mat);
|
||||
|
@ -98,7 +98,7 @@ RES SpatialPlayer::_get_gizmo_geometry() const {
|
||||
mat->set_parameter( FixedMaterial::PARAM_EMISSION,Color(0.5,0.7,0.8) );
|
||||
mat->set_blend_mode( Material::BLEND_MODE_ADD );
|
||||
mat->set_flag(Material::FLAG_DOUBLE_SIDED,true);
|
||||
mat->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
|
||||
// mat->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
|
||||
|
||||
|
||||
surface_tool->begin(Mesh::PRIMITIVE_TRIANGLES);
|
||||
|
@ -101,6 +101,11 @@ void Environment::_bind_methods() {
|
||||
ObjectTypeDB::bind_method(_MD("fx_set_param","param","value"),&Environment::fx_set_param);
|
||||
ObjectTypeDB::bind_method(_MD("fx_get_param","param"),&Environment::fx_get_param);
|
||||
|
||||
ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"ambient_light/enabled"),_SCS("set_enable_fx"),_SCS("is_fx_enabled"), FX_AMBIENT_LIGHT);
|
||||
ADD_PROPERTYI( PropertyInfo(Variant::COLOR,"ambient_light/color",PROPERTY_HINT_COLOR_NO_ALPHA),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_AMBIENT_LIGHT_COLOR);
|
||||
ADD_PROPERTYI( PropertyInfo(Variant::REAL,"ambient_light/energy",PROPERTY_HINT_RANGE,"0,64,0.01"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_AMBIENT_LIGHT_ENERGY);
|
||||
|
||||
|
||||
ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"fxaa/enabled"),_SCS("set_enable_fx"),_SCS("is_fx_enabled"), FX_FXAA);
|
||||
|
||||
ADD_PROPERTY( PropertyInfo(Variant::INT,"background/mode",PROPERTY_HINT_ENUM,"Keep,Default Color,Color,Texture,Cubemap,Texture RGBE,Cubemap RGBE"),_SCS("set_background"),_SCS("get_background"));
|
||||
@ -123,8 +128,9 @@ void Environment::_bind_methods() {
|
||||
ADD_PROPERTYI( PropertyInfo(Variant::REAL,"dof_blur/begin",PROPERTY_HINT_RANGE,"0,4096,0.1"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_DOF_BLUR_BEGIN);
|
||||
ADD_PROPERTYI( PropertyInfo(Variant::REAL,"dof_blur/range",PROPERTY_HINT_RANGE,"0,4096,0.1"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_DOF_BLUR_RANGE);
|
||||
ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"hdr/enabled"),_SCS("set_enable_fx"),_SCS("is_fx_enabled"), FX_HDR);
|
||||
ADD_PROPERTYI( PropertyInfo(Variant::REAL,"hdr/tonemapper",PROPERTY_HINT_ENUM,"Linear,Log,Reinhardt,ReinhardtAutoWhite"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_HDR_TONEMAPPER);
|
||||
ADD_PROPERTYI( PropertyInfo(Variant::REAL,"hdr/exposure",PROPERTY_HINT_RANGE,"0.01,16,0.01"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_HDR_EXPOSURE);
|
||||
ADD_PROPERTYI( PropertyInfo(Variant::REAL,"hdr/scalar",PROPERTY_HINT_RANGE,"0.01,16,0.01"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_HDR_SCALAR);
|
||||
ADD_PROPERTYI( PropertyInfo(Variant::REAL,"hdr/white",PROPERTY_HINT_RANGE,"0.01,16,0.01"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_HDR_WHITE);
|
||||
ADD_PROPERTYI( PropertyInfo(Variant::REAL,"hdr/glow_treshold",PROPERTY_HINT_RANGE,"0.00,8,0.01"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_HDR_GLOW_TRESHOLD);
|
||||
ADD_PROPERTYI( PropertyInfo(Variant::REAL,"hdr/glow_scale",PROPERTY_HINT_RANGE,"0.00,16,0.01"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_HDR_GLOW_SCALE);
|
||||
ADD_PROPERTYI( PropertyInfo(Variant::REAL,"hdr/min_luminance",PROPERTY_HINT_RANGE,"0.01,64,0.01"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_HDR_MIN_LUMINANCE);
|
||||
@ -153,7 +159,7 @@ void Environment::_bind_methods() {
|
||||
FX_PARAM_DOF_BLUR_BEGIN=VS::ENV_FX_PARAM_DOF_BLUR_BEGIN,
|
||||
FX_PARAM_DOF_BLUR_END=VS::ENV_FX_PARAM_DOF_BLUR_END,
|
||||
FX_PARAM_HDR_EXPOSURE=VS::ENV_FX_PARAM_HDR_EXPOSURE,
|
||||
FX_PARAM_HDR_SCALAR=VS::ENV_FX_PARAM_HDR_SCALAR,
|
||||
FX_PARAM_HDR_WHITE=VS::ENV_FX_PARAM_HDR_WHITE,
|
||||
FX_PARAM_HDR_GLOW_TRESHOLD=VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD,
|
||||
FX_PARAM_HDR_GLOW_SCALE=VS::ENV_FX_PARAM_HDR_GLOW_SCALE,
|
||||
FX_PARAM_HDR_MIN_LUMINANCE=VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE,
|
||||
@ -188,6 +194,7 @@ void Environment::_bind_methods() {
|
||||
BIND_CONSTANT( BG_PARAM_MAX );
|
||||
|
||||
|
||||
BIND_CONSTANT( FX_AMBIENT_LIGHT );
|
||||
BIND_CONSTANT( FX_FXAA );
|
||||
BIND_CONSTANT( FX_GLOW );
|
||||
BIND_CONSTANT( FX_DOF_BLUR );
|
||||
@ -202,6 +209,13 @@ void Environment::_bind_methods() {
|
||||
BIND_CONSTANT( FX_BLUR_BLEND_MODE_SCREEN );
|
||||
BIND_CONSTANT( FX_BLUR_BLEND_MODE_SOFTLIGHT );
|
||||
|
||||
BIND_CONSTANT( FX_HDR_TONE_MAPPER_LINEAR );
|
||||
BIND_CONSTANT( FX_HDR_TONE_MAPPER_LOG );
|
||||
BIND_CONSTANT( FX_HDR_TONE_MAPPER_REINHARDT );
|
||||
BIND_CONSTANT( FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE );
|
||||
|
||||
BIND_CONSTANT( FX_PARAM_AMBIENT_LIGHT_COLOR );
|
||||
BIND_CONSTANT( FX_PARAM_AMBIENT_LIGHT_ENERGY );
|
||||
BIND_CONSTANT( FX_PARAM_GLOW_BLUR_PASSES );
|
||||
BIND_CONSTANT( FX_PARAM_GLOW_BLUR_SCALE );
|
||||
BIND_CONSTANT( FX_PARAM_GLOW_BLUR_STRENGTH );
|
||||
@ -211,8 +225,9 @@ void Environment::_bind_methods() {
|
||||
BIND_CONSTANT( FX_PARAM_DOF_BLUR_PASSES );
|
||||
BIND_CONSTANT( FX_PARAM_DOF_BLUR_BEGIN );
|
||||
BIND_CONSTANT( FX_PARAM_DOF_BLUR_RANGE );
|
||||
BIND_CONSTANT( FX_PARAM_HDR_TONEMAPPER);
|
||||
BIND_CONSTANT( FX_PARAM_HDR_EXPOSURE );
|
||||
BIND_CONSTANT( FX_PARAM_HDR_SCALAR );
|
||||
BIND_CONSTANT( FX_PARAM_HDR_WHITE );
|
||||
BIND_CONSTANT( FX_PARAM_HDR_GLOW_TRESHOLD );
|
||||
BIND_CONSTANT( FX_PARAM_HDR_GLOW_SCALE );
|
||||
BIND_CONSTANT( FX_PARAM_HDR_MIN_LUMINANCE );
|
||||
@ -245,6 +260,8 @@ Environment::Environment() {
|
||||
for(int i=0;i<FX_MAX;i++)
|
||||
set_enable_fx(Fx(i),false);
|
||||
|
||||
fx_set_param(FX_PARAM_AMBIENT_LIGHT_COLOR,Color(0,0,0));
|
||||
fx_set_param(FX_PARAM_AMBIENT_LIGHT_ENERGY,1.0);
|
||||
fx_set_param(FX_PARAM_GLOW_BLUR_PASSES,1);
|
||||
fx_set_param(FX_PARAM_GLOW_BLUR_SCALE,1);
|
||||
fx_set_param(FX_PARAM_GLOW_BLUR_STRENGTH,1);
|
||||
@ -253,8 +270,9 @@ Environment::Environment() {
|
||||
fx_set_param(FX_PARAM_DOF_BLUR_PASSES,1);
|
||||
fx_set_param(FX_PARAM_DOF_BLUR_BEGIN,100.0);
|
||||
fx_set_param(FX_PARAM_DOF_BLUR_RANGE,10.0);
|
||||
fx_set_param(FX_PARAM_HDR_TONEMAPPER,FX_HDR_TONE_MAPPER_LINEAR);
|
||||
fx_set_param(FX_PARAM_HDR_EXPOSURE,0.4);
|
||||
fx_set_param(FX_PARAM_HDR_SCALAR,1.0);
|
||||
fx_set_param(FX_PARAM_HDR_WHITE,1.0);
|
||||
fx_set_param(FX_PARAM_HDR_GLOW_TRESHOLD,0.95);
|
||||
fx_set_param(FX_PARAM_HDR_GLOW_SCALE,0.2);
|
||||
fx_set_param(FX_PARAM_HDR_MIN_LUMINANCE,0.4);
|
||||
|
@ -61,6 +61,7 @@ public:
|
||||
};
|
||||
|
||||
enum Fx {
|
||||
FX_AMBIENT_LIGHT=VS::ENV_FX_AMBIENT_LIGHT,
|
||||
FX_FXAA=VS::ENV_FX_FXAA,
|
||||
FX_GLOW=VS::ENV_FX_GLOW,
|
||||
FX_DOF_BLUR=VS::ENV_FX_DOF_BLUR,
|
||||
@ -77,7 +78,16 @@ public:
|
||||
FX_BLUR_BLEND_MODE_SOFTLIGHT,
|
||||
};
|
||||
|
||||
enum FxHDRToneMapper {
|
||||
FX_HDR_TONE_MAPPER_LINEAR,
|
||||
FX_HDR_TONE_MAPPER_LOG,
|
||||
FX_HDR_TONE_MAPPER_REINHARDT,
|
||||
FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE,
|
||||
};
|
||||
|
||||
enum FxParam {
|
||||
FX_PARAM_AMBIENT_LIGHT_COLOR=VS::ENV_FX_PARAM_AMBIENT_LIGHT_COLOR,
|
||||
FX_PARAM_AMBIENT_LIGHT_ENERGY=VS::ENV_FX_PARAM_AMBIENT_LIGHT_ENERGY,
|
||||
FX_PARAM_GLOW_BLUR_PASSES=VS::ENV_FX_PARAM_GLOW_BLUR_PASSES,
|
||||
FX_PARAM_GLOW_BLUR_SCALE=VS::ENV_FX_PARAM_GLOW_BLUR_SCALE,
|
||||
FX_PARAM_GLOW_BLUR_STRENGTH=VS::ENV_FX_PARAM_GLOW_BLUR_STRENGTH,
|
||||
@ -88,7 +98,8 @@ public:
|
||||
FX_PARAM_DOF_BLUR_BEGIN=VS::ENV_FX_PARAM_DOF_BLUR_BEGIN,
|
||||
FX_PARAM_DOF_BLUR_RANGE=VS::ENV_FX_PARAM_DOF_BLUR_RANGE,
|
||||
FX_PARAM_HDR_EXPOSURE=VS::ENV_FX_PARAM_HDR_EXPOSURE,
|
||||
FX_PARAM_HDR_SCALAR=VS::ENV_FX_PARAM_HDR_SCALAR,
|
||||
FX_PARAM_HDR_TONEMAPPER=VS::ENV_FX_PARAM_HDR_TONEMAPPER,
|
||||
FX_PARAM_HDR_WHITE=VS::ENV_FX_PARAM_HDR_WHITE,
|
||||
FX_PARAM_HDR_GLOW_TRESHOLD=VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD,
|
||||
FX_PARAM_HDR_GLOW_SCALE=VS::ENV_FX_PARAM_HDR_GLOW_SCALE,
|
||||
FX_PARAM_HDR_MIN_LUMINANCE=VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE,
|
||||
|
@ -36,17 +36,9 @@ static const char*_flag_names[Material::FLAG_MAX]={
|
||||
"invert_faces",
|
||||
"unshaded",
|
||||
"on_top",
|
||||
"wireframe",
|
||||
"billboard_sw",
|
||||
"lightmap_on_uv2"
|
||||
};
|
||||
|
||||
static const char*_hint_names[Material::HINT_MAX]={
|
||||
"decal",
|
||||
"opaque_pre_zpass",
|
||||
"no_shadow",
|
||||
"no_depth_draw",
|
||||
"no_alpha_depth_draw",
|
||||
};
|
||||
|
||||
static const Material::Flag _flag_indices[Material::FLAG_MAX]={
|
||||
Material::FLAG_VISIBLE,
|
||||
@ -54,15 +46,7 @@ static const Material::Flag _flag_indices[Material::FLAG_MAX]={
|
||||
Material::FLAG_INVERT_FACES,
|
||||
Material::FLAG_UNSHADED,
|
||||
Material::FLAG_ONTOP,
|
||||
Material::FLAG_WIREFRAME,
|
||||
Material::FLAG_BILLBOARD_TOGGLE
|
||||
};
|
||||
|
||||
static const Material::Hint _hint_indices[Material::HINT_MAX]={
|
||||
Material::HINT_DECAL,
|
||||
Material::HINT_OPAQUE_PRE_PASS,
|
||||
Material::HINT_NO_SHADOW,
|
||||
Material::HINT_NO_DEPTH_DRAW,
|
||||
Material::FLAG_LIGHTMAP_ON_UV2
|
||||
};
|
||||
|
||||
|
||||
@ -80,20 +64,6 @@ void Material::set_flag(Flag p_flag,bool p_enabled) {
|
||||
}
|
||||
|
||||
|
||||
void Material::set_hint(Hint p_hint,bool p_enabled) {
|
||||
|
||||
ERR_FAIL_INDEX(p_hint,HINT_MAX);
|
||||
hints[p_hint]=p_enabled;
|
||||
VisualServer::get_singleton()->material_set_hint(material,(VS::MaterialHint)p_hint,p_enabled);
|
||||
_change_notify();
|
||||
}
|
||||
|
||||
bool Material::get_hint(Hint p_hint) const {
|
||||
|
||||
ERR_FAIL_INDEX_V(p_hint,HINT_MAX,false);
|
||||
return hints[p_hint];
|
||||
}
|
||||
|
||||
void Material::set_blend_mode(BlendMode p_blend_mode) {
|
||||
|
||||
ERR_FAIL_INDEX(p_blend_mode,3);
|
||||
@ -108,17 +78,15 @@ Material::BlendMode Material::get_blend_mode() const {
|
||||
}
|
||||
|
||||
|
||||
void Material::set_shade_model(ShadeModel p_model) {
|
||||
|
||||
ERR_FAIL_INDEX(p_model,8);
|
||||
shade_model=p_model;
|
||||
VisualServer::get_singleton()->material_set_shade_model(material,(VS::MaterialShadeModel)p_model);
|
||||
void Material::set_depth_draw_mode(DepthDrawMode p_depth_draw_mode) {
|
||||
|
||||
depth_draw_mode=p_depth_draw_mode;
|
||||
VisualServer::get_singleton()->material_set_depth_draw_mode(material,(VS::MaterialDepthDrawMode)p_depth_draw_mode);
|
||||
}
|
||||
|
||||
Material::ShadeModel Material::get_shade_model() const {
|
||||
Material::DepthDrawMode Material::get_depth_draw_mode() const {
|
||||
|
||||
return shade_model;
|
||||
return depth_draw_mode;
|
||||
}
|
||||
|
||||
bool Material::get_flag(Flag p_flag) const {
|
||||
@ -144,49 +112,32 @@ void Material::_bind_methods() {
|
||||
|
||||
ObjectTypeDB::bind_method(_MD("set_flag","flag","enable"),&Material::set_flag);
|
||||
ObjectTypeDB::bind_method(_MD("get_flag","flag"),&Material::get_flag);
|
||||
ObjectTypeDB::bind_method(_MD("set_hint","hint","enable"),&Material::set_hint);
|
||||
ObjectTypeDB::bind_method(_MD("get_hint","hint"),&Material::get_hint);
|
||||
ObjectTypeDB::bind_method(_MD("set_blend_mode","mode"),&Material::set_blend_mode);
|
||||
ObjectTypeDB::bind_method(_MD("get_blend_mode"),&Material::get_blend_mode);
|
||||
ObjectTypeDB::bind_method(_MD("set_shade_model","model"),&Material::set_shade_model);
|
||||
ObjectTypeDB::bind_method(_MD("get_shade_model"),&Material::get_shade_model);
|
||||
ObjectTypeDB::bind_method(_MD("set_line_width","width"),&Material::set_line_width);
|
||||
ObjectTypeDB::bind_method(_MD("get_line_width"),&Material::get_line_width);
|
||||
ObjectTypeDB::bind_method(_MD("set_depth_draw_mode","mode"),&Material::set_depth_draw_mode);
|
||||
ObjectTypeDB::bind_method(_MD("get_depth_draw_mode"),&Material::get_depth_draw_mode);
|
||||
|
||||
|
||||
for(int i=0;i<FLAG_MAX;i++)
|
||||
ADD_PROPERTYI( PropertyInfo( Variant::BOOL, String()+"flags/"+_flag_names[i] ),_SCS("set_flag"),_SCS("get_flag"),_flag_indices[i]);
|
||||
for(int i=0;i<HINT_MAX;i++)
|
||||
ADD_PROPERTYI( PropertyInfo( Variant::BOOL, String()+"hints/"+_hint_names[i] ),_SCS("set_hint"),_SCS("get_hint"),_hint_indices[i]);
|
||||
|
||||
ADD_PROPERTY( PropertyInfo( Variant::INT, "params/blend_mode",PROPERTY_HINT_ENUM,"Mix,Add,Sub,PMAlpha" ), _SCS("set_blend_mode"),_SCS("get_blend_mode"));
|
||||
ADD_PROPERTY( PropertyInfo( Variant::INT, "params/depth_draw",PROPERTY_HINT_ENUM,"Always,Opaque Only,Pre-Pass Alpha,Never" ), _SCS("set_depth_draw_mode"),_SCS("get_depth_draw_mode"));
|
||||
ADD_PROPERTY( PropertyInfo( Variant::REAL, "params/line_width",PROPERTY_HINT_RANGE,"0.1,32.0,0.1" ), _SCS("set_line_width"),_SCS("get_line_width"));
|
||||
|
||||
|
||||
BIND_CONSTANT( FLAG_VISIBLE );
|
||||
BIND_CONSTANT( FLAG_DOUBLE_SIDED );
|
||||
BIND_CONSTANT( FLAG_INVERT_FACES );
|
||||
BIND_CONSTANT( FLAG_UNSHADED );
|
||||
BIND_CONSTANT( FLAG_ONTOP );
|
||||
BIND_CONSTANT( FLAG_WIREFRAME );
|
||||
BIND_CONSTANT( FLAG_BILLBOARD_TOGGLE );
|
||||
BIND_CONSTANT( FLAG_MAX );
|
||||
|
||||
BIND_CONSTANT( HINT_DECAL );
|
||||
BIND_CONSTANT( HINT_OPAQUE_PRE_PASS );
|
||||
BIND_CONSTANT( HINT_NO_SHADOW );
|
||||
BIND_CONSTANT( HINT_NO_DEPTH_DRAW );
|
||||
BIND_CONSTANT( HINT_NO_DEPTH_DRAW_FOR_ALPHA );
|
||||
BIND_CONSTANT( HINT_MAX );
|
||||
|
||||
BIND_CONSTANT( SHADE_MODEL_LAMBERT );
|
||||
BIND_CONSTANT( SHADE_MODEL_LAMBERT_WRAP );
|
||||
BIND_CONSTANT( SHADE_MODEL_FRESNEL );
|
||||
BIND_CONSTANT( SHADE_MODEL_TOON );
|
||||
BIND_CONSTANT( SHADE_MODEL_CUSTOM_0 );
|
||||
BIND_CONSTANT( SHADE_MODEL_CUSTOM_1 );
|
||||
BIND_CONSTANT( SHADE_MODEL_CUSTOM_2 );
|
||||
BIND_CONSTANT( SHADE_MODEL_CUSTOM_3 );
|
||||
BIND_CONSTANT( DEPTH_DRAW_ALWAYS );
|
||||
BIND_CONSTANT( DEPTH_DRAW_OPAQUE_ONLY );
|
||||
BIND_CONSTANT( DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA );
|
||||
BIND_CONSTANT( DEPTH_DRAW_NEVER );
|
||||
|
||||
BIND_CONSTANT( BLEND_MODE_MIX );
|
||||
BIND_CONSTANT( BLEND_MODE_ADD );
|
||||
@ -205,15 +156,11 @@ Material::Material(const RID& p_material) {
|
||||
flags[FLAG_INVERT_FACES]=false;
|
||||
flags[FLAG_UNSHADED]=false;
|
||||
flags[FLAG_ONTOP]=false;
|
||||
flags[FLAG_WIREFRAME]=false;
|
||||
flags[FLAG_BILLBOARD_TOGGLE]=false;
|
||||
|
||||
for(int i=0;i<HINT_MAX;i++)
|
||||
hints[i]=false;
|
||||
hints[HINT_NO_DEPTH_DRAW_FOR_ALPHA]=true;
|
||||
depth_draw_mode=DEPTH_DRAW_OPAQUE_ONLY;
|
||||
|
||||
blend_mode=BLEND_MODE_MIX;
|
||||
shade_model = SHADE_MODEL_LAMBERT;
|
||||
|
||||
}
|
||||
|
||||
Material::~Material() {
|
||||
@ -340,6 +287,17 @@ FixedMaterial::TexCoordMode FixedMaterial::get_texcoord_mode(Parameter p_paramet
|
||||
return texture_texcoord[p_parameter];
|
||||
}
|
||||
|
||||
void FixedMaterial::set_light_shader(LightShader p_shader) {
|
||||
|
||||
light_shader=p_shader;
|
||||
VS::get_singleton()->fixed_material_set_light_shader(material,VS::FixedMaterialLightShader(p_shader));
|
||||
}
|
||||
|
||||
FixedMaterial::LightShader FixedMaterial::get_light_shader() const {
|
||||
|
||||
return light_shader;
|
||||
}
|
||||
|
||||
|
||||
void FixedMaterial::set_uv_transform(const Transform& p_transform) {
|
||||
|
||||
@ -356,16 +314,6 @@ Transform FixedMaterial::get_uv_transform() const {
|
||||
|
||||
|
||||
|
||||
void FixedMaterial::set_detail_blend_mode(BlendMode p_mode) {
|
||||
|
||||
detail_blend_mode=p_mode;
|
||||
VS::get_singleton()->fixed_material_set_detail_blend_mode(material,(VS::MaterialBlendMode)p_mode);
|
||||
}
|
||||
|
||||
Material::BlendMode FixedMaterial::get_detail_blend_mode() const {
|
||||
|
||||
return detail_blend_mode;
|
||||
}
|
||||
|
||||
void FixedMaterial::set_fixed_flag(FixedFlag p_flag, bool p_value) {
|
||||
ERR_FAIL_INDEX(p_flag,4);
|
||||
@ -412,12 +360,12 @@ void FixedMaterial::_bind_methods() {
|
||||
ObjectTypeDB::bind_method(_MD("set_uv_transform","transform"),&FixedMaterial::set_uv_transform);
|
||||
ObjectTypeDB::bind_method(_MD("get_uv_transform"),&FixedMaterial::get_uv_transform);
|
||||
|
||||
ObjectTypeDB::bind_method(_MD("set_light_shader","shader"),&FixedMaterial::set_light_shader);
|
||||
ObjectTypeDB::bind_method(_MD("get_light_shader"),&FixedMaterial::get_light_shader);
|
||||
|
||||
ObjectTypeDB::bind_method(_MD("set_point_size","size"),&FixedMaterial::set_point_size);
|
||||
ObjectTypeDB::bind_method(_MD("get_point_size"),&FixedMaterial::get_point_size);
|
||||
|
||||
ObjectTypeDB::bind_method(_MD("set_detail_blend_mode","mode"),&FixedMaterial::set_detail_blend_mode);
|
||||
ObjectTypeDB::bind_method(_MD("get_detail_blend_mode"),&FixedMaterial::get_detail_blend_mode);
|
||||
|
||||
ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "fixed_flags/use_alpha" ), _SCS("set_fixed_flag"), _SCS("get_fixed_flag"), FLAG_USE_ALPHA);
|
||||
ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "fixed_flags/use_color_array" ), _SCS("set_fixed_flag"), _SCS("get_fixed_flag"), FLAG_USE_COLOR_ARRAY);
|
||||
@ -427,11 +375,10 @@ void FixedMaterial::_bind_methods() {
|
||||
ADD_PROPERTYI( PropertyInfo( Variant::COLOR, "params/specular", PROPERTY_HINT_COLOR_NO_ALPHA ), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SPECULAR );
|
||||
ADD_PROPERTYI( PropertyInfo( Variant::COLOR, "params/emission", PROPERTY_HINT_COLOR_NO_ALPHA ), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_EMISSION );
|
||||
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/specular_exp", PROPERTY_HINT_RANGE,"1,64,0.01" ), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SPECULAR_EXP );
|
||||
ADD_PROPERTY( PropertyInfo( Variant::REAL, "params/detail_blend", PROPERTY_HINT_ENUM,"Mix,Add,Sub,Mul" ), _SCS("set_detail_blend_mode"), _SCS("get_detail_blend_mode") );
|
||||
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/detail_mix", PROPERTY_HINT_RANGE,"0,1,0.01" ), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_DETAIL );
|
||||
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/normal_depth", PROPERTY_HINT_RANGE,"-4,4,0.01" ), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_NORMAL );
|
||||
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/shade_param", PROPERTY_HINT_RANGE,"0,1,0.01" ), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADE_PARAM );
|
||||
|
||||
ADD_PROPERTY( PropertyInfo( Variant::INT, "params/shader", PROPERTY_HINT_ENUM,"Lambert,Wrap,Velvet,Toon" ), _SCS("set_light_shader"), _SCS("get_light_shader") );
|
||||
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/shader_param", PROPERTY_HINT_RANGE,"0,1,0.01" ), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADE_PARAM );
|
||||
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/glow", PROPERTY_HINT_RANGE,"0,8,0.01" ), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_GLOW );
|
||||
ADD_PROPERTY( PropertyInfo( Variant::REAL, "params/point_size", PROPERTY_HINT_RANGE,"0,1024,1" ), _SCS("set_point_size"), _SCS("get_point_size"));
|
||||
ADD_PROPERTY( PropertyInfo( Variant::TRANSFORM, "uv_xform"), _SCS("set_uv_transform"), _SCS("get_uv_transform") );
|
||||
@ -479,7 +426,7 @@ FixedMaterial::FixedMaterial() : Material(VS::get_singleton()->fixed_material_cr
|
||||
param[PARAM_SHADE_PARAM]=0.5;
|
||||
param[PARAM_DETAIL]=1.0;
|
||||
|
||||
detail_blend_mode=BLEND_MODE_MIX;
|
||||
|
||||
|
||||
fixed_flags[FLAG_USE_ALPHA]=false;
|
||||
fixed_flags[FLAG_USE_COLOR_ARRAY]=false;
|
||||
@ -490,6 +437,8 @@ FixedMaterial::FixedMaterial() : Material(VS::get_singleton()->fixed_material_cr
|
||||
texture_texcoord[i]=TEXCOORD_UV;
|
||||
}
|
||||
|
||||
light_shader=LIGHT_SHADER_LAMBERT;
|
||||
|
||||
point_size=1.0;
|
||||
}
|
||||
|
||||
@ -633,7 +582,7 @@ ParticleSystemMaterial::ParticleSystemMaterial() :Material(VisualServer::get_sin
|
||||
|
||||
set_flag(FLAG_DOUBLE_SIDED,true);
|
||||
set_flag(FLAG_UNSHADED,true);
|
||||
set_hint(HINT_NO_DEPTH_DRAW,true);
|
||||
set_depth_draw_mode(DEPTH_DRAW_NEVER);
|
||||
VisualServer::get_singleton()->fixed_material_set_flag(material,VS::FIXED_MATERIAL_FLAG_USE_ALPHA,true);
|
||||
VisualServer::get_singleton()->fixed_material_set_flag(material,VS::FIXED_MATERIAL_FLAG_USE_COLOR_ARRAY,true);
|
||||
}
|
||||
@ -680,7 +629,8 @@ void UnshadedMaterial::set_use_alpha(bool p_use_alpha) {
|
||||
|
||||
alpha=p_use_alpha;
|
||||
VS::get_singleton()->fixed_material_set_flag(material,VS::FIXED_MATERIAL_FLAG_USE_ALPHA,p_use_alpha);
|
||||
set_hint(HINT_NO_DEPTH_DRAW,p_use_alpha);
|
||||
//set_depth_draw_mode();
|
||||
//set_hint(HINT,p_use_alpha);
|
||||
|
||||
}
|
||||
|
||||
|
@ -53,23 +53,10 @@ public:
|
||||
FLAG_INVERT_FACES = VS::MATERIAL_FLAG_INVERT_FACES,
|
||||
FLAG_UNSHADED = VS::MATERIAL_FLAG_UNSHADED,
|
||||
FLAG_ONTOP = VS::MATERIAL_FLAG_ONTOP,
|
||||
FLAG_WIREFRAME = VS::MATERIAL_FLAG_WIREFRAME,
|
||||
FLAG_BILLBOARD_TOGGLE = VS::MATERIAL_FLAG_BILLBOARD,
|
||||
FLAG_LIGHTMAP_ON_UV2 = VS::MATERIAL_FLAG_LIGHTMAP_ON_UV2,
|
||||
FLAG_MAX = VS::MATERIAL_FLAG_MAX
|
||||
};
|
||||
|
||||
enum ShadeModel {
|
||||
SHADE_MODEL_LAMBERT,
|
||||
SHADE_MODEL_LAMBERT_WRAP,
|
||||
SHADE_MODEL_FRESNEL,
|
||||
SHADE_MODEL_TOON,
|
||||
SHADE_MODEL_CUSTOM_0,
|
||||
SHADE_MODEL_CUSTOM_1,
|
||||
SHADE_MODEL_CUSTOM_2,
|
||||
SHADE_MODEL_CUSTOM_3
|
||||
};
|
||||
|
||||
|
||||
enum BlendMode {
|
||||
BLEND_MODE_MIX = VS::MATERIAL_BLEND_MODE_MIX,
|
||||
BLEND_MODE_MUL = VS::MATERIAL_BLEND_MODE_MUL,
|
||||
@ -79,23 +66,20 @@ public:
|
||||
|
||||
};
|
||||
|
||||
enum Hint {
|
||||
|
||||
HINT_DECAL=VS::MATERIAL_HINT_DECAL,
|
||||
HINT_OPAQUE_PRE_PASS=VS::MATERIAL_HINT_OPAQUE_PRE_PASS,
|
||||
HINT_NO_SHADOW=VS::MATERIAL_HINT_NO_SHADOW,
|
||||
HINT_NO_DEPTH_DRAW=VS::MATERIAL_HINT_NO_DEPTH_DRAW,
|
||||
HINT_NO_DEPTH_DRAW_FOR_ALPHA=VS::MATERIAL_HINT_NO_DEPTH_DRAW_FOR_ALPHA,
|
||||
HINT_MAX=VS::MATERIAL_HINT_MAX
|
||||
enum DepthDrawMode {
|
||||
DEPTH_DRAW_ALWAYS = VS::MATERIAL_DEPTH_DRAW_ALWAYS,
|
||||
DEPTH_DRAW_OPAQUE_ONLY = VS::MATERIAL_DEPTH_DRAW_OPAQUE_ONLY,
|
||||
DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA = VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA,
|
||||
DEPTH_DRAW_NEVER = VS::MATERIAL_DEPTH_DRAW_NEVER
|
||||
};
|
||||
|
||||
|
||||
|
||||
private:
|
||||
BlendMode blend_mode;
|
||||
bool flags[VS::MATERIAL_FLAG_MAX];
|
||||
bool hints[VS::MATERIAL_HINT_MAX];
|
||||
ShadeModel shade_model;
|
||||
float line_width;
|
||||
DepthDrawMode depth_draw_mode;
|
||||
protected:
|
||||
RID material;
|
||||
|
||||
@ -105,18 +89,15 @@ public:
|
||||
void set_flag(Flag p_flag,bool p_enabled);
|
||||
bool get_flag(Flag p_flag) const;
|
||||
|
||||
void set_hint(Hint p_hint,bool p_enabled);
|
||||
bool get_hint(Hint p_hint) const;
|
||||
|
||||
void set_blend_mode(BlendMode p_blend_mode);
|
||||
BlendMode get_blend_mode() const;
|
||||
|
||||
void set_depth_draw_mode(DepthDrawMode p_depth_draw_mode);
|
||||
DepthDrawMode get_depth_draw_mode() const;
|
||||
|
||||
void set_line_width(float p_width);
|
||||
float get_line_width() const;
|
||||
|
||||
void set_shade_model(ShadeModel p_model);
|
||||
ShadeModel get_shade_model() const;
|
||||
|
||||
virtual RID get_rid() const;
|
||||
|
||||
Material(const RID& p_rid=RID());
|
||||
@ -124,8 +105,8 @@ public:
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST( Material::Flag );
|
||||
VARIANT_ENUM_CAST( Material::Hint );
|
||||
VARIANT_ENUM_CAST( Material::ShadeModel);
|
||||
VARIANT_ENUM_CAST( Material::DepthDrawMode );
|
||||
|
||||
VARIANT_ENUM_CAST( Material::BlendMode );
|
||||
|
||||
|
||||
@ -163,6 +144,14 @@ public:
|
||||
FLAG_DISCARD_ALPHA=VS::FIXED_MATERIAL_FLAG_DISCARD_ALPHA
|
||||
};
|
||||
|
||||
enum LightShader {
|
||||
|
||||
LIGHT_SHADER_LAMBERT=VS::FIXED_MATERIAL_LIGHT_SHADER_LAMBERT,
|
||||
LIGHT_SHADER_WRAP=VS::FIXED_MATERIAL_LIGHT_SHADER_WRAP,
|
||||
LIGHT_SHADER_VELVET=VS::FIXED_MATERIAL_LIGHT_SHADER_VELVET,
|
||||
LIGHT_SHADER_TOON=VS::FIXED_MATERIAL_LIGHT_SHADER_TOON
|
||||
};
|
||||
|
||||
private:
|
||||
|
||||
|
||||
@ -173,10 +162,10 @@ private:
|
||||
int tex;
|
||||
};
|
||||
|
||||
BlendMode detail_blend_mode;
|
||||
Variant param[PARAM_MAX];
|
||||
Ref<Texture> texture_param[PARAM_MAX];
|
||||
TexCoordMode texture_texcoord[PARAM_MAX];
|
||||
LightShader light_shader;
|
||||
bool fixed_flags[3];
|
||||
float point_size;
|
||||
|
||||
@ -203,15 +192,15 @@ public:
|
||||
void set_texcoord_mode(Parameter p_parameter, TexCoordMode p_mode);
|
||||
TexCoordMode get_texcoord_mode(Parameter p_parameter) const;
|
||||
|
||||
void set_light_shader(LightShader p_shader);
|
||||
LightShader get_light_shader() const;
|
||||
|
||||
void set_uv_transform(const Transform& p_transform);
|
||||
Transform get_uv_transform() const;
|
||||
|
||||
void set_point_size(float p_transform);
|
||||
float get_point_size() const;
|
||||
|
||||
void set_detail_blend_mode(BlendMode p_mode);
|
||||
BlendMode get_detail_blend_mode() const;
|
||||
|
||||
FixedMaterial();
|
||||
~FixedMaterial();
|
||||
|
||||
@ -222,6 +211,7 @@ public:
|
||||
VARIANT_ENUM_CAST( FixedMaterial::Parameter );
|
||||
VARIANT_ENUM_CAST( FixedMaterial::TexCoordMode );
|
||||
VARIANT_ENUM_CAST( FixedMaterial::FixedFlag );
|
||||
VARIANT_ENUM_CAST( FixedMaterial::LightShader );
|
||||
|
||||
class ShaderMaterial : public Material {
|
||||
|
||||
|
@ -41,6 +41,7 @@ void PolygonPathFinder::setup(const Vector<Vector2>& p_points, const Vector<int>
|
||||
for(int i=0;i<p_points.size();i++) {
|
||||
|
||||
points[i].pos=p_points[i];
|
||||
points[i].penalty=0;
|
||||
|
||||
outside_point.x = i==0?p_points[0].x:(MAX( p_points[i].x, outside_point.x ));
|
||||
outside_point.y = i==0?p_points[0].y:(MAX( p_points[i].y, outside_point.y ));
|
||||
@ -115,13 +116,62 @@ void PolygonPathFinder::setup(const Vector<Vector2>& p_points, const Vector<int>
|
||||
Vector<Vector2> PolygonPathFinder::find_path(const Vector2& p_from, const Vector2& p_to) {
|
||||
|
||||
Vector<Vector2> path;
|
||||
if (!_is_point_inside(p_from)) {
|
||||
printf("p_from outside\n");
|
||||
return path;
|
||||
|
||||
Vector2 from=p_from;
|
||||
Vector2 to=p_to;
|
||||
Edge ignore_from_edge(-1,-1);
|
||||
Edge ignore_to_edge(-1,-1);
|
||||
|
||||
if (!_is_point_inside(from)) {
|
||||
|
||||
float closest_dist=1e20;
|
||||
Vector2 closest_point;
|
||||
|
||||
for (Set<Edge>::Element *E=edges.front();E;E=E->next()) {
|
||||
|
||||
const Edge& e=E->get();
|
||||
Vector2 seg[2]={
|
||||
points[e.points[0]].pos,
|
||||
points[e.points[1]].pos
|
||||
};
|
||||
if (!_is_point_inside(p_to)) {
|
||||
printf("p_to outside\n");
|
||||
return path;
|
||||
|
||||
|
||||
Vector2 closest = Geometry::get_closest_point_to_segment_2d(from,seg);
|
||||
float d = from.distance_squared_to(closest);
|
||||
|
||||
if (d<closest_dist) {
|
||||
ignore_from_edge=E->get();
|
||||
closest_dist=d;
|
||||
}
|
||||
}
|
||||
|
||||
from=closest_point;
|
||||
};
|
||||
|
||||
|
||||
if (!_is_point_inside(to)) {
|
||||
float closest_dist=1e20;
|
||||
Vector2 closest_point;
|
||||
|
||||
for (Set<Edge>::Element *E=edges.front();E;E=E->next()) {
|
||||
|
||||
const Edge& e=E->get();
|
||||
Vector2 seg[2]={
|
||||
points[e.points[0]].pos,
|
||||
points[e.points[1]].pos
|
||||
};
|
||||
|
||||
|
||||
Vector2 closest = Geometry::get_closest_point_to_segment_2d(to,seg);
|
||||
float d = to.distance_squared_to(closest);
|
||||
|
||||
if (d<closest_dist) {
|
||||
ignore_to_edge=E->get();
|
||||
closest_dist=d;
|
||||
}
|
||||
}
|
||||
|
||||
to=closest_point;
|
||||
};
|
||||
|
||||
//test direct connection
|
||||
@ -132,11 +182,16 @@ Vector<Vector2> PolygonPathFinder::find_path(const Vector2& p_from, const Vector
|
||||
for (Set<Edge>::Element *E=edges.front();E;E=E->next()) {
|
||||
|
||||
const Edge& e=E->get();
|
||||
if (e.points[0]==ignore_from_edge.points[0] && e.points[1]==ignore_from_edge.points[1])
|
||||
continue;
|
||||
if (e.points[0]==ignore_to_edge.points[0] && e.points[1]==ignore_to_edge.points[1])
|
||||
continue;
|
||||
|
||||
Vector2 a = points[e.points[0]].pos;
|
||||
Vector2 b = points[e.points[1]].pos;
|
||||
|
||||
|
||||
if (Geometry::segment_intersects_segment_2d(a,b,p_from,p_to,NULL)) {
|
||||
if (Geometry::segment_intersects_segment_2d(a,b,from,to,NULL)) {
|
||||
can_see_eachother=false;
|
||||
break;
|
||||
}
|
||||
@ -145,8 +200,8 @@ Vector<Vector2> PolygonPathFinder::find_path(const Vector2& p_from, const Vector
|
||||
|
||||
if (can_see_eachother) {
|
||||
|
||||
path.push_back(p_from);
|
||||
path.push_back(p_to);
|
||||
path.push_back(from);
|
||||
path.push_back(to);
|
||||
return path;
|
||||
}
|
||||
}
|
||||
@ -155,12 +210,15 @@ Vector<Vector2> PolygonPathFinder::find_path(const Vector2& p_from, const Vector
|
||||
|
||||
int aidx = points.size()-2;
|
||||
int bidx = points.size()-1;
|
||||
points[aidx].pos=p_from;
|
||||
points[bidx].pos=p_to;
|
||||
points[aidx].pos=from;
|
||||
points[bidx].pos=to;
|
||||
points[aidx].distance=0;
|
||||
points[bidx].distance=0;
|
||||
points[aidx].prev=-1;
|
||||
points[bidx].prev=-1;
|
||||
points[aidx].penalty=0;
|
||||
points[bidx].penalty=0;
|
||||
|
||||
|
||||
|
||||
for(int i=0;i<points.size()-2;i++) {
|
||||
@ -171,6 +229,18 @@ Vector<Vector2> PolygonPathFinder::find_path(const Vector2& p_from, const Vector
|
||||
points[i].prev=-1;
|
||||
points[i].distance=0;
|
||||
|
||||
if (!_is_point_inside(from*0.5+points[i].pos*0.5)) {
|
||||
valid_a=false;
|
||||
|
||||
}
|
||||
|
||||
|
||||
if (!_is_point_inside(to*0.5+points[i].pos*0.5)) {
|
||||
valid_b=false;
|
||||
|
||||
}
|
||||
|
||||
|
||||
for (Set<Edge>::Element *E=edges.front();E;E=E->next()) {
|
||||
|
||||
const Edge& e=E->get();
|
||||
@ -178,28 +248,45 @@ Vector<Vector2> PolygonPathFinder::find_path(const Vector2& p_from, const Vector
|
||||
if (e.points[0]==i || e.points[1]==i)
|
||||
continue;
|
||||
|
||||
|
||||
Vector2 a = points[e.points[0]].pos;
|
||||
Vector2 b = points[e.points[1]].pos;
|
||||
|
||||
if (valid_a) {
|
||||
|
||||
if (Geometry::segment_intersects_segment_2d(a,b,p_from,points[i].pos,NULL)) {
|
||||
if (e.points[0]!=ignore_from_edge.points[1] &&
|
||||
e.points[1]!=ignore_from_edge.points[1] &&
|
||||
e.points[0]!=ignore_from_edge.points[0] &&
|
||||
e.points[1]!=ignore_from_edge.points[0]) {
|
||||
|
||||
|
||||
if (Geometry::segment_intersects_segment_2d(a,b,from,points[i].pos,NULL)) {
|
||||
valid_a=false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (valid_b) {
|
||||
|
||||
if (Geometry::segment_intersects_segment_2d(a,b,p_to,points[i].pos,NULL)) {
|
||||
if (e.points[0]!=ignore_to_edge.points[1] &&
|
||||
e.points[1]!=ignore_to_edge.points[1] &&
|
||||
e.points[0]!=ignore_to_edge.points[0] &&
|
||||
e.points[1]!=ignore_to_edge.points[0]) {
|
||||
|
||||
|
||||
if (Geometry::segment_intersects_segment_2d(a,b,to,points[i].pos,NULL)) {
|
||||
valid_b=false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!valid_a && !valid_b)
|
||||
break;
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
if (valid_a) {
|
||||
points[i].connections.insert(aidx);
|
||||
points[aidx].connections.insert(i);
|
||||
@ -220,7 +307,7 @@ Vector<Vector2> PolygonPathFinder::find_path(const Vector2& p_from, const Vector
|
||||
for(Set<int>::Element *E=points[aidx].connections.front();E;E=E->next()) {
|
||||
|
||||
open_list.insert(E->get());
|
||||
points[E->get()].distance=p_from.distance_to(points[E->get()].pos);
|
||||
points[E->get()].distance=from.distance_to(points[E->get()].pos);
|
||||
points[E->get()].prev=aidx;
|
||||
|
||||
}
|
||||
@ -244,7 +331,9 @@ Vector<Vector2> PolygonPathFinder::find_path(const Vector2& p_from, const Vector
|
||||
|
||||
const Point& p =points[E->get()];
|
||||
float cost = p.distance;
|
||||
cost+=p.pos.distance_to(p_to);
|
||||
cost+=p.pos.distance_to(to);
|
||||
cost+=p.penalty;
|
||||
|
||||
if (cost<least_cost) {
|
||||
|
||||
least_cost_point=E->get();
|
||||
@ -352,6 +441,17 @@ void PolygonPathFinder::_set_data(const Dictionary& p_data) {
|
||||
|
||||
}
|
||||
|
||||
if (p_data.has("penalties")) {
|
||||
|
||||
DVector<float> penalties=p_data["penalties"];
|
||||
if (penalties.size()==pc) {
|
||||
DVector<float>::Read pr = penalties.read();
|
||||
for(int i=0;i<pc;i++) {
|
||||
points[i].penalty=pr[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
DVector<int> segs=p_data["segments"];
|
||||
int sc=segs.size();
|
||||
ERR_FAIL_COND(sc&1);
|
||||
@ -374,10 +474,15 @@ Dictionary PolygonPathFinder::_get_data() const{
|
||||
p.resize(points.size()-2);
|
||||
connections.resize(points.size()-2);
|
||||
ind.resize(edges.size()*2);
|
||||
DVector<float> penalties;
|
||||
penalties.resize(points.size()-2);
|
||||
{
|
||||
DVector<Vector2>::Write wp=p.write();
|
||||
DVector<float>::Write pw=penalties.write();
|
||||
|
||||
for(int i=0;i<points.size()-2;i++) {
|
||||
wp[i]=points[i].pos;
|
||||
pw[i]=points[i].penalty;
|
||||
DVector<int> c;
|
||||
c.resize(points[i].connections.size());
|
||||
{
|
||||
@ -403,6 +508,7 @@ Dictionary PolygonPathFinder::_get_data() const{
|
||||
|
||||
d["bounds"]=bounds;
|
||||
d["points"]=p;
|
||||
d["penalties"]=penalties;
|
||||
d["connections"]=connections;
|
||||
d["segments"]=ind;
|
||||
|
||||
@ -458,6 +564,19 @@ Rect2 PolygonPathFinder::get_bounds() const {
|
||||
return bounds;
|
||||
}
|
||||
|
||||
void PolygonPathFinder::set_point_penalty(int p_point,float p_penalty) {
|
||||
|
||||
ERR_FAIL_INDEX(p_point,points.size()-2);
|
||||
points[p_point].penalty=p_penalty;
|
||||
}
|
||||
|
||||
float PolygonPathFinder::get_point_penalty(int p_point) const {
|
||||
|
||||
ERR_FAIL_INDEX_V(p_point,points.size()-2,0);
|
||||
return points[p_point].penalty;
|
||||
|
||||
}
|
||||
|
||||
|
||||
void PolygonPathFinder::_bind_methods() {
|
||||
|
||||
@ -466,6 +585,9 @@ void PolygonPathFinder::_bind_methods() {
|
||||
ObjectTypeDB::bind_method(_MD("get_intersections","from","to"),&PolygonPathFinder::get_intersections);
|
||||
ObjectTypeDB::bind_method(_MD("get_closest_point","point"),&PolygonPathFinder::get_closest_point);
|
||||
ObjectTypeDB::bind_method(_MD("is_point_inside","point"),&PolygonPathFinder::is_point_inside);
|
||||
ObjectTypeDB::bind_method(_MD("set_point_penalty","idx","penalty"),&PolygonPathFinder::set_point_penalty);
|
||||
ObjectTypeDB::bind_method(_MD("get_point_penalty","idx"),&PolygonPathFinder::get_point_penalty);
|
||||
|
||||
ObjectTypeDB::bind_method(_MD("get_bounds"),&PolygonPathFinder::get_bounds);
|
||||
ObjectTypeDB::bind_method(_MD("_set_data"),&PolygonPathFinder::_set_data);
|
||||
ObjectTypeDB::bind_method(_MD("_get_data"),&PolygonPathFinder::_get_data);
|
||||
|
@ -11,6 +11,7 @@ class PolygonPathFinder : public Resource {
|
||||
Vector2 pos;
|
||||
Set<int> connections;
|
||||
float distance;
|
||||
float penalty;
|
||||
int prev;
|
||||
};
|
||||
|
||||
@ -55,6 +56,9 @@ public:
|
||||
void setup(const Vector<Vector2>& p_points, const Vector<int>& p_connections);
|
||||
Vector<Vector2> find_path(const Vector2& p_from, const Vector2& p_to);
|
||||
|
||||
void set_point_penalty(int p_point,float p_penalty);
|
||||
float get_point_penalty(int p_point) const;
|
||||
|
||||
bool is_point_inside(const Vector2& p_point) const;
|
||||
Vector2 get_closest_point(const Vector2& p_point) const;
|
||||
Vector<Vector2> get_intersections(const Vector2& p_from, const Vector2& p_to) const;
|
||||
|
@ -45,9 +45,9 @@ Shader::Mode Shader::get_mode() const {
|
||||
return (Mode)VisualServer::get_singleton()->shader_get_mode(shader);
|
||||
}
|
||||
|
||||
void Shader::set_code( const String& p_vertex, const String& p_fragment, int p_vertex_ofs,int p_fragment_ofs) {
|
||||
void Shader::set_code( const String& p_vertex, const String& p_fragment, const String& p_light,int p_fragment_ofs,int p_light_ofs) {
|
||||
|
||||
VisualServer::get_singleton()->shader_set_code(shader,p_vertex,p_fragment,p_vertex_ofs,p_fragment_ofs);
|
||||
VisualServer::get_singleton()->shader_set_code(shader,p_vertex,p_fragment,p_light,0,p_fragment_ofs,p_light_ofs);
|
||||
params_cache_dirty=true;
|
||||
emit_signal(SceneStringNames::get_singleton()->changed);
|
||||
}
|
||||
@ -64,6 +64,11 @@ String Shader::get_fragment_code() const {
|
||||
|
||||
}
|
||||
|
||||
String Shader::get_light_code() const {
|
||||
|
||||
return VisualServer::get_singleton()->shader_get_light_code(shader);
|
||||
|
||||
}
|
||||
|
||||
bool Shader::has_param(const StringName& p_param) const {
|
||||
|
||||
@ -106,12 +111,15 @@ Dictionary Shader::_get_code() {
|
||||
|
||||
String fs = VisualServer::get_singleton()->shader_get_fragment_code(shader);
|
||||
String vs = VisualServer::get_singleton()->shader_get_vertex_code(shader);
|
||||
String ls = VisualServer::get_singleton()->shader_get_light_code(shader);
|
||||
|
||||
Dictionary c;
|
||||
c["fragment"]=fs;
|
||||
c["fragment_ofs"]=0;
|
||||
c["vertex"]=vs;
|
||||
c["vertex_ofs"]=0;
|
||||
c["light"]=ls;
|
||||
c["light_ofs"]=0;
|
||||
return c;
|
||||
}
|
||||
|
||||
@ -119,8 +127,11 @@ void Shader::_set_code(const Dictionary& p_string) {
|
||||
|
||||
ERR_FAIL_COND(!p_string.has("fragment"));
|
||||
ERR_FAIL_COND(!p_string.has("vertex"));
|
||||
String light;
|
||||
if (p_string.has("light"))
|
||||
light=p_string["light"];
|
||||
|
||||
set_code(p_string["vertex"],p_string["fragment"]);
|
||||
set_code(p_string["vertex"],p_string["fragment"],light);
|
||||
}
|
||||
|
||||
void Shader::_bind_methods() {
|
||||
@ -128,9 +139,10 @@ void Shader::_bind_methods() {
|
||||
ObjectTypeDB::bind_method(_MD("set_mode","mode"),&Shader::set_mode);
|
||||
ObjectTypeDB::bind_method(_MD("get_mode"),&Shader::get_mode);
|
||||
|
||||
ObjectTypeDB::bind_method(_MD("set_code","vcode","fcode","vofs","fofs"),&Shader::set_code,DEFVAL(0),DEFVAL(0));
|
||||
ObjectTypeDB::bind_method(_MD("set_code","vcode","fcode","lcode","fofs","lofs"),&Shader::set_code,DEFVAL(0),DEFVAL(0));
|
||||
ObjectTypeDB::bind_method(_MD("get_vertex_code"),&Shader::get_vertex_code);
|
||||
ObjectTypeDB::bind_method(_MD("get_fragment_code"),&Shader::get_fragment_code);
|
||||
ObjectTypeDB::bind_method(_MD("get_light_code"),&Shader::get_light_code);
|
||||
|
||||
ObjectTypeDB::bind_method(_MD("has_param","name"),&Shader::has_param);
|
||||
|
||||
@ -169,6 +181,7 @@ RES ResourceFormatLoaderShader::load(const String &p_path,const String& p_origin
|
||||
|
||||
String fragment_code;
|
||||
String vertex_code;
|
||||
String light_code;
|
||||
|
||||
int mode=-1;
|
||||
|
||||
@ -377,7 +390,7 @@ RES ResourceFormatLoaderShader::load(const String &p_path,const String& p_origin
|
||||
}
|
||||
}
|
||||
|
||||
shader->set_code(vertex_code,fragment_code);
|
||||
shader->set_code(vertex_code,fragment_code,light_code);
|
||||
|
||||
f->close();
|
||||
memdelete(f);
|
||||
|
@ -64,9 +64,10 @@ public:
|
||||
void set_mode(Mode p_mode);
|
||||
Mode get_mode() const;
|
||||
|
||||
void set_code( const String& p_vertex, const String& p_fragment, int p_vertex_ofs=0,int p_fragment_ofs=0);
|
||||
void set_code( const String& p_vertex, const String& p_fragment, const String& p_light,int p_fragment_ofs=0,int p_light_ofs=0);
|
||||
String get_vertex_code() const;
|
||||
String get_fragment_code() const;
|
||||
String get_light_code() const;
|
||||
|
||||
void get_param_list(List<PropertyInfo> *p_params) const;
|
||||
bool has_param(const StringName& p_param) const;
|
||||
|
@ -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:
|
||||
|
||||
//aways 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;
|
||||
}
|
||||
|
||||
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);
|
||||
|
@ -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;
|
||||
|
||||
|
@ -151,6 +151,7 @@ RID RasterizerDummy::shader_create(VS::ShaderMode p_mode) {
|
||||
shader->mode=p_mode;
|
||||
shader->fragment_line=0;
|
||||
shader->vertex_line=0;
|
||||
shader->light_line=0;
|
||||
RID rid = shader_owner.make_rid(shader);
|
||||
|
||||
return rid;
|
||||
@ -174,16 +175,17 @@ VS::ShaderMode RasterizerDummy::shader_get_mode(RID p_shader) const {
|
||||
return shader->mode;
|
||||
}
|
||||
|
||||
void RasterizerDummy::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs,int p_fragment_ofs,int p_light_ofs) {
|
||||
|
||||
|
||||
void RasterizerDummy::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs,int p_fragment_ofs) {
|
||||
|
||||
Shader *shader=shader_owner.get(p_shader);
|
||||
ERR_FAIL_COND(!shader);
|
||||
shader->fragment_code=p_fragment;
|
||||
shader->vertex_code=p_vertex;
|
||||
shader->light_code=p_light;
|
||||
shader->fragment_line=p_fragment_ofs;
|
||||
shader->vertex_line=p_vertex_ofs;
|
||||
shader->light_line=p_vertex_ofs;
|
||||
|
||||
}
|
||||
|
||||
@ -204,6 +206,14 @@ String RasterizerDummy::shader_get_fragment_code(RID p_shader) const {
|
||||
|
||||
}
|
||||
|
||||
String RasterizerDummy::shader_get_light_code(RID p_shader) const {
|
||||
|
||||
Shader *shader=shader_owner.get(p_shader);
|
||||
ERR_FAIL_COND_V(!shader,String());
|
||||
return shader->light_code;
|
||||
|
||||
}
|
||||
|
||||
void RasterizerDummy::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
|
||||
|
||||
Shader *shader=shader_owner.get(p_shader);
|
||||
@ -274,39 +284,21 @@ bool RasterizerDummy::material_get_flag(RID p_material,VS::MaterialFlag p_flag)
|
||||
|
||||
}
|
||||
|
||||
void RasterizerDummy::material_set_hint(RID p_material, VS::MaterialHint p_hint,bool p_enabled) {
|
||||
void RasterizerDummy::material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode) {
|
||||
|
||||
Material *material = material_owner.get(p_material);
|
||||
ERR_FAIL_COND(!material);
|
||||
ERR_FAIL_INDEX(p_hint,VS::MATERIAL_HINT_MAX);
|
||||
material->hints[p_hint]=p_enabled;
|
||||
|
||||
material->depth_draw_mode=p_mode;
|
||||
}
|
||||
|
||||
bool RasterizerDummy::material_get_hint(RID p_material,VS::MaterialHint p_hint) const {
|
||||
VS::MaterialDepthDrawMode RasterizerDummy::material_get_depth_draw_mode(RID p_material) const{
|
||||
|
||||
Material *material = material_owner.get(p_material);
|
||||
ERR_FAIL_COND_V(!material,false);
|
||||
ERR_FAIL_INDEX_V(p_hint,VS::MATERIAL_HINT_MAX,false);
|
||||
return material->hints[p_hint];
|
||||
ERR_FAIL_COND_V(!material,VS::MATERIAL_DEPTH_DRAW_ALWAYS);
|
||||
return material->depth_draw_mode;
|
||||
|
||||
}
|
||||
|
||||
void RasterizerDummy::material_set_shade_model(RID p_material, VS::MaterialShadeModel p_model) {
|
||||
|
||||
Material *material = material_owner.get(p_material);
|
||||
ERR_FAIL_COND(!material);
|
||||
material->shade_model=p_model;
|
||||
|
||||
};
|
||||
|
||||
VS::MaterialShadeModel RasterizerDummy::material_get_shade_model(RID p_material) const {
|
||||
|
||||
Material *material = material_owner.get(p_material);
|
||||
ERR_FAIL_COND_V(!material,VS::MATERIAL_SHADE_MODEL_LAMBERT);
|
||||
return material->shade_model;
|
||||
};
|
||||
|
||||
|
||||
void RasterizerDummy::material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode) {
|
||||
|
||||
|
@ -71,10 +71,12 @@ class RasterizerDummy : public Rasterizer {
|
||||
|
||||
String vertex_code;
|
||||
String fragment_code;
|
||||
String light_code;
|
||||
VS::ShaderMode mode;
|
||||
Map<StringName,Variant> params;
|
||||
int fragment_line;
|
||||
int vertex_line;
|
||||
int light_line;
|
||||
bool valid;
|
||||
bool has_alpha;
|
||||
bool use_world_transform;
|
||||
@ -87,9 +89,8 @@ class RasterizerDummy : public Rasterizer {
|
||||
struct Material {
|
||||
|
||||
bool flags[VS::MATERIAL_FLAG_MAX];
|
||||
bool hints[VS::MATERIAL_HINT_MAX];
|
||||
|
||||
VS::MaterialShadeModel shade_model;
|
||||
VS::MaterialDepthDrawMode depth_draw_mode;
|
||||
|
||||
VS::MaterialBlendMode blend_mode;
|
||||
|
||||
@ -107,9 +108,8 @@ class RasterizerDummy : public Rasterizer {
|
||||
for(int i=0;i<VS::MATERIAL_FLAG_MAX;i++)
|
||||
flags[i]=false;
|
||||
flags[VS::MATERIAL_FLAG_VISIBLE]=true;
|
||||
for(int i=0;i<VS::MATERIAL_HINT_MAX;i++)
|
||||
hints[i]=false;
|
||||
|
||||
depth_draw_mode=VS::MATERIAL_DEPTH_DRAW_OPAQUE_ONLY;
|
||||
line_width=1;
|
||||
blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
|
||||
point_size = 1.0;
|
||||
@ -296,7 +296,7 @@ class RasterizerDummy : public Rasterizer {
|
||||
vars[VS::LIGHT_PARAM_ENERGY]=1.0;
|
||||
vars[VS::LIGHT_PARAM_RADIUS]=1.0;
|
||||
vars[VS::LIGHT_PARAM_SHADOW_Z_OFFSET]=0.05;
|
||||
colors[VS::LIGHT_COLOR_AMBIENT]=Color(0,0,0);
|
||||
|
||||
colors[VS::LIGHT_COLOR_DIFFUSE]=Color(1,1,1);
|
||||
colors[VS::LIGHT_COLOR_SPECULAR]=Color(1,1,1);
|
||||
shadow_enabled=false;
|
||||
@ -331,7 +331,7 @@ class RasterizerDummy : public Rasterizer {
|
||||
fx_param[VS::ENV_FX_PARAM_DOF_BLUR_BEGIN]=100.0;
|
||||
fx_param[VS::ENV_FX_PARAM_DOF_BLUR_RANGE]=10.0;
|
||||
fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]=0.4;
|
||||
fx_param[VS::ENV_FX_PARAM_HDR_SCALAR]=1.0;
|
||||
fx_param[VS::ENV_FX_PARAM_HDR_WHITE]=1.0;
|
||||
fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD]=0.95;
|
||||
fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE]=0.2;
|
||||
fx_param[VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE]=0.4;
|
||||
@ -415,9 +415,10 @@ public:
|
||||
virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode);
|
||||
virtual VS::ShaderMode shader_get_mode(RID p_shader) const;
|
||||
|
||||
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);
|
||||
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);
|
||||
virtual String shader_get_fragment_code(RID p_shader) const;
|
||||
virtual String shader_get_vertex_code(RID p_shader) const;
|
||||
virtual String shader_get_light_code(RID p_shader) const;
|
||||
|
||||
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
|
||||
|
||||
@ -434,11 +435,8 @@ public:
|
||||
virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled);
|
||||
virtual bool material_get_flag(RID p_material,VS::MaterialFlag p_flag) const;
|
||||
|
||||
virtual void material_set_hint(RID p_material, VS::MaterialHint p_hint,bool p_enabled);
|
||||
virtual bool material_get_hint(RID p_material,VS::MaterialHint p_hint) const;
|
||||
|
||||
virtual void material_set_shade_model(RID p_material, VS::MaterialShadeModel p_model);
|
||||
virtual VS::MaterialShadeModel material_get_shade_model(RID p_material) const;
|
||||
virtual void material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode);
|
||||
virtual VS::MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const;
|
||||
|
||||
virtual void material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode);
|
||||
virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const;
|
||||
|
@ -859,7 +859,20 @@ const ShaderLanguage::IntrinsicFuncDef ShaderLanguage::intrinsic_func_defs[]={
|
||||
{"mix",TYPE_VEC4,{TYPE_VEC4,TYPE_VEC4,TYPE_FLOAT,TYPE_VOID}},
|
||||
{"mix",TYPE_VEC4,{TYPE_VEC4,TYPE_VEC4,TYPE_VEC4,TYPE_VOID}},
|
||||
{"step",TYPE_FLOAT,{TYPE_FLOAT,TYPE_FLOAT,TYPE_VOID}},
|
||||
{"step",TYPE_VEC2,{TYPE_VEC2,TYPE_VEC2,TYPE_VOID}},
|
||||
{"step",TYPE_VEC3,{TYPE_VEC3,TYPE_VEC3,TYPE_VOID}},
|
||||
{"step",TYPE_VEC4,{TYPE_VEC4,TYPE_VEC4,TYPE_VOID}},
|
||||
{"step",TYPE_VEC2,{TYPE_FLOAT,TYPE_VEC2,TYPE_VOID}},
|
||||
{"step",TYPE_VEC3,{TYPE_FLOAT,TYPE_VEC3,TYPE_VOID}},
|
||||
{"step",TYPE_VEC4,{TYPE_FLOAT,TYPE_VEC4,TYPE_VOID}},
|
||||
{"smoothstep",TYPE_FLOAT,{TYPE_FLOAT,TYPE_FLOAT,TYPE_FLOAT,TYPE_VOID}},
|
||||
{"smoothstep",TYPE_VEC2,{TYPE_VEC2,TYPE_VEC2,TYPE_VEC2,TYPE_VOID}},
|
||||
{"smoothstep",TYPE_VEC3,{TYPE_VEC3,TYPE_VEC3,TYPE_VEC3,TYPE_VOID}},
|
||||
{"smoothstep",TYPE_VEC4,{TYPE_VEC4,TYPE_VEC4,TYPE_VEC4,TYPE_VOID}},
|
||||
{"smoothstep",TYPE_VEC2,{TYPE_FLOAT,TYPE_FLOAT,TYPE_VEC2,TYPE_VOID}},
|
||||
{"smoothstep",TYPE_VEC3,{TYPE_FLOAT,TYPE_FLOAT,TYPE_VEC3,TYPE_VOID}},
|
||||
{"smoothstep",TYPE_VEC4,{TYPE_FLOAT,TYPE_FLOAT,TYPE_VEC4,TYPE_VOID}},
|
||||
|
||||
//intrinsics - geometric
|
||||
{"length",TYPE_FLOAT,{TYPE_VEC2,TYPE_VOID}},
|
||||
{"length",TYPE_FLOAT,{TYPE_VEC3,TYPE_VOID}},
|
||||
@ -1045,6 +1058,27 @@ const ShaderLanguage::BuiltinsDef ShaderLanguage::fragment_builtins_defs[]={
|
||||
{ NULL, TYPE_VOID}
|
||||
|
||||
};
|
||||
|
||||
const ShaderLanguage::BuiltinsDef ShaderLanguage::light_builtins_defs[]={
|
||||
|
||||
{ "NORMAL", TYPE_VEC3},
|
||||
{ "LIGHT_DIR", TYPE_VEC3},
|
||||
{ "LIGHT_DIFFUSE", TYPE_VEC3},
|
||||
{ "LIGHT_SPECULAR", TYPE_VEC3},
|
||||
{ "EYE_VEC", TYPE_VEC3},
|
||||
{ "DIFFUSE", TYPE_VEC3},
|
||||
{ "SPECULAR", TYPE_VEC3},
|
||||
{ "SPECULAR_EXP", TYPE_FLOAT},
|
||||
{ "SHADE_PARAM", TYPE_FLOAT},
|
||||
{ "LIGHT", TYPE_VEC3},
|
||||
{ "POINT_COORD", TYPE_VEC2},
|
||||
// { "SCREEN_POS", TYPE_VEC2},
|
||||
// { "SCREEN_TEXEL_SIZE", TYPE_VEC2},
|
||||
{ "TIME", TYPE_FLOAT},
|
||||
{ NULL, TYPE_VOID}
|
||||
|
||||
};
|
||||
|
||||
const ShaderLanguage::BuiltinsDef ShaderLanguage::postprocess_fragment_builtins_defs[]={
|
||||
|
||||
{ "IN_COLOR", TYPE_VEC3},
|
||||
@ -2286,6 +2320,13 @@ Error ShaderLanguage::parse(const Vector<Token>& p_tokens,ShaderType p_type,Comp
|
||||
idx++;
|
||||
}
|
||||
} break;
|
||||
case SHADER_MATERIAL_LIGHT: {
|
||||
int idx=0;
|
||||
while (light_builtins_defs[idx].name) {
|
||||
parser.program->builtin_variables[light_builtins_defs[idx].name]=light_builtins_defs[idx].type;
|
||||
idx++;
|
||||
}
|
||||
} break;
|
||||
case SHADER_POST_PROCESS: {
|
||||
int idx=0;
|
||||
while (postprocess_fragment_builtins_defs[idx].name) {
|
||||
@ -2306,8 +2347,9 @@ Error ShaderLanguage::parse(const Vector<Token>& p_tokens,ShaderType p_type,Comp
|
||||
|
||||
t = OS::get_singleton()->get_ticks_usec();
|
||||
|
||||
if (p_compile_func)
|
||||
p_compile_func(p_userdata,parser.program);
|
||||
if (p_compile_func) {
|
||||
err = p_compile_func(p_userdata,parser.program);
|
||||
}
|
||||
|
||||
tf = (OS::get_singleton()->get_ticks_usec()-t)/1000.0;
|
||||
//print_line("compile time: "+rtos(tf));
|
||||
@ -2318,7 +2360,7 @@ Error ShaderLanguage::parse(const Vector<Token>& p_tokens,ShaderType p_type,Comp
|
||||
memdelete( parser.nodegc.front()->get() );
|
||||
parser.nodegc.pop_front();
|
||||
}
|
||||
return OK;
|
||||
return err;
|
||||
}
|
||||
|
||||
Error ShaderLanguage::compile(const String& p_code,ShaderType p_type,CompileFunc p_compile_func,void *p_userdata,String *r_error,int *r_err_line,int *r_err_column) {
|
||||
@ -2372,6 +2414,13 @@ void ShaderLanguage::get_keyword_list(ShaderType p_type, List<String> *p_keyword
|
||||
idx++;
|
||||
}
|
||||
} break;
|
||||
case SHADER_MATERIAL_LIGHT: {
|
||||
idx=0;
|
||||
while (light_builtins_defs[idx].name) {
|
||||
p_keywords->push_back(light_builtins_defs[idx].name);
|
||||
idx++;
|
||||
}
|
||||
} break;
|
||||
case SHADER_POST_PROCESS: {
|
||||
idx=0;
|
||||
while (postprocess_fragment_builtins_defs[idx].name) {
|
||||
|
@ -46,6 +46,7 @@ public:
|
||||
enum ShaderType {
|
||||
SHADER_MATERIAL_VERTEX,
|
||||
SHADER_MATERIAL_FRAGMENT,
|
||||
SHADER_MATERIAL_LIGHT,
|
||||
SHADER_POST_PROCESS,
|
||||
};
|
||||
|
||||
@ -215,7 +216,7 @@ public:
|
||||
ProgramNode() { type=TYPE_PROGRAM; }
|
||||
};
|
||||
|
||||
typedef void (*CompileFunc)(void*,ProgramNode*);
|
||||
typedef Error (*CompileFunc)(void*,ProgramNode*);
|
||||
|
||||
struct VarInfo {
|
||||
|
||||
@ -360,6 +361,7 @@ private:
|
||||
|
||||
static const BuiltinsDef vertex_builtins_defs[];
|
||||
static const BuiltinsDef fragment_builtins_defs[];
|
||||
static const BuiltinsDef light_builtins_defs[];
|
||||
static const BuiltinsDef postprocess_fragment_builtins_defs[];
|
||||
|
||||
static DataType get_token_datatype(TokenType p_type);
|
||||
|
@ -130,10 +130,10 @@ VisualServer::ShaderMode VisualServerRaster::shader_get_mode(RID p_shader) const
|
||||
}
|
||||
|
||||
|
||||
void VisualServerRaster::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs,int p_fragment_ofs) {
|
||||
void VisualServerRaster::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs,int p_fragment_ofs,int p_light_ofs) {
|
||||
|
||||
VS_CHANGED;
|
||||
rasterizer->shader_set_code(p_shader,p_vertex,p_fragment,p_vertex_ofs,p_fragment_ofs);
|
||||
rasterizer->shader_set_code(p_shader,p_vertex,p_fragment,p_light,p_vertex_ofs,p_fragment_ofs,p_light_ofs);
|
||||
}
|
||||
|
||||
String VisualServerRaster::shader_get_vertex_code(RID p_shader) const{
|
||||
@ -146,6 +146,11 @@ String VisualServerRaster::shader_get_fragment_code(RID p_shader) const{
|
||||
return rasterizer->shader_get_fragment_code(p_shader);
|
||||
}
|
||||
|
||||
String VisualServerRaster::shader_get_light_code(RID p_shader) const{
|
||||
|
||||
return rasterizer->shader_get_fragment_code(p_shader);
|
||||
}
|
||||
|
||||
void VisualServerRaster::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
|
||||
|
||||
return rasterizer->shader_get_param_list(p_shader,p_param_list);
|
||||
@ -187,27 +192,16 @@ void VisualServerRaster::material_set_flag(RID p_material, MaterialFlag p_flag,b
|
||||
rasterizer->material_set_flag(p_material,p_flag,p_enabled);
|
||||
}
|
||||
|
||||
void VisualServerRaster::material_set_hint(RID p_material, MaterialHint p_hint,bool p_enabled) {
|
||||
void VisualServerRaster::material_set_depth_draw_mode(RID p_material, MaterialDepthDrawMode p_mode) {
|
||||
|
||||
VS_CHANGED;
|
||||
rasterizer->material_set_hint(p_material,p_hint,p_enabled);
|
||||
}
|
||||
|
||||
bool VisualServerRaster::material_get_hint(RID p_material,MaterialHint p_hint) const {
|
||||
|
||||
return rasterizer->material_get_hint(p_material,p_hint);
|
||||
rasterizer->material_set_depth_draw_mode(p_material,p_mode);
|
||||
|
||||
}
|
||||
|
||||
void VisualServerRaster::material_set_shade_model(RID p_material, MaterialShadeModel p_model) {
|
||||
VS_CHANGED;
|
||||
rasterizer->material_set_shade_model(p_material,p_model);
|
||||
}
|
||||
|
||||
VisualServer::MaterialShadeModel VisualServerRaster::material_get_shade_model(RID p_material) const {
|
||||
|
||||
return rasterizer->material_get_shade_model(p_material);
|
||||
VS::MaterialDepthDrawMode VisualServerRaster::material_get_depth_draw_mode(RID p_material) const {
|
||||
|
||||
return rasterizer->material_get_depth_draw_mode(p_material);
|
||||
}
|
||||
|
||||
|
||||
@ -273,17 +267,6 @@ RID VisualServerRaster::fixed_material_get_texture(RID p_material,FixedMaterialP
|
||||
}
|
||||
|
||||
|
||||
void VisualServerRaster::fixed_material_set_detail_blend_mode(RID p_material,MaterialBlendMode p_mode) {
|
||||
VS_CHANGED;
|
||||
rasterizer->fixed_material_set_detail_blend_mode(p_material,p_mode);
|
||||
}
|
||||
|
||||
VS::MaterialBlendMode VisualServerRaster::fixed_material_get_detail_blend_mode(RID p_material) const {
|
||||
|
||||
return rasterizer->fixed_material_get_detail_blend_mode(p_material);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
void VisualServerRaster::fixed_material_set_texcoord_mode(RID p_material,FixedMaterialParam p_parameter, FixedMaterialTexCoordMode p_mode) {
|
||||
@ -318,6 +301,18 @@ Transform VisualServerRaster::fixed_material_get_uv_transform(RID p_material) co
|
||||
return rasterizer->fixed_material_get_uv_transform(p_material);
|
||||
}
|
||||
|
||||
void VisualServerRaster::fixed_material_set_light_shader(RID p_material,FixedMaterialLightShader p_shader) {
|
||||
|
||||
VS_CHANGED;
|
||||
rasterizer->fixed_material_set_light_shader(p_material,p_shader);
|
||||
|
||||
}
|
||||
|
||||
VisualServerRaster::FixedMaterialLightShader VisualServerRaster::fixed_material_get_light_shader(RID p_material) const{
|
||||
|
||||
return rasterizer->fixed_material_get_light_shader(p_material);
|
||||
}
|
||||
|
||||
|
||||
|
||||
/* MESH API */
|
||||
|
@ -691,9 +691,10 @@ public:
|
||||
virtual void shader_set_mode(RID p_shader,ShaderMode p_mode);
|
||||
virtual ShaderMode shader_get_mode(RID p_shader) const;
|
||||
|
||||
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);
|
||||
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);
|
||||
virtual String shader_get_vertex_code(RID p_shader) const;
|
||||
virtual String shader_get_fragment_code(RID p_shader) const;
|
||||
virtual String shader_get_light_code(RID p_shader) const;
|
||||
|
||||
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
|
||||
|
||||
@ -710,11 +711,8 @@ public:
|
||||
virtual void material_set_flag(RID p_material, MaterialFlag p_flag,bool p_enabled);
|
||||
virtual bool material_get_flag(RID p_material,MaterialFlag p_flag) const;
|
||||
|
||||
virtual void material_set_hint(RID p_material, MaterialHint p_hint,bool p_enabled);
|
||||
virtual bool material_get_hint(RID p_material,MaterialHint p_hint) const;
|
||||
|
||||
virtual void material_set_shade_model(RID p_material, MaterialShadeModel p_model);
|
||||
virtual MaterialShadeModel material_get_shade_model(RID p_material) const;
|
||||
virtual void material_set_depth_draw_mode(RID p_material, MaterialDepthDrawMode p_mode);
|
||||
virtual MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const;
|
||||
|
||||
virtual void material_set_blend_mode(RID p_material,MaterialBlendMode p_mode);
|
||||
virtual MaterialBlendMode material_get_blend_mode(RID p_material) const;
|
||||
@ -736,16 +734,16 @@ public:
|
||||
virtual void fixed_material_set_texture(RID p_material,FixedMaterialParam p_parameter, RID p_texture);
|
||||
virtual RID fixed_material_get_texture(RID p_material,FixedMaterialParam p_parameter) const;
|
||||
|
||||
virtual void fixed_material_set_detail_blend_mode(RID p_material,MaterialBlendMode p_mode);
|
||||
virtual MaterialBlendMode fixed_material_get_detail_blend_mode(RID p_material) const;
|
||||
|
||||
|
||||
virtual void fixed_material_set_texcoord_mode(RID p_material,FixedMaterialParam p_parameter, FixedMaterialTexCoordMode p_mode);
|
||||
virtual FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,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,FixedMaterialLightShader p_shader);
|
||||
virtual 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;
|
||||
|
||||
|
@ -647,9 +647,10 @@ public:
|
||||
FUNC1R(RID,shader_create,ShaderMode);
|
||||
FUNC2(shader_set_mode,RID,ShaderMode);
|
||||
FUNC1RC(ShaderMode,shader_get_mode,RID);
|
||||
FUNC5(shader_set_code,RID,const String&,const String&,int,int);
|
||||
FUNC7(shader_set_code,RID,const String&,const String&,const String&,int,int,int);
|
||||
FUNC1RC(String,shader_get_vertex_code,RID);
|
||||
FUNC1RC(String,shader_get_fragment_code,RID);
|
||||
FUNC1RC(String,shader_get_light_code,RID);
|
||||
FUNC2SC(shader_get_param_list,RID,List<PropertyInfo>*);
|
||||
|
||||
/*virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) {
|
||||
@ -675,11 +676,8 @@ public:
|
||||
FUNC3(material_set_flag,RID,MaterialFlag,bool);
|
||||
FUNC2RC(bool,material_get_flag,RID,MaterialFlag);
|
||||
|
||||
FUNC3(material_set_hint,RID,MaterialHint,bool);
|
||||
FUNC2RC(bool,material_get_hint,RID,MaterialHint);
|
||||
|
||||
FUNC2(material_set_shade_model,RID,MaterialShadeModel);
|
||||
FUNC1RC(MaterialShadeModel,material_get_shade_model,RID);
|
||||
FUNC2(material_set_depth_draw_mode,RID,MaterialDepthDrawMode);
|
||||
FUNC1RC(MaterialDepthDrawMode,material_get_depth_draw_mode,RID);
|
||||
|
||||
FUNC2(material_set_blend_mode,RID,MaterialBlendMode);
|
||||
FUNC1RC(MaterialBlendMode,material_get_blend_mode,RID);
|
||||
@ -701,13 +699,14 @@ public:
|
||||
FUNC3(fixed_material_set_texture,RID ,FixedMaterialParam, RID );
|
||||
FUNC2RC(RID, fixed_material_get_texture,RID,FixedMaterialParam);
|
||||
|
||||
FUNC2(fixed_material_set_detail_blend_mode,RID ,MaterialBlendMode );
|
||||
FUNC1RC(MaterialBlendMode, fixed_material_get_detail_blend_mode,RID);
|
||||
|
||||
|
||||
FUNC3(fixed_material_set_texcoord_mode,RID,FixedMaterialParam, FixedMaterialTexCoordMode );
|
||||
FUNC2RC(FixedMaterialTexCoordMode, fixed_material_get_texcoord_mode,RID,FixedMaterialParam);
|
||||
|
||||
FUNC2(fixed_material_set_light_shader,RID,FixedMaterialLightShader);
|
||||
FUNC1RC(FixedMaterialLightShader, fixed_material_get_light_shader,RID);
|
||||
|
||||
FUNC2(fixed_material_set_uv_transform,RID,const Transform&);
|
||||
FUNC1RC(Transform, fixed_material_get_uv_transform,RID);
|
||||
|
||||
|
@ -298,7 +298,7 @@ RID VisualServer::material_2d_get(bool p_shaded, bool p_transparent, bool p_cut_
|
||||
fixed_material_set_flag(material_2d[version],FIXED_MATERIAL_FLAG_DISCARD_ALPHA,p_cut_alpha);
|
||||
material_set_flag(material_2d[version],MATERIAL_FLAG_UNSHADED,!p_shaded);
|
||||
material_set_flag(material_2d[version],MATERIAL_FLAG_DOUBLE_SIDED,true);
|
||||
material_set_hint(material_2d[version],MATERIAL_HINT_OPAQUE_PRE_PASS,p_opaque_prepass);
|
||||
material_set_depth_draw_mode(material_2d[version],p_opaque_prepass?MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA:MATERIAL_DEPTH_DRAW_OPAQUE_ONLY);
|
||||
fixed_material_set_texture(material_2d[version],FIXED_MATERIAL_PARAM_DIFFUSE,get_white_texture());
|
||||
//material cut alpha?
|
||||
return material_2d[version];
|
||||
@ -568,8 +568,6 @@ void VisualServer::_bind_methods() {
|
||||
BIND_CONSTANT( MATERIAL_FLAG_INVERT_FACES );
|
||||
BIND_CONSTANT( MATERIAL_FLAG_UNSHADED );
|
||||
BIND_CONSTANT( MATERIAL_FLAG_ONTOP );
|
||||
BIND_CONSTANT( MATERIAL_FLAG_WIREFRAME );
|
||||
BIND_CONSTANT( MATERIAL_FLAG_BILLBOARD );
|
||||
BIND_CONSTANT( MATERIAL_FLAG_MAX );
|
||||
|
||||
BIND_CONSTANT( MATERIAL_BLEND_MODE_MIX );
|
||||
@ -642,7 +640,7 @@ void VisualServer::_bind_methods() {
|
||||
BIND_CONSTANT( LIGHT_OMNI );
|
||||
BIND_CONSTANT( LIGHT_SPOT );
|
||||
|
||||
BIND_CONSTANT( LIGHT_COLOR_AMBIENT );
|
||||
|
||||
BIND_CONSTANT( LIGHT_COLOR_DIFFUSE );
|
||||
BIND_CONSTANT( LIGHT_COLOR_SPECULAR );
|
||||
|
||||
|
@ -142,9 +142,10 @@ public:
|
||||
virtual void shader_set_mode(RID p_shader,ShaderMode p_mode)=0;
|
||||
virtual 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;
|
||||
|
||||
|
||||
@ -164,39 +165,22 @@ public:
|
||||
MATERIAL_FLAG_INVERT_FACES, ///< Invert front/back of the object
|
||||
MATERIAL_FLAG_UNSHADED,
|
||||
MATERIAL_FLAG_ONTOP,
|
||||
MATERIAL_FLAG_WIREFRAME,
|
||||
MATERIAL_FLAG_BILLBOARD,
|
||||
MATERIAL_FLAG_LIGHTMAP_ON_UV2,
|
||||
MATERIAL_FLAG_MAX,
|
||||
};
|
||||
|
||||
virtual void material_set_flag(RID p_material, MaterialFlag p_flag,bool p_enabled)=0;
|
||||
virtual bool material_get_flag(RID p_material,MaterialFlag p_flag) const=0;
|
||||
|
||||
enum MaterialShadeModel {
|
||||
MATERIAL_SHADE_MODEL_LAMBERT,
|
||||
MATERIAL_SHADE_MODEL_LAMBERT_WRAP,
|
||||
MATERIAL_SHADE_MODEL_TOON
|
||||
enum MaterialDepthDrawMode {
|
||||
MATERIAL_DEPTH_DRAW_ALWAYS,
|
||||
MATERIAL_DEPTH_DRAW_OPAQUE_ONLY,
|
||||
MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA,
|
||||
MATERIAL_DEPTH_DRAW_NEVER
|
||||
};
|
||||
|
||||
/* FIXED MATERIAL */
|
||||
|
||||
|
||||
|
||||
virtual void material_set_shade_model(RID p_material, MaterialShadeModel p_model)=0;
|
||||
virtual MaterialShadeModel material_get_shade_model(RID p_material) const=0;
|
||||
|
||||
enum MaterialHint {
|
||||
|
||||
MATERIAL_HINT_DECAL,
|
||||
MATERIAL_HINT_OPAQUE_PRE_PASS,
|
||||
MATERIAL_HINT_NO_SHADOW,
|
||||
MATERIAL_HINT_NO_DEPTH_DRAW,
|
||||
MATERIAL_HINT_NO_DEPTH_DRAW_FOR_ALPHA,
|
||||
MATERIAL_HINT_MAX
|
||||
};
|
||||
|
||||
virtual void material_set_hint(RID p_material, MaterialHint p_hint,bool p_enabled)=0;
|
||||
virtual bool material_get_hint(RID p_material,MaterialHint p_hint) const=0;
|
||||
virtual void material_set_depth_draw_mode(RID p_material, MaterialDepthDrawMode p_mode)=0;
|
||||
virtual MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const=0;
|
||||
|
||||
enum MaterialBlendMode {
|
||||
MATERIAL_BLEND_MODE_MIX, //default
|
||||
@ -258,8 +242,19 @@ public:
|
||||
virtual void fixed_material_set_texture(RID p_material,FixedMaterialParam p_parameter, RID p_texture)=0;
|
||||
virtual RID fixed_material_get_texture(RID p_material,FixedMaterialParam p_parameter) const=0;
|
||||
|
||||
virtual void fixed_material_set_detail_blend_mode(RID p_material,MaterialBlendMode p_mode)=0;
|
||||
virtual MaterialBlendMode fixed_material_get_detail_blend_mode(RID p_material) const=0;
|
||||
|
||||
enum FixedMaterialLightShader {
|
||||
|
||||
FIXED_MATERIAL_LIGHT_SHADER_LAMBERT,
|
||||
FIXED_MATERIAL_LIGHT_SHADER_WRAP,
|
||||
FIXED_MATERIAL_LIGHT_SHADER_VELVET,
|
||||
FIXED_MATERIAL_LIGHT_SHADER_TOON,
|
||||
|
||||
};
|
||||
|
||||
|
||||
virtual void fixed_material_set_light_shader(RID p_material,FixedMaterialLightShader p_shader)=0;
|
||||
virtual FixedMaterialLightShader fixed_material_get_light_shader(RID p_material) const=0;
|
||||
|
||||
virtual void fixed_material_set_texcoord_mode(RID p_material,FixedMaterialParam p_parameter, FixedMaterialTexCoordMode p_mode)=0;
|
||||
virtual FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,FixedMaterialParam p_parameter) const=0;
|
||||
@ -465,8 +460,6 @@ public:
|
||||
};
|
||||
|
||||
enum LightColor {
|
||||
|
||||
LIGHT_COLOR_AMBIENT,
|
||||
LIGHT_COLOR_DIFFUSE,
|
||||
LIGHT_COLOR_SPECULAR
|
||||
};
|
||||
@ -724,6 +717,7 @@ public:
|
||||
virtual Variant environment_get_background_param(RID p_env,EnvironmentBGParam p_param) const=0;
|
||||
|
||||
enum EnvironmentFx {
|
||||
ENV_FX_AMBIENT_LIGHT,
|
||||
ENV_FX_FXAA,
|
||||
ENV_FX_GLOW,
|
||||
ENV_FX_DOF_BLUR,
|
||||
@ -745,7 +739,16 @@ public:
|
||||
ENV_FX_BLUR_BLEND_MODE_SOFTLIGHT,
|
||||
};
|
||||
|
||||
enum EnvironmentFxHDRToneMapper {
|
||||
ENV_FX_HDR_TONE_MAPPER_LINEAR,
|
||||
ENV_FX_HDR_TONE_MAPPER_LOG,
|
||||
ENV_FX_HDR_TONE_MAPPER_REINHARDT,
|
||||
ENV_FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE,
|
||||
};
|
||||
|
||||
enum EnvironmentFxParam {
|
||||
ENV_FX_PARAM_AMBIENT_LIGHT_COLOR,
|
||||
ENV_FX_PARAM_AMBIENT_LIGHT_ENERGY,
|
||||
ENV_FX_PARAM_GLOW_BLUR_PASSES,
|
||||
ENV_FX_PARAM_GLOW_BLUR_SCALE,
|
||||
ENV_FX_PARAM_GLOW_BLUR_STRENGTH,
|
||||
@ -755,8 +758,9 @@ public:
|
||||
ENV_FX_PARAM_DOF_BLUR_PASSES,
|
||||
ENV_FX_PARAM_DOF_BLUR_BEGIN,
|
||||
ENV_FX_PARAM_DOF_BLUR_RANGE,
|
||||
ENV_FX_PARAM_HDR_TONEMAPPER,
|
||||
ENV_FX_PARAM_HDR_EXPOSURE,
|
||||
ENV_FX_PARAM_HDR_SCALAR,
|
||||
ENV_FX_PARAM_HDR_WHITE,
|
||||
ENV_FX_PARAM_HDR_GLOW_TRESHOLD,
|
||||
ENV_FX_PARAM_HDR_GLOW_SCALE,
|
||||
ENV_FX_PARAM_HDR_MIN_LUMINANCE,
|
||||
|
@ -734,6 +734,7 @@ void EditorNode::_save_scene(String p_file) {
|
||||
flg|=ResourceSaver::FLAG_COMPRESS;
|
||||
if (EditorSettings::get_singleton()->get("on_save/save_paths_as_relative"))
|
||||
flg|=ResourceSaver::FLAG_RELATIVE_PATHS;
|
||||
flg|=ResourceSaver::FLAG_REPLACE_SUBRESOURCE_PATHS;
|
||||
|
||||
|
||||
err = ResourceSaver::save(p_file,sdata,flg);
|
||||
|
@ -199,7 +199,7 @@ Error ColladaImport::_create_scene(Collada::Node *p_node, Spatial *p_parent) {
|
||||
return OK;
|
||||
//well, it's an ambient light..
|
||||
Light *l = memnew( DirectionalLight );
|
||||
l->set_color(Light::COLOR_AMBIENT,ld.color);
|
||||
// l->set_color(Light::COLOR_AMBIENT,ld.color);
|
||||
l->set_color(Light::COLOR_DIFFUSE,Color(0,0,0));
|
||||
l->set_color(Light::COLOR_SPECULAR,Color(0,0,0));
|
||||
node = l;
|
||||
@ -208,8 +208,8 @@ Error ColladaImport::_create_scene(Collada::Node *p_node, Spatial *p_parent) {
|
||||
|
||||
//well, it's an ambient light..
|
||||
Light *l = memnew( DirectionalLight );
|
||||
if (found_ambient) //use it here
|
||||
l->set_color(Light::COLOR_AMBIENT,ambient);
|
||||
//if (found_ambient) //use it here
|
||||
// l->set_color(Light::COLOR_AMBIENT,ambient);
|
||||
|
||||
l->set_color(Light::COLOR_DIFFUSE,ld.color);
|
||||
l->set_color(Light::COLOR_SPECULAR,Color(1,1,1));
|
||||
@ -661,7 +661,7 @@ Error ColladaImport::_create_mesh_surfaces(Ref<Mesh>& p_mesh,const Map<String,Co
|
||||
const Collada::MeshData::Source *color_src=NULL;
|
||||
int color_ofs=0;
|
||||
|
||||
if (false && p.sources.has("COLOR")) {
|
||||
if (p.sources.has("COLOR")) {
|
||||
|
||||
String color_source_id = p.sources["COLOR"].source;
|
||||
color_ofs = p.sources["COLOR"].offset;
|
||||
|
@ -173,7 +173,7 @@ public:
|
||||
|
||||
|
||||
static const char *anim_flag_names[]={
|
||||
"Detect Loop",
|
||||
"Detect Loop (-loop,-cycle)",
|
||||
"Keep Value Tracks",
|
||||
"Optimize",
|
||||
NULL
|
||||
@ -680,7 +680,7 @@ EditorSceneImportDialog::EditorSceneImportDialog(EditorNode *p_editor, EditorSce
|
||||
import_choose->connect("pressed", this,"_browse");
|
||||
|
||||
hbc = memnew( HBoxContainer );
|
||||
vbc->add_margin_child("Target Scene:",hbc);
|
||||
vbc->add_margin_child("Target Path:",hbc);
|
||||
|
||||
save_path = memnew( LineEdit );
|
||||
save_path->set_h_size_flags(SIZE_EXPAND_FILL);
|
||||
@ -1024,7 +1024,7 @@ Node* EditorSceneImportPlugin::_fix_node(Node *p_node,Node *p_root,Map<Ref<Mesh>
|
||||
if (fm.is_valid()) {
|
||||
fm->set_flag(Material::FLAG_UNSHADED,true);
|
||||
fm->set_flag(Material::FLAG_DOUBLE_SIDED,true);
|
||||
fm->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
|
||||
fm->set_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
|
||||
fm->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA,true);
|
||||
}
|
||||
}
|
||||
@ -1129,7 +1129,7 @@ Node* EditorSceneImportPlugin::_fix_node(Node *p_node,Node *p_root,Map<Ref<Mesh>
|
||||
if (fm.is_valid()) {
|
||||
fm->set_flag(Material::FLAG_UNSHADED,true);
|
||||
fm->set_flag(Material::FLAG_DOUBLE_SIDED,true);
|
||||
fm->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
|
||||
fm->set_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
|
||||
fm->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA,true);
|
||||
}
|
||||
}
|
||||
@ -1501,6 +1501,37 @@ void EditorSceneImportPlugin::_merge_existing_node(Node *p_node,Node *p_imported
|
||||
|
||||
room_node->set_room( room_imported->get_room() );
|
||||
|
||||
} else if (p_node->get_type()=="Skeleton") {
|
||||
//for paths, overwrite path
|
||||
|
||||
Skeleton *skeleton_imported =imported_node->cast_to<Skeleton>();
|
||||
Skeleton *skeleton_node =p_node->cast_to<Skeleton>();
|
||||
|
||||
//use imported bones, obviously
|
||||
skeleton_node->clear_bones();
|
||||
for(int i=0;i<skeleton_imported->get_bone_count();i++) {
|
||||
|
||||
skeleton_node->add_bone(skeleton_imported->get_bone_name(i));
|
||||
skeleton_node->set_bone_parent(i,skeleton_imported->get_bone_parent(i));
|
||||
skeleton_node->set_bone_rest(i,skeleton_imported->get_bone_rest(i));
|
||||
skeleton_node->set_bone_pose(i,skeleton_imported->get_bone_pose(i));
|
||||
}
|
||||
} else if (p_node->get_type()=="AnimationPlayer") {
|
||||
//for paths, overwrite path
|
||||
|
||||
AnimationPlayer *aplayer_imported =imported_node->cast_to<AnimationPlayer>();
|
||||
AnimationPlayer *aplayer_node =p_node->cast_to<AnimationPlayer>();
|
||||
|
||||
//use imported bones, obviously
|
||||
List<StringName> anims;
|
||||
aplayer_imported->get_animation_list(&anims);
|
||||
//use imported animations, could merge some stuff though
|
||||
for (List<StringName>::Element *E=anims.front();E;E=E->next()) {
|
||||
|
||||
|
||||
aplayer_node->add_animation(E->get(),aplayer_imported->get_animation(E->get()));
|
||||
}
|
||||
|
||||
} else if (p_node->get_type()=="CollisionShape") {
|
||||
//for paths, overwrite path
|
||||
|
||||
@ -1877,14 +1908,14 @@ Error EditorSceneImportPlugin::import2(Node *scene, const String& p_dest_path, c
|
||||
|
||||
if (merge) {
|
||||
|
||||
print_line("MERGING?????");
|
||||
|
||||
progress.step("Merging..",103);
|
||||
|
||||
FileAccess *fa = FileAccess::create(FileAccess::ACCESS_RESOURCES);
|
||||
print_line("OPEN IN FS: "+p_dest_path);
|
||||
|
||||
if (fa->file_exists(p_dest_path)) {
|
||||
|
||||
print_line("TRY REALLY TO MERGE?");
|
||||
|
||||
//try to merge
|
||||
|
||||
Ref<PackedScene> s = ResourceLoader::load(p_dest_path);
|
||||
@ -1915,7 +1946,7 @@ Error EditorSceneImportPlugin::import2(Node *scene, const String& p_dest_path, c
|
||||
packer->set_import_metadata(from);
|
||||
|
||||
print_line("SAVING TO: "+p_dest_path);
|
||||
err = ResourceSaver::save(p_dest_path,packer);
|
||||
err = ResourceSaver::save(p_dest_path,packer,ResourceSaver::FLAG_REPLACE_SUBRESOURCE_PATHS);
|
||||
|
||||
//EditorFileSystem::get_singleton()->update_resource(packer);
|
||||
|
||||
|
@ -57,7 +57,9 @@ void ShaderTextEditor::set_edited_shader(const Ref<Shader>& p_shader,ShaderLangu
|
||||
|
||||
_load_theme_settings();
|
||||
|
||||
if (p_type==ShaderLanguage::SHADER_MATERIAL_VERTEX)
|
||||
if (p_type==ShaderLanguage::SHADER_MATERIAL_LIGHT)
|
||||
get_text_edit()->set_text(shader->get_light_code());
|
||||
else if (p_type==ShaderLanguage::SHADER_MATERIAL_VERTEX)
|
||||
get_text_edit()->set_text(shader->get_vertex_code());
|
||||
else
|
||||
get_text_edit()->set_text(shader->get_fragment_code());
|
||||
@ -129,7 +131,9 @@ void ShaderTextEditor::_validate_script() {
|
||||
int line,col;
|
||||
|
||||
String code;
|
||||
if (type==ShaderLanguage::SHADER_MATERIAL_VERTEX)
|
||||
if (type==ShaderLanguage::SHADER_MATERIAL_LIGHT)
|
||||
code=get_text_edit()->get_text();
|
||||
else if (type==ShaderLanguage::SHADER_MATERIAL_VERTEX)
|
||||
code=get_text_edit()->get_text();
|
||||
else
|
||||
code=get_text_edit()->get_text();
|
||||
@ -364,6 +368,7 @@ void ShaderEditor::_params_changed() {
|
||||
|
||||
fragment_editor->_validate_script();
|
||||
vertex_editor->_validate_script();
|
||||
light_editor->_validate_script();
|
||||
}
|
||||
|
||||
|
||||
@ -400,6 +405,7 @@ void ShaderEditor::edit(const Ref<Shader>& p_shader) {
|
||||
|
||||
if (shader->get_mode()==Shader::MODE_MATERIAL) {
|
||||
fragment_editor->set_edited_shader(p_shader,ShaderLanguage::SHADER_MATERIAL_FRAGMENT);
|
||||
light_editor->set_edited_shader(shader,ShaderLanguage::SHADER_MATERIAL_LIGHT);
|
||||
settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_MATERIAL_MODE), true);
|
||||
settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_POST_PROCESS_MODE), false);
|
||||
} else {
|
||||
@ -431,7 +437,7 @@ void ShaderEditor::apply_shaders() {
|
||||
|
||||
|
||||
if (shader.is_valid())
|
||||
shader->set_code(vertex_editor->get_text_edit()->get_text(),fragment_editor->get_text_edit()->get_text(),0,0);
|
||||
shader->set_code(vertex_editor->get_text_edit()->get_text(),fragment_editor->get_text_edit()->get_text(),light_editor->get_text_edit()->get_text(),0,0);
|
||||
}
|
||||
|
||||
void ShaderEditor::_close_callback() {
|
||||
@ -514,11 +520,16 @@ ShaderEditor::ShaderEditor() {
|
||||
tab_container->add_child(fragment_editor);
|
||||
fragment_editor->set_name("Fragment");
|
||||
|
||||
light_editor = memnew( ShaderTextEditor );
|
||||
tab_container->add_child(light_editor);
|
||||
light_editor->set_name("Lighting");
|
||||
|
||||
tab_container->set_current_tab(1);
|
||||
|
||||
|
||||
vertex_editor->connect("script_changed", this,"apply_shaders");
|
||||
fragment_editor->connect("script_changed", this,"apply_shaders");
|
||||
light_editor->connect("script_changed", this,"apply_shaders");
|
||||
}
|
||||
|
||||
|
||||
|
@ -99,6 +99,7 @@ class ShaderEditor : public Control {
|
||||
|
||||
ShaderTextEditor *vertex_editor;
|
||||
ShaderTextEditor *fragment_editor;
|
||||
ShaderTextEditor *light_editor;
|
||||
|
||||
void _tab_changed(int p_which);
|
||||
void _menu_option(int p_optin);
|
||||
|
@ -158,7 +158,7 @@ void ResourcesDock::save_resource(const String& p_path,const Ref<Resource>& p_re
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||||
flg|=ResourceSaver::FLAG_RELATIVE_PATHS;
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||||
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||||
String path = Globals::get_singleton()->localize_path(p_path);
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||||
Error err = ResourceSaver::save(path,p_resource,flg);
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||||
Error err = ResourceSaver::save(path,p_resource,flg|ResourceSaver::FLAG_REPLACE_SUBRESOURCE_PATHS);
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||||
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if (err!=OK) {
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||||
accept->set_text("Error saving resource!");
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||||
|
@ -2232,7 +2232,7 @@ SpatialEditorGizmos::SpatialEditorGizmos() {
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||||
light_material_omni_icon = Ref<FixedMaterial>( memnew( FixedMaterial ));
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||||
light_material_omni_icon->set_flag(Material::FLAG_UNSHADED, true);
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||||
light_material_omni_icon->set_flag(Material::FLAG_DOUBLE_SIDED, true);
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||||
light_material_omni_icon->set_hint(Material::HINT_NO_DEPTH_DRAW, true);
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||||
light_material_omni_icon->set_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
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||||
light_material_omni_icon->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA, true);
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||||
light_material_omni_icon->set_parameter(FixedMaterial::PARAM_DIFFUSE,Color(1,1,1,0.9));
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||||
light_material_omni_icon->set_texture(FixedMaterial::PARAM_DIFFUSE,SpatialEditor::get_singleton()->get_icon("GizmoLight","EditorIcons"));
|
||||
@ -2241,7 +2241,7 @@ SpatialEditorGizmos::SpatialEditorGizmos() {
|
||||
light_material_directional_icon = Ref<FixedMaterial>( memnew( FixedMaterial ));
|
||||
light_material_directional_icon->set_flag(Material::FLAG_UNSHADED, true);
|
||||
light_material_directional_icon->set_flag(Material::FLAG_DOUBLE_SIDED, true);
|
||||
light_material_directional_icon->set_hint(Material::HINT_NO_DEPTH_DRAW, true);
|
||||
light_material_directional_icon->set_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
|
||||
light_material_directional_icon->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA, true);
|
||||
light_material_directional_icon->set_parameter(FixedMaterial::PARAM_DIFFUSE,Color(1,1,1,0.9));
|
||||
light_material_directional_icon->set_texture(FixedMaterial::PARAM_DIFFUSE,SpatialEditor::get_singleton()->get_icon("GizmoDirectionalLight","EditorIcons"));
|
||||
@ -2253,7 +2253,7 @@ SpatialEditorGizmos::SpatialEditorGizmos() {
|
||||
skeleton_material->set_flag(Material::FLAG_DOUBLE_SIDED,true);
|
||||
skeleton_material->set_flag(Material::FLAG_UNSHADED,true);
|
||||
skeleton_material->set_flag(Material::FLAG_ONTOP,true);
|
||||
skeleton_material->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
|
||||
skeleton_material->set_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
|
||||
|
||||
//position 3D Shared mesh
|
||||
|
||||
@ -2293,7 +2293,7 @@ SpatialEditorGizmos::SpatialEditorGizmos() {
|
||||
sample_player_icon = Ref<FixedMaterial>( memnew( FixedMaterial ));
|
||||
sample_player_icon->set_flag(Material::FLAG_UNSHADED, true);
|
||||
sample_player_icon->set_flag(Material::FLAG_DOUBLE_SIDED, true);
|
||||
sample_player_icon->set_hint(Material::HINT_NO_DEPTH_DRAW, true);
|
||||
sample_player_icon->set_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
|
||||
sample_player_icon->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA, true);
|
||||
sample_player_icon->set_parameter(FixedMaterial::PARAM_DIFFUSE,Color(1,1,1,0.9));
|
||||
sample_player_icon->set_texture(FixedMaterial::PARAM_DIFFUSE,SpatialEditor::get_singleton()->get_icon("GizmoSpatialSamplePlayer","EditorIcons"));
|
||||
@ -2307,7 +2307,7 @@ SpatialEditorGizmos::SpatialEditorGizmos() {
|
||||
stream_player_icon = Ref<FixedMaterial>( memnew( FixedMaterial ));
|
||||
stream_player_icon->set_flag(Material::FLAG_UNSHADED, true);
|
||||
stream_player_icon->set_flag(Material::FLAG_DOUBLE_SIDED, true);
|
||||
stream_player_icon->set_hint(Material::HINT_NO_DEPTH_DRAW, true);
|
||||
stream_player_icon->set_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
|
||||
stream_player_icon->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA, true);
|
||||
stream_player_icon->set_parameter(FixedMaterial::PARAM_DIFFUSE,Color(1,1,1,0.9));
|
||||
stream_player_icon->set_texture(FixedMaterial::PARAM_DIFFUSE,SpatialEditor::get_singleton()->get_icon("GizmoSpatialStreamPlayer","EditorIcons"));
|
||||
@ -2315,7 +2315,7 @@ SpatialEditorGizmos::SpatialEditorGizmos() {
|
||||
visibility_notifier_icon = Ref<FixedMaterial>( memnew( FixedMaterial ));
|
||||
visibility_notifier_icon->set_flag(Material::FLAG_UNSHADED, true);
|
||||
visibility_notifier_icon->set_flag(Material::FLAG_DOUBLE_SIDED, true);
|
||||
visibility_notifier_icon->set_hint(Material::HINT_NO_DEPTH_DRAW, true);
|
||||
visibility_notifier_icon->set_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
|
||||
visibility_notifier_icon->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA, true);
|
||||
visibility_notifier_icon->set_parameter(FixedMaterial::PARAM_DIFFUSE,Color(1,1,1,0.9));
|
||||
visibility_notifier_icon->set_texture(FixedMaterial::PARAM_DIFFUSE,SpatialEditor::get_singleton()->get_icon("Visible","EditorIcons"));
|
||||
|
Loading…
Reference in New Issue
Block a user