-Initial working(?) implementation of shaders for 2D. Lighting still not there though.

Check for reference:
https://github.com/okamstudio/godot/wiki/shader
This commit is contained in:
Juan Linietsky 2015-01-12 10:19:09 -03:00
parent f3dc51fc69
commit 544ce2a1db
11 changed files with 115 additions and 7 deletions

View File

@ -1564,6 +1564,7 @@ void RasterizerGLES2::shader_set_default_texture_param(RID p_shader, const Strin
RID RasterizerGLES2::shader_get_default_texture_param(RID p_shader, const StringName& p_name) const{
const Shader *shader=shader_owner.get(p_shader);
ERR_FAIL_COND_V(!shader,RID());
const Map<StringName,RID>::Element *E=shader->default_textures.find(p_name);
if (!E)
@ -1571,6 +1572,22 @@ RID RasterizerGLES2::shader_get_default_texture_param(RID p_shader, const String
return E->get();
}
Variant RasterizerGLES2::shader_get_default_param(RID p_shader, const StringName& p_name) {
Shader *shader=shader_owner.get(p_shader);
ERR_FAIL_COND_V(!shader,Variant());
//update shader params if necesary
//make sure the shader is compiled and everything
//so the actual parameters can be properly retrieved!
if (shader->dirty_list.in_list()) {
_update_shader(shader);
}
if (shader->valid && shader->uniforms.has(p_name))
return shader->uniforms[p_name].default_value;
return Variant();
}
/* COMMON MATERIAL API */
@ -4567,6 +4584,9 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
if (fragment_flags.uses_screen_uv) {
enablers.push_back("#define ENABLE_SCREEN_UV\n");
}
if (fragment_flags.uses_texpixel_size) {
enablers.push_back("#define USE_TEXPIXEL_SIZE\n");
}
canvas_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, light_code, fragment_globals,uniform_names,enablers);
@ -4582,6 +4602,7 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
p_shader->can_zpass=!fragment_flags.uses_discard && !vertex_flags.vertex_code_writes_vertex;
p_shader->uses_normal=fragment_flags.uses_normal || light_flags.uses_normal;
p_shader->uses_time=uses_time;
p_shader->uses_texpixel_size=fragment_flags.uses_texpixel_size;
p_shader->version++;
}
@ -7874,7 +7895,7 @@ void RasterizerGLES2::canvas_end_rect() {
RasterizerGLES2::Texture* RasterizerGLES2::_bind_canvas_texture(const RID& p_texture) {
if (p_texture==canvas_tex) {
if (p_texture==canvas_tex && !rebind_texpixel_size) {
if (canvas_tex.is_valid()) {
Texture*texture=texture_owner.get(p_texture);
return texture;
@ -7882,14 +7903,16 @@ RasterizerGLES2::Texture* RasterizerGLES2::_bind_canvas_texture(const RID& p_tex
return NULL;
}
rebind_texpixel_size=false;
if (p_texture.is_valid()) {
Texture*texture=texture_owner.get(p_texture);
if (!texture) {
canvas_tex=RID();
glBindTexture(GL_TEXTURE_2D,white_tex);
return NULL;
}
@ -7898,6 +7921,9 @@ RasterizerGLES2::Texture* RasterizerGLES2::_bind_canvas_texture(const RID& p_tex
glBindTexture(GL_TEXTURE_2D,texture->tex_id);
canvas_tex=p_texture;
if (uses_texpixel_size) {
canvas_shader.set_uniform(CanvasShaderGLES2::TEXPIXEL_SIZE,Size2(1.0/texture->width,1.0/texture->height));
}
return texture;
@ -8281,6 +8307,8 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) {
csy = -1.0;
canvas_transform.scale( Vector3( 2.0f / viewport.width, csy * -2.0f / viewport.height, 1.0f ) );
canvas_opacity=1.0;
uses_texpixel_size=false;
canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform);
@ -8330,7 +8358,8 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) {
if (shader) {
canvas_shader.set_custom_shader(shader->custom_code_id);
canvas_shader.bind();
if (canvas_shader.bind())
rebind_texpixel_size=true;
if (ci->shader_version!=shader->version) {
//todo optimize uniforms
@ -8383,9 +8412,12 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) {
}
//if uses TIME - draw_next_frame=true
uses_texpixel_size=shader->uses_texpixel_size;
} else {
canvas_shader.set_custom_shader(0);
canvas_shader.bind();
uses_texpixel_size=false;
}

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@ -192,6 +192,7 @@ class RasterizerGLES2 : public Rasterizer {
bool uses_discard;
bool uses_time;
bool uses_normal;
bool uses_texpixel_size;
Map<StringName,ShaderLanguage::Uniform> uniforms;
StringName first_texture;
@ -1171,6 +1172,8 @@ class RasterizerGLES2 : public Rasterizer {
GLuint white_tex;
RID canvas_tex;
float canvas_opacity;
bool uses_texpixel_size;
bool rebind_texpixel_size;
_FORCE_INLINE_ Texture* _bind_canvas_texture(const RID& p_texture);
VS::MaterialBlendMode canvas_blend_mode;
@ -1262,6 +1265,8 @@ public:
virtual void shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture);
virtual RID shader_get_default_texture_param(RID p_shader, const StringName& p_name) const;
virtual Variant shader_get_default_param(RID p_shader, const StringName& p_name);
/* COMMON MATERIAL API */
virtual RID material_create();

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@ -147,6 +147,7 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
} break;
case SL::Node::TYPE_VARIABLE: {
SL::VariableNode *vnode=(SL::VariableNode*)p_node;
if (type==ShaderLanguage::SHADER_MATERIAL_VERTEX) {
if (vnode->name==vname_vertex && p_assign_left) {
@ -173,6 +174,9 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
}
if (type==ShaderLanguage::SHADER_MATERIAL_FRAGMENT) {
if (vnode->name==vname_discard) {
@ -181,9 +185,6 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
if (vnode->name==vname_normalmap) {
uses_normalmap=true;
}
if (vnode->name==vname_normal) {
uses_normal=true;
}
if (vnode->name==vname_screen_uv) {
uses_screen_uv=true;
}
@ -216,6 +217,47 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
uses_light=true;
}
}
if (type==ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX) {
if (vnode->name==vname_var1_interp) {
flags->use_var1_interp=true;
}
if (vnode->name==vname_var2_interp) {
flags->use_var2_interp=true;
}
}
if (type==ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT) {
if (vnode->name==vname_texpixel_size) {
uses_texpixel_size=true;
}
if (vnode->name==vname_normal) {
uses_normal=true;
}
if (vnode->name==vname_screen_uv) {
uses_screen_uv=true;
}
if (vnode->name==vname_var1_interp) {
flags->use_var1_interp=true;
}
if (vnode->name==vname_var2_interp) {
flags->use_var2_interp=true;
}
}
if (type==ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT) {
if (vnode->name==vname_light) {
uses_light=true;
}
}
if (vnode->name==vname_time) {
@ -556,6 +598,7 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT
uses_time=false;
uses_normalmap=false;
uses_normal=false;
uses_texpixel_size=false;
vertex_code_writes_vertex=false;
uniforms=r_uniforms;
flags=&r_flags;
@ -590,6 +633,7 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT
r_flags.uses_time=uses_time;
r_flags.uses_normalmap=uses_normalmap;
r_flags.uses_normal=uses_normalmap;
r_flags.uses_texpixel_size=uses_texpixel_size;
r_code_line=code;
r_globals_line=global_code;
@ -742,14 +786,17 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
mode_replace_table[4]["POSITION"]="gl_Position";
mode_replace_table[4]["NORMAL"]="normal";
mode_replace_table[4]["UV"]="uv_interp";
mode_replace_table[4]["SRC_COLOR"]="color_interp";
mode_replace_table[4]["COLOR"]="color";
mode_replace_table[4]["TEXTURE"]="texture";
mode_replace_table[4]["TEXTURE_PIXEL_SIZE"]="texpixel_size";
mode_replace_table[4]["VAR1"]="var1_interp";
mode_replace_table[4]["VAR2"]="var2_interp";
mode_replace_table[4]["SCREEN_UV"]="screen_uv";
mode_replace_table[4]["POINT_COORD"]="gl_PointCoord";
mode_replace_table[4]["TIME"]="time";
mode_replace_table[5]["SRC_COLOR"]="color";
mode_replace_table[5]["COLOR"]="color";
mode_replace_table[5]["NORMAL"]="normal";
mode_replace_table[5]["LIGHT_DIR"]="light_dir";
@ -781,5 +828,6 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
vname_time="TIME";
vname_normalmap="NORMALMAP";
vname_normal="NORMAL";
vname_texpixel_size="TEXTURE_PIXEL_SIZE";
}

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@ -52,6 +52,7 @@ private:
bool uses_screen_uv;
bool uses_normalmap;
bool uses_normal;
bool uses_texpixel_size;
bool vertex_code_writes_vertex;
Flags *flags;
@ -70,6 +71,7 @@ private:
StringName vname_time;
StringName vname_normalmap;
StringName vname_normal;
StringName vname_texpixel_size;
Map<StringName,ShaderLanguage::Uniform> *uniforms;
@ -104,6 +106,7 @@ public:
bool uses_light;
bool uses_time;
bool uses_normal;
bool uses_texpixel_size;
};
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);

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@ -132,6 +132,11 @@ uniform float shadow_attenuation;
#endif
#if defined(USE_TEXPIXEL_SIZE)
uniform vec2 texpixel_size;
#endif
FRAGMENT_SHADER_GLOBALS

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@ -226,5 +226,6 @@ Size2 GridContainer::get_minimum_size() const {
GridContainer::GridContainer() {
set_stop_mouse(false);
columns=1;
}

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@ -210,6 +210,8 @@ public:
virtual void shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture)=0;
virtual RID shader_get_default_texture_param(RID p_shader, const StringName& p_name) const=0;
virtual Variant shader_get_default_param(RID p_shader, const StringName& p_name)=0;
/* COMMON MATERIAL API */
virtual RID material_create()=0;

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@ -231,6 +231,11 @@ RID RasterizerDummy::shader_get_default_texture_param(RID p_shader, const String
return RID();
}
Variant RasterizerDummy::shader_get_default_param(RID p_shader, const StringName& p_name) {
return Variant();
}
/* COMMON MATERIAL API */

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@ -433,6 +433,8 @@ public:
virtual void shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture);
virtual RID shader_get_default_texture_param(RID p_shader, const StringName& p_name) const;
virtual Variant shader_get_default_param(RID p_shader, const StringName& p_name);
/* COMMON MATERIAL API */
virtual RID material_create();

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@ -1127,11 +1127,13 @@ const ShaderLanguage::BuiltinsDef ShaderLanguage::ci_vertex_builtins_defs[]={
};
const ShaderLanguage::BuiltinsDef ShaderLanguage::ci_fragment_builtins_defs[]={
{ "SRC_COLOR", TYPE_VEC4},
{ "POSITION", TYPE_VEC4},
{ "NORMAL", TYPE_VEC3},
{ "UV", TYPE_VEC2},
{ "COLOR", TYPE_VEC4},
{ "TEXTURE", TYPE_TEXTURE},
{ "TEXTURE_PIXEL_SIZE", TYPE_VEC2},
{ "VAR1", TYPE_VEC4},
{ "VAR2", TYPE_VEC4},
{ "SCREEN_UV", TYPE_VEC2},

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@ -3730,7 +3730,10 @@ Variant VisualServerRaster::canvas_item_get_shader_param(RID p_canvas_item, cons
CanvasItem *canvas_item = canvas_item_owner.get( p_canvas_item );
ERR_FAIL_COND_V(!canvas_item,Variant());
ERR_FAIL_COND_V(!canvas_item->shader_param.has(p_param),Variant());
if (!canvas_item->shader_param.has(p_param)) {
ERR_FAIL_COND_V(!canvas_item->shader.is_valid(),Variant());
return rasterizer->shader_get_default_param(canvas_item->shader,p_param);
}
return canvas_item->shader_param[p_param];
}