Merge pull request #12342 from godotengine/revert-12296-ggx_rename

Revert "Rename Schlick GGX to GGX."

[ci skip]
This commit is contained in:
Rémi Verschelde 2017-10-23 07:43:21 +02:00 committed by GitHub
commit 9b3983aea0
6 changed files with 11 additions and 11 deletions

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@ -1085,7 +1085,7 @@
</constant>
<constant name="DIFFUSE_TOON" value="4">
</constant>
<constant name="SPECULAR_GGX" value="0">
<constant name="SPECULAR_SCHLICK_GGX" value="0">
</constant>
<constant name="SPECULAR_BLINN" value="1">
</constant>

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@ -838,7 +838,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_ggx"] = "#define SPECULAR_GGX\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";

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@ -1065,7 +1065,7 @@ LIGHT_SHADER_CODE
#elif defined(SPECULAR_DISABLED)
//none..
#elif defined(SPECULAR_GGX)
#elif defined(SPECULAR_SCHLICK_GGX)
// shlick+ggx as default
vec3 H = normalize(V + L);
@ -1102,10 +1102,10 @@ LIGHT_SHADER_CODE
#if defined(LIGHT_USE_CLEARCOAT)
if (clearcoat_gloss > 0.0) {
# if !defined(SPECULAR_GGX) && !defined(SPECULAR_BLINN)
# if !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN)
vec3 H = normalize(V + L);
# endif
# if !defined(SPECULAR_GGX)
# if !defined(SPECULAR_SCHLICK_GGX)
float cNdotH = max(dot(N,H), 0.0);
float cLdotH = max(dot(L,H), 0.0);
float cLdotH5 = SchlickFresnel(cLdotH);

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@ -377,7 +377,7 @@ void SpatialMaterial::_update_shader() {
case DIFFUSE_TOON: code += ",diffuse_toon"; break;
}
switch (specular_mode) {
case SPECULAR_GGX: code += ",specular_ggx"; break;
case SPECULAR_SCHLICK_GGX: code += ",specular_schlick_ggx"; break;
case SPECULAR_BLINN: code += ",specular_blinn"; break;
case SPECULAR_PHONG: code += ",specular_phong"; break;
case SPECULAR_TOON: code += ",specular_toon"; break;
@ -1819,7 +1819,7 @@ void SpatialMaterial::_bind_methods() {
ADD_GROUP("Parameters", "params_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "params_diffuse_mode", PROPERTY_HINT_ENUM, "Burley,Lambert,Lambert Wrap,Oren Nayar,Toon"), "set_diffuse_mode", "get_diffuse_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "params_specular_mode", PROPERTY_HINT_ENUM, "GGX,Blinn,Phong,Toon,Disabled"), "set_specular_mode", "get_specular_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "params_specular_mode", PROPERTY_HINT_ENUM, "SchlickGGX,Blinn,Phong,Toon,Disabled"), "set_specular_mode", "get_specular_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "params_blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Sub,Mul"), "set_blend_mode", "get_blend_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "params_cull_mode", PROPERTY_HINT_ENUM, "Back,Front,Disabled"), "set_cull_mode", "get_cull_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "params_depth_draw_mode", PROPERTY_HINT_ENUM, "Opaque Only,Always,Never,Opaque Pre-Pass"), "set_depth_draw_mode", "get_depth_draw_mode");
@ -2006,7 +2006,7 @@ void SpatialMaterial::_bind_methods() {
BIND_ENUM_CONSTANT(DIFFUSE_OREN_NAYAR);
BIND_ENUM_CONSTANT(DIFFUSE_TOON);
BIND_ENUM_CONSTANT(SPECULAR_GGX);
BIND_ENUM_CONSTANT(SPECULAR_SCHLICK_GGX);
BIND_ENUM_CONSTANT(SPECULAR_BLINN);
BIND_ENUM_CONSTANT(SPECULAR_PHONG);
BIND_ENUM_CONSTANT(SPECULAR_TOON);
@ -2087,7 +2087,7 @@ SpatialMaterial::SpatialMaterial()
flags[i] = 0;
}
diffuse_mode = DIFFUSE_LAMBERT;
specular_mode = SPECULAR_GGX;
specular_mode = SPECULAR_SCHLICK_GGX;
for (int i = 0; i < FEATURE_MAX; i++) {
features[i] = false;

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@ -193,7 +193,7 @@ public:
};
enum SpecularMode {
SPECULAR_GGX,
SPECULAR_SCHLICK_GGX,
SPECULAR_BLINN,
SPECULAR_PHONG,
SPECULAR_TOON,

View file

@ -159,7 +159,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_burley");
shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_toon");
shader_modes[VS::SHADER_SPATIAL].modes.insert("specular_ggx");
shader_modes[VS::SHADER_SPATIAL].modes.insert("specular_schlick_ggx");
shader_modes[VS::SHADER_SPATIAL].modes.insert("specular_blinn");
shader_modes[VS::SHADER_SPATIAL].modes.insert("specular_phong");
shader_modes[VS::SHADER_SPATIAL].modes.insert("specular_toon");