-Many many fixes

-Gizmos work again
This commit is contained in:
Juan Linietsky 2016-10-29 20:48:09 -03:00
parent 53d8f2b1ec
commit d6567010bf
27 changed files with 1143 additions and 352 deletions

View file

@ -914,6 +914,7 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list,int p_z,const
}
if (shader_ptr && shader_ptr!=shader_cache) {
state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id);
@ -925,6 +926,7 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list,int p_z,const
int tc = material_ptr->textures.size();
RID* textures = material_ptr->textures.ptr();
ShaderLanguage::ShaderNode::Uniform::Hint* texture_hints = shader_ptr->texture_hints.ptr();
for(int i=0;i<tc;i++) {
@ -932,11 +934,30 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list,int p_z,const
RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull( textures[i] );
if (!t) {
switch(texture_hints[i]) {
case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
glBindTexture(GL_TEXTURE_2D,storage->resources.black_tex);
} break;
case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
glBindTexture(GL_TEXTURE_2D,storage->resources.normal_tex);
} break;
default: {
glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
} break;
}
//check hints
glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
continue;
}
if (storage->config.srgb_decode_supported && t->using_srgb) {
//no srgb in 2D
glTexParameteri(t->target,_TEXTURE_SRGB_DECODE_EXT,_SKIP_DECODE_EXT);
t->using_srgb=false;
}
glBindTexture(t->target,t->tex_id);
}

View file

@ -253,10 +253,8 @@ void RasterizerGLES3::make_current() {
void RasterizerGLES3::register_config() {
GLOBAL_DEF("rendering/gles3/framebuffer_format",RasterizerStorageGLES3::FBO_FORMAT_FLOAT);
Globals::get_singleton()->set_custom_property_info("rendering/gles3/framebuffer_format",PropertyInfo(Variant::INT,"",PROPERTY_HINT_ENUM,"16 Bits,32 Bits,Half Float"));
GLOBAL_DEF("rendering/gles3/lighting_technique",1);
Globals::get_singleton()->set_custom_property_info("rendering/gles3/lighting_technique",PropertyInfo(Variant::INT,"",PROPERTY_HINT_ENUM,"Forward,Deferred"));
GLOBAL_DEF("rendering/gles3/render_architecture",0);
Globals::get_singleton()->set_custom_property_info("rendering/gles3/render_architecture",PropertyInfo(Variant::INT,"",PROPERTY_HINT_ENUM,"Desktop,Mobile"));
GLOBAL_DEF("rendering/gles3/use_nearest_mipmap_filter",false);
GLOBAL_DEF("rendering/gles3/anisotropic_filter_level",4.0);

View file

@ -150,27 +150,19 @@ void RasterizerSceneGLES3::environment_set_fog(RID p_env,bool p_enable,float p_b
}
void RasterizerSceneGLES3::environment_set_tonemap(RID p_env,bool p_enable,float p_exposure,float p_white,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,VS::EnvironmentToneMapper p_tone_mapper){
}
void RasterizerSceneGLES3::environment_set_brightness(RID p_env,bool p_enable,float p_brightness){
}
void RasterizerSceneGLES3::environment_set_contrast(RID p_env,bool p_enable,float p_contrast){
}
void RasterizerSceneGLES3::environment_set_saturation(RID p_env,bool p_enable,float p_saturation){
}
void RasterizerSceneGLES3::environment_set_color_correction(RID p_env,bool p_enable,RID p_ramp){
void RasterizerSceneGLES3::environment_set_tonemap(RID p_env, bool p_enable, float p_exposure, float p_white, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale, VS::EnvironmentToneMapper p_tone_mapper){
}
void RasterizerSceneGLES3::environment_set_adjustment(RID p_env,bool p_enable,float p_brightness,float p_contrast,float p_saturation,RID p_ramp) {
}
RID RasterizerSceneGLES3::light_instance_create(RID p_light) {
print_line("hello light");
LightInstance *light_instance = memnew( LightInstance );
light_instance->light=p_light;
@ -204,6 +196,29 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material* p_m
glEnable(GL_CULL_FACE);
}
if (state.current_line_width!=p_material->line_width) {
glLineWidth(p_material->line_width);
state.current_line_width=p_material->line_width;
}
if (state.current_depth_draw!=p_material->shader->spatial.depth_draw_mode) {
switch(p_material->shader->spatial.depth_draw_mode) {
case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS:
case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_OPAQUE: {
glDepthMask(!p_alpha_pass);
} break;
case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALWAYS: {
glDepthMask(GL_TRUE);
} break;
case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_NEVER: {
glDepthMask(GL_FALSE);
} break;
}
state.current_depth_draw=p_material->shader->spatial.depth_draw_mode;
}
//glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
/*
@ -216,7 +231,7 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material* p_m
//if (p_material->line_width)
// glLineWidth(p_material->line_width);
#if 0
//blend mode
if (state.current_blend_mode!=p_material->shader->spatial.blend_mode) {
@ -256,7 +271,7 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material* p_m
state.current_blend_mode=p_material->shader->spatial.blend_mode;
}
#endif
//material parameters
@ -273,6 +288,7 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material* p_m
int tc = p_material->textures.size();
RID* textures = p_material->textures.ptr();
ShaderLanguage::ShaderNode::Uniform::Hint* texture_hints = p_material->shader->texture_hints.ptr();
for(int i=0;i<tc;i++) {
@ -281,11 +297,48 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material* p_m
RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull( textures[i] );
if (!t) {
//check hints
switch(texture_hints[i]) {
case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
glBindTexture(GL_TEXTURE_2D,storage->resources.black_tex);
} break;
case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
glBindTexture(GL_TEXTURE_2D,storage->resources.normal_tex);
} break;
default: {
glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
} break;
}
glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
continue;
}
if (storage->config.srgb_decode_supported) {
//if SRGB decode extension is present, simply switch the texture to whathever is needed
bool must_srgb=false;
if (t->srgb && texture_hints[i]==ShaderLanguage::ShaderNode::Uniform::HINT_ALBEDO) {
must_srgb=true;
}
if (t->using_srgb!=must_srgb) {
if (must_srgb) {
glTexParameteri(t->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT);
#ifdef TOOLS_ENABLED
if (!(t->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
t->flags|=VS::TEXTURE_FLAG_CONVERT_TO_LINEAR;
//notify that texture must be set to linear beforehand, so it works in other platforms when exported
}
#endif
} else {
glTexParameteri(t->target,_TEXTURE_SRGB_DECODE_EXT,_SKIP_DECODE_EXT);
}
t->using_srgb=must_srgb;
}
}
glBindTexture(t->target,t->tex_id);
}
@ -348,7 +401,60 @@ void RasterizerSceneGLES3::_setup_light(LightInstance *p_light) {
glBindBufferBase(GL_UNIFORM_BUFFER,3,p_light->light_ubo); //bind light uniform
}
void RasterizerSceneGLES3::_setup_transform(InstanceBase *p_instance,const Transform& p_view_transform,const CameraMatrix& p_projection) {
if (p_instance->billboard || p_instance->billboard_y || p_instance->depth_scale) {
Transform xf=p_instance->transform;
if (p_instance->depth_scale) {
if (p_projection.matrix[3][3]) {
//orthogonal matrix, try to do about the same
//with viewport size
//real_t w = Math::abs( 1.0/(2.0*(p_projection.matrix[0][0])) );
real_t h = Math::abs( 1.0/(2.0*p_projection.matrix[1][1]) );
float sc = (h*2.0); //consistent with Y-fov
xf.basis.scale( Vector3(sc,sc,sc));
} else {
//just scale by depth
real_t sc = Plane(p_view_transform.origin,-p_view_transform.get_basis().get_axis(2)).distance_to(xf.origin);
xf.basis.scale( Vector3(sc,sc,sc));
}
}
if (p_instance->billboard) {
Vector3 scale = xf.basis.get_scale();
if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
xf.set_look_at(xf.origin, xf.origin + p_view_transform.get_basis().get_axis(2), -p_view_transform.get_basis().get_axis(1));
} else {
xf.set_look_at(xf.origin, xf.origin + p_view_transform.get_basis().get_axis(2), p_view_transform.get_basis().get_axis(1));
}
xf.basis.scale(scale);
}
if (p_instance->billboard_y) {
Vector3 scale = xf.basis.get_scale();
Vector3 look_at = p_view_transform.get_origin();
look_at.y = 0.0;
Vector3 look_at_norm = look_at.normalized();
if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
xf.set_look_at(xf.origin,xf.origin + look_at_norm, Vector3(0.0, -1.0, 0.0));
} else {
xf.set_look_at(xf.origin,xf.origin + look_at_norm, Vector3(0.0, 1.0, 0.0));
}
xf.basis.scale(scale);
}
state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, xf);
} else {
state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, p_instance->transform);
}
}
void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_element_count,const Transform& p_view_transform,const CameraMatrix& p_projection,RasterizerStorageGLES3::Texture* p_base_env,bool p_reverse_cull,bool p_alpha_pass) {
@ -372,12 +478,18 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e
glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-2);
glBindTexture(p_base_env->target,p_base_env->tex_id);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_CUBEMAP,true);
} else {
state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_CUBEMAP,false);
}
state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON,false);
state.current_blend_mode=-1;
state.current_line_width=-1;
state.current_depth_draw=-1;
glDisable(GL_BLEND);
@ -390,6 +502,8 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e
int prev_blend=-1;
int current_blend_mode=-1;
bool prev_additive=false;
for (int i=0;i<p_element_count;i++) {
RenderList::Element *e = p_elements[i];
@ -554,10 +668,16 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e
_setup_geometry(e);
}
if (rebind || prev_additive!=additive) {
state.scene_shader.set_uniform(SceneShaderGLES3::NO_AMBIENT_LIGHT, additive);
}
// _set_cull(e->mirror,p_reverse_cull);
state.scene_shader.set_uniform(SceneShaderGLES3::NORMAL_MULT, e->instance->mirror?-1.0:1.0);
state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, e->instance->transform);
_setup_transform(e->instance,p_view_transform,p_projection);
// _render(e->geometry, material, skeleton,e->owner,e->instance->transform);
@ -567,6 +687,10 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e
prev_material=material;
prev_base_type=e->instance->base_type;
prev_geometry=e->geometry;
prev_additive=additive;
prev_light_type=light_type;
prev_light_index=light_index;
}
//print_line("shaderchanges: "+itos(p_alpha_pass)+": "+itos(_rinfo.shader_change_count));
@ -824,6 +948,19 @@ void RasterizerSceneGLES3::_draw_skybox(RID p_skybox,CameraMatrix& p_projection,
glActiveTexture(GL_TEXTURE0);
glBindTexture(tex->target,tex->tex_id);
if (storage->config.srgb_decode_supported && tex->srgb && !tex->using_srgb) {
glTexParameteri(tex->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT);
tex->using_srgb=true;
#ifdef TOOLS_ENABLED
if (!(tex->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
tex->flags|=VS::TEXTURE_FLAG_CONVERT_TO_LINEAR;
//notify that texture must be set to linear beforehand, so it works in other platforms when exported
}
#endif
}
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
@ -876,6 +1013,7 @@ void RasterizerSceneGLES3::_draw_skybox(RID p_skybox,CameraMatrix& p_projection,
glDrawArrays(GL_TRIANGLE_FAN,0,4);
glBindVertexArray(0);
glColorMask(1,1,1,1);
storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_CUBEMAP,false);
@ -977,9 +1115,10 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cu
ERR_FAIL_COND( directional_light_instance_count >= RenderList::MAX_LIGHTS);
directional_light_instances[directional_light_instance_count++]=li;
li->light_ubo_data.light_color_energy[0]=li->light_ptr->color.r;
li->light_ubo_data.light_color_energy[1]=li->light_ptr->color.g;
li->light_ubo_data.light_color_energy[2]=li->light_ptr->color.b;
Color linear_col = li->light_ptr->color.to_linear();
li->light_ubo_data.light_color_energy[0]=linear_col.r;
li->light_ubo_data.light_color_energy[1]=linear_col.g;
li->light_ubo_data.light_color_energy[2]=linear_col.b;
li->light_ubo_data.light_color_energy[3]=li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
//omni, keep at 0
@ -1018,9 +1157,10 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cu
} break;
case VS::LIGHT_OMNI: {
li->light_ubo_data.light_color_energy[0]=li->light_ptr->color.r;
li->light_ubo_data.light_color_energy[1]=li->light_ptr->color.g;
li->light_ubo_data.light_color_energy[2]=li->light_ptr->color.b;
Color linear_col = li->light_ptr->color.to_linear();
li->light_ubo_data.light_color_energy[0]=linear_col.r;
li->light_ubo_data.light_color_energy[1]=linear_col.g;
li->light_ubo_data.light_color_energy[2]=linear_col.b;
li->light_ubo_data.light_color_energy[3]=li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
Vector3 pos = p_camera_inverse_transform.xform(li->transform.origin);
@ -1050,9 +1190,10 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cu
} break;
case VS::LIGHT_SPOT: {
li->light_ubo_data.light_color_energy[0]=li->light_ptr->color.r;
li->light_ubo_data.light_color_energy[1]=li->light_ptr->color.g;
li->light_ubo_data.light_color_energy[2]=li->light_ptr->color.b;
Color linear_col = li->light_ptr->color.to_linear();
li->light_ubo_data.light_color_energy[0]=linear_col.r;
li->light_ubo_data.light_color_energy[1]=linear_col.g;
li->light_ubo_data.light_color_energy[2]=linear_col.b;
li->light_ubo_data.light_color_energy[3]=li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
Vector3 pos = p_camera_inverse_transform.xform(li->transform.origin);
@ -1108,6 +1249,51 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cu
}
void RasterizerSceneGLES3::_copy_screen() {
glBindVertexArray(storage->resources.quadie_array);
glDrawArrays(GL_TRIANGLE_FAN,0,4);
glBindVertexArray(0);
}
void RasterizerSceneGLES3::_copy_to_front_buffer(Environment *env) {
//copy to front buffer
glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->front.fbo);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDepthFunc(GL_LEQUAL);
glColorMask(1,1,1,1);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.diffuse);
storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,true);
if (!env) {
//no environment, simply convert from linear to srgb
storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,true);
} else {
storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,true);
}
storage->shaders.copy.bind();
_copy_screen();
//turn off everything used
storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,false);
storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,false);
}
void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,CameraMatrix& p_cam_projection,bool p_cam_ortogonal,InstanceBase** p_cull_result,int p_cull_count,RID* p_light_cull_result,int p_light_cull_count,RID* p_directional_lights,int p_directional_light_count,RID p_environment){
//first of all, make a new render pass
@ -1125,6 +1311,8 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,CameraM
current_material_index=0;
bool use_mrt=false;
//fill list
for(int i=0;i<p_cull_count;i++) {
@ -1166,43 +1354,58 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,CameraM
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glClearDepth(1.0);
glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->front.fbo);
RasterizerStorageGLES3::Texture* env_radiance_tex;
RasterizerStorageGLES3::Texture* env_radiance_tex=NULL;
if (use_mrt) {
glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS,true);
Color black(0,0,0,0);
glClearBufferfv(GL_COLOR,1,black.components); // specular
glClearBufferfv(GL_COLOR,2,black.components); // normal metal rough
} else {
glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.alpha_fbo);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS,false);
}
glClearDepth(1.0);
glClear(GL_DEPTH_BUFFER_BIT);
Color clear_color(0,0,0,0);
if (!env || env->bg_mode==VS::ENV_BG_CLEAR_COLOR) {
if (storage->frame.clear_request) {
glClearColor( storage->frame.clear_request_color.r, storage->frame.clear_request_color.g, storage->frame.clear_request_color.b, storage->frame.clear_request_color.a );
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
clear_color = storage->frame.clear_request_color.to_linear();
storage->frame.clear_request=false;
}
} else if (env->bg_mode==VS::ENV_BG_COLOR) {
glClearColor( env->bg_color.r, env->bg_color.g, env->bg_color.b, env->bg_color.a );
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
clear_color = env->bg_color.to_linear();
storage->frame.clear_request=false;
} else if (env->bg_mode==VS::ENV_BG_SKYBOX) {
if (env->skybox_radiance.is_valid()) {
env_radiance_tex = storage->texture_owner.getornull(env->skybox_radiance);
}
glClear(GL_DEPTH_BUFFER_BIT);
storage->frame.clear_request=false;
} else {
glClear(GL_DEPTH_BUFFER_BIT);
storage->frame.clear_request=false;
}
state.current_depth_test=true;
state.current_depth_mask=true;
glClearBufferfv(GL_COLOR,0,clear_color.components); // specular
state.texscreen_copied=false;
glBlendEquation(GL_FUNC_ADD);
@ -1214,43 +1417,33 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,CameraM
}
glDisable(GL_BLEND);
//current_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
render_list.sort_by_key(false);
//_render_list_forward(&opaque_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting);
/*
if (draw_tex_background) {
//most 3D vendors recommend drawing a texture bg or skybox here,
//after opaque geometry has been drawn
//so the zbuffer can get rid of most pixels
_draw_tex_bg();
}
*/
if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
} else {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
// glDisable(GL_BLEND);
// current_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
// state.scene_shader.set_conditional(SceneShaderGLES3::USE_GLOW,false);
// if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
// glColorMask(1,1,1,0); //don't touch alpha
// }
_render_list(render_list.elements,render_list.element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,false);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS,false);
if (env && env->bg_mode==VS::ENV_BG_SKYBOX) {
if (use_mrt) {
glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.alpha_fbo); //switch to alpha fbo for skybox, only diffuse/ambient matters
}
_draw_skybox(env->skybox_color,p_cam_projection,p_cam_transform,storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP],env->skybox_scale);
}
//_render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true);
//glColorMask(1,1,1,1);
@ -1261,13 +1454,15 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,CameraM
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->front.fbo);
glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.alpha_fbo);
render_list.sort_by_depth(true);
_render_list(&render_list.elements[render_list.max_elements-render_list.alpha_element_count],render_list.alpha_element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,false);
_render_list(&render_list.elements[render_list.max_elements-render_list.alpha_element_count],render_list.alpha_element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,true);
_copy_to_front_buffer(env);
#if 0
if (use_fb) {
@ -1418,6 +1613,7 @@ bool RasterizerSceneGLES3::free(RID p_rid) {
if (light_instance_owner.owns(p_rid)) {
print_line("bye light");
LightInstance *light_instance = light_instance_owner.getptr(p_rid);
glDeleteBuffers(1,&light_instance->light_ubo);
light_instance_owner.free(p_rid);

View file

@ -18,10 +18,11 @@ public:
struct State {
bool current_depth_test;
bool current_depth_mask;
bool texscreen_copied;
int current_blend_mode;
float current_line_width;
int current_depth_draw;
SceneShaderGLES3 scene_shader;
@ -57,6 +58,8 @@ public:
GLuint skybox_verts;
GLuint skybox_array;
} state;
@ -109,11 +112,8 @@ public:
virtual void environment_set_glow(RID p_env,bool p_enable,int p_radius,float p_intensity,float p_strength,float p_bloom_treshold,VS::EnvironmentGlowBlendMode p_blend_mode);
virtual void environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture);
virtual void environment_set_tonemap(RID p_env,bool p_enable,float p_exposure,float p_white,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,VS::EnvironmentToneMapper p_tone_mapper);
virtual void environment_set_brightness(RID p_env,bool p_enable,float p_brightness);
virtual void environment_set_contrast(RID p_env,bool p_enable,float p_contrast);
virtual void environment_set_saturation(RID p_env,bool p_enable,float p_saturation);
virtual void environment_set_color_correction(RID p_env,bool p_enable,RID p_ramp);
virtual void environment_set_tonemap(RID p_env,bool p_enable,float p_exposure,float p_white,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,float p_auto_exp_scale,VS::EnvironmentToneMapper p_tone_mapper);
virtual void environment_set_adjustment(RID p_env,bool p_enable,float p_brightness,float p_contrast,float p_saturation,RID p_ramp);
/* LIGHT INSTANCE */
@ -314,6 +314,7 @@ public:
RenderList render_list;
_FORCE_INLINE_ bool _setup_material(RasterizerStorageGLES3::Material* p_material,bool p_alpha_pass);
_FORCE_INLINE_ void _setup_transform(InstanceBase *p_instance,const Transform& p_view_transform,const CameraMatrix& p_projection);
_FORCE_INLINE_ void _setup_geometry(RenderList::Element *e);
_FORCE_INLINE_ void _render_geometry(RenderList::Element *e);
_FORCE_INLINE_ void _setup_light(LightInstance *p_light);
@ -327,6 +328,8 @@ public:
void _setup_environment(Environment *env,CameraMatrix& p_cam_projection, const Transform& p_cam_transform);
void _setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform);
void _copy_screen();
void _copy_to_front_buffer(Environment *env);
virtual void render_scene(const Transform& p_cam_transform,CameraMatrix& p_cam_projection,bool p_cam_ortogonal,InstanceBase** p_cull_result,int p_cull_count,RID* p_light_cull_result,int p_light_cull_count,RID* p_directional_lights,int p_directional_light_count,RID p_environment);

View file

@ -57,9 +57,6 @@
#define _EXT_ATC_RGBA_INTERPOLATED_ALPHA_AMD 0x87EE
#define _TEXTURE_SRGB_DECODE_EXT 0x8A48
#define _DECODE_EXT 0x8A49
#define _SKIP_DECODE_EXT 0x8A4A
#define _GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
@ -679,8 +676,10 @@ void RasterizerStorageGLES3::texture_set_data(RID p_texture,const Image& p_image
if (texture->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT);
texture->using_srgb=true;
} else {
glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_SKIP_DECODE_EXT);
texture->using_srgb=false;
}
}
@ -892,8 +891,10 @@ void RasterizerStorageGLES3::texture_set_flags(RID p_texture,uint32_t p_flags) {
if (texture->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT);
texture->using_srgb=true;
} else {
glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_SKIP_DECODE_EXT);
texture->using_srgb=false;
}
}
@ -1024,6 +1025,19 @@ RID RasterizerStorageGLES3::texture_create_radiance_cubemap(RID p_source,int p_r
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
if (config.srgb_decode_supported && texture->srgb && !texture->using_srgb) {
glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT);
texture->using_srgb=true;
#ifdef TOOLS_ENABLED
if (!(texture->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
texture->flags|=VS::TEXTURE_FLAG_CONVERT_TO_LINEAR;
//notify that texture must be set to linear beforehand, so it works in other platforms when exported
}
#endif
}
glActiveTexture(GL_TEXTURE1);
GLuint new_cubemap;
glGenTextures(1, &new_cubemap);
@ -1302,6 +1316,7 @@ void RasterizerStorageGLES3::_update_shader(Shader* p_shader) const {
p_shader->ubo_size=gen_code.uniform_total_size;
p_shader->ubo_offsets=gen_code.uniform_offsets;
p_shader->texture_count=gen_code.texture_uniforms.size();
p_shader->texture_hints=gen_code.texture_hints;
//all materials using this shader will have to be invalidated, unfortunately
@ -1510,7 +1525,17 @@ Variant RasterizerStorageGLES3::material_get_param(RID p_material, const StringN
return Variant();
}
_FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataType type, const Variant& value, uint8_t *data) {
void RasterizerStorageGLES3::material_set_line_width(RID p_material, float p_width) {
Material *material = material_owner.get( p_material );
ERR_FAIL_COND(!material);
material->line_width=p_width;
}
_FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataType type, const Variant& value, uint8_t *data,bool p_linear_color) {
switch(type) {
case ShaderLanguage::TYPE_BOOL: {
@ -1683,6 +1708,10 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
if (value.get_type()==Variant::COLOR) {
Color v=value;
if (p_linear_color) {
v=v.to_linear();
}
gui[0]=v.r;
gui[1]=v.g;
gui[2]=v.b;
@ -2019,7 +2048,7 @@ void RasterizerStorageGLES3::_update_material(Material* material) {
if (V) {
//user provided
_fill_std140_variant_ubo_value(E->get().type,V->get(),data);
_fill_std140_variant_ubo_value(E->get().type,V->get(),data,material->shader->mode==VS::SHADER_SPATIAL);
} else if (E->get().default_value.size()){
//default value
_fill_std140_ubo_value(E->get().type,E->get().default_value,data);
@ -2641,9 +2670,7 @@ void RasterizerStorageGLES3::mesh_remove_surface(RID p_mesh, int p_surface){
Surface *surface = mesh->surfaces[p_surface];
ERR_FAIL_COND(surface->index_array_len==0);
glDeleteBuffers(1,&surface->array_id);
glDeleteBuffers(1,&surface->vertex_id);
if (surface->index_id) {
glDeleteBuffers(1,&surface->index_id);
}
@ -3211,14 +3238,14 @@ void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) {
rt->back.fbo=0;
}
if (rt->deferred.fbo) {
glDeleteFramebuffers(1,&rt->deferred.fbo);
glDeleteFramebuffers(1,&rt->deferred.fbo_color);
glDeleteTextures(1,&rt->deferred.albedo_ao);
glDeleteTextures(1,&rt->deferred.normal_special);
glDeleteTextures(1,&rt->deferred.metal_rough_motion);
rt->deferred.fbo=0;
rt->deferred.fbo_color=0;
if (rt->buffers.fbo) {
glDeleteFramebuffers(1,&rt->buffers.fbo);
glDeleteFramebuffers(1,&rt->buffers.alpha_fbo);
glDeleteTextures(1,&rt->buffers.diffuse);
glDeleteTextures(1,&rt->buffers.specular);
glDeleteTextures(1,&rt->buffers.normal_sr);
rt->buffers.fbo=0;
rt->buffers.alpha_fbo=0;
}
if (rt->depth) {
@ -3239,26 +3266,6 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt){
if (rt->width<=0 || rt->height<=0)
return;
glActiveTexture(GL_TEXTURE0);
glGenFramebuffers(1, &rt->front.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, rt->front.fbo);
glGenRenderbuffers(1, &rt->depth);
glBindRenderbuffer(GL_RENDERBUFFER, rt->depth );
if (config.fbo_format==FBO_FORMAT_16_BITS) {
glRenderbufferStorage(GL_RENDERBUFFER,GL_DEPTH_COMPONENT16, rt->width, rt->height);
} else {
glRenderbufferStorage(GL_RENDERBUFFER,GL_DEPTH24_STENCIL8, rt->width, rt->height);
}
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
glBindRenderbuffer(GL_RENDERBUFFER, 0 );
glGenTextures(1, &rt->front.color);
glBindTexture(GL_TEXTURE_2D, rt->front.color);
GLuint color_internal_format;
GLuint color_format;
@ -3266,21 +3273,8 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt){
Image::Format image_format;
if (config.fbo_format==FBO_FORMAT_16_BITS) {
if (rt->flags[RENDER_TARGET_TRANSPARENT]) {
color_internal_format=GL_RGB5_A1;
color_format=GL_RGBA;
color_type=GL_UNSIGNED_SHORT_5_5_5_1;
image_format=Image::FORMAT_RGBA5551;
} else {
color_internal_format=GL_RGB565;
color_format=GL_RGB;
color_type=GL_UNSIGNED_SHORT_5_6_5;
image_format=Image::FORMAT_RGB565;
}
} else if (config.fbo_format==FBO_FORMAT_32_BITS || (config.fbo_format==FBO_FORMAT_FLOAT && rt->flags[RENDER_TARGET_NO_3D])) {
if (config.render_arch==RENDER_ARCH_MOBILE || rt->flags[RENDER_TARGET_NO_3D]) {
if (rt->flags[RENDER_TARGET_TRANSPARENT]) {
color_internal_format=GL_RGBA8;
@ -3293,53 +3287,75 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt){
color_type=GL_UNSIGNED_INT_2_10_10_10_REV;
image_format=Image::FORMAT_RGBA8;//todo
}
} else if (config.fbo_format==FBO_FORMAT_FLOAT) {
} else {
color_internal_format=GL_RGBA16F;
color_format=GL_RGBA;
color_type=GL_HALF_FLOAT;
image_format=Image::FORMAT_RGBAH;
}
glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, rt->width, rt->height, 0, color_format, color_type, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->front.color, 0);
{
/* FRONT FBO */
glActiveTexture(GL_TEXTURE0);
glGenFramebuffers(1, &rt->front.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, rt->front.fbo);
glGenRenderbuffers(1, &rt->depth);
glBindRenderbuffer(GL_RENDERBUFFER, rt->depth );
glRenderbufferStorage(GL_RENDERBUFFER,GL_DEPTH24_STENCIL8, rt->width, rt->height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
glBindRenderbuffer(GL_RENDERBUFFER, 0 );
glGenTextures(1, &rt->front.color);
glBindTexture(GL_TEXTURE_2D, rt->front.color);
glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, rt->width, rt->height, 0, color_format, color_type, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->front.color, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo);
ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE );
Texture *tex = texture_owner.get(rt->texture);
tex->format=image_format;
tex->gl_format_cache=color_format;
tex->gl_type_cache=color_type;
tex->gl_internal_format_cache=color_internal_format;
tex->tex_id=rt->front.color;
tex->width=rt->width;
tex->alloc_width=rt->width;
tex->height=rt->height;
tex->alloc_height=rt->height;
texture_set_flags(rt->texture,tex->flags);
}
Texture *tex = texture_owner.get(rt->texture);
tex->format=image_format;
tex->gl_format_cache=color_format;
tex->gl_type_cache=color_type;
tex->gl_internal_format_cache=color_internal_format;
tex->tex_id=rt->front.color;
tex->width=rt->width;
tex->alloc_width=rt->width;
tex->height=rt->height;
tex->alloc_height=rt->height;
texture_set_flags(rt->texture,tex->flags);
/* BACK FBO */
if (!rt->flags[RENDER_TARGET_NO_SAMPLING]) {
glGenFramebuffers(1, &rt->back.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, rt->back.fbo);
glBindRenderbuffer(GL_RENDERBUFFER, rt->depth );
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
glGenTextures(1, &rt->back.color);
glBindTexture(GL_TEXTURE_2D, rt->back.color);
glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, rt->width, rt->height, 0, color_format, color_type, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@ -3357,43 +3373,42 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt){
}
}
if (config.render_arch==RENDER_ARCH_DESKTOP && !rt->flags[RENDER_TARGET_NO_3D]) {
if (config.fbo_deferred && !rt->flags[RENDER_TARGET_NO_3D]) {
//regular fbo
glGenFramebuffers(1, &rt->deferred.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, rt->deferred.fbo);
glGenFramebuffers(1, &rt->buffers.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, rt->buffers.fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
glGenTextures(1, &rt->deferred.albedo_ao);
glBindTexture(GL_TEXTURE_2D, rt->deferred.albedo_ao);
glGenTextures(1, &rt->buffers.diffuse);
glBindTexture(GL_TEXTURE_2D, rt->buffers.diffuse);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->deferred.albedo_ao, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->buffers.diffuse, 0);
glGenTextures(1, &rt->deferred.metal_rough_motion);
glBindTexture(GL_TEXTURE_2D, rt->deferred.metal_rough_motion);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glGenTextures(1, &rt->buffers.specular);
glBindTexture(GL_TEXTURE_2D, rt->buffers.specular);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, rt->width, rt->height, 0, GL_RGBA, GL_HALF_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, rt->deferred.metal_rough_motion, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, rt->buffers.specular, 0);
glGenTextures(1, &rt->deferred.normal_special);
glBindTexture(GL_TEXTURE_2D, rt->deferred.normal_special);
glGenTextures(1, &rt->buffers.normal_sr);
glBindTexture(GL_TEXTURE_2D, rt->buffers.normal_sr);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, rt->deferred.normal_special, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, rt->buffers.normal_sr, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
@ -3402,19 +3417,15 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt){
if (status != GL_FRAMEBUFFER_COMPLETE) {
_render_target_clear(rt);
ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE );
}
}
//regular fbo with color attachment (needed for emission or objects rendered as forward)
glGenFramebuffers(1, &rt->deferred.fbo_color);
glBindFramebuffer(GL_FRAMEBUFFER, rt->deferred.fbo_color);
//alpha fbo
glGenFramebuffers(1, &rt->buffers.alpha_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, rt->buffers.alpha_fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->deferred.albedo_ao, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, rt->deferred.metal_rough_motion, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, rt->deferred.normal_special, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, rt->front.color, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->buffers.diffuse, 0);
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo);
@ -3423,6 +3434,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt){
_render_target_clear(rt);
ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE );
}
}
@ -3797,8 +3809,8 @@ bool RasterizerStorageGLES3::free(RID p_rid){
void RasterizerStorageGLES3::initialize() {
config.fbo_format=FBOFormat(int(Globals::get_singleton()->get("rendering/gles3/framebuffer_format")));
config.fbo_deferred=int(Globals::get_singleton()->get("rendering/gles3/lighting_technique"));
config.render_arch=RENDER_ARCH_DESKTOP;
//config.fbo_deferred=int(Globals::get_singleton()->get("rendering/gles3/lighting_technique"));
config.system_fbo=0;
@ -3925,10 +3937,10 @@ void RasterizerStorageGLES3::initialize() {
glGenVertexArrays(1,&resources.quadie_array);
glBindVertexArray(resources.quadie_array);
glBindBuffer(GL_ARRAY_BUFFER,resources.quadie);
glVertexAttribPointer(0,2,GL_FLOAT,GL_FALSE,sizeof(float)*4,0);
glVertexAttribPointer(VS::ARRAY_VERTEX,2,GL_FLOAT,GL_FALSE,sizeof(float)*4,0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,sizeof(float)*4,((uint8_t*)NULL)+8);
glEnableVertexAttribArray(1);
glVertexAttribPointer(VS::ARRAY_TEX_UV,2,GL_FLOAT,GL_FALSE,sizeof(float)*4,((uint8_t*)NULL)+8);
glEnableVertexAttribArray(4);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
}

View file

@ -13,6 +13,9 @@
class RasterizerCanvasGLES3;
class RasterizerSceneGLES3;
#define _TEXTURE_SRGB_DECODE_EXT 0x8A48
#define _DECODE_EXT 0x8A49
#define _SKIP_DECODE_EXT 0x8A4A
class RasterizerStorageGLES3 : public RasterizerStorage {
public:
@ -20,16 +23,15 @@ public:
RasterizerCanvasGLES3 *canvas;
RasterizerSceneGLES3 *scene;
enum FBOFormat {
FBO_FORMAT_16_BITS,
FBO_FORMAT_32_BITS,
FBO_FORMAT_FLOAT,
enum RenderArchitecture {
RENDER_ARCH_MOBILE,
RENDER_ARCH_DESKTOP,
};
struct Config {
FBOFormat fbo_format;
bool fbo_deferred;
RenderArchitecture render_arch;
GLuint system_fbo; //on some devices, such as apple, screen is rendered to yet another fbo.
bool shrink_textures_x2;
@ -135,12 +137,15 @@ public:
bool active;
GLuint tex_id;
bool using_srgb;
uint16_t stored_cube_sides;
RenderTarget *render_target;
Texture() {
using_srgb=false;
stored_cube_sides=0;
ignore_mipmaps=false;
render_target=NULL;
@ -218,6 +223,8 @@ public:
Map<StringName,RID> default_textures;
Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints;
bool valid;
String path;
@ -319,12 +326,14 @@ public:
SelfList<Material> list;
SelfList<Material> dirty_list;
Vector<RID> textures;
float line_width;
uint32_t index;
uint64_t last_pass;
Material() : list(this), dirty_list(this) {
shader=NULL;
line_width=1.0;
ubo_id=0;
ubo_size=0;
last_pass=0;
@ -346,6 +355,8 @@ public:
virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value);
virtual Variant material_get_param(RID p_material, const StringName& p_param) const;
virtual void material_set_line_width(RID p_material, float p_width);
void _update_material(Material* material);
void update_dirty_materials();
@ -655,14 +666,13 @@ public:
GLuint depth;
struct Deferred {
struct Buffers {
GLuint fbo;
GLuint fbo_color;
GLuint albedo_ao;
GLuint metal_rough_motion;
GLuint normal_special;
} deferred;
GLuint alpha_fbo; //single buffer, just diffuse (for alpha pass)
GLuint specular;
GLuint diffuse;
GLuint normal_sr;
} buffers;
int width,height;
@ -679,8 +689,8 @@ public:
depth=0;
front.fbo=0;
back.fbo=0;
deferred.fbo=0;
deferred.fbo_color=0;
buffers.fbo=0;
buffers.alpha_fbo=0;
used_in_frame=false;
flags[RENDER_TARGET_VFLIP]=false;

View file

@ -75,25 +75,81 @@ static String _mkid(const String& p_id) {
return "m_"+p_id;
}
static String f2sp0(float p_float) {
if (int(p_float)==p_float)
return itos(p_float)+".0";
else
return rtoss(p_float);
}
static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNode::Value>& p_values) {
switch(p_type) {
case SL::TYPE_BOOL: return p_values[0].boolean?"true":"false";
case SL::TYPE_BVEC2: return String()+"bvec2("+(p_values[0].boolean?"true":"false")+(p_values[1].boolean?"true":"false")+")";
case SL::TYPE_BVEC3: return String()+"bvec3("+(p_values[0].boolean?"true":"false")+","+(p_values[1].boolean?"true":"false")+","+(p_values[2].boolean?"true":"false")+")";
case SL::TYPE_BVEC4: return String()+"bvec4("+(p_values[0].boolean?"true":"false")+","+(p_values[1].boolean?"true":"false")+","+(p_values[2].boolean?"true":"false")+","+(p_values[3].boolean?"true":"false")+")";
case SL::TYPE_INT: return rtos(p_values[0].sint);
case SL::TYPE_IVEC2: return String()+"ivec2("+rtos(p_values[0].sint)+","+rtos(p_values[1].sint)+")";
case SL::TYPE_IVEC3: return String()+"ivec3("+rtos(p_values[0].sint)+","+rtos(p_values[1].sint)+","+rtos(p_values[2].sint)+")";
case SL::TYPE_IVEC4: return String()+"ivec4("+rtos(p_values[0].sint)+","+rtos(p_values[1].sint)+","+rtos(p_values[2].sint)+","+rtos(p_values[3].sint)+")";
case SL::TYPE_UINT: return rtos(p_values[0].real);
case SL::TYPE_UVEC2: return String()+"uvec2("+rtos(p_values[0].real)+","+rtos(p_values[1].real)+")";
case SL::TYPE_UVEC3: return String()+"uvec3("+rtos(p_values[0].real)+","+rtos(p_values[1].real)+","+rtos(p_values[2].real)+")";
case SL::TYPE_UVEC4: return String()+"uvec4("+rtos(p_values[0].real)+","+rtos(p_values[1].real)+","+rtos(p_values[2].real)+","+rtos(p_values[3].real)+")";
case SL::TYPE_FLOAT: return rtos(p_values[0].real);
case SL::TYPE_VEC2: return String()+"vec2("+rtos(p_values[0].real)+","+rtos(p_values[1].real)+")";
case SL::TYPE_VEC3: return String()+"vec3("+rtos(p_values[0].real)+","+rtos(p_values[1].real)+","+rtos(p_values[2].real)+")";
case SL::TYPE_VEC4: return String()+"vec4("+rtos(p_values[0].real)+","+rtos(p_values[1].real)+","+rtos(p_values[2].real)+","+rtos(p_values[3].real)+")";
case SL::TYPE_BVEC2:
case SL::TYPE_BVEC3:
case SL::TYPE_BVEC4: {
String text="bvec"+itos(p_type-SL::TYPE_BOOL+1)+"(";
for(int i=0;i<p_values.size();i++) {
if (i>0)
text+=",";
text+=p_values[i].boolean?"true":"false";
}
text+=")";
return text;
}
case SL::TYPE_INT: return itos(p_values[0].sint);
case SL::TYPE_IVEC2:
case SL::TYPE_IVEC3:
case SL::TYPE_IVEC4: {
String text="ivec"+itos(p_type-SL::TYPE_INT+1)+"(";
for(int i=0;i<p_values.size();i++) {
if (i>0)
text+=",";
text+=itos(p_values[i].sint);
}
text+=")";
return text;
} break;
case SL::TYPE_UINT: return itos(p_values[0].uint)+"u";
case SL::TYPE_UVEC2:
case SL::TYPE_UVEC3:
case SL::TYPE_UVEC4: {
String text="uvec"+itos(p_type-SL::TYPE_UINT+1)+"(";
for(int i=0;i<p_values.size();i++) {
if (i>0)
text+=",";
text+=itos(p_values[i].uint)+"u";
}
text+=")";
return text;
} break;
case SL::TYPE_FLOAT: return f2sp0(p_values[0].real)+"f";
case SL::TYPE_VEC2:
case SL::TYPE_VEC3:
case SL::TYPE_VEC4: {
String text="vec"+itos(p_type-SL::TYPE_FLOAT+1)+"(";
for(int i=0;i<p_values.size();i++) {
if (i>0)
text+=",";
text+=f2sp0(p_values[i].real);
}
text+=")";
return text;
} break;
default: ERR_FAIL_V(String());
}
}
@ -189,6 +245,7 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener
}
r_gen_code.texture_uniforms.resize(max_texture_uniforms);
r_gen_code.texture_hints.resize(max_texture_uniforms);
Vector<int> uniform_sizes;
uniform_sizes.resize(max_uniforms);
@ -209,6 +266,7 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener
r_gen_code.vertex_global+=ucode;
r_gen_code.fragment_global+=ucode;
r_gen_code.texture_uniforms[E->get().texture_order]=_mkid(E->key());
r_gen_code.texture_hints[E->get().texture_order]=E->get().hint;
} else {
if (r_gen_code.uniforms.empty()) {

View file

@ -21,6 +21,8 @@ public:
Vector<CharString> defines;
Vector<StringName> texture_uniforms;
Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints;
Vector<uint32_t> uniform_offsets;
uint32_t uniform_total_size;
String uniforms;

View file

@ -5,9 +5,9 @@ layout(location=0) in highp vec4 vertex_attrib;
#ifdef USE_CUBEMAP
layout(location=4) in vec3 cube_in;
#else
layout(location=4) in vec2 uv_in; // attrib:4
layout(location=4) in vec2 uv_in;
#endif
layout(location=5) in vec2 uv2_in; // attrib:5
layout(location=5) in vec2 uv2_in;
#ifdef USE_CUBEMAP
out vec3 cube_interp;
@ -40,6 +40,15 @@ uniform sampler2D source; //texunit:0
#endif
float sRGB_gamma_correct(float c){
float a = 0.055;
if(c < 0.0031308)
return 12.92*c;
else
return (1.0+a)*pow(c, 1.0/2.4) - a;
}
uniform float stuff;
in vec2 uv2_interp;
@ -57,6 +66,20 @@ void main() {
vec4 color = texture( source, uv_interp );
#endif
#ifdef LINEAR_TO_SRGB
//regular Linear -> SRGB conversion
vec3 a = vec3(0.055);
color.rgb = mix( (vec3(1.0)+a)*pow(color.rgb,vec3(1.0/2.4))-a , 12.92*color.rgb , lessThan(color.rgb,vec3(0.0031308)));
#endif
#ifdef DEBUG_GRADIENT
color.rg=uv_interp;
color.b=0.0;
#endif
#ifdef DISABLE_ALPHA
color.a=1.0;
#endif
frag_color = color;
}

View file

@ -3,7 +3,7 @@
layout(location=0) in highp vec2 vertex;
layout(location=1) in highp vec2 uv;
layout(location=4) in highp vec2 uv;
out highp vec2 uv_interp;

View file

@ -269,11 +269,16 @@ in vec3 normal_interp;
/* PBR CHANNELS */
//used on forward mainly
uniform bool no_ambient_light;
#ifdef USE_RADIANCE_CUBEMAP
uniform sampler2D brdf_texture; //texunit:-1
uniform samplerCube radiance_cube; //texunit:-2
layout(std140) uniform Radiance { //ubo:2
mat4 radiance_inverse_xform;
@ -346,8 +351,18 @@ in mediump vec4 forward_shadow_pos4;
#endif
#ifdef USE_MULTIPLE_RENDER_TARGETS
layout(location=0) out vec4 diffuse_buffer;
layout(location=1) out vec4 specular_buffer;
layout(location=2) out vec4 normal_mr_buffer;
#else
layout(location=0) out vec4 frag_color;
#endif
// GGX Specular
// Source: http://www.filmicworlds.com/images/ggx-opt/optimized-ggx.hlsl
@ -470,39 +485,46 @@ FRAGMENT_SHADER_CODE
/////////////////////// LIGHTING //////////////////////////////
vec3 specular_light = vec3(0.0,0.0,0.0);
vec3 ambient_light = ambient_light_color.rgb;
vec3 ambient_light;
vec3 diffuse_light = vec3(0.0,0.0,0.0);
vec3 eye_vec = -normalize( vertex_interp );
#ifdef USE_RADIANCE_CUBEMAP
{
if (no_ambient_light) {
ambient_light=vec3(0.0,0.0,0.0);
} else {
{
float ndotv = clamp(dot(normal,eye_vec),0.0,1.0);
vec2 brdf = texture(brdf_texture, vec2(roughness, ndotv)).xy;
float ndotv = clamp(dot(normal,eye_vec),0.0,1.0);
vec2 brdf = texture(brdf_texture, vec2(roughness, ndotv)).xy;
float lod = roughness * 5.0;
vec3 r = reflect(-eye_vec,normal); //2.0 * ndotv * normal - view; // reflect(v, n);
r=normalize((radiance_inverse_xform * vec4(r,0.0)).xyz);
vec3 radiance = textureLod(radiance_cube, r, lod).xyz * ( brdf.x + brdf.y);
float lod = roughness * 5.0;
vec3 r = reflect(-eye_vec,normal); //2.0 * ndotv * normal - view; // reflect(v, n);
r=normalize((radiance_inverse_xform * vec4(r,0.0)).xyz);
vec3 radiance = textureLod(radiance_cube, r, lod).xyz * ( brdf.x + brdf.y);
specular_light=mix(albedo,radiance,specular);
specular_light=mix(albedo,radiance,specular);
}
{
vec3 ambient_dir=normalize((radiance_inverse_xform * vec4(normal,0.0)).xyz);
vec3 env_ambient=textureLod(radiance_cube, ambient_dir, 5.0).xyz;
ambient_light=mix(ambient_light_color.rgb,env_ambient,radiance_ambient_contribution);
}
}
{
vec3 ambient_dir=normalize((radiance_inverse_xform * vec4(normal,0.0)).xyz);
vec3 env_ambient=textureLod(radiance_cube, ambient_dir, 5.0).xyz;
ambient_light=mix(ambient_light,env_ambient,radiance_ambient_contribution);
}
#else
ambient_light=albedo;
if (no_ambient_light){
ambient_light=vec3(0.0,0.0,0.0);
} else {
ambient_light=ambient_light_color.rgb;
}
#endif
@ -538,11 +560,25 @@ LIGHT_SHADER_CODE
}
#endif
#ifdef SHADELESS
#ifdef USE_MULTIPLE_RENDER_TARGETS
//approximate ambient scale for SSAO, since we will lack full ambient
float max_ambient=max(ambient_light.r,max(ambient_light.g,ambient_light.b));
float max_diffuse=max(diffuse_light.r,max(diffuse_light.g,diffuse_light.b));
float total_ambient = max_ambient+max_diffuse;
float ambient_scale = (total_ambient>0.0) ? max_ambient/total_ambient : 0.0;
diffuse_buffer=vec4(diffuse_light+ambient_light,ambient_scale);
specular_buffer=vec4(specular_light,0.0);
normal_mr_buffer=vec4(normal.x,normal.y,max(specular.r,max(specular.g,specular.b)),roughness);
#else
#ifdef SHADELESS
frag_color=vec4(albedo,alpha);
#else
frag_color=vec4(ambient_light+diffuse_light+specular_light,alpha);
#endif
#endif

View file

@ -233,6 +233,7 @@ def build_glsl_header( filename ):
fd.write("\t_FORCE_INLINE_ void set_conditional(Conditionals p_conditional,bool p_enable) { _set_conditional(p_conditional,p_enable); }\n\n");
fd.write("\t#define _FU if (get_uniform(p_uniform)<0) return; ERR_FAIL_COND( get_active()!=this );\n\n ");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, bool p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value?1:0); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_value) { _FU glUniform1f(get_uniform(p_uniform),p_value); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, double p_value) { _FU glUniform1f(get_uniform(p_uniform),p_value); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint8_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n");

View file

@ -97,6 +97,7 @@ public:
FLAG_MAX=VS::INSTANCE_FLAG_MAX,
};
enum ShadowCastingSetting {
SHADOW_CASTING_SETTING_OFF=VS::SHADOW_CASTING_SETTING_OFF,
SHADOW_CASTING_SETTING_ON = VS::SHADOW_CASTING_SETTING_ON,

View file

@ -134,6 +134,151 @@ float Environment::get_ambient_light_skybox_contribution() const{
void Environment::set_tonemapper(ToneMapper p_tone_mapper) {
tone_mapper=p_tone_mapper;
VS::get_singleton()->environment_set_tonemap(environment,tonemap_auto_exposure,tonemap_exposure,tonemap_white,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_scale,VS::EnvironmentToneMapper(tone_mapper));
}
Environment::ToneMapper Environment::get_tonemapper() const{
return tone_mapper;
}
void Environment::set_tonemap_exposure(float p_exposure){
tonemap_exposure=p_exposure;
VS::get_singleton()->environment_set_tonemap(environment,tonemap_auto_exposure,tonemap_exposure,tonemap_white,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_scale,VS::EnvironmentToneMapper(tone_mapper));
}
float Environment::get_tonemap_exposure() const{
return get_tonemap_auto_exposure();
}
void Environment::set_tonemap_white(float p_white){
tonemap_white=p_white;
VS::get_singleton()->environment_set_tonemap(environment,tonemap_auto_exposure,tonemap_exposure,tonemap_white,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_scale,VS::EnvironmentToneMapper(tone_mapper));
}
float Environment::get_tonemap_white() const {
return tonemap_white;
}
void Environment::set_tonemap_auto_exposure(bool p_enabled) {
tonemap_auto_exposure=p_enabled;
VS::get_singleton()->environment_set_tonemap(environment,tonemap_auto_exposure,tonemap_exposure,tonemap_white,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_scale,VS::EnvironmentToneMapper(tone_mapper));
}
bool Environment::get_tonemap_auto_exposure() const {
return tonemap_auto_exposure;
}
void Environment::set_tonemap_auto_exposure_max(float p_auto_exposure_max) {
tonemap_auto_exposure_max=p_auto_exposure_max;
VS::get_singleton()->environment_set_tonemap(environment,tonemap_auto_exposure,tonemap_exposure,tonemap_white,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_scale,VS::EnvironmentToneMapper(tone_mapper));
}
float Environment::get_tonemap_auto_exposure_max() const {
return tonemap_auto_exposure_max;
}
void Environment::set_tonemap_auto_exposure_min(float p_auto_exposure_min) {
tonemap_auto_exposure_min=p_auto_exposure_min;
VS::get_singleton()->environment_set_tonemap(environment,tonemap_auto_exposure,tonemap_exposure,tonemap_white,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_scale,VS::EnvironmentToneMapper(tone_mapper));
}
float Environment::get_tonemap_auto_exposure_min() const {
return tonemap_auto_exposure_min;
}
void Environment::set_tonemap_auto_exposure_speed(float p_auto_exposure_speed) {
tonemap_auto_exposure_speed=p_auto_exposure_speed;
VS::get_singleton()->environment_set_tonemap(environment,tonemap_auto_exposure,tonemap_exposure,tonemap_white,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_scale,VS::EnvironmentToneMapper(tone_mapper));
}
float Environment::get_tonemap_auto_exposure_speed() const {
return tonemap_auto_exposure_speed;
}
void Environment::set_tonemap_auto_exposure_scale(float p_auto_exposure_scale) {
tonemap_auto_exposure_scale=p_auto_exposure_scale;
VS::get_singleton()->environment_set_tonemap(environment,tonemap_auto_exposure,tonemap_exposure,tonemap_white,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_scale,VS::EnvironmentToneMapper(tone_mapper));
}
float Environment::get_tonemap_auto_exposure_scale() const {
return tonemap_auto_exposure_scale;
}
void Environment::set_adjustment_enable(bool p_enable) {
adjustment_enabled=p_enable;
VS::get_singleton()->environment_set_adjustment(environment,adjustment_enabled,adjustment_brightness,adjustment_contrast,adjustment_saturation,adjustment_color_correction.is_valid()?adjustment_color_correction->get_rid():RID());
}
bool Environment::is_adjustment_enabled() const {
return adjustment_enabled;
}
void Environment::set_adjustment_brightness(float p_brightness) {
adjustment_brightness=p_brightness;
VS::get_singleton()->environment_set_adjustment(environment,adjustment_enabled,adjustment_brightness,adjustment_contrast,adjustment_saturation,adjustment_color_correction.is_valid()?adjustment_color_correction->get_rid():RID());
}
float Environment::get_adjustment_brightness() const {
return adjustment_brightness;
}
void Environment::set_adjustment_contrast(float p_contrast) {
adjustment_contrast=p_contrast;
VS::get_singleton()->environment_set_adjustment(environment,adjustment_enabled,adjustment_brightness,adjustment_contrast,adjustment_saturation,adjustment_color_correction.is_valid()?adjustment_color_correction->get_rid():RID());
}
float Environment::get_adjustment_contrast() const {
return adjustment_contrast;
}
void Environment::set_adjustment_saturation(float p_saturation) {
adjustment_saturation=p_saturation;
VS::get_singleton()->environment_set_adjustment(environment,adjustment_enabled,adjustment_brightness,adjustment_contrast,adjustment_saturation,adjustment_color_correction.is_valid()?adjustment_color_correction->get_rid():RID());
}
float Environment::get_adjustment_saturation() const {
return adjustment_saturation;
}
void Environment::set_adjustment_color_correction(const Ref<Texture>& p_ramp) {
adjustment_color_correction=p_ramp;
VS::get_singleton()->environment_set_adjustment(environment,adjustment_enabled,adjustment_brightness,adjustment_contrast,adjustment_saturation,adjustment_color_correction.is_valid()?adjustment_color_correction->get_rid():RID());
}
Ref<Texture> Environment::get_adjustment_color_correction() const {
return adjustment_color_correction;
}
void Environment::_validate_property(PropertyInfo& property) const {
if (property.name=="background/skybox" || property.name=="background/skybox_scale" || property.name=="ambient_light/skybox_contribution") {
@ -190,6 +335,61 @@ void Environment::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::REAL,"ambient_light/energy",PROPERTY_HINT_RANGE,"0,16,0.01"),_SCS("set_ambient_light_energy"),_SCS("get_ambient_light_energy") );
ADD_PROPERTY(PropertyInfo(Variant::REAL,"ambient_light/skybox_contribution",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_ambient_light_skybox_contribution"),_SCS("get_ambient_light_skybox_contribution") );
ObjectTypeDB::bind_method(_MD("set_tonemapper","mode"),&Environment::set_tonemapper);
ObjectTypeDB::bind_method(_MD("get_tonemapper"),&Environment::get_tonemapper);
ObjectTypeDB::bind_method(_MD("set_tonemap_exposure","exposure"),&Environment::set_tonemap_exposure);
ObjectTypeDB::bind_method(_MD("get_tonemap_exposure"),&Environment::get_tonemap_exposure);
ObjectTypeDB::bind_method(_MD("set_tonemap_white","white"),&Environment::set_tonemap_white);
ObjectTypeDB::bind_method(_MD("get_tonemap_white"),&Environment::get_tonemap_white);
ObjectTypeDB::bind_method(_MD("set_tonemap_auto_exposure","auto_exposure"),&Environment::set_tonemap_auto_exposure);
ObjectTypeDB::bind_method(_MD("get_tonemap_auto_exposure"),&Environment::get_tonemap_auto_exposure);
ObjectTypeDB::bind_method(_MD("set_tonemap_auto_exposure_max","exposure_max"),&Environment::set_tonemap_auto_exposure_max);
ObjectTypeDB::bind_method(_MD("get_tonemap_auto_exposure_max"),&Environment::get_tonemap_auto_exposure_max);
ObjectTypeDB::bind_method(_MD("set_tonemap_auto_exposure_min","exposure_min"),&Environment::set_tonemap_auto_exposure_min);
ObjectTypeDB::bind_method(_MD("get_tonemap_auto_exposure_min"),&Environment::get_tonemap_auto_exposure_min);
ObjectTypeDB::bind_method(_MD("set_tonemap_auto_exposure_speed","exposure_speed"),&Environment::set_tonemap_auto_exposure_speed);
ObjectTypeDB::bind_method(_MD("get_tonemap_auto_exposure_speed"),&Environment::get_tonemap_auto_exposure_speed);
ObjectTypeDB::bind_method(_MD("set_tonemap_auto_exposure_scale","exposure_scale"),&Environment::set_tonemap_auto_exposure_scale);
ObjectTypeDB::bind_method(_MD("get_tonemap_auto_exposure_scale"),&Environment::get_tonemap_auto_exposure_scale);
ADD_PROPERTY(PropertyInfo(Variant::INT,"tonemap/mode",PROPERTY_HINT_ENUM,"Linear,Log,Reindhart,Filmic,Aces"),_SCS("set_tonemapper"),_SCS("get_tonemapper") );
ADD_PROPERTY(PropertyInfo(Variant::REAL,"tonemap/exposure",PROPERTY_HINT_RANGE,"0,16,0.01"),_SCS("set_tonemap_exposure"),_SCS("get_tonemap_exposure") );
ADD_PROPERTY(PropertyInfo(Variant::REAL,"tonemap/white",PROPERTY_HINT_RANGE,"0,16,0.01"),_SCS("set_tonemap_white"),_SCS("get_tonemap_white") );
ADD_PROPERTY(PropertyInfo(Variant::BOOL,"auto_exposure/enable"),_SCS("set_tonemap_auto_exposure"),_SCS("get_tonemap_auto_exposure") );
ADD_PROPERTY(PropertyInfo(Variant::REAL,"auto_exposure/scale",PROPERTY_HINT_RANGE,"0.01,64,0.01"),_SCS("set_tonemap_auto_exposure_scale"),_SCS("get_tonemap_auto_exposure_scale") );
ADD_PROPERTY(PropertyInfo(Variant::REAL,"auto_exposure/min_luma",PROPERTY_HINT_RANGE,"0,16,0.01"),_SCS("set_tonemap_auto_exposure_min"),_SCS("get_tonemap_auto_exposure_min") );
ADD_PROPERTY(PropertyInfo(Variant::REAL,"auto_exposure/max_luma",PROPERTY_HINT_RANGE,"0,16,0.01"),_SCS("set_tonemap_auto_exposure_max"),_SCS("get_tonemap_auto_exposure_max") );
ADD_PROPERTY(PropertyInfo(Variant::REAL,"auto_exposure/speed",PROPERTY_HINT_RANGE,"0.01,64,0.01"),_SCS("set_tonemap_auto_exposure_speed"),_SCS("get_tonemap_auto_exposure_speed") );
ObjectTypeDB::bind_method(_MD("set_adjustment_enable","enabled"),&Environment::set_adjustment_enable);
ObjectTypeDB::bind_method(_MD("is_adjustment_enabled"),&Environment::is_adjustment_enabled);
ObjectTypeDB::bind_method(_MD("set_adjustment_brightness","brightness"),&Environment::set_adjustment_brightness);
ObjectTypeDB::bind_method(_MD("get_adjustment_brightness"),&Environment::get_adjustment_brightness);
ObjectTypeDB::bind_method(_MD("set_adjustment_contrast","contrast"),&Environment::set_adjustment_contrast);
ObjectTypeDB::bind_method(_MD("get_adjustment_contrast"),&Environment::get_adjustment_contrast);
ObjectTypeDB::bind_method(_MD("set_adjustment_saturation","saturation"),&Environment::set_adjustment_saturation);
ObjectTypeDB::bind_method(_MD("get_adjustment_saturation"),&Environment::get_adjustment_saturation);
ObjectTypeDB::bind_method(_MD("set_adjustment_color_correction","color_correction"),&Environment::set_adjustment_color_correction);
ObjectTypeDB::bind_method(_MD("get_adjustment_color_correction"),&Environment::get_adjustment_color_correction);
ADD_PROPERTY(PropertyInfo(Variant::BOOL,"adjustment/enabled"),_SCS("set_adjustment_enable"),_SCS("is_adjustment_enabled") );
ADD_PROPERTY(PropertyInfo(Variant::REAL,"adjustment/brightness",PROPERTY_HINT_RANGE,"0.01,8,0.01"),_SCS("set_adjustment_brightness"),_SCS("get_adjustment_brightness") );
ADD_PROPERTY(PropertyInfo(Variant::REAL,"adjustment/contrast",PROPERTY_HINT_RANGE,"0.01,8,0.01"),_SCS("set_adjustment_contrast"),_SCS("get_adjustment_contrast") );
ADD_PROPERTY(PropertyInfo(Variant::REAL,"adjustment/saturation",PROPERTY_HINT_RANGE,"0.01,8,0.01"),_SCS("set_adjustment_saturation"),_SCS("get_adjustment_saturation") );
ADD_PROPERTY(PropertyInfo(Variant::OBJECT,"adjustment/color_correction",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_adjustment_color_correction"),_SCS("get_adjustment_color_correction") );
GLOBAL_DEF("rendering/skybox/irradiance_cube_resolution",256);
GLOBAL_DEF("rendering/skybox/radiance_cube_resolution",64);
@ -203,6 +403,12 @@ void Environment::_bind_methods() {
BIND_CONSTANT(GLOW_BLEND_MODE_SCREEN);
BIND_CONSTANT(GLOW_BLEND_MODE_SOFTLIGHT);
BIND_CONSTANT(GLOW_BLEND_MODE_DISABLED);
BIND_CONSTANT(TONE_MAPPER_LINEAR);
BIND_CONSTANT(TONE_MAPPER_LOG);
BIND_CONSTANT(TONE_MAPPER_REINHARDT);
BIND_CONSTANT(TONE_MAPPER_FILMIC);
BIND_CONSTANT(TONE_MAPPER_ACES_FILMIC);
}
@ -216,6 +422,24 @@ Environment::Environment() {
ambient_skybox_contribution=0;
tone_mapper=TONE_MAPPER_LINEAR;
tonemap_exposure=1.0;
tonemap_white=1.0;
tonemap_auto_exposure=false;
tonemap_auto_exposure_max=8;
tonemap_auto_exposure_min=0.4;
tonemap_auto_exposure_speed=0.5;
tonemap_auto_exposure_scale=0.4;
set_tonemapper(tone_mapper); //update
adjustment_enabled=false;
adjustment_contrast=1.0;
adjustment_saturation=1.0;
adjustment_brightness=1.0;
set_adjustment_enable(adjustment_enabled); //update
environment = VS::get_singleton()->environment_create();
}

View file

@ -55,6 +55,16 @@ public:
GLOW_BLEND_MODE_DISABLED,
};
enum ToneMapper {
TONE_MAPPER_LINEAR,
TONE_MAPPER_LOG,
TONE_MAPPER_REINHARDT,
TONE_MAPPER_FILMIC,
TONE_MAPPER_ACES_FILMIC
};
private:
RID environment;
@ -68,6 +78,21 @@ private:
float ambient_energy;
float ambient_skybox_contribution;
ToneMapper tone_mapper;
float tonemap_exposure;
float tonemap_white;
bool tonemap_auto_exposure;
float tonemap_auto_exposure_max;
float tonemap_auto_exposure_min;
float tonemap_auto_exposure_speed;
float tonemap_auto_exposure_scale;
bool adjustment_enabled;
float adjustment_contrast;
float adjustment_saturation;
float adjustment_brightness;
Ref<Texture> adjustment_color_correction;
protected:
static void _bind_methods();
@ -97,14 +122,58 @@ public:
float get_ambient_light_skybox_contribution() const;
void set_tonemapper(ToneMapper p_tone_mapper);
ToneMapper get_tonemapper() const;
void set_tonemap_exposure(float p_exposure);
float get_tonemap_exposure() const;
void set_tonemap_white(float p_white);
float get_tonemap_white() const;
void set_tonemap_auto_exposure(bool p_enabled);
bool get_tonemap_auto_exposure() const;
void set_tonemap_auto_exposure_max(float p_auto_exposure_max);
float get_tonemap_auto_exposure_max() const;
void set_tonemap_auto_exposure_min(float p_auto_exposure_min);
float get_tonemap_auto_exposure_min() const;
void set_tonemap_auto_exposure_speed(float p_auto_exposure_speed);
float get_tonemap_auto_exposure_speed() const;
void set_tonemap_auto_exposure_scale(float p_auto_exposure_scale);
float get_tonemap_auto_exposure_scale() const;
void set_adjustment_enable(bool p_enable);
bool is_adjustment_enabled() const;
void set_adjustment_brightness(float p_brightness);
float get_adjustment_brightness() const;
void set_adjustment_contrast(float p_contrast);
float get_adjustment_contrast() const;
void set_adjustment_saturation(float p_saturation);
float get_adjustment_saturation() const;
void set_adjustment_color_correction(const Ref<Texture>& p_ramp);
Ref<Texture> get_adjustment_color_correction() const;
virtual RID get_rid() const;
Environment();
~Environment();
};
VARIANT_ENUM_CAST(Environment::BGMode)
VARIANT_ENUM_CAST(Environment::GlowBlendMode)
VARIANT_ENUM_CAST(Environment::ToneMapper)
#endif // ENVIRONMENT_H

View file

@ -74,6 +74,7 @@ void FixedSpatialMaterial::init_shaders() {
shader_names->subsurface_scattering="subsurface_scattering";
shader_names->refraction="refraction";
shader_names->refraction_roughness="refraction_roughness";
shader_names->point_size="point_size";
shader_names->texture_names[TEXTURE_ALBEDO]="texture_albedo";
shader_names->texture_names[TEXTURE_SPECULAR]="texture_specular";
@ -166,15 +167,33 @@ void FixedSpatialMaterial::_update_shader() {
code+="uniform vec4 albedo : hint_color;\n";
code+="uniform sampler2D albedo_texture : hint_albedo;\n";
code+="uniform sampler2D texture_albedo : hint_albedo;\n";
code+="uniform vec4 specular : hint_color;\n";
code+="uniform float roughness : hint_range(0,1);\n";
code+="uniform sampler2D specular_texture : hint_white;\n";
code+="uniform float point_size : hint_range(0,128);\n";
code+="uniform sampler2D texture_specular : hint_white;\n";
code+="\n\n";
code+="void vertex() {\n";
if (flags[FLAG_SRGB_VERTEX_COLOR]) {
code+="\tCOLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) );\n";
}
if (flags[FLAG_USE_POINT_SIZE]) {
code+="\tPOINT_SIZE=point_size;\n";
}
code+="}\n";
code+="\n\n";
code+="void fragment() {\n";
code+="\tvec4 albedo_tex = texture(albedo_texture,UV);\n";
if (flags[FLAG_USE_POINT_SIZE]) {
code+="\tvec4 albedo_tex = texture(texture_albedo,POINT_COORD);\n";
} else {
code+="\tvec4 albedo_tex = texture(texture_albedo,UV);\n";
}
if (flags[FLAG_ALBEDO_FROM_VERTEX_COLOR]) {
code+="\talbedo_tex *= COLOR;\n";
@ -184,7 +203,7 @@ void FixedSpatialMaterial::_update_shader() {
if (features[FEATURE_TRANSPARENT]) {
code+="\tALPHA = albedo.a * albedo_tex.a;\n";
}
code+="\tvec4 specular_tex = texture(specular_texture,UV);\n";
code+="\tvec4 specular_tex = texture(texture_specular,UV);\n";
code+="\tSPECULAR = specular.rgb * specular_tex.rgb;\n";
code+="\tROUGHNESS = specular.a * roughness;\n";
code+="}\n";
@ -526,7 +545,8 @@ void FixedSpatialMaterial::set_texture(TextureParam p_param, const Ref<Texture>
ERR_FAIL_INDEX(p_param,TEXTURE_MAX);
textures[p_param]=p_texture;
VS::get_singleton()->material_set_param(_get_material(),shader_names->texture_names[p_param],p_texture);
RID rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
VS::get_singleton()->material_set_param(_get_material(),shader_names->texture_names[p_param],rid);
}
Ref<Texture> FixedSpatialMaterial::get_texture(TextureParam p_param) const {
@ -540,6 +560,7 @@ void FixedSpatialMaterial::_validate_feature(const String& text, Feature feature
if (property.name.begins_with(text) && property.name!=text+"/enabled" && !features[feature]) {
property.usage=0;
}
}
void FixedSpatialMaterial::_validate_property(PropertyInfo& property) const {
@ -555,6 +576,28 @@ void FixedSpatialMaterial::_validate_property(PropertyInfo& property) const {
}
void FixedSpatialMaterial::set_line_width(float p_line_width) {
line_width=p_line_width;
VS::get_singleton()->material_set_line_width(_get_material(),line_width);
}
float FixedSpatialMaterial::get_line_width() const {
return line_width;
}
void FixedSpatialMaterial::set_point_size(float p_point_size) {
point_size=p_point_size;
VS::get_singleton()->material_set_param(_get_material(),shader_names->point_size,p_point_size);
}
float FixedSpatialMaterial::get_point_size() const {
return point_size;
}
void FixedSpatialMaterial::_bind_methods() {
@ -600,6 +643,12 @@ void FixedSpatialMaterial::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_refraction_roughness","refraction_roughness"),&FixedSpatialMaterial::set_refraction_roughness);
ObjectTypeDB::bind_method(_MD("get_refraction_roughness"),&FixedSpatialMaterial::get_refraction_roughness);
ObjectTypeDB::bind_method(_MD("set_line_width","line_width"),&FixedSpatialMaterial::set_line_width);
ObjectTypeDB::bind_method(_MD("get_line_width"),&FixedSpatialMaterial::get_line_width);
ObjectTypeDB::bind_method(_MD("set_point_size","point_size"),&FixedSpatialMaterial::set_point_size);
ObjectTypeDB::bind_method(_MD("get_point_size"),&FixedSpatialMaterial::get_point_size);
ObjectTypeDB::bind_method(_MD("set_detail_uv","detail_uv"),&FixedSpatialMaterial::set_detail_uv);
ObjectTypeDB::bind_method(_MD("get_detail_uv"),&FixedSpatialMaterial::get_detail_uv);
@ -630,12 +679,16 @@ void FixedSpatialMaterial::_bind_methods() {
ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"flags/transparent"),_SCS("set_feature"),_SCS("get_feature"),FEATURE_TRANSPARENT);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"flags/unshaded"),_SCS("set_flag"),_SCS("get_flag"),FLAG_UNSHADED);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"flags/on_top"),_SCS("set_flag"),_SCS("get_flag"),FLAG_ONTOP);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"flags/vcol_albedo"),_SCS("set_flag"),_SCS("get_flag"),FLAG_ALBEDO_FROM_VERTEX_COLOR);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"flags/use_point_size"),_SCS("set_flag"),_SCS("get_flag"),FLAG_USE_POINT_SIZE);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"vertex_color/use_as_albedo"),_SCS("set_flag"),_SCS("get_flag"),FLAG_ALBEDO_FROM_VERTEX_COLOR);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"vertex_color/is_srgb"),_SCS("set_flag"),_SCS("get_flag"),FLAG_SRGB_VERTEX_COLOR);
ADD_PROPERTY(PropertyInfo(Variant::INT,"params/diffuse_mode",PROPERTY_HINT_ENUM,"Labert,Lambert Wrap,Oren Nayar,Burley"),_SCS("set_diffuse_mode"),_SCS("get_diffuse_mode"));
ADD_PROPERTY(PropertyInfo(Variant::INT,"params/blend_mode",PROPERTY_HINT_ENUM,"Mix,Add,Sub,Mul"),_SCS("set_blend_mode"),_SCS("get_blend_mode"));
ADD_PROPERTY(PropertyInfo(Variant::INT,"params/cull_mode",PROPERTY_HINT_ENUM,"Back,Front,Disabled"),_SCS("set_cull_mode"),_SCS("get_cull_mode"));
ADD_PROPERTY(PropertyInfo(Variant::INT,"params/depth_draw_mode",PROPERTY_HINT_ENUM,"Opaque Only,Always,Never,Opaque Pre-Pass"),_SCS("set_depth_draw_mode"),_SCS("get_depth_draw_mode"));
ADD_PROPERTY(PropertyInfo(Variant::REAL,"params/line_width",PROPERTY_HINT_RANGE,"0.1,128,0.1"),_SCS("set_line_width"),_SCS("get_line_width"));
ADD_PROPERTY(PropertyInfo(Variant::REAL,"params/point_size",PROPERTY_HINT_RANGE,"0.1,128,0.1"),_SCS("set_point_size"),_SCS("get_point_size"));
ADD_PROPERTY(PropertyInfo(Variant::COLOR,"albedo/color"),_SCS("set_albedo"),_SCS("get_albedo"));
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"albedo/texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_ALBEDO);
@ -737,6 +790,8 @@ void FixedSpatialMaterial::_bind_methods() {
BIND_CONSTANT( FLAG_UNSHADED );
BIND_CONSTANT( FLAG_ONTOP );
BIND_CONSTANT( FLAG_ALBEDO_FROM_VERTEX_COLOR );
BIND_CONSTANT( FLAG_SRGB_VERTEX_COLOR )
BIND_CONSTANT( FLAG_USE_POINT_SIZE )
BIND_CONSTANT( FLAG_MAX );
BIND_CONSTANT( DIFFUSE_LAMBERT );
@ -763,6 +818,8 @@ FixedSpatialMaterial::FixedSpatialMaterial() : element(this) {
set_subsurface_scattering(0);
set_refraction(0);
set_refraction_roughness(0);
set_line_width(1);
set_point_size(1);
detail_uv=DETAIL_UV_1;
blend_mode=BLEND_MODE_MIX;

View file

@ -132,6 +132,8 @@ public:
FLAG_UNSHADED,
FLAG_ONTOP,
FLAG_ALBEDO_FROM_VERTEX_COLOR,
FLAG_SRGB_VERTEX_COLOR,
FLAG_USE_POINT_SIZE,
FLAG_MAX
};
@ -146,12 +148,12 @@ private:
union MaterialKey {
struct {
uint32_t feature_mask : 16;
uint32_t feature_mask : 15;
uint32_t detail_uv : 1;
uint32_t blend_mode : 2;
uint32_t depth_draw_mode : 2;
uint32_t cull_mode : 2;
uint32_t flags : 3;
uint32_t flags : 5;
uint32_t detail_blend_mode : 2;
uint32_t diffuse_mode : 2;
uint32_t invalid_key : 1;
@ -213,7 +215,9 @@ private:
StringName subsurface_scattering;
StringName refraction;
StringName refraction_roughness;
StringName point_size;
StringName texture_names[TEXTURE_MAX];
};
static Mutex *material_mutex;
@ -240,6 +244,8 @@ private:
float subsurface_scattering;
float refraction;
float refraction_roughness;
float line_width;
float point_size;
DetailUV detail_uv;
@ -306,6 +312,12 @@ public:
void set_refraction_roughness(float p_refraction_roughness);
float get_refraction_roughness() const;
void set_line_width(float p_line_width);
float get_line_width() const;
void set_point_size(float p_point_size);
float get_point_size() const;
void set_detail_uv(DetailUV p_detail_uv);
DetailUV get_detail_uv() const;

View file

@ -54,11 +54,8 @@ public:
virtual void environment_set_glow(RID p_env,bool p_enable,int p_radius,float p_intensity,float p_strength,float p_bloom_treshold,VS::EnvironmentGlowBlendMode p_blend_mode)=0;
virtual void environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture)=0;
virtual void environment_set_tonemap(RID p_env,bool p_enable,float p_exposure,float p_white,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,VS::EnvironmentToneMapper p_tone_mapper)=0;
virtual void environment_set_brightness(RID p_env,bool p_enable,float p_brightness)=0;
virtual void environment_set_contrast(RID p_env,bool p_enable,float p_contrast)=0;
virtual void environment_set_saturation(RID p_env,bool p_enable,float p_saturation)=0;
virtual void environment_set_color_correction(RID p_env,bool p_enable,RID p_ramp)=0;
virtual void environment_set_tonemap(RID p_env,bool p_enable,float p_exposure,float p_white,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,float p_auto_exp_scale,VS::EnvironmentToneMapper p_tone_mapper)=0;
virtual void environment_set_adjustment(RID p_env,bool p_enable,float p_brightness,float p_contrast,float p_saturation,RID p_ramp)=0;
struct InstanceBase : RID_Data {
@ -176,6 +173,8 @@ public:
virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value)=0;
virtual Variant material_get_param(RID p_material, const StringName& p_param) const=0;
virtual void material_set_line_width(RID p_material, float p_width)=0;
/* MESH API */
virtual RID mesh_create()=0;

View file

@ -658,6 +658,10 @@ public:
BIND3(material_set_param,RID, const StringName&, const Variant& )
BIND2RC(Variant,material_get_param,RID, const StringName& )
BIND2(material_set_line_width,RID, float )
/* MESH API */
BIND0R(RID,mesh_create)
@ -864,11 +868,8 @@ public:
BIND7(environment_set_glow,RID,bool ,int ,float ,float ,float ,EnvironmentGlowBlendMode )
BIND5(environment_set_fog,RID,bool ,float ,float ,RID )
BIND8(environment_set_tonemap,RID,bool ,float ,float ,float ,float ,float ,EnvironmentToneMapper )
BIND3(environment_set_brightness,RID,bool ,float )
BIND3(environment_set_contrast,RID,bool ,float )
BIND3(environment_set_saturation,RID,bool ,float )
BIND3(environment_set_color_correction,RID,bool ,RID )
BIND9(environment_set_tonemap,RID,bool ,float ,float ,float ,float ,float,float ,EnvironmentToneMapper )
BIND6(environment_set_adjustment,RID,bool ,float ,float ,float ,RID )
/* SCENARIO API */

View file

@ -692,22 +692,82 @@ void VisualServerScene::instance_set_extra_visibility_margin( RID p_instance, re
}
// don't use these in a game!
Vector<ObjectID> VisualServerScene::instances_cull_aabb(const AABB& p_aabb, RID p_scenario) const{
Vector<ObjectID> VisualServerScene::instances_cull_aabb(const AABB& p_aabb, RID p_scenario) const {
return Vector<ObjectID>();
Vector<ObjectID> instances;
Scenario *scenario=scenario_owner.get(p_scenario);
ERR_FAIL_COND_V(!scenario,instances);
const_cast<VisualServerScene*>(this)->update_dirty_instances(); // check dirty instances before culling
int culled=0;
Instance *cull[1024];
culled=scenario->octree.cull_AABB(p_aabb,cull,1024);
for (int i=0;i<culled;i++) {
Instance *instance=cull[i];
ERR_CONTINUE(!instance);
if (instance->object_ID==0)
continue;
instances.push_back(instance->object_ID);
}
return instances;
}
Vector<ObjectID> VisualServerScene::instances_cull_ray(const Vector3& p_from, const Vector3& p_to, RID p_scenario) const{
return Vector<ObjectID>();
}
Vector<ObjectID> VisualServerScene::instances_cull_convex(const Vector<Plane>& p_convex, RID p_scenario) const {
Vector<ObjectID> instances;
Scenario *scenario=scenario_owner.get(p_scenario);
ERR_FAIL_COND_V(!scenario,instances);
const_cast<VisualServerScene*>(this)->update_dirty_instances(); // check dirty instances before culling
return Vector<ObjectID>();
}
int culled=0;
Instance *cull[1024];
culled=scenario->octree.cull_segment(p_from,p_to*10000,cull,1024);
for (int i=0;i<culled;i++) {
Instance *instance=cull[i];
ERR_CONTINUE(!instance);
if (instance->object_ID==0)
continue;
instances.push_back(instance->object_ID);
}
return instances;
}
Vector<ObjectID> VisualServerScene::instances_cull_convex(const Vector<Plane>& p_convex, RID p_scenario) const{
Vector<ObjectID> instances;
Scenario *scenario=scenario_owner.get(p_scenario);
ERR_FAIL_COND_V(!scenario,instances);
const_cast<VisualServerScene*>(this)->update_dirty_instances(); // check dirty instances before culling
int culled=0;
Instance *cull[1024];
culled=scenario->octree.cull_convex(p_convex,cull,1024);
for (int i=0;i<culled;i++) {
Instance *instance=cull[i];
ERR_CONTINUE(!instance);
if (instance->object_ID==0)
continue;
instances.push_back(instance->object_ID);
}
return instances;
}
void VisualServerScene::instance_geometry_set_flag(RID p_instance,VS::InstanceFlags p_flags,bool p_enabled){
Instance *instance = instance_owner.get( p_instance );

View file

@ -162,7 +162,7 @@ public:
Scenario() { debug=VS::SCENARIO_DEBUG_DISABLED; }
};
RID_Owner<Scenario> scenario_owner;
mutable RID_Owner<Scenario> scenario_owner;
static void* _instance_pair(void *p_self, OctreeElementID, Instance *p_A,int, OctreeElementID, Instance *p_B,int);
static void _instance_unpair(void *p_self, OctreeElementID, Instance *p_A,int, OctreeElementID, Instance *p_B,int,void*);

View file

@ -172,6 +172,8 @@ public:
virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value)=0;
virtual Variant material_get_param(RID p_material, const StringName& p_param) const=0;
virtual void material_set_line_width(RID p_material, float p_width)=0;
/* MESH API */
enum ArrayType {
@ -512,15 +514,14 @@ public:
enum EnvironmentToneMapper {
ENV_TONE_MAPPER_LINEAR,
ENV_TONE_MAPPER_LOG,
ENV_TONE_MAPPER_REINHARDT,
ENV_TONE_MAPPER_FILMIC
ENV_TONE_MAPPER_FILMIC,
ENV_TONE_MAPPER_ACES_FILMIC
};
virtual void environment_set_tonemap(RID p_env,bool p_enable,float p_exposure,float p_white,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,EnvironmentToneMapper p_tone_mapper)=0;
virtual void environment_set_brightness(RID p_env,bool p_enable,float p_brightness)=0;
virtual void environment_set_contrast(RID p_env,bool p_enable,float p_contrast)=0;
virtual void environment_set_saturation(RID p_env,bool p_enable,float p_saturation)=0;
virtual void environment_set_color_correction(RID p_env,bool p_enable,RID p_ramp)=0;
virtual void environment_set_tonemap(RID p_env,bool p_enable,float p_exposure,float p_white,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,float p_auto_exp_scale,EnvironmentToneMapper p_tone_mapper)=0;
virtual void environment_set_adjustment(RID p_env,bool p_enable,float p_brightness,float p_contrast,float p_saturation,RID p_ramp)=0;
/* SCENARIO API */

View file

@ -4144,7 +4144,7 @@ void EditorNode::register_editor_types() {
ObjectTypeDB::register_type<EditorFileDialog>();
//ObjectTypeDB::register_type<EditorImportExport>();
ObjectTypeDB::register_type<EditorSettings>();
// ObjectTypeDB::register_type<EditorSpatialGizmo>();
ObjectTypeDB::register_type<EditorSpatialGizmo>();
ObjectTypeDB::register_type<EditorResourcePreview>();
ObjectTypeDB::register_type<EditorResourcePreviewGenerator>();
ObjectTypeDB::register_type<EditorFileSystem>();

View file

@ -2553,6 +2553,7 @@ void SpatialEditor::_generate_selection_box() {
mat->set_albedo(Color(1,1,1));
mat->set_feature(FixedSpatialMaterial::FEATURE_TRANSPARENT,true);
mat->set_flag(FixedSpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR,true);
mat->set_flag(FixedSpatialMaterial::FLAG_SRGB_VERTEX_COLOR,true);
st->set_material(mat);
selection_box = st->commit();
}
@ -3143,6 +3144,8 @@ void SpatialEditor::_init_indicators() {
indicator_mat->set_flag(FixedSpatialMaterial::FLAG_UNSHADED,true);
indicator_mat->set_flag(FixedSpatialMaterial::FLAG_ONTOP,true);
indicator_mat->set_flag(FixedSpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR,true);
indicator_mat->set_flag(FixedSpatialMaterial::FLAG_SRGB_VERTEX_COLOR,true);
indicator_mat->set_feature(FixedSpatialMaterial::FEATURE_TRANSPARENT,true);
DVector<Color> grid_colors[3];
@ -3543,7 +3546,7 @@ void SpatialEditor::_notification(int p_what) {
if (p_what==NOTIFICATION_ENTER_TREE) {
//gizmos = memnew( SpatialEditorGizmos );
gizmos = memnew( SpatialEditorGizmos );
_init_indicators();
_update_default_light_angle();
}
@ -3551,7 +3554,7 @@ void SpatialEditor::_notification(int p_what) {
if (p_what==NOTIFICATION_EXIT_TREE) {
_finish_indicators();
// memdelete( gizmos );
memdelete( gizmos );
}
}
@ -3597,7 +3600,7 @@ void SpatialEditor::_request_gizmo(Object* p_obj) {
}
if (!seg.is_valid()) {
// seg = gizmos->get_gizmo(sp);
seg = gizmos->get_gizmo(sp);
}
if (seg.is_valid()) {

View file

@ -467,7 +467,7 @@ private:
static SpatialEditor *singleton;
void _node_removed(Node* p_node);
//SpatialEditorGizmos *gizmos;
SpatialEditorGizmos *gizmos;
SpatialEditor();
void _update_ambient_light_color(const Color& p_color);

View file

@ -41,7 +41,7 @@
// Keep small children away from this file.
// It's so ugly it will eat them alive
#if 0
#define HANDLE_HALF_SIZE 0.05
@ -84,7 +84,6 @@ void EditorSpatialGizmo::Instance::create_instance(Spatial *p_base) {
if (extra_margin)
VS::get_singleton()->instance_set_extra_visibility_margin(instance,1);
VS::get_singleton()->instance_geometry_set_cast_shadows_setting(instance,VS::SHADOW_CASTING_SETTING_OFF);
VS::get_singleton()->instance_geometry_set_flag(instance,VS::INSTANCE_FLAG_RECEIVE_SHADOWS,false);
VS::get_singleton()->instance_set_layer_mask(instance,1<<SpatialEditorViewport::GIZMO_EDIT_LAYER); //gizmos are 26
}
@ -669,9 +668,9 @@ String LightSpatialGizmo::get_handle_name(int p_idx) const {
Variant LightSpatialGizmo::get_handle_value(int p_idx) const{
if (p_idx==0)
return light->get_parameter(Light::PARAM_RADIUS);
return light->get_param(Light::PARAM_RANGE);
if (p_idx==1)
return light->get_parameter(Light::PARAM_SPOT_ANGLE);
return light->get_param(Light::PARAM_SPOT_ANGLE);
return Variant();
}
@ -729,7 +728,7 @@ void LightSpatialGizmo::set_handle(int p_idx,Camera *p_camera, const Point2& p_p
if (d<0)
d=0;
light->set_parameter(Light::PARAM_RADIUS,d);
light->set_param(Light::PARAM_RANGE,d);
} else if (light->cast_to<OmniLight>()) {
Plane cp=Plane( gt.origin, p_camera->get_transform().basis.get_axis(2));
@ -738,15 +737,15 @@ void LightSpatialGizmo::set_handle(int p_idx,Camera *p_camera, const Point2& p_p
if (cp.intersects_ray(ray_from,ray_dir,&inters)) {
float r = inters.distance_to(gt.origin);
light->set_parameter(Light::PARAM_RADIUS,r);
light->set_param(Light::PARAM_RANGE,r);
}
}
} else if (p_idx==1) {
float a = _find_closest_angle_to_half_pi_arc(s[0],s[1],light->get_parameter(Light::PARAM_RADIUS),gt);
light->set_parameter(Light::PARAM_SPOT_ANGLE,CLAMP(a,0.01,89.99));
float a = _find_closest_angle_to_half_pi_arc(s[0],s[1],light->get_param(Light::PARAM_RANGE),gt);
light->set_param(Light::PARAM_SPOT_ANGLE,CLAMP(a,0.01,89.99));
}
}
@ -754,21 +753,21 @@ void LightSpatialGizmo::commit_handle(int p_idx,const Variant& p_restore,bool p_
if (p_cancel) {
light->set_parameter(p_idx==0?Light::PARAM_RADIUS:Light::PARAM_SPOT_ANGLE,p_restore);
light->set_param(p_idx==0?Light::PARAM_RANGE:Light::PARAM_SPOT_ANGLE,p_restore);
} else if (p_idx==0) {
UndoRedo *ur = SpatialEditor::get_singleton()->get_undo_redo();
ur->create_action(TTR("Change Light Radius"));
ur->add_do_method(light,"set_parameter",Light::PARAM_RADIUS,light->get_parameter(Light::PARAM_RADIUS));
ur->add_undo_method(light,"set_parameter",Light::PARAM_RADIUS,p_restore);
ur->add_do_method(light,"set_param",Light::PARAM_RANGE,light->get_param(Light::PARAM_RANGE));
ur->add_undo_method(light,"set_param",Light::PARAM_RANGE,p_restore);
ur->commit_action();
} else if (p_idx==1) {
UndoRedo *ur = SpatialEditor::get_singleton()->get_undo_redo();
ur->create_action(TTR("Change Light Radius"));
ur->add_do_method(light,"set_parameter",Light::PARAM_SPOT_ANGLE,light->get_parameter(Light::PARAM_SPOT_ANGLE));
ur->add_undo_method(light,"set_parameter",Light::PARAM_SPOT_ANGLE,p_restore);
ur->add_do_method(light,"set_param",Light::PARAM_SPOT_ANGLE,light->get_param(Light::PARAM_SPOT_ANGLE));
ur->add_undo_method(light,"set_param",Light::PARAM_SPOT_ANGLE,p_restore);
ur->commit_action();
}
@ -831,7 +830,7 @@ void LightSpatialGizmo::redraw() {
OmniLight *on = light->cast_to<OmniLight>();
float r = on->get_parameter(Light::PARAM_RADIUS);
float r = on->get_param(Light::PARAM_RANGE);
Vector<Vector3> points;
@ -871,9 +870,9 @@ void LightSpatialGizmo::redraw() {
Vector<Vector3> points;
SpotLight *on = light->cast_to<SpotLight>();
float r = on->get_parameter(Light::PARAM_RADIUS);
float w = r*Math::sin(Math::deg2rad(on->get_parameter(Light::PARAM_SPOT_ANGLE)));
float d = r*Math::cos(Math::deg2rad(on->get_parameter(Light::PARAM_SPOT_ANGLE)));
float r = on->get_param(Light::PARAM_RANGE);
float w = r*Math::sin(Math::deg2rad(on->get_param(Light::PARAM_SPOT_ANGLE)));
float d = r*Math::cos(Math::deg2rad(on->get_param(Light::PARAM_SPOT_ANGLE)));
@ -1543,7 +1542,7 @@ void RayCastSpatialGizmo::redraw() {
}
RayCastSpatialGizmo::RayCastSpatialGizmo(RayCast* p_raycast){
RayCastSpatialGizmo::RayCastSpatialGizmo(RayCast* p_raycast) {
set_spatial_node(p_raycast);
raycast=p_raycast;
@ -2979,11 +2978,12 @@ Ref<SpatialEditorGizmo> SpatialEditorGizmos::get_gizmo(Spatial *p_spatial) {
Ref<FixedSpatialMaterial> SpatialEditorGizmos::create_line_material(const Color& p_base_color) {
Ref<FixedSpatialMaterial> line_material = Ref<FixedSpatialMaterial>( memnew( FixedSpatialMaterial ));
line_material->set_flag(Material::FLAG_UNSHADED, true);
line_material->set_flag(FixedSpatialMaterial::FLAG_UNSHADED, true);
line_material->set_line_width(3.0);
line_material->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA, true);
line_material->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_COLOR_ARRAY, true);
line_material->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE,p_base_color);
line_material->set_feature(FixedSpatialMaterial::FEATURE_TRANSPARENT, true);
line_material->set_flag(FixedSpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
line_material->set_flag(FixedSpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
line_material->set_albedo(p_base_color);
return line_material;
@ -2992,9 +2992,9 @@ Ref<FixedSpatialMaterial> SpatialEditorGizmos::create_line_material(const Color&
Ref<FixedSpatialMaterial> SpatialEditorGizmos::create_solid_material(const Color& p_base_color) {
Ref<FixedSpatialMaterial> line_material = Ref<FixedSpatialMaterial>( memnew( FixedSpatialMaterial ));
line_material->set_flag(Material::FLAG_UNSHADED, true);
line_material->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA, true);
line_material->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE,p_base_color);
line_material->set_flag(FixedSpatialMaterial::FLAG_UNSHADED, true);
line_material->set_feature(FixedSpatialMaterial::FEATURE_TRANSPARENT, true);
line_material->set_albedo(p_base_color);
return line_material;
@ -3005,56 +3005,59 @@ SpatialEditorGizmos::SpatialEditorGizmos() {
singleton=this;
handle_material = Ref<FixedSpatialMaterial>( memnew( FixedSpatialMaterial ));
handle_material->set_flag(Material::FLAG_UNSHADED, true);
handle_material->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE,Color(0.8,0.8,0.8));
handle_material->set_flag(FixedSpatialMaterial::FLAG_UNSHADED, true);
handle_material->set_albedo(Color(0.8,0.8,0.8));
handle2_material = Ref<FixedSpatialMaterial>( memnew( FixedSpatialMaterial ));
handle2_material->set_flag(Material::FLAG_UNSHADED, true);
handle2_material->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_POINT_SIZE, true);
handle2_material->set_flag(FixedSpatialMaterial::FLAG_UNSHADED, true);
handle2_material->set_flag(FixedSpatialMaterial::FLAG_USE_POINT_SIZE, true);
handle_t = SpatialEditor::get_singleton()->get_icon("Editor3DHandle","EditorIcons");
handle2_material->set_point_size(handle_t->get_width());
handle2_material->set_texture(FixedSpatialMaterial::PARAM_DIFFUSE,handle_t);
handle2_material->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE,Color(1,1,1));
handle2_material->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA, true);
handle2_material->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_COLOR_ARRAY, true);
handle2_material->set_texture(FixedSpatialMaterial::TEXTURE_ALBEDO,handle_t);
handle2_material->set_albedo(Color(1,1,1));
handle2_material->set_feature(FixedSpatialMaterial::FEATURE_TRANSPARENT, true);
handle2_material->set_flag(FixedSpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
handle2_material->set_flag(FixedSpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
light_material = create_line_material(Color(1,1,0.2));
light_material_omni_icon = Ref<FixedSpatialMaterial>( memnew( FixedSpatialMaterial ));
light_material_omni_icon->set_flag(Material::FLAG_UNSHADED, true);
light_material_omni_icon->set_flag(Material::FLAG_DOUBLE_SIDED, true);
light_material_omni_icon->set_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
light_material_omni_icon->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA, true);
light_material_omni_icon->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE,Color(1,1,1,0.9));
light_material_omni_icon->set_texture(FixedSpatialMaterial::PARAM_DIFFUSE,SpatialEditor::get_singleton()->get_icon("GizmoLight","EditorIcons"));
light_material_omni_icon->set_flag(FixedSpatialMaterial::FLAG_UNSHADED, true);
light_material_omni_icon->set_cull_mode(FixedSpatialMaterial::CULL_DISABLED);
light_material_omni_icon->set_depth_draw_mode(FixedSpatialMaterial::DEPTH_DRAW_DISABLED);
light_material_omni_icon->set_feature(FixedSpatialMaterial::FEATURE_TRANSPARENT, true);
light_material_omni_icon->set_albedo(Color(1,1,1,0.9));
light_material_omni_icon->set_texture(FixedSpatialMaterial::TEXTURE_ALBEDO,SpatialEditor::get_singleton()->get_icon("GizmoLight","EditorIcons"));
light_material_directional_icon = Ref<FixedSpatialMaterial>( memnew( FixedSpatialMaterial ));
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_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
light_material_directional_icon->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA, true);
light_material_directional_icon->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE,Color(1,1,1,0.9));
light_material_directional_icon->set_texture(FixedSpatialMaterial::PARAM_DIFFUSE,SpatialEditor::get_singleton()->get_icon("GizmoDirectionalLight","EditorIcons"));
light_material_directional_icon->set_flag(FixedSpatialMaterial::FLAG_UNSHADED, true);
light_material_directional_icon->set_cull_mode(FixedSpatialMaterial::CULL_DISABLED);
light_material_directional_icon->set_depth_draw_mode(FixedSpatialMaterial::DEPTH_DRAW_DISABLED);
light_material_directional_icon->set_feature(FixedSpatialMaterial::FEATURE_TRANSPARENT, true);
light_material_directional_icon->set_albedo(Color(1,1,1,0.9));
light_material_directional_icon->set_texture(FixedSpatialMaterial::TEXTURE_ALBEDO,SpatialEditor::get_singleton()->get_icon("GizmoDirectionalLight","EditorIcons"));
camera_material = create_line_material(Color(1.0,0.5,1.0));
navmesh_edge_material = create_line_material(Color(0.1,0.8,1.0));
navmesh_solid_material = create_solid_material(Color(0.1,0.8,1.0,0.4));
navmesh_edge_material->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_COLOR_ARRAY, false);
navmesh_solid_material->set_flag(Material::FLAG_DOUBLE_SIDED,true);
navmesh_edge_material->set_flag(FixedSpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, false);
navmesh_edge_material->set_flag(FixedSpatialMaterial::FLAG_SRGB_VERTEX_COLOR, false);
navmesh_solid_material->set_cull_mode(FixedSpatialMaterial::CULL_DISABLED);
navmesh_edge_material_disabled = create_line_material(Color(1.0,0.8,0.1));
navmesh_solid_material_disabled = create_solid_material(Color(1.0,0.8,0.1,0.4));
navmesh_edge_material_disabled->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_COLOR_ARRAY, false);
navmesh_solid_material_disabled->set_flag(Material::FLAG_DOUBLE_SIDED,true);
navmesh_edge_material_disabled->set_flag(FixedSpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, false);
navmesh_edge_material_disabled->set_flag(FixedSpatialMaterial::FLAG_SRGB_VERTEX_COLOR, false);
navmesh_solid_material_disabled->set_cull_mode(FixedSpatialMaterial::CULL_DISABLED);
skeleton_material = create_line_material(Color(0.6,1.0,0.3));
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_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
skeleton_material->set_cull_mode(FixedSpatialMaterial::CULL_DISABLED);
skeleton_material->set_flag(FixedSpatialMaterial::FLAG_UNSHADED,true);
skeleton_material->set_flag(FixedSpatialMaterial::FLAG_ONTOP,true);
skeleton_material->set_depth_draw_mode(FixedSpatialMaterial::DEPTH_DRAW_DISABLED);
//position 3D Shared mesh
@ -3078,9 +3081,10 @@ SpatialEditorGizmos::SpatialEditorGizmos() {
cursor_colors.push_back(Color(0.5,0.5,1,0.7));
Ref<FixedSpatialMaterial> mat = memnew( FixedSpatialMaterial );
mat->set_flag(Material::FLAG_UNSHADED,true);
mat->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_COLOR_ARRAY,true);
mat->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA,true);
mat->set_flag(FixedSpatialMaterial::FLAG_UNSHADED,true);
mat->set_flag(FixedSpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR,true);
mat->set_flag(FixedSpatialMaterial::FLAG_SRGB_VERTEX_COLOR,true);
mat->set_feature(FixedSpatialMaterial::FEATURE_TRANSPARENT,true);
mat->set_line_width(3);
Array d;
d.resize(VS::ARRAY_MAX);
@ -3101,9 +3105,10 @@ SpatialEditorGizmos::SpatialEditorGizmos() {
cursor_colors.push_back(Color(0.5, 0.5, 0.5, 0.7));
Ref<FixedSpatialMaterial> mat = memnew(FixedSpatialMaterial);
mat->set_flag(Material::FLAG_UNSHADED, true);
mat->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_COLOR_ARRAY, true);
mat->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA, true);
mat->set_flag(FixedSpatialMaterial::FLAG_UNSHADED, true);
mat->set_flag(FixedSpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
mat->set_flag(FixedSpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
mat->set_feature(FixedSpatialMaterial::FEATURE_TRANSPARENT, true);
mat->set_line_width(3);
Array d;
d.resize(VS::ARRAY_MAX);
@ -3115,12 +3120,12 @@ SpatialEditorGizmos::SpatialEditorGizmos() {
sample_player_icon = Ref<FixedSpatialMaterial>( memnew( FixedSpatialMaterial ));
sample_player_icon->set_flag(Material::FLAG_UNSHADED, true);
sample_player_icon->set_flag(Material::FLAG_DOUBLE_SIDED, true);
sample_player_icon->set_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
sample_player_icon->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA, true);
sample_player_icon->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE,Color(1,1,1,0.9));
sample_player_icon->set_texture(FixedSpatialMaterial::PARAM_DIFFUSE,SpatialEditor::get_singleton()->get_icon("GizmoSpatialSamplePlayer","EditorIcons"));
sample_player_icon->set_flag(FixedSpatialMaterial::FLAG_UNSHADED, true);
sample_player_icon->set_cull_mode(FixedSpatialMaterial::CULL_DISABLED);
sample_player_icon->set_depth_draw_mode(FixedSpatialMaterial::DEPTH_DRAW_DISABLED);
sample_player_icon->set_feature(FixedSpatialMaterial::FEATURE_TRANSPARENT, true);
sample_player_icon->set_albedo(Color(1,1,1,0.9));
sample_player_icon->set_texture(FixedSpatialMaterial::TEXTURE_ALBEDO,SpatialEditor::get_singleton()->get_icon("GizmoSpatialSamplePlayer","EditorIcons"));
room_material = create_line_material(Color(1.0,0.6,0.9));
portal_material = create_line_material(Color(1.0,0.8,0.6));
@ -3130,28 +3135,28 @@ SpatialEditorGizmos::SpatialEditorGizmos() {
joint_material = create_line_material(Color(0.6,0.8,1.0));
stream_player_icon = Ref<FixedSpatialMaterial>( memnew( FixedSpatialMaterial ));
stream_player_icon->set_flag(Material::FLAG_UNSHADED, true);
stream_player_icon->set_flag(Material::FLAG_DOUBLE_SIDED, true);
stream_player_icon->set_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
stream_player_icon->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA, true);
stream_player_icon->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE,Color(1,1,1,0.9));
stream_player_icon->set_texture(FixedSpatialMaterial::PARAM_DIFFUSE,SpatialEditor::get_singleton()->get_icon("GizmoSpatialStreamPlayer","EditorIcons"));
stream_player_icon->set_flag(FixedSpatialMaterial::FLAG_UNSHADED, true);
stream_player_icon->set_cull_mode(FixedSpatialMaterial::CULL_DISABLED);
stream_player_icon->set_depth_draw_mode(FixedSpatialMaterial::DEPTH_DRAW_DISABLED);
stream_player_icon->set_feature(FixedSpatialMaterial::FEATURE_TRANSPARENT, true);
stream_player_icon->set_albedo(Color(1,1,1,0.9));
stream_player_icon->set_texture(FixedSpatialMaterial::TEXTURE_ALBEDO,SpatialEditor::get_singleton()->get_icon("GizmoSpatialStreamPlayer","EditorIcons"));
visibility_notifier_icon = Ref<FixedSpatialMaterial>( memnew( FixedSpatialMaterial ));
visibility_notifier_icon->set_flag(Material::FLAG_UNSHADED, true);
visibility_notifier_icon->set_flag(Material::FLAG_DOUBLE_SIDED, true);
visibility_notifier_icon->set_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
visibility_notifier_icon->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA, true);
visibility_notifier_icon->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE,Color(1,1,1,0.9));
visibility_notifier_icon->set_texture(FixedSpatialMaterial::PARAM_DIFFUSE,SpatialEditor::get_singleton()->get_icon("Visible","EditorIcons"));
visibility_notifier_icon->set_flag(FixedSpatialMaterial::FLAG_UNSHADED, true);
visibility_notifier_icon->set_cull_mode(FixedSpatialMaterial::CULL_DISABLED);
visibility_notifier_icon->set_depth_draw_mode(FixedSpatialMaterial::DEPTH_DRAW_DISABLED);
visibility_notifier_icon->set_feature(FixedSpatialMaterial::FEATURE_TRANSPARENT, true);
visibility_notifier_icon->set_albedo(Color(1,1,1,0.9));
visibility_notifier_icon->set_texture(FixedSpatialMaterial::TEXTURE_ALBEDO,SpatialEditor::get_singleton()->get_icon("Visible","EditorIcons"));
listener_icon = Ref<FixedSpatialMaterial>(memnew(FixedSpatialMaterial));
listener_icon->set_flag(Material::FLAG_UNSHADED, true);
listener_icon->set_flag(Material::FLAG_DOUBLE_SIDED, true);
listener_icon->set_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
listener_icon->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA, true);
listener_icon->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE, Color(1, 1, 1, 0.9));
listener_icon->set_texture(FixedSpatialMaterial::PARAM_DIFFUSE, SpatialEditor::get_singleton()->get_icon("GizmoListener", "EditorIcons"));
listener_icon->set_flag(FixedSpatialMaterial::FLAG_UNSHADED, true);
listener_icon->set_cull_mode(FixedSpatialMaterial::CULL_DISABLED);
listener_icon->set_depth_draw_mode(FixedSpatialMaterial::DEPTH_DRAW_DISABLED);
listener_icon->set_feature(FixedSpatialMaterial::FEATURE_TRANSPARENT, true);
listener_icon->set_albedo( Color(1, 1, 1, 0.9));
listener_icon->set_texture(FixedSpatialMaterial::TEXTURE_ALBEDO, SpatialEditor::get_singleton()->get_icon("GizmoListener", "EditorIcons"));
{
@ -3200,4 +3205,4 @@ SpatialEditorGizmos::SpatialEditorGizmos() {
}
#endif

View file

@ -52,7 +52,7 @@
class Camera;
#if 0
class EditorSpatialGizmo : public SpatialEditorGizmo {
OBJ_TYPE(EditorSpatialGizmo,SpatialGizmo);
@ -505,5 +505,4 @@ public:
SpatialEditorGizmos();
};
#endif
#endif // SPATIAL_EDITOR_GIZMOS_H