-New mask mode for lights, makes using masks MUCH easier.
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88c653a9e5
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428984ec0c
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@ -9540,7 +9540,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
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canvas_opacity = ci->final_opacity;
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if (unshaded || (p_modulate.a>0.001 && (!material || material->shading_mode!=VS::CANVAS_ITEM_SHADING_ONLY_LIGHT)))
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if (unshaded || (p_modulate.a>0.001 && (!material || material->shading_mode!=VS::CANVAS_ITEM_SHADING_ONLY_LIGHT) && !ci->light_masked ))
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_canvas_item_render_commands<false>(ci,current_clip,reclip);
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if (canvas_blend_mode==VS::MATERIAL_BLEND_MODE_MIX && p_light && !unshaded) {
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@ -9572,7 +9572,8 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
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glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE);
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} break;
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case VS::CANVAS_LIGHT_MODE_MIX: {
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case VS::CANVAS_LIGHT_MODE_MIX:
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case VS::CANVAS_LIGHT_MODE_MASK: {
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -9620,6 +9621,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
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canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_COLOR,Color(light->color.r*light->energy,light->color.g*light->energy,light->color.b*light->energy,light->color.a));
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canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_HEIGHT,light->height);
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canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_LOCAL_MATRIX,light->xform_cache.affine_inverse());
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canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_OUTSIDE_ALPHA,light->mode==VS::CANVAS_LIGHT_MODE_MASK?1.0:0.0);
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if (has_shadow) {
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@ -155,6 +155,7 @@ uniform vec4 light_color;
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uniform vec4 light_shadow_color;
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uniform float light_height;
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varying vec4 light_uv_interp;
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uniform float light_outside_alpha;
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#if defined(NORMAL_USED)
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varying vec4 local_rot;
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@ -247,22 +248,27 @@ FRAGMENT_SHADER_CODE
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vec4 shadow_color=vec4(0.0,0.0,0.0,0.0);
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#endif
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if (any(lessThan(light_uv_interp.xy,vec2(0.0,0.0))) || any(greaterThanEqual(light_uv_interp.xy,vec2(1.0,1.0)))) {
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color.a*=light_outside_alpha; //invisible
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} else {
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#if defined(USE_LIGHT_SHADER_CODE)
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//light is written by the light shader
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{
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vec4 light_out=light*color;
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{
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vec4 light_out=light*color;
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LIGHT_SHADER_CODE
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color=light_out;
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}
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color=light_out;
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}
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#else
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#if defined(NORMAL_USED)
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vec3 light_normal = normalize(vec3(light_vec,-light_height));
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light*=max(dot(-light_normal,normal),0.0);
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vec3 light_normal = normalize(vec3(light_vec,-light_height));
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light*=max(dot(-light_normal,normal),0.0);
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#endif
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color*=light;
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color*=light;
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/*
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#ifdef USE_NORMAL
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color.xy=local_rot.xy;//normal.xy;
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@ -273,9 +279,6 @@ LIGHT_SHADER_CODE
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//light shader code
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#endif
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if (any(lessThan(light_uv_interp.xy,vec2(0.0,0.0))) || any(greaterThanEqual(light_uv_interp.xy,vec2(1.0,1.0)))) {
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color.a=0.0; //invisible
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} else {
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#ifdef USE_SHADOWS
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@ -333,7 +333,7 @@ void Light2D::_bind_methods() {
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"scale",PROPERTY_HINT_RANGE,"0.01,4096,0.01"),_SCS("set_texture_scale"),_SCS("get_texture_scale"));
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ADD_PROPERTY( PropertyInfo(Variant::COLOR,"color"),_SCS("set_color"),_SCS("get_color"));
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"energy"),_SCS("set_energy"),_SCS("get_energy"));
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ADD_PROPERTY( PropertyInfo(Variant::INT,"mode",PROPERTY_HINT_ENUM,"Add,Sub,Mix"),_SCS("set_mode"),_SCS("get_mode"));
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ADD_PROPERTY( PropertyInfo(Variant::INT,"mode",PROPERTY_HINT_ENUM,"Add,Sub,Mix,Mask"),_SCS("set_mode"),_SCS("get_mode"));
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"range/height"),_SCS("set_height"),_SCS("get_height"));
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ADD_PROPERTY( PropertyInfo(Variant::INT,"range/z_min",PROPERTY_HINT_RANGE,itos(VS::CANVAS_ITEM_Z_MIN)+","+itos(VS::CANVAS_ITEM_Z_MAX)+",1"),_SCS("set_z_range_min"),_SCS("get_z_range_min"));
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ADD_PROPERTY( PropertyInfo(Variant::INT,"range/z_max",PROPERTY_HINT_RANGE,itos(VS::CANVAS_ITEM_Z_MIN)+","+itos(VS::CANVAS_ITEM_Z_MAX)+",1"),_SCS("set_z_range_max"),_SCS("get_z_range_max"));
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@ -349,6 +349,7 @@ void Light2D::_bind_methods() {
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BIND_CONSTANT( MODE_ADD );
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BIND_CONSTANT( MODE_SUB );
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BIND_CONSTANT( MODE_MIX );
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BIND_CONSTANT( MODE_MASK );
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}
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@ -11,6 +11,7 @@ public:
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MODE_ADD,
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MODE_SUB,
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MODE_MIX,
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MODE_MASK,
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};
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private:
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@ -610,6 +610,7 @@ public:
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CanvasLight *shadows_next_ptr;
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CanvasLight *filter_next_ptr;
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CanvasLight *next_ptr;
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CanvasLight *mask_next_ptr;
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CanvasLight() {
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enabled=true;
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@ -627,6 +628,7 @@ public:
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mode=VS::CANVAS_LIGHT_MODE_ADD;
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texture_cache=NULL;
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next_ptr=NULL;
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mask_next_ptr=NULL;
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filter_next_ptr=NULL;
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shadow_buffer_size=2048;
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shadow_esm_mult=80;
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@ -792,6 +794,7 @@ public:
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CanvasItem* material_owner;
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ViewportRender *vp_render;
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bool distance_field;
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bool light_masked;
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Rect2 global_rect_cache;
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@ -918,8 +921,8 @@ public:
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return rect;
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}
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void clear() { for (int i=0;i<commands.size();i++) memdelete( commands[i] ); commands.clear(); clip=false; rect_dirty=true; final_clip_owner=NULL; material_owner=NULL;}
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CanvasItem() { light_mask=1; vp_render=NULL; next=NULL; final_clip_owner=NULL; clip=false; final_opacity=1; blend_mode=VS::MATERIAL_BLEND_MODE_MIX; visible=true; rect_dirty=true; custom_rect=false; ontop=true; material_owner=NULL; material=NULL; copy_back_buffer=NULL; distance_field=false; }
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void clear() { for (int i=0;i<commands.size();i++) memdelete( commands[i] ); commands.clear(); clip=false; rect_dirty=true; final_clip_owner=NULL; material_owner=NULL; light_masked=false; }
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CanvasItem() { light_mask=1; vp_render=NULL; next=NULL; final_clip_owner=NULL; clip=false; final_opacity=1; blend_mode=VS::MATERIAL_BLEND_MODE_MIX; visible=true; rect_dirty=true; custom_rect=false; ontop=true; material_owner=NULL; material=NULL; copy_back_buffer=NULL; distance_field=false; light_masked=false; }
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virtual ~CanvasItem() { clear(); if (copy_back_buffer) memdelete(copy_back_buffer); }
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};
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@ -6777,6 +6777,7 @@ void VisualServerRaster::_render_canvas_item_viewport(VisualServer* p_self,void
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}
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void VisualServerRaster::_render_canvas_item(CanvasItem *p_canvas_item,const Matrix32& p_transform,const Rect2& p_clip_rect, float p_opacity,int p_z,Rasterizer::CanvasItem **z_list,Rasterizer::CanvasItem **z_last_list,CanvasItem *p_canvas_clip,CanvasItem *p_material_owner) {
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CanvasItem *ci = p_canvas_item;
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@ -6878,6 +6879,7 @@ void VisualServerRaster::_render_canvas_item(CanvasItem *p_canvas_item,const Mat
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ci->final_opacity=opacity * ci->self_opacity;
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ci->global_rect_cache=global_rect;
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ci->global_rect_cache.pos-=p_clip_rect.pos;
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ci->light_masked=false;
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int zidx = p_z-CANVAS_ITEM_Z_MIN;
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@ -6905,7 +6907,34 @@ void VisualServerRaster::_render_canvas_item(CanvasItem *p_canvas_item,const Mat
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}
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void VisualServerRaster::_render_canvas(Canvas *p_canvas,const Matrix32 &p_transform,Rasterizer::CanvasLight *p_lights) {
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void VisualServerRaster::_light_mask_canvas_items(int p_z,Rasterizer::CanvasItem *p_canvas_item,Rasterizer::CanvasLight *p_masked_lights) {
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if (!p_masked_lights)
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return;
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Rasterizer::CanvasItem *ci=p_canvas_item;
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while(ci) {
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Rasterizer::CanvasLight *light=p_masked_lights;
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while(light) {
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if (ci->light_mask&light->item_mask && p_z>=light->z_min && p_z<=light->z_max && ci->global_rect_cache.intersects_transformed(light->xform_cache,light->rect_cache)) {
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ci->light_masked=true;
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}
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light=light->mask_next_ptr;
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}
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ci=ci->next;
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}
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}
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void VisualServerRaster::_render_canvas(Canvas *p_canvas,const Matrix32 &p_transform,Rasterizer::CanvasLight *p_lights,Rasterizer::CanvasLight *p_masked_lights) {
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rasterizer->canvas_begin();
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@ -6938,6 +6967,11 @@ void VisualServerRaster::_render_canvas(Canvas *p_canvas,const Matrix32 &p_trans
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for(int i=0;i<z_range;i++) {
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if (!z_list[i])
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continue;
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if (p_masked_lights) {
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_light_mask_canvas_items(CANVAS_ITEM_Z_MIN+i,z_list[i],p_masked_lights);
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}
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rasterizer->canvas_render_items(z_list[i],CANVAS_ITEM_Z_MIN+i,p_canvas->modulate,p_lights);
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}
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} else {
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@ -7072,6 +7106,7 @@ void VisualServerRaster::_draw_viewport(Viewport *p_viewport,int p_ofs_x, int p_
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Rect2 clip_rect(0,0,viewport_rect.width,viewport_rect.height);
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Rasterizer::CanvasLight *lights=NULL;
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Rasterizer::CanvasLight *lights_with_shadow=NULL;
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Rasterizer::CanvasLight *lights_with_mask=NULL;
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Rect2 shadow_rect;
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int light_count=0;
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@ -7119,9 +7154,14 @@ void VisualServerRaster::_draw_viewport(Viewport *p_viewport,int p_ofs_x, int p_
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cl->radius_cache=cl->rect_cache.size.length();
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}
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if (cl->mode==CANVAS_LIGHT_MODE_MASK) {
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cl->mask_next_ptr=lights_with_mask;
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lights_with_mask=cl;
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}
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light_count++;
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}
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}
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}
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@ -7190,7 +7230,7 @@ void VisualServerRaster::_draw_viewport(Viewport *p_viewport,int p_ofs_x, int p_
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ptr=ptr->filter_next_ptr;
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}
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_render_canvas( E->get()->canvas,xform,canvas_lights );
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_render_canvas( E->get()->canvas,xform,canvas_lights,lights_with_mask );
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i++;
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if (scenario_draw_canvas_bg && E->key().layer>=scenario_canvas_max_layer) {
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@ -633,7 +633,9 @@ class VisualServerRaster : public VisualServer {
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static void _render_canvas_item_viewport(VisualServer* p_self,void *p_vp,const Rect2& p_rect);
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void _render_canvas_item_tree(CanvasItem *p_canvas_item, const Matrix32& p_transform, const Rect2& p_clip_rect, const Color &p_modulate, Rasterizer::CanvasLight *p_lights);
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void _render_canvas_item(CanvasItem *p_canvas_item, const Matrix32& p_transform, const Rect2& p_clip_rect, float p_opacity, int p_z, Rasterizer::CanvasItem **z_list, Rasterizer::CanvasItem **z_last_list, CanvasItem *p_canvas_clip, CanvasItem *p_material_owner);
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void _render_canvas(Canvas *p_canvas, const Matrix32 &p_transform, Rasterizer::CanvasLight *p_lights);
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void _render_canvas(Canvas *p_canvas, const Matrix32 &p_transform, Rasterizer::CanvasLight *p_lights, Rasterizer::CanvasLight *p_masked_lights);
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void _light_mask_canvas_items(int p_z,Rasterizer::CanvasItem *p_canvas_item,Rasterizer::CanvasLight *p_masked_lights);
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Vector<Vector3> _camera_generate_endpoints(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max);
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Vector<Plane> _camera_generate_orthogonal_planes(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max);
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@ -1041,6 +1041,7 @@ public:
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CANVAS_LIGHT_MODE_ADD,
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CANVAS_LIGHT_MODE_SUB,
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CANVAS_LIGHT_MODE_MIX,
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CANVAS_LIGHT_MODE_MASK,
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};
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virtual void canvas_light_set_mode(RID p_light, CanvasLightMode p_mode)=0;
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