-Initial (untested) implementation of 2D shaders. Probably broken, will be fixed later.

-fixed issue of opacity not working
This commit is contained in:
Juan Linietsky 2015-01-11 11:43:31 -03:00
parent 336d9ce5d7
commit 66afddb3e8
20 changed files with 584 additions and 197 deletions

View File

@ -1411,6 +1411,9 @@ void RasterizerGLES2::shader_set_mode(RID p_shader,VS::ShaderMode p_mode) {
case VS::SHADER_MATERIAL: {
material_shader.free_custom_shader(shader->custom_code_id);
} break;
case VS::SHADER_CANVAS_ITEM: {
canvas_shader.free_custom_shader(shader->custom_code_id);
} break;
}
shader->custom_code_id=0;
@ -1422,6 +1425,9 @@ void RasterizerGLES2::shader_set_mode(RID p_shader,VS::ShaderMode p_mode) {
case VS::SHADER_MATERIAL: {
shader->custom_code_id=material_shader.create_custom_shader();
} break;
case VS::SHADER_CANVAS_ITEM: {
shader->custom_code_id=canvas_shader.create_custom_shader();
} break;
}
_shader_make_dirty(shader);
@ -4518,7 +4524,33 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
}
material_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, light_code, fragment_globals,uniform_names,enablers);
} else {
} else if (p_shader->mode==VS::SHADER_CANVAS_ITEM) {
Vector<const char*> enablers;
if (light_flags.uses_time || fragment_flags.uses_time || vertex_flags.uses_time) {
enablers.push_back("#define USE_TIME\n");
uses_time=true;
}
if (fragment_flags.uses_normal) {
enablers.push_back("#define NORMAL_USED\n");
}
if (light_flags.uses_light) {
enablers.push_back("#define USE_LIGHT_SHADER_CODE\n");
}
if (fragment_flags.use_var1_interp || vertex_flags.use_var1_interp)
enablers.push_back("#define ENABLE_VAR1_INTERP\n");
if (fragment_flags.use_var2_interp || vertex_flags.use_var2_interp)
enablers.push_back("#define ENABLE_VAR2_INTERP\n");
if (fragment_flags.uses_texscreen) {
enablers.push_back("#define ENABLE_TEXSCREEN\n");
}
if (fragment_flags.uses_screen_uv) {
enablers.push_back("#define ENABLE_SCREEN_UV\n");
}
canvas_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, light_code, fragment_globals,uniform_names,enablers);
//postprocess_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, fragment_globals,uniform_names);
}
@ -4529,6 +4561,7 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
p_shader->has_texscreen=fragment_flags.uses_texscreen;
p_shader->has_screen_uv=fragment_flags.uses_screen_uv;
p_shader->can_zpass=!fragment_flags.uses_discard && !vertex_flags.vertex_code_writes_vertex;
p_shader->uses_normal=fragment_flags.uses_normal || light_flags.uses_normal;
p_shader->uses_time=uses_time;
p_shader->version++;
@ -7722,6 +7755,7 @@ void RasterizerGLES2::canvas_begin() {
canvas_tex=RID();
//material_shader.unbind();
canvas_shader.unbind();
canvas_shader.set_custom_shader(0);
canvas_shader.bind();
canvas_shader.set_uniform(CanvasShaderGLES2::TEXTURE, 0);
_set_color_attrib(Color(1,1,1));
@ -8219,7 +8253,19 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) {
CanvasItem *current_clip=NULL;
RID last_shader;
Transform canvas_transform;
canvas_transform.translate(-(viewport.width / 2.0f), -(viewport.height / 2.0f), 0.0f);
float csy = 1.0;
if (current_rt && current_rt_vflip)
csy = -1.0;
canvas_transform.scale( Vector3( 2.0f / viewport.width, csy * -2.0f / viewport.height, 1.0f ) );
canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform);
canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
while(p_item_list) {
@ -8231,6 +8277,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) {
}
memdelete(ci->vp_render);
ci->vp_render=NULL;
last_shader=RID();
}
if (current_clip!=ci->final_clip_owner) {
@ -8248,10 +8295,86 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) {
glDisable(GL_SCISSOR_TEST);
}
}
//begin rect
if (ci->shader!=last_shader) {
Shader *shader = NULL;
if (ci->shader.is_valid()) {
shader = shader_owner.get(ci->shader);
if (shader && !shader->valid) {
shader=NULL;
}
}
if (shader) {
canvas_shader.set_custom_shader(shader->custom_code_id);
canvas_shader.bind();
if (ci->shader_version!=shader->version) {
//todo optimize uniforms
ci->shader_version=shader->version;
}
//this can be optimized..
int tex_id=1;
int idx=0;
for(Map<StringName,ShaderLanguage::Uniform>::Element *E=shader->uniforms.front();E;E=E->next()) {
Map<StringName,Variant>::Element *F=ci->shader_param.find(E->key());
Variant &v=F?F->get():E->get().default_value;
if (v.get_type()==Variant::_RID || v.get_type()==Variant::OBJECT) {
int loc = canvas_shader.get_custom_uniform_location(idx); //should be automatic..
glActiveTexture(GL_TEXTURE0+tex_id);
RID tex = v;
Texture *t=texture_owner.get(tex);
if (!t)
glBindTexture(GL_TEXTURE_2D,white_tex);
else
glBindTexture(t->target,t->tex_id);
glUniform1i(loc,tex_id);
tex_id++;
} else {
canvas_shader.set_custom_uniform(idx,v);
}
idx++;
}
if (shader->has_texscreen && framebuffer.active) {
canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_MULT,Vector2(float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height));
canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_TEX,tex_id);
glActiveTexture(GL_TEXTURE0+tex_id);
glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);
}
if (shader->has_screen_uv) {
canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_UV_MULT,Vector2(1.0/viewport.width,1.0/viewport.height));
}
if (shader->uses_time) {
canvas_shader.set_uniform(CanvasShaderGLES2::TIME,Math::fmod(last_time,300.0));
draw_next_frame=true;
}
//if uses TIME - draw_next_frame=true
} else {
canvas_shader.set_custom_shader(0);
}
canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform);
}
canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform);
canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
bool reclip=false;
if (ci==p_item_list || ci->blend_mode!=canvas_blend_mode) {
@ -8291,6 +8414,8 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) {
int cc=ci->commands.size();
CanvasItem::Command **commands = ci->commands.ptr();
canvas_opacity = ci->final_opacity;
for(int i=0;i<cc;i++) {
CanvasItem::Command *c=commands[i];

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@ -191,6 +191,7 @@ class RasterizerGLES2 : public Rasterizer {
bool writes_vertex;
bool uses_discard;
bool uses_time;
bool uses_normal;
Map<StringName,ShaderLanguage::Uniform> uniforms;
StringName first_texture;
@ -214,6 +215,7 @@ class RasterizerGLES2 : public Rasterizer {
writes_vertex=false;
uses_discard=false;
uses_time=false;
uses_normal=false;
}
@ -1199,7 +1201,7 @@ class RasterizerGLES2 : public Rasterizer {
RID overdraw_material;
mutable MaterialShaderGLES2 material_shader;
CanvasShaderGLES2 canvas_shader;
mutable CanvasShaderGLES2 canvas_shader;
BlurShaderGLES2 blur_shader;
CopyShaderGLES2 copy_shader;

View File

@ -181,6 +181,9 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
if (vnode->name==vname_normalmap) {
uses_normalmap=true;
}
if (vnode->name==vname_normal) {
uses_normal=true;
}
if (vnode->name==vname_screen_uv) {
uses_screen_uv=true;
}
@ -552,6 +555,7 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT
uses_light=false;
uses_time=false;
uses_normalmap=false;
uses_normal=false;
vertex_code_writes_vertex=false;
uniforms=r_uniforms;
flags=&r_flags;
@ -562,6 +566,7 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT
r_flags.use_var1_interp=false;
r_flags.use_var2_interp=false;
r_flags.uses_normalmap=false;
r_flags.uses_normal=false;
String error;
int errline,errcol;
@ -584,6 +589,7 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT
r_flags.uses_light=uses_light;
r_flags.uses_time=uses_time;
r_flags.uses_normalmap=uses_normalmap;
r_flags.uses_normal=uses_normalmap;
r_code_line=code;
r_globals_line=global_code;
@ -721,6 +727,39 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
mode_replace_table[2]["POINT_COORD"]="gl_PointCoord";
mode_replace_table[2]["TIME"]="time";
mode_replace_table[3]["SRC_VERTEX"]="src_vtx";
mode_replace_table[3]["VERTEX"]="outvec.xy";
mode_replace_table[3]["UV"]="uv_interp";
mode_replace_table[3]["COLOR"]="color_interp";
mode_replace_table[3]["VAR1"]="var1_interp";
mode_replace_table[3]["VAR2"]="var2_interp";
mode_replace_table[3]["POINT_SIZE"]="gl_PointSize";
mode_replace_table[3]["WORLD_MATRIX"]="modelview_matrix";
mode_replace_table[3]["PROJECTION_MATRIX"]="projection_matrix";
mode_replace_table[3]["EXTRA_MATRIX"]="extra_matrix";
mode_replace_table[3]["TIME"]="time";
mode_replace_table[4]["POSITION"]="gl_Position";
mode_replace_table[4]["NORMAL"]="normal";
mode_replace_table[4]["UV"]="uv_interp";
mode_replace_table[4]["COLOR"]="color_interp";
mode_replace_table[4]["TEXTURE"]="texture";
mode_replace_table[4]["VAR1"]="var1_interp";
mode_replace_table[4]["VAR2"]="var2_interp";
mode_replace_table[4]["SCREEN_UV"]="screen_uv";
mode_replace_table[4]["POINT_COORD"]="gl_PointCoord";
mode_replace_table[4]["TIME"]="time";
mode_replace_table[5]["COLOR"]="color";
mode_replace_table[5]["NORMAL"]="normal";
mode_replace_table[5]["LIGHT_DIR"]="light_dir";
mode_replace_table[5]["LIGHT_DISTANCE"]="light_distance";
mode_replace_table[5]["LIGHT"]="light";
mode_replace_table[5]["POINT_COORD"]="gl_PointCoord";
mode_replace_table[5]["TIME"]="time";
//mode_replace_table[2]["SCREEN_POS"]="SCREEN_POS";
//mode_replace_table[2]["SCREEN_TEXEL_SIZE"]="SCREEN_TEXEL_SIZE";
@ -741,5 +780,6 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
vname_light="LIGHT";
vname_time="TIME";
vname_normalmap="NORMALMAP";
vname_normal="NORMAL";
}

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@ -51,6 +51,7 @@ private:
bool uses_time;
bool uses_screen_uv;
bool uses_normalmap;
bool uses_normal;
bool vertex_code_writes_vertex;
Flags *flags;
@ -68,6 +69,7 @@ private:
StringName vname_light;
StringName vname_time;
StringName vname_normalmap;
StringName vname_normal;
Map<StringName,ShaderLanguage::Uniform> *uniforms;
@ -79,7 +81,7 @@ private:
String replace_string(const StringName& p_string);
Map<StringName,StringName> mode_replace_table[3];
Map<StringName,StringName> mode_replace_table[9];
Map<StringName,StringName> replace_table;
public:
@ -101,6 +103,7 @@ public:
bool use_var2_interp;
bool uses_light;
bool uses_time;
bool uses_normal;
};
Error compile(const String& p_code, ShaderLanguage::ShaderType p_type, String& r_code_line, String& r_globals_line, Flags& r_flags, Map<StringName,ShaderLanguage::Uniform> *r_uniforms=NULL);

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@ -18,19 +18,56 @@ attribute highp vec2 uv_attrib; // attrib:4
varying vec2 uv_interp;
varying vec4 color_interp;
#if defined(USE_TIME)
uniform float time;
#endif
#ifdef USE_LIGHTING
uniform highp mat4 light_matrix;
varying vec4 light_tex_pos;
#endif
#if defined(ENABLE_VAR1_INTERP)
varying vec4 var1_interp;
#endif
#if defined(ENABLE_VAR2_INTERP)
varying vec4 var2_interp;
#endif
//uniform bool snap_pixels;
VERTEX_SHADER_GLOBALS
void main() {
color_interp = color_attrib;
uv_interp = uv_attrib;
highp vec4 outvec = vec4(vertex, 1.0);
{
vec2 src_vtx=outvec.xy;
VERTEX_SHADER_CODE
}
outvec = extra_matrix * outvec;
outvec = modelview_matrix * outvec;
#ifdef USE_PIXEL_SNAP
outvec.xy=floor(outvec.xy+0.5);
outvec.xy=floor(outvec.xy+0.5);
#endif
#ifdef USE_LIGHTING
light_tex_pos.xy = light_matrix * outvec;
light_tex_pos.zw=outvec.xy - light_matrix[4].xy; //likely wrong
#endif
gl_Position = projection_matrix * outvec;
}
@ -54,17 +91,106 @@ varying vec4 color_interp;
#endif
#if defined(ENABLE_SCREEN_UV)
uniform vec2 screen_uv_mult;
#endif
#if defined(ENABLE_TEXSCREEN)
uniform vec2 texscreen_screen_mult;
uniform sampler2D texscreen_tex;
#endif
#if defined(ENABLE_VAR1_INTERP)
varying vec4 var1_interp;
#endif
#if defined(ENABLE_VAR2_INTERP)
varying vec4 var2_interp;
#endif
#if defined(USE_TIME)
uniform float time;
#endif
#ifdef USE_LIGHTING
uniform sampler2D light_texture;
varying vec4 light_tex_pos;
#ifdef USE_SHADOWS
uniform sampler2D shadow_texture;
uniform float shadow_attenuation;
#endif
#endif
FRAGMENT_SHADER_GLOBALS
void main() {
vec4 color = color_interp;
color *= texture2D( texture, uv_interp );
#if defined(NORMAL_USED)
vec3 normal = vec3(0,0,1);
#endif
color *= texture2D( texture, uv_interp );
#if defined(ENABLE_SCREEN_UV)
vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult;
#endif
{
FRAGMENT_SHADER_CODE
}
#ifdef DEBUG_ENCODED_32
highp float enc32 = dot( color,highp vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) );
color = vec4(vec3(enc32),1.0);
#endif
#ifdef USE_LIGHTING
float att=1.0;
vec3 light = texture2D(light_texture,light_tex_pos).rgb;
#ifdef USE_SHADOWS
//this might not be that great on mobile?
float light_dist = length(light_texture.zw);
float light_angle = atan2(light_texture.x,light_texture.z) + 1.0 * 0.5;
float shadow_dist = texture2D(shadow_texture,vec2(light_angle,0));
if (light_dist>shadow_dist) {
light*=shadow_attenuation;
}
//use shadows
#endif
#if defined(USE_LIGHT_SHADER_CODE)
//light is written by the light shader
{
vec2 light_dir = normalize(light_tex_pos.zw);
float light_distance = length(light_tex_pos.zw);
LIGHT_SHADER_CODE
}
#else
#if defined(NORMAL_USED)
vec2 light_normal = normalize(light_tex_pos.zw);
light = color.rgb * light * max(dot(light_normal,normal),0);
#endif
color.rgb=light;
//light shader code
#endif
//use lighting
#endif
// color.rgb*=color.a;
gl_FragColor = color;

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@ -134,7 +134,7 @@ int OS_Windows::get_video_driver_count() const {
}
const char * OS_Windows::get_video_driver_name(int p_driver) const {
return p_driver=="GLES2";
return "GLES2";
}
OS::VideoMode OS_Windows::get_default_video_mode() const {

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@ -720,6 +720,84 @@ bool CanvasItem::is_draw_behind_parent_enabled() const{
return behind;
}
void CanvasItem::set_shader(const Ref<Shader>& p_shader) {
ERR_FAIL_COND(p_shader.is_valid() && p_shader->get_mode()!=Shader::MODE_CANVAS_ITEM);
#ifdef TOOLS_ENABLED
if (shader.is_valid()) {
shader->disconnect("changed",this,"_shader_changed");
}
#endif
shader=p_shader;
#ifdef TOOLS_ENABLED
if (shader.is_valid()) {
shader->connect("changed",this,"_shader_changed");
}
#endif
RID rid;
if (shader.is_valid())
rid=shader->get_rid();
VS::get_singleton()->canvas_item_set_shader(canvas_item,rid);
_change_notify(); //properties for shader exposed
}
Ref<Shader> CanvasItem::get_shader() const{
return shader;
}
void CanvasItem::set_shader_param(const StringName& p_param,const Variant& p_value) {
VS::get_singleton()->canvas_item_set_shader_param(canvas_item,p_param,p_value);
}
Variant CanvasItem::get_shader_param(const StringName& p_param) const {
return VS::get_singleton()->canvas_item_get_shader_param(canvas_item,p_param);
}
bool CanvasItem::_set(const StringName& p_name, const Variant& p_value) {
if (shader.is_valid()) {
StringName pr = shader->remap_param(p_name);
if (pr) {
set_shader_param(pr,p_value);
return true;
}
}
return false;
}
bool CanvasItem::_get(const StringName& p_name,Variant &r_ret) const{
if (shader.is_valid()) {
StringName pr = shader->remap_param(p_name);
if (pr) {
r_ret=get_shader_param(pr);
return true;
}
}
return false;
}
void CanvasItem::_get_property_list( List<PropertyInfo> *p_list) const{
if (shader.is_valid()) {
shader->get_param_list(p_list);
}
}
#ifdef TOOLS_ENABLED
void CanvasItem::_shader_changed() {
_change_notify();
}
#endif
void CanvasItem::_bind_methods() {
@ -761,7 +839,9 @@ void CanvasItem::_bind_methods() {
ObjectTypeDB::bind_method(_MD("_set_on_top","on_top"),&CanvasItem::_set_on_top);
ObjectTypeDB::bind_method(_MD("_is_on_top"),&CanvasItem::_is_on_top);
#ifdef TOOLS_ENABLED
ObjectTypeDB::bind_method(_MD("_shader_changed"),&CanvasItem::_shader_changed);
#endif
//ObjectTypeDB::bind_method(_MD("get_transform"),&CanvasItem::get_transform);
ObjectTypeDB::bind_method(_MD("draw_line","from","to","color","width"),&CanvasItem::draw_line,DEFVAL(1.0));
@ -786,6 +866,9 @@ void CanvasItem::_bind_methods() {
ObjectTypeDB::bind_method(_MD("get_world_2d"),&CanvasItem::get_world_2d);
//ObjectTypeDB::bind_method(_MD("get_viewport"),&CanvasItem::get_viewport);
ObjectTypeDB::bind_method(_MD("set_shader","shader"),&CanvasItem::set_shader);
ObjectTypeDB::bind_method(_MD("get_shader"),&CanvasItem::get_shader);
BIND_VMETHOD(MethodInfo("_draw"));
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"visibility/visible"), _SCS("_set_visible_"),_SCS("_is_visible_") );
@ -795,6 +878,7 @@ void CanvasItem::_bind_methods() {
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"visibility/on_top",PROPERTY_HINT_NONE,"",0), _SCS("_set_on_top"),_SCS("_is_on_top") ); //compatibility
ADD_PROPERTYNZ( PropertyInfo(Variant::INT,"visibility/blend_mode",PROPERTY_HINT_ENUM, "Mix,Add,Sub,Mul,PMAlpha"), _SCS("set_blend_mode"),_SCS("get_blend_mode") );
ADD_PROPERTYNZ( PropertyInfo(Variant::OBJECT,"shader/shader",PROPERTY_HINT_RESOURCE_TYPE, "CanvasItemShader,CanvasItemShaderGraph"), _SCS("set_shader"),_SCS("get_shader") );
//exporting these two things doesn't really make much sense i think
//ADD_PROPERTY( PropertyInfo(Variant::BOOL,"transform/toplevel"), _SCS("set_as_toplevel"),_SCS("is_set_as_toplevel") );
//ADD_PROPERTY(PropertyInfo(Variant::BOOL,"transform/notify"),_SCS("set_transform_notify"),_SCS("is_transform_notify_enabled"));

View File

@ -32,6 +32,7 @@
#include "scene/main/node.h"
#include "scene/resources/texture.h"
#include "scene/main/scene_main_loop.h"
#include "scene/resources/shader.h"
class CanvasLayer;
class Viewport;
@ -80,6 +81,8 @@ private:
bool block_transform_notify;
bool behind;
Ref<Shader> shader;
mutable Matrix32 global_transform;
mutable bool global_invalid;
@ -99,8 +102,9 @@ private:
void _queue_sort_children();
void _sort_children();
#ifdef TOOLS_ENABLED
void _shader_changed();
#endif
void _notify_transform(CanvasItem *p_node);
void _set_on_top(bool p_on_top) { set_draw_behind_parent(!p_on_top); }
@ -108,6 +112,9 @@ private:
protected:
bool _set(const StringName& p_name, const Variant& p_value);
bool _get(const StringName& p_name,Variant &r_ret) const;
void _get_property_list( List<PropertyInfo> *p_list) const;
_FORCE_INLINE_ void _notify_transform() { if (!is_inside_tree()) return; _notify_transform(this); if (!block_transform_notify) notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED); }
@ -204,7 +211,11 @@ public:
RID get_canvas() const;
Ref<World2D> get_world_2d() const;
void set_shader(const Ref<Shader>& p_shader);
Ref<Shader> get_shader() const;
void set_shader_param(const StringName& p_param,const Variant& p_value);
Variant get_shader_param(const StringName& p_param) const;
CanvasItem();
~CanvasItem();

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@ -500,14 +500,13 @@ void register_scene_types() {
ObjectTypeDB::register_type<Mesh>();
ObjectTypeDB::register_virtual_type<Material>();
ObjectTypeDB::register_type<FixedMaterial>();
//ObjectTypeDB::register_type<ParticleSystemMaterial>();
//ObjectTypeDB::register_type<UnshadedMaterial>();
ObjectTypeDB::register_type<ShaderMaterial>();
ObjectTypeDB::register_type<RoomBounds>();
ObjectTypeDB::register_virtual_type<Shader>();
ObjectTypeDB::register_virtual_type<ShaderGraph>();
ObjectTypeDB::register_type<MaterialShaderGraph>();
ObjectTypeDB::register_type<MaterialShader>();
ObjectTypeDB::register_type<CanvasItemShader>();
ObjectTypeDB::add_compatibility_type("Shader","MaterialShader");
ObjectTypeDB::add_compatibility_type("ParticleSystemMaterial","FixedMaterial");
ObjectTypeDB::add_compatibility_type("UnshadedMaterial","FixedMaterial");

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@ -467,10 +467,20 @@ bool ShaderMaterial::_set(const StringName& p_name, const Variant& p_value) {
return true;
} else {
String n = p_name;
if (n.begins_with("param/")) {
VisualServer::get_singleton()->material_set_param(material,String(n.ptr()+6),p_value);
return true;
if (shader.is_valid()) {
StringName pr = shader->remap_param(p_name);
if (!pr) {
String n = p_name;
if (n.find("param/")==0) { //backwards compatibility
pr = n.substr(6,n.length());
}
}
if (pr) {
VisualServer::get_singleton()->material_set_param(material,pr,p_value);
return true;
}
}
}
@ -486,10 +496,13 @@ bool ShaderMaterial::_get(const StringName& p_name,Variant &r_ret) const {
return true;
} else {
String n = p_name;
if (n.begins_with("param/")) {
r_ret=VisualServer::get_singleton()->material_get_param(material,String(n.ptr()+6));
return true;
if (shader.is_valid()) {
StringName pr = shader->remap_param(p_name);
if (pr) {
r_ret=VisualServer::get_singleton()->material_get_param(material,pr);
return true;
}
}
}
@ -583,115 +596,3 @@ ShaderMaterial::ShaderMaterial() :Material(VisualServer::get_singleton()->materi
/////////////////////////////////
void ParticleSystemMaterial::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_texture","texture"),&ParticleSystemMaterial::set_texture);
ObjectTypeDB::bind_method(_MD("get_texture:Texture"),&ParticleSystemMaterial::get_texture);
ADD_PROPERTY( PropertyInfo( Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE,"Texture" ), _SCS("set_texture"), _SCS("get_texture"));
}
void ParticleSystemMaterial::set_texture(const Ref<Texture>& p_texture) {
texture=p_texture;
RID rid;
if (texture.is_valid())
rid=texture->get_rid();
VS::get_singleton()->fixed_material_set_texture(material,VS::FIXED_MATERIAL_PARAM_DIFFUSE,rid);
}
Ref<Texture> ParticleSystemMaterial::get_texture() const {
return texture;
}
ParticleSystemMaterial::ParticleSystemMaterial() :Material(VisualServer::get_singleton()->fixed_material_create()){
set_flag(FLAG_DOUBLE_SIDED,true);
set_flag(FLAG_UNSHADED,true);
set_depth_draw_mode(DEPTH_DRAW_NEVER);
VisualServer::get_singleton()->fixed_material_set_flag(material,VS::FIXED_MATERIAL_FLAG_USE_ALPHA,true);
VisualServer::get_singleton()->fixed_material_set_flag(material,VS::FIXED_MATERIAL_FLAG_USE_COLOR_ARRAY,true);
set_flag(FLAG_COLOR_ARRAY_SRGB,true);
}
ParticleSystemMaterial::~ParticleSystemMaterial() {
}
//////////////////////////////
void UnshadedMaterial::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_texture","texture"),&UnshadedMaterial::set_texture);
ObjectTypeDB::bind_method(_MD("get_texture:Texture"),&UnshadedMaterial::get_texture);
ObjectTypeDB::bind_method(_MD("set_use_alpha","enable"),&UnshadedMaterial::set_use_alpha);
ObjectTypeDB::bind_method(_MD("is_using_alpha"),&UnshadedMaterial::is_using_alpha);
ObjectTypeDB::bind_method(_MD("set_use_color_array","enable"),&UnshadedMaterial::set_use_color_array);
ObjectTypeDB::bind_method(_MD("is_using_color_array"),&UnshadedMaterial::is_using_color_array);
ADD_PROPERTY( PropertyInfo( Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE,"Texture" ), _SCS("set_texture"), _SCS("get_texture"));
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "alpha" ), _SCS("set_use_alpha"), _SCS("is_using_alpha"));
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "color_array" ), _SCS("set_use_color_array"), _SCS("is_using_color_array"));
}
void UnshadedMaterial::set_texture(const Ref<Texture>& p_texture) {
RID rid;
if (texture.is_valid())
rid=texture->get_rid();
VS::get_singleton()->fixed_material_set_texture(material,VS::FIXED_MATERIAL_PARAM_DIFFUSE,rid);
}
Ref<Texture> UnshadedMaterial::get_texture() const {
return texture;
}
void UnshadedMaterial::set_use_alpha(bool p_use_alpha) {
alpha=p_use_alpha;
VS::get_singleton()->fixed_material_set_flag(material,VS::FIXED_MATERIAL_FLAG_USE_ALPHA,p_use_alpha);
//set_depth_draw_mode();
//set_hint(HINT,p_use_alpha);
}
bool UnshadedMaterial::is_using_alpha() const{
return alpha;
}
void UnshadedMaterial::set_use_color_array(bool p_use_color_array){
color_array=p_use_color_array;
VS::get_singleton()->fixed_material_set_flag(material,VS::FIXED_MATERIAL_FLAG_USE_COLOR_ARRAY,p_use_color_array);
}
bool UnshadedMaterial::is_using_color_array() const{
return color_array;
}
UnshadedMaterial::UnshadedMaterial() :Material(VisualServer::get_singleton()->fixed_material_create()){
set_flag(FLAG_UNSHADED,true);
set_use_alpha(true);
set_flag(FLAG_COLOR_ARRAY_SRGB,true);
}
UnshadedMaterial::~UnshadedMaterial() {
}

View File

@ -253,68 +253,6 @@ public:
class ParticleSystemMaterial : public Material {
OBJ_TYPE( ParticleSystemMaterial, Material );
REVERSE_GET_PROPERTY_LIST
private:
Ref<Texture> texture;
protected:
static void _bind_methods();
public:
void set_texture(const Ref<Texture>& p_texture);
Ref<Texture> get_texture() const;
ParticleSystemMaterial();
~ParticleSystemMaterial();
};
///////////////////////////////////////////
class UnshadedMaterial : public Material {
OBJ_TYPE( UnshadedMaterial, Material );
REVERSE_GET_PROPERTY_LIST
private:
bool alpha;
bool color_array;
Ref<Texture> texture;
protected:
static void _bind_methods();
public:
void set_texture(const Ref<Texture>& p_texture);
Ref<Texture> get_texture() const;
void set_use_alpha(bool p_use_alpha);
bool is_using_alpha() const;
void set_use_color_array(bool p_use_color_array);
bool is_using_color_array() const;
UnshadedMaterial();
~UnshadedMaterial();
};
#endif

View File

@ -84,7 +84,7 @@ void Shader::get_param_list(List<PropertyInfo> *p_params) const {
for(List<PropertyInfo>::Element *E=local.front();E;E=E->next()) {
PropertyInfo pi=E->get();
pi.name="param/"+pi.name;
pi.name="shader_param/"+pi.name;
params_cache[pi.name]=E->get().name;
if (p_params) {

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@ -80,6 +80,16 @@ public:
Ref<Texture> get_default_texture_param(const StringName& p_param) const;
void get_default_texture_param_list(List<StringName>* r_textures) const;
_FORCE_INLINE_ StringName remap_param(const StringName& p_param) const {
if (params_cache_dirty)
get_param_list(NULL);
const Map<StringName,StringName>::Element *E=params_cache.find(p_param);
if (E)
return E->get();
return StringName();
}
virtual RID get_rid() const;
Shader(Mode p_mode);
@ -98,6 +108,15 @@ public:
MaterialShader() : Shader(MODE_MATERIAL) {};
};
class CanvasItemShader : public Shader {
OBJ_TYPE(CanvasItemShader,Shader);
public:
CanvasItemShader() : Shader(MODE_CANVAS_ITEM) {};
};
class ResourceFormatLoaderShader : public ResourceFormatLoader {

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@ -692,6 +692,9 @@ public:
mutable bool rect_dirty;
mutable Rect2 rect;
CanvasItem*next;
RID shader;
Map<StringName,Variant> shader_param;
uint32_t shader_version;
float final_opacity;
@ -824,8 +827,8 @@ public:
return rect;
}
void clear() { for (int i=0;i<commands.size();i++) memdelete( commands[i] ); commands.clear(); clip=false; rect_dirty=true; final_clip_owner=NULL;}
CanvasItem() { 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; }
void clear() { for (int i=0;i<commands.size();i++) memdelete( commands[i] ); commands.clear(); clip=false; rect_dirty=true; final_clip_owner=NULL; }
CanvasItem() { 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; shader_version=0;}
virtual ~CanvasItem() { clear(); }
};

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@ -1105,6 +1105,60 @@ const ShaderLanguage::BuiltinsDef ShaderLanguage::light_builtins_defs[]={
};
const ShaderLanguage::BuiltinsDef ShaderLanguage::ci_vertex_builtins_defs[]={
{ "SRC_VERTEX", TYPE_VEC2},
{ "VERTEX", TYPE_VEC2},
{ "UV", TYPE_VEC2},
{ "COLOR", TYPE_VEC4},
{ "VAR1", TYPE_VEC4},
{ "VAR2", TYPE_VEC4},
{ "POINT_SIZE", TYPE_FLOAT},
//builtins
{ "WORLD_MATRIX", TYPE_MAT4},
{ "PROJECTION_MATRIX", TYPE_MAT4},
{ "EXTRA_MATRIX", TYPE_MAT4},
{ "MODELVIEW_MATRIX", TYPE_MAT4},
{ "TIME", TYPE_FLOAT},
{ NULL, TYPE_VOID},
};
const ShaderLanguage::BuiltinsDef ShaderLanguage::ci_fragment_builtins_defs[]={
{ "POSITION", TYPE_VEC4},
{ "NORMAL", TYPE_VEC3},
{ "UV", TYPE_VEC2},
{ "COLOR", TYPE_VEC4},
{ "TEXTURE", TYPE_TEXTURE},
{ "VAR1", TYPE_VEC4},
{ "VAR2", TYPE_VEC4},
{ "SCREEN_UV", TYPE_VEC2},
{ "POINT_COORD", TYPE_VEC2},
// { "SCREEN_POS", TYPE_VEC2},
// { "SCREEN_TEXEL_SIZE", TYPE_VEC2},
{ "TIME", TYPE_FLOAT},
{ NULL, TYPE_VOID}
};
const ShaderLanguage::BuiltinsDef ShaderLanguage::ci_light_builtins_defs[]={
{ "COLOR", TYPE_VEC4},
{ "NORMAL", TYPE_VEC3},
{ "LIGHT_DIR", TYPE_VEC2},
{ "LIGHT_DISTANCE", TYPE_FLOAT},
{ "LIGHT", TYPE_VEC3},
{ "POINT_COORD", TYPE_VEC2},
// { "SCREEN_POS", TYPE_VEC2},
// { "SCREEN_TEXEL_SIZE", TYPE_VEC2},
{ "TIME", TYPE_FLOAT},
{ NULL, TYPE_VOID}
};
const ShaderLanguage::BuiltinsDef ShaderLanguage::postprocess_fragment_builtins_defs[]={
{ "IN_COLOR", TYPE_VEC3},
@ -2471,6 +2525,27 @@ Error ShaderLanguage::parse(const Vector<Token>& p_tokens,ShaderType p_type,Comp
idx++;
}
} break;
case SHADER_CANVAS_ITEM_VERTEX: {
int idx=0;
while (ci_vertex_builtins_defs[idx].name) {
parser.program->builtin_variables[ci_vertex_builtins_defs[idx].name]=ci_vertex_builtins_defs[idx].type;
idx++;
}
} break;
case SHADER_CANVAS_ITEM_FRAGMENT: {
int idx=0;
while (ci_fragment_builtins_defs[idx].name) {
parser.program->builtin_variables[ci_fragment_builtins_defs[idx].name]=ci_fragment_builtins_defs[idx].type;
idx++;
}
} break;
case SHADER_CANVAS_ITEM_LIGHT: {
int idx=0;
while (ci_light_builtins_defs[idx].name) {
parser.program->builtin_variables[ci_light_builtins_defs[idx].name]=ci_light_builtins_defs[idx].type;
idx++;
}
} break;
case SHADER_POST_PROCESS: {
int idx=0;
while (postprocess_fragment_builtins_defs[idx].name) {

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@ -105,6 +105,9 @@ public:
SHADER_MATERIAL_VERTEX,
SHADER_MATERIAL_FRAGMENT,
SHADER_MATERIAL_LIGHT,
SHADER_CANVAS_ITEM_VERTEX,
SHADER_CANVAS_ITEM_FRAGMENT,
SHADER_CANVAS_ITEM_LIGHT,
SHADER_POST_PROCESS,
};
@ -376,6 +379,12 @@ private:
static const BuiltinsDef vertex_builtins_defs[];
static const BuiltinsDef fragment_builtins_defs[];
static const BuiltinsDef light_builtins_defs[];
static const BuiltinsDef ci_vertex_builtins_defs[];
static const BuiltinsDef ci_fragment_builtins_defs[];
static const BuiltinsDef ci_light_builtins_defs[];
static const BuiltinsDef postprocess_fragment_builtins_defs[];
static DataType get_token_datatype(TokenType p_type);

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@ -3699,6 +3699,42 @@ void VisualServerRaster::canvas_item_set_z(RID p_item, int p_z) {
}
void VisualServerRaster::canvas_item_set_shader(RID p_item, RID p_shader) {
VS_CHANGED;
CanvasItem *canvas_item = canvas_item_owner.get( p_item );
ERR_FAIL_COND(!canvas_item);
canvas_item->shader=p_shader;
}
RID VisualServerRaster::canvas_item_get_shader(RID p_item) const{
CanvasItem *canvas_item = canvas_item_owner.get( p_item );
ERR_FAIL_COND_V(!canvas_item,RID());
return canvas_item->shader;
}
void VisualServerRaster::canvas_item_set_shader_param(RID p_canvas_item, const StringName& p_param, const Variant& p_value){
VS_CHANGED;
CanvasItem *canvas_item = canvas_item_owner.get( p_canvas_item );
ERR_FAIL_COND(!canvas_item);
if (p_value.get_type()==Variant::NIL)
canvas_item->shader_param.erase(p_param);
else
canvas_item->shader_param[p_param]=p_value;
}
Variant VisualServerRaster::canvas_item_get_shader_param(RID p_canvas_item, const StringName& p_param) const{
CanvasItem *canvas_item = canvas_item_owner.get( p_canvas_item );
ERR_FAIL_COND_V(!canvas_item,Variant());
ERR_FAIL_COND_V(!canvas_item->shader_param.has(p_param),Variant());
return canvas_item->shader_param[p_param];
}
void VisualServerRaster::canvas_item_set_sort_children_by_y(RID p_item, bool p_enable) {

View File

@ -1110,6 +1110,11 @@ public:
virtual void canvas_item_set_sort_children_by_y(RID p_item, bool p_enable);
virtual void canvas_item_set_z(RID p_item, int p_z);
virtual void canvas_item_set_shader(RID p_item, RID p_shader);
virtual RID canvas_item_get_shader(RID p_item) const;
virtual void canvas_item_set_shader_param(RID p_canvas_item, const StringName& p_param, const Variant& p_value);
virtual Variant canvas_item_get_shader_param(RID p_canvas_item, const StringName& p_param) const;
virtual void canvas_item_clear(RID p_item);
virtual void canvas_item_raise(RID p_item);

View File

@ -1133,6 +1133,11 @@ public:
FUNC2(canvas_item_set_sort_children_by_y,RID,bool);
FUNC2(canvas_item_set_z,RID,int);
FUNC2(canvas_item_set_shader,RID, RID );
FUNC1RC(RID,canvas_item_get_shader,RID );
FUNC3(canvas_item_set_shader_param,RID,const StringName&,const Variant&);
FUNC2RC(Variant,canvas_item_get_shader_param,RID,const StringName&);
FUNC1(canvas_item_clear,RID);
FUNC1(canvas_item_raise,RID);

View File

@ -989,6 +989,12 @@ public:
virtual void canvas_item_clear(RID p_item)=0;
virtual void canvas_item_raise(RID p_item)=0;
virtual void canvas_item_set_shader(RID p_item, RID p_shader)=0;
virtual RID canvas_item_get_shader(RID p_item) const=0;
virtual void canvas_item_set_shader_param(RID p_canvas_item, const StringName& p_param, const Variant& p_value)=0;
virtual Variant canvas_item_get_shader_param(RID p_canvas_item, const StringName& p_param) const=0;
/* CURSOR */
virtual void cursor_set_rotation(float p_rotation, int p_cursor = 0)=0; // radians
virtual void cursor_set_texture(RID p_texture, const Point2 &p_center_offset = Point2(0, 0), int p_cursor=0)=0;