Changes to Light

-=-=-=-=-=-=-=-=

-Changed material unshaded property for an enum, which supports light-only shading
-Added a "Mix" shading mode, useful for using lights as masks
-Added energy parameter to Light2D
This commit is contained in:
Juan Linietsky 2015-04-03 01:43:37 -03:00
parent 42d41a3fbc
commit 9fa1698c74
20 changed files with 181 additions and 61 deletions

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@ -0,0 +1,4 @@
[application]
name="Using Lights As Mask"
main_scene="res://lightmask.scn"

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@ -4611,6 +4611,9 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
if (fragment_flags.uses_texpixel_size) {
enablers.push_back("#define USE_TEXPIXEL_SIZE\n");
}
if (light_flags.uses_shadow_color) {
enablers.push_back("#define USE_LIGHT_SHADOW_COLOR\n");
}
if (vertex_flags.uses_worldvec) {
enablers.push_back("#define USE_WORLD_VEC\n");
@ -9260,7 +9263,9 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
_canvas_item_setup_shader_uniforms(material,shader_cache);
}
if (material && material->unshaded) {
bool unshaded = material && material->shading_mode==VS::CANVAS_ITEM_SHADING_UNSHADED;
if (unshaded) {
canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,Color(1,1,1,1));
reset_modulate=true;
} else if (reset_modulate) {
@ -9317,13 +9322,15 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
canvas_opacity = ci->final_opacity;
if (unshaded || (p_modulate.a>0.001 && (!material || material->shading_mode!=VS::CANVAS_ITEM_SHADING_ONLY_LIGHT)))
_canvas_item_render_commands<false>(ci,current_clip,reclip);
if (canvas_blend_mode==VS::MATERIAL_BLEND_MODE_MIX && p_light && (!material || !material->unshaded)) {
if (canvas_blend_mode==VS::MATERIAL_BLEND_MODE_MIX && p_light && !unshaded) {
CanvasLight *light = p_light;
bool light_used=false;
bool subtract=false;
VS::CanvasLightMode mode=VS::CANVAS_LIGHT_MODE_ADD;
while(light) {
@ -9332,21 +9339,28 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
//intersects this light
if (!light_used || subtract!=light->subtract) {
if (!light_used || mode!=light->mode) {
subtract=light->subtract;
mode=light->mode;
if (subtract) {
glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
} else {
switch(mode) {
case VS::CANVAS_LIGHT_MODE_ADD: {
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
} break;
case VS::CANVAS_LIGHT_MODE_SUB: {
glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
} break;
case VS::CANVAS_LIGHT_MODE_MIX: {
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
} break;
}
}
if (!light_used) {
@ -9384,7 +9398,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX,light->light_shader_xform);
canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_POS,light->light_shader_pos);
canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_COLOR,light->color);
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));
canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_HEIGHT,light->height);
canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_LOCAL_MATRIX,light->xform_cache.affine_inverse());

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@ -266,6 +266,9 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
uses_normal=true;
}
if (vnode->name==vname_shadow) {
uses_shadow_color=true;
}
}
@ -616,6 +619,7 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT
uses_texpixel_size=false;
uses_worldvec=false;
vertex_code_writes_vertex=false;
uses_shadow_color=false;
uniforms=r_uniforms;
flags=&r_flags;
r_flags.use_color_interp=false;
@ -651,6 +655,7 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT
r_flags.uses_normal=uses_normal;
r_flags.uses_texpixel_size=uses_texpixel_size;
r_flags.uses_worldvec=uses_worldvec;
r_flags.uses_shadow_color=uses_shadow_color;
r_code_line=code;
r_globals_line=global_code;
@ -827,7 +832,9 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
mode_replace_table[5]["LIGHT_VEC"]="light_vec";
mode_replace_table[5]["LIGHT_HEIGHT"]="light_height";
mode_replace_table[5]["LIGHT_COLOR"]="light";
mode_replace_table[5]["LIGHT_UV"]="light_uv";
mode_replace_table[5]["LIGHT"]="light_out";
mode_replace_table[5]["SHADOW"]="shadow_color";
mode_replace_table[5]["SCREEN_UV"]="screen_uv";
mode_replace_table[5]["POINT_COORD"]="gl_PointCoord";
mode_replace_table[5]["TIME"]="time";
@ -857,5 +864,6 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
vname_normal="NORMAL";
vname_texpixel_size="TEXTURE_PIXEL_SIZE";
vname_world_vec="WORLD_VERTEX";
vname_shadow="SHADOW";
}

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@ -55,6 +55,7 @@ private:
bool uses_texpixel_size;
bool uses_worldvec;
bool vertex_code_writes_vertex;
bool uses_shadow_color;
Flags *flags;
StringName vname_discard;
@ -74,6 +75,7 @@ private:
StringName vname_normal;
StringName vname_texpixel_size;
StringName vname_world_vec;
StringName vname_shadow;
Map<StringName,ShaderLanguage::Uniform> *uniforms;
@ -110,6 +112,7 @@ public:
bool uses_normal;
bool uses_texpixel_size;
bool uses_worldvec;
bool uses_shadow_color;
};
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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@ -230,7 +230,11 @@ FRAGMENT_SHADER_CODE
float att=1.0;
vec4 light = texture2D(light_texture,light_uv_interp.xy) * light_color;
vec2 light_uv = light_uv_interp.xy;
vec4 light = texture2D(light_texture,light_uv) * light_color;
#if defined(USE_LIGHT_SHADOW_COLOR)
vec4 shadow_color=vec4(0.0,0.0,0.0,0.0);
#endif
#if defined(USE_LIGHT_SHADER_CODE)
//light is written by the light shader
@ -362,7 +366,11 @@ LIGHT_SHADER_CODE
#endif
#if defined(USE_LIGHT_SHADOW_COLOR)
color=mix(shadow_color,color,shadow_attenuation);
#else
color.rgb*=shadow_attenuation;
#endif
//use shadows
#endif
}

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@ -42,8 +42,8 @@ bool CanvasItemMaterial::_set(const StringName& p_name, const Variant& p_value)
if (p_name==SceneStringNames::get_singleton()->shader_shader) {
set_shader(p_value);
return true;
} else if (p_name==SceneStringNames::get_singleton()->shader_unshaded) {
set_unshaded(p_value);
} else if (p_name==SceneStringNames::get_singleton()->shading_mode) {
set_shading_mode(ShadingMode(p_value.operator int()));
return true;
} else {
@ -74,10 +74,10 @@ bool CanvasItemMaterial::_get(const StringName& p_name,Variant &r_ret) const {
r_ret=get_shader();
return true;
} else if (p_name==SceneStringNames::get_singleton()->shader_unshaded) {
} else if (p_name==SceneStringNames::get_singleton()->shading_mode) {
r_ret=unshaded;
r_ret=shading_mode;
return true;
} else {
@ -100,7 +100,7 @@ bool CanvasItemMaterial::_get(const StringName& p_name,Variant &r_ret) const {
void CanvasItemMaterial::_get_property_list( List<PropertyInfo> *p_list) const {
p_list->push_back( PropertyInfo( Variant::OBJECT, "shader/shader", PROPERTY_HINT_RESOURCE_TYPE,"CanvasItemShader,CanvasItemShaderGraph" ) );
p_list->push_back( PropertyInfo( Variant::BOOL, "shader/unshaded") );
p_list->push_back( PropertyInfo( Variant::INT, "shader/shading_mode",PROPERTY_HINT_ENUM,"Normal,Unshaded,Light Only") );
if (!shader.is_null()) {
@ -161,25 +161,30 @@ RID CanvasItemMaterial::get_rid() const {
return material;
}
void CanvasItemMaterial::set_unshaded(bool p_unshaded) {
void CanvasItemMaterial::set_shading_mode(ShadingMode p_mode) {
unshaded=p_unshaded;
VS::get_singleton()->canvas_item_material_set_unshaded(material,p_unshaded);
shading_mode=p_mode;
VS::get_singleton()->canvas_item_material_set_shading_mode(material,VS::CanvasItemShadingMode(p_mode));
}
bool CanvasItemMaterial::is_unshaded() const{
return unshaded;
CanvasItemMaterial::ShadingMode CanvasItemMaterial::get_shading_mode() const {
return shading_mode;
}
void CanvasItemMaterial::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_shader","shader:Shader"),&CanvasItemMaterial::set_shader);
ObjectTypeDB::bind_method(_MD("get_shader:Shader"),&CanvasItemMaterial::get_shader);
ObjectTypeDB::bind_method(_MD("set_shader_param","param","value"),&CanvasItemMaterial::set_shader_param);
ObjectTypeDB::bind_method(_MD("get_shader_param","param"),&CanvasItemMaterial::get_shader_param);
ObjectTypeDB::bind_method(_MD("set_unshaded","unshaded"),&CanvasItemMaterial::set_unshaded);
ObjectTypeDB::bind_method(_MD("is_unshaded"),&CanvasItemMaterial::is_unshaded);
ObjectTypeDB::bind_method(_MD("set_shading_mode","mode"),&CanvasItemMaterial::set_shading_mode);
ObjectTypeDB::bind_method(_MD("get_shading_mode"),&CanvasItemMaterial::get_shading_mode);
BIND_CONSTANT( SHADING_NORMAL );
BIND_CONSTANT( SHADING_UNSHADED );
BIND_CONSTANT( SHADING_ONLY_LIGHT );
}
@ -202,7 +207,7 @@ void CanvasItemMaterial::get_argument_options(const StringName& p_function,int p
CanvasItemMaterial::CanvasItemMaterial() {
material=VS::get_singleton()->canvas_item_material_create();
unshaded=false;
shading_mode=SHADING_NORMAL;
}
CanvasItemMaterial::~CanvasItemMaterial(){

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@ -45,10 +45,17 @@ class CanvasItemMaterial : public Resource{
OBJ_TYPE(CanvasItemMaterial,Resource);
RID material;
Ref<Shader> shader;
bool unshaded;
public:
enum ShadingMode {
SHADING_NORMAL,
SHADING_UNSHADED,
SHADING_ONLY_LIGHT,
};
protected:
ShadingMode shading_mode;
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;
@ -66,14 +73,16 @@ public:
void set_shader_param(const StringName& p_param,const Variant& p_value);
Variant get_shader_param(const StringName& p_param) const;
void set_unshaded(bool p_unshaded);
bool is_unshaded() const;
void set_shading_mode(ShadingMode p_mode);
ShadingMode get_shading_mode() const;
virtual RID get_rid() const;
CanvasItemMaterial();
~CanvasItemMaterial();
};
VARIANT_ENUM_CAST( CanvasItemMaterial::ShadingMode );
class CanvasItem : public Node {

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@ -96,6 +96,21 @@ float Light2D::get_height() const {
return height;
}
void Light2D::set_energy( float p_energy) {
energy=p_energy;
VS::get_singleton()->canvas_light_set_energy(canvas_light,energy);
}
float Light2D::get_energy() const {
return energy;
}
void Light2D::set_texture_scale( float p_scale) {
_scale=p_scale;
@ -178,15 +193,15 @@ int Light2D::get_item_shadow_mask() const {
return item_shadow_mask;
}
void Light2D::set_subtract_mode( bool p_enable ) {
void Light2D::set_mode( Mode p_mode ) {
subtract_mode=p_enable;
VS::get_singleton()->canvas_light_set_subtract_mode(canvas_light,p_enable);
mode=p_mode;
VS::get_singleton()->canvas_light_set_mode(canvas_light,VS::CanvasLightMode(p_mode));
}
bool Light2D::get_subtract_mode() const {
Light2D::Mode Light2D::get_mode() const {
return subtract_mode;
return mode;
}
void Light2D::set_shadow_enabled( bool p_enabled) {
@ -260,6 +275,9 @@ void Light2D::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_height","height"),&Light2D::set_height);
ObjectTypeDB::bind_method(_MD("get_height"),&Light2D::get_height);
ObjectTypeDB::bind_method(_MD("set_energy","energy"),&Light2D::set_energy);
ObjectTypeDB::bind_method(_MD("get_energy"),&Light2D::get_energy);
ObjectTypeDB::bind_method(_MD("set_texture_scale","texture_scale"),&Light2D::set_texture_scale);
ObjectTypeDB::bind_method(_MD("get_texture_scale"),&Light2D::get_texture_scale);
@ -283,8 +301,8 @@ void Light2D::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_item_shadow_mask","item_shadow_mask"),&Light2D::set_item_shadow_mask);
ObjectTypeDB::bind_method(_MD("get_item_shadow_mask"),&Light2D::get_item_shadow_mask);
ObjectTypeDB::bind_method(_MD("set_subtract_mode","enable"),&Light2D::set_subtract_mode);
ObjectTypeDB::bind_method(_MD("get_subtract_mode"),&Light2D::get_subtract_mode);
ObjectTypeDB::bind_method(_MD("set_mode","mode"),&Light2D::set_mode);
ObjectTypeDB::bind_method(_MD("get_mode"),&Light2D::get_mode);
ObjectTypeDB::bind_method(_MD("set_shadow_enabled","enabled"),&Light2D::set_shadow_enabled);
ObjectTypeDB::bind_method(_MD("is_shadow_enabled"),&Light2D::is_shadow_enabled);
@ -300,7 +318,8 @@ void Light2D::_bind_methods() {
ADD_PROPERTY( PropertyInfo(Variant::VECTOR2,"offset"),_SCS("set_texture_offset"),_SCS("get_texture_offset"));
ADD_PROPERTY( PropertyInfo(Variant::REAL,"scale",PROPERTY_HINT_RANGE,"0.01,4096,0.01"),_SCS("set_texture_scale"),_SCS("get_texture_scale"));
ADD_PROPERTY( PropertyInfo(Variant::COLOR,"color"),_SCS("set_color"),_SCS("get_color"));
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"subtract"),_SCS("set_subtract_mode"),_SCS("get_subtract_mode"));
ADD_PROPERTY( PropertyInfo(Variant::REAL,"energy"),_SCS("set_energy"),_SCS("get_energy"));
ADD_PROPERTY( PropertyInfo(Variant::INT,"mode",PROPERTY_HINT_ENUM,"Add,Sub,Mix"),_SCS("set_mode"),_SCS("get_mode"));
ADD_PROPERTY( PropertyInfo(Variant::REAL,"range/height"),_SCS("set_height"),_SCS("get_height"));
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"));
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"));
@ -312,6 +331,10 @@ void Light2D::_bind_methods() {
ADD_PROPERTY( PropertyInfo(Variant::REAL,"shadow/esm_multiplier",PROPERTY_HINT_RANGE,"1,4096,0.1"),_SCS("set_shadow_esm_multiplier"),_SCS("get_shadow_esm_multiplier"));
ADD_PROPERTY( PropertyInfo(Variant::INT,"shadow/item_mask",PROPERTY_HINT_ALL_FLAGS),_SCS("set_item_shadow_mask"),_SCS("get_item_shadow_mask"));
BIND_CONSTANT( MODE_ADD );
BIND_CONSTANT( MODE_SUB );
BIND_CONSTANT( MODE_MIX );
}
@ -329,9 +352,10 @@ Light2D::Light2D() {
layer_max=0;
item_mask=1;
item_shadow_mask=1;
subtract_mode=false;
mode=MODE_ADD;
shadow_buffer_size=2048;
shadow_esm_multiplier=80;
energy=1.0;
}

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@ -6,6 +6,13 @@
class Light2D : public Node2D {
OBJ_TYPE(Light2D,Node2D);
public:
enum Mode {
MODE_ADD,
MODE_SUB,
MODE_MIX,
};
private:
RID canvas_light;
bool enabled;
@ -13,6 +20,7 @@ private:
Color color;
float height;
float _scale;
float energy;
int z_min;
int z_max;
int layer_min;
@ -21,7 +29,7 @@ private:
int item_shadow_mask;
int shadow_buffer_size;
float shadow_esm_multiplier;
bool subtract_mode;
Mode mode;
Ref<Texture> texture;
Vector2 texture_offset;
@ -51,6 +59,9 @@ public:
void set_height( float p_height);
float get_height() const;
void set_energy( float p_energy);
float get_energy() const;
void set_texture_scale( float p_scale);
float get_texture_scale() const;
@ -72,8 +83,8 @@ public:
void set_item_shadow_mask( int p_mask);
int get_item_shadow_mask() const;
void set_subtract_mode( bool p_enable );
bool get_subtract_mode() const;
void set_mode( Mode p_mode );
Mode get_mode() const;
void set_shadow_enabled( bool p_enabled);
bool is_shadow_enabled() const;
@ -90,5 +101,6 @@ public:
~Light2D();
};
VARIANT_ENUM_CAST(Light2D::Mode);
#endif // LIGHT_2D_H

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@ -42,6 +42,7 @@ SceneStringNames::SceneStringNames() {
input_event=StaticCString::create("input_event");
shader_shader=StaticCString::create("shader/shader");
shader_unshaded=StaticCString::create("shader/unshaded");
shading_mode=StaticCString::create("shader/shading_mode");
enter_tree=StaticCString::create("enter_tree");
exit_tree=StaticCString::create("exit_tree");
item_rect_changed=StaticCString::create("item_rect_changed");

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@ -57,6 +57,7 @@ public:
StringName item_rect_changed;
StringName shader_shader;
StringName shader_unshaded;
StringName shading_mode;
StringName enter_tree;
StringName exit_tree;
StringName size_flags_changed;

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@ -577,6 +577,7 @@ public:
Color color;
Matrix32 xform;
float height;
float energy;
float scale;
int z_min;
int z_max;
@ -584,7 +585,7 @@ public:
int layer_max;
int item_mask;
int item_shadow_mask;
bool subtract;
VS::CanvasLightMode mode;
RID texture;
Vector2 texture_offset;
RID canvas;
@ -616,8 +617,9 @@ public:
layer_max=0;
item_mask=1;
scale=1.0;
energy=1.0;
item_shadow_mask=-1;
subtract=false;
mode=VS::CANVAS_LIGHT_MODE_ADD;
texture_cache=NULL;
next_ptr=NULL;
filter_next_ptr=NULL;
@ -635,9 +637,9 @@ public:
Map<StringName,Variant> shader_param;
uint32_t shader_version;
Set<CanvasItem*> owners;
bool unshaded;
VS::CanvasItemShadingMode shading_mode;
CanvasItemMaterial() {unshaded=false; shader_version=0; }
CanvasItemMaterial() {shading_mode=VS::CANVAS_ITEM_SHADING_NORMAL; shader_version=0; }
};
struct CanvasItem {

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@ -1171,7 +1171,9 @@ const ShaderLanguage::BuiltinsDef ShaderLanguage::ci_light_builtins_defs[]={
{ "LIGHT_VEC", TYPE_VEC2},
{ "LIGHT_HEIGHT", TYPE_FLOAT},
{ "LIGHT_COLOR", TYPE_VEC4},
{ "LIGHT_UV", TYPE_VEC2},
{ "LIGHT", TYPE_VEC4},
{ "SHADOW", TYPE_VEC4},
{ "POINT_COORD", TYPE_VEC2},
// { "SCREEN_POS", TYPE_VEC2},
// { "SCREEN_TEXEL_SIZE", TYPE_VEC2},

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@ -3977,6 +3977,15 @@ void VisualServerRaster::canvas_light_set_height(RID p_light, float p_height){
clight->height=p_height;
}
void VisualServerRaster::canvas_light_set_energy(RID p_light, float p_energy){
Rasterizer::CanvasLight *clight = canvas_light_owner.get(p_light);
ERR_FAIL_COND(!clight);
clight->energy=p_energy;
}
void VisualServerRaster::canvas_light_set_z_range(RID p_light, int p_min_z,int p_max_z){
Rasterizer::CanvasLight *clight = canvas_light_owner.get(p_light);
@ -4012,12 +4021,12 @@ void VisualServerRaster::canvas_light_set_item_shadow_mask(RID p_light, int p_ma
}
void VisualServerRaster::canvas_light_set_subtract_mode(RID p_light, bool p_enable) {
void VisualServerRaster::canvas_light_set_mode(RID p_light, CanvasLightMode p_mode) {
Rasterizer::CanvasLight *clight = canvas_light_owner.get(p_light);
ERR_FAIL_COND(!clight);
clight->subtract=p_enable;
clight->mode=p_mode;
}
void VisualServerRaster::canvas_light_set_shadow_enabled(RID p_light, bool p_enabled){
@ -4267,12 +4276,12 @@ Variant VisualServerRaster::canvas_item_material_get_shader_param(RID p_material
return material->shader_param[p_param];
}
void VisualServerRaster::canvas_item_material_set_unshaded(RID p_material, bool p_unshaded){
void VisualServerRaster::canvas_item_material_set_shading_mode(RID p_material, CanvasItemShadingMode p_mode) {
VS_CHANGED;
Rasterizer::CanvasItemMaterial *material = canvas_item_material_owner.get( p_material );
ERR_FAIL_COND(!material);
material->unshaded=p_unshaded;
material->shading_mode=p_mode;
}

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@ -1170,12 +1170,13 @@ public:
virtual void canvas_light_set_texture_offset(RID p_light, const Vector2& p_offset);
virtual void canvas_light_set_color(RID p_light, const Color& p_color);
virtual void canvas_light_set_height(RID p_light, float p_height);
virtual void canvas_light_set_energy(RID p_light, float p_energy);
virtual void canvas_light_set_z_range(RID p_light, int p_min_z,int p_max_z);
virtual void canvas_light_set_layer_range(RID p_light, int p_min_layer,int p_max_layer);
virtual void canvas_light_set_item_mask(RID p_light, int p_mask);
virtual void canvas_light_set_item_shadow_mask(RID p_light, int p_mask);
virtual void canvas_light_set_subtract_mode(RID p_light, bool p_enable);
virtual void canvas_light_set_mode(RID p_light, CanvasLightMode p_mode);
virtual void canvas_light_set_shadow_enabled(RID p_light, bool p_enabled);
virtual void canvas_light_set_shadow_buffer_size(RID p_light, int p_size);
virtual void canvas_light_set_shadow_esm_multiplier(RID p_light, float p_multiplier);
@ -1205,7 +1206,8 @@ public:
virtual void canvas_item_material_set_shader(RID p_material, RID p_shader);
virtual void canvas_item_material_set_shader_param(RID p_material, const StringName& p_param, const Variant& p_value);
virtual Variant canvas_item_material_get_shader_param(RID p_material, const StringName& p_param) const;
virtual void canvas_item_material_set_unshaded(RID p_material, bool p_unshaded);
virtual void canvas_item_material_set_shading_mode(RID p_material, CanvasItemShadingMode p_mode);
/* CURSOR */

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@ -1160,12 +1160,13 @@ public:
FUNC2(canvas_light_set_texture_offset,RID,const Vector2&);
FUNC2(canvas_light_set_color,RID,const Color&);
FUNC2(canvas_light_set_height,RID,float);
FUNC2(canvas_light_set_energy,RID,float);
FUNC3(canvas_light_set_layer_range,RID,int,int);
FUNC3(canvas_light_set_z_range,RID,int,int);
FUNC2(canvas_light_set_item_mask,RID,int);
FUNC2(canvas_light_set_item_shadow_mask,RID,int);
FUNC2(canvas_light_set_subtract_mode,RID,bool);
FUNC2(canvas_light_set_mode,RID,CanvasLightMode);
FUNC2(canvas_light_set_shadow_enabled,RID,bool);
FUNC2(canvas_light_set_shadow_buffer_size,RID,int);
FUNC2(canvas_light_set_shadow_esm_multiplier,RID,float);
@ -1192,7 +1193,7 @@ public:
FUNC2(canvas_item_material_set_shader,RID,RID);
FUNC3(canvas_item_material_set_shader_param,RID,const StringName&,const Variant&);
FUNC2RC(Variant,canvas_item_material_get_shader_param,RID,const StringName&);
FUNC2(canvas_item_material_set_unshaded,RID,bool);
FUNC2(canvas_item_material_set_shading_mode,RID,CanvasItemShadingMode);
/* CURSOR */
FUNC2(cursor_set_rotation,float , int ); // radians

View File

@ -1014,12 +1014,19 @@ public:
virtual void canvas_light_set_texture_offset(RID p_light, const Vector2& p_offset)=0;
virtual void canvas_light_set_color(RID p_light, const Color& p_color)=0;
virtual void canvas_light_set_height(RID p_light, float p_height)=0;
virtual void canvas_light_set_energy(RID p_light, float p_energy)=0;
virtual void canvas_light_set_z_range(RID p_light, int p_min_z,int p_max_z)=0;
virtual void canvas_light_set_layer_range(RID p_light, int p_min_layer,int p_max_layer)=0;
virtual void canvas_light_set_item_mask(RID p_light, int p_mask)=0;
virtual void canvas_light_set_item_shadow_mask(RID p_light, int p_mask)=0;
virtual void canvas_light_set_subtract_mode(RID p_light, bool p_enable)=0;
enum CanvasLightMode {
CANVAS_LIGHT_MODE_ADD,
CANVAS_LIGHT_MODE_SUB,
CANVAS_LIGHT_MODE_MIX,
};
virtual void canvas_light_set_mode(RID p_light, CanvasLightMode p_mode)=0;
virtual void canvas_light_set_shadow_enabled(RID p_light, bool p_enabled)=0;
virtual void canvas_light_set_shadow_buffer_size(RID p_light, int p_size)=0;
virtual void canvas_light_set_shadow_esm_multiplier(RID p_light, float p_multiplier)=0;
@ -1049,7 +1056,15 @@ public:
virtual void canvas_item_material_set_shader(RID p_material, RID p_shader)=0;
virtual void canvas_item_material_set_shader_param(RID p_material, const StringName& p_param, const Variant& p_value)=0;
virtual Variant canvas_item_material_get_shader_param(RID p_material, const StringName& p_param) const=0;
virtual void canvas_item_material_set_unshaded(RID p_material, bool p_unshaded)=0;
enum CanvasItemShadingMode {
CANVAS_ITEM_SHADING_NORMAL,
CANVAS_ITEM_SHADING_UNSHADED,
CANVAS_ITEM_SHADING_ONLY_LIGHT,
};
virtual void canvas_item_material_set_shading_mode(RID p_material, CanvasItemShadingMode p_mode)=0;
/* CURSOR */
virtual void cursor_set_rotation(float p_rotation, int p_cursor = 0)=0; // radians