Ability to set a custom FOV makes it possible to use sky on orthogonal view. Closes #9186
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@ -799,12 +799,12 @@ void RasterizerSceneGLES3::environment_set_sky(RID p_env, RID p_sky) {
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env->sky = p_sky;
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}
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void RasterizerSceneGLES3::environment_set_sky_scale(RID p_env, float p_scale) {
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void RasterizerSceneGLES3::environment_set_sky_custom_fov(RID p_env, float p_scale) {
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Environment *env = environment_owner.getornull(p_env);
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ERR_FAIL_COND(!env);
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env->sky_scale = p_scale;
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env->sky_custom_fov = p_scale;
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}
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void RasterizerSceneGLES3::environment_set_bg_color(RID p_env, const Color &p_color) {
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@ -2319,7 +2319,7 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
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}
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}
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void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_scale, float p_energy) {
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void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy) {
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if (!p_sky)
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return;
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@ -2365,16 +2365,28 @@ void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const C
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//sky uv vectors
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float vw, vh, zn;
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p_projection.get_viewport_size(vw, vh);
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zn = p_projection.get_z_near();
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CameraMatrix camera;
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float scale = p_scale;
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if (p_custom_fov) {
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float near = p_projection.get_z_near();
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float far = p_projection.get_z_far();
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float aspect = p_projection.get_aspect();
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camera.set_perspective(p_custom_fov, aspect, near, far);
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} else {
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camera = p_projection;
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}
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camera.get_viewport_size(vw, vh);
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zn = p_projection.get_z_near();
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for (int i = 0; i < 4; i++) {
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Vector3 uv = vertices[i * 2 + 1];
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uv.x = (uv.x * 2.0 - 1.0) * vw * scale;
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uv.y = -(uv.y * 2.0 - 1.0) * vh * scale;
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uv.x = (uv.x * 2.0 - 1.0) * vw;
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uv.y = -(uv.y * 2.0 - 1.0) * vh;
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uv.z = -zn;
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vertices[i * 2 + 1] = p_transform.basis.xform(uv).normalized();
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vertices[i * 2 + 1].z = -vertices[i * 2 + 1].z;
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@ -4258,7 +4270,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
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glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo); //switch to alpha fbo for sky, only diffuse/ambient matters
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*/
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_draw_sky(sky, p_cam_projection, p_cam_transform, false, env->sky_scale, env->bg_energy);
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_draw_sky(sky, p_cam_projection, p_cam_transform, false, env->sky_custom_fov, env->bg_energy);
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}
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//_render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true);
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@ -352,7 +352,7 @@ public:
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VS::EnvironmentBG bg_mode;
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RID sky;
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float sky_scale;
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float sky_custom_fov;
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Color bg_color;
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float bg_energy;
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@ -435,7 +435,7 @@ public:
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Environment() {
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bg_mode = VS::ENV_BG_CLEAR_COLOR;
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sky_scale = 1.0;
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sky_custom_fov = 0.0;
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bg_energy = 1.0;
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sky_ambient = 0;
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ambient_energy = 1.0;
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@ -520,7 +520,7 @@ public:
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virtual void environment_set_background(RID p_env, VS::EnvironmentBG p_bg);
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virtual void environment_set_sky(RID p_env, RID p_sky);
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virtual void environment_set_sky_scale(RID p_env, float p_scale);
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virtual void environment_set_sky_custom_fov(RID p_env, float p_scale);
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virtual void environment_set_bg_color(RID p_env, const Color &p_color);
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virtual void environment_set_bg_energy(RID p_env, float p_energy);
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virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer);
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@ -811,7 +811,7 @@ public:
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_FORCE_INLINE_ void _add_geometry_with_material(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, RasterizerStorageGLES3::Material *p_material, bool p_depth_pass);
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void _draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_scale, float p_energy);
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void _draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy);
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void _setup_environment(Environment *env, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform);
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void _setup_directional_light(int p_index, const Transform &p_camera_inverse_transform, bool p_use_shadows);
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@ -700,9 +700,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
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/** CANVAS ITEM SHADER **/
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actions[VS::SHADER_CANVAS_ITEM].renames["SRC_VERTEX"] = "vertex";
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actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy";
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actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX_COLOR"] = "vertex_color";
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actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv_interp";
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actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "gl_PointSize";
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@ -711,6 +709,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
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actions[VS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"] == "extra_matrix";
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actions[VS::SHADER_CANVAS_ITEM].renames["TIME"] = "time";
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actions[VS::SHADER_CANVAS_ITEM].renames["AT_LIGHT_PASS"] = "at_light_pass";
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actions[VS::SHADER_CANVAS_ITEM].renames["INSTANCE_CUSTOM"] = "instance_custom";
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actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
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actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal";
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@ -720,6 +719,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
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actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
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actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE"] = "color_texture";
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actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size";
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actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL_TEXTURE"] = "normal_texture";
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actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_UV"] = "screen_uv";
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actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"] = "screen_texture";
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actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_PIXEL_SIZE"] = "screen_pixel_size";
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@ -105,13 +105,16 @@ VERTEX_SHADER_GLOBALS
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void main() {
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vec4 vertex_color = color_attrib;
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vec4 color = color_attrib;
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#ifdef USE_INSTANCING
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mat4 extra_matrix2 = extra_matrix * transpose(mat4(instance_xform0,instance_xform1,instance_xform2,vec4(0.0,0.0,0.0,1.0)));
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vertex_color*=instance_color;
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color*=instance_color;
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vec4 instance_custom = instance_custom_data;
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#else
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mat4 extra_matrix2 = extra_matrix;
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vec4 instance_custom = vec4(0.0);
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#endif
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#ifdef USE_TEXTURE_RECT
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@ -135,7 +138,7 @@ void main() {
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//compute h and v frames and adjust UV interp for animation
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int total_frames = h_frames * v_frames;
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int frame = min(int(float(total_frames) *instance_custom_data.z),total_frames-1);
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int frame = min(int(float(total_frames) *instance_custom.z),total_frames-1);
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float frame_w = 1.0/float(h_frames);
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float frame_h = 1.0/float(v_frames);
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uv_interp.x = uv_interp.x * frame_w + frame_w * float(frame % h_frames);
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@ -146,7 +149,6 @@ void main() {
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#define extra_matrix extra_matrix2
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{
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vec2 src_vtx=outvec.xy;
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VERTEX_SHADER_CODE
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@ -165,7 +167,7 @@ VERTEX_SHADER_CODE
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#undef extra_matrix
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color_interp = vertex_color;
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color_interp = color;
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#ifdef USE_PIXEL_SNAP
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@ -55,12 +55,11 @@ void Environment::set_sky(const Ref<Sky> &p_sky) {
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VS::get_singleton()->environment_set_sky(environment, sb_rid);
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}
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void Environment::set_sky_scale(float p_scale) {
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void Environment::set_sky_custom_fov(float p_scale) {
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bg_sky_scale = p_scale;
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VS::get_singleton()->environment_set_sky_scale(environment, p_scale);
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bg_sky_custom_fov = p_scale;
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VS::get_singleton()->environment_set_sky_custom_fov(environment, p_scale);
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}
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void Environment::set_bg_color(const Color &p_color) {
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bg_color = p_color;
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@ -101,9 +100,9 @@ Ref<Sky> Environment::get_sky() const {
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return bg_sky;
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}
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float Environment::get_sky_scale() const {
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float Environment::get_sky_custom_fov() const {
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return bg_sky_scale;
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return bg_sky_custom_fov;
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}
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Color Environment::get_bg_color() const {
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@ -268,7 +267,7 @@ Ref<Texture> Environment::get_adjustment_color_correction() const {
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void Environment::_validate_property(PropertyInfo &property) const {
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if (property.name == "background_sky" || property.name == "background_sky_scale" || property.name == "ambient_light/sky_contribution") {
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if (property.name == "background_sky" || property.name == "background_sky_custom_fov" || property.name == "ambient_light/sky_contribution") {
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if (bg_mode != BG_SKY && bg_mode != BG_COLOR_SKY) {
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property.usage = PROPERTY_USAGE_NOEDITOR;
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}
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@ -820,7 +819,7 @@ void Environment::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_background", "mode"), &Environment::set_background);
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ClassDB::bind_method(D_METHOD("set_sky", "sky"), &Environment::set_sky);
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ClassDB::bind_method(D_METHOD("set_sky_scale", "scale"), &Environment::set_sky_scale);
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ClassDB::bind_method(D_METHOD("set_sky_custom_fov", "scale"), &Environment::set_sky_custom_fov);
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ClassDB::bind_method(D_METHOD("set_bg_color", "color"), &Environment::set_bg_color);
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ClassDB::bind_method(D_METHOD("set_bg_energy", "energy"), &Environment::set_bg_energy);
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ClassDB::bind_method(D_METHOD("set_canvas_max_layer", "layer"), &Environment::set_canvas_max_layer);
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@ -830,7 +829,7 @@ void Environment::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_background"), &Environment::get_background);
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ClassDB::bind_method(D_METHOD("get_sky"), &Environment::get_sky);
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ClassDB::bind_method(D_METHOD("get_sky_scale"), &Environment::get_sky_scale);
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ClassDB::bind_method(D_METHOD("get_sky_custom_fov"), &Environment::get_sky_custom_fov);
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ClassDB::bind_method(D_METHOD("get_bg_color"), &Environment::get_bg_color);
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ClassDB::bind_method(D_METHOD("get_bg_energy"), &Environment::get_bg_energy);
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ClassDB::bind_method(D_METHOD("get_canvas_max_layer"), &Environment::get_canvas_max_layer);
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@ -841,7 +840,7 @@ void Environment::_bind_methods() {
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ADD_GROUP("Background", "background_");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "background_mode", PROPERTY_HINT_ENUM, "Clear Color,Custom Color,Sky,Color+Sky,Canvas,Keep"), "set_background", "get_background");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "background_sky", PROPERTY_HINT_RESOURCE_TYPE, "Sky"), "set_sky", "get_sky");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "background_sky_scale", PROPERTY_HINT_RANGE, "0,32,0.01"), "set_sky_scale", "get_sky_scale");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "background_sky_custom_fov", PROPERTY_HINT_RANGE, "0,180,0.1"), "set_sky_custom_fov", "get_sky_custom_fov");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "background_color"), "set_bg_color", "get_bg_color");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "background_energy", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_bg_energy", "get_bg_energy");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "background_canvas_max_layer", PROPERTY_HINT_RANGE, "-1000,1000,1"), "set_canvas_max_layer", "get_canvas_max_layer");
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@ -1142,7 +1141,7 @@ Environment::Environment() {
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environment = VS::get_singleton()->environment_create();
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bg_mode = BG_CLEAR_COLOR;
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bg_sky_scale = 1.0;
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bg_sky_custom_fov = 0;
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bg_energy = 1.0;
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bg_canvas_max_layer = 0;
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ambient_energy = 1.0;
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@ -76,7 +76,7 @@ private:
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BGMode bg_mode;
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Ref<Sky> bg_sky;
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float bg_sky_scale;
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float bg_sky_custom_fov;
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Color bg_color;
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float bg_energy;
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int bg_canvas_max_layer;
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@ -162,7 +162,7 @@ protected:
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public:
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void set_background(BGMode p_bg);
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void set_sky(const Ref<Sky> &p_sky);
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void set_sky_scale(float p_scale);
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void set_sky_custom_fov(float p_scale);
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void set_bg_color(const Color &p_color);
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void set_bg_energy(float p_energy);
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void set_canvas_max_layer(int p_max_layer);
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@ -172,7 +172,7 @@ public:
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BGMode get_background() const;
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Ref<Sky> get_sky() const;
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float get_sky_scale() const;
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float get_sky_custom_fov() const;
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Color get_bg_color() const;
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float get_bg_energy() const;
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int get_canvas_max_layer() const;
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@ -53,7 +53,7 @@ public:
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virtual void environment_set_background(RID p_env, VS::EnvironmentBG p_bg) = 0;
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virtual void environment_set_sky(RID p_env, RID p_sky) = 0;
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virtual void environment_set_sky_scale(RID p_env, float p_scale) = 0;
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virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) = 0;
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virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0;
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virtual void environment_set_bg_energy(RID p_env, float p_energy) = 0;
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virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0;
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@ -50,12 +50,6 @@ ShaderTypes::ShaderTypes() {
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/*************** SPATIAL ***********************/
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["SRC_VERTEX"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["SRC_NORMAL"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["SRC_BONES"] = ShaderLanguage::TYPE_IVEC4;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["SRC_WEIGHTS"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["POSITION"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["TANGENT"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["UV"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["UV2"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ALBEDO"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["METALLIC"] = ShaderLanguage::TYPE_FLOAT;
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@ -179,21 +172,19 @@ ShaderTypes::ShaderTypes() {
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/************ CANVAS ITEM **************************/
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["SRC_VERTEX"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["UV"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["VERTEX_COLOR"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["WORLD_MATRIX"] = ShaderLanguage::TYPE_MAT4;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["EXTRA_MATRIX"] = ShaderLanguage::TYPE_MAT4;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["TIME"] = ShaderLanguage::TYPE_FLOAT;
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||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["PARTICLE_CUSTOM"] = ShaderLanguage::TYPE_VEC4;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = ShaderLanguage::TYPE_VEC4;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["AT_LIGHT_PASS"] = ShaderLanguage::TYPE_BOOL;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].can_discard = false;
|
||||
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SRC_COLOR"] = ShaderLanguage::TYPE_VEC4;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["FRAGCOORD"] = ShaderLanguage::TYPE_VEC4;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMALMAP"] = ShaderLanguage::TYPE_VEC3;
|
||||
|
@ -202,13 +193,13 @@ ShaderTypes::ShaderTypes() {
|
|||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TEXTURE_PIXEL_SIZE"] = ShaderLanguage::TYPE_VEC2;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_PIXEL_SIZE"] = ShaderLanguage::TYPE_VEC2;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["POINT_COORD"] = ShaderLanguage::TYPE_VEC2;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TIME"] = ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["AT_LIGHT_PASS"] = ShaderLanguage::TYPE_BOOL;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].can_discard = true;
|
||||
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["POSITION"] = ShaderLanguage::TYPE_VEC2;
|
||||
|
|
|
@ -968,7 +968,7 @@ public:
|
|||
|
||||
BIND2(environment_set_background, RID, EnvironmentBG)
|
||||
BIND2(environment_set_sky, RID, RID)
|
||||
BIND2(environment_set_sky_scale, RID, float)
|
||||
BIND2(environment_set_sky_custom_fov, RID, float)
|
||||
BIND2(environment_set_bg_color, RID, const Color &)
|
||||
BIND2(environment_set_bg_energy, RID, float)
|
||||
BIND2(environment_set_canvas_max_layer, RID, int)
|
||||
|
|
|
@ -381,7 +381,7 @@ public:
|
|||
|
||||
FUNC2(environment_set_background, RID, EnvironmentBG)
|
||||
FUNC2(environment_set_sky, RID, RID)
|
||||
FUNC2(environment_set_sky_scale, RID, float)
|
||||
FUNC2(environment_set_sky_custom_fov, RID, float)
|
||||
FUNC2(environment_set_bg_color, RID, const Color &)
|
||||
FUNC2(environment_set_bg_energy, RID, float)
|
||||
FUNC2(environment_set_canvas_max_layer, RID, int)
|
||||
|
|
|
@ -637,7 +637,7 @@ public:
|
|||
|
||||
virtual void environment_set_background(RID p_env, EnvironmentBG p_bg) = 0;
|
||||
virtual void environment_set_sky(RID p_env, RID p_sky) = 0;
|
||||
virtual void environment_set_sky_scale(RID p_env, float p_scale) = 0;
|
||||
virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) = 0;
|
||||
virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0;
|
||||
virtual void environment_set_bg_energy(RID p_env, float p_energy) = 0;
|
||||
virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0;
|
||||
|
|
Loading…
Reference in New Issue