Browse Source

Misc Fixes
==========

-NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk)
-WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store
-Feaures in the new tutorials are all present in the sourcecode
-This (hopefully) should get rid of the animation list order getting corrupted
-Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing?
-In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource
-Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo

Juan Linietsky 11 năm trước cách đây
mục cha
commit
2af2a84a03
74 tập tin đã thay đổi với 1414 bổ sung661 xóa
  1. 1 1
      bin/tests/test_detailer.cpp
  2. 2 2
      bin/tests/test_misc.cpp
  3. 1 1
      bin/tests/test_particles.cpp
  4. 2 2
      bin/tests/test_render.cpp
  5. 3 1
      bin/tests/test_shader_lang.cpp
  6. 16 1
      core/globals.cpp
  7. 1 1
      core/globals.h
  8. 8 2
      core/io/resource_format_binary.cpp
  9. 1 0
      core/io/resource_format_binary.h
  10. 12 2
      core/io/resource_format_xml.cpp
  11. 1 0
      core/io/resource_format_xml.h
  12. 1 0
      core/io/resource_saver.h
  13. 12 3
      core/resource.cpp
  14. 1 1
      core/resource.h
  15. 3 3
      core/ucaps.h
  16. 2 0
      demos/3d/platformer/engine.cfg
  17. 20 13
      demos/3d/platformer/stage.xml
  18. BIN
      demos/3d/platformer/tiles.res
  19. 21 42
      drivers/gles1/rasterizer_gles1.cpp
  20. 11 17
      drivers/gles1/rasterizer_gles1.h
  21. 134 64
      drivers/gles2/rasterizer_gles2.cpp
  22. 12 13
      drivers/gles2/rasterizer_gles2.h
  23. 44 3
      drivers/gles2/shader_compiler_gles2.cpp
  24. 6 3
      drivers/gles2/shader_compiler_gles2.h
  25. 22 2
      drivers/gles2/shader_gles2.cpp
  26. 3 1
      drivers/gles2/shader_gles2.h
  27. 63 12
      drivers/gles2/shaders/copy.glsl
  28. 39 21
      drivers/gles2/shaders/material.glsl
  29. 17 4
      main/main.cpp
  30. 1 1
      modules/gdscript/gd_editor.cpp
  31. 20 6
      modules/gdscript/gd_parser.cpp
  32. 2 1
      modules/gdscript/gd_parser.h
  33. 26 13
      platform/android/export/export.cpp
  34. 190 42
      platform/android/java/src/com/android/godot/Godot.java
  35. 27 0
      platform/android/java/src/com/android/godot/GodotDownloaderAlarmReceiver.java
  36. 47 0
      platform/android/java/src/com/android/godot/GodotDownloaderService.java
  37. 33 13
      platform/android/java_glue.cpp
  38. 14 7
      platform/android/os_android.cpp
  39. 2 1
      platform/android/os_android.h
  40. 1 1
      scene/3d/camera.cpp
  41. 1 1
      scene/3d/follow_camera.cpp
  42. 3 4
      scene/3d/light.cpp
  43. 0 1
      scene/3d/light.h
  44. 1 1
      scene/3d/particles.cpp
  45. 1 1
      scene/3d/portal.cpp
  46. 1 1
      scene/3d/room_instance.cpp
  47. 1 1
      scene/3d/skeleton.cpp
  48. 1 1
      scene/3d/spatial_player.cpp
  49. 22 4
      scene/resources/environment.cpp
  50. 12 1
      scene/resources/environment.h
  51. 37 87
      scene/resources/material.cpp
  52. 26 36
      scene/resources/material.h
  53. 139 17
      scene/resources/polygon_path_finder.cpp
  54. 5 1
      scene/resources/polygon_path_finder.h
  55. 18 5
      scene/resources/shader.cpp
  56. 2 1
      scene/resources/shader.h
  57. 87 40
      servers/visual/rasterizer.cpp
  58. 11 13
      servers/visual/rasterizer.h
  59. 17 25
      servers/visual/rasterizer_dummy.cpp
  60. 10 12
      servers/visual/rasterizer_dummy.h
  61. 52 3
      servers/visual/shader_language.cpp
  62. 3 1
      servers/visual/shader_language.h
  63. 23 28
      servers/visual/visual_server_raster.cpp
  64. 8 10
      servers/visual/visual_server_raster.h
  65. 7 8
      servers/visual/visual_server_wrap_mt.h
  66. 2 4
      servers/visual_server.cpp
  67. 36 32
      servers/visual_server.h
  68. 1 0
      tools/editor/editor_node.cpp
  69. 4 4
      tools/editor/io_plugins/editor_import_collada.cpp
  70. 39 8
      tools/editor/io_plugins/editor_scene_import_plugin.cpp
  71. 14 3
      tools/editor/plugins/shader_editor_plugin.cpp
  72. 1 0
      tools/editor/plugins/shader_editor_plugin.h
  73. 1 1
      tools/editor/resources_dock.cpp
  74. 6 6
      tools/editor/spatial_editor_gizmos.cpp

+ 1 - 1
bin/tests/test_detailer.cpp

@@ -176,7 +176,7 @@ public:
 		vs->camera_set_transform(camera, Transform( Matrix3(), Vector3(0,0,2 ) ) );
 
 		RID lightaux = vs->light_create( VisualServer::LIGHT_DIRECTIONAL );
-		vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.3,0.3,0.3) );
+		//vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.3,0.3,0.3) );
 		light = vs->instance_create2( lightaux,scenario );
 		vs->instance_set_transform(light,Transform(Matrix3(Vector3(0.1,0.4,0.7).normalized(),0.9)));
 		

+ 2 - 2
bin/tests/test_misc.cpp

@@ -407,7 +407,7 @@ public:
 		RID cylinder_material = vs->fixed_material_create();
 		vs->fixed_material_set_param( cylinder_material, VisualServer::FIXED_MATERIAL_PARAM_DIFFUSE, Color(0.8,0.2,0.9));
 		vs->material_set_flag( cylinder_material, VisualServer::MATERIAL_FLAG_ONTOP,true);
-		vs->material_set_flag( cylinder_material, VisualServer::MATERIAL_FLAG_WIREFRAME,true);
+		//vs->material_set_flag( cylinder_material, VisualServer::MATERIAL_FLAG_WIREFRAME,true);
 		vs->material_set_flag( cylinder_material, VisualServer::MATERIAL_FLAG_DOUBLE_SIDED,true);
 		vs->material_set_flag( cylinder_material, VisualServer::MATERIAL_FLAG_UNSHADED,true);
 
@@ -429,7 +429,7 @@ public:
 		light = vs->instance_create2( lightaux );
 		*/
 		RID lightaux = vs->light_create( VisualServer::LIGHT_DIRECTIONAL );
-		vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
+		//vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
 		//vs->light_set_shadow( lightaux, true );
 		RID light = vs->instance_create2( lightaux,scenario );
 

+ 1 - 1
bin/tests/test_particles.cpp

@@ -87,7 +87,7 @@ public:
 		light = vs->instance_create2( lightaux );
 		*/
 		RID lightaux = vs->light_create( VisualServer::LIGHT_DIRECTIONAL );
-		vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
+	//	vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
 		light = vs->instance_create2( lightaux, scenario );
 		
 		ofs=0;

+ 2 - 2
bin/tests/test_render.cpp

@@ -185,7 +185,7 @@ public:
 
 		//*
 		lightaux = vs->light_create( VisualServer::LIGHT_DIRECTIONAL );
-		vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
+		//vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
 		vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_DIFFUSE, Color(1.0,1.0,1.0) );
 		//vs->light_set_shadow( lightaux, true );
 		light = vs->instance_create2( lightaux, scenario );
@@ -198,7 +198,7 @@ public:
 
 		//*
 		lightaux = vs->light_create( VisualServer::LIGHT_OMNI );
-		vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,1.0) );
+//		vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,1.0) );
 		vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_DIFFUSE, Color(1.0,1.0,0.0) );
 		vs->light_set_param( lightaux, VisualServer::LIGHT_PARAM_RADIUS, 4 );
 		vs->light_set_param( lightaux, VisualServer::LIGHT_PARAM_ENERGY, 8 );

+ 3 - 1
bin/tests/test_shader_lang.cpp

@@ -264,13 +264,15 @@ static String dump_node_code(SL::Node *p_node,int p_level) {
 
 }
 
-static void recreate_code(void *p_str,SL::ProgramNode *p_program) {
+static Error recreate_code(void *p_str,SL::ProgramNode *p_program) {
 
 	print_line("recr");
 	String *str=(String*)p_str;
 
 	*str=dump_node_code(p_program,0);
 
+	return OK;
+
 
 }
 

+ 16 - 1
core/globals.cpp

@@ -243,12 +243,27 @@ bool Globals::_load_resource_pack(const String& p_pack) {
 	return true;
 }
 
-Error Globals::setup(const String& p_path) {
+Error Globals::setup(const String& p_path,const String & p_main_pack) {
 
 	//an absolute mess of a function, must be cleaned up and reorganized somehow at some point
 	
 	//_load_settings(p_path+"/override.cfg");
 
+	if (p_main_pack!="") {
+
+		bool ok = _load_resource_pack(p_main_pack);
+		ERR_FAIL_COND_V(!ok,ERR_CANT_OPEN);
+
+		if (_load_settings("res://engine.cfg")==OK || _load_settings_binary("res://engine.cfb")==OK) {
+
+			_load_settings("res://override.cfg");
+
+		}
+
+		return OK;
+
+	}
+
 	if (OS::get_singleton()->get_executable_path()!="") {
 
 		if (_load_resource_pack(OS::get_singleton()->get_executable_path())) {

+ 1 - 1
core/globals.h

@@ -110,7 +110,7 @@ public:
 	int get_order(const String& p_name) const;
 	void set_order(const String& p_name, int p_order);
 	
-	Error setup(const String& p_path);
+	Error setup(const String& p_path, const String &p_main_pack);
 
 	Error save_custom(const String& p_path="",const CustomMap& p_custom=CustomMap(),const Set<String>& p_ignore_masks=Set<String>());
 	Error save();

+ 8 - 2
core/io/resource_format_binary.cpp

@@ -1751,7 +1751,10 @@ Error ResourceFormatSaverBinaryInstance::save(const String &p_path,const RES& p_
 	skip_editor=p_flags&ResourceSaver::FLAG_OMIT_EDITOR_PROPERTIES;
 	bundle_resources=p_flags&ResourceSaver::FLAG_BUNDLE_RESOURCES;
 	big_endian=p_flags&ResourceSaver::FLAG_SAVE_BIG_ENDIAN;
+	takeover_paths=p_flags&ResourceSaver::FLAG_REPLACE_SUBRESOURCE_PATHS;
 
+	if (!p_path.begins_with("res://"))
+		takeover_paths=false;
 
 	local_path=p_path.get_base_dir();
 	//bin_meta_idx = get_string_index("__bin_meta__"); //is often used, so create
@@ -1841,9 +1844,12 @@ Error ResourceFormatSaverBinaryInstance::save(const String &p_path,const RES& p_
 	for(List<RES>::Element *E=saved_resources.front();E;E=E->next()) {
 
 		RES r = E->get();
-		if (r->get_path()=="" || r->get_path().find("::")!=-1)
+		if (r->get_path()=="" || r->get_path().find("::")!=-1) {
 			save_unicode_string("local://"+itos(ofs_pos.size()));
-		else
+			if (takeover_paths) {
+				r->set_path(p_path+"::"+itos(ofs_pos.size()),true);
+			}
+		} else
 			save_unicode_string(r->get_path()); //actual external
 		ofs_pos.push_back(f->get_pos());
 		f->store_64(0); //offset in 64 bits

+ 1 - 0
core/io/resource_format_binary.h

@@ -125,6 +125,7 @@ class ResourceFormatSaverBinaryInstance  {
 	bool bundle_resources;
 	bool skip_editor;
 	bool big_endian;
+	bool takeover_paths;
 	int bin_meta_idx;
 	FileAccess *f;
 	String magic;

+ 12 - 2
core/io/resource_format_xml.cpp

@@ -2505,6 +2505,10 @@ Error ResourceFormatSaverXMLInstance::save(const String &p_path,const RES& p_res
 	relative_paths=p_flags&ResourceSaver::FLAG_RELATIVE_PATHS;
 	skip_editor=p_flags&ResourceSaver::FLAG_OMIT_EDITOR_PROPERTIES;
 	bundle_resources=p_flags&ResourceSaver::FLAG_BUNDLE_RESOURCES;
+	takeover_paths=p_flags&ResourceSaver::FLAG_REPLACE_SUBRESOURCE_PATHS;
+	if (!p_path.begins_with("res://")) {
+		takeover_paths=false;
+	}
 	depth=0;
 
 	// save resources
@@ -2541,8 +2545,14 @@ Error ResourceFormatSaverXMLInstance::save(const String &p_path,const RES& p_res
 			enter_tag("main_resource",""); //bundled
 		else if (res->get_path().length() && res->get_path().find("::") == -1 )
 			enter_tag("resource","type=\""+res->get_type()+"\" path=\""+res->get_path()+"\""); //bundled
-		else
-			enter_tag("resource","type=\""+res->get_type()+"\" path=\"local://"+itos(resource_map[res])+"\"");
+		else {
+			int idx = resource_map[res];
+			enter_tag("resource","type=\""+res->get_type()+"\" path=\"local://"+itos(idx)+"\"");
+			if (takeover_paths) {
+				res->set_path(p_path+"::"+itos(idx),true);
+			}
+
+		}
 		write_string("\n",false);
 
 

+ 1 - 0
core/io/resource_format_xml.h

@@ -117,6 +117,7 @@ class ResourceFormatSaverXMLInstance  {
 
 
 
+	bool takeover_paths;
 	bool relative_paths;
 	bool bundle_resources;
 	bool skip_editor;

+ 1 - 0
core/io/resource_saver.h

@@ -74,6 +74,7 @@ public:
 		FLAG_OMIT_EDITOR_PROPERTIES=8,
 		FLAG_SAVE_BIG_ENDIAN=16,
 		FLAG_COMPRESS=32,
+		FLAG_REPLACE_SUBRESOURCE_PATHS=64,
 	};
 
 

+ 12 - 3
core/resource.cpp

@@ -157,7 +157,7 @@ void Resource::_resource_path_changed() {
 
 }
 	
-void Resource::set_path(const String& p_path) {
+void Resource::set_path(const String& p_path, bool p_take_over) {
 
 	if (path_cache==p_path)
 		return;
@@ -168,7 +168,16 @@ void Resource::set_path(const String& p_path) {
 	}
 
 	path_cache="";
-	ERR_FAIL_COND( ResourceCache::resources.has( p_path ) );
+	if (ResourceCache::resources.has( p_path )) {
+		if (p_take_over) {
+
+			ResourceCache::resources.get(p_path)->set_name("");
+		} else {
+			ERR_EXPLAIN("Another resource is loaded from path: "+p_path);
+			ERR_FAIL_COND( ResourceCache::resources.has( p_path ) );
+		}
+
+	}
 	path_cache=p_path;
 	
 	if (path_cache!="") {
@@ -240,7 +249,7 @@ void Resource::_bind_methods() {
 
 	ObjectTypeDB::bind_method(_MD("set_path","path"),&Resource::set_path);
 	ObjectTypeDB::bind_method(_MD("get_path"),&Resource::get_path);
-	ObjectTypeDB::bind_method(_MD("set_name","name"),&Resource::set_name);
+	ObjectTypeDB::bind_method(_MD("set_name","name","take_over"),&Resource::set_name,DEFVAL(false));
 	ObjectTypeDB::bind_method(_MD("get_name"),&Resource::get_name);
 	ObjectTypeDB::bind_method(_MD("get_rid"),&Resource::get_rid);
 	ObjectTypeDB::bind_method(_MD("set_import_metadata","metadata"),&Resource::set_import_metadata);

+ 1 - 1
core/resource.h

@@ -126,7 +126,7 @@ public:
 	void set_name(const String& p_name);
 	String get_name() const;
 
-	void set_path(const String& p_path);
+	void set_path(const String& p_path,bool p_take_over=false);
 	String get_path() const;
 
 	Ref<Resource> duplicate(bool p_subresources=false);

+ 3 - 3
core/ucaps.h

@@ -673,7 +673,7 @@ static const int caps_table[CAPS_LEN][2]={
 {0xFF5A,0xFF3A},
 };
 
-static const int reverse_caps_table[CAPS_LEN][2]={
+static const int reverse_caps_table[CAPS_LEN-1][2]={
 {0x41,0x61},
 {0x42,0x62},
 {0x43,0x63},
@@ -755,7 +755,7 @@ static const int reverse_caps_table[CAPS_LEN][2]={
 {0x12a,0x12b},
 {0x12c,0x12d},
 {0x12e,0x12f},
-{0x49,0x131},
+//{0x49,0x131},
 {0x132,0x133},
 {0x134,0x135},
 {0x136,0x137},
@@ -1370,7 +1370,7 @@ static int _find_lower(int ch)  {
 
 
 	int low = 0;
-	int high = CAPS_LEN -1;
+	int high = CAPS_LEN -2;
 	int middle;
 
 	while( low <= high )

+ 2 - 0
demos/3d/platformer/engine.cfg

@@ -24,3 +24,5 @@ max_shadow_buffer_size=1024
 framebuffer_shrink=1
 shadow_filter=3
 debug_shadow_maps=false
+fp16_framebuffer=true
+debug_hdr=false

Những thai đổi đã bị hủy bỏ vì nó quá lớn
+ 20 - 13
demos/3d/platformer/stage.xml


BIN
demos/3d/platformer/tiles.res


+ 21 - 42
drivers/gles1/rasterizer_gles1.cpp

@@ -891,6 +891,7 @@ RID RasterizerGLES1::shader_create(VS::ShaderMode p_mode) {
 	shader->has_alpha=false;
 	shader->fragment_line=0;
 	shader->vertex_line=0;
+	shader->light_line=0;
 	RID rid = shader_owner.make_rid(shader);
 	shader_set_mode(rid,p_mode);
 //	_shader_make_dirty(shader);
@@ -921,19 +922,22 @@ VS::ShaderMode RasterizerGLES1::shader_get_mode(RID p_shader) const {
 
 
 
-void RasterizerGLES1::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs,int p_fragment_ofs) {
+void RasterizerGLES1::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs,int p_fragment_ofs,int p_light_ofs) {
+
 
 	Shader *shader=shader_owner.get(p_shader);
 	ERR_FAIL_COND(!shader);
 
 #ifdef DEBUG_ENABLED
-	if (shader->vertex_code==p_vertex && shader->fragment_code==p_fragment)
+	if (shader->vertex_code==p_vertex && shader->fragment_code==p_fragment && shader->light_code==p_light)
 		return;
 #endif
 	shader->fragment_code=p_fragment;
 	shader->vertex_code=p_vertex;
+	shader->light_code=p_light;
 	shader->fragment_line=p_fragment_ofs;
 	shader->vertex_line=p_vertex_ofs;
+	shader->light_line=p_light_ofs;
 
 }
 
@@ -953,6 +957,13 @@ String RasterizerGLES1::shader_get_fragment_code(RID p_shader) const {
 
 }
 
+String RasterizerGLES1::shader_get_light_code(RID p_shader) const {
+
+	Shader *shader=shader_owner.get(p_shader);
+	ERR_FAIL_COND_V(!shader,String());
+	return shader->light_code;
+
+}
 
 void RasterizerGLES1::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
 
@@ -1099,38 +1110,20 @@ bool RasterizerGLES1::material_get_flag(RID p_material,VS::MaterialFlag p_flag)
 
 }
 
-void RasterizerGLES1::material_set_hint(RID p_material, VS::MaterialHint p_hint,bool p_enabled) {
+void RasterizerGLES1::material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode) {
 
 	Material *material = material_owner.get(p_material);
 	ERR_FAIL_COND(!material);
-	ERR_FAIL_INDEX(p_hint,VS::MATERIAL_HINT_MAX);
-	material->hints[p_hint]=p_enabled;
-
+	material->depth_draw_mode=p_mode;
 }
 
-bool RasterizerGLES1::material_get_hint(RID p_material,VS::MaterialHint p_hint) const {
+VS::MaterialDepthDrawMode RasterizerGLES1::material_get_depth_draw_mode(RID p_material) const{
 
-	Material *material = material_owner.get(p_material);
-	ERR_FAIL_COND_V(!material,false);
-	ERR_FAIL_INDEX_V(p_hint,VS::MATERIAL_HINT_MAX,false);
-	return material->hints[p_hint];
-
-}
-
-void RasterizerGLES1::material_set_shade_model(RID p_material, VS::MaterialShadeModel p_model) {
 
 	Material *material = material_owner.get(p_material);
-	ERR_FAIL_COND(!material);
-	material->shade_model=p_model;
-
-};
-
-VS::MaterialShadeModel RasterizerGLES1::material_get_shade_model(RID p_material) const {
-
-	Material *material = material_owner.get(p_material);
-	ERR_FAIL_COND_V(!material,VS::MATERIAL_SHADE_MODEL_LAMBERT);
-	return material->shade_model;
-};
+	ERR_FAIL_COND_V(!material,VS::MATERIAL_DEPTH_DRAW_ALWAYS);
+	return material->depth_draw_mode;
+}
 
 
 void RasterizerGLES1::material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode) {
@@ -1223,20 +1216,6 @@ RID RasterizerGLES1::fixed_material_get_texture(RID p_material,VS::FixedMaterial
 	return m->textures[p_parameter];
 }
 
-void RasterizerGLES1::fixed_material_set_detail_blend_mode(RID p_material,VS::MaterialBlendMode p_mode) {
-
-	Material *m=material_owner.get( p_material );
-	ERR_FAIL_COND(!m);
-
-	m->detail_blend_mode = p_mode;
-}
-VS::MaterialBlendMode RasterizerGLES1::fixed_material_get_detail_blend_mode(RID p_material) const {
-
-	Material *m=material_owner.get( p_material );
-	ERR_FAIL_COND_V(!m, VS::MATERIAL_BLEND_MODE_MIX);
-
-	return m->detail_blend_mode;
-}
 
 void RasterizerGLES1::fixed_material_set_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode) {
 
@@ -3395,7 +3374,7 @@ void RasterizerGLES1::_setup_material(const Geometry *p_geometry,const Material
 
 	}
 
-	bool current_depth_write=!p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW];
+	bool current_depth_write=p_material->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_ALWAYS; //broken
 	bool current_depth_test=!p_material->flags[VS::MATERIAL_FLAG_ONTOP];
 
 
@@ -3460,7 +3439,7 @@ void RasterizerGLES1::_setup_light(LightInstance* p_instance, int p_idx) {
 
 	glLightfv(glid , GL_DIFFUSE, diffuse_sdark);
 
-	Color amb_color = ld->colors[VS::LIGHT_COLOR_AMBIENT];
+	Color amb_color = Color(0,0,0);
 	GLfloat amb_stexsize[4]={
 		amb_color.r,
 		amb_color.g,

+ 11 - 17
drivers/gles1/rasterizer_gles1.h

@@ -132,10 +132,12 @@ class RasterizerGLES1 : public Rasterizer {
 
 		String vertex_code;
 		String fragment_code;
+		String light_code;
 		VS::ShaderMode mode;
 		Map<StringName,Variant> params;
 		int fragment_line;
 		int vertex_line;
+		int light_line;
 		bool valid;
 		bool has_alpha;
 		bool use_world_transform;
@@ -149,15 +151,14 @@ class RasterizerGLES1 : public Rasterizer {
 
 		bool fixed_flags[VS::FIXED_MATERIAL_FLAG_MAX];
 		bool flags[VS::MATERIAL_FLAG_MAX];
-		bool hints[VS::MATERIAL_HINT_MAX];
 		Variant parameters[VisualServer::FIXED_MATERIAL_PARAM_MAX];
 		RID textures[VisualServer::FIXED_MATERIAL_PARAM_MAX];
 
-		VS::MaterialShadeModel shade_model;
+		VS::MaterialDepthDrawMode depth_draw_mode;
+
 		Transform uv_transform;
 		VS::FixedMaterialTexCoordMode texcoord_mode[VisualServer::FIXED_MATERIAL_PARAM_MAX];
 
-		VS::MaterialBlendMode detail_blend_mode;
 		VS::MaterialBlendMode blend_mode;
 
 		float line_width;
@@ -179,8 +180,6 @@ class RasterizerGLES1 : public Rasterizer {
 			for(int i=0;i<VS::MATERIAL_FLAG_MAX;i++)
 				flags[i]=false;
 			flags[VS::MATERIAL_FLAG_VISIBLE]=true;
-			for(int i=0;i<VS::MATERIAL_HINT_MAX;i++)
-				hints[i]=false;
 
 			parameters[VS::FIXED_MATERIAL_PARAM_DIFFUSE] = Color(0.8, 0.8, 0.8);
 			parameters[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP] = 12;
@@ -188,7 +187,7 @@ class RasterizerGLES1 : public Rasterizer {
 			for (int i=0; i<VisualServer::FIXED_MATERIAL_PARAM_MAX; i++) {
 				texcoord_mode[i] = VS::FIXED_MATERIAL_TEXCOORD_UV;
 			};
-			detail_blend_mode = VS::MATERIAL_BLEND_MODE_MIX;
+			depth_draw_mode=VS::MATERIAL_DEPTH_DRAW_OPAQUE_ONLY;
 			line_width=1;
 			has_alpha=false;
 			blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
@@ -433,7 +432,7 @@ class RasterizerGLES1 : public Rasterizer {
 			vars[VS::LIGHT_PARAM_ENERGY]=1.0;
 			vars[VS::LIGHT_PARAM_RADIUS]=1.0;
 			vars[VS::LIGHT_PARAM_SHADOW_Z_OFFSET]=0.05;
-			colors[VS::LIGHT_COLOR_AMBIENT]=Color(0,0,0);
+
 			colors[VS::LIGHT_COLOR_DIFFUSE]=Color(1,1,1);
 			colors[VS::LIGHT_COLOR_SPECULAR]=Color(1,1,1);
 			shadow_enabled=false;
@@ -468,7 +467,7 @@ class RasterizerGLES1 : public Rasterizer {
 			fx_param[VS::ENV_FX_PARAM_DOF_BLUR_BEGIN]=100.0;
 			fx_param[VS::ENV_FX_PARAM_DOF_BLUR_RANGE]=10.0;
 			fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]=0.4;
-			fx_param[VS::ENV_FX_PARAM_HDR_SCALAR]=1.0;
+			fx_param[VS::ENV_FX_PARAM_HDR_WHITE]=1.0;
 			fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD]=0.95;
 			fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE]=0.2;
 			fx_param[VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE]=0.4;
@@ -862,9 +861,10 @@ public:
 	virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode);
 	virtual VS::ShaderMode shader_get_mode(RID p_shader) const;
 
-	virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs=0,int p_fragment_ofs=0);
+	virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs=0,int p_fragment_ofs=0,int p_light_ofs=0);
 	virtual String shader_get_fragment_code(RID p_shader) const;
 	virtual String shader_get_vertex_code(RID p_shader) const;
+	virtual String shader_get_light_code(RID p_shader) const;
 
 	virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
 
@@ -881,11 +881,8 @@ public:
 	virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled);
 	virtual bool material_get_flag(RID p_material,VS::MaterialFlag p_flag) const;
 
-	virtual void material_set_hint(RID p_material, VS::MaterialHint p_hint,bool p_enabled);
-	virtual bool material_get_hint(RID p_material,VS::MaterialHint p_hint) const;
-
-	virtual void material_set_shade_model(RID p_material, VS::MaterialShadeModel p_model);
-	virtual VS::MaterialShadeModel material_get_shade_model(RID p_material) const;
+	virtual void material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode);
+	virtual VS::MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const;
 
 	virtual void material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode);
 	virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const;
@@ -906,9 +903,6 @@ public:
 	virtual void fixed_material_set_texture(RID p_material,VS::FixedMaterialParam p_parameter, RID p_texture);
 	virtual RID fixed_material_get_texture(RID p_material,VS::FixedMaterialParam p_parameter) const;
 
-	virtual void fixed_material_set_detail_blend_mode(RID p_material,VS::MaterialBlendMode p_mode);
-	virtual VS::MaterialBlendMode fixed_material_get_detail_blend_mode(RID p_material) const;
-
 	virtual void fixed_material_set_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode);
 	virtual VS::FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter) const;
 

+ 134 - 64
drivers/gles2/rasterizer_gles2.cpp

@@ -1132,20 +1132,22 @@ VS::ShaderMode RasterizerGLES2::shader_get_mode(RID p_shader) const {
 }
 
 
+void RasterizerGLES2::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs,int p_fragment_ofs,int p_light_ofs) {
 
-void RasterizerGLES2::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs,int p_fragment_ofs) {
 
 	Shader *shader=shader_owner.get(p_shader);
 	ERR_FAIL_COND(!shader);
 
 #ifdef DEBUG_ENABLED
-	if (shader->vertex_code==p_vertex && shader->fragment_code==p_fragment)
+	if (shader->vertex_code==p_vertex && shader->fragment_code==p_fragment && shader->light_code==p_light)
 		return;
 #endif
 	shader->fragment_code=p_fragment;
 	shader->vertex_code=p_vertex;
+	shader->light_code=p_light;
 	shader->fragment_line=p_fragment_ofs;
 	shader->vertex_line=p_vertex_ofs;
+	shader->light_line=p_light_ofs;
 	_shader_make_dirty(shader);
 
 }
@@ -1166,6 +1168,14 @@ String RasterizerGLES2::shader_get_fragment_code(RID p_shader) const {
 
 }
 
+String RasterizerGLES2::shader_get_light_code(RID p_shader) const {
+
+	Shader *shader=shader_owner.get(p_shader);
+	ERR_FAIL_COND_V(!shader,String());
+	return shader->light_code;
+
+}
+
 void RasterizerGLES2::_shader_make_dirty(Shader* p_shader) {
 
 	if (p_shader->dirty_list.in_list())
@@ -1334,38 +1344,22 @@ bool RasterizerGLES2::material_get_flag(RID p_material,VS::MaterialFlag p_flag)
 
 }
 
-void RasterizerGLES2::material_set_hint(RID p_material, VS::MaterialHint p_hint,bool p_enabled) {
+void RasterizerGLES2::material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode) {
 
 	Material *material = material_owner.get(p_material);
 	ERR_FAIL_COND(!material);
-	ERR_FAIL_INDEX(p_hint,VS::MATERIAL_HINT_MAX);
-	material->hints[p_hint]=p_enabled;
+	material->depth_draw_mode=p_mode;
 
 }
 
-bool RasterizerGLES2::material_get_hint(RID p_material,VS::MaterialHint p_hint) const {
+VS::MaterialDepthDrawMode RasterizerGLES2::material_get_depth_draw_mode(RID p_material) const {
 
 	Material *material = material_owner.get(p_material);
-	ERR_FAIL_COND_V(!material,false);
-	ERR_FAIL_INDEX_V(p_hint,VS::MATERIAL_HINT_MAX,false);
-	return material->hints[p_hint];
+	ERR_FAIL_COND_V(!material,VS::MATERIAL_DEPTH_DRAW_ALWAYS);
+	return material->depth_draw_mode;
 
 }
 
-void RasterizerGLES2::material_set_shade_model(RID p_material, VS::MaterialShadeModel p_model) {
-
-	Material *material = material_owner.get(p_material);
-	ERR_FAIL_COND(!material);
-	material->shade_model=p_model;
-
-};
-
-VS::MaterialShadeModel RasterizerGLES2::material_get_shade_model(RID p_material) const {
-
-	Material *material = material_owner.get(p_material);
-	ERR_FAIL_COND_V(!material,VS::MATERIAL_SHADE_MODEL_LAMBERT);
-	return material->shade_model;
-};
 
 
 void RasterizerGLES2::material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode) {
@@ -3455,14 +3449,21 @@ RID RasterizerGLES2::viewport_data_create() {
 	glGenFramebuffers(1, &vd->lum_fbo);
 	glBindFramebuffer(GL_FRAMEBUFFER, vd->lum_fbo);
 
+	GLuint format_luminance = use_fp16_fb?_GL_RG_EXT:GL_RGBA;
+	GLuint format_luminance_type = use_fp16_fb?(full_float_fb_supported?GL_FLOAT:_GL_HALF_FLOAT_OES):GL_UNSIGNED_BYTE;
+	GLuint format_luminance_components = use_fp16_fb?_GL_RG_EXT:GL_RGBA;
+
 	glGenTextures(1, &vd->lum_color);
 	glBindTexture(GL_TEXTURE_2D, vd->lum_color);
-	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
 	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0,
-		     GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+	//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0,
+	//	     GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+	glTexImage2D(GL_TEXTURE_2D, 0, format_luminance, 1, 1, 0,
+		     format_luminance_components, format_luminance_type, NULL);
+
 	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
 			       GL_TEXTURE_2D, vd->lum_color, 0);
 
@@ -3934,10 +3935,12 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
 
 	String vertex_code;
 	String vertex_globals;
-	ShaderCompilerGLES2::Flags flags;
+	ShaderCompilerGLES2::Flags vertex_flags;
+	ShaderCompilerGLES2::Flags fragment_flags;
+	ShaderCompilerGLES2::Flags light_flags;
 
 	if (p_shader->mode==VS::SHADER_MATERIAL) {
-		Error err = shader_precompiler.compile(p_shader->vertex_code,ShaderLanguage::SHADER_MATERIAL_VERTEX,vertex_code,vertex_globals,flags,&p_shader->uniforms);
+		Error err = shader_precompiler.compile(p_shader->vertex_code,ShaderLanguage::SHADER_MATERIAL_VERTEX,vertex_code,vertex_globals,vertex_flags,&p_shader->uniforms);
 		if (err) {
 			return; //invalid
 		}
@@ -3950,11 +3953,26 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
 	String fragment_code;
 	String fragment_globals;
 
-	Error err = shader_precompiler.compile(p_shader->fragment_code,(p_shader->mode==VS::SHADER_MATERIAL?ShaderLanguage::SHADER_MATERIAL_FRAGMENT:ShaderLanguage::SHADER_POST_PROCESS),fragment_code,fragment_globals,flags,&p_shader->uniforms);
+	Error err = shader_precompiler.compile(p_shader->fragment_code,(p_shader->mode==VS::SHADER_MATERIAL?ShaderLanguage::SHADER_MATERIAL_FRAGMENT:ShaderLanguage::SHADER_POST_PROCESS),fragment_code,fragment_globals,fragment_flags,&p_shader->uniforms);
 	if (err) {
 		return; //invalid
 	}
 
+
+	String light_code;
+	String light_globals;
+
+	if (p_shader->mode==VS::SHADER_MATERIAL) {
+
+		Error err = shader_precompiler.compile(p_shader->light_code,(ShaderLanguage::SHADER_MATERIAL_LIGHT),light_code,light_globals,light_flags,&p_shader->uniforms);
+		if (err) {
+			return; //invalid
+		}
+	}
+
+	fragment_globals+=light_globals; //both fragment anyway
+
+
 	//print_line("compiled fragment: "+fragment_code);
 	//	("compiled fragment globals: "+fragment_globals);
 
@@ -3975,40 +3993,43 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
 	if (p_shader->mode==VS::SHADER_MATERIAL) {
 		//print_line("setting code to id.. "+itos(p_shader->custom_code_id));
 		Vector<const char*> enablers;
-		if (flags.use_color_interp)
+		if (fragment_flags.use_color_interp)
 			enablers.push_back("#define ENABLE_COLOR_INTERP\n");
-		if (flags.use_uv_interp)
+		if (fragment_flags.use_uv_interp)
 			enablers.push_back("#define ENABLE_UV_INTERP\n");
-		if (flags.use_uv2_interp)
+		if (fragment_flags.use_uv2_interp)
 			enablers.push_back("#define ENABLE_UV2_INTERP\n");
-		if (flags.use_tangent_interp)
+		if (fragment_flags.use_tangent_interp)
 			enablers.push_back("#define ENABLE_TANGENT_INTERP\n");
-		if (flags.use_var1_interp)
+		if (fragment_flags.use_var1_interp)
 			enablers.push_back("#define ENABLE_VAR1_INTERP\n");
-		if (flags.use_var2_interp)
+		if (fragment_flags.use_var2_interp)
 			enablers.push_back("#define ENABLE_VAR2_INTERP\n");
-		if (flags.uses_texscreen) {
+		if (fragment_flags.uses_texscreen) {
 			enablers.push_back("#define ENABLE_TEXSCREEN\n");
 		}
-		if (flags.uses_screen_uv) {
+		if (fragment_flags.uses_screen_uv) {
 			enablers.push_back("#define ENABLE_SCREEN_UV\n");
 		}
-		if (flags.uses_discard) {
+		if (fragment_flags.uses_discard) {
 			enablers.push_back("#define ENABLE_DISCARD\n");
 		}
+		if (light_flags.uses_light) {
+			enablers.push_back("#define USE_LIGHT_SHADER_CODE\n");
+		}
 
-		material_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, fragment_globals,uniform_names,enablers);
+		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 {
 		//postprocess_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, fragment_globals,uniform_names);
 	}
 
 	p_shader->valid=true;
-	p_shader->has_alpha=flags.uses_alpha || flags.uses_texscreen;
-	p_shader->writes_vertex=flags.vertex_code_writes_vertex;
-	p_shader->uses_discard=flags.uses_discard;
-	p_shader->has_texscreen=flags.uses_texscreen;
-	p_shader->has_screen_uv=flags.uses_screen_uv;
-	p_shader->can_zpass=!flags.uses_discard && !flags.vertex_code_writes_vertex;
+	p_shader->has_alpha=fragment_flags.uses_alpha || fragment_flags.uses_texscreen;
+	p_shader->writes_vertex=vertex_flags.vertex_code_writes_vertex;
+	p_shader->uses_discard=fragment_flags.uses_discard;
+	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->version++;
 
 }
@@ -4073,10 +4094,10 @@ void RasterizerGLES2::_add_geometry( const Geometry* p_geometry, const InstanceD
 
 	if (shadow) {
 
-		if (has_blend_alpha || (has_base_alpha && !m->hints[VS::MATERIAL_HINT_OPAQUE_PRE_PASS]))
+		if (has_blend_alpha || (has_base_alpha && m->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA))
 			return; //bye
 
-		if (m->shader_cache && !m->shader_cache->writes_vertex && !m->shader_cache->uses_discard && !m->hints[VS::MATERIAL_HINT_OPAQUE_PRE_PASS]) {
+		if (m->shader_cache && !m->shader_cache->writes_vertex && !m->shader_cache->uses_discard && m->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA) {
 			//shader does not use discard and does not write a vertex position, use generic material
 			m = shadow_mat_ptr;
 			if (m->last_pass!=frame) {
@@ -4159,7 +4180,7 @@ void RasterizerGLES2::_add_geometry( const Geometry* p_geometry, const InstanceD
 	e->light_type=0xFF; // no lights!
 	e->light=0xFFFF;
 
-	if (!shadow && !has_blend_alpha && has_alpha && m->hints[VS::MATERIAL_HINT_OPAQUE_PRE_PASS]) {
+	if (!shadow && !has_blend_alpha && has_alpha && m->depth_draw_mode==VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA) {
 
 		//if nothing exists, add this element as opaque too
 		RenderList::Element *oe = opaque_render_list.add_element();
@@ -4411,7 +4432,7 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material
 	material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PCF_HQ,shadow_filter==SHADOW_FILTER_PCF13);
 	material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_ESM,shadow_filter==SHADOW_FILTER_ESM);
 
-	if (p_opaque_pass && p_material->hints[VS::MATERIAL_HINT_OPAQUE_PRE_PASS] && p_material->shader_cache && p_material->shader_cache->has_alpha) {
+	if (p_opaque_pass && p_material->depth_draw_mode==VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA && p_material->shader_cache && p_material->shader_cache->has_alpha) {
 
 		material_shader.set_conditional(MaterialShaderGLES2::ENABLE_CLIP_ALPHA,true);
 	} else {
@@ -4423,7 +4444,8 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material
 	if (!shadow) {
 
 		bool depth_test=!p_material->flags[VS::MATERIAL_FLAG_ONTOP];
-		bool depth_write=!p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW] && (p_opaque_pass || !p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW_FOR_ALPHA]);
+		bool depth_write=p_material->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_NEVER && (p_opaque_pass || p_material->depth_draw_mode==VS::MATERIAL_DEPTH_DRAW_ALWAYS);
+		//bool depth_write=!p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW] && (p_opaque_pass || !p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW_FOR_ALPHA]);
 
 		if (current_depth_mask!=depth_write) {
 			current_depth_mask=depth_write;
@@ -4594,7 +4616,6 @@ void RasterizerGLES2::_setup_light(uint16_t p_light) {
 		VL_LIGHT_DIR,
 		VL_LIGHT_ATTENUATION,
 		VL_LIGHT_SPOT_ATTENUATION,
-		VL_LIGHT_AMBIENT,
 		VL_LIGHT_DIFFUSE,
 		VL_LIGHT_SPECULAR,
 		VL_LIGHT_MAX
@@ -4605,7 +4626,6 @@ void RasterizerGLES2::_setup_light(uint16_t p_light) {
 		MaterialShaderGLES2::LIGHT_DIRECTION,
 		MaterialShaderGLES2::LIGHT_ATTENUATION,
 		MaterialShaderGLES2::LIGHT_SPOT_ATTENUATION,
-		MaterialShaderGLES2::LIGHT_AMBIENT,
 		MaterialShaderGLES2::LIGHT_DIFFUSE,
 		MaterialShaderGLES2::LIGHT_SPECULAR,
 	};
@@ -4617,12 +4637,10 @@ void RasterizerGLES2::_setup_light(uint16_t p_light) {
 	LightInstance *li=light_instances[p_light];
 	Light *l=li->base;
 
-	Color col_ambient=_convert_color(l->colors[VS::LIGHT_COLOR_AMBIENT]);
 	Color col_diffuse=_convert_color(l->colors[VS::LIGHT_COLOR_DIFFUSE]);
 	Color col_specular=_convert_color(l->colors[VS::LIGHT_COLOR_SPECULAR]);
 
 	for(int j=0;j<3;j++) {
-		light_data[VL_LIGHT_AMBIENT][j]=col_ambient[j];
 		light_data[VL_LIGHT_DIFFUSE][j]=col_diffuse[j];
 		light_data[VL_LIGHT_SPECULAR][j]=col_specular[j];
 	}
@@ -5761,6 +5779,17 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
 				//material_shader.set_uniform(MaterialShaderGLES2::SKELETON_MATRICES,6);
 				material_shader.set_uniform(MaterialShaderGLES2::SKELTEX_PIXEL_SIZE,skeleton->pixel_size);
 			}
+			if (!shadow) {
+
+				if (!additive && current_env && current_env->fx_enabled[VS::ENV_FX_AMBIENT_LIGHT]) {
+					Color ambcolor = current_env->fx_param[VS::ENV_FX_PARAM_AMBIENT_LIGHT_COLOR];
+					float ambnrg =  current_env->fx_param[VS::ENV_FX_PARAM_AMBIENT_LIGHT_ENERGY];
+					material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHT,Vector3(ambcolor.r*ambnrg,ambcolor.g*ambnrg,ambcolor.b*ambnrg));
+				} else {
+					material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHT,Vector3());
+				}
+			}
+
 			_rinfo.shader_change_count++;
 		}
 
@@ -5908,6 +5937,8 @@ void RasterizerGLES2::_process_glow_bloom() {
 		glBindTexture(GL_TEXTURE_2D, current_vd->lum_color );
 		glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2);
 		copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]));
+		copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE]));
+//		copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,1.0);
 		copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_TRESHOLD,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD]));
 		copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_SCALE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE]));
 
@@ -5987,7 +6018,7 @@ void RasterizerGLES2::_process_hdr() {
 	_copy_screen_quad();
 
 	copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_COPY,false);
-	int passes = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES];
+//	int passes = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES];
 
 	copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_REDUCE,true);
 	copy_shader.bind();
@@ -6351,6 +6382,28 @@ void RasterizerGLES2::end_scene() {
 		glDepthMask(false);
 
 		if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) {
+
+			int hdr_tm = current_env->fx_param[VS::ENV_FX_PARAM_HDR_TONEMAPPER];
+			switch(hdr_tm) {
+				case VS::ENV_FX_HDR_TONE_MAPPER_LINEAR: {
+
+
+				} break;
+				case VS::ENV_FX_HDR_TONE_MAPPER_LOG: {
+					copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,true);
+
+				} break;
+				case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT: {
+					copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true);
+				} break;
+				case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE: {
+
+					copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true);
+					copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,true);
+				} break;
+			}
+
+
 			_process_hdr();
 		}
 		if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
@@ -6400,6 +6453,7 @@ void RasterizerGLES2::end_scene() {
 			glBindTexture(GL_TEXTURE_2D, current_vd->lum_color );
 			glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2);
 			copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]));
+			copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE]));
 
 		}
 
@@ -6430,6 +6484,9 @@ void RasterizerGLES2::end_scene() {
 		copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,false);
 		copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,false);
 		copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,false);
+		copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,false);
+		copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,false);
+		copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,false);
 
 		material_shader.set_conditional(MaterialShaderGLES2::USE_8BIT_HDR,false);
 
@@ -6444,6 +6501,7 @@ void RasterizerGLES2::end_scene() {
 	if (GLOBAL_DEF("rasterizer/debug_shadow_maps",false)) {
 		_debug_shadows();
 	}
+//	_debug_luminances();
 
 
 }
@@ -6813,7 +6871,7 @@ void RasterizerGLES2::_debug_draw_shadows_type(Vector<ShadowBuffer>& p_shadows,P
 
 void RasterizerGLES2::_debug_luminances() {
 
-	canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32,true);
+	canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32,!use_fp16_fb);
 	canvas_begin();
 	glDisable(GL_BLEND);
 	canvas_shader.bind();
@@ -6821,10 +6879,17 @@ void RasterizerGLES2::_debug_luminances() {
 	Size2 debug_size(128,128);
 	Size2 ofs;
 
-	for (int i=0;i<framebuffer.luminance.size();i++) {
 
-		_debug_draw_shadow(framebuffer.luminance[i].color, Rect2( ofs, debug_size ));
-		ofs.x+=debug_size.x;
+	for (int i=0;i<=framebuffer.luminance.size();i++) {
+
+		if (i==framebuffer.luminance.size()) {
+			if (!current_vd)
+				break;
+			_debug_draw_shadow(current_vd->lum_color, Rect2( ofs, debug_size ));
+		} else {
+			_debug_draw_shadow(framebuffer.luminance[i].color, Rect2( ofs, debug_size ));
+		}
+		ofs.x+=debug_size.x/2;
 		if ( (ofs.x+debug_size.x) > viewport.width ) {
 
 			ofs.x=0;
@@ -7936,9 +8001,14 @@ void RasterizerGLES2::_update_framebuffer() {
 	GLuint format_rgba = GL_RGBA;
 	GLuint format_rgb = use_fp16_fb?_GL_RGB16F_EXT:GL_RGB;
 	GLuint format_type = use_fp16_fb?_GL_HALF_FLOAT_OES:GL_UNSIGNED_BYTE;
-	GLuint format_luminance = use_fp16_fb?_GL_RED_EXT:GL_RGBA;
+	/*GLuint format_luminance = use_fp16_fb?GL_RGB16F:GL_RGBA;
+	GLuint format_luminance_type = use_fp16_fb?(use_fu_GL_HALF_FLOAT_OES):GL_UNSIGNED_BYTE;
+	GLuint format_luminance_components = use_fp16_fb?GL_RGB:GL_RGBA;*/
+
+	GLuint format_luminance = use_fp16_fb?_GL_RG_EXT:GL_RGBA;
 	GLuint format_luminance_type = use_fp16_fb?(full_float_fb_supported?GL_FLOAT:_GL_HALF_FLOAT_OES):GL_UNSIGNED_BYTE;
-	GLuint format_luminance_components = use_fp16_fb?_GL_RED_EXT:GL_RGBA;
+	GLuint format_luminance_components = use_fp16_fb?_GL_RG_EXT:GL_RGBA;
+
 
 
 
@@ -8082,8 +8152,8 @@ void RasterizerGLES2::_update_framebuffer() {
 
 			glGenTextures(1, &lb.color);
 			glBindTexture(GL_TEXTURE_2D, lb.color);
-			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 			glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
 			glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 			glTexImage2D(GL_TEXTURE_2D, 0, format_luminance, lb.size, lb.size, 0,

+ 12 - 13
drivers/gles2/rasterizer_gles2.h

@@ -163,8 +163,10 @@ class RasterizerGLES2 : public Rasterizer {
 
 		String vertex_code;
 		String fragment_code;
+		String light_code;
 		int vertex_line;
 		int fragment_line;
+		int light_line;
 		VS::ShaderMode mode;
 
 		uint32_t custom_code_id;
@@ -193,6 +195,7 @@ class RasterizerGLES2 : public Rasterizer {
 			version=1;
 			vertex_line=0;
 			fragment_line=0;
+			light_line=0;
 			can_zpass=true;
 			has_texscreen=false;
 			has_screen_uv=false;
@@ -211,10 +214,9 @@ class RasterizerGLES2 : public Rasterizer {
 	struct Material {
 
 		bool flags[VS::MATERIAL_FLAG_MAX];
-		bool hints[VS::MATERIAL_HINT_MAX];
 
-		VS::MaterialShadeModel shade_model;
 		VS::MaterialBlendMode blend_mode;
+		VS::MaterialDepthDrawMode depth_draw_mode;
 
 		float line_width;
 		bool has_alpha;
@@ -241,12 +243,10 @@ class RasterizerGLES2 : public Rasterizer {
 			for(int i=0;i<VS::MATERIAL_FLAG_MAX;i++)
 				flags[i]=false;
 			flags[VS::MATERIAL_FLAG_VISIBLE]=true;
-			for(int i=0;i<VS::MATERIAL_HINT_MAX;i++)
-				hints[i]=false;
-			hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW_FOR_ALPHA]=true;
 
 			line_width=1;
 			has_alpha=false;
+			depth_draw_mode=VS::MATERIAL_DEPTH_DRAW_OPAQUE_ONLY;
 			blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
 			last_pass = 0;
 			shader_version=0;
@@ -590,7 +590,6 @@ class RasterizerGLES2 : public Rasterizer {
 			vars[VS::LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE]=1.4;
 			vars[VS::LIGHT_PARAM_SHADOW_ESM_MULTIPLIER]=60.0;
 			vars[VS::LIGHT_PARAM_SHADOW_BLUR_PASSES]=1;
-			colors[VS::LIGHT_COLOR_AMBIENT]=Color(0,0,0);
 			colors[VS::LIGHT_COLOR_DIFFUSE]=Color(1,1,1);
 			colors[VS::LIGHT_COLOR_SPECULAR]=Color(1,1,1);
 			shadow_enabled=false;
@@ -635,8 +634,9 @@ class RasterizerGLES2 : public Rasterizer {
 			fx_param[VS::ENV_FX_PARAM_DOF_BLUR_PASSES]=1;
 			fx_param[VS::ENV_FX_PARAM_DOF_BLUR_BEGIN]=100.0;
 			fx_param[VS::ENV_FX_PARAM_DOF_BLUR_RANGE]=10.0;
+			fx_param[VS::ENV_FX_PARAM_HDR_TONEMAPPER]=VS::ENV_FX_HDR_TONE_MAPPER_LINEAR;
 			fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]=0.4;
-			fx_param[VS::ENV_FX_PARAM_HDR_SCALAR]=1.0;
+			fx_param[VS::ENV_FX_PARAM_HDR_WHITE]=1.0;
 			fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD]=0.95;
 			fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE]=0.2;
 			fx_param[VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE]=0.4;
@@ -1172,9 +1172,11 @@ public:
 	virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode);
 	virtual VS::ShaderMode shader_get_mode(RID p_shader) const;
 
-	virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs=0,int p_fragment_ofs=0);
+	virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs=0,int p_fragment_ofs=0,int p_light_ofs=0);
 	virtual String shader_get_fragment_code(RID p_shader) const;
 	virtual String shader_get_vertex_code(RID p_shader) const;
+	virtual String shader_get_light_code(RID p_shader) const;
+
 
 	virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
 
@@ -1192,11 +1194,8 @@ public:
 	virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled);
 	virtual bool material_get_flag(RID p_material,VS::MaterialFlag p_flag) const;
 
-	virtual void material_set_hint(RID p_material, VS::MaterialHint p_hint,bool p_enabled);
-	virtual bool material_get_hint(RID p_material,VS::MaterialHint p_hint) const;
-
-	virtual void material_set_shade_model(RID p_material, VS::MaterialShadeModel p_model);
-	virtual VS::MaterialShadeModel material_get_shade_model(RID p_material) const;
+	virtual void material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode);
+	virtual VS::MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const;
 
 	virtual void material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode);
 	virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const;

+ 44 - 3
drivers/gles2/shader_compiler_gles2.cpp

@@ -181,6 +181,13 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
 					flags->use_tangent_interp=true;
 				}
 
+			}
+			if (type==ShaderLanguage::SHADER_MATERIAL_LIGHT) {
+
+				if (vnode->name==vname_light) {
+					uses_light=true;
+				}
+
 			}
 
 			code=replace_string(vnode->name);
@@ -410,7 +417,7 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
 }
 
 
-void ShaderCompilerGLES2::compile_node(SL::ProgramNode *p_program) {
+Error ShaderCompilerGLES2::compile_node(SL::ProgramNode *p_program) {
 
 	// feed the local replace table and global code
 	global_code="";
@@ -423,8 +430,15 @@ void ShaderCompilerGLES2::compile_node(SL::ProgramNode *p_program) {
 	for(Map<StringName,SL::Uniform>::Element *E=p_program->uniforms.front();E;E=E->next()) {
 
 		String uline="uniform "+_typestr(E->get().type)+" _"+E->key().operator String()+";"ENDL;
+
 		global_code+=uline;
 		if (uniforms) {
+			//if (uniforms->has(E->key())) {
+			//	//repeated uniform, error
+		//		ERR_EXPLAIN("Uniform already exists from other shader: "+String(E->key()));
+		//		ERR_FAIL_COND_V(uniforms->has(E->key()),ERR_ALREADY_EXISTS);
+//
+//			}
 			SL::Uniform u = E->get();
 			u.order+=ubase;
 			uniforms->insert(E->key(),u);
@@ -474,12 +488,14 @@ void ShaderCompilerGLES2::compile_node(SL::ProgramNode *p_program) {
 	print_line(code);
 	code=code.replace("\n","");
 #endif
+
+	return OK;
 }
 
-void ShaderCompilerGLES2::create_glsl_120_code(void *p_str,SL::ProgramNode *p_program) {
+Error ShaderCompilerGLES2::create_glsl_120_code(void *p_str,SL::ProgramNode *p_program) {
 
 	ShaderCompilerGLES2 *compiler=(ShaderCompilerGLES2*)p_str;
-	compiler->compile_node(p_program);
+	return compiler->compile_node(p_program);
 }
 
 
@@ -505,6 +521,7 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT
 	uses_alpha=false;
 	uses_discard=false;
 	uses_screen_uv=false;
+	uses_light=false;
 	vertex_code_writes_vertex=false;
 	uniforms=r_uniforms;
 	flags=&r_flags;
@@ -533,6 +550,7 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT
 	r_flags.vertex_code_writes_vertex=vertex_code_writes_vertex;
 	r_flags.uses_discard=uses_discard;
 	r_flags.uses_screen_uv=uses_screen_uv;
+	r_flags.uses_light=uses_light;
 	r_code_line=code;
 	r_globals_line=global_code;
 	return OK;
@@ -577,6 +595,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
 	replace_table["clamp"]= "clamp";
 	replace_table["mix"  ]= "mix";
 	replace_table["step" ]= "step";
+	replace_table["smoothstep" ]= "smoothstep";
 	replace_table["length"]= "length";
 	replace_table["distance"]= "distance";
 	replace_table["dot" ]=  "dot";
@@ -628,6 +647,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
 	mode_replace_table[1]["DIFFUSE_ALPHA"]="diffuse";
 	mode_replace_table[1]["SPECULAR"]="specular";
 	mode_replace_table[1]["EMISSION"]="emission";
+	mode_replace_table[1]["SHADE_PARAM"]="shade_param";
 	mode_replace_table[1]["SPEC_EXP"]="specular_exp";
 	mode_replace_table[1]["GLOW"]="glow";
 	mode_replace_table[1]["DISCARD"]="discard_";
@@ -638,6 +658,26 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
 	//mode_replace_table[1]["SCREEN_TEXEL_SIZE"]="SCREEN_TEXEL_SIZE";
 	mode_replace_table[1]["TIME"]="time";
 
+	//////////////
+
+	mode_replace_table[2]["NORMAL"]="normal";
+	//mode_replace_table[2]["POSITION"]="IN_POSITION";
+	mode_replace_table[2]["LIGHT_DIR"]="light_dir";
+	mode_replace_table[2]["LIGHT_DIFFUSE"]="light_diffuse";
+	mode_replace_table[2]["LIGHT_SPECULAR"]="light_specular";
+	mode_replace_table[2]["EYE_VEC"]="eye_vec";
+	mode_replace_table[2]["DIFFUSE"]="mdiffuse";
+	mode_replace_table[2]["SPECULAR"]="specular";
+	mode_replace_table[2]["SPECULAR_EXP"]="specular_exp";
+	mode_replace_table[2]["SHADE_PARAM"]="shade_param";
+	mode_replace_table[2]["LIGHT"]="light";
+	mode_replace_table[2]["POINT_COORD"]="gl_PointCoord";
+	mode_replace_table[2]["TIME"]="time";
+
+	//mode_replace_table[2]["SCREEN_POS"]="SCREEN_POS";
+	//mode_replace_table[2]["SCREEN_TEXEL_SIZE"]="SCREEN_TEXEL_SIZE";
+
+
 	out_vertex_name="VERTEX";
 
 	vname_discard="DISCARD";
@@ -651,5 +691,6 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
 	vname_var1_interp="VAR1";
 	vname_var2_interp="VAR2";
 	vname_vertex="VERTEX";
+	vname_light="LIGHT";
 
 }

+ 6 - 3
drivers/gles2/shader_compiler_gles2.h

@@ -39,10 +39,11 @@ private:
 
 	ShaderLanguage::ProgramNode *program_node;
 	String dump_node_code(ShaderLanguage::Node *p_node,int p_level,bool p_assign_left=false);
-	void compile_node(ShaderLanguage::ProgramNode *p_program);
-	static void create_glsl_120_code(void *p_str,ShaderLanguage::ProgramNode *p_program);
+	Error compile_node(ShaderLanguage::ProgramNode *p_program);
+	static Error create_glsl_120_code(void *p_str,ShaderLanguage::ProgramNode *p_program);
 
 
+	bool uses_light;
 	bool uses_texscreen;
 	bool uses_texpos;
 	bool uses_alpha;
@@ -62,6 +63,7 @@ private:
 	StringName vname_var1_interp;
 	StringName vname_var2_interp;
 	StringName vname_vertex;
+	StringName vname_light;
 
 	Map<StringName,ShaderLanguage::Uniform> *uniforms;
 
@@ -73,7 +75,7 @@ private:
 
 	String replace_string(const StringName& p_string);
 
-	Map<StringName,StringName> mode_replace_table[2];
+	Map<StringName,StringName> mode_replace_table[3];
 	Map<StringName,StringName> replace_table;
 
 public:
@@ -92,6 +94,7 @@ public:
 		bool use_tangent_interp;
 		bool use_var1_interp;
 		bool use_var2_interp;
+		bool uses_light;
 	};
 
 	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);

+ 22 - 2
drivers/gles2/shader_gles2.cpp

@@ -285,6 +285,7 @@ ShaderGLES2::Version* ShaderGLES2::get_current_version() {
 	
 	//keep them around during the function
 	CharString code_string;
+	CharString code_string2;
 	CharString code_globals;
 
 
@@ -437,6 +438,14 @@ ShaderGLES2::Version* ShaderGLES2::get_current_version() {
 	}
 
 	strings.push_back(fragment_code2.get_data());
+
+	if (cc) {
+		code_string2=cc->light.ascii();
+		strings.push_back(code_string2.get_data());
+	}
+
+	strings.push_back(fragment_code3.get_data());
+
 #ifdef DEBUG_SHADER
 	DEBUG_PRINT("\nFragment Code:\n\n"+String(code_string.get_data()));
 	for(int i=0;i<strings.size();i++) {
@@ -630,6 +639,7 @@ void ShaderGLES2::setup(const char** p_conditional_defines, int p_conditional_co
 	{
 		String globals_tag="\nFRAGMENT_SHADER_GLOBALS";
 		String code_tag="\nFRAGMENT_SHADER_CODE";
+		String light_code_tag="\nLIGHT_SHADER_CODE";
 		String code =  fragment_code;
 		int cpos = code.find(globals_tag);
 		if (cpos==-1) {
@@ -645,7 +655,16 @@ void ShaderGLES2::setup(const char** p_conditional_defines, int p_conditional_co
 			} else {
 
 				fragment_code1=code.substr(0,cpos).ascii();
-				fragment_code2=code.substr(cpos+code_tag.length(),code.length()).ascii();
+				String code2 = code.substr(cpos+code_tag.length(),code.length());
+
+				cpos = code2.find(light_code_tag);
+				if (cpos==-1) {
+					fragment_code2=code2.ascii();
+				} else {
+
+					fragment_code2=code2.substr(0,cpos).ascii();
+					fragment_code3 = code2.substr(cpos+light_code_tag.length(),code2.length()).ascii();
+				}
 			}
 		}
 	}
@@ -696,7 +715,7 @@ uint32_t ShaderGLES2::create_custom_shader() {
 	return last_custom_code++;
 }
 
-void ShaderGLES2::set_custom_shader_code(uint32_t p_code_id, const String& p_vertex, const String& p_vertex_globals,const String& p_fragment, const String& p_fragment_globals,const Vector<StringName>& p_uniforms,const Vector<const char*> &p_custom_defines) {
+void ShaderGLES2::set_custom_shader_code(uint32_t p_code_id, const String& p_vertex, const String& p_vertex_globals,const String& p_fragment,const String& p_light, const String& p_fragment_globals,const Vector<StringName>& p_uniforms,const Vector<const char*> &p_custom_defines) {
 
 	ERR_FAIL_COND(!custom_code_map.has(p_code_id));
 	CustomCode *cc=&custom_code_map[p_code_id];
@@ -705,6 +724,7 @@ void ShaderGLES2::set_custom_shader_code(uint32_t p_code_id, const String& p_ver
 	cc->vertex_globals=p_vertex_globals;
 	cc->fragment=p_fragment;
 	cc->fragment_globals=p_fragment_globals;
+	cc->light=p_light;
 	cc->custom_uniforms=p_uniforms;
 	cc->custom_defines=p_custom_defines;
 	cc->version++;

+ 3 - 1
drivers/gles2/shader_gles2.h

@@ -98,6 +98,7 @@ private:
 		String vertex_globals;
 		String fragment;
 		String fragment_globals;
+		String light;
 		uint32_t version;
 		Vector<StringName> custom_uniforms;
 		Vector<const char*> custom_defines;
@@ -157,6 +158,7 @@ private:
 	CharString fragment_code0;
 	CharString fragment_code1;
 	CharString fragment_code2;
+	CharString fragment_code3;
 
 	CharString vertex_code0;
 	CharString vertex_code1;
@@ -292,7 +294,7 @@ public:
 	void clear_caches();
 
 	uint32_t create_custom_shader();
-	void set_custom_shader_code(uint32_t p_id,const String& p_vertex, const String& p_vertex_globals,const String& p_fragment, const String& p_fragment_globals,const Vector<StringName>& p_uniforms,const Vector<const char*> &p_custom_defines);
+	void set_custom_shader_code(uint32_t p_id,const String& p_vertex, const String& p_vertex_globals,const String& p_fragment,const String& p_p_light,const String& p_fragment_globals,const Vector<StringName>& p_uniforms,const Vector<const char*> &p_custom_defines);
 	void set_custom_shader(uint32_t p_id);
 	void free_custom_shader(uint32_t p_id);
 

+ 63 - 12
drivers/gles2/shaders/copy.glsl

@@ -78,7 +78,7 @@ uniform highp float hdr_glow_scale;
 
 uniform sampler2D hdr_source;
 uniform highp float tonemap_exposure;
-
+uniform highp float tonemap_white;
 #endif
 
 #ifdef USE_BCS
@@ -318,6 +318,7 @@ void main() {
 
 #ifdef USE_HDR
 
+	highp float white_mult = 1.0;
 
 #ifdef USE_8BIT_HDR
 	highp vec4 _mult = vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1);
@@ -325,11 +326,37 @@ void main() {
 	color.rgb*=LUM_RANGE;
 	hdr_lum*=LUM_RANGE; //restore to full range
 #else
-	highp float hdr_lum = texture2D( hdr_source, vec2(0.0) ).r;
+
+	highp vec2 lv = texture2D( hdr_source, vec2(0.0) ).rg;
+	highp float hdr_lum = lv.r;
+#ifdef USE_AUTOWHITE
+	white_mult=lv.g;
+#endif
+
 #endif
 
+#ifdef USE_REINHARDT_TONEMAPPER
+	float src_lum = dot(color.rgb,vec3(0.3, 0.58, 0.12));
+	float lp = tonemap_exposure/hdr_lum*src_lum;
+	float white = tonemap_white;
+#ifdef USE_AUTOWHITE
+	white_mult = (white_mult + 1.0 * white_mult);
+	white_mult*=white_mult;
+	white*=white_mult;
+#endif
+	lp = ( lp * ( 1.0 + ( lp / ( white) ) ) ) / ( 1.0 + lp );
+	color.rgb*=lp;
+
+#else
+
+#ifdef USE_LOG_TONEMAPPER
+	color.rgb = tonemap_exposure * log(color.rgb+1.0)/log(hdr_lum+1.0);
+#else
 	highp float tone_scale = tonemap_exposure / hdr_lum; //only linear supported
 	color.rgb*=tone_scale;
+#endif
+
+#endif
 
 #endif
 
@@ -393,7 +420,11 @@ void main() {
 #ifdef USE_HDR_COPY
 
 	//highp float lum = dot(color.rgb,highp vec3(1.0/3.0,1.0/3.0,1.0/3.0));
-	highp float lum = max(color.r,max(color.g,color.b));
+	//highp float lum = max(color.r,max(color.g,color.b));
+	highp float lum = dot(color.rgb,vec3(0.3, 0.58, 0.12));
+
+	//lum=log(lum+0.0001); //everyone does it
+
 #ifdef USE_8BIT_HDR
 	highp vec4 comp = fract(lum * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
 	comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
@@ -422,21 +453,33 @@ void main() {
 #else
 
 	highp float lum_accum = color.r;
-	lum_accum += texture2D( source,  uv_interp+vec2(-pixel_size.x,-pixel_size.y) ).r;
-	lum_accum += texture2D( source,  uv_interp+vec2(0.0,-pixel_size.y) ).r;
-	lum_accum += texture2D( source,  uv_interp+vec2(pixel_size.x,-pixel_size.y) ).r;
-	lum_accum += texture2D( source,  uv_interp+vec2(-pixel_size.x,0.0) ).r;
-	lum_accum += texture2D( source,  uv_interp+vec2(pixel_size.x,0.0) ).r;
-	lum_accum += texture2D( source,  uv_interp+vec2(-pixel_size.x,pixel_size.y) ).r;
-	lum_accum += texture2D( source,  uv_interp+vec2(0.0,pixel_size.y) ).r;
-	lum_accum += texture2D( source,  uv_interp+vec2(pixel_size.x,pixel_size.y) ).r;
+	highp float lum_max = color.g;
+
+#define LUM_REDUCE(m_uv) \
+	{\
+		vec2 val = texture2D( source,  uv_interp+m_uv ).rg;\
+		lum_accum+=val.x;\
+		lum_max=max(val.y,lum_max);\
+	}
+
+	LUM_REDUCE( vec2(-pixel_size.x,-pixel_size.y) );
+	LUM_REDUCE( vec2(0.0,-pixel_size.y) );
+	LUM_REDUCE( vec2(pixel_size.x,-pixel_size.y) );
+	LUM_REDUCE( vec2(-pixel_size.x,0.0) );
+	LUM_REDUCE( vec2(pixel_size.x,0.0) );
+	LUM_REDUCE( vec2(-pixel_size.x,pixel_size.y) );
+	LUM_REDUCE( vec2(0.0,pixel_size.y) );
+	LUM_REDUCE( vec2(pixel_size.x,pixel_size.y) );
 	lum_accum/=9.0;
 
 #endif
 
 #ifdef USE_HDR_STORE
 
-#ifdef USE_8BIT_HDR
+	//lum_accum=exp(lum_accum);
+
+#ifdef USE_8BIT_HDR	
+
 	highp float vd_lum = dot(texture2D( source_vd_lum, vec2(0.0) ), _multcv  );
 	lum_accum = clamp( vd_lum + (lum_accum-vd_lum)*hdr_time_delta*hdr_exp_adj_speed,min_luminance*(1.0/LUM_RANGE),max_luminance*(1.0/LUM_RANGE));
 #else
@@ -450,6 +493,10 @@ void main() {
 	highp vec4 comp = fract(lum_accum * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
 	comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
 	color=comp;
+#else
+#ifdef USE_AUTOWHITE
+	color.r=lum_accum;
+	color.g=lum_max;
 #else
 	color.rgb=vec3(lum_accum);
 #endif
@@ -457,6 +504,10 @@ void main() {
 
 #endif
 
+#endif
+
+
+
 #ifdef USE_RGBE
 
 	color.rgb = pow(color.rgb,color.a*255.0-(8.0+128.0));

+ 39 - 21
drivers/gles2/shaders/material.glsl

@@ -115,7 +115,6 @@ uniform vec3 light_pos;
 uniform vec3 light_direction;
 uniform vec3 light_attenuation;
 uniform vec3 light_spot_attenuation;
-uniform vec3 light_ambient;
 uniform vec3 light_diffuse;
 uniform vec3 light_specular;
 
@@ -132,6 +131,7 @@ varying vec3 specular_interp;
 uniform float time;
 uniform float instance_id;
 
+uniform vec3 ambient_light;
 
 #if !defined(USE_DEPTH_SHADOWS) && defined(USE_SHADOW_PASS)
 
@@ -404,7 +404,7 @@ VERTEX_SHADER_CODE
 		float NdotL = max(0.0,dot( normal_interp, light_dir ));
 		vec3 half_vec = normalize(light_dir + eye_vec);
 		float eye_light = max(dot(normal_interp, half_vec),0.0);
-		diffuse_interp.rgb=light_diffuse * NdotL * attenuation;// + light_ambient;
+		diffuse_interp.rgb=light_diffuse * NdotL * attenuation;
 		diffuse_interp.a=attenuation;
 		if (NdotL > 0.0) {
 			specular_interp=light_specular * pow( eye_light, vertex_specular_exp ) * attenuation;
@@ -510,27 +510,15 @@ uniform vec3 light_pos;
 uniform vec3 light_direction;
 uniform vec3 light_attenuation;
 uniform vec3 light_spot_attenuation;
-uniform vec3 light_ambient;
 uniform vec3 light_diffuse;
 uniform vec3 light_specular;
 
-
-#ifdef USE_FRAGMENT_LIGHTING
+uniform vec3 ambient_light;
 
 
+#ifdef USE_FRAGMENT_LIGHTING
 
-vec3 process_shade(in vec3 normal, in vec3 light_dir, in vec3 eye_vec, in vec3 diffuse, in vec3 specular, in float specular_exp, in float attenuation) {
 
-	float NdotL = max(0.0,dot( normal, light_dir ));
-	vec3 half_vec = normalize(light_dir + eye_vec);
-	float eye_light = max(dot(normal, half_vec),0.0);
-
-	vec3 ret = light_ambient *diffuse + light_diffuse * diffuse * NdotL * attenuation;
-        if (NdotL > 0.0) {
-		ret+=light_specular * specular * pow( eye_light, specular_exp ) * attenuation;
-	}
-        return ret;
-}
 
 # ifdef USE_DEPTH_SHADOWS
 # else
@@ -770,9 +758,12 @@ void main() {
 	bool discard_=false;
 #endif
 
+{
+
 
 FRAGMENT_SHADER_CODE
 
+}
 
 #if defined(ENABLE_DISCARD)
 	if (discard_) {
@@ -1009,9 +1000,8 @@ FRAGMENT_SHADER_CODE
 #ifdef LIGHT_TYPE_DIRECTIONAL
 
 	vec3 light_dir = -light_direction;
-	float light_attenuation = light_attenuation.r;
+	float attenuation = light_attenuation.r;
 
-	diffuse.rgb=process_shade(normal,light_dir,eye_vec,diffuse.rgb,specular,specular_exp,shadow_attenuation)*light_attenuation;
 
 #endif
 
@@ -1023,7 +1013,6 @@ FRAGMENT_SHADER_CODE
 	light_dir=normalize(light_dir);
 	float attenuation = pow( max(1.0 - dist/radius, 0.0), light_attenuation.b ) * light_attenuation.r;
 
-	diffuse.rgb=process_shade(normal,light_dir,eye_vec,diffuse.rgb,specular,specular_exp,shadow_attenuation)*attenuation;
 #endif
 
 
@@ -1040,10 +1029,39 @@ FRAGMENT_SHADER_CODE
 	float rim = (1.0 - scos) / (1.0 - spot_cutoff);
 	attenuation *= 1.0 - pow( rim, light_spot_attenuation.g);
 
-	diffuse.rgb=process_shade(normal,light_dir,eye_vec,diffuse.rgb,specular,specular_exp,shadow_attenuation)*attenuation;
+#endif
+
+# if defined(LIGHT_TYPE_DIRECTIONAL) || defined(LIGHT_TYPE_OMNI) || defined (LIGHT_TYPE_SPOT)
+
+	{
+
+		vec3 mdiffuse = diffuse.rgb;
+		vec3 light;
+
+#if defined(USE_LIGHT_SHADER_CODE)
+//light is written by the light shader
+{
+
+LIGHT_SHADER_CODE
+
+}
+#else
+//traditional lambert + blinn
+		float NdotL = max(0.0,dot( normal, light_dir ));
+		vec3 half_vec = normalize(light_dir + eye_vec);
+		float eye_light = max(dot(normal, half_vec),0.0);
 
+		light = light_diffuse * mdiffuse * NdotL;
+		if (NdotL > 0.0) {
+			light+=specular * light_specular * pow( eye_light, specular_exp );
+		}
 #endif
+		diffuse.rgb = ambient_light *diffuse.rgb + light * attenuation * shadow_attenuation;
+
+	}
+
 
+# endif
 
 # if !defined(LIGHT_TYPE_DIRECTIONAL) && !defined(LIGHT_TYPE_OMNI) && !defined (LIGHT_TYPE_SPOT)
 //none
@@ -1062,7 +1080,7 @@ FRAGMENT_SHADER_CODE
 
 #ifdef USE_VERTEX_LIGHTING
 
-	vec3 ambient = light_ambient*diffuse.rgb;
+	vec3 ambient = ambient_light*diffuse.rgb;
 # if defined(LIGHT_TYPE_OMNI) || defined (LIGHT_TYPE_SPOT)
 	ambient*=diffuse_interp.a; //attenuation affects ambient too
 # endif

+ 17 - 4
main/main.cpp

@@ -211,6 +211,7 @@ Error Main::setup(const char *execpath,int argc, char *argv[],bool p_second_phas
 	while (I) {
 
 		I->get()=unescape_cmdline(I->get().strip_escapes());
+//		print_line("CMD: "+I->get());
 		I=I->next();
 	}
 
@@ -223,6 +224,7 @@ Error Main::setup(const char *execpath,int argc, char *argv[],bool p_second_phas
 	String game_path=".";
 	String debug_mode;
 	String debug_host;
+	String main_pack;
 	int rtm=-1;
 
 	String remotefs;
@@ -237,9 +239,9 @@ Error Main::setup(const char *execpath,int argc, char *argv[],bool p_second_phas
 
 	I=args.front();
 
-    packed_data = PackedData::get_singleton();
-    if (!packed_data)
-        packed_data = memnew(PackedData);
+	packed_data = PackedData::get_singleton();
+	if (!packed_data)
+		packed_data = memnew(PackedData);
 
 #ifdef MINIZIP_ENABLED
 	packed_data->add_pack_source(ZipArchive::get_singleton());
@@ -425,6 +427,17 @@ Error Main::setup(const char *execpath,int argc, char *argv[],bool p_second_phas
 				goto error;
 			};
 
+		} else if (I->get() == "-main_pack") {
+
+			if (I->next()) {
+
+				main_pack=I->next()->get();
+				N = I->next()->next();
+			} else {
+
+				goto error;
+			};
+
 		} else if (I->get()=="-debug" || I->get()=="-d") {
 			debug_mode="local";
 		} else if (I->get()=="-editor_scene") {
@@ -541,7 +554,7 @@ Error Main::setup(const char *execpath,int argc, char *argv[],bool p_second_phas
 #endif
 
 
-	if (globals->setup(game_path)!=OK) {
+	if (globals->setup(game_path,main_pack)!=OK) {
 		
 #ifdef TOOLS_ENABLED
 		editor=false;

+ 1 - 1
modules/gdscript/gd_editor.cpp

@@ -65,7 +65,7 @@ bool GDScriptLanguage::validate(const String& p_script, int &r_line_error,int &r
 
 	GDParser parser;
 
-	Error err = parser.parse(p_script,p_path.get_base_dir());
+	Error err = parser.parse(p_script,p_path.get_base_dir(),true);
 	if (err) {
 		r_line_error=parser.get_error_line();
 		r_col_error=parser.get_error_column();

+ 20 - 6
modules/gdscript/gd_parser.cpp

@@ -29,6 +29,7 @@
 #include "gd_parser.h"
 #include "print_string.h"
 #include "io/resource_loader.h"
+#include "os/file_access.h"
 /* TODO:
 
    *Property reduce constant expressions
@@ -224,12 +225,23 @@ GDParser::Node* GDParser::_parse_expression(Node *p_parent,bool p_static,bool p_
 			String path = tokenizer->get_token_constant();
 			if (!path.is_abs_path() && base_path!="")
 				path=base_path+"/"+path;
-            path = path.replace("///","//");
+			path = path.replace("///","//");
 
-			Ref<Resource> res = ResourceLoader::load(path);
-			if (!res.is_valid()) {
-				_set_error("Can't preload resource at path: "+path);
-				return NULL;
+			Ref<Resource> res;
+			if (!validating) {
+
+				//this can be too slow for just validating code
+				res = ResourceLoader::load(path);
+				if (!res.is_valid()) {
+					_set_error("Can't preload resource at path: "+path);
+					return NULL;
+				}
+			} else {
+
+				if (!FileAccess::exists(path)) {
+					_set_error("Can't preload resource at path: "+path);
+					return NULL;
+				}
 			}
 
 			tokenizer->advance();
@@ -2468,12 +2480,13 @@ Error GDParser::parse_bytecode(const Vector<uint8_t> &p_bytecode,const String& p
 }
 
 
-Error GDParser::parse(const String& p_code,const String& p_base_path) {
+Error GDParser::parse(const String& p_code,const String& p_base_path,bool p_just_validate) {
 
 
 	GDTokenizerText *tt = memnew( GDTokenizerText );
 	tt->set_code(p_code);
 
+	validating=p_just_validate;
 	tokenizer=tt;
 	Error ret = _parse(p_base_path);
 	memdelete(tt);
@@ -2498,6 +2511,7 @@ void GDParser::clear() {
 	head=NULL;
 	list=NULL;
 
+	validating=false;
 	error_set=false;
 	tab_level.clear();
 	tab_level.push_back(0);

+ 2 - 1
modules/gdscript/gd_parser.h

@@ -356,6 +356,7 @@ private:
 	template<class T>
 	T* alloc_node();
 
+	bool validating;
 	int parenthesis;
 	bool error_set;
 	String error;
@@ -392,7 +393,7 @@ public:
 	String get_error() const;
 	int get_error_line() const;
 	int get_error_column() const;
-	Error parse(const String& p_code,const String& p_base_path="");
+	Error parse(const String& p_code, const String& p_base_path="", bool p_just_validate=false);
 	Error parse_bytecode(const Vector<uint8_t> &p_bytecode,const String& p_base_path="");
 
 	const Node *get_parse_tree() const;

+ 26 - 13
platform/android/export/export.cpp

@@ -258,7 +258,11 @@ bool EditorExportPlatformAndroid::_set(const StringName& p_name, const Variant&
 
 	String n=p_name;
 
-	if (n=="version/code")
+	if (n=="custom_package/debug")
+		custom_debug_package=p_value;
+	else if (n=="custom_package/release")
+		custom_release_package=p_value;
+	else if (n=="version/code")
 		version_code=p_value;
 	else if (n=="version/name")
 		version_name=p_value;
@@ -317,8 +321,11 @@ bool EditorExportPlatformAndroid::_set(const StringName& p_name, const Variant&
 bool EditorExportPlatformAndroid::_get(const StringName& p_name,Variant &r_ret) const{
 
 	String n=p_name;
-
-	if (n=="version/code")
+	if (n=="custom_package/debug")
+		r_ret=custom_debug_package;
+	else if (n=="custom_package/release")
+		r_ret=custom_release_package;
+	else if (n=="version/code")
 		r_ret=version_code;
 	else if (n=="version/name")
 		r_ret=version_name;
@@ -389,7 +396,7 @@ void EditorExportPlatformAndroid::_get_property_list( List<PropertyInfo> *p_list
 	p_list->push_back( PropertyInfo( Variant::STRING, "keystore/release_user" ) );
 	p_list->push_back( PropertyInfo( Variant::BOOL, "apk_expansion/enable" ) );
 	p_list->push_back( PropertyInfo( Variant::STRING, "apk_expansion/SALT" ) );
-	p_list->push_back( PropertyInfo( Variant::STRING, "apk_expansion/pubic_key" ) );
+	p_list->push_back( PropertyInfo( Variant::STRING, "apk_expansion/public_key",PROPERTY_HINT_MULTILINE_TEXT ) );
 
 	const char **perms = android_perms;
 	while(*perms) {
@@ -1095,6 +1102,12 @@ Error EditorExportPlatformAndroid::export_project(const String& p_path, bool p_d
 	ep.step("Adding Files..",1);
 	Error err=OK;
 	Vector<String> cl = cmdline.strip_edges().split(" ");
+	for(int i=0;i<cl.size();i++) {
+		if (cl[i].strip_edges().length()==0) {
+			cl.remove(i);
+			i--;
+		}
+	}
 
 	if (p_dumb) {
 
@@ -1123,12 +1136,12 @@ Error EditorExportPlatformAndroid::export_project(const String& p_path, bool p_d
 			}
 			err = save_pack(pf);
 			memdelete(pf);
-			cl.push_back("-main_pack");
-			cl.push_back(apkfname);
-			cl.push_back("-main_pack_md5");
+
+			cl.push_back("-use_apk_expansion");
+			cl.push_back("-apk_expansion_md5");
 			cl.push_back(FileAccess::get_md5(fullpath));
-			cl.push_back("-main_pack_cfg");
-			cl.push_back(apk_expansion_salt+","+apk_expansion_pkey);
+			cl.push_back("-apk_expansion_key");
+			cl.push_back(apk_expansion_pkey.strip_edges());
 
 		} else {
 
@@ -1562,10 +1575,10 @@ bool EditorExportPlatformAndroid::can_export(String *r_error) const {
 
 	if (apk_expansion) {
 
-		if (apk_expansion_salt=="") {
-			valid=false;
-			err+="Invalid SALT for apk expansion.\n";
-		}
+		//if (apk_expansion_salt=="") {
+		//	valid=false;
+		//	err+="Invalid SALT for apk expansion.\n";
+		//}
 		if (apk_expansion_pkey=="") {
 			valid=false;
 			err+="Invalid public key for apk expansion.\n";

+ 190 - 42
platform/android/java/src/com/android/godot/Godot.java

@@ -63,6 +63,10 @@ import com.android.godot.input.*;
 import java.io.InputStream;
 
 import javax.microedition.khronos.opengles.GL10;
+import java.security.MessageDigest;
+import java.io.File;
+import java.io.FileInputStream;
+import java.util.LinkedList;
 
 public class Godot extends Activity implements SensorEventListener
 {	
@@ -138,7 +142,11 @@ public class Godot extends Activity implements SensorEventListener
 
 */
 
+	private String[] command_line;
+
 	public GodotView mView;
+	private boolean godot_initialized=false;
+
 
 	private SensorManager mSensorManager;
 	private Sensor mAccelerometer;
@@ -190,9 +198,9 @@ public class Godot extends Activity implements SensorEventListener
 		
 		// GodotEditText layout
 		GodotEditText edittext = new GodotEditText(this); 
-        edittext.setLayoutParams(new ViewGroup.LayoutParams(LayoutParams.FILL_PARENT,LayoutParams.WRAP_CONTENT));
+		   edittext.setLayoutParams(new ViewGroup.LayoutParams(LayoutParams.FILL_PARENT,LayoutParams.WRAP_CONTENT));
         // ...add to FrameLayout
-        layout.addView(edittext);
+		   layout.addView(edittext);
 		
 		mView = new GodotView(getApplication(),io,use_gl2, this);
 		layout.addView(mView,new LayoutParams(LayoutParams.FILL_PARENT,LayoutParams.FILL_PARENT));
@@ -216,71 +224,206 @@ public class Godot extends Activity implements SensorEventListener
 	
 
 	private String[] getCommandLine() {
-
-		InputStream is;
-		try {
-			is = getAssets().open("/_cl_");
-			byte[] len = new byte[4];
-			int r = is.read(len);
-			if (r<4) {
-				System.out.printf("**ERROR** Wrong cmdline length.\n");
-				return new String[0];
-			}
-			int argc=((int)(len[3])<<24) | ((int)(len[2])<<16) | ((int)(len[1])<<8) | ((int)(len[0]));
-			String[] cmdline = new String[argc];
-			for(int i=0;i<argc;i++) {
-				r = is.read(len);
-				if (r<4) {
-					System.out.printf("**ERROR** Wrong cmdline param lenght.\n");
-					return new String[0];
-				}
-				int strlen=((int)(len[3])<<24) | ((int)(len[2])<<16) | ((int)(len[1])<<8) | ((int)(len[0]));
-				if (strlen>65535) {
-					System.out.printf("**ERROR** Wrong command len\n");
-					return new String[0];
-				}
-				byte[] arg = new byte[strlen];
-				r = is.read(arg);
-				if (r!=strlen) {
-					cmdline[i]=new String(arg,"UTF-8");
-				}
-
+            InputStream is;
+            try {
+		is = getAssets().open("_cl_");
+                byte[] len = new byte[4];
+                int r = is.read(len);
+		if (r<4) {
+                    System.out.printf("**ERROR** Wrong cmdline length.\n");
+		    Log.d("GODOT", "**ERROR** Wrong cmdline length.\n");
+                    return new String[0];
+                }
+		int argc=((int)(len[3]&0xFF)<<24) | ((int)(len[2]&0xFF)<<16) | ((int)(len[1]&0xFF)<<8) | ((int)(len[0]&0xFF));
+                String[] cmdline = new String[argc];
+
+                for(int i=0;i<argc;i++) {
+                    r = is.read(len);
+                    if (r<4) {
+
+			Log.d("GODOT", "**ERROR** Wrong cmdline param lenght.\n");
+                        return new String[0];
+                    }
+		    int strlen=((int)(len[3]&0xFF)<<24) | ((int)(len[2]&0xFF)<<16) | ((int)(len[1]&0xFF)<<8) | ((int)(len[0]&0xFF));
+                    if (strlen>65535) {
+			Log.d("GODOT", "**ERROR** Wrong command len\n");
+                        return new String[0];
+                    }
+		    byte[] arg = new byte[strlen];
+                    r = is.read(arg);
+		    if (r==strlen) {
+                        cmdline[i]=new String(arg,"UTF-8");
+		    }
 			}
-
 			return cmdline;
 		} catch (Exception e) {
-
+		e.printStackTrace();
+		System.out.printf("**ERROR** No commandline.\n");
+		Log.d("GODOT", "**ERROR** Exception " + e.getClass().getName() + ":" + e.getMessage());
 			return new String[0];
 		}
 
 
 	}
 
-	@Override protected void onCreate(Bundle icicle) {
 
-		System.out.printf("** GODOT ACTIVITY CREATED HERE ***\n");
+	String expansion_pack_path;
 
-		super.onCreate(icicle);
-		_self = this;
-		Window window = getWindow();
-		window.addFlags(WindowManager.LayoutParams.FLAG_TURN_SCREEN_ON
-			| WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON);
 
+	private void initializeGodot() {
 
+		if (expansion_pack_path!=null) {
 
+			String[] new_cmdline;
+			int cll=0;
+			if (command_line!=null) {
+				new_cmdline = new String[ command_line.length + 2 ];
+				cll=command_line.length;
+				for(int i=0;i<command_line.length;i++) {
+					new_cmdline[i]=command_line[i];
+				}
+			} else {
+				new_cmdline = new String[ 2 ];
+			}
+
+			new_cmdline[cll]="-main_pack";
+			new_cmdline[cll+1]=expansion_pack_path;
+			command_line=new_cmdline;
+		}
 
 		io = new GodotIO(this);
 		io.unique_id = Secure.getString(getContentResolver(), Secure.ANDROID_ID);
 		GodotLib.io=io;
-                GodotLib.initialize(this,io.needsReloadHooks(),getCommandLine());
+		GodotLib.initialize(this,io.needsReloadHooks(),command_line);
 		mSensorManager = (SensorManager) getSystemService(Context.SENSOR_SERVICE);
 		mAccelerometer = mSensorManager.getDefaultSensor(Sensor.TYPE_ACCELEROMETER);
 		mSensorManager.registerListener(this, mAccelerometer, SensorManager.SENSOR_DELAY_NORMAL);
 
 		result_callback = null;
-		
+
 		mPaymentsManager = PaymentsManager.createManager(this).initService();
+		godot_initialized=true;
+
+	}
+
+
+	@Override protected void onCreate(Bundle icicle) {
+
+		System.out.printf("** GODOT ACTIVITY CREATED HERE ***\n");
+
+		super.onCreate(icicle);
+		_self = this;
+		Window window = getWindow();
+		window.addFlags(WindowManager.LayoutParams.FLAG_TURN_SCREEN_ON
+			| WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON);
+
 
+		//check for apk expansion API
+		if (true) {
+			command_line = getCommandLine();
+			boolean use_apk_expansion=false;
+			String main_pack_md5=null;
+			String main_pack_key=null;
+
+			List<String> new_args = new LinkedList<String>();
+
+
+			for(int i=0;i<command_line.length;i++) {
+
+				boolean has_extra = i< command_line.length -1;
+				if (command_line[i].equals("-use_apk_expansion")) {
+					use_apk_expansion=true;
+				} else if (has_extra && command_line[i].equals("-apk_expansion_md5")) {
+					main_pack_md5=command_line[i+1];
+					i++;
+				} else if (has_extra && command_line[i].equals("-apk_expansion_key")) {
+					main_pack_key=command_line[i+1];
+					i++;
+				} else if (command_line[i].trim().length()!=0){
+					new_args.add(command_line[i]);
+				}
+			}
+
+			if (new_args.isEmpty())
+				command_line=null;
+			else
+				command_line = new_args.toArray(new String[new_args.size()]);
+
+			if (use_apk_expansion && main_pack_md5!=null && main_pack_key!=null) {
+				//check that environment is ok!
+				if (!Environment.getExternalStorageState().equals( Environment.MEDIA_MOUNTED )) {
+					Log.d("GODOT", "**ERROR! No media mounted!");
+					//show popup and die
+				}
+
+				// Build the full path to the app's expansion files
+				try {
+					expansion_pack_path = Environment.getExternalStorageDirectory().toString() + "/Android/obb/"+this.getPackageName();
+					expansion_pack_path+="/"+"main."+getPackageManager().getPackageInfo(getPackageName(), 0).versionCode+"."+this.getPackageName()+".obb";
+				} catch (Exception e) {
+					e.printStackTrace();
+				}
+
+				File f = new File(expansion_pack_path);
+
+				boolean pack_valid = true;
+				Log.d("GODOT","**PACK** - Path "+expansion_pack_path);
+
+				if (!f.exists()) {
+
+					pack_valid=false;
+					Log.d("GODOT","**PACK** - File does not exist");
+
+				} else {
+					try {
+
+						InputStream fis =  new FileInputStream(expansion_pack_path);
+
+						// Create MD5 Hash
+						byte[] buffer = new byte[16384];
+
+						MessageDigest complete = MessageDigest.getInstance("MD5");
+						int numRead;
+						do {
+							numRead = fis.read(buffer);
+							if (numRead > 0) {
+								complete.update(buffer, 0, numRead);
+							}
+					       } while (numRead != -1);
+
+
+						fis.close();
+						byte[] messageDigest = complete.digest();
+
+						// Create Hex String
+						StringBuffer hexString = new StringBuffer();
+						for (int i=0; i<messageDigest.length; i++)
+							hexString.append(Integer.toHexString(0xFF & messageDigest[i]));
+						String md5str =  hexString.toString();
+
+						Log.d("GODOT","**PACK** - My MD5: "+hexString+" - APK md5: "+main_pack_md5);
+						if (!hexString.equals(main_pack_md5)) {
+							pack_valid=false;
+						}
+					} catch (Exception e) {
+						e.printStackTrace();
+						Log.d("GODOT","**PACK FAIL**");
+						pack_valid=false;
+					}
+
+
+				}
+
+				if (!pack_valid) {
+
+
+
+				}
+
+			}
+		}
+
+		initializeGodot();
 
 		
 	//	instanceSingleton( new GodotFacebook(this) );
@@ -299,6 +442,8 @@ public class Godot extends Activity implements SensorEventListener
 	
 	@Override protected void onPause() {
 		super.onPause();
+		if (!godot_initialized)
+			return;
 		mView.onPause();
 		mSensorManager.unregisterListener(this);
 		GodotLib.focusout();
@@ -310,6 +455,9 @@ public class Godot extends Activity implements SensorEventListener
 
 	@Override protected void onResume() {
 		super.onResume();
+		if (!godot_initialized)
+			return;
+
 		mView.onResume();
 		mSensorManager.registerListener(this, mAccelerometer, SensorManager.SENSOR_DELAY_NORMAL);
 		GodotLib.focusin();

+ 27 - 0
platform/android/java/src/com/android/godot/GodotDownloaderAlarmReceiver.java

@@ -0,0 +1,27 @@
+package com.android.godot;
+
+import com.google.android.vending.expansion.downloader.DownloaderClientMarshaller;
+
+import android.content.BroadcastReceiver;
+import android.content.Context;
+import android.content.Intent;
+import android.content.pm.PackageManager.NameNotFoundException;
+
+/**
+ * You should start your derived downloader class when this receiver gets the message
+ * from the alarm service using the provided service helper function within the
+ * DownloaderClientMarshaller. This class must be then registered in your AndroidManifest.xml
+ * file with a section like this:
+ *         <receiver android:name=".GodotDownloaderAlarmReceiver"/>
+ */
+public class GodotDownloaderAlarmReceiver extends BroadcastReceiver {
+
+    @Override
+    public void onReceive(Context context, Intent intent) {
+	try {
+	    DownloaderClientMarshaller.startDownloadServiceIfRequired(context, intent, GodotDownloaderService.class);
+	} catch (NameNotFoundException e) {
+	    e.printStackTrace();
+	}
+    }
+}

+ 47 - 0
platform/android/java/src/com/android/godot/GodotDownloaderService.java

@@ -0,0 +1,47 @@
+package com.android.godot;
+
+import com.google.android.vending.expansion.downloader.impl.DownloaderService;
+
+/**
+ * This class demonstrates the minimal client implementation of the
+ * DownloaderService from the Downloader library.
+ */
+public class GodotDownloaderService extends DownloaderService {
+    // stuff for LVL -- MODIFY FOR YOUR APPLICATION!
+    private static final String BASE64_PUBLIC_KEY = "REPLACE THIS WITH YOUR PUBLIC KEY";
+    // used by the preference obfuscater
+    private static final byte[] SALT = new byte[] {
+	    1, 43, -12, -1, 54, 98,
+	    -100, -12, 43, 2, -8, -4, 9, 5, -106, -108, -33, 45, -1, 84
+    };
+
+    /**
+     * This public key comes from your Android Market publisher account, and it
+     * used by the LVL to validate responses from Market on your behalf.
+     */
+    @Override
+    public String getPublicKey() {
+	return BASE64_PUBLIC_KEY;
+    }
+
+    /**
+     * This is used by the preference obfuscater to make sure that your
+     * obfuscated preferences are different than the ones used by other
+     * applications.
+     */
+    @Override
+    public byte[] getSALT() {
+	return SALT;
+    }
+
+    /**
+     * Fill this in with the class name for your alarm receiver. We do this
+     * because receivers must be unique across all of Android (it's a good idea
+     * to make sure that your receiver is in your unique package)
+     */
+    @Override
+    public String getAlarmReceiverClassName() {
+	return GodotDownloaderAlarmReceiver.class.getName();
+    }
+
+}

+ 33 - 13
platform/android/java_glue.cpp

@@ -747,8 +747,34 @@ JNIEXPORT void JNICALL Java_com_android_godot_GodotLib_initialize(JNIEnv * env,
 	}
 
 
+	const char ** cmdline=NULL;
+	int cmdlen=0;
+	bool use_apk_expansion=false;
+	if (p_cmdline) {
+		int cmdlen = env->GetArrayLength(p_cmdline);
+		if (cmdlen) {
+			cmdline = (const char**)malloc((env->GetArrayLength(p_cmdline)+1)*sizeof(const char*));
+			cmdline[cmdlen]=NULL;
+
+			for (int i=0; i<cmdlen; i++) {
+
+				jstring string = (jstring) env->GetObjectArrayElement(p_cmdline, i);
+				const char *rawString = env->GetStringUTFChars(string, 0);
+				if (!rawString) {
+					__android_log_print(ANDROID_LOG_INFO,"godot","cmdline arg %i is null\n",i);
+				} else {
+		//			__android_log_print(ANDROID_LOG_INFO,"godot","cmdline arg %i is: %s\n",i,rawString);
+
+					if (strcmp(rawString,"-main_pack")==0)
+						use_apk_expansion=true;
+				}
+
+				cmdline[i]=rawString;
+			}
+		}
+	}
 
-	os_android = new OS_Android(_gfx_init_func,env,_open_uri,_get_data_dir,_get_locale, _get_model,_show_vk, _hide_vk,_set_screen_orient,_get_unique_id, _play_video, _is_video_playing, _pause_video, _stop_video);
+	os_android = new OS_Android(_gfx_init_func,env,_open_uri,_get_data_dir,_get_locale, _get_model,_show_vk, _hide_vk,_set_screen_orient,_get_unique_id, _play_video, _is_video_playing, _pause_video, _stop_video,use_apk_expansion);
 	os_android->set_need_reload_hooks(p_need_reload_hook);
 
 	char wd[500];
@@ -759,16 +785,6 @@ JNIEXPORT void JNICALL Java_com_android_godot_GodotLib_initialize(JNIEnv * env,
 
 	__android_log_print(ANDROID_LOG_INFO,"godot","**SETUP");
 
-	const char ** cmdline=NULL;
-	int cmdlen = env->GetArrayLength(p_cmdline);
-	cmdline = (const char**)malloc((env->GetArrayLength(p_cmdline)+1)*sizeof(const char*));
-	cmdline[cmdlen]=NULL;
-	for (int i=0; i<cmdlen; i++) {
-
-		jstring string = (jstring) env->GetObjectArrayElement(p_cmdline, i);
-		const char *rawString = env->GetStringUTFChars(string, 0);
-		cmdline[i]=rawString;
-	}
 
 #if 0
 	char *args[]={"-test","render",NULL};
@@ -833,6 +849,7 @@ JNIEXPORT void JNICALL Java_com_android_godot_GodotLib_quit(JNIEnv * env, jobjec
 
 	input_mutex->lock();
 	quit_request=true;
+	print_line("BACK PRESSED");
 	input_mutex->unlock();
 
 }
@@ -1289,7 +1306,10 @@ JNIEXPORT void JNICALL Java_com_android_godot_GodotLib_key(JNIEnv * env, jobject
 	} else if (val == 61453) {
 		ievent.key.scancode = KEY_ENTER;
 		ievent.key.unicode = KEY_ENTER;
-	}
+	} else if (p_scancode==4) {
+
+	    quit_request=true;
+    }
 
 	input_mutex->lock();
 	key_events.push_back(ievent);
@@ -1390,7 +1410,7 @@ static Variant::Type get_jni_type(const String& p_type) {
 
 static const char* get_jni_sig(const String& p_type) {
 
-	print_line("getting sig for " + p_type);
+
 	static struct {
 		const char *name;
 		const char *sig;

+ 14 - 7
platform/android/os_android.cpp

@@ -87,11 +87,17 @@ void OS_Android::initialize_core() {
 
 #else
 
-	FileAccess::make_default<FileAccessBufferedFA<FileAccessJAndroid> >(FileAccess::ACCESS_RESOURCES);
+	if (use_apk_expansion)
+		FileAccess::make_default<FileAccessUnix>(FileAccess::ACCESS_RESOURCES);
+	else
+		FileAccess::make_default<FileAccessBufferedFA<FileAccessJAndroid> >(FileAccess::ACCESS_RESOURCES);
 	FileAccess::make_default<FileAccessUnix>(FileAccess::ACCESS_USERDATA);
 	FileAccess::make_default<FileAccessUnix>(FileAccess::ACCESS_FILESYSTEM);
 	//FileAccessBufferedFA<FileAccessUnix>::make_default();
-	DirAccess::make_default<DirAccessJAndroid>(DirAccess::ACCESS_RESOURCES);
+	if (use_apk_expansion)
+		DirAccess::make_default<DirAccessUnix>(DirAccess::ACCESS_RESOURCES);
+	else
+		DirAccess::make_default<DirAccessJAndroid>(DirAccess::ACCESS_RESOURCES);
 	DirAccess::make_default<DirAccessUnix>(DirAccess::ACCESS_USERDATA);
 	DirAccess::make_default<DirAccessUnix>(DirAccess::ACCESS_FILESYSTEM);
 
@@ -698,9 +704,10 @@ void OS_Android::native_video_stop() {
 		video_stop_func();
 }
 
-OS_Android::OS_Android(GFXInitFunc p_gfx_init_func,void*p_gfx_init_ud, OpenURIFunc p_open_uri_func, GetDataDirFunc p_get_data_dir_func,GetLocaleFunc p_get_locale_func,GetModelFunc p_get_model_func, ShowVirtualKeyboardFunc p_show_vk, HideVirtualKeyboardFunc p_hide_vk,  SetScreenOrientationFunc p_screen_orient,GetUniqueIDFunc p_get_unique_id, VideoPlayFunc p_video_play_func, VideoIsPlayingFunc p_video_is_playing_func, VideoPauseFunc p_video_pause_func, VideoStopFunc p_video_stop_func) {
+OS_Android::OS_Android(GFXInitFunc p_gfx_init_func,void*p_gfx_init_ud, OpenURIFunc p_open_uri_func, GetDataDirFunc p_get_data_dir_func,GetLocaleFunc p_get_locale_func,GetModelFunc p_get_model_func, ShowVirtualKeyboardFunc p_show_vk, HideVirtualKeyboardFunc p_hide_vk,  SetScreenOrientationFunc p_screen_orient,GetUniqueIDFunc p_get_unique_id, VideoPlayFunc p_video_play_func, VideoIsPlayingFunc p_video_is_playing_func, VideoPauseFunc p_video_pause_func, VideoStopFunc p_video_stop_func,bool p_use_apk_expansion) {
 
 
+	use_apk_expansion=p_use_apk_expansion;
 	default_videomode.width=800;
 	default_videomode.height=600;
 	default_videomode.fullscreen=true;
@@ -720,10 +727,10 @@ OS_Android::OS_Android(GFXInitFunc p_gfx_init_func,void*p_gfx_init_ud, OpenURIFu
 	get_model_func=p_get_model_func;
 	get_unique_id_func=p_get_unique_id;
     
-    video_play_func = p_video_play_func;
-    video_is_playing_func = p_video_is_playing_func;
-    video_pause_func = p_video_pause_func;
-    video_stop_func = p_video_stop_func;
+	video_play_func = p_video_play_func;
+	video_is_playing_func = p_video_is_playing_func;
+	video_pause_func = p_video_pause_func;
+	video_stop_func = p_video_stop_func;
 
 	show_virtual_keyboard_func = p_show_vk;
 	hide_virtual_keyboard_func = p_hide_vk;

+ 2 - 1
platform/android/os_android.h

@@ -88,6 +88,7 @@ private:
 
 	bool use_gl2;
 	bool use_reload_hooks;
+	bool use_apk_expansion;
 
 	Rasterizer *rasterizer;
 	VisualServer *visual_server;
@@ -213,7 +214,7 @@ public:
     virtual void native_video_pause();
     virtual void native_video_stop();
 
-	OS_Android(GFXInitFunc p_gfx_init_func,void*p_gfx_init_ud, OpenURIFunc p_open_uri_func, GetDataDirFunc p_get_data_dir_func,GetLocaleFunc p_get_locale_func,GetModelFunc p_get_model_func, ShowVirtualKeyboardFunc p_show_vk, HideVirtualKeyboardFunc p_hide_vk,  SetScreenOrientationFunc p_screen_orient,GetUniqueIDFunc p_get_unique_id, VideoPlayFunc p_video_play_func, VideoIsPlayingFunc p_video_is_playing_func, VideoPauseFunc p_video_pause_func, VideoStopFunc p_video_stop_func);
+	OS_Android(GFXInitFunc p_gfx_init_func,void*p_gfx_init_ud, OpenURIFunc p_open_uri_func, GetDataDirFunc p_get_data_dir_func,GetLocaleFunc p_get_locale_func,GetModelFunc p_get_model_func, ShowVirtualKeyboardFunc p_show_vk, HideVirtualKeyboardFunc p_hide_vk,  SetScreenOrientationFunc p_screen_orient,GetUniqueIDFunc p_get_unique_id, VideoPlayFunc p_video_play_func, VideoIsPlayingFunc p_video_is_playing_func, VideoPauseFunc p_video_pause_func, VideoStopFunc p_video_stop_func,bool p_use_apk_expansion);
 	~OS_Android();
 
 };

+ 1 - 1
scene/3d/camera.cpp

@@ -344,7 +344,7 @@ RES Camera::_get_gizmo_geometry() const {
 	mat->set_line_width(4);
 	mat->set_flag(Material::FLAG_DOUBLE_SIDED,true);
 	mat->set_flag(Material::FLAG_UNSHADED,true);
-	mat->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
+	//mat->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
 
 	surface_tool->begin(Mesh::PRIMITIVE_LINES);
 	surface_tool->set_material(mat);

+ 1 - 1
scene/3d/follow_camera.cpp

@@ -548,7 +548,7 @@ RES FollowCamera::_get_gizmo_geometry() const {
 	mat->set_line_width(4);
 	mat->set_flag(Material::FLAG_DOUBLE_SIDED,true);
 	mat->set_flag(Material::FLAG_UNSHADED,true);
-	mat->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
+//	mat->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
 
 	surface_tool->begin(Mesh::PRIMITIVE_LINES);
 	surface_tool->set_material(mat);

+ 3 - 4
scene/3d/light.cpp

@@ -165,7 +165,7 @@ RES Light::_get_gizmo_geometry() const {
 	mat_area->set_parameter( FixedMaterial::PARAM_EMISSION,Color(0.7,0.7,0.7) );
 	mat_area->set_blend_mode( Material::BLEND_MODE_ADD );
 	mat_area->set_flag(Material::FLAG_DOUBLE_SIDED,true);
-	mat_area->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
+//	mat_area->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
 
 	Ref<FixedMaterial> mat_light( memnew( FixedMaterial ));
 
@@ -474,7 +474,6 @@ void Light::_bind_methods() {
 
 	}*/
 
-	ADD_PROPERTYI( PropertyInfo( Variant::COLOR, "colors/ambient"), _SCS("set_color"), _SCS("get_color"),COLOR_AMBIENT);
 	ADD_PROPERTYI( PropertyInfo( Variant::COLOR, "colors/diffuse"), _SCS("set_color"), _SCS("get_color"),COLOR_DIFFUSE);
 	ADD_PROPERTYI( PropertyInfo( Variant::COLOR, "colors/specular"), _SCS("set_color"), _SCS("get_color"),COLOR_SPECULAR);
 	ADD_PROPERTY( PropertyInfo( Variant::BOOL, "shadow/shadow"), _SCS("set_project_shadows"), _SCS("has_project_shadows"));
@@ -495,7 +494,7 @@ void Light::_bind_methods() {
 	BIND_CONSTANT( PARAM_SHADOW_DARKENING );
 	BIND_CONSTANT( PARAM_SHADOW_Z_OFFSET );
 
-	BIND_CONSTANT( COLOR_AMBIENT );
+
 	BIND_CONSTANT( COLOR_DIFFUSE );
 	BIND_CONSTANT( COLOR_SPECULAR );	
 
@@ -518,7 +517,7 @@ Light::Light(VisualServer::LightType p_type) {
 	set_parameter(PARAM_SHADOW_ESM_MULTIPLIER,60);
 	set_parameter(PARAM_SHADOW_BLUR_PASSES,1);
 
-	set_color( COLOR_AMBIENT, Color(0,0,0));
+
 	set_color( COLOR_DIFFUSE, Color(1,1,1));
 	set_color( COLOR_SPECULAR, Color(1,1,1));
 

+ 0 - 1
scene/3d/light.h

@@ -61,7 +61,6 @@ public:
 	
 	enum LightColor {
 	
-		COLOR_AMBIENT=VisualServer::LIGHT_COLOR_AMBIENT,
 		COLOR_DIFFUSE=VisualServer::LIGHT_COLOR_DIFFUSE,
 		COLOR_SPECULAR=VisualServer::LIGHT_COLOR_SPECULAR
 	};

+ 1 - 1
scene/3d/particles.cpp

@@ -324,7 +324,7 @@ RES Particles::_get_gizmo_geometry() const {
 	mat->set_parameter( FixedMaterial::PARAM_EMISSION,Color(0.5,0.7,0.8) );
 	mat->set_blend_mode( Material::BLEND_MODE_ADD );
 	mat->set_flag(Material::FLAG_DOUBLE_SIDED,true);
-	mat->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
+//	mat->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
 
 
 	surface_tool->begin(Mesh::PRIMITIVE_TRIANGLES);

+ 1 - 1
scene/3d/portal.cpp

@@ -106,7 +106,7 @@ RES Portal::_get_gizmo_geometry() const {
 	mat->set_line_width(4);
 	mat->set_flag(Material::FLAG_DOUBLE_SIDED,true);
 	mat->set_flag(Material::FLAG_UNSHADED,true);
-	mat->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
+//	mat->set_depth_draw_mode(Material::DEPTH_DRAW_NEVER,true);
 
 	surface_tool->begin(Mesh::PRIMITIVE_LINES);
 	surface_tool->set_material(mat);

+ 1 - 1
scene/3d/room_instance.cpp

@@ -99,7 +99,7 @@ RES Room::_get_gizmo_geometry() const {
 	mat->set_line_width(4);
 	mat->set_flag(Material::FLAG_DOUBLE_SIDED,true);
 	mat->set_flag(Material::FLAG_UNSHADED,true);
-	mat->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
+//	mat->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
 
 	surface_tool->begin(Mesh::PRIMITIVE_LINES);
 	surface_tool->set_material(mat);

+ 1 - 1
scene/3d/skeleton.cpp

@@ -445,7 +445,7 @@ RES Skeleton::_get_gizmo_geometry() const {
 	mat->set_flag(Material::FLAG_DOUBLE_SIDED,true);
 	mat->set_flag(Material::FLAG_UNSHADED,true);
 	mat->set_flag(Material::FLAG_ONTOP,true);
-	mat->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
+//	mat->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
 
 	surface_tool->begin(Mesh::PRIMITIVE_LINES);
 	surface_tool->set_material(mat);

+ 1 - 1
scene/3d/spatial_player.cpp

@@ -98,7 +98,7 @@ RES SpatialPlayer::_get_gizmo_geometry() const {
 	mat->set_parameter( FixedMaterial::PARAM_EMISSION,Color(0.5,0.7,0.8) );
 	mat->set_blend_mode( Material::BLEND_MODE_ADD );
 	mat->set_flag(Material::FLAG_DOUBLE_SIDED,true);
-	mat->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
+//	mat->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
 
 
 	surface_tool->begin(Mesh::PRIMITIVE_TRIANGLES);

+ 22 - 4
scene/resources/environment.cpp

@@ -101,6 +101,11 @@ void Environment::_bind_methods() {
 	ObjectTypeDB::bind_method(_MD("fx_set_param","param","value"),&Environment::fx_set_param);
 	ObjectTypeDB::bind_method(_MD("fx_get_param","param"),&Environment::fx_get_param);
 
+	ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"ambient_light/enabled"),_SCS("set_enable_fx"),_SCS("is_fx_enabled"), FX_AMBIENT_LIGHT);
+	ADD_PROPERTYI( PropertyInfo(Variant::COLOR,"ambient_light/color",PROPERTY_HINT_COLOR_NO_ALPHA),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_AMBIENT_LIGHT_COLOR);
+	ADD_PROPERTYI( PropertyInfo(Variant::REAL,"ambient_light/energy",PROPERTY_HINT_RANGE,"0,64,0.01"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_AMBIENT_LIGHT_ENERGY);
+
+
 	ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"fxaa/enabled"),_SCS("set_enable_fx"),_SCS("is_fx_enabled"), FX_FXAA);
 
 	ADD_PROPERTY( PropertyInfo(Variant::INT,"background/mode",PROPERTY_HINT_ENUM,"Keep,Default Color,Color,Texture,Cubemap,Texture RGBE,Cubemap RGBE"),_SCS("set_background"),_SCS("get_background"));
@@ -123,8 +128,9 @@ void Environment::_bind_methods() {
 	ADD_PROPERTYI( PropertyInfo(Variant::REAL,"dof_blur/begin",PROPERTY_HINT_RANGE,"0,4096,0.1"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_DOF_BLUR_BEGIN);
 	ADD_PROPERTYI( PropertyInfo(Variant::REAL,"dof_blur/range",PROPERTY_HINT_RANGE,"0,4096,0.1"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_DOF_BLUR_RANGE);
 	ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"hdr/enabled"),_SCS("set_enable_fx"),_SCS("is_fx_enabled"), FX_HDR);
+	ADD_PROPERTYI( PropertyInfo(Variant::REAL,"hdr/tonemapper",PROPERTY_HINT_ENUM,"Linear,Log,Reinhardt,ReinhardtAutoWhite"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_HDR_TONEMAPPER);
 	ADD_PROPERTYI( PropertyInfo(Variant::REAL,"hdr/exposure",PROPERTY_HINT_RANGE,"0.01,16,0.01"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_HDR_EXPOSURE);
-	ADD_PROPERTYI( PropertyInfo(Variant::REAL,"hdr/scalar",PROPERTY_HINT_RANGE,"0.01,16,0.01"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_HDR_SCALAR);
+	ADD_PROPERTYI( PropertyInfo(Variant::REAL,"hdr/white",PROPERTY_HINT_RANGE,"0.01,16,0.01"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_HDR_WHITE);
 	ADD_PROPERTYI( PropertyInfo(Variant::REAL,"hdr/glow_treshold",PROPERTY_HINT_RANGE,"0.00,8,0.01"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_HDR_GLOW_TRESHOLD);
 	ADD_PROPERTYI( PropertyInfo(Variant::REAL,"hdr/glow_scale",PROPERTY_HINT_RANGE,"0.00,16,0.01"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_HDR_GLOW_SCALE);
 	ADD_PROPERTYI( PropertyInfo(Variant::REAL,"hdr/min_luminance",PROPERTY_HINT_RANGE,"0.01,64,0.01"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_HDR_MIN_LUMINANCE);
@@ -153,7 +159,7 @@ void Environment::_bind_methods() {
 		FX_PARAM_DOF_BLUR_BEGIN=VS::ENV_FX_PARAM_DOF_BLUR_BEGIN,
 		FX_PARAM_DOF_BLUR_END=VS::ENV_FX_PARAM_DOF_BLUR_END,
 		FX_PARAM_HDR_EXPOSURE=VS::ENV_FX_PARAM_HDR_EXPOSURE,
-		FX_PARAM_HDR_SCALAR=VS::ENV_FX_PARAM_HDR_SCALAR,
+		FX_PARAM_HDR_WHITE=VS::ENV_FX_PARAM_HDR_WHITE,
 		FX_PARAM_HDR_GLOW_TRESHOLD=VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD,
 		FX_PARAM_HDR_GLOW_SCALE=VS::ENV_FX_PARAM_HDR_GLOW_SCALE,
 		FX_PARAM_HDR_MIN_LUMINANCE=VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE,
@@ -188,6 +194,7 @@ void Environment::_bind_methods() {
 	BIND_CONSTANT( BG_PARAM_MAX );
 
 
+	BIND_CONSTANT( FX_AMBIENT_LIGHT );
 	BIND_CONSTANT( FX_FXAA );
 	BIND_CONSTANT( FX_GLOW );
 	BIND_CONSTANT( FX_DOF_BLUR );
@@ -202,6 +209,13 @@ void Environment::_bind_methods() {
 	BIND_CONSTANT( FX_BLUR_BLEND_MODE_SCREEN );
 	BIND_CONSTANT( FX_BLUR_BLEND_MODE_SOFTLIGHT );
 
+	BIND_CONSTANT( FX_HDR_TONE_MAPPER_LINEAR );
+	BIND_CONSTANT( FX_HDR_TONE_MAPPER_LOG );
+	BIND_CONSTANT( FX_HDR_TONE_MAPPER_REINHARDT );
+	BIND_CONSTANT( FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE );
+
+	BIND_CONSTANT( FX_PARAM_AMBIENT_LIGHT_COLOR );
+	BIND_CONSTANT( FX_PARAM_AMBIENT_LIGHT_ENERGY );
 	BIND_CONSTANT( FX_PARAM_GLOW_BLUR_PASSES );
 	BIND_CONSTANT( FX_PARAM_GLOW_BLUR_SCALE );
 	BIND_CONSTANT( FX_PARAM_GLOW_BLUR_STRENGTH );
@@ -211,8 +225,9 @@ void Environment::_bind_methods() {
 	BIND_CONSTANT( FX_PARAM_DOF_BLUR_PASSES );
 	BIND_CONSTANT( FX_PARAM_DOF_BLUR_BEGIN );
 	BIND_CONSTANT( FX_PARAM_DOF_BLUR_RANGE );
+	BIND_CONSTANT( FX_PARAM_HDR_TONEMAPPER);
 	BIND_CONSTANT( FX_PARAM_HDR_EXPOSURE );
-	BIND_CONSTANT( FX_PARAM_HDR_SCALAR );
+	BIND_CONSTANT( FX_PARAM_HDR_WHITE );
 	BIND_CONSTANT( FX_PARAM_HDR_GLOW_TRESHOLD );
 	BIND_CONSTANT( FX_PARAM_HDR_GLOW_SCALE );
 	BIND_CONSTANT( FX_PARAM_HDR_MIN_LUMINANCE );
@@ -245,6 +260,8 @@ Environment::Environment() {
 	for(int i=0;i<FX_MAX;i++)
 		set_enable_fx(Fx(i),false);
 
+	fx_set_param(FX_PARAM_AMBIENT_LIGHT_COLOR,Color(0,0,0));
+	fx_set_param(FX_PARAM_AMBIENT_LIGHT_ENERGY,1.0);
 	fx_set_param(FX_PARAM_GLOW_BLUR_PASSES,1);
 	fx_set_param(FX_PARAM_GLOW_BLUR_SCALE,1);
 	fx_set_param(FX_PARAM_GLOW_BLUR_STRENGTH,1);
@@ -253,8 +270,9 @@ Environment::Environment() {
 	fx_set_param(FX_PARAM_DOF_BLUR_PASSES,1);
 	fx_set_param(FX_PARAM_DOF_BLUR_BEGIN,100.0);
 	fx_set_param(FX_PARAM_DOF_BLUR_RANGE,10.0);
+	fx_set_param(FX_PARAM_HDR_TONEMAPPER,FX_HDR_TONE_MAPPER_LINEAR);
 	fx_set_param(FX_PARAM_HDR_EXPOSURE,0.4);
-	fx_set_param(FX_PARAM_HDR_SCALAR,1.0);
+	fx_set_param(FX_PARAM_HDR_WHITE,1.0);
 	fx_set_param(FX_PARAM_HDR_GLOW_TRESHOLD,0.95);
 	fx_set_param(FX_PARAM_HDR_GLOW_SCALE,0.2);
 	fx_set_param(FX_PARAM_HDR_MIN_LUMINANCE,0.4);

+ 12 - 1
scene/resources/environment.h

@@ -61,6 +61,7 @@ public:
 	};
 
 	enum Fx {
+		FX_AMBIENT_LIGHT=VS::ENV_FX_AMBIENT_LIGHT,
 		FX_FXAA=VS::ENV_FX_FXAA,
 		FX_GLOW=VS::ENV_FX_GLOW,
 		FX_DOF_BLUR=VS::ENV_FX_DOF_BLUR,
@@ -77,7 +78,16 @@ public:
 		FX_BLUR_BLEND_MODE_SOFTLIGHT,
 	};
 
+	enum FxHDRToneMapper {
+		FX_HDR_TONE_MAPPER_LINEAR,
+		FX_HDR_TONE_MAPPER_LOG,
+		FX_HDR_TONE_MAPPER_REINHARDT,
+		FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE,
+	};
+
 	enum FxParam {
+		FX_PARAM_AMBIENT_LIGHT_COLOR=VS::ENV_FX_PARAM_AMBIENT_LIGHT_COLOR,
+		FX_PARAM_AMBIENT_LIGHT_ENERGY=VS::ENV_FX_PARAM_AMBIENT_LIGHT_ENERGY,
 		FX_PARAM_GLOW_BLUR_PASSES=VS::ENV_FX_PARAM_GLOW_BLUR_PASSES,
 		FX_PARAM_GLOW_BLUR_SCALE=VS::ENV_FX_PARAM_GLOW_BLUR_SCALE,
 		FX_PARAM_GLOW_BLUR_STRENGTH=VS::ENV_FX_PARAM_GLOW_BLUR_STRENGTH,
@@ -88,7 +98,8 @@ public:
 		FX_PARAM_DOF_BLUR_BEGIN=VS::ENV_FX_PARAM_DOF_BLUR_BEGIN,
 		FX_PARAM_DOF_BLUR_RANGE=VS::ENV_FX_PARAM_DOF_BLUR_RANGE,
 		FX_PARAM_HDR_EXPOSURE=VS::ENV_FX_PARAM_HDR_EXPOSURE,
-		FX_PARAM_HDR_SCALAR=VS::ENV_FX_PARAM_HDR_SCALAR,
+		FX_PARAM_HDR_TONEMAPPER=VS::ENV_FX_PARAM_HDR_TONEMAPPER,
+		FX_PARAM_HDR_WHITE=VS::ENV_FX_PARAM_HDR_WHITE,
 		FX_PARAM_HDR_GLOW_TRESHOLD=VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD,
 		FX_PARAM_HDR_GLOW_SCALE=VS::ENV_FX_PARAM_HDR_GLOW_SCALE,
 		FX_PARAM_HDR_MIN_LUMINANCE=VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE,

+ 37 - 87
scene/resources/material.cpp

@@ -36,17 +36,9 @@ static const char*_flag_names[Material::FLAG_MAX]={
 	"invert_faces",
 	"unshaded",
 	"on_top",
-	"wireframe",
-	"billboard_sw",
+	"lightmap_on_uv2"
 };
 
-static const char*_hint_names[Material::HINT_MAX]={
-	"decal",
-	"opaque_pre_zpass",
-	"no_shadow",
-	"no_depth_draw",
-	"no_alpha_depth_draw",
-};
 
 static const Material::Flag _flag_indices[Material::FLAG_MAX]={
 	Material::FLAG_VISIBLE,
@@ -54,15 +46,7 @@ static const Material::Flag _flag_indices[Material::FLAG_MAX]={
 	Material::FLAG_INVERT_FACES,
 	Material::FLAG_UNSHADED,
 	Material::FLAG_ONTOP,
-	Material::FLAG_WIREFRAME,
-	Material::FLAG_BILLBOARD_TOGGLE
-};
-
-static const Material::Hint _hint_indices[Material::HINT_MAX]={
-	Material::HINT_DECAL,
-	Material::HINT_OPAQUE_PRE_PASS,
-	Material::HINT_NO_SHADOW,
-	Material::HINT_NO_DEPTH_DRAW,
+	Material::FLAG_LIGHTMAP_ON_UV2
 };
 
 
@@ -80,20 +64,6 @@ void Material::set_flag(Flag p_flag,bool p_enabled) {
 }
 
 
-void Material::set_hint(Hint p_hint,bool p_enabled) {
-
-	ERR_FAIL_INDEX(p_hint,HINT_MAX);
-	hints[p_hint]=p_enabled;
-	VisualServer::get_singleton()->material_set_hint(material,(VS::MaterialHint)p_hint,p_enabled);
-	_change_notify();
-}
-
-bool Material::get_hint(Hint p_hint) const {
-
-	ERR_FAIL_INDEX_V(p_hint,HINT_MAX,false);
-	return hints[p_hint];
-}
-
 void Material::set_blend_mode(BlendMode p_blend_mode) {
 
 	ERR_FAIL_INDEX(p_blend_mode,3);
@@ -108,17 +78,15 @@ Material::BlendMode Material::get_blend_mode() const {
 }
 
 
-void Material::set_shade_model(ShadeModel p_model) {
-
-	ERR_FAIL_INDEX(p_model,8);
-	shade_model=p_model;
-	VisualServer::get_singleton()->material_set_shade_model(material,(VS::MaterialShadeModel)p_model);
+void Material::set_depth_draw_mode(DepthDrawMode p_depth_draw_mode) {
 
+	depth_draw_mode=p_depth_draw_mode;
+	VisualServer::get_singleton()->material_set_depth_draw_mode(material,(VS::MaterialDepthDrawMode)p_depth_draw_mode);
 }
 
-Material::ShadeModel Material::get_shade_model() const {
+Material::DepthDrawMode Material::get_depth_draw_mode() const {
 
-	return shade_model;
+	return depth_draw_mode;
 }
 
 bool Material::get_flag(Flag p_flag) const {
@@ -144,49 +112,32 @@ void Material::_bind_methods() {
 
 	ObjectTypeDB::bind_method(_MD("set_flag","flag","enable"),&Material::set_flag);
 	ObjectTypeDB::bind_method(_MD("get_flag","flag"),&Material::get_flag);
-	ObjectTypeDB::bind_method(_MD("set_hint","hint","enable"),&Material::set_hint);
-	ObjectTypeDB::bind_method(_MD("get_hint","hint"),&Material::get_hint);
 	ObjectTypeDB::bind_method(_MD("set_blend_mode","mode"),&Material::set_blend_mode);
 	ObjectTypeDB::bind_method(_MD("get_blend_mode"),&Material::get_blend_mode);
-	ObjectTypeDB::bind_method(_MD("set_shade_model","model"),&Material::set_shade_model);
-	ObjectTypeDB::bind_method(_MD("get_shade_model"),&Material::get_shade_model);
 	ObjectTypeDB::bind_method(_MD("set_line_width","width"),&Material::set_line_width);
 	ObjectTypeDB::bind_method(_MD("get_line_width"),&Material::get_line_width);
+	ObjectTypeDB::bind_method(_MD("set_depth_draw_mode","mode"),&Material::set_depth_draw_mode);
+	ObjectTypeDB::bind_method(_MD("get_depth_draw_mode"),&Material::get_depth_draw_mode);
 
 
 	for(int i=0;i<FLAG_MAX;i++)
 		ADD_PROPERTYI( PropertyInfo( Variant::BOOL, String()+"flags/"+_flag_names[i] ),_SCS("set_flag"),_SCS("get_flag"),_flag_indices[i]);
-	for(int i=0;i<HINT_MAX;i++)
-		ADD_PROPERTYI( PropertyInfo( Variant::BOOL, String()+"hints/"+_hint_names[i] ),_SCS("set_hint"),_SCS("get_hint"),_hint_indices[i]);
 
 	ADD_PROPERTY( PropertyInfo( Variant::INT, "params/blend_mode",PROPERTY_HINT_ENUM,"Mix,Add,Sub,PMAlpha" ), _SCS("set_blend_mode"),_SCS("get_blend_mode"));
+	ADD_PROPERTY( PropertyInfo( Variant::INT, "params/depth_draw",PROPERTY_HINT_ENUM,"Always,Opaque Only,Pre-Pass Alpha,Never" ), _SCS("set_depth_draw_mode"),_SCS("get_depth_draw_mode"));
 	ADD_PROPERTY( PropertyInfo( Variant::REAL, "params/line_width",PROPERTY_HINT_RANGE,"0.1,32.0,0.1" ), _SCS("set_line_width"),_SCS("get_line_width"));
 
-
 	BIND_CONSTANT( FLAG_VISIBLE );
 	BIND_CONSTANT( FLAG_DOUBLE_SIDED );
 	BIND_CONSTANT( FLAG_INVERT_FACES );
 	BIND_CONSTANT( FLAG_UNSHADED );
 	BIND_CONSTANT( FLAG_ONTOP );
-	BIND_CONSTANT( FLAG_WIREFRAME );
-	BIND_CONSTANT( FLAG_BILLBOARD_TOGGLE );
 	BIND_CONSTANT( FLAG_MAX );
 
-	BIND_CONSTANT( HINT_DECAL );
-	BIND_CONSTANT( HINT_OPAQUE_PRE_PASS );
-	BIND_CONSTANT( HINT_NO_SHADOW );
-	BIND_CONSTANT( HINT_NO_DEPTH_DRAW );
-	BIND_CONSTANT( HINT_NO_DEPTH_DRAW_FOR_ALPHA );
-	BIND_CONSTANT( HINT_MAX );
-
-	BIND_CONSTANT( SHADE_MODEL_LAMBERT );
-	BIND_CONSTANT( SHADE_MODEL_LAMBERT_WRAP );
-	BIND_CONSTANT( SHADE_MODEL_FRESNEL );
-	BIND_CONSTANT( SHADE_MODEL_TOON );
-	BIND_CONSTANT( SHADE_MODEL_CUSTOM_0 );
-	BIND_CONSTANT( SHADE_MODEL_CUSTOM_1 );
-	BIND_CONSTANT( SHADE_MODEL_CUSTOM_2 );
-	BIND_CONSTANT( SHADE_MODEL_CUSTOM_3 );
+	BIND_CONSTANT( DEPTH_DRAW_ALWAYS );
+	BIND_CONSTANT( DEPTH_DRAW_OPAQUE_ONLY );
+	BIND_CONSTANT( DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA );
+	BIND_CONSTANT( DEPTH_DRAW_NEVER );
 
 	BIND_CONSTANT( BLEND_MODE_MIX );
 	BIND_CONSTANT( BLEND_MODE_ADD );
@@ -205,15 +156,11 @@ Material::Material(const RID& p_material) {
 	flags[FLAG_INVERT_FACES]=false;
 	flags[FLAG_UNSHADED]=false;
 	flags[FLAG_ONTOP]=false;
-	flags[FLAG_WIREFRAME]=false;
-	flags[FLAG_BILLBOARD_TOGGLE]=false;
 
-	for(int i=0;i<HINT_MAX;i++)
-		hints[i]=false;
-	hints[HINT_NO_DEPTH_DRAW_FOR_ALPHA]=true;
+	depth_draw_mode=DEPTH_DRAW_OPAQUE_ONLY;
 
 	blend_mode=BLEND_MODE_MIX;
-	shade_model = SHADE_MODEL_LAMBERT;
+
 }
 
 Material::~Material() {
@@ -340,6 +287,17 @@ FixedMaterial::TexCoordMode FixedMaterial::get_texcoord_mode(Parameter p_paramet
 	return texture_texcoord[p_parameter];
 }
 
+void FixedMaterial::set_light_shader(LightShader p_shader) {
+
+	light_shader=p_shader;
+	VS::get_singleton()->fixed_material_set_light_shader(material,VS::FixedMaterialLightShader(p_shader));
+}
+
+FixedMaterial::LightShader FixedMaterial::get_light_shader() const {
+
+	return light_shader;
+}
+
 
 void FixedMaterial::set_uv_transform(const Transform& p_transform) {
 
@@ -356,16 +314,6 @@ Transform FixedMaterial::get_uv_transform() const {
 
 
 
-void FixedMaterial::set_detail_blend_mode(BlendMode p_mode) {
-
-	detail_blend_mode=p_mode;
-	VS::get_singleton()->fixed_material_set_detail_blend_mode(material,(VS::MaterialBlendMode)p_mode);
-}
-
-Material::BlendMode FixedMaterial::get_detail_blend_mode() const {
-
-	return detail_blend_mode;
-}
 
 void FixedMaterial::set_fixed_flag(FixedFlag p_flag, bool p_value) {
 	ERR_FAIL_INDEX(p_flag,4);
@@ -412,12 +360,12 @@ void FixedMaterial::_bind_methods() {
 	ObjectTypeDB::bind_method(_MD("set_uv_transform","transform"),&FixedMaterial::set_uv_transform);
 	ObjectTypeDB::bind_method(_MD("get_uv_transform"),&FixedMaterial::get_uv_transform);
 
+	ObjectTypeDB::bind_method(_MD("set_light_shader","shader"),&FixedMaterial::set_light_shader);
+	ObjectTypeDB::bind_method(_MD("get_light_shader"),&FixedMaterial::get_light_shader);
 
 	ObjectTypeDB::bind_method(_MD("set_point_size","size"),&FixedMaterial::set_point_size);
 	ObjectTypeDB::bind_method(_MD("get_point_size"),&FixedMaterial::get_point_size);
 
-	ObjectTypeDB::bind_method(_MD("set_detail_blend_mode","mode"),&FixedMaterial::set_detail_blend_mode);
-	ObjectTypeDB::bind_method(_MD("get_detail_blend_mode"),&FixedMaterial::get_detail_blend_mode);
 
 	ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "fixed_flags/use_alpha" ), _SCS("set_fixed_flag"), _SCS("get_fixed_flag"), FLAG_USE_ALPHA);
 	ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "fixed_flags/use_color_array" ), _SCS("set_fixed_flag"), _SCS("get_fixed_flag"), FLAG_USE_COLOR_ARRAY);
@@ -427,11 +375,10 @@ void FixedMaterial::_bind_methods() {
 	ADD_PROPERTYI( PropertyInfo( Variant::COLOR, "params/specular", PROPERTY_HINT_COLOR_NO_ALPHA ), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SPECULAR );
 	ADD_PROPERTYI( PropertyInfo( Variant::COLOR, "params/emission", PROPERTY_HINT_COLOR_NO_ALPHA ), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_EMISSION );
 	ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/specular_exp", PROPERTY_HINT_RANGE,"1,64,0.01" ), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SPECULAR_EXP );
-	ADD_PROPERTY( PropertyInfo( Variant::REAL, "params/detail_blend", PROPERTY_HINT_ENUM,"Mix,Add,Sub,Mul" ), _SCS("set_detail_blend_mode"), _SCS("get_detail_blend_mode") );
 	ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/detail_mix", PROPERTY_HINT_RANGE,"0,1,0.01" ), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_DETAIL );
 	ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/normal_depth", PROPERTY_HINT_RANGE,"-4,4,0.01" ), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_NORMAL );
-	ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/shade_param", PROPERTY_HINT_RANGE,"0,1,0.01" ), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADE_PARAM );
-
+	ADD_PROPERTY( PropertyInfo( Variant::INT, "params/shader", PROPERTY_HINT_ENUM,"Lambert,Wrap,Velvet,Toon" ), _SCS("set_light_shader"), _SCS("get_light_shader") );
+	ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/shader_param", PROPERTY_HINT_RANGE,"0,1,0.01" ), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADE_PARAM );
 	ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/glow", PROPERTY_HINT_RANGE,"0,8,0.01" ), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_GLOW );
 	ADD_PROPERTY( PropertyInfo( Variant::REAL, "params/point_size", PROPERTY_HINT_RANGE,"0,1024,1" ), _SCS("set_point_size"), _SCS("get_point_size"));
 	ADD_PROPERTY( PropertyInfo( Variant::TRANSFORM, "uv_xform"), _SCS("set_uv_transform"), _SCS("get_uv_transform") );
@@ -479,7 +426,7 @@ FixedMaterial::FixedMaterial() : Material(VS::get_singleton()->fixed_material_cr
 	param[PARAM_SHADE_PARAM]=0.5;
 	param[PARAM_DETAIL]=1.0;
 
-	detail_blend_mode=BLEND_MODE_MIX;
+
 
 	fixed_flags[FLAG_USE_ALPHA]=false;
 	fixed_flags[FLAG_USE_COLOR_ARRAY]=false;
@@ -490,6 +437,8 @@ FixedMaterial::FixedMaterial() : Material(VS::get_singleton()->fixed_material_cr
 		texture_texcoord[i]=TEXCOORD_UV;
 	}
 
+	light_shader=LIGHT_SHADER_LAMBERT;
+
 	point_size=1.0;
 }
 
@@ -633,7 +582,7 @@ ParticleSystemMaterial::ParticleSystemMaterial() :Material(VisualServer::get_sin
 
 	set_flag(FLAG_DOUBLE_SIDED,true);
 	set_flag(FLAG_UNSHADED,true);
-	set_hint(HINT_NO_DEPTH_DRAW,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);
 }
@@ -680,7 +629,8 @@ 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_hint(HINT_NO_DEPTH_DRAW,p_use_alpha);
+	//set_depth_draw_mode();
+	//set_hint(HINT,p_use_alpha);
 
 }
 

+ 26 - 36
scene/resources/material.h

@@ -53,23 +53,10 @@ public:
 		FLAG_INVERT_FACES = VS::MATERIAL_FLAG_INVERT_FACES,
 		FLAG_UNSHADED = VS::MATERIAL_FLAG_UNSHADED,
 		FLAG_ONTOP = VS::MATERIAL_FLAG_ONTOP,
-		FLAG_WIREFRAME = VS::MATERIAL_FLAG_WIREFRAME,
-		FLAG_BILLBOARD_TOGGLE = VS::MATERIAL_FLAG_BILLBOARD,
+		FLAG_LIGHTMAP_ON_UV2 = VS::MATERIAL_FLAG_LIGHTMAP_ON_UV2,
 		FLAG_MAX = VS::MATERIAL_FLAG_MAX
 	};
 
-	enum ShadeModel {
-		SHADE_MODEL_LAMBERT,
-		SHADE_MODEL_LAMBERT_WRAP,
-		SHADE_MODEL_FRESNEL,
-		SHADE_MODEL_TOON,
-		SHADE_MODEL_CUSTOM_0,
-		SHADE_MODEL_CUSTOM_1,
-		SHADE_MODEL_CUSTOM_2,
-		SHADE_MODEL_CUSTOM_3
-	};
-
-
 	enum BlendMode {
 		BLEND_MODE_MIX = VS::MATERIAL_BLEND_MODE_MIX,
 		BLEND_MODE_MUL = VS::MATERIAL_BLEND_MODE_MUL,
@@ -79,23 +66,20 @@ public:
 
 	};
 
-	enum Hint {
-
-		HINT_DECAL=VS::MATERIAL_HINT_DECAL,
-		HINT_OPAQUE_PRE_PASS=VS::MATERIAL_HINT_OPAQUE_PRE_PASS,
-		HINT_NO_SHADOW=VS::MATERIAL_HINT_NO_SHADOW,
-		HINT_NO_DEPTH_DRAW=VS::MATERIAL_HINT_NO_DEPTH_DRAW,
-		HINT_NO_DEPTH_DRAW_FOR_ALPHA=VS::MATERIAL_HINT_NO_DEPTH_DRAW_FOR_ALPHA,
-		HINT_MAX=VS::MATERIAL_HINT_MAX
+	enum DepthDrawMode {
+		DEPTH_DRAW_ALWAYS = VS::MATERIAL_DEPTH_DRAW_ALWAYS,
+		DEPTH_DRAW_OPAQUE_ONLY = VS::MATERIAL_DEPTH_DRAW_OPAQUE_ONLY,
+		DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA = VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA,
+		DEPTH_DRAW_NEVER = VS::MATERIAL_DEPTH_DRAW_NEVER
 	};
 
 
+
 private:
 	BlendMode blend_mode;
 	bool flags[VS::MATERIAL_FLAG_MAX];
-	bool hints[VS::MATERIAL_HINT_MAX];
-	ShadeModel shade_model;
 	float line_width;
+	DepthDrawMode depth_draw_mode;
 protected:
 	RID material;
 
@@ -105,18 +89,15 @@ public:
 	void set_flag(Flag p_flag,bool p_enabled);
 	bool get_flag(Flag p_flag) const;
 
-	void set_hint(Hint p_hint,bool p_enabled);
-	bool get_hint(Hint p_hint) const;
-
 	void set_blend_mode(BlendMode p_blend_mode);
 	BlendMode get_blend_mode() const;
 
+	void set_depth_draw_mode(DepthDrawMode p_depth_draw_mode);
+	DepthDrawMode get_depth_draw_mode() const;
+
 	void set_line_width(float p_width);
 	float get_line_width() const;
 
-	void set_shade_model(ShadeModel p_model);
-	ShadeModel get_shade_model() const;
-
 	virtual RID get_rid() const;
 
 	Material(const RID& p_rid=RID());
@@ -124,8 +105,8 @@ public:
 };
 
 VARIANT_ENUM_CAST( Material::Flag );
-VARIANT_ENUM_CAST( Material::Hint );
-VARIANT_ENUM_CAST( Material::ShadeModel);
+VARIANT_ENUM_CAST( Material::DepthDrawMode );
+
 VARIANT_ENUM_CAST( Material::BlendMode );
 
 
@@ -163,6 +144,14 @@ public:
 		FLAG_DISCARD_ALPHA=VS::FIXED_MATERIAL_FLAG_DISCARD_ALPHA
 	};
 
+	enum LightShader {
+
+		LIGHT_SHADER_LAMBERT=VS::FIXED_MATERIAL_LIGHT_SHADER_LAMBERT,
+		LIGHT_SHADER_WRAP=VS::FIXED_MATERIAL_LIGHT_SHADER_WRAP,
+		LIGHT_SHADER_VELVET=VS::FIXED_MATERIAL_LIGHT_SHADER_VELVET,
+		LIGHT_SHADER_TOON=VS::FIXED_MATERIAL_LIGHT_SHADER_TOON
+	};
+
 private:
 
 
@@ -173,10 +162,10 @@ private:
 		int tex;
 	};
 
-	BlendMode detail_blend_mode;
 	Variant param[PARAM_MAX];
 	Ref<Texture> texture_param[PARAM_MAX];
 	TexCoordMode texture_texcoord[PARAM_MAX];
+	LightShader light_shader;
 	bool fixed_flags[3];
 	float point_size;
 
@@ -203,15 +192,15 @@ public:
 	void set_texcoord_mode(Parameter p_parameter, TexCoordMode p_mode);
 	TexCoordMode get_texcoord_mode(Parameter p_parameter) const;
 
+	void set_light_shader(LightShader p_shader);
+	LightShader get_light_shader() const;
+
 	void set_uv_transform(const Transform& p_transform);
 	Transform get_uv_transform() const;
 
 	void set_point_size(float p_transform);
 	float get_point_size() const;
 
-	void set_detail_blend_mode(BlendMode p_mode);
-	BlendMode get_detail_blend_mode() const;
-
 	FixedMaterial();
 	~FixedMaterial();
 
@@ -222,6 +211,7 @@ public:
 VARIANT_ENUM_CAST( FixedMaterial::Parameter );
 VARIANT_ENUM_CAST( FixedMaterial::TexCoordMode );
 VARIANT_ENUM_CAST( FixedMaterial::FixedFlag );
+VARIANT_ENUM_CAST( FixedMaterial::LightShader );
 
 class ShaderMaterial : public Material {
 

+ 139 - 17
scene/resources/polygon_path_finder.cpp

@@ -41,6 +41,7 @@ void PolygonPathFinder::setup(const Vector<Vector2>& p_points, const Vector<int>
 	for(int i=0;i<p_points.size();i++) {
 
 		points[i].pos=p_points[i];
+		points[i].penalty=0;
 
 		outside_point.x = i==0?p_points[0].x:(MAX( p_points[i].x, outside_point.x ));
 		outside_point.y = i==0?p_points[0].y:(MAX( p_points[i].y, outside_point.y ));
@@ -115,13 +116,62 @@ void PolygonPathFinder::setup(const Vector<Vector2>& p_points, const Vector<int>
 Vector<Vector2> PolygonPathFinder::find_path(const Vector2& p_from, const Vector2& p_to) {
 
 	Vector<Vector2> path;
-	if (!_is_point_inside(p_from)) {
-		printf("p_from outside\n");
-		return path;
+
+	Vector2 from=p_from;
+	Vector2 to=p_to;
+	Edge ignore_from_edge(-1,-1);
+	Edge ignore_to_edge(-1,-1);
+
+	if (!_is_point_inside(from)) {
+
+		float closest_dist=1e20;
+		Vector2 closest_point;
+
+		for (Set<Edge>::Element *E=edges.front();E;E=E->next()) {
+
+			const Edge& e=E->get();
+			Vector2 seg[2]={
+				points[e.points[0]].pos,
+				points[e.points[1]].pos
+			};
+
+
+			Vector2 closest = Geometry::get_closest_point_to_segment_2d(from,seg);
+			float d = from.distance_squared_to(closest);
+
+			if (d<closest_dist) {
+				ignore_from_edge=E->get();
+				closest_dist=d;
+			}
+		}
+
+		from=closest_point;
 	};
-	if (!_is_point_inside(p_to)) {
-		printf("p_to outside\n");
-		return path;
+
+
+	if (!_is_point_inside(to)) {
+		float closest_dist=1e20;
+		Vector2 closest_point;
+
+		for (Set<Edge>::Element *E=edges.front();E;E=E->next()) {
+
+			const Edge& e=E->get();
+			Vector2 seg[2]={
+				points[e.points[0]].pos,
+				points[e.points[1]].pos
+			};
+
+
+			Vector2 closest = Geometry::get_closest_point_to_segment_2d(to,seg);
+			float d = to.distance_squared_to(closest);
+
+			if (d<closest_dist) {
+				ignore_to_edge=E->get();
+				closest_dist=d;
+			}
+		}
+
+		to=closest_point;
 	};
 
 	//test direct connection
@@ -132,11 +182,16 @@ Vector<Vector2> PolygonPathFinder::find_path(const Vector2& p_from, const Vector
 		for (Set<Edge>::Element *E=edges.front();E;E=E->next()) {
 
 			const Edge& e=E->get();
+			if (e.points[0]==ignore_from_edge.points[0] && e.points[1]==ignore_from_edge.points[1])
+				continue;
+			if (e.points[0]==ignore_to_edge.points[0] && e.points[1]==ignore_to_edge.points[1])
+				continue;
+
 			Vector2 a = points[e.points[0]].pos;
 			Vector2 b = points[e.points[1]].pos;
 
 
-			if (Geometry::segment_intersects_segment_2d(a,b,p_from,p_to,NULL)) {
+			if (Geometry::segment_intersects_segment_2d(a,b,from,to,NULL)) {
 				can_see_eachother=false;
 				break;
 			}
@@ -145,8 +200,8 @@ Vector<Vector2> PolygonPathFinder::find_path(const Vector2& p_from, const Vector
 
 		if (can_see_eachother) {
 
-			path.push_back(p_from);
-			path.push_back(p_to);
+			path.push_back(from);
+			path.push_back(to);
 			return path;
 		}
 	}
@@ -155,12 +210,15 @@ Vector<Vector2> PolygonPathFinder::find_path(const Vector2& p_from, const Vector
 
 	int aidx = points.size()-2;
 	int bidx = points.size()-1;
-	points[aidx].pos=p_from;
-	points[bidx].pos=p_to;
+	points[aidx].pos=from;
+	points[bidx].pos=to;
 	points[aidx].distance=0;
 	points[bidx].distance=0;
 	points[aidx].prev=-1;
 	points[bidx].prev=-1;
+	points[aidx].penalty=0;
+	points[bidx].penalty=0;
+
 
 
 	for(int i=0;i<points.size()-2;i++) {
@@ -171,6 +229,18 @@ Vector<Vector2> PolygonPathFinder::find_path(const Vector2& p_from, const Vector
 		points[i].prev=-1;
 		points[i].distance=0;
 
+		if (!_is_point_inside(from*0.5+points[i].pos*0.5)) {
+			valid_a=false;
+
+		}
+
+
+		if (!_is_point_inside(to*0.5+points[i].pos*0.5)) {
+			valid_b=false;
+
+		}
+
+
 		for (Set<Edge>::Element *E=edges.front();E;E=E->next()) {
 
 			const Edge& e=E->get();
@@ -178,28 +248,45 @@ Vector<Vector2> PolygonPathFinder::find_path(const Vector2& p_from, const Vector
 			if (e.points[0]==i || e.points[1]==i)
 				continue;
 
+
 			Vector2 a = points[e.points[0]].pos;
 			Vector2 b = points[e.points[1]].pos;
 
 			if (valid_a) {
 
-				if (Geometry::segment_intersects_segment_2d(a,b,p_from,points[i].pos,NULL)) {
-					valid_a=false;
+				if (e.points[0]!=ignore_from_edge.points[1] &&
+				    e.points[1]!=ignore_from_edge.points[1] &&
+				    e.points[0]!=ignore_from_edge.points[0] &&
+				    e.points[1]!=ignore_from_edge.points[0]) {
+
+
+					if (Geometry::segment_intersects_segment_2d(a,b,from,points[i].pos,NULL)) {
+						valid_a=false;
+					}
 				}
 			}
 
 			if (valid_b) {
 
-				if (Geometry::segment_intersects_segment_2d(a,b,p_to,points[i].pos,NULL)) {
-					valid_b=false;
+				if (e.points[0]!=ignore_to_edge.points[1] &&
+				    e.points[1]!=ignore_to_edge.points[1] &&
+				    e.points[0]!=ignore_to_edge.points[0] &&
+				    e.points[1]!=ignore_to_edge.points[0]) {
+
+
+					if (Geometry::segment_intersects_segment_2d(a,b,to,points[i].pos,NULL)) {
+						valid_b=false;
+					}
 				}
 			}
 
 			if (!valid_a && !valid_b)
 				break;
 
+
 		}
 
+
 		if (valid_a) {
 			points[i].connections.insert(aidx);
 			points[aidx].connections.insert(i);
@@ -220,7 +307,7 @@ Vector<Vector2> PolygonPathFinder::find_path(const Vector2& p_from, const Vector
 	for(Set<int>::Element *E=points[aidx].connections.front();E;E=E->next()) {
 
 		open_list.insert(E->get());
-		points[E->get()].distance=p_from.distance_to(points[E->get()].pos);
+		points[E->get()].distance=from.distance_to(points[E->get()].pos);
 		points[E->get()].prev=aidx;
 
 	}
@@ -244,7 +331,9 @@ Vector<Vector2> PolygonPathFinder::find_path(const Vector2& p_from, const Vector
 
 			const Point& p =points[E->get()];
 			float cost = p.distance;
-			cost+=p.pos.distance_to(p_to);
+			cost+=p.pos.distance_to(to);
+			cost+=p.penalty;
+
 			if (cost<least_cost) {
 
 				least_cost_point=E->get();
@@ -352,6 +441,17 @@ void PolygonPathFinder::_set_data(const Dictionary& p_data) {
 
 	}
 
+	if (p_data.has("penalties")) {
+
+		DVector<float> penalties=p_data["penalties"];
+		if (penalties.size()==pc) {
+			DVector<float>::Read pr = penalties.read();
+			for(int i=0;i<pc;i++) {
+				points[i].penalty=pr[i];
+			}
+		}
+	}
+
 	DVector<int> segs=p_data["segments"];
 	int sc=segs.size();
 	ERR_FAIL_COND(sc&1);
@@ -374,10 +474,15 @@ Dictionary PolygonPathFinder::_get_data() const{
 	p.resize(points.size()-2);
 	connections.resize(points.size()-2);
 	ind.resize(edges.size()*2);
+	DVector<float> penalties;
+	penalties.resize(points.size()-2);
 	{
 		DVector<Vector2>::Write wp=p.write();
+		DVector<float>::Write pw=penalties.write();
+
 		for(int i=0;i<points.size()-2;i++) {
 			wp[i]=points[i].pos;
+			pw[i]=points[i].penalty;
 			DVector<int> c;
 			c.resize(points[i].connections.size());
 			{
@@ -403,6 +508,7 @@ Dictionary PolygonPathFinder::_get_data() const{
 
 	d["bounds"]=bounds;
 	d["points"]=p;
+	d["penalties"]=penalties;
 	d["connections"]=connections;
 	d["segments"]=ind;
 
@@ -458,6 +564,19 @@ Rect2 PolygonPathFinder::get_bounds() const {
 	return bounds;
 }
 
+void PolygonPathFinder::set_point_penalty(int p_point,float p_penalty) {
+
+	ERR_FAIL_INDEX(p_point,points.size()-2);
+	points[p_point].penalty=p_penalty;
+}
+
+float PolygonPathFinder::get_point_penalty(int p_point) const {
+
+	ERR_FAIL_INDEX_V(p_point,points.size()-2,0);
+	return points[p_point].penalty;
+
+}
+
 
 void PolygonPathFinder::_bind_methods() {
 
@@ -466,6 +585,9 @@ void PolygonPathFinder::_bind_methods() {
 	ObjectTypeDB::bind_method(_MD("get_intersections","from","to"),&PolygonPathFinder::get_intersections);
 	ObjectTypeDB::bind_method(_MD("get_closest_point","point"),&PolygonPathFinder::get_closest_point);
 	ObjectTypeDB::bind_method(_MD("is_point_inside","point"),&PolygonPathFinder::is_point_inside);
+	ObjectTypeDB::bind_method(_MD("set_point_penalty","idx","penalty"),&PolygonPathFinder::set_point_penalty);
+	ObjectTypeDB::bind_method(_MD("get_point_penalty","idx"),&PolygonPathFinder::get_point_penalty);
+
 	ObjectTypeDB::bind_method(_MD("get_bounds"),&PolygonPathFinder::get_bounds);
 	ObjectTypeDB::bind_method(_MD("_set_data"),&PolygonPathFinder::_set_data);
 	ObjectTypeDB::bind_method(_MD("_get_data"),&PolygonPathFinder::_get_data);

+ 5 - 1
scene/resources/polygon_path_finder.h

@@ -11,6 +11,7 @@ class PolygonPathFinder : public Resource {
 		Vector2 pos;
 		Set<int> connections;
 		float distance;
+		float penalty;
 		int prev;
 	};
 
@@ -55,9 +56,12 @@ public:
 	void setup(const Vector<Vector2>& p_points, const Vector<int>& p_connections);
 	Vector<Vector2> find_path(const Vector2& p_from, const Vector2& p_to);
 
+	void set_point_penalty(int p_point,float p_penalty);
+	float get_point_penalty(int p_point) const;
+
 	bool is_point_inside(const Vector2& p_point) const;
 	Vector2 get_closest_point(const Vector2& p_point) const;
-	Vector<Vector2> get_intersections(const Vector2& p_from, const Vector2& p_to) const;
+	Vector<Vector2> get_intersections(const Vector2& p_from, const Vector2& p_to) const;	
 	Rect2 get_bounds() const;
 
 

+ 18 - 5
scene/resources/shader.cpp

@@ -45,9 +45,9 @@ Shader::Mode Shader::get_mode() const {
 	return (Mode)VisualServer::get_singleton()->shader_get_mode(shader);
 }
 
-void Shader::set_code( const String& p_vertex, const String& p_fragment, int p_vertex_ofs,int p_fragment_ofs) {
+void Shader::set_code( const String& p_vertex, const String& p_fragment, const String& p_light,int p_fragment_ofs,int p_light_ofs) {
 
-	VisualServer::get_singleton()->shader_set_code(shader,p_vertex,p_fragment,p_vertex_ofs,p_fragment_ofs);
+	VisualServer::get_singleton()->shader_set_code(shader,p_vertex,p_fragment,p_light,0,p_fragment_ofs,p_light_ofs);
 	params_cache_dirty=true;
 	emit_signal(SceneStringNames::get_singleton()->changed);
 }
@@ -64,6 +64,11 @@ String Shader::get_fragment_code() const {
 
 }
 
+String Shader::get_light_code() const {
+
+	return VisualServer::get_singleton()->shader_get_light_code(shader);
+
+}
 
 bool Shader::has_param(const StringName& p_param) const {
 
@@ -106,12 +111,15 @@ Dictionary Shader::_get_code() {
 
 	String fs = VisualServer::get_singleton()->shader_get_fragment_code(shader);
 	String vs = VisualServer::get_singleton()->shader_get_vertex_code(shader);
+	String ls = VisualServer::get_singleton()->shader_get_light_code(shader);
 
 	Dictionary c;
 	c["fragment"]=fs;
 	c["fragment_ofs"]=0;
 	c["vertex"]=vs;
 	c["vertex_ofs"]=0;
+	c["light"]=ls;
+	c["light_ofs"]=0;
 	return c;
 }
 
@@ -119,8 +127,11 @@ void Shader::_set_code(const Dictionary& p_string) {
 
 	ERR_FAIL_COND(!p_string.has("fragment"));
 	ERR_FAIL_COND(!p_string.has("vertex"));
+	String light;
+	if (p_string.has("light"))
+		light=p_string["light"];
 
-	set_code(p_string["vertex"],p_string["fragment"]);
+	set_code(p_string["vertex"],p_string["fragment"],light);
 }
 
 void Shader::_bind_methods() {
@@ -128,9 +139,10 @@ void Shader::_bind_methods() {
 	ObjectTypeDB::bind_method(_MD("set_mode","mode"),&Shader::set_mode);
 	ObjectTypeDB::bind_method(_MD("get_mode"),&Shader::get_mode);
 
-	ObjectTypeDB::bind_method(_MD("set_code","vcode","fcode","vofs","fofs"),&Shader::set_code,DEFVAL(0),DEFVAL(0));
+	ObjectTypeDB::bind_method(_MD("set_code","vcode","fcode","lcode","fofs","lofs"),&Shader::set_code,DEFVAL(0),DEFVAL(0));
 	ObjectTypeDB::bind_method(_MD("get_vertex_code"),&Shader::get_vertex_code);
 	ObjectTypeDB::bind_method(_MD("get_fragment_code"),&Shader::get_fragment_code);
+	ObjectTypeDB::bind_method(_MD("get_light_code"),&Shader::get_light_code);
 
 	ObjectTypeDB::bind_method(_MD("has_param","name"),&Shader::has_param);
 
@@ -169,6 +181,7 @@ RES ResourceFormatLoaderShader::load(const String &p_path,const String& p_origin
 
 	String fragment_code;
 	String vertex_code;
+	String light_code;
 
 	int mode=-1;
 
@@ -377,7 +390,7 @@ RES ResourceFormatLoaderShader::load(const String &p_path,const String& p_origin
 		}
 	}
 
-	shader->set_code(vertex_code,fragment_code);
+	shader->set_code(vertex_code,fragment_code,light_code);
 
 	f->close();
 	memdelete(f);

+ 2 - 1
scene/resources/shader.h

@@ -64,9 +64,10 @@ public:
 	void set_mode(Mode p_mode);
 	Mode get_mode() const;
 
-	void set_code( const String& p_vertex, const String& p_fragment, int p_vertex_ofs=0,int p_fragment_ofs=0);
+	void set_code( const String& p_vertex, const String& p_fragment, const String& p_light,int p_fragment_ofs=0,int p_light_ofs=0);
 	String get_vertex_code() const;
 	String get_fragment_code() const;
+	String get_light_code() const;
 
 	void get_param_list(List<PropertyInfo> *p_params) const;
 	bool has_param(const StringName& p_param) const;

+ 87 - 40
servers/visual/rasterizer.cpp

@@ -134,23 +134,8 @@ RID Rasterizer::_create_shader(const FixedMaterialShaderKey& p_key) {
 		dcode+="uniform texture fmp_detail_tex;\n";
 		dcode+="uniform float fmp_detail;\n";
 		dcode+="color detail=tex( fmp_detail_tex,"+_TEXUVSTR(VS::FIXED_MATERIAL_PARAM_DETAIL)+");\n";
-
-		switch(p_key.detail_blend) {
-
-			case VS::MATERIAL_BLEND_MODE_MIX:
-
-				dcode+="diffuse=vec4(mix(diffuse.rgb,detail.rgb,detail.a*fmp_detail),diffuse.a);\n";
-			break;
-			case VS::MATERIAL_BLEND_MODE_ADD:
-				dcode+="diffuse=vec4(diffuse.rgb+detail.rgb*fmp_detail,diffuse.a);\n";
-			break;
-			case VS::MATERIAL_BLEND_MODE_SUB:
-				dcode+="diffuse=vec4(diffuse.rgb+detail.rgb*fmp_detail,diffuse.a);\n";
-			break;
-			case VS::MATERIAL_BLEND_MODE_MUL:
-				dcode+="diffuse=diffuse*mix(vec4(1,1,1,1),detail,fmp_detail);\n";
-			break;
-		}
+		//aways mix
+		dcode+="diffuse=vec4(mix(diffuse.rgb,detail.rgb,detail.a*fmp_detail),diffuse.a);\n";
 
 		code+=dcode;
 	}
@@ -223,6 +208,22 @@ RID Rasterizer::_create_shader(const FixedMaterialShaderKey& p_key) {
 
 	code+="GLOW=glow;\n";
 
+	if (p_key.texture_mask&(1<<VS::FIXED_MATERIAL_PARAM_SHADE_PARAM)) {
+
+		String scode;
+		scode+="uniform texture fmp_shade_param_tex;\n";
+		scode+="SHADE_PARAM=tex( fmp_shade_param_tex,"+_TEXUVSTR(VS::FIXED_MATERIAL_PARAM_SHADE_PARAM)+").r;\n";
+		code+=scode;
+	} else {
+
+		String scode;
+		scode+="uniform float fmp_shade_param;\n";
+		scode+="SHADE_PARAM=fmp_shade_param;\n";
+		code+=scode;
+
+	}
+
+
 	//print_line("**FRAGMENT SHADER GENERATED code: \n"+code);
 
 	String vcode;
@@ -235,12 +236,58 @@ RID Rasterizer::_create_shader(const FixedMaterialShaderKey& p_key) {
 //		vcode+="POINT_SIZE=10.0;\n";
 	}
 
+	String lcode;
+
+	switch(p_key.light_shader) {
+
+		case VS::FIXED_MATERIAL_LIGHT_SHADER_LAMBERT: {
+			//do nothing
+
+		} break;
+		case VS::FIXED_MATERIAL_LIGHT_SHADER_WRAP: {
+
+			lcode+="float NdotL = max(0.0,((dot( NORMAL, LIGHT_DIR )+SHADE_PARAM)/(1.0+SHADE_PARAM)));";
+			lcode+="vec3 half_vec = normalize(LIGHT_DIR + EYE_VEC);";
+			lcode+="float eye_light = max(dot(NORMAL, half_vec),0.0);";
+			lcode+="LIGHT = LIGHT_DIFFUSE * DIFFUSE * NdotL;";
+			lcode+="if (NdotL > 0.0) {";
+			lcode+="\tLIGHT+=LIGHT_SPECULAR * SPECULAR * pow( eye_light, SPECULAR_EXP );";
+			lcode+="};";
+
+		} break;
+		case VS::FIXED_MATERIAL_LIGHT_SHADER_VELVET: {
+			lcode+="float NdotL = max(0.0,dot( NORMAL, LIGHT_DIR ));";
+			lcode+="vec3 half_vec = normalize(LIGHT_DIR + EYE_VEC);";
+			lcode+="float eye_light = max(dot(NORMAL, half_vec),0.0);";
+			lcode+="LIGHT = LIGHT_DIFFUSE * DIFFUSE * NdotL;";
+			lcode+="float rim = (1.0-abs(dot(NORMAL,vec3(0,0,1))))*SHADE_PARAM;";
+			lcode+="LIGHT += LIGHT_DIFFUSE * DIFFUSE * rim;";
+			lcode+="if (NdotL > 0.0) {";
+			lcode+="\tLIGHT+=LIGHT_SPECULAR * SPECULAR * pow( eye_light, SPECULAR_EXP );";
+			lcode+="};";
+
+
+		} break;
+		case VS::FIXED_MATERIAL_LIGHT_SHADER_TOON: {
+
+			lcode+="float NdotL = dot( NORMAL, LIGHT_DIR );";
+			lcode+="vec3 light_ref = reflect( LIGHT_DIR, NORMAL );";
+			lcode+="float eye_light = clamp( dot( light_ref, vec3(0,0,0)-EYE_VEC), 0.0, 1.0 );";
+			lcode+="float NdotL_diffuse = smoothstep( max( SHADE_PARAM-0.05, 0.0-1.0), min( SHADE_PARAM+0.05, 1.0), NdotL );";
+			lcode+="float spec_radius=clamp((1.0-(SPECULAR_EXP/64.0)),0.0,1.0);";
+			lcode+="float NdotL_specular = smoothstep( max( spec_radius-0.05, 0.0), min( spec_radius+0.05, 1.0), eye_light )*max(NdotL,0);";
+			lcode+="LIGHT = NdotL_diffuse * LIGHT_DIFFUSE*DIFFUSE + NdotL_specular * LIGHT_SPECULAR*SPECULAR;";
+
+		} break;
+
+	}
+
 	//print_line("**VERTEX SHADER GENERATED code: \n"+vcode);
 
 	double tf = (OS::get_singleton()->get_ticks_usec()-t)/1000.0;
 //	print_line("generate: "+rtos(tf));
 
-	shader_set_code(fms.shader,vcode,code,0,0);
+	shader_set_code(fms.shader,vcode,code,lcode,0,0);
 
 	fixed_material_shaders[p_key]=fms;
 	return fms.shader;
@@ -389,28 +436,6 @@ RID Rasterizer::fixed_material_get_texture(RID p_material,VS::FixedMaterialParam
 	return fm.texture[p_parameter];
 }
 
-void Rasterizer::fixed_material_set_detail_blend_mode(RID p_material,VS::MaterialBlendMode p_mode){
-
-	Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
-	ERR_FAIL_COND(!E);
-	FixedMaterial &fm=*E->get();
-
-
-	fm.get_key();
-	ERR_FAIL_INDEX(p_mode,4);
-	fm.detail_blend=p_mode;
-	if (!fm.dirty_list.in_list())
-		fixed_material_dirty_list.add( &fm.dirty_list );
-
-}
-VS::MaterialBlendMode Rasterizer::fixed_material_get_detail_blend_mode(RID p_material) const{
-
-	const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
-	ERR_FAIL_COND_V(!E,VS::MATERIAL_BLEND_MODE_MIX);
-	const FixedMaterial &fm=*E->get();
-
-	return fm.detail_blend;
-}
 
 void Rasterizer::fixed_material_set_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode) {
 
@@ -462,6 +487,28 @@ Transform Rasterizer::fixed_material_get_uv_transform(RID p_material) const {
 	return fm.uv_xform;
 }
 
+void Rasterizer::fixed_material_set_light_shader(RID p_material,VS::FixedMaterialLightShader p_shader) {
+
+	Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
+	ERR_FAIL_COND(!E);
+	FixedMaterial &fm=*E->get();
+
+	fm.light_shader=p_shader;
+
+	if (!fm.dirty_list.in_list())
+		fixed_material_dirty_list.add( &fm.dirty_list );
+
+}
+
+VS::FixedMaterialLightShader Rasterizer::fixed_material_get_light_shader(RID p_material) const {
+
+	const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
+	ERR_FAIL_COND_V(!E,VS::FIXED_MATERIAL_LIGHT_SHADER_LAMBERT);
+	const FixedMaterial &fm=*E->get();
+
+	return fm.light_shader;
+}
+
 void Rasterizer::fixed_material_set_point_size(RID p_material,float p_size) {
 
 	Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);

+ 11 - 13
servers/visual/rasterizer.h

@@ -51,7 +51,7 @@ protected:
 		struct {
 			uint16_t texcoord_mask;
 			uint8_t texture_mask;
-			uint8_t detail_blend:2;
+			uint8_t light_shader:2;
 			bool use_alpha:1;
 			bool use_color_array:1;
 			bool use_pointsize:1;
@@ -85,7 +85,7 @@ protected:
 		bool use_pointsize;
 		float point_size;
 		Transform uv_xform;
-		VS::MaterialBlendMode detail_blend;
+		VS::FixedMaterialLightShader light_shader;
 		RID texture[VS::FIXED_MATERIAL_PARAM_MAX];
 		Variant param[VS::FIXED_MATERIAL_PARAM_MAX];
 		VS::FixedMaterialTexCoordMode texture_tc[VS::FIXED_MATERIAL_PARAM_MAX];
@@ -103,7 +103,7 @@ protected:
 			k.use_color_array=use_color_array;
 			k.use_pointsize=use_pointsize;
 			k.discard_alpha=discard_alpha;
-			k.detail_blend=detail_blend;
+			k.light_shader=light_shader;
 			k.valid=true;
 			for(int i=0;i<VS::FIXED_MATERIAL_PARAM_MAX;i++) {
 				if (texture[i].is_valid()) {
@@ -124,7 +124,7 @@ protected:
 			use_pointsize=false;
 			discard_alpha=false;
 			point_size=1.0;
-			detail_blend=VS::MATERIAL_BLEND_MODE_MIX;
+			light_shader=VS::FIXED_MATERIAL_LIGHT_SHADER_LAMBERT;
 			for(int i=0;i<VS::FIXED_MATERIAL_PARAM_MAX;i++) {
 				texture_tc[i]=VS::FIXED_MATERIAL_TEXCOORD_UV;
 			}
@@ -192,9 +192,10 @@ public:
 	virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode)=0;
 	virtual VS::ShaderMode shader_get_mode(RID p_shader) const=0;
 
-	virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs=0,int p_fragment_ofs=0)=0;
+	virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs=0,int p_fragment_ofs=0,int p_light_ofs=0)=0;
 	virtual String shader_get_fragment_code(RID p_shader) const=0;
 	virtual String shader_get_vertex_code(RID p_shader) const=0;
+	virtual String shader_get_light_code(RID p_shader) const=0;
 
 	virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const=0;
 
@@ -211,11 +212,8 @@ public:
 	virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled)=0;
 	virtual bool material_get_flag(RID p_material,VS::MaterialFlag p_flag) const=0;
 
-	virtual void material_set_hint(RID p_material, VS::MaterialHint p_hint,bool p_enabled)=0;
-	virtual bool material_get_hint(RID p_material,VS::MaterialHint p_hint) const=0;
-
-	virtual void material_set_shade_model(RID p_material, VS::MaterialShadeModel p_model)=0;
-	virtual VS::MaterialShadeModel material_get_shade_model(RID p_material) const=0;
+	virtual void material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode)=0;
+	virtual VS::MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const=0;
 
 	virtual void material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode)=0;
 	virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const=0;
@@ -237,15 +235,15 @@ public:
 	virtual void fixed_material_set_texture(RID p_material,VS::FixedMaterialParam p_parameter, RID p_texture);
 	virtual RID fixed_material_get_texture(RID p_material,VS::FixedMaterialParam p_parameter) const;
 
-	virtual void fixed_material_set_detail_blend_mode(RID p_material,VS::MaterialBlendMode p_mode);
-	virtual VS::MaterialBlendMode fixed_material_get_detail_blend_mode(RID p_material) const;
-
 	virtual void fixed_material_set_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode);
 	virtual VS::FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter) const;
 
 	virtual void fixed_material_set_uv_transform(RID p_material,const Transform& p_transform);
 	virtual Transform fixed_material_get_uv_transform(RID p_material) const;
 
+	virtual void fixed_material_set_light_shader(RID p_material,VS::FixedMaterialLightShader p_shader);
+	virtual VS::FixedMaterialLightShader fixed_material_get_light_shader(RID p_material) const;
+
 	virtual void fixed_material_set_point_size(RID p_material,float p_size);
 	virtual float fixed_material_get_point_size(RID p_material) const;
 

+ 17 - 25
servers/visual/rasterizer_dummy.cpp

@@ -151,6 +151,7 @@ RID RasterizerDummy::shader_create(VS::ShaderMode p_mode) {
 	shader->mode=p_mode;
 	shader->fragment_line=0;
 	shader->vertex_line=0;
+	shader->light_line=0;
 	RID rid = shader_owner.make_rid(shader);
 
 	return rid;
@@ -174,16 +175,17 @@ VS::ShaderMode RasterizerDummy::shader_get_mode(RID p_shader) const {
 	return shader->mode;
 }
 
+void RasterizerDummy::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs,int p_fragment_ofs,int p_light_ofs) {
 
 
-void RasterizerDummy::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs,int p_fragment_ofs) {
-
 	Shader *shader=shader_owner.get(p_shader);
 	ERR_FAIL_COND(!shader);
 	shader->fragment_code=p_fragment;
 	shader->vertex_code=p_vertex;
+	shader->light_code=p_light;
 	shader->fragment_line=p_fragment_ofs;
 	shader->vertex_line=p_vertex_ofs;
+	shader->light_line=p_vertex_ofs;
 
 }
 
@@ -204,6 +206,14 @@ String RasterizerDummy::shader_get_fragment_code(RID p_shader) const {
 
 }
 
+String RasterizerDummy::shader_get_light_code(RID p_shader) const {
+
+	Shader *shader=shader_owner.get(p_shader);
+	ERR_FAIL_COND_V(!shader,String());
+	return shader->light_code;
+
+}
+
 void RasterizerDummy::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
 
 	Shader *shader=shader_owner.get(p_shader);
@@ -274,39 +284,21 @@ bool RasterizerDummy::material_get_flag(RID p_material,VS::MaterialFlag p_flag)
 
 }
 
-void RasterizerDummy::material_set_hint(RID p_material, VS::MaterialHint p_hint,bool p_enabled) {
+void RasterizerDummy::material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode) {
 
 	Material *material = material_owner.get(p_material);
 	ERR_FAIL_COND(!material);
-	ERR_FAIL_INDEX(p_hint,VS::MATERIAL_HINT_MAX);
-	material->hints[p_hint]=p_enabled;
-
+	material->depth_draw_mode=p_mode;
 }
 
-bool RasterizerDummy::material_get_hint(RID p_material,VS::MaterialHint p_hint) const {
+VS::MaterialDepthDrawMode RasterizerDummy::material_get_depth_draw_mode(RID p_material) const{
 
 	Material *material = material_owner.get(p_material);
-	ERR_FAIL_COND_V(!material,false);
-	ERR_FAIL_INDEX_V(p_hint,VS::MATERIAL_HINT_MAX,false);
-	return material->hints[p_hint];
+	ERR_FAIL_COND_V(!material,VS::MATERIAL_DEPTH_DRAW_ALWAYS);
+	return material->depth_draw_mode;
 
 }
 
-void RasterizerDummy::material_set_shade_model(RID p_material, VS::MaterialShadeModel p_model) {
-
-	Material *material = material_owner.get(p_material);
-	ERR_FAIL_COND(!material);
-	material->shade_model=p_model;
-
-};
-
-VS::MaterialShadeModel RasterizerDummy::material_get_shade_model(RID p_material) const {
-
-	Material *material = material_owner.get(p_material);
-	ERR_FAIL_COND_V(!material,VS::MATERIAL_SHADE_MODEL_LAMBERT);
-	return material->shade_model;
-};
-
 
 void RasterizerDummy::material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode) {
 

+ 10 - 12
servers/visual/rasterizer_dummy.h

@@ -71,10 +71,12 @@ class RasterizerDummy : public Rasterizer {
 
 		String vertex_code;
 		String fragment_code;
+		String light_code;
 		VS::ShaderMode mode;
 		Map<StringName,Variant> params;
 		int fragment_line;
 		int vertex_line;
+		int light_line;
 		bool valid;
 		bool has_alpha;
 		bool use_world_transform;
@@ -87,9 +89,8 @@ class RasterizerDummy : public Rasterizer {
 	struct Material {
 
 		bool flags[VS::MATERIAL_FLAG_MAX];
-		bool hints[VS::MATERIAL_HINT_MAX];
 
-		VS::MaterialShadeModel shade_model;
+		VS::MaterialDepthDrawMode depth_draw_mode;
 
 		VS::MaterialBlendMode blend_mode;
 
@@ -107,9 +108,8 @@ class RasterizerDummy : public Rasterizer {
 			for(int i=0;i<VS::MATERIAL_FLAG_MAX;i++)
 				flags[i]=false;
 			flags[VS::MATERIAL_FLAG_VISIBLE]=true;
-			for(int i=0;i<VS::MATERIAL_HINT_MAX;i++)
-				hints[i]=false;
 
+			depth_draw_mode=VS::MATERIAL_DEPTH_DRAW_OPAQUE_ONLY;
 			line_width=1;
 			blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
 			point_size = 1.0;
@@ -296,7 +296,7 @@ class RasterizerDummy : public Rasterizer {
 			vars[VS::LIGHT_PARAM_ENERGY]=1.0;
 			vars[VS::LIGHT_PARAM_RADIUS]=1.0;
 			vars[VS::LIGHT_PARAM_SHADOW_Z_OFFSET]=0.05;
-			colors[VS::LIGHT_COLOR_AMBIENT]=Color(0,0,0);
+
 			colors[VS::LIGHT_COLOR_DIFFUSE]=Color(1,1,1);
 			colors[VS::LIGHT_COLOR_SPECULAR]=Color(1,1,1);
 			shadow_enabled=false;
@@ -331,7 +331,7 @@ class RasterizerDummy : public Rasterizer {
 			fx_param[VS::ENV_FX_PARAM_DOF_BLUR_BEGIN]=100.0;
 			fx_param[VS::ENV_FX_PARAM_DOF_BLUR_RANGE]=10.0;
 			fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]=0.4;
-			fx_param[VS::ENV_FX_PARAM_HDR_SCALAR]=1.0;
+			fx_param[VS::ENV_FX_PARAM_HDR_WHITE]=1.0;
 			fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD]=0.95;
 			fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE]=0.2;
 			fx_param[VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE]=0.4;
@@ -415,9 +415,10 @@ public:
 	virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode);
 	virtual VS::ShaderMode shader_get_mode(RID p_shader) const;
 
-	virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs=0,int p_fragment_ofs=0);
+	virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs=0,int p_fragment_ofs=0,int p_light_ofs=0);
 	virtual String shader_get_fragment_code(RID p_shader) const;
 	virtual String shader_get_vertex_code(RID p_shader) const;
+	virtual String shader_get_light_code(RID p_shader) const;
 
 	virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
 
@@ -434,11 +435,8 @@ public:
 	virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled);
 	virtual bool material_get_flag(RID p_material,VS::MaterialFlag p_flag) const;
 
-	virtual void material_set_hint(RID p_material, VS::MaterialHint p_hint,bool p_enabled);
-	virtual bool material_get_hint(RID p_material,VS::MaterialHint p_hint) const;
-
-	virtual void material_set_shade_model(RID p_material, VS::MaterialShadeModel p_model);
-	virtual VS::MaterialShadeModel material_get_shade_model(RID p_material) const;
+	virtual void material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode);
+	virtual VS::MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const;
 
 	virtual void material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode);
 	virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const;

+ 52 - 3
servers/visual/shader_language.cpp

@@ -859,7 +859,20 @@ const ShaderLanguage::IntrinsicFuncDef ShaderLanguage::intrinsic_func_defs[]={
 	{"mix",TYPE_VEC4,{TYPE_VEC4,TYPE_VEC4,TYPE_FLOAT,TYPE_VOID}},
 	{"mix",TYPE_VEC4,{TYPE_VEC4,TYPE_VEC4,TYPE_VEC4,TYPE_VOID}},
 	{"step",TYPE_FLOAT,{TYPE_FLOAT,TYPE_FLOAT,TYPE_VOID}},
+	{"step",TYPE_VEC2,{TYPE_VEC2,TYPE_VEC2,TYPE_VOID}},
 	{"step",TYPE_VEC3,{TYPE_VEC3,TYPE_VEC3,TYPE_VOID}},
+	{"step",TYPE_VEC4,{TYPE_VEC4,TYPE_VEC4,TYPE_VOID}},
+	{"step",TYPE_VEC2,{TYPE_FLOAT,TYPE_VEC2,TYPE_VOID}},
+	{"step",TYPE_VEC3,{TYPE_FLOAT,TYPE_VEC3,TYPE_VOID}},
+	{"step",TYPE_VEC4,{TYPE_FLOAT,TYPE_VEC4,TYPE_VOID}},
+	{"smoothstep",TYPE_FLOAT,{TYPE_FLOAT,TYPE_FLOAT,TYPE_FLOAT,TYPE_VOID}},
+	{"smoothstep",TYPE_VEC2,{TYPE_VEC2,TYPE_VEC2,TYPE_VEC2,TYPE_VOID}},
+	{"smoothstep",TYPE_VEC3,{TYPE_VEC3,TYPE_VEC3,TYPE_VEC3,TYPE_VOID}},
+	{"smoothstep",TYPE_VEC4,{TYPE_VEC4,TYPE_VEC4,TYPE_VEC4,TYPE_VOID}},
+	{"smoothstep",TYPE_VEC2,{TYPE_FLOAT,TYPE_FLOAT,TYPE_VEC2,TYPE_VOID}},
+	{"smoothstep",TYPE_VEC3,{TYPE_FLOAT,TYPE_FLOAT,TYPE_VEC3,TYPE_VOID}},
+	{"smoothstep",TYPE_VEC4,{TYPE_FLOAT,TYPE_FLOAT,TYPE_VEC4,TYPE_VOID}},
+
 	//intrinsics - geometric
 	{"length",TYPE_FLOAT,{TYPE_VEC2,TYPE_VOID}},
 	{"length",TYPE_FLOAT,{TYPE_VEC3,TYPE_VOID}},
@@ -1045,6 +1058,27 @@ const ShaderLanguage::BuiltinsDef ShaderLanguage::fragment_builtins_defs[]={
 	{ NULL, TYPE_VOID}
 
 };
+
+const ShaderLanguage::BuiltinsDef ShaderLanguage::light_builtins_defs[]={
+
+	{ "NORMAL", TYPE_VEC3},
+	{ "LIGHT_DIR", TYPE_VEC3},
+	{ "LIGHT_DIFFUSE", TYPE_VEC3},
+	{ "LIGHT_SPECULAR", TYPE_VEC3},
+	{ "EYE_VEC", TYPE_VEC3},
+	{ "DIFFUSE", TYPE_VEC3},
+	{ "SPECULAR", TYPE_VEC3},
+	{ "SPECULAR_EXP", TYPE_FLOAT},
+	{ "SHADE_PARAM", 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},
@@ -2286,6 +2320,13 @@ Error ShaderLanguage::parse(const Vector<Token>& p_tokens,ShaderType p_type,Comp
 				idx++;
 			}
 		} break;
+		case SHADER_MATERIAL_LIGHT: {
+			int idx=0;
+			while (light_builtins_defs[idx].name) {
+				parser.program->builtin_variables[light_builtins_defs[idx].name]=light_builtins_defs[idx].type;
+				idx++;
+			}
+		} break;
 		case SHADER_POST_PROCESS: {
 			int idx=0;
 			while (postprocess_fragment_builtins_defs[idx].name) {
@@ -2306,8 +2347,9 @@ Error ShaderLanguage::parse(const Vector<Token>& p_tokens,ShaderType p_type,Comp
 
 	t = OS::get_singleton()->get_ticks_usec();
 
-	if (p_compile_func)
-		p_compile_func(p_userdata,parser.program);
+	if (p_compile_func) {
+		err = p_compile_func(p_userdata,parser.program);
+	}
 
 	tf = (OS::get_singleton()->get_ticks_usec()-t)/1000.0;
 	//print_line("compile time: "+rtos(tf));
@@ -2318,7 +2360,7 @@ Error ShaderLanguage::parse(const Vector<Token>& p_tokens,ShaderType p_type,Comp
 		memdelete( parser.nodegc.front()->get() );
 		parser.nodegc.pop_front();
 	}
-	return OK;
+	return err;
 }
 
 Error ShaderLanguage::compile(const String& p_code,ShaderType p_type,CompileFunc p_compile_func,void *p_userdata,String *r_error,int *r_err_line,int *r_err_column) {
@@ -2372,6 +2414,13 @@ void ShaderLanguage::get_keyword_list(ShaderType p_type, List<String> *p_keyword
 				idx++;
 			}
 		} break;
+		case SHADER_MATERIAL_LIGHT: {
+			idx=0;
+			while (light_builtins_defs[idx].name) {
+				p_keywords->push_back(light_builtins_defs[idx].name);
+				idx++;
+			}
+		} break;
 		case SHADER_POST_PROCESS: {
 			idx=0;
 			while (postprocess_fragment_builtins_defs[idx].name) {

+ 3 - 1
servers/visual/shader_language.h

@@ -46,6 +46,7 @@ public:
 	enum ShaderType {
 		SHADER_MATERIAL_VERTEX,
 		SHADER_MATERIAL_FRAGMENT,
+		SHADER_MATERIAL_LIGHT,
 		SHADER_POST_PROCESS,
 	};
 
@@ -215,7 +216,7 @@ public:
 		ProgramNode() { type=TYPE_PROGRAM; }
 	};
 
-	typedef void (*CompileFunc)(void*,ProgramNode*);
+	typedef Error (*CompileFunc)(void*,ProgramNode*);
 
 	struct VarInfo {
 
@@ -360,6 +361,7 @@ private:
 
 	static const BuiltinsDef vertex_builtins_defs[];
 	static const BuiltinsDef fragment_builtins_defs[];
+	static const BuiltinsDef light_builtins_defs[];
 	static const BuiltinsDef postprocess_fragment_builtins_defs[];
 
 	static DataType get_token_datatype(TokenType p_type);

+ 23 - 28
servers/visual/visual_server_raster.cpp

@@ -130,10 +130,10 @@ VisualServer::ShaderMode VisualServerRaster::shader_get_mode(RID p_shader) const
 }
 
 
-void VisualServerRaster::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs,int p_fragment_ofs) {
+void VisualServerRaster::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs,int p_fragment_ofs,int p_light_ofs) {
 
 	VS_CHANGED;
-	rasterizer->shader_set_code(p_shader,p_vertex,p_fragment,p_vertex_ofs,p_fragment_ofs);
+	rasterizer->shader_set_code(p_shader,p_vertex,p_fragment,p_light,p_vertex_ofs,p_fragment_ofs,p_light_ofs);
 }
 
 String VisualServerRaster::shader_get_vertex_code(RID p_shader) const{
@@ -146,6 +146,11 @@ String VisualServerRaster::shader_get_fragment_code(RID p_shader) const{
 	return rasterizer->shader_get_fragment_code(p_shader);
 }
 
+String VisualServerRaster::shader_get_light_code(RID p_shader) const{
+
+	return rasterizer->shader_get_fragment_code(p_shader);
+}
+
 void VisualServerRaster::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
 
 	return rasterizer->shader_get_param_list(p_shader,p_param_list);
@@ -187,27 +192,16 @@ void VisualServerRaster::material_set_flag(RID p_material, MaterialFlag p_flag,b
 	rasterizer->material_set_flag(p_material,p_flag,p_enabled);
 }
 
-void VisualServerRaster::material_set_hint(RID p_material, MaterialHint p_hint,bool p_enabled) {
+void VisualServerRaster::material_set_depth_draw_mode(RID p_material, MaterialDepthDrawMode p_mode) {
 
 	VS_CHANGED;
-	rasterizer->material_set_hint(p_material,p_hint,p_enabled);
-}
-
-bool VisualServerRaster::material_get_hint(RID p_material,MaterialHint p_hint) const {
-
-	return rasterizer->material_get_hint(p_material,p_hint);
+	rasterizer->material_set_depth_draw_mode(p_material,p_mode);
 
 }
 
-void VisualServerRaster::material_set_shade_model(RID p_material, MaterialShadeModel p_model) {
-	VS_CHANGED;
-	rasterizer->material_set_shade_model(p_material,p_model);
-}
-
-VisualServer::MaterialShadeModel VisualServerRaster::material_get_shade_model(RID p_material) const {
-
-	return rasterizer->material_get_shade_model(p_material);
+VS::MaterialDepthDrawMode VisualServerRaster::material_get_depth_draw_mode(RID p_material) const {
 
+	return rasterizer->material_get_depth_draw_mode(p_material);
 }
 
 
@@ -273,17 +267,6 @@ RID VisualServerRaster::fixed_material_get_texture(RID p_material,FixedMaterialP
 }
 
 
-void VisualServerRaster::fixed_material_set_detail_blend_mode(RID p_material,MaterialBlendMode p_mode) {
-	VS_CHANGED;
-	rasterizer->fixed_material_set_detail_blend_mode(p_material,p_mode);
-}
-
-VS::MaterialBlendMode VisualServerRaster::fixed_material_get_detail_blend_mode(RID p_material) const {
-
-	return rasterizer->fixed_material_get_detail_blend_mode(p_material);
-}
-
-
 
 
 void VisualServerRaster::fixed_material_set_texcoord_mode(RID p_material,FixedMaterialParam p_parameter, FixedMaterialTexCoordMode p_mode) {
@@ -318,6 +301,18 @@ Transform VisualServerRaster::fixed_material_get_uv_transform(RID p_material) co
 	return rasterizer->fixed_material_get_uv_transform(p_material);
 }
 
+void VisualServerRaster::fixed_material_set_light_shader(RID p_material,FixedMaterialLightShader p_shader) {
+
+	VS_CHANGED;
+	rasterizer->fixed_material_set_light_shader(p_material,p_shader);
+
+}
+
+VisualServerRaster::FixedMaterialLightShader VisualServerRaster::fixed_material_get_light_shader(RID p_material) const{
+
+	return rasterizer->fixed_material_get_light_shader(p_material);
+}
+
 
 
 /* MESH API */	

+ 8 - 10
servers/visual/visual_server_raster.h

@@ -691,9 +691,10 @@ public:
 	virtual void shader_set_mode(RID p_shader,ShaderMode p_mode);
 	virtual ShaderMode shader_get_mode(RID p_shader) const;
 
-	virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs=0,int p_fragment_ofs=0);
+	virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs=0,int p_fragment_ofs=0,int p_light_ofs=0);
 	virtual String shader_get_vertex_code(RID p_shader) const;
 	virtual String shader_get_fragment_code(RID p_shader) const;
+	virtual String shader_get_light_code(RID p_shader) const;
 
 	virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
 
@@ -710,11 +711,8 @@ public:
 	virtual void material_set_flag(RID p_material, MaterialFlag p_flag,bool p_enabled);
 	virtual bool material_get_flag(RID p_material,MaterialFlag p_flag) const;
 
-	virtual void material_set_hint(RID p_material, MaterialHint p_hint,bool p_enabled);
-	virtual bool material_get_hint(RID p_material,MaterialHint p_hint) const;
-
-	virtual void material_set_shade_model(RID p_material, MaterialShadeModel p_model);
-	virtual MaterialShadeModel material_get_shade_model(RID p_material) const;
+	virtual void material_set_depth_draw_mode(RID p_material, MaterialDepthDrawMode p_mode);
+	virtual MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const;
 
 	virtual void material_set_blend_mode(RID p_material,MaterialBlendMode p_mode);
 	virtual MaterialBlendMode material_get_blend_mode(RID p_material) const;
@@ -736,16 +734,16 @@ public:
 	virtual void fixed_material_set_texture(RID p_material,FixedMaterialParam p_parameter, RID p_texture);
 	virtual RID fixed_material_get_texture(RID p_material,FixedMaterialParam p_parameter) const;
 
-	virtual void fixed_material_set_detail_blend_mode(RID p_material,MaterialBlendMode p_mode);
-	virtual MaterialBlendMode fixed_material_get_detail_blend_mode(RID p_material) const;
-
-
 	virtual void fixed_material_set_texcoord_mode(RID p_material,FixedMaterialParam p_parameter, FixedMaterialTexCoordMode p_mode);
 	virtual FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,FixedMaterialParam p_parameter) const;
 
+
 	virtual void fixed_material_set_uv_transform(RID p_material,const Transform& p_transform);
 	virtual Transform fixed_material_get_uv_transform(RID p_material) const;
 
+	virtual void fixed_material_set_light_shader(RID p_material,FixedMaterialLightShader p_shader);
+	virtual FixedMaterialLightShader fixed_material_get_light_shader(RID p_material) const;
+
 	virtual void fixed_material_set_point_size(RID p_material,float p_size);
 	virtual float fixed_material_get_point_size(RID p_material) const;
 

+ 7 - 8
servers/visual/visual_server_wrap_mt.h

@@ -647,9 +647,10 @@ public:
 	FUNC1R(RID,shader_create,ShaderMode);
 	FUNC2(shader_set_mode,RID,ShaderMode);
 	FUNC1RC(ShaderMode,shader_get_mode,RID);
-	FUNC5(shader_set_code,RID,const String&,const String&,int,int);
+	FUNC7(shader_set_code,RID,const String&,const String&,const String&,int,int,int);
 	FUNC1RC(String,shader_get_vertex_code,RID);
 	FUNC1RC(String,shader_get_fragment_code,RID);
+	FUNC1RC(String,shader_get_light_code,RID);
 	FUNC2SC(shader_get_param_list,RID,List<PropertyInfo>*);
 
 	/*virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) {
@@ -675,11 +676,8 @@ public:
 	FUNC3(material_set_flag,RID,MaterialFlag,bool);
 	FUNC2RC(bool,material_get_flag,RID,MaterialFlag);
 
-	FUNC3(material_set_hint,RID,MaterialHint,bool);
-	FUNC2RC(bool,material_get_hint,RID,MaterialHint);
-
-	FUNC2(material_set_shade_model,RID,MaterialShadeModel);
-	FUNC1RC(MaterialShadeModel,material_get_shade_model,RID);
+	FUNC2(material_set_depth_draw_mode,RID,MaterialDepthDrawMode);
+	FUNC1RC(MaterialDepthDrawMode,material_get_depth_draw_mode,RID);
 
 	FUNC2(material_set_blend_mode,RID,MaterialBlendMode);
 	FUNC1RC(MaterialBlendMode,material_get_blend_mode,RID);
@@ -701,13 +699,14 @@ public:
 	FUNC3(fixed_material_set_texture,RID ,FixedMaterialParam, RID );
 	FUNC2RC(RID, fixed_material_get_texture,RID,FixedMaterialParam);
 
-	FUNC2(fixed_material_set_detail_blend_mode,RID ,MaterialBlendMode );
-	FUNC1RC(MaterialBlendMode, fixed_material_get_detail_blend_mode,RID);
 
 
 	FUNC3(fixed_material_set_texcoord_mode,RID,FixedMaterialParam, FixedMaterialTexCoordMode );
 	FUNC2RC(FixedMaterialTexCoordMode, fixed_material_get_texcoord_mode,RID,FixedMaterialParam);
 
+	FUNC2(fixed_material_set_light_shader,RID,FixedMaterialLightShader);
+	FUNC1RC(FixedMaterialLightShader, fixed_material_get_light_shader,RID);
+
 	FUNC2(fixed_material_set_uv_transform,RID,const Transform&);
 	FUNC1RC(Transform, fixed_material_get_uv_transform,RID);
 

+ 2 - 4
servers/visual_server.cpp

@@ -298,7 +298,7 @@ RID VisualServer::material_2d_get(bool p_shaded, bool p_transparent, bool p_cut_
 	fixed_material_set_flag(material_2d[version],FIXED_MATERIAL_FLAG_DISCARD_ALPHA,p_cut_alpha);
 	material_set_flag(material_2d[version],MATERIAL_FLAG_UNSHADED,!p_shaded);
 	material_set_flag(material_2d[version],MATERIAL_FLAG_DOUBLE_SIDED,true);
-	material_set_hint(material_2d[version],MATERIAL_HINT_OPAQUE_PRE_PASS,p_opaque_prepass);
+	material_set_depth_draw_mode(material_2d[version],p_opaque_prepass?MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA:MATERIAL_DEPTH_DRAW_OPAQUE_ONLY);
 	fixed_material_set_texture(material_2d[version],FIXED_MATERIAL_PARAM_DIFFUSE,get_white_texture());
 	//material cut alpha?
 	return material_2d[version];
@@ -568,8 +568,6 @@ void VisualServer::_bind_methods() {
 	BIND_CONSTANT( MATERIAL_FLAG_INVERT_FACES );
 	BIND_CONSTANT( MATERIAL_FLAG_UNSHADED );
 	BIND_CONSTANT( MATERIAL_FLAG_ONTOP );
-	BIND_CONSTANT( MATERIAL_FLAG_WIREFRAME );
-	BIND_CONSTANT( MATERIAL_FLAG_BILLBOARD );
 	BIND_CONSTANT( MATERIAL_FLAG_MAX );
 
 	BIND_CONSTANT( MATERIAL_BLEND_MODE_MIX );
@@ -642,7 +640,7 @@ void VisualServer::_bind_methods() {
 	BIND_CONSTANT( LIGHT_OMNI );
 	BIND_CONSTANT( LIGHT_SPOT );
 
-	BIND_CONSTANT( LIGHT_COLOR_AMBIENT );
+
 	BIND_CONSTANT( LIGHT_COLOR_DIFFUSE );
 	BIND_CONSTANT( LIGHT_COLOR_SPECULAR );
 

+ 36 - 32
servers/visual_server.h

@@ -142,9 +142,10 @@ public:
 	virtual void shader_set_mode(RID p_shader,ShaderMode p_mode)=0;
 	virtual ShaderMode shader_get_mode(RID p_shader) const=0;
 
-	virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs=0,int p_fragment_ofs=0)=0;
+	virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light, int p_vertex_ofs=0,int p_fragment_ofs=0,int p_light_ofs=0)=0;
 	virtual String shader_get_fragment_code(RID p_shader) const=0;
 	virtual String shader_get_vertex_code(RID p_shader) const=0;
+	virtual String shader_get_light_code(RID p_shader) const=0;
 	virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const=0;
 
 
@@ -164,39 +165,22 @@ public:
 		MATERIAL_FLAG_INVERT_FACES, ///< Invert front/back of the object
 		MATERIAL_FLAG_UNSHADED,
 		MATERIAL_FLAG_ONTOP,
-		MATERIAL_FLAG_WIREFRAME,
-		MATERIAL_FLAG_BILLBOARD,
+		MATERIAL_FLAG_LIGHTMAP_ON_UV2,
 		MATERIAL_FLAG_MAX,
 	};
 
 	virtual void material_set_flag(RID p_material, MaterialFlag p_flag,bool p_enabled)=0;
 	virtual bool material_get_flag(RID p_material,MaterialFlag p_flag) const=0;
 
-	enum MaterialShadeModel {
-		MATERIAL_SHADE_MODEL_LAMBERT,
-		MATERIAL_SHADE_MODEL_LAMBERT_WRAP,
-		MATERIAL_SHADE_MODEL_TOON
+	enum MaterialDepthDrawMode {
+		MATERIAL_DEPTH_DRAW_ALWAYS,
+		MATERIAL_DEPTH_DRAW_OPAQUE_ONLY,
+		MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA,
+		MATERIAL_DEPTH_DRAW_NEVER
 	};
 
-	/* FIXED MATERIAL */
-
-
-
-	virtual void material_set_shade_model(RID p_material, MaterialShadeModel p_model)=0;
-	virtual MaterialShadeModel material_get_shade_model(RID p_material) const=0;
-
-	enum MaterialHint {
-
-		MATERIAL_HINT_DECAL,
-		MATERIAL_HINT_OPAQUE_PRE_PASS,
-		MATERIAL_HINT_NO_SHADOW,
-		MATERIAL_HINT_NO_DEPTH_DRAW,
-		MATERIAL_HINT_NO_DEPTH_DRAW_FOR_ALPHA,
-		MATERIAL_HINT_MAX
-	};
-
-	virtual void material_set_hint(RID p_material, MaterialHint p_hint,bool p_enabled)=0;
-	virtual bool material_get_hint(RID p_material,MaterialHint p_hint) const=0;
+	virtual void material_set_depth_draw_mode(RID p_material, MaterialDepthDrawMode p_mode)=0;
+	virtual MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const=0;
 
 	enum MaterialBlendMode {
 		MATERIAL_BLEND_MODE_MIX, //default
@@ -258,8 +242,19 @@ public:
 	virtual void fixed_material_set_texture(RID p_material,FixedMaterialParam p_parameter, RID p_texture)=0;
 	virtual RID fixed_material_get_texture(RID p_material,FixedMaterialParam p_parameter) const=0;
 
-	virtual void fixed_material_set_detail_blend_mode(RID p_material,MaterialBlendMode p_mode)=0;
-	virtual MaterialBlendMode fixed_material_get_detail_blend_mode(RID p_material) const=0;
+
+	enum FixedMaterialLightShader {
+
+		FIXED_MATERIAL_LIGHT_SHADER_LAMBERT,
+		FIXED_MATERIAL_LIGHT_SHADER_WRAP,
+		FIXED_MATERIAL_LIGHT_SHADER_VELVET,
+		FIXED_MATERIAL_LIGHT_SHADER_TOON,
+
+	};
+
+
+	virtual void fixed_material_set_light_shader(RID p_material,FixedMaterialLightShader p_shader)=0;
+	virtual FixedMaterialLightShader fixed_material_get_light_shader(RID p_material) const=0;
 
 	virtual void fixed_material_set_texcoord_mode(RID p_material,FixedMaterialParam p_parameter, FixedMaterialTexCoordMode p_mode)=0;
 	virtual FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,FixedMaterialParam p_parameter) const=0;
@@ -464,9 +459,7 @@ public:
 		LIGHT_SPOT
 	};
 
-	enum LightColor {
-		
-		LIGHT_COLOR_AMBIENT,
+	enum LightColor {		
 		LIGHT_COLOR_DIFFUSE,
 		LIGHT_COLOR_SPECULAR
 	};
@@ -724,6 +717,7 @@ public:
 	virtual Variant environment_get_background_param(RID p_env,EnvironmentBGParam p_param) const=0;
 
 	enum EnvironmentFx {
+		ENV_FX_AMBIENT_LIGHT,
 		ENV_FX_FXAA,
 		ENV_FX_GLOW,
 		ENV_FX_DOF_BLUR,
@@ -745,7 +739,16 @@ public:
 		ENV_FX_BLUR_BLEND_MODE_SOFTLIGHT,
 	};
 
+	enum EnvironmentFxHDRToneMapper {
+		ENV_FX_HDR_TONE_MAPPER_LINEAR,
+		ENV_FX_HDR_TONE_MAPPER_LOG,
+		ENV_FX_HDR_TONE_MAPPER_REINHARDT,
+		ENV_FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE,
+	};
+
 	enum EnvironmentFxParam {
+		ENV_FX_PARAM_AMBIENT_LIGHT_COLOR,
+		ENV_FX_PARAM_AMBIENT_LIGHT_ENERGY,
 		ENV_FX_PARAM_GLOW_BLUR_PASSES,
 		ENV_FX_PARAM_GLOW_BLUR_SCALE,
 		ENV_FX_PARAM_GLOW_BLUR_STRENGTH,
@@ -755,8 +758,9 @@ public:
 		ENV_FX_PARAM_DOF_BLUR_PASSES,
 		ENV_FX_PARAM_DOF_BLUR_BEGIN,
 		ENV_FX_PARAM_DOF_BLUR_RANGE,
+		ENV_FX_PARAM_HDR_TONEMAPPER,
 		ENV_FX_PARAM_HDR_EXPOSURE,
-		ENV_FX_PARAM_HDR_SCALAR,
+		ENV_FX_PARAM_HDR_WHITE,
 		ENV_FX_PARAM_HDR_GLOW_TRESHOLD,
 		ENV_FX_PARAM_HDR_GLOW_SCALE,
 		ENV_FX_PARAM_HDR_MIN_LUMINANCE,

+ 1 - 0
tools/editor/editor_node.cpp

@@ -734,6 +734,7 @@ void EditorNode::_save_scene(String p_file) {
 		flg|=ResourceSaver::FLAG_COMPRESS;
 	if (EditorSettings::get_singleton()->get("on_save/save_paths_as_relative"))
 		flg|=ResourceSaver::FLAG_RELATIVE_PATHS;
+	flg|=ResourceSaver::FLAG_REPLACE_SUBRESOURCE_PATHS;
 
 
 	err = ResourceSaver::save(p_file,sdata,flg);

+ 4 - 4
tools/editor/io_plugins/editor_import_collada.cpp

@@ -199,7 +199,7 @@ Error ColladaImport::_create_scene(Collada::Node *p_node, Spatial *p_parent) {
 						return OK;
 					//well, it's an ambient light..
 					Light *l = memnew( DirectionalLight );
-					l->set_color(Light::COLOR_AMBIENT,ld.color);
+//					l->set_color(Light::COLOR_AMBIENT,ld.color);
 					l->set_color(Light::COLOR_DIFFUSE,Color(0,0,0));
 					l->set_color(Light::COLOR_SPECULAR,Color(0,0,0));
 					node = l;
@@ -208,8 +208,8 @@ Error ColladaImport::_create_scene(Collada::Node *p_node, Spatial *p_parent) {
 
 					//well, it's an ambient light..
 					Light *l = memnew( DirectionalLight );
-					if (found_ambient) //use it here
-						l->set_color(Light::COLOR_AMBIENT,ambient);
+					//if (found_ambient) //use it here
+					//	l->set_color(Light::COLOR_AMBIENT,ambient);
 
 					l->set_color(Light::COLOR_DIFFUSE,ld.color);
 					l->set_color(Light::COLOR_SPECULAR,Color(1,1,1));
@@ -661,7 +661,7 @@ Error ColladaImport::_create_mesh_surfaces(Ref<Mesh>& p_mesh,const Map<String,Co
 		const Collada::MeshData::Source *color_src=NULL;
 		int color_ofs=0;
 
-		if (false && p.sources.has("COLOR")) {
+		if (p.sources.has("COLOR")) {
 
 			String color_source_id = p.sources["COLOR"].source;
 			color_ofs = p.sources["COLOR"].offset;

+ 39 - 8
tools/editor/io_plugins/editor_scene_import_plugin.cpp

@@ -173,7 +173,7 @@ public:
 
 
 static const char *anim_flag_names[]={
-	"Detect Loop",
+	"Detect Loop (-loop,-cycle)",
 	"Keep Value Tracks",
 	"Optimize",
 	NULL
@@ -680,7 +680,7 @@ EditorSceneImportDialog::EditorSceneImportDialog(EditorNode *p_editor, EditorSce
 	import_choose->connect("pressed", this,"_browse");
 
 	hbc = memnew( HBoxContainer );
-	vbc->add_margin_child("Target Scene:",hbc);
+	vbc->add_margin_child("Target Path:",hbc);
 
 	save_path = memnew( LineEdit );
 	save_path->set_h_size_flags(SIZE_EXPAND_FILL);
@@ -1024,7 +1024,7 @@ Node* EditorSceneImportPlugin::_fix_node(Node *p_node,Node *p_root,Map<Ref<Mesh>
 					if (fm.is_valid()) {
 						fm->set_flag(Material::FLAG_UNSHADED,true);
 						fm->set_flag(Material::FLAG_DOUBLE_SIDED,true);
-						fm->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
+						fm->set_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
 						fm->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA,true);
 					}
 				}
@@ -1129,7 +1129,7 @@ Node* EditorSceneImportPlugin::_fix_node(Node *p_node,Node *p_root,Map<Ref<Mesh>
 							if (fm.is_valid()) {
 								fm->set_flag(Material::FLAG_UNSHADED,true);
 								fm->set_flag(Material::FLAG_DOUBLE_SIDED,true);
-								fm->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
+								fm->set_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
 								fm->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA,true);
 							}
 						}
@@ -1501,6 +1501,37 @@ void EditorSceneImportPlugin::_merge_existing_node(Node *p_node,Node *p_imported
 
 				room_node->set_room( room_imported->get_room() );
 
+			} else if (p_node->get_type()=="Skeleton") {
+				//for paths, overwrite path
+
+				Skeleton *skeleton_imported =imported_node->cast_to<Skeleton>();
+				Skeleton *skeleton_node =p_node->cast_to<Skeleton>();
+
+				//use imported bones, obviously
+				skeleton_node->clear_bones();
+				for(int i=0;i<skeleton_imported->get_bone_count();i++) {
+
+					skeleton_node->add_bone(skeleton_imported->get_bone_name(i));
+					skeleton_node->set_bone_parent(i,skeleton_imported->get_bone_parent(i));
+					skeleton_node->set_bone_rest(i,skeleton_imported->get_bone_rest(i));
+					skeleton_node->set_bone_pose(i,skeleton_imported->get_bone_pose(i));
+				}
+			} else if (p_node->get_type()=="AnimationPlayer") {
+				//for paths, overwrite path
+
+				AnimationPlayer *aplayer_imported =imported_node->cast_to<AnimationPlayer>();
+				AnimationPlayer *aplayer_node =p_node->cast_to<AnimationPlayer>();
+
+				//use imported bones, obviously
+				List<StringName> anims;
+				aplayer_imported->get_animation_list(&anims);
+				//use imported animations, could merge some stuff though
+				for (List<StringName>::Element *E=anims.front();E;E=E->next()) {
+
+
+					aplayer_node->add_animation(E->get(),aplayer_imported->get_animation(E->get()));
+				}
+
 			} else if (p_node->get_type()=="CollisionShape") {
 				//for paths, overwrite path
 
@@ -1877,14 +1908,14 @@ Error EditorSceneImportPlugin::import2(Node *scene, const String& p_dest_path, c
 
 	if (merge) {
 
-		print_line("MERGING?????");
+
 		progress.step("Merging..",103);
 
 		FileAccess *fa = FileAccess::create(FileAccess::ACCESS_RESOURCES);
-		print_line("OPEN IN FS: "+p_dest_path);
+
 		if (fa->file_exists(p_dest_path)) {
 
-			print_line("TRY REALLY TO MERGE?");
+
 			//try to merge
 
 			Ref<PackedScene> s = ResourceLoader::load(p_dest_path);
@@ -1915,7 +1946,7 @@ Error EditorSceneImportPlugin::import2(Node *scene, const String& p_dest_path, c
 	packer->set_import_metadata(from);
 
 	print_line("SAVING TO: "+p_dest_path);
-	err = ResourceSaver::save(p_dest_path,packer);
+	err = ResourceSaver::save(p_dest_path,packer,ResourceSaver::FLAG_REPLACE_SUBRESOURCE_PATHS);
 
 	//EditorFileSystem::get_singleton()->update_resource(packer);
 

+ 14 - 3
tools/editor/plugins/shader_editor_plugin.cpp

@@ -57,7 +57,9 @@ void ShaderTextEditor::set_edited_shader(const Ref<Shader>& p_shader,ShaderLangu
 
 	_load_theme_settings();
 
-	if (p_type==ShaderLanguage::SHADER_MATERIAL_VERTEX)
+	if (p_type==ShaderLanguage::SHADER_MATERIAL_LIGHT)
+		get_text_edit()->set_text(shader->get_light_code());
+	else if (p_type==ShaderLanguage::SHADER_MATERIAL_VERTEX)
 		get_text_edit()->set_text(shader->get_vertex_code());
 	else
 		get_text_edit()->set_text(shader->get_fragment_code());
@@ -129,7 +131,9 @@ void ShaderTextEditor::_validate_script() {
 	int line,col;
 
 	String code;
-	if (type==ShaderLanguage::SHADER_MATERIAL_VERTEX)
+	if (type==ShaderLanguage::SHADER_MATERIAL_LIGHT)
+		code=get_text_edit()->get_text();
+	else if (type==ShaderLanguage::SHADER_MATERIAL_VERTEX)
 		code=get_text_edit()->get_text();
 	else
 		code=get_text_edit()->get_text();
@@ -364,6 +368,7 @@ void ShaderEditor::_params_changed() {
 
 	fragment_editor->_validate_script();
 	vertex_editor->_validate_script();
+	light_editor->_validate_script();
 }
 
 
@@ -400,6 +405,7 @@ void ShaderEditor::edit(const Ref<Shader>& p_shader) {
 
 	if (shader->get_mode()==Shader::MODE_MATERIAL) {
 		fragment_editor->set_edited_shader(p_shader,ShaderLanguage::SHADER_MATERIAL_FRAGMENT);
+		light_editor->set_edited_shader(shader,ShaderLanguage::SHADER_MATERIAL_LIGHT);
 		settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_MATERIAL_MODE), true);
 		settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_POST_PROCESS_MODE), false);
 	} else {
@@ -431,7 +437,7 @@ void ShaderEditor::apply_shaders()  {
 
 
 	if (shader.is_valid())
-		shader->set_code(vertex_editor->get_text_edit()->get_text(),fragment_editor->get_text_edit()->get_text(),0,0);
+		shader->set_code(vertex_editor->get_text_edit()->get_text(),fragment_editor->get_text_edit()->get_text(),light_editor->get_text_edit()->get_text(),0,0);
 }
 
 void ShaderEditor::_close_callback() {
@@ -514,11 +520,16 @@ ShaderEditor::ShaderEditor() {
 	tab_container->add_child(fragment_editor);
 	fragment_editor->set_name("Fragment");
 
+	light_editor = memnew( ShaderTextEditor );
+	tab_container->add_child(light_editor);
+	light_editor->set_name("Lighting");
+
 	tab_container->set_current_tab(1);
 
 
 	vertex_editor->connect("script_changed", this,"apply_shaders");
 	fragment_editor->connect("script_changed", this,"apply_shaders");
+	light_editor->connect("script_changed", this,"apply_shaders");
 }
 
 

+ 1 - 0
tools/editor/plugins/shader_editor_plugin.h

@@ -99,6 +99,7 @@ class ShaderEditor : public Control {
 
 	ShaderTextEditor *vertex_editor;
 	ShaderTextEditor *fragment_editor;
+	ShaderTextEditor *light_editor;
 
 	void _tab_changed(int p_which);
 	void _menu_option(int p_optin);

+ 1 - 1
tools/editor/resources_dock.cpp

@@ -158,7 +158,7 @@ void ResourcesDock::save_resource(const String& p_path,const Ref<Resource>& p_re
 		flg|=ResourceSaver::FLAG_RELATIVE_PATHS;
 
 	String path = Globals::get_singleton()->localize_path(p_path);
-	Error err = ResourceSaver::save(path,p_resource,flg);
+	Error err = ResourceSaver::save(path,p_resource,flg|ResourceSaver::FLAG_REPLACE_SUBRESOURCE_PATHS);
 
 	if (err!=OK) {
 		accept->set_text("Error saving resource!");

+ 6 - 6
tools/editor/spatial_editor_gizmos.cpp

@@ -2232,7 +2232,7 @@ SpatialEditorGizmos::SpatialEditorGizmos() {
 	light_material_omni_icon = Ref<FixedMaterial>( memnew( FixedMaterial ));
 	light_material_omni_icon->set_flag(Material::FLAG_UNSHADED, true);
 	light_material_omni_icon->set_flag(Material::FLAG_DOUBLE_SIDED, true);
-	light_material_omni_icon->set_hint(Material::HINT_NO_DEPTH_DRAW, true);
+	light_material_omni_icon->set_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
 	light_material_omni_icon->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA, true);
 	light_material_omni_icon->set_parameter(FixedMaterial::PARAM_DIFFUSE,Color(1,1,1,0.9));
 	light_material_omni_icon->set_texture(FixedMaterial::PARAM_DIFFUSE,SpatialEditor::get_singleton()->get_icon("GizmoLight","EditorIcons"));
@@ -2241,7 +2241,7 @@ SpatialEditorGizmos::SpatialEditorGizmos() {
 	light_material_directional_icon = Ref<FixedMaterial>( memnew( FixedMaterial ));
 	light_material_directional_icon->set_flag(Material::FLAG_UNSHADED, true);
 	light_material_directional_icon->set_flag(Material::FLAG_DOUBLE_SIDED, true);
-	light_material_directional_icon->set_hint(Material::HINT_NO_DEPTH_DRAW, true);
+	light_material_directional_icon->set_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
 	light_material_directional_icon->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA, true);
 	light_material_directional_icon->set_parameter(FixedMaterial::PARAM_DIFFUSE,Color(1,1,1,0.9));
 	light_material_directional_icon->set_texture(FixedMaterial::PARAM_DIFFUSE,SpatialEditor::get_singleton()->get_icon("GizmoDirectionalLight","EditorIcons"));
@@ -2253,7 +2253,7 @@ SpatialEditorGizmos::SpatialEditorGizmos() {
 	skeleton_material->set_flag(Material::FLAG_DOUBLE_SIDED,true);
 	skeleton_material->set_flag(Material::FLAG_UNSHADED,true);
 	skeleton_material->set_flag(Material::FLAG_ONTOP,true);
-	skeleton_material->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
+	skeleton_material->set_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
 
 	//position 3D Shared mesh
 
@@ -2293,7 +2293,7 @@ SpatialEditorGizmos::SpatialEditorGizmos() {
 	sample_player_icon = Ref<FixedMaterial>( memnew( FixedMaterial ));
 	sample_player_icon->set_flag(Material::FLAG_UNSHADED, true);
 	sample_player_icon->set_flag(Material::FLAG_DOUBLE_SIDED, true);
-	sample_player_icon->set_hint(Material::HINT_NO_DEPTH_DRAW, true);
+	sample_player_icon->set_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
 	sample_player_icon->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA, true);
 	sample_player_icon->set_parameter(FixedMaterial::PARAM_DIFFUSE,Color(1,1,1,0.9));
 	sample_player_icon->set_texture(FixedMaterial::PARAM_DIFFUSE,SpatialEditor::get_singleton()->get_icon("GizmoSpatialSamplePlayer","EditorIcons"));
@@ -2307,7 +2307,7 @@ SpatialEditorGizmos::SpatialEditorGizmos() {
 	stream_player_icon = Ref<FixedMaterial>( memnew( FixedMaterial ));
 	stream_player_icon->set_flag(Material::FLAG_UNSHADED, true);
 	stream_player_icon->set_flag(Material::FLAG_DOUBLE_SIDED, true);
-	stream_player_icon->set_hint(Material::HINT_NO_DEPTH_DRAW, true);
+	stream_player_icon->set_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
 	stream_player_icon->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA, true);
 	stream_player_icon->set_parameter(FixedMaterial::PARAM_DIFFUSE,Color(1,1,1,0.9));
 	stream_player_icon->set_texture(FixedMaterial::PARAM_DIFFUSE,SpatialEditor::get_singleton()->get_icon("GizmoSpatialStreamPlayer","EditorIcons"));
@@ -2315,7 +2315,7 @@ SpatialEditorGizmos::SpatialEditorGizmos() {
 	visibility_notifier_icon = Ref<FixedMaterial>( memnew( FixedMaterial ));
 	visibility_notifier_icon->set_flag(Material::FLAG_UNSHADED, true);
 	visibility_notifier_icon->set_flag(Material::FLAG_DOUBLE_SIDED, true);
-	visibility_notifier_icon->set_hint(Material::HINT_NO_DEPTH_DRAW, true);
+	visibility_notifier_icon->set_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
 	visibility_notifier_icon->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA, true);
 	visibility_notifier_icon->set_parameter(FixedMaterial::PARAM_DIFFUSE,Color(1,1,1,0.9));
 	visibility_notifier_icon->set_texture(FixedMaterial::PARAM_DIFFUSE,SpatialEditor::get_singleton()->get_icon("Visible","EditorIcons"));

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