Browse Source

begin work on lighting system for 2D

nothing functional yet, just experimenting with API
Juan Linietsky 10 years ago
parent
commit
67d357191f

+ 4 - 0
scene/gui/tree.cpp

@@ -2472,6 +2472,10 @@ void Tree::_notification(int p_what) {
 		}
 	}
 
+	if (p_what==NOTIFICATION_THEME_CHANGED) {
+		update_cache();
+	}
+
 }
 
 

+ 1 - 1
scene/resources/shader_graph.cpp

@@ -1289,7 +1289,7 @@ const ShaderGraph::InOutParamInfo ShaderGraph::inout_param_info[]={
 	{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Binormal","BINORMAL","",SLOT_TYPE_VEC,SLOT_IN},
 	{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UV","vec3(UV,0);","",SLOT_TYPE_VEC,SLOT_IN},
 	{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UV2","UV2","",SLOT_TYPE_VEC,SLOT_IN},
-	{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UVScreen","SCREEN_UV","",SLOT_TYPE_VEC,SLOT_IN},
+	{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UVScreen","vec3(SCREEN_UV,0)","",SLOT_TYPE_VEC,SLOT_IN},
 	{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"PointCoord","POINT_COORD","",SLOT_TYPE_VEC,SLOT_IN},
 	{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Color","COLOR.rgb","",SLOT_TYPE_VEC,SLOT_IN},
 	{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Alpha","COLOR.a","",SLOT_TYPE_SCALAR,SLOT_IN},

+ 85 - 0
servers/visual/visual_server_raster.cpp

@@ -3819,6 +3819,91 @@ void VisualServerRaster::canvas_item_raise(RID p_item) {
 
 }
 
+/***** CANVAS LIGHT *******/
+
+RID VisualServerRaster::canvas_light_create() {
+
+	return RID();
+}
+
+void VisualServerRaster::canvas_light_attach_to_canvas(RID p_light,RID p_canvas){
+
+
+}
+void VisualServerRaster::canvas_light_set_enabled(RID p_light, bool p_enabled){
+
+
+}
+void VisualServerRaster::canvas_light_set_transform(RID p_light, const Matrix32& p_transform){
+
+
+}
+void VisualServerRaster::canvas_light_set_texture(RID p_light, RID p_texture){
+
+
+}
+void VisualServerRaster::canvas_light_set_texture_offset(RID p_light, const Vector2& p_offset){
+
+
+}
+void VisualServerRaster::canvas_light_set_color(RID p_light, const Color& p_color){
+
+
+}
+void VisualServerRaster::canvas_light_set_height(RID p_light, float p_height){
+
+
+}
+void VisualServerRaster::canvas_light_set_z_range(RID p_light, int p_min_z,int p_max_z){
+
+
+}
+void VisualServerRaster::canvas_light_set_item_mask(RID p_light, int p_mask){
+
+
+}
+
+void VisualServerRaster::canvas_light_set_blend_mode(RID p_light, CanvasLightBlendMode p_blend_mode){
+
+
+}
+void VisualServerRaster::canvas_light_set_shadow_enabled(RID p_light, bool p_enabled){
+
+
+}
+void VisualServerRaster::canvas_light_set_shadow_buffer_size(RID p_light, int p_size){
+
+
+}
+void VisualServerRaster::canvas_light_set_shadow_filter(RID p_light, int p_size){
+
+
+}
+
+/****** CANVAS LIGHT OCCLUDER ******/
+
+RID VisualServerRaster::canvas_light_occluder_create() {
+
+	return RID();
+}
+
+void VisualServerRaster::canvas_light_occluder_attach_to_canvas(RID p_occluder,RID p_canvas) {
+
+
+}
+
+void VisualServerRaster::canvas_light_occluder_set_enabled(RID p_occluder,bool p_enabled){
+
+
+}
+
+void VisualServerRaster::canvas_light_occluder_set_shape(RID p_occluder,const DVector<Vector2>& p_shape){
+
+
+}
+
+
+
 /******** CANVAS *********/
 
 

+ 34 - 0
servers/visual/visual_server_raster.h

@@ -1122,9 +1122,43 @@ public:
 	virtual void canvas_item_set_use_parent_shader(RID p_item, bool p_enable);
 
 
+
 	virtual void canvas_item_set_shader_param(RID p_canvas_item, const StringName& p_param, const Variant& p_value);
 	virtual Variant canvas_item_get_shader_param(RID p_canvas_item, const StringName& p_param) const;
 
+	virtual RID canvas_light_create();
+	virtual void canvas_light_attach_to_canvas(RID p_light,RID p_canvas);
+	virtual void canvas_light_set_enabled(RID p_light, bool p_enabled);
+	virtual void canvas_light_set_transform(RID p_light, const Matrix32& p_transform);
+	virtual void canvas_light_set_texture(RID p_light, RID p_texture);
+	virtual void canvas_light_set_texture_offset(RID p_light, const Vector2& p_offset);
+	virtual void canvas_light_set_color(RID p_light, const Color& p_color);
+	virtual void canvas_light_set_height(RID p_light, float p_height);
+	virtual void canvas_light_set_z_range(RID p_light, int p_min_z,int p_max_z);
+	virtual void canvas_light_set_item_mask(RID p_light, int p_mask);
+
+	enum CanvasightBlendMode {
+		CANVAS_LIGHT_BLEND_ADD,
+		CANVAS_LIGHT_BLEND_SUB,
+		CANVAS_LIGHT_BLEND_MULTIPLY,
+		CANVAS_LIGHT_BLEND_DODGE,
+		CANVAS_LIGHT_BLEND_BURN,
+		CANVAS_LIGHT_BLEND_LIGHTEN,
+		CANVAS_LIGHT_BLEND_DARKEN,
+		CANVAS_LIGHT_BLEND_OVERLAY,
+		CANVAS_LIGHT_BLEND_SCREEN,
+	};
+	virtual void canvas_light_set_blend_mode(RID p_light, CanvasLightBlendMode p_blend_mode);
+	virtual void canvas_light_set_shadow_enabled(RID p_light, bool p_enabled);
+	virtual void canvas_light_set_shadow_buffer_size(RID p_light, int p_size);
+	virtual void canvas_light_set_shadow_filter(RID p_light, int p_size);
+
+
+	virtual RID canvas_light_occluder_create();
+	virtual void canvas_light_occluder_attach_to_canvas(RID p_occluder,RID p_canvas);
+	virtual void canvas_light_occluder_set_enabled(RID p_occluder,bool p_enabled);
+	virtual void canvas_light_occluder_set_shape(RID p_occluder,const DVector<Vector2>& p_shape);
+
 	virtual void canvas_item_clear(RID p_item);
 	virtual void canvas_item_raise(RID p_item);
 

+ 23 - 0
servers/visual/visual_server_wrap_mt.h

@@ -1146,6 +1146,29 @@ public:
 	FUNC1(canvas_item_clear,RID);
 	FUNC1(canvas_item_raise,RID);
 
+	/* CANVAS LIGHT */
+	FUNC0R(RID,canvas_light_create);
+	FUNC2(canvas_light_attach_to_canvas,RID,RID);
+	FUNC2(canvas_light_set_enabled,RID,bool);
+	FUNC2(canvas_light_set_transform,RID,const Matrix32&);
+	FUNC2(canvas_light_set_texture,RID,RID);
+	FUNC2(canvas_light_set_texture_offset,RID,const Vector2&);
+	FUNC2(canvas_light_set_color,RID,const Color&);
+	FUNC2(canvas_light_set_height,RID,float);
+	FUNC3(canvas_light_set_z_range,RID,int,int);
+	FUNC2(canvas_light_set_item_mask,RID,int);
+
+	FUNC2(canvas_light_set_blend_mode,RID,CanvasLightBlendMode);
+	FUNC2(canvas_light_set_shadow_enabled,RID,bool);
+	FUNC2(canvas_light_set_shadow_buffer_size,RID,int);
+	FUNC2(canvas_light_set_shadow_filter,RID,int);
+
+	/* CANVAS OCCLUDER */
+
+	FUNC0R(RID,canvas_light_occluder_create);
+	FUNC2(canvas_light_occluder_attach_to_canvas,RID,RID);
+	FUNC2(canvas_light_occluder_set_enabled,RID,bool);
+	FUNC2(canvas_light_occluder_set_shape,RID,const DVector<Vector2>&);
 
 	/* CURSOR */
 	FUNC2(cursor_set_rotation,float , int ); // radians

+ 33 - 0
servers/visual_server.h

@@ -999,6 +999,39 @@ public:
 	virtual void canvas_item_set_shader_param(RID p_canvas_item, const StringName& p_param, const Variant& p_value)=0;
 	virtual Variant canvas_item_get_shader_param(RID p_canvas_item, const StringName& p_param) const=0;
 
+	virtual RID canvas_light_create()=0;
+	virtual void canvas_light_attach_to_canvas(RID p_light,RID p_canvas)=0;
+	virtual void canvas_light_set_enabled(RID p_light, bool p_enabled)=0;
+	virtual void canvas_light_set_transform(RID p_light, const Matrix32& p_transform)=0;
+	virtual void canvas_light_set_texture(RID p_light, RID p_texture)=0;
+	virtual void canvas_light_set_texture_offset(RID p_light, const Vector2& p_offset)=0;
+	virtual void canvas_light_set_color(RID p_light, const Color& p_color)=0;
+	virtual void canvas_light_set_height(RID p_light, float p_height)=0;
+	virtual void canvas_light_set_z_range(RID p_light, int p_min_z,int p_max_z)=0;
+	virtual void canvas_light_set_item_mask(RID p_light, int p_mask)=0;
+
+	enum CanvasLightBlendMode {
+		CANVAS_LIGHT_BLEND_ADD,
+		CANVAS_LIGHT_BLEND_SUB,
+		CANVAS_LIGHT_BLEND_MULTIPLY,
+		CANVAS_LIGHT_BLEND_DODGE,
+		CANVAS_LIGHT_BLEND_BURN,
+		CANVAS_LIGHT_BLEND_LIGHTEN,
+		CANVAS_LIGHT_BLEND_DARKEN,
+		CANVAS_LIGHT_BLEND_OVERLAY,
+		CANVAS_LIGHT_BLEND_SCREEN,
+	};
+	virtual void canvas_light_set_blend_mode(RID p_light, CanvasLightBlendMode p_blend_mode)=0;
+	virtual void canvas_light_set_shadow_enabled(RID p_light, bool p_enabled)=0;
+	virtual void canvas_light_set_shadow_buffer_size(RID p_light, int p_size)=0;
+	virtual void canvas_light_set_shadow_filter(RID p_light, int p_size)=0;
+
+
+	virtual RID canvas_light_occluder_create()=0;
+	virtual void canvas_light_occluder_attach_to_canvas(RID p_occluder,RID p_canvas)=0;
+	virtual void canvas_light_occluder_set_enabled(RID p_occluder,bool p_enabled)=0;
+	virtual void canvas_light_occluder_set_shape(RID p_occluder,const DVector<Vector2>& p_shape)=0;
+
 	/* CURSOR */
 	virtual void cursor_set_rotation(float p_rotation, int p_cursor = 0)=0; // radians
 	virtual void cursor_set_texture(RID p_texture, const Point2 &p_center_offset = Point2(0, 0), int p_cursor=0)=0;