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Merge pull request #10858 from letheed/add-shadow_filter-variant

add shadow_filter variant PCF7
Rémi Verschelde 8 years ago
parent
commit
8e75e7311b

+ 2 - 0
drivers/gles3/rasterizer_canvas_gles3.cpp

@@ -1284,6 +1284,7 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
 							case VS::CANVAS_LIGHT_FILTER_NONE: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, true); break;
 							case VS::CANVAS_LIGHT_FILTER_PCF3: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, true); break;
 							case VS::CANVAS_LIGHT_FILTER_PCF5: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, true); break;
+							case VS::CANVAS_LIGHT_FILTER_PCF7: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF7, true); break;
 							case VS::CANVAS_LIGHT_FILTER_PCF9: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, true); break;
 							case VS::CANVAS_LIGHT_FILTER_PCF13: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, true); break;
 						}
@@ -1334,6 +1335,7 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
 				state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, false);
 				state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, false);
 				state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, false);
+				state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF7, false);
 				state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, false);
 				state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, false);
 

+ 14 - 0
drivers/gles3/shaders/canvas.glsl

@@ -585,6 +585,20 @@ FRAGMENT_SHADER_CODE
 #endif
 
 
+#ifdef SHADOW_FILTER_PCF7
+
+		SHADOW_TEST(su+shadowpixel_size*3.0);
+		SHADOW_TEST(su+shadowpixel_size*2.0);
+		SHADOW_TEST(su+shadowpixel_size);
+		SHADOW_TEST(su);
+		SHADOW_TEST(su-shadowpixel_size);
+		SHADOW_TEST(su-shadowpixel_size*2.0);
+		SHADOW_TEST(su-shadowpixel_size*3.0);
+		shadow_attenuation/=7.0;
+
+#endif
+
+
 #ifdef SHADOW_FILTER_PCF9
 
 		SHADOW_TEST(su+shadowpixel_size*4.0);

+ 1 - 1
scene/2d/light_2d.cpp

@@ -435,7 +435,7 @@ void Light2D::_bind_methods() {
 	ADD_PROPERTY(PropertyInfo(Variant::COLOR, "shadow_color"), "set_shadow_color", "get_shadow_color");
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_buffer_size", PROPERTY_HINT_RANGE, "32,16384,1"), "set_shadow_buffer_size", "get_shadow_buffer_size");
 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "shadow_gradient_length", PROPERTY_HINT_RANGE, "0,4096,0.1"), "set_shadow_gradient_length", "get_shadow_gradient_length");
-	ADD_PROPERTY(PropertyInfo(Variant::REAL, "shadow_filter", PROPERTY_HINT_ENUM, "None,PCF3,PCF5,PCF9,PCF13"), "set_shadow_filter", "get_shadow_filter");
+	ADD_PROPERTY(PropertyInfo(Variant::REAL, "shadow_filter", PROPERTY_HINT_ENUM, "None,PCF3,PCF5,PCF7,PCF9,PCF13"), "set_shadow_filter", "get_shadow_filter");
 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "shadow_filter_smooth", PROPERTY_HINT_RANGE, "0,64,0.1"), "set_shadow_smooth", "get_shadow_smooth");
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_item_cull_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_item_shadow_cull_mask", "get_item_shadow_cull_mask");
 

+ 1 - 0
scene/2d/light_2d.h

@@ -48,6 +48,7 @@ public:
 		SHADOW_FILTER_NONE,
 		SHADOW_FILTER_PCF3,
 		SHADOW_FILTER_PCF5,
+		SHADOW_FILTER_PCF7,
 		SHADOW_FILTER_PCF9,
 		SHADOW_FILTER_PCF13,
 	};

+ 1 - 0
servers/visual_server.h

@@ -831,6 +831,7 @@ public:
 		CANVAS_LIGHT_FILTER_NONE,
 		CANVAS_LIGHT_FILTER_PCF3,
 		CANVAS_LIGHT_FILTER_PCF5,
+		CANVAS_LIGHT_FILTER_PCF7,
 		CANVAS_LIGHT_FILTER_PCF9,
 		CANVAS_LIGHT_FILTER_PCF13,
 	};