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Эх сурвалжийг харах

New Demo, Screen Space Shaders

-Fixes to screen space shaders.
-Fixes to isometric light demo.
Juan Linietsky 10 жил өмнө
parent
commit
91744e9ed3

BIN
demos/2d/isometric_light/faceColor.png


BIN
demos/2d/screen_space_shaders/art/burano.jpg


BIN
demos/2d/screen_space_shaders/art/burano.png


BIN
demos/2d/screen_space_shaders/art/filmgrain.png


+ 1 - 0
demos/2d/screen_space_shaders/art/filmgrain.png.flags

@@ -0,0 +1 @@
+repeat=true

BIN
demos/2d/screen_space_shaders/art/forest.png


BIN
demos/2d/screen_space_shaders/art/mountains.png


BIN
demos/2d/screen_space_shaders/art/platformer.png


BIN
demos/2d/screen_space_shaders/art/vignette.png


BIN
demos/2d/screen_space_shaders/art/white.png


+ 4 - 0
demos/2d/screen_space_shaders/engine.cfg

@@ -0,0 +1,4 @@
+[application]
+
+name="Screen-Space Shaders"
+main_scene="res://screen_shaders.scn"

+ 32 - 0
demos/2d/screen_space_shaders/screen_shaders.gd

@@ -0,0 +1,32 @@
+
+extends Control
+
+# member variables here, example:
+# var a=2
+# var b="textvar"
+
+func _ready():
+	# Initialization here
+	for c in get_node("pictures").get_children():
+		get_node("picture").add_item("PIC: "+c.get_name())
+	for c in get_node("effects").get_children():
+		get_node("effect").add_item("FX: "+c.get_name())
+	pass
+
+
+
+
+func _on_picture_item_selected( ID ):
+	for c in range(get_node("pictures").get_child_count()):
+		if (ID==c):
+			get_node("pictures").get_child(c).show()
+		else:
+			get_node("pictures").get_child(c).hide()
+
+
+func _on_effect_item_selected( ID ):
+	for c in range(get_node("effects").get_child_count()):
+		if (ID==c):
+			get_node("effects").get_child(c).show()
+		else:
+			get_node("effects").get_child(c).hide()

BIN
demos/2d/screen_space_shaders/screen_shaders.scn


+ 8 - 0
drivers/gles2/shader_compiler_gles2.cpp

@@ -61,6 +61,7 @@ static String _typestr(SL::DataType p_type) {
 		case SL::TYPE_VEC2: return "vec2";
 		case SL::TYPE_VEC3: return "vec3";
 		case SL::TYPE_VEC4: return "vec4";
+		case SL::TYPE_MAT2: return "mat2";
 		case SL::TYPE_MAT3: return "mat3";
 		case SL::TYPE_MAT4: return "mat4";
 		case SL::TYPE_TEXTURE: return "sampler2D";
@@ -284,6 +285,7 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
 				case SL::TYPE_VEC2: { Vector2 v = cnode->value; code="vec2("+_mknum(v.x)+", "+_mknum(v.y)+")"; } break;
 				case SL::TYPE_VEC3: { Vector3 v = cnode->value; code="vec3("+_mknum(v.x)+", "+_mknum(v.y)+", "+_mknum(v.z)+")"; } break;
 				case SL::TYPE_VEC4: { Plane v = cnode->value; code="vec4("+_mknum(v.normal.x)+", "+_mknum(v.normal.y)+", "+_mknum(v.normal.z)+", "+_mknum(v.d)+")"; } break;
+				case SL::TYPE_MAT2: { Matrix32 x = cnode->value; code="mat2( vec2("+_mknum(x[0][0])+", "+_mknum(x[0][1])+"), vec2("+_mknum(x[1][0])+", "+_mknum(x[1][1])+"))"; } break;
 				case SL::TYPE_MAT3: { Matrix3 x = cnode->value; code="mat3( vec3("+_mknum(x.get_axis(0).x)+", "+_mknum(x.get_axis(0).y)+", "+_mknum(x.get_axis(0).z)+"), vec3("+_mknum(x.get_axis(1).x)+", "+_mknum(x.get_axis(1).y)+", "+_mknum(x.get_axis(1).z)+"), vec3("+_mknum(x.get_axis(2).x)+", "+_mknum(x.get_axis(2).y)+", "+_mknum(x.get_axis(2).z)+"))"; } break;
 				case SL::TYPE_MAT4: { Transform x = cnode->value; code="mat4( vec4("+_mknum(x.basis.get_axis(0).x)+", "+_mknum(x.basis.get_axis(0).y)+", "+_mknum(x.basis.get_axis(0).z)+",0.0), vec4("+_mknum(x.basis.get_axis(1).x)+", "+_mknum(x.basis.get_axis(1).y)+", "+_mknum(x.basis.get_axis(1).z)+",0.0), vec4("+_mknum(x.basis.get_axis(2).x)+", "+_mknum(x.basis.get_axis(2).y)+", "+_mknum(x.basis.get_axis(2).z)+",0.0), vec4("+_mknum(x.origin.x)+", "+_mknum(x.origin.y)+", "+_mknum(x.origin.z)+",1.0))"; } break;
 				default: code="<error: "+Variant::get_type_name(cnode->value.get_type())+" ("+itos(cnode->datatype)+">";
@@ -476,6 +478,11 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
 					m="[2]";
 				else if (mnode->name=="w")
 					m="[3]";
+			} else if (mnode->basetype==SL::TYPE_MAT2) {
+				if (mnode->name=="x")
+					m="[0]";
+				else if (mnode->name=="y")
+					m="[1]";
 
 			} else if (mnode->basetype==SL::TYPE_MAT3) {
 				if (mnode->name=="x")
@@ -657,6 +664,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
 	replace_table["vec2"  ]= "vec2";
 	replace_table["vec3"  ]= "vec3";
 	replace_table["vec4"  ]= "vec4";
+	replace_table["mat2" ]= "mat2";
 	replace_table["mat3" ]= "mat3";
 	replace_table["mat4" ]= "mat4";
 	replace_table["texture" ]= "sampler2D";

+ 28 - 7
servers/visual/shader_language.cpp

@@ -56,6 +56,7 @@ const char * ShaderLanguage::token_names[TK_MAX]={
 	"TYPE_VEC2",
 	"TYPE_VEC3",
 	"TYPE_VEC4",
+	"TYPE_MAT2",
 	"TYPE_MAT3",
 	"TYPE_MAT4",
 	"TYPE_TEXTURE",
@@ -403,9 +404,9 @@ ShaderLanguage::Token ShaderLanguage::read_token(const CharType* p_text,int p_le
 					{TK_TYPE_TEXTURE,"texture"},
 					{TK_TYPE_CUBEMAP,"cubemap"},
 					{TK_TYPE_COLOR,"color"},
-					/*
+
 					{TK_TYPE_MAT2,"mat2"},
-					{TK_TYPE_MAT3,"mat3"},
+					/*{TK_TYPE_MAT3,"mat3"},
 					{TK_TYPE_MAT4,"mat3"},*/
 					{TK_TYPE_MAT3,"mat3"},
 					{TK_TYPE_MAT4,"mat4"},
@@ -511,6 +512,7 @@ bool ShaderLanguage::is_token_datatype(TokenType p_type) {
 	(p_type==TK_TYPE_VEC3) ||
 	(p_type==TK_TYPE_VEC4) ||
 	(p_type==TK_TYPE_COLOR) ||
+	(p_type==TK_TYPE_MAT2) ||
 	(p_type==TK_TYPE_MAT3) ||
 	(p_type==TK_TYPE_MAT4) ||
 	(p_type==TK_TYPE_CUBEMAP) ||
@@ -529,6 +531,7 @@ ShaderLanguage::DataType ShaderLanguage::get_token_datatype(TokenType p_type) {
 		case TK_TYPE_VEC3: return TYPE_VEC3;
 		case TK_TYPE_VEC4: return TYPE_VEC4;
 		case TK_TYPE_COLOR: return TYPE_VEC4;
+		case TK_TYPE_MAT2: return TYPE_MAT2;
 		case TK_TYPE_MAT3: return TYPE_MAT3;
 		case TK_TYPE_MAT4: return TYPE_MAT4;
 		case TK_TYPE_TEXTURE: return TYPE_TEXTURE;
@@ -550,6 +553,7 @@ String ShaderLanguage::get_datatype_name(DataType p_type) {
 		case TYPE_VEC2: return "vec2";
 		case TYPE_VEC3: return "vec3";
 		case TYPE_VEC4: return "vec4";
+		case TYPE_MAT2: return "mat2";
 		case TYPE_MAT3: return "mat3";
 		case TYPE_MAT4: return "mat4";
 		case TYPE_TEXTURE: return "texture";
@@ -570,6 +574,7 @@ bool ShaderLanguage::is_token_nonvoid_datatype(TokenType p_type) {
 		(p_type==TK_TYPE_VEC3) ||
 		(p_type==TK_TYPE_VEC4) ||
 		(p_type==TK_TYPE_COLOR) ||
+		(p_type==TK_TYPE_MAT2) ||
 		(p_type==TK_TYPE_MAT3) ||
 		(p_type==TK_TYPE_MAT4) ||
 		(p_type==TK_TYPE_TEXTURE) ||
@@ -782,6 +787,7 @@ const ShaderLanguage::IntrinsicFuncDef ShaderLanguage::intrinsic_func_defs[]={
 	{"vec4",TYPE_VEC4,{TYPE_FLOAT,TYPE_VEC3,TYPE_VOID}},
 	{"vec4",TYPE_VEC4,{TYPE_VEC3,TYPE_FLOAT,TYPE_VOID}},
 	{"vec4",TYPE_VEC4,{TYPE_VEC2,TYPE_VEC2,TYPE_VOID}},
+	{"mat2",TYPE_MAT2,{TYPE_VEC2,TYPE_VEC2,TYPE_VOID}},
 	{"mat3",TYPE_MAT3,{TYPE_VEC3,TYPE_VEC3,TYPE_VEC3,TYPE_VOID}},
 	{"mat4",TYPE_MAT4,{TYPE_VEC4,TYPE_VEC4,TYPE_VEC4,TYPE_VEC4,TYPE_VOID}},
 	//intrinsics - trigonometry
@@ -918,6 +924,7 @@ const ShaderLanguage::OperatorDef ShaderLanguage::operator_defs[]={
 	{OP_ASSIGN,TYPE_VOID,{TYPE_VEC2,TYPE_VEC2}},
 	{OP_ASSIGN,TYPE_VOID,{TYPE_VEC3,TYPE_VEC3}},
 	{OP_ASSIGN,TYPE_VOID,{TYPE_VEC4,TYPE_VEC4}},
+	{OP_ASSIGN,TYPE_VOID,{TYPE_MAT2,TYPE_MAT2}},
 	{OP_ASSIGN,TYPE_VOID,{TYPE_MAT3,TYPE_MAT3}},
 	{OP_ASSIGN,TYPE_VOID,{TYPE_MAT4,TYPE_MAT4}},
 	{OP_ADD,TYPE_FLOAT,{TYPE_FLOAT,TYPE_FLOAT}},
@@ -933,6 +940,8 @@ const ShaderLanguage::OperatorDef ShaderLanguage::operator_defs[]={
 	{OP_MUL,TYPE_VEC2,{TYPE_VEC2,TYPE_FLOAT}},
 	{OP_MUL,TYPE_VEC2,{TYPE_FLOAT,TYPE_VEC2}},
 	{OP_MUL,TYPE_VEC2,{TYPE_VEC2,TYPE_MAT3}},
+	{OP_MUL,TYPE_VEC2,{TYPE_MAT2,TYPE_VEC2}},
+	{OP_MUL,TYPE_VEC2,{TYPE_VEC2,TYPE_MAT2}},
 	{OP_MUL,TYPE_VEC2,{TYPE_MAT3,TYPE_VEC2}},
 	{OP_MUL,TYPE_VEC2,{TYPE_VEC2,TYPE_MAT4}},
 	{OP_MUL,TYPE_VEC2,{TYPE_MAT4,TYPE_VEC2}},
@@ -947,6 +956,7 @@ const ShaderLanguage::OperatorDef ShaderLanguage::operator_defs[]={
 	{OP_MUL,TYPE_VEC4,{TYPE_FLOAT,TYPE_VEC4}},
 	{OP_MUL,TYPE_VEC4,{TYPE_MAT4,TYPE_VEC4}},
 	{OP_MUL,TYPE_VEC4,{TYPE_VEC4,TYPE_MAT4}},
+	{OP_MUL,TYPE_MAT2,{TYPE_MAT2,TYPE_MAT2}},
 	{OP_MUL,TYPE_MAT3,{TYPE_MAT3,TYPE_MAT3}},
 	{OP_MUL,TYPE_MAT4,{TYPE_MAT4,TYPE_MAT4}},
 	{OP_DIV,TYPE_FLOAT,{TYPE_FLOAT,TYPE_FLOAT}},
@@ -976,15 +986,15 @@ const ShaderLanguage::OperatorDef ShaderLanguage::operator_defs[]={
 	{OP_ASSIGN_MUL,TYPE_VOID,{TYPE_FLOAT,TYPE_FLOAT}},
 	{OP_ASSIGN_MUL,TYPE_VOID,{TYPE_VEC2,TYPE_VEC2}},
 	{OP_ASSIGN_MUL,TYPE_VOID,{TYPE_VEC2,TYPE_FLOAT}},
-	{OP_ASSIGN_MUL,TYPE_VOID,{TYPE_MAT3,TYPE_VEC2}},
-	{OP_ASSIGN_MUL,TYPE_VOID,{TYPE_MAT4,TYPE_VEC2}},
+	{OP_ASSIGN_MUL,TYPE_VOID,{TYPE_VEC2,TYPE_MAT2}},
+	{OP_ASSIGN_MUL,TYPE_VOID,{TYPE_MAT2,TYPE_MAT2}},
+	{OP_ASSIGN_MUL,TYPE_VOID,{TYPE_VEC3,TYPE_MAT3}},
 	{OP_ASSIGN_MUL,TYPE_VOID,{TYPE_VEC3,TYPE_VEC3}},
 	{OP_ASSIGN_MUL,TYPE_VOID,{TYPE_VEC3,TYPE_FLOAT}},
-	{OP_ASSIGN_MUL,TYPE_VOID,{TYPE_MAT3,TYPE_VEC3}},
-	{OP_ASSIGN_MUL,TYPE_VOID,{TYPE_MAT4,TYPE_VEC3}},
+	{OP_ASSIGN_MUL,TYPE_VOID,{TYPE_VEC3,TYPE_MAT4}},
 	{OP_ASSIGN_MUL,TYPE_VOID,{TYPE_VEC4,TYPE_VEC4}},
 	{OP_ASSIGN_MUL,TYPE_VOID,{TYPE_VEC4,TYPE_FLOAT}},
-	{OP_ASSIGN_MUL,TYPE_VOID,{TYPE_MAT4,TYPE_VEC4}},
+	{OP_ASSIGN_MUL,TYPE_VOID,{TYPE_VEC4,TYPE_MAT4}},
 	{OP_ASSIGN_MUL,TYPE_VOID,{TYPE_MAT3,TYPE_MAT3}},
 	{OP_ASSIGN_MUL,TYPE_VOID,{TYPE_MAT4,TYPE_MAT4}},
 	{OP_ASSIGN_DIV,TYPE_VOID,{TYPE_FLOAT,TYPE_FLOAT}},
@@ -1566,6 +1576,7 @@ Error ShaderLanguage::parse_expression(Parser& parser,Node *p_parent,Node **r_ex
 				   case TYPE_VEC2: name="vec2"; break;
 				   case TYPE_VEC3: name="vec3"; break;
 				   case TYPE_VEC4: name="vec4"; break;
+				   case TYPE_MAT2: name="mat2"; break;
 				   case TYPE_MAT3: name="mat3"; break;
 				   case TYPE_MAT4: name="mat4"; break;
 				   default: ERR_FAIL_V(ERR_BUG);
@@ -1860,6 +1871,7 @@ Error ShaderLanguage::parse_expression(Parser& parser,Node *p_parent,Node **r_ex
 					}
 
 				} break;
+				case TYPE_MAT2: ok=(ident=="x" || ident=="y"); member_type=TYPE_VEC2; break;
 				case TYPE_MAT3: ok=(ident=="x" || ident=="y" || ident=="z" ); member_type=TYPE_VEC3; break;
 				case TYPE_MAT4: ok=(ident=="x" || ident=="y" || ident=="z" || ident=="w"); member_type=TYPE_VEC4; break;
 				default: {}
@@ -2246,6 +2258,7 @@ Error ShaderLanguage::parse_variable_declaration(Parser& parser,BlockNode *p_blo
 				case TYPE_VEC2: con->value=Vector2(); break;
 				case TYPE_VEC3: con->value=Vector3(); break;
 				case TYPE_VEC4: con->value=iscolor?Variant(Color()):Variant(Plane()); break;
+				case TYPE_MAT2: con->value=Matrix32(); break;
 				case TYPE_MAT3: con->value=Matrix3(); break;
 				case TYPE_MAT4: con->value=Transform(); break;
 				case TYPE_TEXTURE:
@@ -2628,12 +2641,20 @@ void ShaderLanguage::get_keyword_list(ShaderType p_type, List<String> *p_keyword
 
 	int idx=0;
 
+	p_keywords->push_back("uniform");
+	p_keywords->push_back("texture");
+	p_keywords->push_back("cubemap");
+	p_keywords->push_back("color");
+	p_keywords->push_back("if");
+	p_keywords->push_back("else");
+
 	while(intrinsic_func_defs[idx].name) {
 
 		p_keywords->push_back(intrinsic_func_defs[idx].name);
 		idx++;
 	}
 
+
 	switch(p_type)	{
 		case SHADER_MATERIAL_VERTEX: {
 			idx=0;

+ 2 - 0
servers/visual/shader_language.h

@@ -56,6 +56,7 @@ public:
 		TK_TYPE_VEC2,
 		TK_TYPE_VEC3,
 		TK_TYPE_VEC4,
+		TK_TYPE_MAT2,
 		TK_TYPE_MAT3,
 		TK_TYPE_MAT4,
 		TK_TYPE_TEXTURE,
@@ -118,6 +119,7 @@ public:
 		TYPE_VEC2,
 		TYPE_VEC3,
 		TYPE_VEC4,
+		TYPE_MAT2,
 		TYPE_MAT3,
 		TYPE_MAT4,
 		TYPE_TEXTURE,

+ 1 - 1
tools/editor/plugins/baked_light_baker.cpp

@@ -1233,7 +1233,7 @@ float BakedLightBaker::_throw_ray(ThreadStack& thread_stack,bool p_bake_direct,c
 			if (dist<r) {
 				//avoid accumulaiton of light on corners
 				//plot_light=plot_light.linear_interpolate(Color(0,0,0,0),1.0-sd/plot_size*plot_size);
-				skip-true;
+				skip=true;
 
 			} else {