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Revert "Rename Schlick GGX to GGX."

Rémi Verschelde 7 years ago
parent
commit
abea816e54

+ 1 - 1
doc/classes/SpatialMaterial.xml

@@ -1085,7 +1085,7 @@
 		</constant>
 		<constant name="DIFFUSE_TOON" value="4">
 		</constant>
-		<constant name="SPECULAR_GGX" value="0">
+		<constant name="SPECULAR_SCHLICK_GGX" value="0">
 		</constant>
 		<constant name="SPECULAR_BLINN" value="1">
 		</constant>

+ 1 - 1
drivers/gles3/shader_compiler_gles3.cpp

@@ -838,7 +838,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
 	actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
 	actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
 
-	actions[VS::SHADER_SPATIAL].render_mode_defines["specular_ggx"] = "#define SPECULAR_GGX\n";
+	actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
 	actions[VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
 	actions[VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
 	actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";

+ 3 - 3
drivers/gles3/shaders/scene.glsl

@@ -1065,7 +1065,7 @@ LIGHT_SHADER_CODE
 #elif defined(SPECULAR_DISABLED)
 		//none..
 
-#elif defined(SPECULAR_GGX)
+#elif defined(SPECULAR_SCHLICK_GGX)
 		// shlick+ggx as default
 
 		vec3 H = normalize(V + L);
@@ -1102,10 +1102,10 @@ LIGHT_SHADER_CODE
 
 #if defined(LIGHT_USE_CLEARCOAT)
 		if (clearcoat_gloss > 0.0) {
-# if !defined(SPECULAR_GGX) && !defined(SPECULAR_BLINN)
+# if !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN)
 			vec3 H = normalize(V + L);
 # endif
-# if !defined(SPECULAR_GGX)
+# if !defined(SPECULAR_SCHLICK_GGX)
 			float cNdotH = max(dot(N,H), 0.0);
 			float cLdotH = max(dot(L,H), 0.0);
 			float cLdotH5 = SchlickFresnel(cLdotH);

+ 4 - 4
scene/resources/material.cpp

@@ -377,7 +377,7 @@ void SpatialMaterial::_update_shader() {
 		case DIFFUSE_TOON: code += ",diffuse_toon"; break;
 	}
 	switch (specular_mode) {
-		case SPECULAR_GGX: code += ",specular_ggx"; break;
+		case SPECULAR_SCHLICK_GGX: code += ",specular_schlick_ggx"; break;
 		case SPECULAR_BLINN: code += ",specular_blinn"; break;
 		case SPECULAR_PHONG: code += ",specular_phong"; break;
 		case SPECULAR_TOON: code += ",specular_toon"; break;
@@ -1819,7 +1819,7 @@ void SpatialMaterial::_bind_methods() {
 
 	ADD_GROUP("Parameters", "params_");
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "params_diffuse_mode", PROPERTY_HINT_ENUM, "Burley,Lambert,Lambert Wrap,Oren Nayar,Toon"), "set_diffuse_mode", "get_diffuse_mode");
-	ADD_PROPERTY(PropertyInfo(Variant::INT, "params_specular_mode", PROPERTY_HINT_ENUM, "GGX,Blinn,Phong,Toon,Disabled"), "set_specular_mode", "get_specular_mode");
+	ADD_PROPERTY(PropertyInfo(Variant::INT, "params_specular_mode", PROPERTY_HINT_ENUM, "SchlickGGX,Blinn,Phong,Toon,Disabled"), "set_specular_mode", "get_specular_mode");
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "params_blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Sub,Mul"), "set_blend_mode", "get_blend_mode");
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "params_cull_mode", PROPERTY_HINT_ENUM, "Back,Front,Disabled"), "set_cull_mode", "get_cull_mode");
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "params_depth_draw_mode", PROPERTY_HINT_ENUM, "Opaque Only,Always,Never,Opaque Pre-Pass"), "set_depth_draw_mode", "get_depth_draw_mode");
@@ -2006,7 +2006,7 @@ void SpatialMaterial::_bind_methods() {
 	BIND_ENUM_CONSTANT(DIFFUSE_OREN_NAYAR);
 	BIND_ENUM_CONSTANT(DIFFUSE_TOON);
 
-	BIND_ENUM_CONSTANT(SPECULAR_GGX);
+	BIND_ENUM_CONSTANT(SPECULAR_SCHLICK_GGX);
 	BIND_ENUM_CONSTANT(SPECULAR_BLINN);
 	BIND_ENUM_CONSTANT(SPECULAR_PHONG);
 	BIND_ENUM_CONSTANT(SPECULAR_TOON);
@@ -2087,7 +2087,7 @@ SpatialMaterial::SpatialMaterial()
 		flags[i] = 0;
 	}
 	diffuse_mode = DIFFUSE_LAMBERT;
-	specular_mode = SPECULAR_GGX;
+	specular_mode = SPECULAR_SCHLICK_GGX;
 
 	for (int i = 0; i < FEATURE_MAX; i++) {
 		features[i] = false;

+ 1 - 1
scene/resources/material.h

@@ -193,7 +193,7 @@ public:
 	};
 
 	enum SpecularMode {
-		SPECULAR_GGX,
+		SPECULAR_SCHLICK_GGX,
 		SPECULAR_BLINN,
 		SPECULAR_PHONG,
 		SPECULAR_TOON,

+ 1 - 1
servers/visual/shader_types.cpp

@@ -159,7 +159,7 @@ ShaderTypes::ShaderTypes() {
 	shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_burley");
 	shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_toon");
 
-	shader_modes[VS::SHADER_SPATIAL].modes.insert("specular_ggx");
+	shader_modes[VS::SHADER_SPATIAL].modes.insert("specular_schlick_ggx");
 	shader_modes[VS::SHADER_SPATIAL].modes.insert("specular_blinn");
 	shader_modes[VS::SHADER_SPATIAL].modes.insert("specular_phong");
 	shader_modes[VS::SHADER_SPATIAL].modes.insert("specular_toon");