Browse Source

-Many many fixes
-Gizmos work again

Juan Linietsky 8 years ago
parent
commit
d6567010bf

+ 22 - 1
drivers/gles3/rasterizer_canvas_gles3.cpp

@@ -914,6 +914,7 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list,int p_z,const
 			}
 
 
+
 			if (shader_ptr && shader_ptr!=shader_cache) {
 
 				state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id);
@@ -925,6 +926,7 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list,int p_z,const
 
 				int tc = material_ptr->textures.size();
 				RID* textures = material_ptr->textures.ptr();
+				ShaderLanguage::ShaderNode::Uniform::Hint* texture_hints = shader_ptr->texture_hints.ptr();
 
 				for(int i=0;i<tc;i++) {
 
@@ -932,11 +934,30 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list,int p_z,const
 
 					RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull( textures[i] );
 					if (!t) {
+
+						switch(texture_hints[i]) {
+							case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
+								glBindTexture(GL_TEXTURE_2D,storage->resources.black_tex);
+							} break;
+							case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
+								glBindTexture(GL_TEXTURE_2D,storage->resources.normal_tex);
+							} break;
+							default: {
+								glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
+							} break;
+						}
+
 						//check hints
-						glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
+
 						continue;
 					}
 
+					if (storage->config.srgb_decode_supported && t->using_srgb) {
+						//no srgb in 2D
+						glTexParameteri(t->target,_TEXTURE_SRGB_DECODE_EXT,_SKIP_DECODE_EXT);
+						t->using_srgb=false;
+					}
+
 					glBindTexture(t->target,t->tex_id);
 				}
 

+ 2 - 4
drivers/gles3/rasterizer_gles3.cpp

@@ -253,10 +253,8 @@ void RasterizerGLES3::make_current() {
 
 void RasterizerGLES3::register_config() {
 
-	GLOBAL_DEF("rendering/gles3/framebuffer_format",RasterizerStorageGLES3::FBO_FORMAT_FLOAT);
-	Globals::get_singleton()->set_custom_property_info("rendering/gles3/framebuffer_format",PropertyInfo(Variant::INT,"",PROPERTY_HINT_ENUM,"16 Bits,32 Bits,Half Float"));
-	GLOBAL_DEF("rendering/gles3/lighting_technique",1);
-	Globals::get_singleton()->set_custom_property_info("rendering/gles3/lighting_technique",PropertyInfo(Variant::INT,"",PROPERTY_HINT_ENUM,"Forward,Deferred"));
+	GLOBAL_DEF("rendering/gles3/render_architecture",0);
+	Globals::get_singleton()->set_custom_property_info("rendering/gles3/render_architecture",PropertyInfo(Variant::INT,"",PROPERTY_HINT_ENUM,"Desktop,Mobile"));
 	GLOBAL_DEF("rendering/gles3/use_nearest_mipmap_filter",false);
 	GLOBAL_DEF("rendering/gles3/anisotropic_filter_level",4.0);
 

+ 253 - 57
drivers/gles3/rasterizer_scene_gles3.cpp

@@ -150,27 +150,19 @@ void RasterizerSceneGLES3::environment_set_fog(RID p_env,bool p_enable,float p_b
 
 }
 
-void RasterizerSceneGLES3::environment_set_tonemap(RID p_env,bool p_enable,float p_exposure,float p_white,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,VS::EnvironmentToneMapper p_tone_mapper){
+void RasterizerSceneGLES3::environment_set_tonemap(RID p_env, bool p_enable, float p_exposure, float p_white, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale, VS::EnvironmentToneMapper p_tone_mapper){
 
 }
-void RasterizerSceneGLES3::environment_set_brightness(RID p_env,bool p_enable,float p_brightness){
 
-}
-void RasterizerSceneGLES3::environment_set_contrast(RID p_env,bool p_enable,float p_contrast){
+void RasterizerSceneGLES3::environment_set_adjustment(RID p_env,bool p_enable,float p_brightness,float p_contrast,float p_saturation,RID p_ramp) {
 
-}
-void RasterizerSceneGLES3::environment_set_saturation(RID p_env,bool p_enable,float p_saturation){
 
 }
-void RasterizerSceneGLES3::environment_set_color_correction(RID p_env,bool p_enable,RID p_ramp){
-
-}
-
-
 
 
 RID RasterizerSceneGLES3::light_instance_create(RID p_light) {
 
+	print_line("hello light");
 	LightInstance *light_instance = memnew( LightInstance );
 
 	light_instance->light=p_light;
@@ -204,6 +196,29 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material* p_m
 		glEnable(GL_CULL_FACE);
 	}
 
+	if (state.current_line_width!=p_material->line_width) {
+		glLineWidth(p_material->line_width);
+		state.current_line_width=p_material->line_width;
+	}
+
+	if (state.current_depth_draw!=p_material->shader->spatial.depth_draw_mode) {
+		switch(p_material->shader->spatial.depth_draw_mode) {
+			case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS:
+			case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_OPAQUE: {
+
+				glDepthMask(!p_alpha_pass);
+			} break;
+			case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALWAYS: {
+				glDepthMask(GL_TRUE);
+			} break;
+			case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_NEVER: {
+				glDepthMask(GL_FALSE);
+			} break;
+		}
+
+		state.current_depth_draw=p_material->shader->spatial.depth_draw_mode;
+	}
+
 	//glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
 
 	/*
@@ -216,7 +231,7 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material* p_m
 	//if (p_material->line_width)
 	//	glLineWidth(p_material->line_width);
 
-
+#if 0
 	//blend mode
 	if (state.current_blend_mode!=p_material->shader->spatial.blend_mode) {
 
@@ -256,7 +271,7 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material* p_m
 		state.current_blend_mode=p_material->shader->spatial.blend_mode;
 
 	}
-
+#endif
 	//material parameters
 
 
@@ -273,6 +288,7 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material* p_m
 
 	int tc = p_material->textures.size();
 	RID* textures = p_material->textures.ptr();
+	ShaderLanguage::ShaderNode::Uniform::Hint* texture_hints = p_material->shader->texture_hints.ptr();
 
 	for(int i=0;i<tc;i++) {
 
@@ -281,11 +297,48 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material* p_m
 		RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull( textures[i] );
 		if (!t) {
 			//check hints
+			switch(texture_hints[i]) {
+				case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
+					glBindTexture(GL_TEXTURE_2D,storage->resources.black_tex);
+				} break;
+				case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
+					glBindTexture(GL_TEXTURE_2D,storage->resources.normal_tex);
+				} break;
+				default: {
+					glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
+				} break;
+			}
 
 			glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
 			continue;
 		}
 
+		if (storage->config.srgb_decode_supported) {
+			//if SRGB decode extension is present, simply switch the texture to whathever is needed
+			bool must_srgb=false;
+
+			if (t->srgb && texture_hints[i]==ShaderLanguage::ShaderNode::Uniform::HINT_ALBEDO) {
+				must_srgb=true;
+			}
+
+			if (t->using_srgb!=must_srgb) {
+				if (must_srgb) {
+					glTexParameteri(t->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT);
+#ifdef TOOLS_ENABLED
+					if (!(t->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
+						t->flags|=VS::TEXTURE_FLAG_CONVERT_TO_LINEAR;
+						//notify that texture must be set to linear beforehand, so it works in other platforms when exported
+					}
+#endif
+
+				} else {
+					glTexParameteri(t->target,_TEXTURE_SRGB_DECODE_EXT,_SKIP_DECODE_EXT);
+				}
+				t->using_srgb=must_srgb;
+			}
+		}
+
+
 		glBindTexture(t->target,t->tex_id);
 	}
 
@@ -348,7 +401,60 @@ void RasterizerSceneGLES3::_setup_light(LightInstance *p_light) {
 
 	glBindBufferBase(GL_UNIFORM_BUFFER,3,p_light->light_ubo); //bind light uniform
 }
+void RasterizerSceneGLES3::_setup_transform(InstanceBase *p_instance,const Transform& p_view_transform,const CameraMatrix& p_projection) {
+
+	if (p_instance->billboard || p_instance->billboard_y || p_instance->depth_scale) {
+
+		Transform xf=p_instance->transform;
+		if (p_instance->depth_scale) {
+
+			if (p_projection.matrix[3][3]) {
+				//orthogonal matrix, try to do about the same
+				//with viewport size
+				//real_t w = Math::abs( 1.0/(2.0*(p_projection.matrix[0][0])) );
+				real_t h = Math::abs( 1.0/(2.0*p_projection.matrix[1][1]) );
+				float sc = (h*2.0); //consistent with Y-fov
+				xf.basis.scale( Vector3(sc,sc,sc));
+			} else {
+				//just scale by depth
+				real_t sc = Plane(p_view_transform.origin,-p_view_transform.get_basis().get_axis(2)).distance_to(xf.origin);
+				xf.basis.scale( Vector3(sc,sc,sc));
+			}
+		}
+
+		if (p_instance->billboard) {
+
+			Vector3 scale = xf.basis.get_scale();
+
+			if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
+				xf.set_look_at(xf.origin, xf.origin + p_view_transform.get_basis().get_axis(2), -p_view_transform.get_basis().get_axis(1));
+			} else {
+				xf.set_look_at(xf.origin, xf.origin + p_view_transform.get_basis().get_axis(2), p_view_transform.get_basis().get_axis(1));
+			}
+
+			xf.basis.scale(scale);
+		}
+
+		if (p_instance->billboard_y) {
+
+			Vector3 scale = xf.basis.get_scale();
+			Vector3 look_at =  p_view_transform.get_origin();
+			look_at.y = 0.0;
+			Vector3 look_at_norm = look_at.normalized();
 
+			if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
+				xf.set_look_at(xf.origin,xf.origin + look_at_norm, Vector3(0.0, -1.0, 0.0));
+			} else {
+				xf.set_look_at(xf.origin,xf.origin + look_at_norm, Vector3(0.0, 1.0, 0.0));
+			}
+			xf.basis.scale(scale);
+		}
+		state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, xf);
+
+	} else {
+		state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, p_instance->transform);
+	}
+}
 
 void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_element_count,const Transform& p_view_transform,const CameraMatrix& p_projection,RasterizerStorageGLES3::Texture* p_base_env,bool p_reverse_cull,bool p_alpha_pass) {
 
@@ -372,12 +478,18 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e
 		glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-2);
 		glBindTexture(p_base_env->target,p_base_env->tex_id);
 		state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_CUBEMAP,true);
+	} else {
+		state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_CUBEMAP,false);
+
 	}
 
 
+
 	state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON,false);
 
 	state.current_blend_mode=-1;
+	state.current_line_width=-1;
+	state.current_depth_draw=-1;
 
 	glDisable(GL_BLEND);
 
@@ -390,6 +502,8 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e
 	int prev_blend=-1;
 	int current_blend_mode=-1;
 
+	bool prev_additive=false;
+
 	for (int i=0;i<p_element_count;i++) {
 
 		RenderList::Element *e = p_elements[i];
@@ -554,10 +668,16 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e
 			_setup_geometry(e);
 		}
 
+		if (rebind || prev_additive!=additive) {
+			state.scene_shader.set_uniform(SceneShaderGLES3::NO_AMBIENT_LIGHT, additive);
+
+		}
+
 //		_set_cull(e->mirror,p_reverse_cull);
 
 		state.scene_shader.set_uniform(SceneShaderGLES3::NORMAL_MULT, e->instance->mirror?-1.0:1.0);
-		state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, e->instance->transform);
+
+		_setup_transform(e->instance,p_view_transform,p_projection);
 
 
 //		_render(e->geometry, material, skeleton,e->owner,e->instance->transform);
@@ -567,6 +687,10 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e
 		prev_material=material;
 		prev_base_type=e->instance->base_type;
 		prev_geometry=e->geometry;
+		prev_additive=additive;
+		prev_light_type=light_type;
+		prev_light_index=light_index;
+
 	}
 
 	//print_line("shaderchanges: "+itos(p_alpha_pass)+": "+itos(_rinfo.shader_change_count));
@@ -824,6 +948,19 @@ void RasterizerSceneGLES3::_draw_skybox(RID p_skybox,CameraMatrix& p_projection,
 	glActiveTexture(GL_TEXTURE0);
 	glBindTexture(tex->target,tex->tex_id);
 
+
+	if (storage->config.srgb_decode_supported && tex->srgb && !tex->using_srgb) {
+
+		glTexParameteri(tex->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT);
+		tex->using_srgb=true;
+#ifdef TOOLS_ENABLED
+		if (!(tex->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
+			tex->flags|=VS::TEXTURE_FLAG_CONVERT_TO_LINEAR;
+			//notify that texture must be set to linear beforehand, so it works in other platforms when exported
+		}
+#endif
+	}
+
 	glDepthMask(GL_TRUE);
 	glEnable(GL_DEPTH_TEST);
 	glDisable(GL_CULL_FACE);
@@ -876,6 +1013,7 @@ void RasterizerSceneGLES3::_draw_skybox(RID p_skybox,CameraMatrix& p_projection,
 	glDrawArrays(GL_TRIANGLE_FAN,0,4);
 
 	glBindVertexArray(0);
+	glColorMask(1,1,1,1);
 
 	storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_CUBEMAP,false);
 
@@ -977,9 +1115,10 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cu
 				ERR_FAIL_COND( directional_light_instance_count >= RenderList::MAX_LIGHTS);
 				directional_light_instances[directional_light_instance_count++]=li;
 
-				li->light_ubo_data.light_color_energy[0]=li->light_ptr->color.r;
-				li->light_ubo_data.light_color_energy[1]=li->light_ptr->color.g;
-				li->light_ubo_data.light_color_energy[2]=li->light_ptr->color.b;
+				Color linear_col = li->light_ptr->color.to_linear();
+				li->light_ubo_data.light_color_energy[0]=linear_col.r;
+				li->light_ubo_data.light_color_energy[1]=linear_col.g;
+				li->light_ubo_data.light_color_energy[2]=linear_col.b;
 				li->light_ubo_data.light_color_energy[3]=li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
 
 				//omni, keep at 0
@@ -1018,9 +1157,10 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cu
 			} break;
 			case VS::LIGHT_OMNI: {
 
-				li->light_ubo_data.light_color_energy[0]=li->light_ptr->color.r;
-				li->light_ubo_data.light_color_energy[1]=li->light_ptr->color.g;
-				li->light_ubo_data.light_color_energy[2]=li->light_ptr->color.b;
+				Color linear_col = li->light_ptr->color.to_linear();
+				li->light_ubo_data.light_color_energy[0]=linear_col.r;
+				li->light_ubo_data.light_color_energy[1]=linear_col.g;
+				li->light_ubo_data.light_color_energy[2]=linear_col.b;
 				li->light_ubo_data.light_color_energy[3]=li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
 
 				Vector3 pos = p_camera_inverse_transform.xform(li->transform.origin);
@@ -1050,9 +1190,10 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cu
 			} break;
 			case VS::LIGHT_SPOT: {
 
-				li->light_ubo_data.light_color_energy[0]=li->light_ptr->color.r;
-				li->light_ubo_data.light_color_energy[1]=li->light_ptr->color.g;
-				li->light_ubo_data.light_color_energy[2]=li->light_ptr->color.b;
+				Color linear_col = li->light_ptr->color.to_linear();
+				li->light_ubo_data.light_color_energy[0]=linear_col.r;
+				li->light_ubo_data.light_color_energy[1]=linear_col.g;
+				li->light_ubo_data.light_color_energy[2]=linear_col.b;
 				li->light_ubo_data.light_color_energy[3]=li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
 
 				Vector3 pos = p_camera_inverse_transform.xform(li->transform.origin);
@@ -1108,6 +1249,51 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cu
 
 }
 
+void RasterizerSceneGLES3::_copy_screen() {
+
+	glBindVertexArray(storage->resources.quadie_array);
+	glDrawArrays(GL_TRIANGLE_FAN,0,4);
+	glBindVertexArray(0);
+
+}
+
+void RasterizerSceneGLES3::_copy_to_front_buffer(Environment *env) {
+
+	//copy to front buffer
+	glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->front.fbo);
+
+	glDepthMask(GL_FALSE);
+	glDisable(GL_DEPTH_TEST);
+	glDisable(GL_CULL_FACE);
+	glDisable(GL_BLEND);
+	glDepthFunc(GL_LEQUAL);
+	glColorMask(1,1,1,1);
+
+	glActiveTexture(GL_TEXTURE0);
+	glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.diffuse);
+
+	storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,true);
+
+	if (!env) {
+		//no environment, simply convert from linear to srgb
+		storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,true);
+	} else {
+		storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,true);
+
+	}
+
+	storage->shaders.copy.bind();
+
+	_copy_screen();
+
+
+	//turn off everything used
+	storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,false);
+	storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,false);
+
+
+}
+
 void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,CameraMatrix& p_cam_projection,bool p_cam_ortogonal,InstanceBase** p_cull_result,int p_cull_count,RID* p_light_cull_result,int p_light_cull_count,RID* p_directional_lights,int p_directional_light_count,RID p_environment){
 
 	//first of all, make a new render pass
@@ -1125,6 +1311,8 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,CameraM
 
 	current_material_index=0;
 
+	bool use_mrt=false;
+
 	//fill list
 
 	for(int i=0;i<p_cull_count;i++) {
@@ -1166,43 +1354,58 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,CameraM
 	glDepthMask(GL_TRUE);
 	glEnable(GL_DEPTH_TEST);
 	glDisable(GL_SCISSOR_TEST);
+
+	RasterizerStorageGLES3::Texture* env_radiance_tex=NULL;
+
+	if (use_mrt) {
+
+		glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo);
+		state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS,true);
+
+		Color black(0,0,0,0);
+		glClearBufferfv(GL_COLOR,1,black.components); // specular
+		glClearBufferfv(GL_COLOR,2,black.components); // normal metal rough
+
+	} else {
+
+		glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.alpha_fbo);
+		state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS,false);
+
+	}
+
+
 	glClearDepth(1.0);
-	glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->front.fbo);
+	glClear(GL_DEPTH_BUFFER_BIT);
 
-	RasterizerStorageGLES3::Texture* env_radiance_tex;
+	Color clear_color(0,0,0,0);
 
 	if (!env || env->bg_mode==VS::ENV_BG_CLEAR_COLOR) {
 
 		if (storage->frame.clear_request) {
 
-			glClearColor( storage->frame.clear_request_color.r, storage->frame.clear_request_color.g, storage->frame.clear_request_color.b, storage->frame.clear_request_color.a );
-			glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+			clear_color = storage->frame.clear_request_color.to_linear();
 			storage->frame.clear_request=false;
 
 		}
 
 	} else if (env->bg_mode==VS::ENV_BG_COLOR) {
 
-
-		glClearColor( env->bg_color.r, env->bg_color.g, env->bg_color.b, env->bg_color.a );
-		glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+		clear_color = env->bg_color.to_linear();
 		storage->frame.clear_request=false;
 	} else if (env->bg_mode==VS::ENV_BG_SKYBOX) {
 
 		if (env->skybox_radiance.is_valid()) {
 			env_radiance_tex = storage->texture_owner.getornull(env->skybox_radiance);
 		}
-		glClear(GL_DEPTH_BUFFER_BIT);
 		storage->frame.clear_request=false;
 
 	} else {
-		glClear(GL_DEPTH_BUFFER_BIT);
 		storage->frame.clear_request=false;
-
 	}
 
-	state.current_depth_test=true;
-	state.current_depth_mask=true;
+	glClearBufferfv(GL_COLOR,0,clear_color.components); // specular
+
+
 	state.texscreen_copied=false;
 
 	glBlendEquation(GL_FUNC_ADD);
@@ -1214,43 +1417,33 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,CameraM
 	}
 
 	glDisable(GL_BLEND);
-	//current_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
-
 
 	render_list.sort_by_key(false);
 
-	//_render_list_forward(&opaque_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting);
-/*
-	if (draw_tex_background) {
-
-		//most 3D vendors recommend drawing a texture bg or skybox here,
-		//after opaque geometry has been drawn
-		//so the zbuffer can get rid of most pixels
-		_draw_tex_bg();
-	}
-*/
 	if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
 		glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
 	} else {
 		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 	}
 
-//	glDisable(GL_BLEND);
-//	current_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
-//	state.scene_shader.set_conditional(SceneShaderGLES3::USE_GLOW,false);
-//	if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
-//		glColorMask(1,1,1,0); //don't touch alpha
-//	}
-
-
 	_render_list(render_list.elements,render_list.element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,false);
 
 
+	state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS,false);
+
 	if (env && env->bg_mode==VS::ENV_BG_SKYBOX) {
 
+		if (use_mrt) {
+			glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.alpha_fbo); //switch to alpha fbo for skybox, only diffuse/ambient matters
+		}
+
 		_draw_skybox(env->skybox_color,p_cam_projection,p_cam_transform,storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP],env->skybox_scale);
 	}
 
+
+
+
+
 	//_render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true);
 	//glColorMask(1,1,1,1);
 
@@ -1261,12 +1454,14 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,CameraM
 	glDepthMask(GL_TRUE);
 	glEnable(GL_DEPTH_TEST);
 	glDisable(GL_SCISSOR_TEST);
-	glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->front.fbo);
+	glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.alpha_fbo);
 
 	render_list.sort_by_depth(true);
 
-	_render_list(&render_list.elements[render_list.max_elements-render_list.alpha_element_count],render_list.alpha_element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,false);
+	_render_list(&render_list.elements[render_list.max_elements-render_list.alpha_element_count],render_list.alpha_element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,true);
+
 
+	_copy_to_front_buffer(env);
 
 #if 0
 	if (use_fb) {
@@ -1418,6 +1613,7 @@ bool RasterizerSceneGLES3::free(RID p_rid) {
 
 	if (light_instance_owner.owns(p_rid)) {
 
+		print_line("bye light");
 		LightInstance *light_instance = light_instance_owner.getptr(p_rid);
 		glDeleteBuffers(1,&light_instance->light_ubo);
 		light_instance_owner.free(p_rid);

+ 10 - 7
drivers/gles3/rasterizer_scene_gles3.h

@@ -18,10 +18,11 @@ public:
 
 	struct State {
 
-		bool current_depth_test;
-		bool current_depth_mask;
+
 		bool texscreen_copied;
 		int current_blend_mode;
+		float current_line_width;
+		int current_depth_draw;
 
 		SceneShaderGLES3 scene_shader;
 
@@ -57,6 +58,8 @@ public:
 		GLuint skybox_verts;
 		GLuint skybox_array;
 
+
+
 	} state;
 
 
@@ -109,11 +112,8 @@ public:
 	virtual void environment_set_glow(RID p_env,bool p_enable,int p_radius,float p_intensity,float p_strength,float p_bloom_treshold,VS::EnvironmentGlowBlendMode p_blend_mode);
 	virtual void environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture);
 
-	virtual void environment_set_tonemap(RID p_env,bool p_enable,float p_exposure,float p_white,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,VS::EnvironmentToneMapper p_tone_mapper);
-	virtual void environment_set_brightness(RID p_env,bool p_enable,float p_brightness);
-	virtual void environment_set_contrast(RID p_env,bool p_enable,float p_contrast);
-	virtual void environment_set_saturation(RID p_env,bool p_enable,float p_saturation);
-	virtual void environment_set_color_correction(RID p_env,bool p_enable,RID p_ramp);
+	virtual void environment_set_tonemap(RID p_env,bool p_enable,float p_exposure,float p_white,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,float p_auto_exp_scale,VS::EnvironmentToneMapper p_tone_mapper);
+	virtual void environment_set_adjustment(RID p_env,bool p_enable,float p_brightness,float p_contrast,float p_saturation,RID p_ramp);
 
 
 	/* LIGHT INSTANCE */
@@ -314,6 +314,7 @@ public:
 	RenderList render_list;
 
 	_FORCE_INLINE_ bool _setup_material(RasterizerStorageGLES3::Material* p_material,bool p_alpha_pass);
+	_FORCE_INLINE_ void _setup_transform(InstanceBase *p_instance,const Transform& p_view_transform,const CameraMatrix& p_projection);
 	_FORCE_INLINE_ void _setup_geometry(RenderList::Element *e);
 	_FORCE_INLINE_ void _render_geometry(RenderList::Element *e);
 	_FORCE_INLINE_ void _setup_light(LightInstance *p_light);
@@ -327,6 +328,8 @@ public:
 
 	void _setup_environment(Environment *env,CameraMatrix& p_cam_projection, const Transform& p_cam_transform);
 	void _setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform);
+	void _copy_screen();
+	void _copy_to_front_buffer(Environment *env);
 
 	virtual void render_scene(const Transform& p_cam_transform,CameraMatrix& p_cam_projection,bool p_cam_ortogonal,InstanceBase** p_cull_result,int p_cull_count,RID* p_light_cull_result,int p_light_cull_count,RID* p_directional_lights,int p_directional_light_count,RID p_environment);
 

+ 113 - 101
drivers/gles3/rasterizer_storage_gles3.cpp

@@ -57,9 +57,6 @@
 #define _EXT_ATC_RGBA_INTERPOLATED_ALPHA_AMD    0x87EE
 
 
-#define _TEXTURE_SRGB_DECODE_EXT        0x8A48
-#define _DECODE_EXT             0x8A49
-#define _SKIP_DECODE_EXT        0x8A4A
 
 
 #define _GL_TEXTURE_MAX_ANISOTROPY_EXT          0x84FE
@@ -679,8 +676,10 @@ void RasterizerStorageGLES3::texture_set_data(RID p_texture,const Image& p_image
 		if (texture->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
 
 			glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT);
+			texture->using_srgb=true;
 		} else {
 			glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_SKIP_DECODE_EXT);
+			texture->using_srgb=false;
 		}
 	}
 
@@ -892,8 +891,10 @@ void RasterizerStorageGLES3::texture_set_flags(RID p_texture,uint32_t p_flags) {
 		if (texture->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
 
 			glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT);
+			texture->using_srgb=true;
 		} else {
 			glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_SKIP_DECODE_EXT);
+			texture->using_srgb=false;
 		}
 	}
 
@@ -1024,6 +1025,19 @@ RID RasterizerStorageGLES3::texture_create_radiance_cubemap(RID p_source,int p_r
 	glActiveTexture(GL_TEXTURE0);
 	glBindTexture(texture->target, texture->tex_id);
 
+	if (config.srgb_decode_supported && texture->srgb && !texture->using_srgb) {
+
+		glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT);
+		texture->using_srgb=true;
+#ifdef TOOLS_ENABLED
+		if (!(texture->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
+			texture->flags|=VS::TEXTURE_FLAG_CONVERT_TO_LINEAR;
+			//notify that texture must be set to linear beforehand, so it works in other platforms when exported
+		}
+#endif
+	}
+
+
 	glActiveTexture(GL_TEXTURE1);
 	GLuint new_cubemap;
 	glGenTextures(1, &new_cubemap);
@@ -1302,6 +1316,7 @@ void RasterizerStorageGLES3::_update_shader(Shader* p_shader) const {
 	p_shader->ubo_size=gen_code.uniform_total_size;
 	p_shader->ubo_offsets=gen_code.uniform_offsets;
 	p_shader->texture_count=gen_code.texture_uniforms.size();
+	p_shader->texture_hints=gen_code.texture_hints;
 
 	//all materials using this shader will have to be invalidated, unfortunately
 
@@ -1510,7 +1525,17 @@ Variant RasterizerStorageGLES3::material_get_param(RID p_material, const StringN
 	return Variant();
 }
 
-_FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataType type, const Variant& value, uint8_t *data) {
+void RasterizerStorageGLES3::material_set_line_width(RID p_material, float p_width) {
+
+	Material *material = material_owner.get(  p_material );
+	ERR_FAIL_COND(!material);
+
+	material->line_width=p_width;
+
+
+}
+
+_FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataType type, const Variant& value, uint8_t *data,bool p_linear_color) {
 	switch(type) {
 		case ShaderLanguage::TYPE_BOOL: {
 
@@ -1683,6 +1708,10 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
 			if (value.get_type()==Variant::COLOR) {
 				Color v=value;
 
+				if (p_linear_color) {
+					v=v.to_linear();
+				}
+
 				gui[0]=v.r;
 				gui[1]=v.g;
 				gui[2]=v.b;
@@ -2019,7 +2048,7 @@ void RasterizerStorageGLES3::_update_material(Material* material) {
 
 			if (V) {
 				//user provided
-				_fill_std140_variant_ubo_value(E->get().type,V->get(),data);
+				_fill_std140_variant_ubo_value(E->get().type,V->get(),data,material->shader->mode==VS::SHADER_SPATIAL);
 			} else if (E->get().default_value.size()){
 				//default value
 				_fill_std140_ubo_value(E->get().type,E->get().default_value,data);
@@ -2641,9 +2670,7 @@ void RasterizerStorageGLES3::mesh_remove_surface(RID p_mesh, int p_surface){
 
 	Surface *surface = mesh->surfaces[p_surface];
 
-	ERR_FAIL_COND(surface->index_array_len==0);
-
-	glDeleteBuffers(1,&surface->array_id);
+	glDeleteBuffers(1,&surface->vertex_id);
 	if (surface->index_id) {
 		glDeleteBuffers(1,&surface->index_id);
 	}
@@ -3211,14 +3238,14 @@ void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) {
 		rt->back.fbo=0;
 	}
 
-	if (rt->deferred.fbo) {
-		glDeleteFramebuffers(1,&rt->deferred.fbo);
-		glDeleteFramebuffers(1,&rt->deferred.fbo_color);
-		glDeleteTextures(1,&rt->deferred.albedo_ao);
-		glDeleteTextures(1,&rt->deferred.normal_special);
-		glDeleteTextures(1,&rt->deferred.metal_rough_motion);
-		rt->deferred.fbo=0;
-		rt->deferred.fbo_color=0;
+	if (rt->buffers.fbo) {
+		glDeleteFramebuffers(1,&rt->buffers.fbo);
+		glDeleteFramebuffers(1,&rt->buffers.alpha_fbo);
+		glDeleteTextures(1,&rt->buffers.diffuse);
+		glDeleteTextures(1,&rt->buffers.specular);
+		glDeleteTextures(1,&rt->buffers.normal_sr);
+		rt->buffers.fbo=0;
+		rt->buffers.alpha_fbo=0;
 	}
 
 	if (rt->depth) {
@@ -3239,26 +3266,6 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt){
 	if (rt->width<=0 || rt->height<=0)
 		return;
 
-	glActiveTexture(GL_TEXTURE0);
-
-	glGenFramebuffers(1, &rt->front.fbo);
-	glBindFramebuffer(GL_FRAMEBUFFER, rt->front.fbo);
-
-
-	glGenRenderbuffers(1, &rt->depth);
-	glBindRenderbuffer(GL_RENDERBUFFER, rt->depth );
-	if (config.fbo_format==FBO_FORMAT_16_BITS) {
-		glRenderbufferStorage(GL_RENDERBUFFER,GL_DEPTH_COMPONENT16, rt->width, rt->height);
-	} else {
-		glRenderbufferStorage(GL_RENDERBUFFER,GL_DEPTH24_STENCIL8, rt->width, rt->height);
-	}
-	glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
-	glBindRenderbuffer(GL_RENDERBUFFER, 0 );
-
-
-	glGenTextures(1, &rt->front.color);
-	glBindTexture(GL_TEXTURE_2D, rt->front.color);
-
 
 	GLuint color_internal_format;
 	GLuint color_format;
@@ -3266,21 +3273,8 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt){
 	Image::Format image_format;
 
 
-	if (config.fbo_format==FBO_FORMAT_16_BITS) {
 
-		if (rt->flags[RENDER_TARGET_TRANSPARENT]) {
-			color_internal_format=GL_RGB5_A1;
-			color_format=GL_RGBA;
-			color_type=GL_UNSIGNED_SHORT_5_5_5_1;
-			image_format=Image::FORMAT_RGBA5551;
-		} else {
-			color_internal_format=GL_RGB565;
-			color_format=GL_RGB;
-			color_type=GL_UNSIGNED_SHORT_5_6_5;
-			image_format=Image::FORMAT_RGB565;
-		}
-
-	} else if (config.fbo_format==FBO_FORMAT_32_BITS || (config.fbo_format==FBO_FORMAT_FLOAT && rt->flags[RENDER_TARGET_NO_3D])) {
+	if (config.render_arch==RENDER_ARCH_MOBILE || rt->flags[RENDER_TARGET_NO_3D]) {
 
 		if (rt->flags[RENDER_TARGET_TRANSPARENT]) {
 			color_internal_format=GL_RGBA8;
@@ -3293,53 +3287,75 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt){
 			color_type=GL_UNSIGNED_INT_2_10_10_10_REV;
 			image_format=Image::FORMAT_RGBA8;//todo
 		}
-	} else if (config.fbo_format==FBO_FORMAT_FLOAT) {
-
+	} else {
 		color_internal_format=GL_RGBA16F;
 		color_format=GL_RGBA;
 		color_type=GL_HALF_FLOAT;
 		image_format=Image::FORMAT_RGBAH;
 	}
 
-	glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format,  rt->width, rt->height, 0, color_format, color_type, NULL);
+	{
+		/* FRONT FBO */
 
-	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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);
-	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->front.color, 0);
+		glActiveTexture(GL_TEXTURE0);
+
+		glGenFramebuffers(1, &rt->front.fbo);
+		glBindFramebuffer(GL_FRAMEBUFFER, rt->front.fbo);
+
+
+		glGenRenderbuffers(1, &rt->depth);
+		glBindRenderbuffer(GL_RENDERBUFFER, rt->depth );
+
+
+		glRenderbufferStorage(GL_RENDERBUFFER,GL_DEPTH24_STENCIL8, rt->width, rt->height);
+		glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
+		glBindRenderbuffer(GL_RENDERBUFFER, 0 );
+
+
+		glGenTextures(1, &rt->front.color);
+		glBindTexture(GL_TEXTURE_2D, rt->front.color);
+
+		glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format,  rt->width, rt->height, 0, color_format, color_type, NULL);
+
+		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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);
+		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->front.color, 0);
 
-	{
 		GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
 		glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo);
 
 		ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE );
-	}
 
-	Texture *tex = texture_owner.get(rt->texture);
-	tex->format=image_format;
-	tex->gl_format_cache=color_format;
-	tex->gl_type_cache=color_type;
-	tex->gl_internal_format_cache=color_internal_format;
-	tex->tex_id=rt->front.color;
-	tex->width=rt->width;
-	tex->alloc_width=rt->width;
-	tex->height=rt->height;
-	tex->alloc_height=rt->height;
+		Texture *tex = texture_owner.get(rt->texture);
+		tex->format=image_format;
+		tex->gl_format_cache=color_format;
+		tex->gl_type_cache=color_type;
+		tex->gl_internal_format_cache=color_internal_format;
+		tex->tex_id=rt->front.color;
+		tex->width=rt->width;
+		tex->alloc_width=rt->width;
+		tex->height=rt->height;
+		tex->alloc_height=rt->height;
+
 
+		texture_set_flags(rt->texture,tex->flags);
+
+	}
 
-	texture_set_flags(rt->texture,tex->flags);
+
+	/* BACK FBO */
 
 	if (!rt->flags[RENDER_TARGET_NO_SAMPLING]) {
 
 		glGenFramebuffers(1, &rt->back.fbo);
 		glBindFramebuffer(GL_FRAMEBUFFER, rt->back.fbo);
-
+		glBindRenderbuffer(GL_RENDERBUFFER, rt->depth );
 		glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
 
 		glGenTextures(1, &rt->back.color);
 		glBindTexture(GL_TEXTURE_2D, rt->back.color);
-
 		glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format,  rt->width, rt->height, 0, color_format, color_type, NULL);
 
 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@@ -3357,43 +3373,42 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt){
 		}
 	}
 
+	if (config.render_arch==RENDER_ARCH_DESKTOP && !rt->flags[RENDER_TARGET_NO_3D]) {
 
 
-	if (config.fbo_deferred && !rt->flags[RENDER_TARGET_NO_3D]) {
-
 
 		//regular fbo
-		glGenFramebuffers(1, &rt->deferred.fbo);
-		glBindFramebuffer(GL_FRAMEBUFFER, rt->deferred.fbo);
+		glGenFramebuffers(1, &rt->buffers.fbo);
+		glBindFramebuffer(GL_FRAMEBUFFER, rt->buffers.fbo);
 
 		glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
 
-		glGenTextures(1, &rt->deferred.albedo_ao);
-		glBindTexture(GL_TEXTURE_2D, rt->deferred.albedo_ao);
+		glGenTextures(1, &rt->buffers.diffuse);
+		glBindTexture(GL_TEXTURE_2D, rt->buffers.diffuse);
 		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8,  rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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);
-		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->deferred.albedo_ao, 0);
+		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->buffers.diffuse, 0);
 
-		glGenTextures(1, &rt->deferred.metal_rough_motion);
-		glBindTexture(GL_TEXTURE_2D, rt->deferred.metal_rough_motion);
-		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8,  rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+		glGenTextures(1, &rt->buffers.specular);
+		glBindTexture(GL_TEXTURE_2D, rt->buffers.specular);
+		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F,  rt->width, rt->height, 0, GL_RGBA, GL_HALF_FLOAT, NULL);
 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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);
-		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, rt->deferred.metal_rough_motion, 0);
+		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, rt->buffers.specular, 0);
 
-		glGenTextures(1, &rt->deferred.normal_special);
-		glBindTexture(GL_TEXTURE_2D, rt->deferred.normal_special);
+		glGenTextures(1, &rt->buffers.normal_sr);
+		glBindTexture(GL_TEXTURE_2D, rt->buffers.normal_sr);
 		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8,  rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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);
-		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, rt->deferred.normal_special, 0);
+		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, rt->buffers.normal_sr, 0);
 
 
 		GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
@@ -3402,19 +3417,15 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt){
 		if (status != GL_FRAMEBUFFER_COMPLETE) {
 			_render_target_clear(rt);
 			ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE );
-		}
+		}	
 
-		//regular fbo with color attachment (needed for emission or objects rendered as forward)
 
-		glGenFramebuffers(1, &rt->deferred.fbo_color);
-		glBindFramebuffer(GL_FRAMEBUFFER, rt->deferred.fbo_color);
+		//alpha fbo
+		glGenFramebuffers(1, &rt->buffers.alpha_fbo);
+		glBindFramebuffer(GL_FRAMEBUFFER, rt->buffers.alpha_fbo);
 
 		glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
-		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->deferred.albedo_ao, 0);
-		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, rt->deferred.metal_rough_motion, 0);
-		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, rt->deferred.normal_special, 0);
-		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, rt->front.color, 0);
-
+		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->buffers.diffuse, 0);
 
 		status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
 		glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo);
@@ -3423,6 +3434,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt){
 			_render_target_clear(rt);
 			ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE );
 		}
+
 	}
 
 
@@ -3797,8 +3809,8 @@ bool RasterizerStorageGLES3::free(RID p_rid){
 
 void RasterizerStorageGLES3::initialize() {
 
-	config.fbo_format=FBOFormat(int(Globals::get_singleton()->get("rendering/gles3/framebuffer_format")));
-	config.fbo_deferred=int(Globals::get_singleton()->get("rendering/gles3/lighting_technique"));
+	config.render_arch=RENDER_ARCH_DESKTOP;
+	//config.fbo_deferred=int(Globals::get_singleton()->get("rendering/gles3/lighting_technique"));
 
 	config.system_fbo=0;
 
@@ -3925,10 +3937,10 @@ void RasterizerStorageGLES3::initialize() {
 		glGenVertexArrays(1,&resources.quadie_array);
 		glBindVertexArray(resources.quadie_array);
 		glBindBuffer(GL_ARRAY_BUFFER,resources.quadie);
-		glVertexAttribPointer(0,2,GL_FLOAT,GL_FALSE,sizeof(float)*4,0);
+		glVertexAttribPointer(VS::ARRAY_VERTEX,2,GL_FLOAT,GL_FALSE,sizeof(float)*4,0);
 		glEnableVertexAttribArray(0);
-		glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,sizeof(float)*4,((uint8_t*)NULL)+8);
-		glEnableVertexAttribArray(1);
+		glVertexAttribPointer(VS::ARRAY_TEX_UV,2,GL_FLOAT,GL_FALSE,sizeof(float)*4,((uint8_t*)NULL)+8);
+		glEnableVertexAttribArray(4);
 		glBindVertexArray(0);
 		glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
 	}

+ 25 - 15
drivers/gles3/rasterizer_storage_gles3.h

@@ -13,6 +13,9 @@
 class RasterizerCanvasGLES3;
 class RasterizerSceneGLES3;
 
+#define _TEXTURE_SRGB_DECODE_EXT        0x8A48
+#define _DECODE_EXT             0x8A49
+#define _SKIP_DECODE_EXT        0x8A4A
 
 class RasterizerStorageGLES3 : public RasterizerStorage {
 public:
@@ -20,16 +23,15 @@ public:
 	RasterizerCanvasGLES3 *canvas;
 	RasterizerSceneGLES3 *scene;
 
-	enum FBOFormat {
-		FBO_FORMAT_16_BITS,
-		FBO_FORMAT_32_BITS,
-		FBO_FORMAT_FLOAT,
+	enum RenderArchitecture {
+		RENDER_ARCH_MOBILE,
+		RENDER_ARCH_DESKTOP,
 	};
 
 	struct Config {
 
-		FBOFormat fbo_format;
-		bool fbo_deferred;
+		RenderArchitecture render_arch;
+
 		GLuint system_fbo; //on some devices, such as apple, screen is rendered to yet another fbo.
 
 		bool shrink_textures_x2;
@@ -135,12 +137,15 @@ public:
 		bool active;
 		GLuint tex_id;
 
+		bool using_srgb;
+
 		uint16_t stored_cube_sides;
 
 		RenderTarget *render_target;
 
 		Texture() {
 
+			using_srgb=false;
 			stored_cube_sides=0;
 			ignore_mipmaps=false;
 			render_target=NULL;
@@ -218,6 +223,8 @@ public:
 
 		Map<StringName,RID> default_textures;
 
+		Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints;
+
 		bool valid;
 
 		String path;
@@ -319,12 +326,14 @@ public:
 		SelfList<Material> list;
 		SelfList<Material> dirty_list;
 		Vector<RID> textures;
+		float line_width;
 
 		uint32_t index;
 		uint64_t last_pass;
 
 		Material() : list(this), dirty_list(this) {
 			shader=NULL;
+			line_width=1.0;
 			ubo_id=0;
 			ubo_size=0;
 			last_pass=0;
@@ -346,6 +355,8 @@ public:
 	virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value);
 	virtual Variant material_get_param(RID p_material, const StringName& p_param) const;
 
+	virtual void material_set_line_width(RID p_material, float p_width);
+
 	void _update_material(Material* material);
 
 	void update_dirty_materials();
@@ -655,14 +666,13 @@ public:
 
 		GLuint depth;
 
-		struct Deferred {
+		struct Buffers {
 			GLuint fbo;
-			GLuint fbo_color;
-
-			GLuint albedo_ao;
-			GLuint metal_rough_motion;
-			GLuint normal_special;
-		} deferred;
+			GLuint alpha_fbo; //single buffer, just diffuse (for alpha pass)
+			GLuint specular;
+			GLuint diffuse;
+			GLuint normal_sr;
+		} buffers;
 
 		int width,height;
 
@@ -679,8 +689,8 @@ public:
 			depth=0;
 			front.fbo=0;
 			back.fbo=0;
-			deferred.fbo=0;
-			deferred.fbo_color=0;
+			buffers.fbo=0;
+			buffers.alpha_fbo=0;
 			used_in_frame=false;
 
 			flags[RENDER_TARGET_VFLIP]=false;

+ 73 - 15
drivers/gles3/shader_compiler_gles3.cpp

@@ -75,25 +75,81 @@ static String _mkid(const String& p_id) {
 	return "m_"+p_id;
 }
 
+static String f2sp0(float p_float) {
+
+	if (int(p_float)==p_float)
+		return itos(p_float)+".0";
+	else
+		return rtoss(p_float);
+}
+
 static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNode::Value>& p_values) {
 
 	switch(p_type) {
 		case SL::TYPE_BOOL:  return p_values[0].boolean?"true":"false";
-		case SL::TYPE_BVEC2:  return String()+"bvec2("+(p_values[0].boolean?"true":"false")+(p_values[1].boolean?"true":"false")+")";
-		case SL::TYPE_BVEC3:  return String()+"bvec3("+(p_values[0].boolean?"true":"false")+","+(p_values[1].boolean?"true":"false")+","+(p_values[2].boolean?"true":"false")+")";
-		case SL::TYPE_BVEC4:  return String()+"bvec4("+(p_values[0].boolean?"true":"false")+","+(p_values[1].boolean?"true":"false")+","+(p_values[2].boolean?"true":"false")+","+(p_values[3].boolean?"true":"false")+")";
-		case SL::TYPE_INT:  return rtos(p_values[0].sint);
-		case SL::TYPE_IVEC2:  return String()+"ivec2("+rtos(p_values[0].sint)+","+rtos(p_values[1].sint)+")";
-		case SL::TYPE_IVEC3:  return String()+"ivec3("+rtos(p_values[0].sint)+","+rtos(p_values[1].sint)+","+rtos(p_values[2].sint)+")";
-		case SL::TYPE_IVEC4:  return String()+"ivec4("+rtos(p_values[0].sint)+","+rtos(p_values[1].sint)+","+rtos(p_values[2].sint)+","+rtos(p_values[3].sint)+")";
-		case SL::TYPE_UINT:  return rtos(p_values[0].real);
-		case SL::TYPE_UVEC2:  return String()+"uvec2("+rtos(p_values[0].real)+","+rtos(p_values[1].real)+")";
-		case SL::TYPE_UVEC3:  return String()+"uvec3("+rtos(p_values[0].real)+","+rtos(p_values[1].real)+","+rtos(p_values[2].real)+")";
-		case SL::TYPE_UVEC4:  return String()+"uvec4("+rtos(p_values[0].real)+","+rtos(p_values[1].real)+","+rtos(p_values[2].real)+","+rtos(p_values[3].real)+")";
-		case SL::TYPE_FLOAT:  return rtos(p_values[0].real);
-		case SL::TYPE_VEC2:  return String()+"vec2("+rtos(p_values[0].real)+","+rtos(p_values[1].real)+")";
-		case SL::TYPE_VEC3:  return String()+"vec3("+rtos(p_values[0].real)+","+rtos(p_values[1].real)+","+rtos(p_values[2].real)+")";
-		case SL::TYPE_VEC4:  return String()+"vec4("+rtos(p_values[0].real)+","+rtos(p_values[1].real)+","+rtos(p_values[2].real)+","+rtos(p_values[3].real)+")";
+		case SL::TYPE_BVEC2:
+		case SL::TYPE_BVEC3:
+		case SL::TYPE_BVEC4: {
+
+
+			String text="bvec"+itos(p_type-SL::TYPE_BOOL+1)+"(";
+			for(int i=0;i<p_values.size();i++) {
+				if (i>0)
+					text+=",";
+
+				text+=p_values[i].boolean?"true":"false";
+			}
+			text+=")";
+			return text;
+		}
+
+		case SL::TYPE_INT:  return itos(p_values[0].sint);
+		case SL::TYPE_IVEC2:
+		case SL::TYPE_IVEC3:
+		case SL::TYPE_IVEC4: {
+
+			String text="ivec"+itos(p_type-SL::TYPE_INT+1)+"(";
+			for(int i=0;i<p_values.size();i++) {
+				if (i>0)
+					text+=",";
+
+				text+=itos(p_values[i].sint);
+			}
+			text+=")";
+			return text;
+
+		} break;
+		case SL::TYPE_UINT:  return itos(p_values[0].uint)+"u";
+		case SL::TYPE_UVEC2:
+		case SL::TYPE_UVEC3:
+		case SL::TYPE_UVEC4:   {
+
+			String text="uvec"+itos(p_type-SL::TYPE_UINT+1)+"(";
+			for(int i=0;i<p_values.size();i++) {
+				if (i>0)
+					text+=",";
+
+				text+=itos(p_values[i].uint)+"u";
+			}
+			text+=")";
+			return text;
+		} break;
+		case SL::TYPE_FLOAT:  return f2sp0(p_values[0].real)+"f";
+		case SL::TYPE_VEC2:
+		case SL::TYPE_VEC3:
+		case SL::TYPE_VEC4:  {
+
+			String text="vec"+itos(p_type-SL::TYPE_FLOAT+1)+"(";
+			for(int i=0;i<p_values.size();i++) {
+				if (i>0)
+					text+=",";
+
+				text+=f2sp0(p_values[i].real);
+			}
+			text+=")";
+			return text;
+
+		} break;
 		default: ERR_FAIL_V(String());
 	}
 }
@@ -189,6 +245,7 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener
 			}
 
 			r_gen_code.texture_uniforms.resize(max_texture_uniforms);
+			r_gen_code.texture_hints.resize(max_texture_uniforms);
 
 			Vector<int> uniform_sizes;
 			uniform_sizes.resize(max_uniforms);
@@ -209,6 +266,7 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener
 					r_gen_code.vertex_global+=ucode;
 					r_gen_code.fragment_global+=ucode;
 					r_gen_code.texture_uniforms[E->get().texture_order]=_mkid(E->key());
+					r_gen_code.texture_hints[E->get().texture_order]=E->get().hint;
 				} else {
 					if (r_gen_code.uniforms.empty()) {
 

+ 2 - 0
drivers/gles3/shader_compiler_gles3.h

@@ -21,6 +21,8 @@ public:
 
 		Vector<CharString> defines;
 		Vector<StringName> texture_uniforms;
+		Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints;
+
 		Vector<uint32_t> uniform_offsets;
 		uint32_t uniform_total_size;
 		String uniforms;

+ 25 - 2
drivers/gles3/shaders/copy.glsl

@@ -5,9 +5,9 @@ layout(location=0) in highp vec4 vertex_attrib;
 #ifdef USE_CUBEMAP
 layout(location=4) in vec3 cube_in;
 #else
-layout(location=4) in vec2 uv_in; // attrib:4
+layout(location=4) in vec2 uv_in;
 #endif
-layout(location=5) in vec2 uv2_in; // attrib:5
+layout(location=5) in vec2 uv2_in;
 
 #ifdef USE_CUBEMAP
 out vec3 cube_interp;
@@ -40,6 +40,15 @@ uniform sampler2D source; //texunit:0
 #endif
 
 
+float sRGB_gamma_correct(float c){
+    float a = 0.055;
+    if(c < 0.0031308)
+	return 12.92*c;
+    else
+	return (1.0+a)*pow(c, 1.0/2.4) - a;
+}
+
+
 uniform float stuff;
 
 in vec2 uv2_interp;
@@ -57,6 +66,20 @@ void main() {
 	vec4 color = texture( source,  uv_interp );
 #endif
 
+#ifdef LINEAR_TO_SRGB
+	//regular Linear -> SRGB conversion
+	vec3 a = vec3(0.055);
+	color.rgb = mix( (vec3(1.0)+a)*pow(color.rgb,vec3(1.0/2.4))-a , 12.92*color.rgb , lessThan(color.rgb,vec3(0.0031308)));
+#endif
+
+#ifdef DEBUG_GRADIENT
+	color.rg=uv_interp;
+	color.b=0.0;
+#endif
+
+#ifdef DISABLE_ALPHA
+	color.a=1.0;
+#endif
 
 	frag_color = color;
 }

+ 1 - 1
drivers/gles3/shaders/cubemap_filter.glsl

@@ -3,7 +3,7 @@
 
 layout(location=0) in highp vec2 vertex;
 
-layout(location=1) in highp vec2 uv;
+layout(location=4) in highp vec2 uv;
 
 out highp vec2 uv_interp;
 

+ 53 - 17
drivers/gles3/shaders/scene.glsl

@@ -269,11 +269,16 @@ in vec3 normal_interp;
 
 /* PBR CHANNELS */
 
+//used on forward mainly
+uniform bool no_ambient_light;
+
+
 #ifdef USE_RADIANCE_CUBEMAP
 
 uniform sampler2D brdf_texture; //texunit:-1
 uniform samplerCube radiance_cube; //texunit:-2
 
+
 layout(std140) uniform Radiance { //ubo:2
 
 	mat4 radiance_inverse_xform;
@@ -346,8 +351,18 @@ in mediump vec4 forward_shadow_pos4;
 
 #endif
 
+#ifdef USE_MULTIPLE_RENDER_TARGETS
+
+layout(location=0) out vec4 diffuse_buffer;
+layout(location=1) out vec4 specular_buffer;
+layout(location=2) out vec4 normal_mr_buffer;
+
+#else
+
 layout(location=0) out vec4 frag_color;
 
+#endif
+
 
 // GGX Specular
 // Source: http://www.filmicworlds.com/images/ggx-opt/optimized-ggx.hlsl
@@ -470,39 +485,46 @@ FRAGMENT_SHADER_CODE
 /////////////////////// LIGHTING //////////////////////////////
 
 	vec3 specular_light = vec3(0.0,0.0,0.0);
-	vec3 ambient_light = ambient_light_color.rgb;
+	vec3 ambient_light;
 	vec3 diffuse_light = vec3(0.0,0.0,0.0);
 
 	vec3 eye_vec = -normalize( vertex_interp );
 
 #ifdef USE_RADIANCE_CUBEMAP
 
-	{
+	if (no_ambient_light) {
+		ambient_light=vec3(0.0,0.0,0.0);
+	} else {
+		{
 
-		float ndotv = clamp(dot(normal,eye_vec),0.0,1.0);
-		vec2 brdf = texture(brdf_texture, vec2(roughness, ndotv)).xy;
+			float ndotv = clamp(dot(normal,eye_vec),0.0,1.0);
+			vec2 brdf = texture(brdf_texture, vec2(roughness, ndotv)).xy;
 
-		float lod = roughness * 5.0;
-		vec3 r = reflect(-eye_vec,normal); //2.0 * ndotv * normal - view; // reflect(v, n);
-		r=normalize((radiance_inverse_xform * vec4(r,0.0)).xyz);
-		vec3 radiance = textureLod(radiance_cube, r, lod).xyz * ( brdf.x + brdf.y);
+			float lod = roughness * 5.0;
+			vec3 r = reflect(-eye_vec,normal); //2.0 * ndotv * normal - view; // reflect(v, n);
+			r=normalize((radiance_inverse_xform * vec4(r,0.0)).xyz);
+			vec3 radiance = textureLod(radiance_cube, r, lod).xyz * ( brdf.x + brdf.y);
 
-		specular_light=mix(albedo,radiance,specular);
+			specular_light=mix(albedo,radiance,specular);
 
-	}
+		}
 
-	{
+		{
 
-		vec3 ambient_dir=normalize((radiance_inverse_xform * vec4(normal,0.0)).xyz);
-		vec3 env_ambient=textureLod(radiance_cube, ambient_dir, 5.0).xyz;
+			vec3 ambient_dir=normalize((radiance_inverse_xform * vec4(normal,0.0)).xyz);
+			vec3 env_ambient=textureLod(radiance_cube, ambient_dir, 5.0).xyz;
 
-		ambient_light=mix(ambient_light,env_ambient,radiance_ambient_contribution);
+			ambient_light=mix(ambient_light_color.rgb,env_ambient,radiance_ambient_contribution);
+		}
 	}
 
-
 #else
 
-	ambient_light=albedo;
+	if (no_ambient_light){
+		ambient_light=vec3(0.0,0.0,0.0);
+	} else {
+		ambient_light=ambient_light_color.rgb;
+	}
 #endif
 
 
@@ -538,11 +560,25 @@ LIGHT_SHADER_CODE
 }
 #endif
 
-#ifdef SHADELESS
+#ifdef USE_MULTIPLE_RENDER_TARGETS
+
+	//approximate ambient scale for SSAO, since we will lack full ambient
+	float max_ambient=max(ambient_light.r,max(ambient_light.g,ambient_light.b));
+	float max_diffuse=max(diffuse_light.r,max(diffuse_light.g,diffuse_light.b));
+	float total_ambient = max_ambient+max_diffuse;
+	float ambient_scale = (total_ambient>0.0) ? max_ambient/total_ambient : 0.0;
 
+	diffuse_buffer=vec4(diffuse_light+ambient_light,ambient_scale);
+	specular_buffer=vec4(specular_light,0.0);
+	normal_mr_buffer=vec4(normal.x,normal.y,max(specular.r,max(specular.g,specular.b)),roughness);
+
+#else
+
+#ifdef SHADELESS
 	frag_color=vec4(albedo,alpha);
 #else
 	frag_color=vec4(ambient_light+diffuse_light+specular_light,alpha);
+#endif
 
 #endif
 

+ 1 - 0
methods.py

@@ -233,6 +233,7 @@ def build_glsl_header( filename ):
 
 		fd.write("\t_FORCE_INLINE_ void set_conditional(Conditionals p_conditional,bool p_enable)  {  _set_conditional(p_conditional,p_enable); }\n\n");
 	fd.write("\t#define _FU if (get_uniform(p_uniform)<0) return; ERR_FAIL_COND( get_active()!=this );\n\n ");
+	fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, bool p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value?1:0); }\n\n");
 	fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_value) { _FU glUniform1f(get_uniform(p_uniform),p_value); }\n\n");
 	fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, double p_value) { _FU glUniform1f(get_uniform(p_uniform),p_value); }\n\n");
 	fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint8_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n");

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

@@ -97,6 +97,7 @@ public:
 		FLAG_MAX=VS::INSTANCE_FLAG_MAX,
 	};
 
+
 	enum ShadowCastingSetting {
 		SHADOW_CASTING_SETTING_OFF=VS::SHADOW_CASTING_SETTING_OFF,
 		SHADOW_CASTING_SETTING_ON = VS::SHADOW_CASTING_SETTING_ON,

+ 224 - 0
scene/resources/environment.cpp

@@ -134,6 +134,151 @@ float Environment::get_ambient_light_skybox_contribution() const{
 
 
 
+void Environment::set_tonemapper(ToneMapper p_tone_mapper) {
+
+	tone_mapper=p_tone_mapper;
+	VS::get_singleton()->environment_set_tonemap(environment,tonemap_auto_exposure,tonemap_exposure,tonemap_white,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_scale,VS::EnvironmentToneMapper(tone_mapper));
+}
+
+Environment::ToneMapper Environment::get_tonemapper() const{
+
+	return tone_mapper;
+}
+
+void Environment::set_tonemap_exposure(float p_exposure){
+
+	tonemap_exposure=p_exposure;
+	VS::get_singleton()->environment_set_tonemap(environment,tonemap_auto_exposure,tonemap_exposure,tonemap_white,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_scale,VS::EnvironmentToneMapper(tone_mapper));
+}
+
+float Environment::get_tonemap_exposure() const{
+
+	return get_tonemap_auto_exposure();
+}
+
+void Environment::set_tonemap_white(float p_white){
+
+	tonemap_white=p_white;
+	VS::get_singleton()->environment_set_tonemap(environment,tonemap_auto_exposure,tonemap_exposure,tonemap_white,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_scale,VS::EnvironmentToneMapper(tone_mapper));
+
+}
+float Environment::get_tonemap_white() const {
+
+	return tonemap_white;
+}
+
+void Environment::set_tonemap_auto_exposure(bool p_enabled) {
+
+	tonemap_auto_exposure=p_enabled;
+	VS::get_singleton()->environment_set_tonemap(environment,tonemap_auto_exposure,tonemap_exposure,tonemap_white,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_scale,VS::EnvironmentToneMapper(tone_mapper));
+
+}
+bool Environment::get_tonemap_auto_exposure() const {
+
+	return tonemap_auto_exposure;
+}
+
+void Environment::set_tonemap_auto_exposure_max(float p_auto_exposure_max) {
+
+	tonemap_auto_exposure_max=p_auto_exposure_max;
+	VS::get_singleton()->environment_set_tonemap(environment,tonemap_auto_exposure,tonemap_exposure,tonemap_white,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_scale,VS::EnvironmentToneMapper(tone_mapper));
+
+}
+float Environment::get_tonemap_auto_exposure_max() const {
+
+	return tonemap_auto_exposure_max;
+}
+
+void Environment::set_tonemap_auto_exposure_min(float p_auto_exposure_min) {
+
+	tonemap_auto_exposure_min=p_auto_exposure_min;
+	VS::get_singleton()->environment_set_tonemap(environment,tonemap_auto_exposure,tonemap_exposure,tonemap_white,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_scale,VS::EnvironmentToneMapper(tone_mapper));
+
+}
+float Environment::get_tonemap_auto_exposure_min() const {
+
+	return tonemap_auto_exposure_min;
+}
+
+void Environment::set_tonemap_auto_exposure_speed(float p_auto_exposure_speed) {
+
+	tonemap_auto_exposure_speed=p_auto_exposure_speed;
+	VS::get_singleton()->environment_set_tonemap(environment,tonemap_auto_exposure,tonemap_exposure,tonemap_white,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_scale,VS::EnvironmentToneMapper(tone_mapper));
+
+}
+float Environment::get_tonemap_auto_exposure_speed() const {
+
+	return tonemap_auto_exposure_speed;
+}
+
+void Environment::set_tonemap_auto_exposure_scale(float p_auto_exposure_scale) {
+
+	tonemap_auto_exposure_scale=p_auto_exposure_scale;
+	VS::get_singleton()->environment_set_tonemap(environment,tonemap_auto_exposure,tonemap_exposure,tonemap_white,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_scale,VS::EnvironmentToneMapper(tone_mapper));
+
+}
+float Environment::get_tonemap_auto_exposure_scale() const {
+
+	return tonemap_auto_exposure_scale;
+}
+
+void Environment::set_adjustment_enable(bool p_enable) {
+
+	adjustment_enabled=p_enable;
+	VS::get_singleton()->environment_set_adjustment(environment,adjustment_enabled,adjustment_brightness,adjustment_contrast,adjustment_saturation,adjustment_color_correction.is_valid()?adjustment_color_correction->get_rid():RID());
+}
+
+bool Environment::is_adjustment_enabled() const {
+
+	return adjustment_enabled;
+}
+
+
+void Environment::set_adjustment_brightness(float p_brightness) {
+
+	adjustment_brightness=p_brightness;
+	VS::get_singleton()->environment_set_adjustment(environment,adjustment_enabled,adjustment_brightness,adjustment_contrast,adjustment_saturation,adjustment_color_correction.is_valid()?adjustment_color_correction->get_rid():RID());
+
+}
+float Environment::get_adjustment_brightness() const {
+
+	return adjustment_brightness;
+}
+
+void Environment::set_adjustment_contrast(float p_contrast) {
+
+	adjustment_contrast=p_contrast;
+	VS::get_singleton()->environment_set_adjustment(environment,adjustment_enabled,adjustment_brightness,adjustment_contrast,adjustment_saturation,adjustment_color_correction.is_valid()?adjustment_color_correction->get_rid():RID());
+
+}
+float Environment::get_adjustment_contrast() const {
+
+	return adjustment_contrast;
+}
+
+void Environment::set_adjustment_saturation(float p_saturation) {
+
+	adjustment_saturation=p_saturation;
+	VS::get_singleton()->environment_set_adjustment(environment,adjustment_enabled,adjustment_brightness,adjustment_contrast,adjustment_saturation,adjustment_color_correction.is_valid()?adjustment_color_correction->get_rid():RID());
+
+}
+float Environment::get_adjustment_saturation() const {
+
+	return adjustment_saturation;
+}
+
+void Environment::set_adjustment_color_correction(const Ref<Texture>& p_ramp) {
+
+	adjustment_color_correction=p_ramp;
+	VS::get_singleton()->environment_set_adjustment(environment,adjustment_enabled,adjustment_brightness,adjustment_contrast,adjustment_saturation,adjustment_color_correction.is_valid()?adjustment_color_correction->get_rid():RID());
+
+}
+Ref<Texture> Environment::get_adjustment_color_correction() const {
+
+	return adjustment_color_correction;
+}
+
+
 void Environment::_validate_property(PropertyInfo& property) const {
 
 	if (property.name=="background/skybox" || property.name=="background/skybox_scale" || property.name=="ambient_light/skybox_contribution") {
@@ -190,6 +335,61 @@ void Environment::_bind_methods() {
 	ADD_PROPERTY(PropertyInfo(Variant::REAL,"ambient_light/energy",PROPERTY_HINT_RANGE,"0,16,0.01"),_SCS("set_ambient_light_energy"),_SCS("get_ambient_light_energy") );
 	ADD_PROPERTY(PropertyInfo(Variant::REAL,"ambient_light/skybox_contribution",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_ambient_light_skybox_contribution"),_SCS("get_ambient_light_skybox_contribution") );
 
+	ObjectTypeDB::bind_method(_MD("set_tonemapper","mode"),&Environment::set_tonemapper);
+	ObjectTypeDB::bind_method(_MD("get_tonemapper"),&Environment::get_tonemapper);
+
+	ObjectTypeDB::bind_method(_MD("set_tonemap_exposure","exposure"),&Environment::set_tonemap_exposure);
+	ObjectTypeDB::bind_method(_MD("get_tonemap_exposure"),&Environment::get_tonemap_exposure);
+
+	ObjectTypeDB::bind_method(_MD("set_tonemap_white","white"),&Environment::set_tonemap_white);
+	ObjectTypeDB::bind_method(_MD("get_tonemap_white"),&Environment::get_tonemap_white);
+
+	ObjectTypeDB::bind_method(_MD("set_tonemap_auto_exposure","auto_exposure"),&Environment::set_tonemap_auto_exposure);
+	ObjectTypeDB::bind_method(_MD("get_tonemap_auto_exposure"),&Environment::get_tonemap_auto_exposure);
+
+	ObjectTypeDB::bind_method(_MD("set_tonemap_auto_exposure_max","exposure_max"),&Environment::set_tonemap_auto_exposure_max);
+	ObjectTypeDB::bind_method(_MD("get_tonemap_auto_exposure_max"),&Environment::get_tonemap_auto_exposure_max);
+
+	ObjectTypeDB::bind_method(_MD("set_tonemap_auto_exposure_min","exposure_min"),&Environment::set_tonemap_auto_exposure_min);
+	ObjectTypeDB::bind_method(_MD("get_tonemap_auto_exposure_min"),&Environment::get_tonemap_auto_exposure_min);
+
+	ObjectTypeDB::bind_method(_MD("set_tonemap_auto_exposure_speed","exposure_speed"),&Environment::set_tonemap_auto_exposure_speed);
+	ObjectTypeDB::bind_method(_MD("get_tonemap_auto_exposure_speed"),&Environment::get_tonemap_auto_exposure_speed);
+
+	ObjectTypeDB::bind_method(_MD("set_tonemap_auto_exposure_scale","exposure_scale"),&Environment::set_tonemap_auto_exposure_scale);
+	ObjectTypeDB::bind_method(_MD("get_tonemap_auto_exposure_scale"),&Environment::get_tonemap_auto_exposure_scale);
+
+	ADD_PROPERTY(PropertyInfo(Variant::INT,"tonemap/mode",PROPERTY_HINT_ENUM,"Linear,Log,Reindhart,Filmic,Aces"),_SCS("set_tonemapper"),_SCS("get_tonemapper") );
+	ADD_PROPERTY(PropertyInfo(Variant::REAL,"tonemap/exposure",PROPERTY_HINT_RANGE,"0,16,0.01"),_SCS("set_tonemap_exposure"),_SCS("get_tonemap_exposure") );
+	ADD_PROPERTY(PropertyInfo(Variant::REAL,"tonemap/white",PROPERTY_HINT_RANGE,"0,16,0.01"),_SCS("set_tonemap_white"),_SCS("get_tonemap_white") );
+	ADD_PROPERTY(PropertyInfo(Variant::BOOL,"auto_exposure/enable"),_SCS("set_tonemap_auto_exposure"),_SCS("get_tonemap_auto_exposure") );
+	ADD_PROPERTY(PropertyInfo(Variant::REAL,"auto_exposure/scale",PROPERTY_HINT_RANGE,"0.01,64,0.01"),_SCS("set_tonemap_auto_exposure_scale"),_SCS("get_tonemap_auto_exposure_scale") );
+	ADD_PROPERTY(PropertyInfo(Variant::REAL,"auto_exposure/min_luma",PROPERTY_HINT_RANGE,"0,16,0.01"),_SCS("set_tonemap_auto_exposure_min"),_SCS("get_tonemap_auto_exposure_min") );
+	ADD_PROPERTY(PropertyInfo(Variant::REAL,"auto_exposure/max_luma",PROPERTY_HINT_RANGE,"0,16,0.01"),_SCS("set_tonemap_auto_exposure_max"),_SCS("get_tonemap_auto_exposure_max") );
+	ADD_PROPERTY(PropertyInfo(Variant::REAL,"auto_exposure/speed",PROPERTY_HINT_RANGE,"0.01,64,0.01"),_SCS("set_tonemap_auto_exposure_speed"),_SCS("get_tonemap_auto_exposure_speed") );
+
+	ObjectTypeDB::bind_method(_MD("set_adjustment_enable","enabled"),&Environment::set_adjustment_enable);
+	ObjectTypeDB::bind_method(_MD("is_adjustment_enabled"),&Environment::is_adjustment_enabled);
+
+	ObjectTypeDB::bind_method(_MD("set_adjustment_brightness","brightness"),&Environment::set_adjustment_brightness);
+	ObjectTypeDB::bind_method(_MD("get_adjustment_brightness"),&Environment::get_adjustment_brightness);
+
+	ObjectTypeDB::bind_method(_MD("set_adjustment_contrast","contrast"),&Environment::set_adjustment_contrast);
+	ObjectTypeDB::bind_method(_MD("get_adjustment_contrast"),&Environment::get_adjustment_contrast);
+
+	ObjectTypeDB::bind_method(_MD("set_adjustment_saturation","saturation"),&Environment::set_adjustment_saturation);
+	ObjectTypeDB::bind_method(_MD("get_adjustment_saturation"),&Environment::get_adjustment_saturation);
+
+	ObjectTypeDB::bind_method(_MD("set_adjustment_color_correction","color_correction"),&Environment::set_adjustment_color_correction);
+	ObjectTypeDB::bind_method(_MD("get_adjustment_color_correction"),&Environment::get_adjustment_color_correction);
+
+	ADD_PROPERTY(PropertyInfo(Variant::BOOL,"adjustment/enabled"),_SCS("set_adjustment_enable"),_SCS("is_adjustment_enabled") );
+	ADD_PROPERTY(PropertyInfo(Variant::REAL,"adjustment/brightness",PROPERTY_HINT_RANGE,"0.01,8,0.01"),_SCS("set_adjustment_brightness"),_SCS("get_adjustment_brightness") );
+	ADD_PROPERTY(PropertyInfo(Variant::REAL,"adjustment/contrast",PROPERTY_HINT_RANGE,"0.01,8,0.01"),_SCS("set_adjustment_contrast"),_SCS("get_adjustment_contrast") );
+	ADD_PROPERTY(PropertyInfo(Variant::REAL,"adjustment/saturation",PROPERTY_HINT_RANGE,"0.01,8,0.01"),_SCS("set_adjustment_saturation"),_SCS("get_adjustment_saturation") );
+	ADD_PROPERTY(PropertyInfo(Variant::OBJECT,"adjustment/color_correction",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_adjustment_color_correction"),_SCS("get_adjustment_color_correction") );
+
+
 	GLOBAL_DEF("rendering/skybox/irradiance_cube_resolution",256);
 	GLOBAL_DEF("rendering/skybox/radiance_cube_resolution",64);
 
@@ -203,6 +403,12 @@ void Environment::_bind_methods() {
 	BIND_CONSTANT(GLOW_BLEND_MODE_SCREEN);
 	BIND_CONSTANT(GLOW_BLEND_MODE_SOFTLIGHT);
 	BIND_CONSTANT(GLOW_BLEND_MODE_DISABLED);
+	BIND_CONSTANT(TONE_MAPPER_LINEAR);
+	BIND_CONSTANT(TONE_MAPPER_LOG);
+	BIND_CONSTANT(TONE_MAPPER_REINHARDT);
+	BIND_CONSTANT(TONE_MAPPER_FILMIC);
+	BIND_CONSTANT(TONE_MAPPER_ACES_FILMIC);
+
 
 }
 
@@ -216,6 +422,24 @@ Environment::Environment() {
 	ambient_skybox_contribution=0;
 
 
+	tone_mapper=TONE_MAPPER_LINEAR;
+	tonemap_exposure=1.0;
+	tonemap_white=1.0;
+	tonemap_auto_exposure=false;
+	tonemap_auto_exposure_max=8;
+	tonemap_auto_exposure_min=0.4;
+	tonemap_auto_exposure_speed=0.5;
+	tonemap_auto_exposure_scale=0.4;
+
+	set_tonemapper(tone_mapper); //update
+
+	adjustment_enabled=false;
+	adjustment_contrast=1.0;
+	adjustment_saturation=1.0;
+	adjustment_brightness=1.0;
+
+	set_adjustment_enable(adjustment_enabled); //update
+
 	environment = VS::get_singleton()->environment_create();
 
 }

+ 69 - 0
scene/resources/environment.h

@@ -55,6 +55,16 @@ public:
 		GLOW_BLEND_MODE_DISABLED,
 	};
 
+	enum ToneMapper {
+		TONE_MAPPER_LINEAR,
+		TONE_MAPPER_LOG,
+		TONE_MAPPER_REINHARDT,
+		TONE_MAPPER_FILMIC,
+		TONE_MAPPER_ACES_FILMIC
+	};
+
+
+
 private:
 	RID environment;
 
@@ -68,6 +78,21 @@ private:
 	float ambient_energy;
 	float ambient_skybox_contribution;
 
+	ToneMapper tone_mapper;
+	float tonemap_exposure;
+	float tonemap_white;
+	bool tonemap_auto_exposure;
+	float tonemap_auto_exposure_max;
+	float tonemap_auto_exposure_min;
+	float tonemap_auto_exposure_speed;
+	float tonemap_auto_exposure_scale;
+
+	bool adjustment_enabled;
+	float adjustment_contrast;
+	float adjustment_saturation;
+	float adjustment_brightness;
+	Ref<Texture> adjustment_color_correction;
+
 protected:
 
 	static void _bind_methods();
@@ -97,14 +122,58 @@ public:
 	float get_ambient_light_skybox_contribution() const;
 
 
+	void set_tonemapper(ToneMapper p_tone_mapper);
+	ToneMapper get_tonemapper() const;
+
+	void set_tonemap_exposure(float p_exposure);
+	float get_tonemap_exposure() const;
+
+	void set_tonemap_white(float p_white);
+	float get_tonemap_white() const;
+
+	void set_tonemap_auto_exposure(bool p_enabled);
+	bool get_tonemap_auto_exposure() const;
+
+	void set_tonemap_auto_exposure_max(float p_auto_exposure_max);
+	float get_tonemap_auto_exposure_max() const;
+
+	void set_tonemap_auto_exposure_min(float p_auto_exposure_min);
+	float get_tonemap_auto_exposure_min() const;
+
+	void set_tonemap_auto_exposure_speed(float p_auto_exposure_speed);
+	float get_tonemap_auto_exposure_speed() const;
+
+	void set_tonemap_auto_exposure_scale(float p_auto_exposure_scale);
+	float get_tonemap_auto_exposure_scale() const;
+
+	void set_adjustment_enable(bool p_enable);
+	bool is_adjustment_enabled() const;
+
+	void set_adjustment_brightness(float p_brightness);
+	float get_adjustment_brightness() const;
+
+	void set_adjustment_contrast(float p_contrast);
+	float get_adjustment_contrast() const;
+
+	void set_adjustment_saturation(float p_saturation);
+	float get_adjustment_saturation() const;
+
+	void set_adjustment_color_correction(const Ref<Texture>& p_ramp);
+	Ref<Texture> get_adjustment_color_correction() const;
+
+
 	virtual RID get_rid() const;
 
 	Environment();
 	~Environment();
 };
 
+
+
+
 VARIANT_ENUM_CAST(Environment::BGMode)
 VARIANT_ENUM_CAST(Environment::GlowBlendMode)
+VARIANT_ENUM_CAST(Environment::ToneMapper)
 
 
 #endif // ENVIRONMENT_H

+ 63 - 6
scene/resources/material.cpp

@@ -74,6 +74,7 @@ void FixedSpatialMaterial::init_shaders() {
 	shader_names->subsurface_scattering="subsurface_scattering";
 	shader_names->refraction="refraction";
 	shader_names->refraction_roughness="refraction_roughness";
+	shader_names->point_size="point_size";
 
 	shader_names->texture_names[TEXTURE_ALBEDO]="texture_albedo";
 	shader_names->texture_names[TEXTURE_SPECULAR]="texture_specular";
@@ -166,15 +167,33 @@ void FixedSpatialMaterial::_update_shader() {
 
 
 	code+="uniform vec4 albedo : hint_color;\n";
-	code+="uniform sampler2D albedo_texture : hint_albedo;\n";
+	code+="uniform sampler2D texture_albedo : hint_albedo;\n";
 	code+="uniform vec4 specular : hint_color;\n";
 	code+="uniform float roughness : hint_range(0,1);\n";
-	code+="uniform sampler2D specular_texture : hint_white;\n";
+	code+="uniform float point_size : hint_range(0,128);\n";
+	code+="uniform sampler2D texture_specular : hint_white;\n";
 	code+="\n\n";
 
+	code+="void vertex() {\n";
+
+	if (flags[FLAG_SRGB_VERTEX_COLOR]) {
+
+		code+="\tCOLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) );\n";
+	}
+	if (flags[FLAG_USE_POINT_SIZE]) {
+
+		code+="\tPOINT_SIZE=point_size;\n";
+	}
+
+	code+="}\n";
 	code+="\n\n";
 	code+="void fragment() {\n";
-	code+="\tvec4 albedo_tex = texture(albedo_texture,UV);\n";
+
+	if (flags[FLAG_USE_POINT_SIZE]) {
+		code+="\tvec4 albedo_tex = texture(texture_albedo,POINT_COORD);\n";
+	} else {
+		code+="\tvec4 albedo_tex = texture(texture_albedo,UV);\n";
+	}
 
 	if (flags[FLAG_ALBEDO_FROM_VERTEX_COLOR]) {
 		code+="\talbedo_tex *= COLOR;\n";
@@ -184,7 +203,7 @@ void FixedSpatialMaterial::_update_shader() {
 	if (features[FEATURE_TRANSPARENT]) {
 		code+="\tALPHA = albedo.a * albedo_tex.a;\n";
 	}
-	code+="\tvec4 specular_tex = texture(specular_texture,UV);\n";
+	code+="\tvec4 specular_tex = texture(texture_specular,UV);\n";
 	code+="\tSPECULAR = specular.rgb * specular_tex.rgb;\n";
 	code+="\tROUGHNESS = specular.a * roughness;\n";
 	code+="}\n";
@@ -526,7 +545,8 @@ void FixedSpatialMaterial::set_texture(TextureParam p_param, const Ref<Texture>
 
 	ERR_FAIL_INDEX(p_param,TEXTURE_MAX);
 	textures[p_param]=p_texture;
-	VS::get_singleton()->material_set_param(_get_material(),shader_names->texture_names[p_param],p_texture);
+	RID rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
+	VS::get_singleton()->material_set_param(_get_material(),shader_names->texture_names[p_param],rid);
 }
 
 Ref<Texture> FixedSpatialMaterial::get_texture(TextureParam p_param) const {
@@ -540,6 +560,7 @@ void FixedSpatialMaterial::_validate_feature(const String& text, Feature feature
 	if (property.name.begins_with(text) && property.name!=text+"/enabled" && !features[feature]) {
 		property.usage=0;
 	}
+
 }
 
 void FixedSpatialMaterial::_validate_property(PropertyInfo& property) const {
@@ -555,6 +576,28 @@ void FixedSpatialMaterial::_validate_property(PropertyInfo& property) const {
 
 }
 
+void FixedSpatialMaterial::set_line_width(float p_line_width) {
+
+	line_width=p_line_width;
+	VS::get_singleton()->material_set_line_width(_get_material(),line_width);
+}
+
+float FixedSpatialMaterial::get_line_width() const {
+
+	return line_width;
+}
+
+void FixedSpatialMaterial::set_point_size(float p_point_size) {
+
+	point_size=p_point_size;
+	VS::get_singleton()->material_set_param(_get_material(),shader_names->point_size,p_point_size);
+}
+
+float FixedSpatialMaterial::get_point_size() const {
+
+	return point_size;
+}
+
 void FixedSpatialMaterial::_bind_methods() {
 
 
@@ -600,6 +643,12 @@ void FixedSpatialMaterial::_bind_methods() {
 	ObjectTypeDB::bind_method(_MD("set_refraction_roughness","refraction_roughness"),&FixedSpatialMaterial::set_refraction_roughness);
 	ObjectTypeDB::bind_method(_MD("get_refraction_roughness"),&FixedSpatialMaterial::get_refraction_roughness);
 
+	ObjectTypeDB::bind_method(_MD("set_line_width","line_width"),&FixedSpatialMaterial::set_line_width);
+	ObjectTypeDB::bind_method(_MD("get_line_width"),&FixedSpatialMaterial::get_line_width);
+
+	ObjectTypeDB::bind_method(_MD("set_point_size","point_size"),&FixedSpatialMaterial::set_point_size);
+	ObjectTypeDB::bind_method(_MD("get_point_size"),&FixedSpatialMaterial::get_point_size);
+
 	ObjectTypeDB::bind_method(_MD("set_detail_uv","detail_uv"),&FixedSpatialMaterial::set_detail_uv);
 	ObjectTypeDB::bind_method(_MD("get_detail_uv"),&FixedSpatialMaterial::get_detail_uv);
 
@@ -630,12 +679,16 @@ void FixedSpatialMaterial::_bind_methods() {
 	ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"flags/transparent"),_SCS("set_feature"),_SCS("get_feature"),FEATURE_TRANSPARENT);
 	ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"flags/unshaded"),_SCS("set_flag"),_SCS("get_flag"),FLAG_UNSHADED);
 	ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"flags/on_top"),_SCS("set_flag"),_SCS("get_flag"),FLAG_ONTOP);
-	ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"flags/vcol_albedo"),_SCS("set_flag"),_SCS("get_flag"),FLAG_ALBEDO_FROM_VERTEX_COLOR);
+	ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"flags/use_point_size"),_SCS("set_flag"),_SCS("get_flag"),FLAG_USE_POINT_SIZE);
+	ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"vertex_color/use_as_albedo"),_SCS("set_flag"),_SCS("get_flag"),FLAG_ALBEDO_FROM_VERTEX_COLOR);
+	ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"vertex_color/is_srgb"),_SCS("set_flag"),_SCS("get_flag"),FLAG_SRGB_VERTEX_COLOR);
 
 	ADD_PROPERTY(PropertyInfo(Variant::INT,"params/diffuse_mode",PROPERTY_HINT_ENUM,"Labert,Lambert Wrap,Oren Nayar,Burley"),_SCS("set_diffuse_mode"),_SCS("get_diffuse_mode"));
 	ADD_PROPERTY(PropertyInfo(Variant::INT,"params/blend_mode",PROPERTY_HINT_ENUM,"Mix,Add,Sub,Mul"),_SCS("set_blend_mode"),_SCS("get_blend_mode"));
 	ADD_PROPERTY(PropertyInfo(Variant::INT,"params/cull_mode",PROPERTY_HINT_ENUM,"Back,Front,Disabled"),_SCS("set_cull_mode"),_SCS("get_cull_mode"));
 	ADD_PROPERTY(PropertyInfo(Variant::INT,"params/depth_draw_mode",PROPERTY_HINT_ENUM,"Opaque Only,Always,Never,Opaque Pre-Pass"),_SCS("set_depth_draw_mode"),_SCS("get_depth_draw_mode"));
+	ADD_PROPERTY(PropertyInfo(Variant::REAL,"params/line_width",PROPERTY_HINT_RANGE,"0.1,128,0.1"),_SCS("set_line_width"),_SCS("get_line_width"));
+	ADD_PROPERTY(PropertyInfo(Variant::REAL,"params/point_size",PROPERTY_HINT_RANGE,"0.1,128,0.1"),_SCS("set_point_size"),_SCS("get_point_size"));
 
 	ADD_PROPERTY(PropertyInfo(Variant::COLOR,"albedo/color"),_SCS("set_albedo"),_SCS("get_albedo"));
 	ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"albedo/texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_ALBEDO);
@@ -737,6 +790,8 @@ void FixedSpatialMaterial::_bind_methods() {
 	BIND_CONSTANT( FLAG_UNSHADED );
 	BIND_CONSTANT( FLAG_ONTOP );
 	BIND_CONSTANT( FLAG_ALBEDO_FROM_VERTEX_COLOR );
+	BIND_CONSTANT( FLAG_SRGB_VERTEX_COLOR )
+	BIND_CONSTANT( FLAG_USE_POINT_SIZE )
 	BIND_CONSTANT( FLAG_MAX );
 
 	BIND_CONSTANT( DIFFUSE_LAMBERT );
@@ -763,6 +818,8 @@ FixedSpatialMaterial::FixedSpatialMaterial() : element(this) {
 	set_subsurface_scattering(0);
 	set_refraction(0);
 	set_refraction_roughness(0);
+	set_line_width(1);
+	set_point_size(1);
 
 	detail_uv=DETAIL_UV_1;
 	blend_mode=BLEND_MODE_MIX;

+ 14 - 2
scene/resources/material.h

@@ -132,6 +132,8 @@ public:
 		FLAG_UNSHADED,
 		FLAG_ONTOP,
 		FLAG_ALBEDO_FROM_VERTEX_COLOR,
+		FLAG_SRGB_VERTEX_COLOR,
+		FLAG_USE_POINT_SIZE,
 		FLAG_MAX
 	};
 
@@ -146,12 +148,12 @@ private:
 	union MaterialKey {
 
 		struct {
-			uint32_t feature_mask : 16;
+			uint32_t feature_mask : 15;
 			uint32_t detail_uv : 1;
 			uint32_t blend_mode : 2;
 			uint32_t depth_draw_mode : 2;
 			uint32_t cull_mode : 2;
-			uint32_t flags : 3;
+			uint32_t flags : 5;
 			uint32_t detail_blend_mode : 2;
 			uint32_t diffuse_mode : 2;
 			uint32_t invalid_key : 1;
@@ -213,7 +215,9 @@ private:
 		StringName subsurface_scattering;
 		StringName refraction;
 		StringName refraction_roughness;
+		StringName point_size;
 		StringName texture_names[TEXTURE_MAX];
+
 	};
 
 	static Mutex *material_mutex;
@@ -240,6 +244,8 @@ private:
 	float subsurface_scattering;
 	float refraction;
 	float refraction_roughness;
+	float line_width;
+	float point_size;
 
 	DetailUV detail_uv;
 
@@ -306,6 +312,12 @@ public:
 	void set_refraction_roughness(float p_refraction_roughness);
 	float get_refraction_roughness() const;
 
+	void set_line_width(float p_line_width);
+	float get_line_width() const;
+
+	void set_point_size(float p_point_size);
+	float get_point_size() const;
+
 	void set_detail_uv(DetailUV p_detail_uv);
 	DetailUV get_detail_uv() const;
 

+ 4 - 5
servers/visual/rasterizer.h

@@ -54,11 +54,8 @@ public:
 	virtual void environment_set_glow(RID p_env,bool p_enable,int p_radius,float p_intensity,float p_strength,float p_bloom_treshold,VS::EnvironmentGlowBlendMode p_blend_mode)=0;
 	virtual void environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture)=0;
 
-	virtual void environment_set_tonemap(RID p_env,bool p_enable,float p_exposure,float p_white,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,VS::EnvironmentToneMapper p_tone_mapper)=0;
-	virtual void environment_set_brightness(RID p_env,bool p_enable,float p_brightness)=0;
-	virtual void environment_set_contrast(RID p_env,bool p_enable,float p_contrast)=0;
-	virtual void environment_set_saturation(RID p_env,bool p_enable,float p_saturation)=0;
-	virtual void environment_set_color_correction(RID p_env,bool p_enable,RID p_ramp)=0;
+	virtual void environment_set_tonemap(RID p_env,bool p_enable,float p_exposure,float p_white,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,float p_auto_exp_scale,VS::EnvironmentToneMapper p_tone_mapper)=0;
+	virtual void environment_set_adjustment(RID p_env,bool p_enable,float p_brightness,float p_contrast,float p_saturation,RID p_ramp)=0;
 
 	struct InstanceBase : RID_Data {
 
@@ -176,6 +173,8 @@ public:
 	virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value)=0;
 	virtual Variant material_get_param(RID p_material, const StringName& p_param) const=0;
 
+	virtual void material_set_line_width(RID p_material, float p_width)=0;
+
 	/* MESH API */
 
 	virtual RID mesh_create()=0;

+ 6 - 5
servers/visual/visual_server_raster.h

@@ -658,6 +658,10 @@ public:
 	BIND3(material_set_param,RID, const StringName&, const Variant& )
 	BIND2RC(Variant,material_get_param,RID, const StringName& )
 
+	BIND2(material_set_line_width,RID, float )
+
+
+
 	/* MESH API */
 
 	BIND0R(RID,mesh_create)
@@ -864,11 +868,8 @@ public:
 	BIND7(environment_set_glow,RID,bool ,int ,float ,float ,float ,EnvironmentGlowBlendMode )
 	BIND5(environment_set_fog,RID,bool ,float ,float ,RID )
 
-	BIND8(environment_set_tonemap,RID,bool ,float ,float ,float ,float ,float ,EnvironmentToneMapper )
-	BIND3(environment_set_brightness,RID,bool ,float )
-	BIND3(environment_set_contrast,RID,bool ,float )
-	BIND3(environment_set_saturation,RID,bool ,float )
-	BIND3(environment_set_color_correction,RID,bool ,RID )
+	BIND9(environment_set_tonemap,RID,bool ,float ,float ,float ,float ,float,float ,EnvironmentToneMapper )
+	BIND6(environment_set_adjustment,RID,bool ,float ,float ,float ,RID )
 
 
 	/* SCENARIO API */

+ 68 - 8
servers/visual/visual_server_scene.cpp

@@ -692,21 +692,81 @@ void VisualServerScene::instance_set_extra_visibility_margin( RID p_instance, re
 
 }
 
-// don't use these in a game!
-Vector<ObjectID> VisualServerScene::instances_cull_aabb(const AABB& p_aabb, RID p_scenario) const{
+Vector<ObjectID> VisualServerScene::instances_cull_aabb(const AABB& p_aabb, RID p_scenario) const {
 
-	return Vector<ObjectID>();
-}
 
-Vector<ObjectID> VisualServerScene::instances_cull_ray(const Vector3& p_from, const Vector3& p_to, RID p_scenario) const{
+	Vector<ObjectID> instances;
+	Scenario *scenario=scenario_owner.get(p_scenario);
+	ERR_FAIL_COND_V(!scenario,instances);
+
+	const_cast<VisualServerScene*>(this)->update_dirty_instances(); // check dirty instances before culling
+
+	int culled=0;
+	Instance *cull[1024];
+	culled=scenario->octree.cull_AABB(p_aabb,cull,1024);
 
-	return Vector<ObjectID>();
+	for (int i=0;i<culled;i++) {
+
+		Instance *instance=cull[i];
+		ERR_CONTINUE(!instance);
+		if (instance->object_ID==0)
+			continue;
+
+		instances.push_back(instance->object_ID);
+	}
+
+	return instances;
 }
-Vector<ObjectID> VisualServerScene::instances_cull_convex(const Vector<Plane>& p_convex, RID p_scenario) const {
+Vector<ObjectID> VisualServerScene::instances_cull_ray(const Vector3& p_from, const Vector3& p_to, RID p_scenario) const{
+
+	Vector<ObjectID> instances;
+	Scenario *scenario=scenario_owner.get(p_scenario);
+	ERR_FAIL_COND_V(!scenario,instances);
+	const_cast<VisualServerScene*>(this)->update_dirty_instances(); // check dirty instances before culling
+
+	int culled=0;
+	Instance *cull[1024];
+	culled=scenario->octree.cull_segment(p_from,p_to*10000,cull,1024);
+
+
+	for (int i=0;i<culled;i++) {
+		Instance *instance=cull[i];
+		ERR_CONTINUE(!instance);
+		if (instance->object_ID==0)
+			continue;
+
+		instances.push_back(instance->object_ID);
+	}
+
+	return instances;
 
-	return Vector<ObjectID>();
 }
+Vector<ObjectID> VisualServerScene::instances_cull_convex(const Vector<Plane>& p_convex,  RID p_scenario) const{
+
+	Vector<ObjectID> instances;
+	Scenario *scenario=scenario_owner.get(p_scenario);
+	ERR_FAIL_COND_V(!scenario,instances);
+	const_cast<VisualServerScene*>(this)->update_dirty_instances(); // check dirty instances before culling
+
+	int culled=0;
+	Instance *cull[1024];
+
+
+	culled=scenario->octree.cull_convex(p_convex,cull,1024);
 
+	for (int i=0;i<culled;i++) {
+
+		Instance *instance=cull[i];
+		ERR_CONTINUE(!instance);
+		if (instance->object_ID==0)
+			continue;
+
+		instances.push_back(instance->object_ID);
+	}
+
+	return instances;
+
+}
 
 void VisualServerScene::instance_geometry_set_flag(RID p_instance,VS::InstanceFlags p_flags,bool p_enabled){
 

+ 1 - 1
servers/visual/visual_server_scene.h

@@ -162,7 +162,7 @@ public:
 		Scenario() {  debug=VS::SCENARIO_DEBUG_DISABLED; }
 	};
 
-	RID_Owner<Scenario> scenario_owner;
+	mutable RID_Owner<Scenario> scenario_owner;
 
 	static void* _instance_pair(void *p_self, OctreeElementID, Instance *p_A,int, OctreeElementID, Instance *p_B,int);
 	static void _instance_unpair(void *p_self, OctreeElementID, Instance *p_A,int, OctreeElementID, Instance *p_B,int,void*);

+ 7 - 6
servers/visual_server.h

@@ -172,6 +172,8 @@ public:
 	virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value)=0;
 	virtual Variant material_get_param(RID p_material, const StringName& p_param) const=0;
 
+	virtual void material_set_line_width(RID p_material, float p_width)=0;
+
 	/* MESH API */
 
 	enum ArrayType {
@@ -512,15 +514,14 @@ public:
 
 	enum EnvironmentToneMapper {
 		ENV_TONE_MAPPER_LINEAR,
+		ENV_TONE_MAPPER_LOG,
 		ENV_TONE_MAPPER_REINHARDT,
-		ENV_TONE_MAPPER_FILMIC
+		ENV_TONE_MAPPER_FILMIC,
+		ENV_TONE_MAPPER_ACES_FILMIC
 	};
 
-	virtual void environment_set_tonemap(RID p_env,bool p_enable,float p_exposure,float p_white,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,EnvironmentToneMapper p_tone_mapper)=0;
-	virtual void environment_set_brightness(RID p_env,bool p_enable,float p_brightness)=0;
-	virtual void environment_set_contrast(RID p_env,bool p_enable,float p_contrast)=0;
-	virtual void environment_set_saturation(RID p_env,bool p_enable,float p_saturation)=0;
-	virtual void environment_set_color_correction(RID p_env,bool p_enable,RID p_ramp)=0;
+	virtual void environment_set_tonemap(RID p_env,bool p_enable,float p_exposure,float p_white,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,float p_auto_exp_scale,EnvironmentToneMapper p_tone_mapper)=0;
+	virtual void environment_set_adjustment(RID p_env,bool p_enable,float p_brightness,float p_contrast,float p_saturation,RID p_ramp)=0;
 
 
 	/* SCENARIO API */

+ 1 - 1
tools/editor/editor_node.cpp

@@ -4144,7 +4144,7 @@ void EditorNode::register_editor_types() {
 	ObjectTypeDB::register_type<EditorFileDialog>();
 	//ObjectTypeDB::register_type<EditorImportExport>();
 	ObjectTypeDB::register_type<EditorSettings>();
-//	ObjectTypeDB::register_type<EditorSpatialGizmo>();
+	ObjectTypeDB::register_type<EditorSpatialGizmo>();
 	ObjectTypeDB::register_type<EditorResourcePreview>();
 	ObjectTypeDB::register_type<EditorResourcePreviewGenerator>();
 	ObjectTypeDB::register_type<EditorFileSystem>();

+ 6 - 3
tools/editor/plugins/spatial_editor_plugin.cpp

@@ -2553,6 +2553,7 @@ void SpatialEditor::_generate_selection_box() {
 	mat->set_albedo(Color(1,1,1));
 	mat->set_feature(FixedSpatialMaterial::FEATURE_TRANSPARENT,true);
 	mat->set_flag(FixedSpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR,true);
+	mat->set_flag(FixedSpatialMaterial::FLAG_SRGB_VERTEX_COLOR,true);
 	st->set_material(mat);
 	selection_box = st->commit();
 }
@@ -3143,6 +3144,8 @@ void SpatialEditor::_init_indicators() {
 		indicator_mat->set_flag(FixedSpatialMaterial::FLAG_UNSHADED,true);
 		indicator_mat->set_flag(FixedSpatialMaterial::FLAG_ONTOP,true);
 		indicator_mat->set_flag(FixedSpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR,true);
+		indicator_mat->set_flag(FixedSpatialMaterial::FLAG_SRGB_VERTEX_COLOR,true);
+
 		indicator_mat->set_feature(FixedSpatialMaterial::FEATURE_TRANSPARENT,true);
 
 		DVector<Color> grid_colors[3];
@@ -3543,7 +3546,7 @@ void SpatialEditor::_notification(int p_what) {
 
 	if (p_what==NOTIFICATION_ENTER_TREE) {
 
-		//gizmos = memnew( SpatialEditorGizmos );
+		gizmos = memnew( SpatialEditorGizmos );
 		_init_indicators();
 		_update_default_light_angle();
 	}
@@ -3551,7 +3554,7 @@ void SpatialEditor::_notification(int p_what) {
 	if (p_what==NOTIFICATION_EXIT_TREE) {
 
 		_finish_indicators();
-//		memdelete( gizmos );
+		memdelete( gizmos );
 
 	}
 }
@@ -3597,7 +3600,7 @@ void SpatialEditor::_request_gizmo(Object* p_obj) {
 		}
 
 		if (!seg.is_valid()) {
-		//	seg = gizmos->get_gizmo(sp);
+			seg = gizmos->get_gizmo(sp);
 		}
 
 		if (seg.is_valid()) {

+ 1 - 1
tools/editor/plugins/spatial_editor_plugin.h

@@ -467,7 +467,7 @@ private:
 	static SpatialEditor *singleton;
 
 	void _node_removed(Node* p_node);
-	//SpatialEditorGizmos *gizmos;
+	SpatialEditorGizmos *gizmos;
 	SpatialEditor();
 
 	void _update_ambient_light_color(const Color& p_color);

+ 89 - 84
tools/editor/spatial_editor_gizmos.cpp

@@ -41,7 +41,7 @@
 // Keep small children away from this file.
 // It's so ugly it will eat them alive
 
-#if 0
+
 
 #define HANDLE_HALF_SIZE 0.05
 
@@ -84,7 +84,6 @@ void EditorSpatialGizmo::Instance::create_instance(Spatial *p_base) {
 	if (extra_margin)
 		VS::get_singleton()->instance_set_extra_visibility_margin(instance,1);
 	VS::get_singleton()->instance_geometry_set_cast_shadows_setting(instance,VS::SHADOW_CASTING_SETTING_OFF);
-	VS::get_singleton()->instance_geometry_set_flag(instance,VS::INSTANCE_FLAG_RECEIVE_SHADOWS,false);
 	VS::get_singleton()->instance_set_layer_mask(instance,1<<SpatialEditorViewport::GIZMO_EDIT_LAYER); //gizmos are 26
 }
 
@@ -669,9 +668,9 @@ String LightSpatialGizmo::get_handle_name(int p_idx) const {
 Variant LightSpatialGizmo::get_handle_value(int p_idx) const{
 
 	if (p_idx==0)
-		return light->get_parameter(Light::PARAM_RADIUS);
+		return light->get_param(Light::PARAM_RANGE);
 	if (p_idx==1)
-		return light->get_parameter(Light::PARAM_SPOT_ANGLE);
+		return light->get_param(Light::PARAM_SPOT_ANGLE);
 
 	return Variant();
 }
@@ -729,7 +728,7 @@ void LightSpatialGizmo::set_handle(int p_idx,Camera *p_camera, const Point2& p_p
 			if (d<0)
 				d=0;
 
-			light->set_parameter(Light::PARAM_RADIUS,d);
+			light->set_param(Light::PARAM_RANGE,d);
 		} else if (light->cast_to<OmniLight>()) {
 
 			Plane cp=Plane( gt.origin, p_camera->get_transform().basis.get_axis(2));
@@ -738,15 +737,15 @@ void LightSpatialGizmo::set_handle(int p_idx,Camera *p_camera, const Point2& p_p
 			if (cp.intersects_ray(ray_from,ray_dir,&inters)) {
 
 				float r = inters.distance_to(gt.origin);
-				light->set_parameter(Light::PARAM_RADIUS,r);
+				light->set_param(Light::PARAM_RANGE,r);
 			}
 
 		}
 
 	} else if (p_idx==1) {
 
-		float a = _find_closest_angle_to_half_pi_arc(s[0],s[1],light->get_parameter(Light::PARAM_RADIUS),gt);
-		light->set_parameter(Light::PARAM_SPOT_ANGLE,CLAMP(a,0.01,89.99));
+		float a = _find_closest_angle_to_half_pi_arc(s[0],s[1],light->get_param(Light::PARAM_RANGE),gt);
+		light->set_param(Light::PARAM_SPOT_ANGLE,CLAMP(a,0.01,89.99));
 	}
 }
 
@@ -754,21 +753,21 @@ void LightSpatialGizmo::commit_handle(int p_idx,const Variant& p_restore,bool p_
 
 	if (p_cancel) {
 
-		light->set_parameter(p_idx==0?Light::PARAM_RADIUS:Light::PARAM_SPOT_ANGLE,p_restore);
+		light->set_param(p_idx==0?Light::PARAM_RANGE:Light::PARAM_SPOT_ANGLE,p_restore);
 
 	} else if (p_idx==0) {
 
 		UndoRedo *ur = SpatialEditor::get_singleton()->get_undo_redo();
 		ur->create_action(TTR("Change Light Radius"));
-		ur->add_do_method(light,"set_parameter",Light::PARAM_RADIUS,light->get_parameter(Light::PARAM_RADIUS));
-		ur->add_undo_method(light,"set_parameter",Light::PARAM_RADIUS,p_restore);
+		ur->add_do_method(light,"set_param",Light::PARAM_RANGE,light->get_param(Light::PARAM_RANGE));
+		ur->add_undo_method(light,"set_param",Light::PARAM_RANGE,p_restore);
 		ur->commit_action();
 	} else if (p_idx==1) {
 
 		UndoRedo *ur = SpatialEditor::get_singleton()->get_undo_redo();
 		ur->create_action(TTR("Change Light Radius"));
-		ur->add_do_method(light,"set_parameter",Light::PARAM_SPOT_ANGLE,light->get_parameter(Light::PARAM_SPOT_ANGLE));
-		ur->add_undo_method(light,"set_parameter",Light::PARAM_SPOT_ANGLE,p_restore);
+		ur->add_do_method(light,"set_param",Light::PARAM_SPOT_ANGLE,light->get_param(Light::PARAM_SPOT_ANGLE));
+		ur->add_undo_method(light,"set_param",Light::PARAM_SPOT_ANGLE,p_restore);
 		ur->commit_action();
 
 	}
@@ -831,7 +830,7 @@ void LightSpatialGizmo::redraw() {
 
 		OmniLight *on = light->cast_to<OmniLight>();
 
-		float r = on->get_parameter(Light::PARAM_RADIUS);
+		float r = on->get_param(Light::PARAM_RANGE);
 
 		Vector<Vector3> points;
 
@@ -871,9 +870,9 @@ void LightSpatialGizmo::redraw() {
 		Vector<Vector3> points;
 		SpotLight *on = light->cast_to<SpotLight>();
 
-		float r = on->get_parameter(Light::PARAM_RADIUS);
-		float w = r*Math::sin(Math::deg2rad(on->get_parameter(Light::PARAM_SPOT_ANGLE)));
-		float d = r*Math::cos(Math::deg2rad(on->get_parameter(Light::PARAM_SPOT_ANGLE)));
+		float r = on->get_param(Light::PARAM_RANGE);
+		float w = r*Math::sin(Math::deg2rad(on->get_param(Light::PARAM_SPOT_ANGLE)));
+		float d = r*Math::cos(Math::deg2rad(on->get_param(Light::PARAM_SPOT_ANGLE)));
 
 
 
@@ -1543,7 +1542,7 @@ void RayCastSpatialGizmo::redraw() {
 
 }
 
-RayCastSpatialGizmo::RayCastSpatialGizmo(RayCast* p_raycast){
+RayCastSpatialGizmo::RayCastSpatialGizmo(RayCast* p_raycast) {
 
 	set_spatial_node(p_raycast);
 	raycast=p_raycast;
@@ -2979,11 +2978,12 @@ Ref<SpatialEditorGizmo> SpatialEditorGizmos::get_gizmo(Spatial *p_spatial) {
 Ref<FixedSpatialMaterial> SpatialEditorGizmos::create_line_material(const Color& p_base_color) {
 
 	Ref<FixedSpatialMaterial> line_material = Ref<FixedSpatialMaterial>( memnew( FixedSpatialMaterial ));
-	line_material->set_flag(Material::FLAG_UNSHADED, true);
+	line_material->set_flag(FixedSpatialMaterial::FLAG_UNSHADED, true);
 	line_material->set_line_width(3.0);
-	line_material->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA, true);
-	line_material->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_COLOR_ARRAY, true);
-	line_material->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE,p_base_color);
+	line_material->set_feature(FixedSpatialMaterial::FEATURE_TRANSPARENT, true);
+	line_material->set_flag(FixedSpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+	line_material->set_flag(FixedSpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
+	line_material->set_albedo(p_base_color);
 
 	return line_material;
 
@@ -2992,9 +2992,9 @@ Ref<FixedSpatialMaterial> SpatialEditorGizmos::create_line_material(const Color&
 Ref<FixedSpatialMaterial> SpatialEditorGizmos::create_solid_material(const Color& p_base_color) {
 
 	Ref<FixedSpatialMaterial> line_material = Ref<FixedSpatialMaterial>( memnew( FixedSpatialMaterial ));
-	line_material->set_flag(Material::FLAG_UNSHADED, true);
-	line_material->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA, true);
-	line_material->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE,p_base_color);
+	line_material->set_flag(FixedSpatialMaterial::FLAG_UNSHADED, true);
+	line_material->set_feature(FixedSpatialMaterial::FEATURE_TRANSPARENT, true);
+	line_material->set_albedo(p_base_color);
 
 	return line_material;
 
@@ -3005,56 +3005,59 @@ SpatialEditorGizmos::SpatialEditorGizmos() {
 	singleton=this;
 
 	handle_material = Ref<FixedSpatialMaterial>( memnew( FixedSpatialMaterial ));
-	handle_material->set_flag(Material::FLAG_UNSHADED, true);
-	handle_material->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE,Color(0.8,0.8,0.8));
+	handle_material->set_flag(FixedSpatialMaterial::FLAG_UNSHADED, true);
+	handle_material->set_albedo(Color(0.8,0.8,0.8));
 
 	handle2_material = Ref<FixedSpatialMaterial>( memnew( FixedSpatialMaterial ));
-	handle2_material->set_flag(Material::FLAG_UNSHADED, true);
-	handle2_material->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_POINT_SIZE, true);
+	handle2_material->set_flag(FixedSpatialMaterial::FLAG_UNSHADED, true);
+	handle2_material->set_flag(FixedSpatialMaterial::FLAG_USE_POINT_SIZE, true);
 	handle_t = SpatialEditor::get_singleton()->get_icon("Editor3DHandle","EditorIcons");
 	handle2_material->set_point_size(handle_t->get_width());
-	handle2_material->set_texture(FixedSpatialMaterial::PARAM_DIFFUSE,handle_t);
-	handle2_material->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE,Color(1,1,1));
-	handle2_material->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA, true);
-	handle2_material->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_COLOR_ARRAY, true);
+	handle2_material->set_texture(FixedSpatialMaterial::TEXTURE_ALBEDO,handle_t);
+	handle2_material->set_albedo(Color(1,1,1));
+	handle2_material->set_feature(FixedSpatialMaterial::FEATURE_TRANSPARENT, true);
+	handle2_material->set_flag(FixedSpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+	handle2_material->set_flag(FixedSpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
 
 	light_material = create_line_material(Color(1,1,0.2));
 
 	light_material_omni_icon = Ref<FixedSpatialMaterial>( memnew( FixedSpatialMaterial ));
-	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_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
-	light_material_omni_icon->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA, true);
-	light_material_omni_icon->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE,Color(1,1,1,0.9));
-	light_material_omni_icon->set_texture(FixedSpatialMaterial::PARAM_DIFFUSE,SpatialEditor::get_singleton()->get_icon("GizmoLight","EditorIcons"));
+	light_material_omni_icon->set_flag(FixedSpatialMaterial::FLAG_UNSHADED, true);
+	light_material_omni_icon->set_cull_mode(FixedSpatialMaterial::CULL_DISABLED);
+	light_material_omni_icon->set_depth_draw_mode(FixedSpatialMaterial::DEPTH_DRAW_DISABLED);
+	light_material_omni_icon->set_feature(FixedSpatialMaterial::FEATURE_TRANSPARENT, true);
+	light_material_omni_icon->set_albedo(Color(1,1,1,0.9));
+	light_material_omni_icon->set_texture(FixedSpatialMaterial::TEXTURE_ALBEDO,SpatialEditor::get_singleton()->get_icon("GizmoLight","EditorIcons"));
 
 
 	light_material_directional_icon = Ref<FixedSpatialMaterial>( memnew( FixedSpatialMaterial ));
-	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_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
-	light_material_directional_icon->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA, true);
-	light_material_directional_icon->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE,Color(1,1,1,0.9));
-	light_material_directional_icon->set_texture(FixedSpatialMaterial::PARAM_DIFFUSE,SpatialEditor::get_singleton()->get_icon("GizmoDirectionalLight","EditorIcons"));
+	light_material_directional_icon->set_flag(FixedSpatialMaterial::FLAG_UNSHADED, true);
+	light_material_directional_icon->set_cull_mode(FixedSpatialMaterial::CULL_DISABLED);
+	light_material_directional_icon->set_depth_draw_mode(FixedSpatialMaterial::DEPTH_DRAW_DISABLED);
+	light_material_directional_icon->set_feature(FixedSpatialMaterial::FEATURE_TRANSPARENT, true);
+	light_material_directional_icon->set_albedo(Color(1,1,1,0.9));
+	light_material_directional_icon->set_texture(FixedSpatialMaterial::TEXTURE_ALBEDO,SpatialEditor::get_singleton()->get_icon("GizmoDirectionalLight","EditorIcons"));
 
 	camera_material = create_line_material(Color(1.0,0.5,1.0));
 
 
 	navmesh_edge_material = create_line_material(Color(0.1,0.8,1.0));
 	navmesh_solid_material = create_solid_material(Color(0.1,0.8,1.0,0.4));
-	navmesh_edge_material->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_COLOR_ARRAY, false);
-	navmesh_solid_material->set_flag(Material::FLAG_DOUBLE_SIDED,true);
+	navmesh_edge_material->set_flag(FixedSpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, false);
+	navmesh_edge_material->set_flag(FixedSpatialMaterial::FLAG_SRGB_VERTEX_COLOR, false);
+	navmesh_solid_material->set_cull_mode(FixedSpatialMaterial::CULL_DISABLED);
 
 	navmesh_edge_material_disabled = create_line_material(Color(1.0,0.8,0.1));
 	navmesh_solid_material_disabled = create_solid_material(Color(1.0,0.8,0.1,0.4));
-	navmesh_edge_material_disabled->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_COLOR_ARRAY, false);
-	navmesh_solid_material_disabled->set_flag(Material::FLAG_DOUBLE_SIDED,true);
+	navmesh_edge_material_disabled->set_flag(FixedSpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, false);
+	navmesh_edge_material_disabled->set_flag(FixedSpatialMaterial::FLAG_SRGB_VERTEX_COLOR, false);
+	navmesh_solid_material_disabled->set_cull_mode(FixedSpatialMaterial::CULL_DISABLED);
 
 	skeleton_material = create_line_material(Color(0.6,1.0,0.3));
-	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_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
+	skeleton_material->set_cull_mode(FixedSpatialMaterial::CULL_DISABLED);
+	skeleton_material->set_flag(FixedSpatialMaterial::FLAG_UNSHADED,true);
+	skeleton_material->set_flag(FixedSpatialMaterial::FLAG_ONTOP,true);
+	skeleton_material->set_depth_draw_mode(FixedSpatialMaterial::DEPTH_DRAW_DISABLED);
 
 	//position 3D Shared mesh
 
@@ -3078,9 +3081,10 @@ SpatialEditorGizmos::SpatialEditorGizmos() {
 		cursor_colors.push_back(Color(0.5,0.5,1,0.7));
 
 		Ref<FixedSpatialMaterial> mat = memnew( FixedSpatialMaterial );
-		mat->set_flag(Material::FLAG_UNSHADED,true);
-		mat->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_COLOR_ARRAY,true);
-		mat->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA,true);
+		mat->set_flag(FixedSpatialMaterial::FLAG_UNSHADED,true);
+		mat->set_flag(FixedSpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR,true);
+		mat->set_flag(FixedSpatialMaterial::FLAG_SRGB_VERTEX_COLOR,true);
+		mat->set_feature(FixedSpatialMaterial::FEATURE_TRANSPARENT,true);
 		mat->set_line_width(3);
 		Array d;
 		d.resize(VS::ARRAY_MAX);
@@ -3101,9 +3105,10 @@ SpatialEditorGizmos::SpatialEditorGizmos() {
 		cursor_colors.push_back(Color(0.5, 0.5, 0.5, 0.7));
 
 		Ref<FixedSpatialMaterial> mat = memnew(FixedSpatialMaterial);
-		mat->set_flag(Material::FLAG_UNSHADED, true);
-		mat->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_COLOR_ARRAY, true);
-		mat->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA, true);
+		mat->set_flag(FixedSpatialMaterial::FLAG_UNSHADED, true);
+		mat->set_flag(FixedSpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+		mat->set_flag(FixedSpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
+		mat->set_feature(FixedSpatialMaterial::FEATURE_TRANSPARENT, true);
 		mat->set_line_width(3);
 		Array d;
 		d.resize(VS::ARRAY_MAX);
@@ -3115,12 +3120,12 @@ SpatialEditorGizmos::SpatialEditorGizmos() {
 
 
 	sample_player_icon = Ref<FixedSpatialMaterial>( memnew( FixedSpatialMaterial ));
-	sample_player_icon->set_flag(Material::FLAG_UNSHADED, true);
-	sample_player_icon->set_flag(Material::FLAG_DOUBLE_SIDED, true);
-	sample_player_icon->set_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
-	sample_player_icon->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA, true);
-	sample_player_icon->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE,Color(1,1,1,0.9));
-	sample_player_icon->set_texture(FixedSpatialMaterial::PARAM_DIFFUSE,SpatialEditor::get_singleton()->get_icon("GizmoSpatialSamplePlayer","EditorIcons"));
+	sample_player_icon->set_flag(FixedSpatialMaterial::FLAG_UNSHADED, true);
+	sample_player_icon->set_cull_mode(FixedSpatialMaterial::CULL_DISABLED);
+	sample_player_icon->set_depth_draw_mode(FixedSpatialMaterial::DEPTH_DRAW_DISABLED);
+	sample_player_icon->set_feature(FixedSpatialMaterial::FEATURE_TRANSPARENT, true);
+	sample_player_icon->set_albedo(Color(1,1,1,0.9));
+	sample_player_icon->set_texture(FixedSpatialMaterial::TEXTURE_ALBEDO,SpatialEditor::get_singleton()->get_icon("GizmoSpatialSamplePlayer","EditorIcons"));
 
 	room_material = create_line_material(Color(1.0,0.6,0.9));
 	portal_material = create_line_material(Color(1.0,0.8,0.6));
@@ -3130,28 +3135,28 @@ SpatialEditorGizmos::SpatialEditorGizmos() {
 	joint_material = create_line_material(Color(0.6,0.8,1.0));
 
 	stream_player_icon = Ref<FixedSpatialMaterial>( memnew( FixedSpatialMaterial ));
-	stream_player_icon->set_flag(Material::FLAG_UNSHADED, true);
-	stream_player_icon->set_flag(Material::FLAG_DOUBLE_SIDED, true);
-	stream_player_icon->set_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
-	stream_player_icon->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA, true);
-	stream_player_icon->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE,Color(1,1,1,0.9));
-	stream_player_icon->set_texture(FixedSpatialMaterial::PARAM_DIFFUSE,SpatialEditor::get_singleton()->get_icon("GizmoSpatialStreamPlayer","EditorIcons"));
+	stream_player_icon->set_flag(FixedSpatialMaterial::FLAG_UNSHADED, true);
+	stream_player_icon->set_cull_mode(FixedSpatialMaterial::CULL_DISABLED);
+	stream_player_icon->set_depth_draw_mode(FixedSpatialMaterial::DEPTH_DRAW_DISABLED);
+	stream_player_icon->set_feature(FixedSpatialMaterial::FEATURE_TRANSPARENT, true);
+	stream_player_icon->set_albedo(Color(1,1,1,0.9));
+	stream_player_icon->set_texture(FixedSpatialMaterial::TEXTURE_ALBEDO,SpatialEditor::get_singleton()->get_icon("GizmoSpatialStreamPlayer","EditorIcons"));
 
 	visibility_notifier_icon = Ref<FixedSpatialMaterial>( memnew( FixedSpatialMaterial ));
-	visibility_notifier_icon->set_flag(Material::FLAG_UNSHADED, true);
-	visibility_notifier_icon->set_flag(Material::FLAG_DOUBLE_SIDED, true);
-	visibility_notifier_icon->set_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
-	visibility_notifier_icon->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA, true);
-	visibility_notifier_icon->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE,Color(1,1,1,0.9));
-	visibility_notifier_icon->set_texture(FixedSpatialMaterial::PARAM_DIFFUSE,SpatialEditor::get_singleton()->get_icon("Visible","EditorIcons"));
+	visibility_notifier_icon->set_flag(FixedSpatialMaterial::FLAG_UNSHADED, true);
+	visibility_notifier_icon->set_cull_mode(FixedSpatialMaterial::CULL_DISABLED);
+	visibility_notifier_icon->set_depth_draw_mode(FixedSpatialMaterial::DEPTH_DRAW_DISABLED);
+	visibility_notifier_icon->set_feature(FixedSpatialMaterial::FEATURE_TRANSPARENT, true);
+	visibility_notifier_icon->set_albedo(Color(1,1,1,0.9));
+	visibility_notifier_icon->set_texture(FixedSpatialMaterial::TEXTURE_ALBEDO,SpatialEditor::get_singleton()->get_icon("Visible","EditorIcons"));
 
 	listener_icon = Ref<FixedSpatialMaterial>(memnew(FixedSpatialMaterial));
-	listener_icon->set_flag(Material::FLAG_UNSHADED, true);
-	listener_icon->set_flag(Material::FLAG_DOUBLE_SIDED, true);
-	listener_icon->set_depth_draw_mode(Material::DEPTH_DRAW_NEVER);
-	listener_icon->set_fixed_flag(FixedSpatialMaterial::FLAG_USE_ALPHA, true);
-	listener_icon->set_parameter(FixedSpatialMaterial::PARAM_DIFFUSE, Color(1, 1, 1, 0.9));
-	listener_icon->set_texture(FixedSpatialMaterial::PARAM_DIFFUSE, SpatialEditor::get_singleton()->get_icon("GizmoListener", "EditorIcons"));
+	listener_icon->set_flag(FixedSpatialMaterial::FLAG_UNSHADED, true);
+	listener_icon->set_cull_mode(FixedSpatialMaterial::CULL_DISABLED);
+	listener_icon->set_depth_draw_mode(FixedSpatialMaterial::DEPTH_DRAW_DISABLED);
+	listener_icon->set_feature(FixedSpatialMaterial::FEATURE_TRANSPARENT, true);
+	listener_icon->set_albedo( Color(1, 1, 1, 0.9));
+	listener_icon->set_texture(FixedSpatialMaterial::TEXTURE_ALBEDO, SpatialEditor::get_singleton()->get_icon("GizmoListener", "EditorIcons"));
 
 	{
 
@@ -3200,4 +3205,4 @@ SpatialEditorGizmos::SpatialEditorGizmos() {
 
 
 }
-#endif
+

+ 1 - 2
tools/editor/spatial_editor_gizmos.h

@@ -52,7 +52,7 @@
 
 
 class Camera;
-#if 0
+
 class EditorSpatialGizmo  : public SpatialEditorGizmo {
 
 	OBJ_TYPE(EditorSpatialGizmo,SpatialGizmo);
@@ -505,5 +505,4 @@ public:
 
 	SpatialEditorGizmos();
 };
-#endif
 #endif // SPATIAL_EDITOR_GIZMOS_H