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authorJuan Linietsky <reduzio@gmail.com>2014-05-29 10:56:39 -0300
committerJuan Linietsky <reduzio@gmail.com>2014-05-29 10:56:39 -0300
commit6f0b4678e26c04abfc88c0226c803e78a108de98 (patch)
tree51b99b2ece75e5782c0b14c97bb6913c48e7f363 /servers/visual_server.cpp
parentd9adf2627a70ab37408aca9ae4140c6280dfe6df (diff)
downloadredot-engine-6f0b4678e26c04abfc88c0226c803e78a108de98.tar.gz
More 3D Improvements
-=-=-=-=-=-=-=-=-=-= -Sprite3D and AnimatedSprite3D support. -Opaque pre-pass works, is compatible with shadows -Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc) -Added option to use alpha discard in FixedMaterial -Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale -Ability for Background (image or cubemap) to send to glow buffer -Dumb Deploy of clients now actually works in Android -Many Many rendering fixes, 3D is much more usable now.
Diffstat (limited to 'servers/visual_server.cpp')
-rw-r--r--servers/visual_server.cpp49
1 files changed, 49 insertions, 0 deletions
diff --git a/servers/visual_server.cpp b/servers/visual_server.cpp
index a45e2c8eaf..08cc57e307 100644
--- a/servers/visual_server.cpp
+++ b/servers/visual_server.cpp
@@ -274,6 +274,55 @@ RID VisualServer::make_sphere_mesh(int p_lats,int p_lons,float p_radius) {
return mesh;
}
+
+RID VisualServer::material_2d_get(bool p_shaded, bool p_transparent, bool p_cut_alpha, bool p_opaque_prepass) {
+
+ int version=0;
+ if (p_shaded)
+ version=1;
+ if (p_transparent)
+ version|=2;
+ if (p_cut_alpha)
+ version|=4;
+ if (p_opaque_prepass)
+ version|=8;
+ if (material_2d[version].is_valid())
+ return material_2d[version];
+
+ //not valid, make
+
+ material_2d[version]=fixed_material_create();
+ fixed_material_set_flag(material_2d[version],FIXED_MATERIAL_FLAG_USE_ALPHA,p_transparent);
+ fixed_material_set_flag(material_2d[version],FIXED_MATERIAL_FLAG_USE_COLOR_ARRAY,true);
+ fixed_material_set_flag(material_2d[version],FIXED_MATERIAL_FLAG_DISCARD_ALPHA,p_cut_alpha);
+ material_set_flag(material_2d[version],MATERIAL_FLAG_UNSHADED,!p_shaded);
+ material_set_flag(material_2d[version],MATERIAL_FLAG_DOUBLE_SIDED,true);
+ material_set_hint(material_2d[version],MATERIAL_HINT_OPAQUE_PRE_PASS,p_opaque_prepass);
+ fixed_material_set_texture(material_2d[version],FIXED_MATERIAL_PARAM_DIFFUSE,get_white_texture());
+ //material cut alpha?
+ return material_2d[version];
+}
+
+RID VisualServer::get_white_texture() {
+
+ if (white_texture.is_valid())
+ return white_texture;
+
+ DVector<uint8_t> wt;
+ wt.resize(16*3);
+ {
+ DVector<uint8_t>::Write w =wt.write();
+ for(int i=0;i<16*3;i++)
+ w[i]=255;
+ }
+ Image white(4,4,0,Image::FORMAT_RGB,wt);
+ white_texture=texture_create();
+ texture_allocate(white_texture,4,4,Image::FORMAT_RGB);
+ texture_set_data(white_texture,white);
+ return white_texture;
+
+}
+
void VisualServer::_bind_methods() {