Visual Shader Editing for 2D

Editing 2D shaders with visual editor seems to work now.
This commit is contained in:
Juan Linietsky
2015-01-20 20:25:19 -03:00
parent 79af805710
commit 11c1756257
12 changed files with 137 additions and 29 deletions
+32 -14
View File
@@ -4588,6 +4588,9 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
enablers.push_back("#define USE_TEXPIXEL_SIZE\n");
}
if (fragment_flags.uses_worldvec) {
enablers.push_back("#define USE_WORLD_VEC\n");
}
canvas_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, light_code, fragment_globals,uniform_names,enablers);
//postprocess_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, fragment_globals,uniform_names);
@@ -8362,24 +8365,39 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) {
int idx=0;
for(Map<StringName,ShaderLanguage::Uniform>::Element *E=shader->uniforms.front();E;E=E->next()) {
Map<StringName,Variant>::Element *F=shader_owner->shader_param.find(E->key());
Variant &v=F?F->get():E->get().default_value;
if (v.get_type()==Variant::_RID || v.get_type()==Variant::OBJECT) {
int loc = canvas_shader.get_custom_uniform_location(idx); //should be automatic..
glActiveTexture(GL_TEXTURE0+tex_id);
RID tex = v;
Texture *t=texture_owner.get(tex);
if (!t)
glBindTexture(GL_TEXTURE_2D,white_tex);
else
glBindTexture(t->target,t->tex_id);
if ((E->get().type==ShaderLanguage::TYPE_TEXTURE || E->get().type==ShaderLanguage::TYPE_CUBEMAP)) {
glUniform1i(loc,tex_id);
tex_id++;
RID rid;
if (F) {
rid=F->get();
}
if (!rid.is_valid()) {
Map<StringName,RID>::Element *DT=shader->default_textures.find(E->key());
if (DT) {
rid=DT->get();
}
}
if (rid.is_valid()) {
int loc = canvas_shader.get_custom_uniform_location(idx); //should be automatic..
glActiveTexture(GL_TEXTURE0+tex_id);
Texture *t=texture_owner.get(rid);
if (!t)
glBindTexture(GL_TEXTURE_2D,white_tex);
else
glBindTexture(t->target,t->tex_id);
glUniform1i(loc,tex_id);
tex_id++;
}
} else {
Variant &v=F?F->get():E->get().default_value;
canvas_shader.set_custom_uniform(idx,v);
}
@@ -8403,7 +8421,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) {
#endif
glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height);
if (current_clip) {
print_line(" a clip ");
// print_line(" a clip ");
}
canvas_texscreen_used=true;
+7
View File
@@ -239,6 +239,9 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
if (vnode->name==vname_normal) {
uses_normal=true;
}
if (vnode->name==vname_world_vec) {
uses_worldvec=true;
}
if (vnode->name==vname_screen_uv) {
uses_screen_uv=true;
@@ -599,6 +602,7 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT
uses_normalmap=false;
uses_normal=false;
uses_texpixel_size=false;
uses_worldvec=false;
vertex_code_writes_vertex=false;
uniforms=r_uniforms;
flags=&r_flags;
@@ -634,6 +638,7 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT
r_flags.uses_normalmap=uses_normalmap;
r_flags.uses_normal=uses_normalmap;
r_flags.uses_texpixel_size=uses_texpixel_size;
r_flags.uses_worldvec=uses_worldvec;
r_code_line=code;
r_globals_line=global_code;
@@ -774,6 +779,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
mode_replace_table[3]["SRC_VERTEX"]="src_vtx";
mode_replace_table[3]["VERTEX"]="outvec.xy";
mode_replace_table[3]["WORLD_VERTEX"]="outvec.xy";
mode_replace_table[3]["UV"]="uv_interp";
mode_replace_table[3]["COLOR"]="color_interp";
mode_replace_table[3]["VAR1"]="var1_interp";
@@ -830,5 +836,6 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
vname_normalmap="NORMALMAP";
vname_normal="NORMAL";
vname_texpixel_size="TEXTURE_PIXEL_SIZE";
vname_world_vec="WORLD_VERTEX";
}
+3
View File
@@ -53,6 +53,7 @@ private:
bool uses_normalmap;
bool uses_normal;
bool uses_texpixel_size;
bool uses_worldvec;
bool vertex_code_writes_vertex;
Flags *flags;
@@ -72,6 +73,7 @@ private:
StringName vname_normalmap;
StringName vname_normal;
StringName vname_texpixel_size;
StringName vname_world_vec;
Map<StringName,ShaderLanguage::Uniform> *uniforms;
@@ -107,6 +109,7 @@ public:
bool uses_time;
bool uses_normal;
bool uses_texpixel_size;
bool uses_worldvec;
};
Error compile(const String& p_code, ShaderLanguage::ShaderType p_type, String& r_code_line, String& r_globals_line, Flags& r_flags, Map<StringName,ShaderLanguage::Uniform> *r_uniforms=NULL);
+5 -3
View File
@@ -52,8 +52,10 @@ void main() {
VERTEX_SHADER_CODE
}
#if !defined(USE_WORLD_VEC)
outvec = extra_matrix * outvec;
outvec = modelview_matrix * outvec;
#endif
#ifdef USE_PIXEL_SNAP
@@ -61,15 +63,15 @@ VERTEX_SHADER_CODE
#endif
gl_Position = projection_matrix * outvec;
#ifdef USE_LIGHTING
light_tex_pos.xy = light_matrix * outvec;
light_tex_pos.xy = light_matrix * gl_Position;
light_tex_pos.zw=outvec.xy - light_matrix[4].xy; //likely wrong
#endif
gl_Position = projection_matrix * outvec;
}
[fragment]