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| author | Ferenc Arn | 2017-10-21 19:35:54 -0400 |
|---|---|---|
| committer | Ferenc Arn | 2017-10-21 19:35:54 -0400 |
| commit | cb0bf1edeae4687c0778f4eb80824f92a7955901 (patch) | |
| tree | f745dc0228b61201bbd9750a2eee16cea6ce3abc | |
| parent | 50306041e5be9859bd448fe80a52be45694b6688 (diff) | |
| download | godot-cb0bf1edeae4687c0778f4eb80824f92a7955901.tar.gz godot-cb0bf1edeae4687c0778f4eb80824f92a7955901.tar.zst godot-cb0bf1edeae4687c0778f4eb80824f92a7955901.zip | |
Rename Schlick GGX to GGX.
Schlick's approximation and GGX are orthogonal concepts.
Furthermore, it's usage so far has been inconsistent: we don't even use it with anisotropic SchlickGGX, and Burley (Disney) diffuse does use it while its name doesn't indicate it.
The use of Schlick's approximation in Burley and GGX is an implementation detail and doesn't need to be reflected to the namig.
| -rw-r--r-- | doc/classes/SpatialMaterial.xml | 2 | ||||
| -rw-r--r-- | drivers/gles3/shader_compiler_gles3.cpp | 2 | ||||
| -rw-r--r-- | drivers/gles3/shaders/scene.glsl | 6 | ||||
| -rw-r--r-- | scene/resources/material.cpp | 8 | ||||
| -rw-r--r-- | scene/resources/material.h | 2 | ||||
| -rw-r--r-- | servers/visual/shader_types.cpp | 2 |
6 files changed, 11 insertions, 11 deletions
diff --git a/doc/classes/SpatialMaterial.xml b/doc/classes/SpatialMaterial.xml index db4787505..da89c37ff 100644 --- a/doc/classes/SpatialMaterial.xml +++ b/doc/classes/SpatialMaterial.xml @@ -1085,7 +1085,7 @@ </constant> <constant name="DIFFUSE_TOON" value="4"> </constant> - <constant name="SPECULAR_SCHLICK_GGX" value="0"> + <constant name="SPECULAR_GGX" value="0"> </constant> <constant name="SPECULAR_BLINN" value="1"> </constant> diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index 5fe7b53a7..6c0e4f74f 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -838,7 +838,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n"; actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n"; - actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n"; + actions[VS::SHADER_SPATIAL].render_mode_defines["specular_ggx"] = "#define SPECULAR_GGX\n"; actions[VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n"; actions[VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n"; actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n"; diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 0b5b9d1d2..9619dadbd 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -1065,7 +1065,7 @@ LIGHT_SHADER_CODE #elif defined(SPECULAR_DISABLED) //none.. -#elif defined(SPECULAR_SCHLICK_GGX) +#elif defined(SPECULAR_GGX) // shlick+ggx as default vec3 H = normalize(V + L); @@ -1102,10 +1102,10 @@ LIGHT_SHADER_CODE #if defined(LIGHT_USE_CLEARCOAT) if (clearcoat_gloss > 0.0) { -# if !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) +# if !defined(SPECULAR_GGX) && !defined(SPECULAR_BLINN) vec3 H = normalize(V + L); # endif -# if !defined(SPECULAR_SCHLICK_GGX) +# if !defined(SPECULAR_GGX) float cNdotH = max(dot(N,H), 0.0); float cLdotH = max(dot(L,H), 0.0); float cLdotH5 = SchlickFresnel(cLdotH); diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index 898a59449..b22a01931 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -377,7 +377,7 @@ void SpatialMaterial::_update_shader() { case DIFFUSE_TOON: code += ",diffuse_toon"; break; } switch (specular_mode) { - case SPECULAR_SCHLICK_GGX: code += ",specular_schlick_ggx"; break; + case SPECULAR_GGX: code += ",specular_ggx"; break; case SPECULAR_BLINN: code += ",specular_blinn"; break; case SPECULAR_PHONG: code += ",specular_phong"; break; case SPECULAR_TOON: code += ",specular_toon"; break; @@ -1819,7 +1819,7 @@ void SpatialMaterial::_bind_methods() { ADD_GROUP("Parameters", "params_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "params_diffuse_mode", PROPERTY_HINT_ENUM, "Burley,Lambert,Lambert Wrap,Oren Nayar,Toon"), "set_diffuse_mode", "get_diffuse_mode"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "params_specular_mode", PROPERTY_HINT_ENUM, "SchlickGGX,Blinn,Phong,Toon,Disabled"), "set_specular_mode", "get_specular_mode"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "params_specular_mode", PROPERTY_HINT_ENUM, "GGX,Blinn,Phong,Toon,Disabled"), "set_specular_mode", "get_specular_mode"); ADD_PROPERTY(PropertyInfo(Variant::INT, "params_blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Sub,Mul"), "set_blend_mode", "get_blend_mode"); ADD_PROPERTY(PropertyInfo(Variant::INT, "params_cull_mode", PROPERTY_HINT_ENUM, "Back,Front,Disabled"), "set_cull_mode", "get_cull_mode"); ADD_PROPERTY(PropertyInfo(Variant::INT, "params_depth_draw_mode", PROPERTY_HINT_ENUM, "Opaque Only,Always,Never,Opaque Pre-Pass"), "set_depth_draw_mode", "get_depth_draw_mode"); @@ -2006,7 +2006,7 @@ void SpatialMaterial::_bind_methods() { BIND_ENUM_CONSTANT(DIFFUSE_OREN_NAYAR); BIND_ENUM_CONSTANT(DIFFUSE_TOON); - BIND_ENUM_CONSTANT(SPECULAR_SCHLICK_GGX); + BIND_ENUM_CONSTANT(SPECULAR_GGX); BIND_ENUM_CONSTANT(SPECULAR_BLINN); BIND_ENUM_CONSTANT(SPECULAR_PHONG); BIND_ENUM_CONSTANT(SPECULAR_TOON); @@ -2087,7 +2087,7 @@ SpatialMaterial::SpatialMaterial() flags[i] = 0; } diffuse_mode = DIFFUSE_LAMBERT; - specular_mode = SPECULAR_SCHLICK_GGX; + specular_mode = SPECULAR_GGX; for (int i = 0; i < FEATURE_MAX; i++) { features[i] = false; diff --git a/scene/resources/material.h b/scene/resources/material.h index 2425f1a17..942fb4236 100644 --- a/scene/resources/material.h +++ b/scene/resources/material.h @@ -193,7 +193,7 @@ public: }; enum SpecularMode { - SPECULAR_SCHLICK_GGX, + SPECULAR_GGX, SPECULAR_BLINN, SPECULAR_PHONG, SPECULAR_TOON, diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp index 7489ca7e3..bd8a67c0a 100644 --- a/servers/visual/shader_types.cpp +++ b/servers/visual/shader_types.cpp @@ -159,7 +159,7 @@ ShaderTypes::ShaderTypes() { shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_burley"); shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_toon"); - shader_modes[VS::SHADER_SPATIAL].modes.insert("specular_schlick_ggx"); + shader_modes[VS::SHADER_SPATIAL].modes.insert("specular_ggx"); shader_modes[VS::SHADER_SPATIAL].modes.insert("specular_blinn"); shader_modes[VS::SHADER_SPATIAL].modes.insert("specular_phong"); shader_modes[VS::SHADER_SPATIAL].modes.insert("specular_toon"); |
