From 2af2a84a03fd707cfa4c682aff34d722343d8985 Mon Sep 17 00:00:00 2001 From: Juan Linietsky Date: Fri, 27 Jun 2014 23:21:45 -0300 Subject: Misc Fixes ========== -NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk) -WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store -Feaures in the new tutorials are all present in the sourcecode -This (hopefully) should get rid of the animation list order getting corrupted -Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing? -In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource -Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo --- servers/visual/visual_server_raster.cpp | 51 +++++++++++++++------------------ 1 file changed, 23 insertions(+), 28 deletions(-) (limited to 'servers/visual/visual_server_raster.cpp') diff --git a/servers/visual/visual_server_raster.cpp b/servers/visual/visual_server_raster.cpp index 4e14e8b26..f171b47e9 100644 --- a/servers/visual/visual_server_raster.cpp +++ b/servers/visual/visual_server_raster.cpp @@ -130,10 +130,10 @@ VisualServer::ShaderMode VisualServerRaster::shader_get_mode(RID p_shader) const } -void VisualServerRaster::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs,int p_fragment_ofs) { +void VisualServerRaster::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs,int p_fragment_ofs,int p_light_ofs) { VS_CHANGED; - rasterizer->shader_set_code(p_shader,p_vertex,p_fragment,p_vertex_ofs,p_fragment_ofs); + rasterizer->shader_set_code(p_shader,p_vertex,p_fragment,p_light,p_vertex_ofs,p_fragment_ofs,p_light_ofs); } String VisualServerRaster::shader_get_vertex_code(RID p_shader) const{ @@ -146,6 +146,11 @@ String VisualServerRaster::shader_get_fragment_code(RID p_shader) const{ return rasterizer->shader_get_fragment_code(p_shader); } +String VisualServerRaster::shader_get_light_code(RID p_shader) const{ + + return rasterizer->shader_get_fragment_code(p_shader); +} + void VisualServerRaster::shader_get_param_list(RID p_shader, List *p_param_list) const { return rasterizer->shader_get_param_list(p_shader,p_param_list); @@ -187,27 +192,16 @@ void VisualServerRaster::material_set_flag(RID p_material, MaterialFlag p_flag,b rasterizer->material_set_flag(p_material,p_flag,p_enabled); } -void VisualServerRaster::material_set_hint(RID p_material, MaterialHint p_hint,bool p_enabled) { +void VisualServerRaster::material_set_depth_draw_mode(RID p_material, MaterialDepthDrawMode p_mode) { VS_CHANGED; - rasterizer->material_set_hint(p_material,p_hint,p_enabled); -} - -bool VisualServerRaster::material_get_hint(RID p_material,MaterialHint p_hint) const { - - return rasterizer->material_get_hint(p_material,p_hint); + rasterizer->material_set_depth_draw_mode(p_material,p_mode); } -void VisualServerRaster::material_set_shade_model(RID p_material, MaterialShadeModel p_model) { - VS_CHANGED; - rasterizer->material_set_shade_model(p_material,p_model); -} - -VisualServer::MaterialShadeModel VisualServerRaster::material_get_shade_model(RID p_material) const { - - return rasterizer->material_get_shade_model(p_material); +VS::MaterialDepthDrawMode VisualServerRaster::material_get_depth_draw_mode(RID p_material) const { + return rasterizer->material_get_depth_draw_mode(p_material); } @@ -273,17 +267,6 @@ RID VisualServerRaster::fixed_material_get_texture(RID p_material,FixedMaterialP } -void VisualServerRaster::fixed_material_set_detail_blend_mode(RID p_material,MaterialBlendMode p_mode) { - VS_CHANGED; - rasterizer->fixed_material_set_detail_blend_mode(p_material,p_mode); -} - -VS::MaterialBlendMode VisualServerRaster::fixed_material_get_detail_blend_mode(RID p_material) const { - - return rasterizer->fixed_material_get_detail_blend_mode(p_material); -} - - void VisualServerRaster::fixed_material_set_texcoord_mode(RID p_material,FixedMaterialParam p_parameter, FixedMaterialTexCoordMode p_mode) { @@ -318,6 +301,18 @@ Transform VisualServerRaster::fixed_material_get_uv_transform(RID p_material) co return rasterizer->fixed_material_get_uv_transform(p_material); } +void VisualServerRaster::fixed_material_set_light_shader(RID p_material,FixedMaterialLightShader p_shader) { + + VS_CHANGED; + rasterizer->fixed_material_set_light_shader(p_material,p_shader); + +} + +VisualServerRaster::FixedMaterialLightShader VisualServerRaster::fixed_material_get_light_shader(RID p_material) const{ + + return rasterizer->fixed_material_get_light_shader(p_material); +} + /* MESH API */ -- cgit v1.2.3-70-g09d2