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Add hint_transparent
to use a transparent black placeholder texture
This can be used in shaders to avoid the need to supply a transparent placeholder texture manually.
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5ecd61a315
commit
813f6a5d57
@ -39,12 +39,15 @@
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Represents the size of the [enum TextureType] enum.
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</constant>
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<constant name="COLOR_DEFAULT_WHITE" value="0" enum="ColorDefault">
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Defaults to white color.
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Defaults to fully opaque white color.
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</constant>
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<constant name="COLOR_DEFAULT_BLACK" value="1" enum="ColorDefault">
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Defaults to black color.
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Defaults to fully opaque black color.
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</constant>
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<constant name="COLOR_DEFAULT_MAX" value="2" enum="ColorDefault">
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<constant name="COLOR_DEFAULT_TRANSPARENT" value="2" enum="ColorDefault">
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Defaults to fully transparent black color.
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</constant>
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<constant name="COLOR_DEFAULT_MAX" value="3" enum="ColorDefault">
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Represents the size of the [enum ColorDefault] enum.
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</constant>
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<constant name="FILTER_DEFAULT" value="0" enum="TextureFilter">
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@ -1156,6 +1156,9 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet
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case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
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gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_BLACK);
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} break;
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case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_TRANSPARENT: {
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gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_TRANSPARENT);
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} break;
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case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: {
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gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_ANISO);
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} break;
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@ -115,6 +115,17 @@ TextureStorage::TextureStorage() {
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texture_2d_layered_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_BLACK], images, RS::TEXTURE_LAYERED_CUBEMAP);
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}
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{ // transparent black
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Ref<Image> image;
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image.instantiate();
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image->create(4, 4, true, Image::FORMAT_RGBA8);
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image->fill(Color(0, 0, 0, 0));
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image->generate_mipmaps();
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default_gl_textures[DEFAULT_GL_TEXTURE_TRANSPARENT] = texture_allocate();
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texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_TRANSPARENT], image);
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}
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{
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Ref<Image> image;
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image.instantiate();
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@ -103,6 +103,7 @@ namespace GLES3 {
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enum DefaultGLTexture {
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DEFAULT_GL_TEXTURE_WHITE,
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DEFAULT_GL_TEXTURE_BLACK,
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DEFAULT_GL_TEXTURE_TRANSPARENT,
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DEFAULT_GL_TEXTURE_NORMAL,
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DEFAULT_GL_TEXTURE_ANISO,
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DEFAULT_GL_TEXTURE_DEPTH,
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@ -5581,12 +5581,16 @@ String get_sampler_hint(VisualShaderNodeTextureUniform::TextureType p_texture_ty
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case VisualShaderNodeTextureUniform::TYPE_DATA:
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if (p_color_default == VisualShaderNodeTextureUniform::COLOR_DEFAULT_BLACK) {
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type_code = "hint_default_black";
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} else if (p_color_default == VisualShaderNodeTextureUniform::COLOR_DEFAULT_TRANSPARENT) {
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type_code = "hint_default_transparent";
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}
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break;
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case VisualShaderNodeTextureUniform::TYPE_COLOR:
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type_code = "source_color";
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if (p_color_default == VisualShaderNodeTextureUniform::COLOR_DEFAULT_BLACK) {
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type_code += ", hint_default_black";
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} else if (p_color_default == VisualShaderNodeTextureUniform::COLOR_DEFAULT_TRANSPARENT) {
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type_code += ", hint_default_transparent";
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}
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break;
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case VisualShaderNodeTextureUniform::TYPE_NORMAL_MAP:
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@ -5812,7 +5816,7 @@ void VisualShaderNodeTextureUniform::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_texture_repeat"), &VisualShaderNodeTextureUniform::get_texture_repeat);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map,Anisotropic"), "set_texture_type", "get_texture_type");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White,Black"), "set_color_default", "get_color_default");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White,Black,Transparent"), "set_color_default", "get_color_default");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_filter", PROPERTY_HINT_ENUM, "Default,Nearest,Linear,Nearest Mipmap,Linear Mipmap,Nearest Mipmap Anisotropic,Linear Mipmap Anisotropic"), "set_texture_filter", "get_texture_filter");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_repeat", PROPERTY_HINT_ENUM, "Default,Enabled,Disabled"), "set_texture_repeat", "get_texture_repeat");
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@ -5824,6 +5828,7 @@ void VisualShaderNodeTextureUniform::_bind_methods() {
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BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE);
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BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK);
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BIND_ENUM_CONSTANT(COLOR_DEFAULT_TRANSPARENT);
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BIND_ENUM_CONSTANT(COLOR_DEFAULT_MAX);
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BIND_ENUM_CONSTANT(FILTER_DEFAULT);
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@ -2131,6 +2131,7 @@ public:
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enum ColorDefault {
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COLOR_DEFAULT_WHITE,
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COLOR_DEFAULT_BLACK,
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COLOR_DEFAULT_TRANSPARENT,
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COLOR_DEFAULT_MAX,
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};
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@ -1125,6 +1125,9 @@ void MaterialStorage::MaterialData::update_textures(const HashMap<StringName, Va
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case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
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rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
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} break;
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case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_TRANSPARENT: {
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rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_TRANSPARENT);
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} break;
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case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: {
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rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_ANISO);
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} break;
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@ -96,6 +96,7 @@ TextureStorage::TextureStorage() {
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Vector<uint8_t> pv;
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pv.resize(16 * 4);
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for (int i = 0; i < 16; i++) {
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// Opaque white.
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pv.set(i * 4 + 0, 255);
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pv.set(i * 4 + 1, 255);
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pv.set(i * 4 + 2, 255);
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@ -109,6 +110,7 @@ TextureStorage::TextureStorage() {
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}
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for (int i = 0; i < 16; i++) {
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// Opaque black.
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pv.set(i * 4 + 0, 0);
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pv.set(i * 4 + 1, 0);
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pv.set(i * 4 + 2, 0);
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@ -122,6 +124,21 @@ TextureStorage::TextureStorage() {
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}
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for (int i = 0; i < 16; i++) {
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// Transparent black.
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pv.set(i * 4 + 0, 0);
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pv.set(i * 4 + 1, 0);
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pv.set(i * 4 + 2, 0);
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pv.set(i * 4 + 3, 0);
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}
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{
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Vector<Vector<uint8_t>> vpv;
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vpv.push_back(pv);
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default_rd_textures[DEFAULT_RD_TEXTURE_TRANSPARENT] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
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}
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for (int i = 0; i < 16; i++) {
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// Opaque normal map "flat" color.
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pv.set(i * 4 + 0, 128);
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pv.set(i * 4 + 1, 128);
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pv.set(i * 4 + 2, 255);
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@ -135,6 +152,7 @@ TextureStorage::TextureStorage() {
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}
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for (int i = 0; i < 16; i++) {
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// Opaque flowmap "flat" color.
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pv.set(i * 4 + 0, 255);
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pv.set(i * 4 + 1, 128);
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pv.set(i * 4 + 2, 255);
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@ -46,6 +46,7 @@ public:
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enum DefaultRDTexture {
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DEFAULT_RD_TEXTURE_WHITE,
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DEFAULT_RD_TEXTURE_BLACK,
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DEFAULT_RD_TEXTURE_TRANSPARENT,
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DEFAULT_RD_TEXTURE_NORMAL,
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DEFAULT_RD_TEXTURE_ANISO,
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DEFAULT_RD_TEXTURE_DEPTH,
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@ -195,6 +195,7 @@ const char *ShaderLanguage::token_names[TK_MAX] = {
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"SOURCE_COLOR",
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"HINT_DEFAULT_WHITE_TEXTURE",
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"HINT_DEFAULT_BLACK_TEXTURE",
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"HINT_DEFAULT_TRANSPARENT_TEXTURE",
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"HINT_NORMAL_TEXTURE",
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"HINT_ANISOTROPY_TEXTURE",
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"HINT_RANGE",
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@ -354,6 +355,7 @@ const ShaderLanguage::KeyWord ShaderLanguage::keyword_list[] = {
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{ TK_HINT_NORMAL_TEXTURE, "hint_normal", CF_UNSPECIFIED, {}, {} },
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{ TK_HINT_DEFAULT_WHITE_TEXTURE, "hint_default_white", CF_UNSPECIFIED, {}, {} },
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{ TK_HINT_DEFAULT_BLACK_TEXTURE, "hint_default_black", CF_UNSPECIFIED, {}, {} },
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{ TK_HINT_DEFAULT_TRANSPARENT_TEXTURE, "hint_default_transparent", CF_UNSPECIFIED, {}, {} },
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{ TK_HINT_ANISOTROPY_TEXTURE, "hint_anisotropy", CF_UNSPECIFIED, {}, {} },
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{ TK_HINT_ROUGHNESS_R, "hint_roughness_r", CF_UNSPECIFIED, {}, {} },
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{ TK_HINT_ROUGHNESS_G, "hint_roughness_g", CF_UNSPECIFIED, {}, {} },
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@ -1088,6 +1090,9 @@ String ShaderLanguage::get_uniform_hint_name(ShaderNode::Uniform::Hint p_hint) {
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case ShaderNode::Uniform::HINT_DEFAULT_WHITE: {
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result = "hint_default_white";
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} break;
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case ShaderNode::Uniform::HINT_DEFAULT_TRANSPARENT: {
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result = "hint_default_transparent";
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} break;
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case ShaderNode::Uniform::HINT_ANISOTROPY: {
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result = "hint_anisotropy";
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} break;
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@ -8410,6 +8415,9 @@ Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_f
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case TK_HINT_DEFAULT_WHITE_TEXTURE: {
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new_hint = ShaderNode::Uniform::HINT_DEFAULT_WHITE;
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} break;
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case TK_HINT_DEFAULT_TRANSPARENT_TEXTURE: {
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new_hint = ShaderNode::Uniform::HINT_DEFAULT_TRANSPARENT;
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} break;
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case TK_HINT_NORMAL_TEXTURE: {
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new_hint = ShaderNode::Uniform::HINT_NORMAL;
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} break;
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@ -10248,6 +10256,7 @@ Error ShaderLanguage::complete(const String &p_code, const ShaderCompileInfo &p_
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options.push_back("hint_anisotropy");
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options.push_back("hint_default_black");
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options.push_back("hint_default_white");
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options.push_back("hint_default_transparent");
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options.push_back("hint_normal");
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options.push_back("hint_roughness_a");
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options.push_back("hint_roughness_b");
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@ -164,6 +164,7 @@ public:
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TK_RENDER_MODE,
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TK_HINT_DEFAULT_WHITE_TEXTURE,
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TK_HINT_DEFAULT_BLACK_TEXTURE,
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TK_HINT_DEFAULT_TRANSPARENT_TEXTURE,
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TK_HINT_NORMAL_TEXTURE,
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TK_HINT_ROUGHNESS_NORMAL_TEXTURE,
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TK_HINT_ROUGHNESS_R,
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@ -664,6 +665,7 @@ public:
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HINT_ROUGHNESS_GRAY,
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HINT_DEFAULT_BLACK,
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HINT_DEFAULT_WHITE,
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HINT_DEFAULT_TRANSPARENT,
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HINT_ANISOTROPY,
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HINT_MAX
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};
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