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.
This commit is contained in:
Juan Linietsky 2014-05-29 10:56:39 -03:00
parent d9adf2627a
commit 6f0b4678e2
50 changed files with 2261 additions and 93 deletions

View file

@ -741,6 +741,22 @@ public:
FUNC2(multimesh_set_visible_instances,RID,int);
FUNC1RC(int,multimesh_get_visible_instances,RID);
/* IMMEDIATE API */
FUNC0R(RID,immediate_create);
FUNC3(immediate_begin,RID,PrimitiveType,RID);
FUNC2(immediate_vertex,RID,const Vector3&);
FUNC2(immediate_normal,RID,const Vector3&);
FUNC2(immediate_tangent,RID,const Plane&);
FUNC2(immediate_color,RID,const Color&);
FUNC2(immediate_uv,RID,const Vector2&);
FUNC2(immediate_uv2,RID,const Vector2&);
FUNC1(immediate_end,RID);
FUNC1(immediate_clear,RID);
FUNC2(immediate_set_material,RID,RID);
FUNC1RC(RID,immediate_get_material,RID);
/* PARTICLES API */