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/*************************************************************************/
/* material_storage.cpp */
/*************************************************************************/
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/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* The above copyright notice and this permission notice shall be */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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# ifdef GLES3_ENABLED
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# include "core/config/project_settings.h"
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# include "config.h"
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# include "material_storage.h"
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# include "texture_storage.h"
# include "drivers/gles3/rasterizer_canvas_gles3.h"
using namespace GLES3 ;
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///////////////////////////////////////////////////////////////////////////
// UBI helper functions
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_FORCE_INLINE_ static void _fill_std140_variant_ubo_value ( ShaderLanguage : : DataType type , int p_array_size , const Variant & value , uint8_t * data ) {
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switch ( type ) {
case ShaderLanguage : : TYPE_BOOL : {
uint32_t * gui = ( uint32_t * ) data ;
if ( p_array_size > 0 ) {
const PackedInt32Array & ba = value ;
int s = ba . size ( ) ;
const int * r = ba . ptr ( ) ;
for ( int i = 0 , j = 0 ; i < p_array_size ; i + + , j + = 4 ) {
if ( i < s ) {
gui [ j ] = ( r [ i ] ! = 0 ) ? 1 : 0 ;
} else {
gui [ j ] = 0 ;
}
gui [ j + 1 ] = 0 ; // ignored
gui [ j + 2 ] = 0 ; // ignored
gui [ j + 3 ] = 0 ; // ignored
}
} else {
bool v = value ;
gui [ 0 ] = v ? 1 : 0 ;
}
} break ;
case ShaderLanguage : : TYPE_BVEC2 : {
uint32_t * gui = ( uint32_t * ) data ;
if ( p_array_size > 0 ) {
const PackedInt32Array & ba = value ;
int s = ba . size ( ) ;
const int * r = ba . ptr ( ) ;
int count = 2 * p_array_size ;
for ( int i = 0 , j = 0 ; i < count ; i + = 2 , j + = 4 ) {
if ( i < s ) {
gui [ j ] = r [ i ] ? 1 : 0 ;
gui [ j + 1 ] = r [ i + 1 ] ? 1 : 0 ;
} else {
gui [ j ] = 0 ;
gui [ j + 1 ] = 0 ;
}
gui [ j + 2 ] = 0 ; // ignored
gui [ j + 3 ] = 0 ; // ignored
}
} else {
int v = value ;
gui [ 0 ] = v & 1 ? 1 : 0 ;
gui [ 1 ] = v & 2 ? 1 : 0 ;
}
} break ;
case ShaderLanguage : : TYPE_BVEC3 : {
uint32_t * gui = ( uint32_t * ) data ;
if ( p_array_size > 0 ) {
const PackedInt32Array & ba = value ;
int s = ba . size ( ) ;
const int * r = ba . ptr ( ) ;
int count = 3 * p_array_size ;
for ( int i = 0 , j = 0 ; i < count ; i + = 3 , j + = 4 ) {
if ( i < s ) {
gui [ j ] = r [ i ] ? 1 : 0 ;
gui [ j + 1 ] = r [ i + 1 ] ? 1 : 0 ;
gui [ j + 2 ] = r [ i + 2 ] ? 1 : 0 ;
} else {
gui [ j ] = 0 ;
gui [ j + 1 ] = 0 ;
gui [ j + 2 ] = 0 ;
}
gui [ j + 3 ] = 0 ; // ignored
}
} else {
int v = value ;
gui [ 0 ] = ( v & 1 ) ? 1 : 0 ;
gui [ 1 ] = ( v & 2 ) ? 1 : 0 ;
gui [ 2 ] = ( v & 4 ) ? 1 : 0 ;
}
} break ;
case ShaderLanguage : : TYPE_BVEC4 : {
uint32_t * gui = ( uint32_t * ) data ;
if ( p_array_size > 0 ) {
const PackedInt32Array & ba = value ;
int s = ba . size ( ) ;
const int * r = ba . ptr ( ) ;
int count = 4 * p_array_size ;
for ( int i = 0 ; i < count ; i + = 4 ) {
if ( i < s ) {
gui [ i ] = r [ i ] ? 1 : 0 ;
gui [ i + 1 ] = r [ i + 1 ] ? 1 : 0 ;
gui [ i + 2 ] = r [ i + 2 ] ? 1 : 0 ;
gui [ i + 3 ] = r [ i + 3 ] ? 1 : 0 ;
} else {
gui [ i ] = 0 ;
gui [ i + 1 ] = 0 ;
gui [ i + 2 ] = 0 ;
gui [ i + 3 ] = 0 ;
}
}
} else {
int v = value ;
gui [ 0 ] = ( v & 1 ) ? 1 : 0 ;
gui [ 1 ] = ( v & 2 ) ? 1 : 0 ;
gui [ 2 ] = ( v & 4 ) ? 1 : 0 ;
gui [ 3 ] = ( v & 8 ) ? 1 : 0 ;
}
} break ;
case ShaderLanguage : : TYPE_INT : {
int32_t * gui = ( int32_t * ) data ;
if ( p_array_size > 0 ) {
Vector < int > iv = value ;
int s = iv . size ( ) ;
const int * r = iv . ptr ( ) ;
for ( int i = 0 , j = 0 ; i < p_array_size ; i + + , j + = 4 ) {
if ( i < s ) {
gui [ j ] = r [ i ] ;
} else {
gui [ j ] = 0 ;
}
gui [ j + 1 ] = 0 ; // ignored
gui [ j + 2 ] = 0 ; // ignored
gui [ j + 3 ] = 0 ; // ignored
}
} else {
int v = value ;
gui [ 0 ] = v ;
}
} break ;
case ShaderLanguage : : TYPE_IVEC2 : {
Vector < int > iv = value ;
int s = iv . size ( ) ;
int32_t * gui = ( int32_t * ) data ;
if ( p_array_size < = 0 ) {
p_array_size = 1 ;
}
int count = 2 * p_array_size ;
const int * r = iv . ptr ( ) ;
for ( int i = 0 , j = 0 ; i < count ; i + = 2 , j + = 4 ) {
if ( i < s ) {
gui [ j ] = r [ i ] ;
gui [ j + 1 ] = r [ i + 1 ] ;
} else {
gui [ j ] = 0 ;
gui [ j + 1 ] = 0 ;
}
gui [ j + 2 ] = 0 ; // ignored
gui [ j + 3 ] = 0 ; // ignored
}
} break ;
case ShaderLanguage : : TYPE_IVEC3 : {
Vector < int > iv = value ;
int s = iv . size ( ) ;
int32_t * gui = ( int32_t * ) data ;
if ( p_array_size < = 0 ) {
p_array_size = 1 ;
}
int count = 3 * p_array_size ;
const int * r = iv . ptr ( ) ;
for ( int i = 0 , j = 0 ; i < count ; i + = 3 , j + = 4 ) {
if ( i < s ) {
gui [ j ] = r [ i ] ;
gui [ j + 1 ] = r [ i + 1 ] ;
gui [ j + 2 ] = r [ i + 2 ] ;
} else {
gui [ j ] = 0 ;
gui [ j + 1 ] = 0 ;
gui [ j + 2 ] = 0 ;
}
gui [ j + 3 ] = 0 ; // ignored
}
} break ;
case ShaderLanguage : : TYPE_IVEC4 : {
Vector < int > iv = value ;
int s = iv . size ( ) ;
int32_t * gui = ( int32_t * ) data ;
if ( p_array_size < = 0 ) {
p_array_size = 1 ;
}
int count = 4 * p_array_size ;
const int * r = iv . ptr ( ) ;
for ( int i = 0 ; i < count ; i + = 4 ) {
if ( i < s ) {
gui [ i ] = r [ i ] ;
gui [ i + 1 ] = r [ i + 1 ] ;
gui [ i + 2 ] = r [ i + 2 ] ;
gui [ i + 3 ] = r [ i + 3 ] ;
} else {
gui [ i ] = 0 ;
gui [ i + 1 ] = 0 ;
gui [ i + 2 ] = 0 ;
gui [ i + 3 ] = 0 ;
}
}
} break ;
case ShaderLanguage : : TYPE_UINT : {
uint32_t * gui = ( uint32_t * ) data ;
if ( p_array_size > 0 ) {
Vector < int > iv = value ;
int s = iv . size ( ) ;
const int * r = iv . ptr ( ) ;
for ( int i = 0 , j = 0 ; i < p_array_size ; i + + , j + = 4 ) {
if ( i < s ) {
gui [ j ] = r [ i ] ;
} else {
gui [ j ] = 0 ;
}
gui [ j + 1 ] = 0 ; // ignored
gui [ j + 2 ] = 0 ; // ignored
gui [ j + 3 ] = 0 ; // ignored
}
} else {
int v = value ;
gui [ 0 ] = v ;
}
} break ;
case ShaderLanguage : : TYPE_UVEC2 : {
Vector < int > iv = value ;
int s = iv . size ( ) ;
uint32_t * gui = ( uint32_t * ) data ;
if ( p_array_size < = 0 ) {
p_array_size = 1 ;
}
int count = 2 * p_array_size ;
const int * r = iv . ptr ( ) ;
for ( int i = 0 , j = 0 ; i < count ; i + = 2 , j + = 4 ) {
if ( i < s ) {
gui [ j ] = r [ i ] ;
gui [ j + 1 ] = r [ i + 1 ] ;
} else {
gui [ j ] = 0 ;
gui [ j + 1 ] = 0 ;
}
gui [ j + 2 ] = 0 ; // ignored
gui [ j + 3 ] = 0 ; // ignored
}
} break ;
case ShaderLanguage : : TYPE_UVEC3 : {
Vector < int > iv = value ;
int s = iv . size ( ) ;
uint32_t * gui = ( uint32_t * ) data ;
if ( p_array_size < = 0 ) {
p_array_size = 1 ;
}
int count = 3 * p_array_size ;
const int * r = iv . ptr ( ) ;
for ( int i = 0 , j = 0 ; i < count ; i + = 3 , j + = 4 ) {
if ( i < s ) {
gui [ j ] = r [ i ] ;
gui [ j + 1 ] = r [ i + 1 ] ;
gui [ j + 2 ] = r [ i + 2 ] ;
} else {
gui [ j ] = 0 ;
gui [ j + 1 ] = 0 ;
gui [ j + 2 ] = 0 ;
}
gui [ j + 3 ] = 0 ; // ignored
}
} break ;
case ShaderLanguage : : TYPE_UVEC4 : {
Vector < int > iv = value ;
int s = iv . size ( ) ;
uint32_t * gui = ( uint32_t * ) data ;
if ( p_array_size < = 0 ) {
p_array_size = 1 ;
}
int count = 4 * p_array_size ;
const int * r = iv . ptr ( ) ;
for ( int i = 0 ; i < count ; i + + ) {
if ( i < s ) {
gui [ i ] = r [ i ] ;
gui [ i + 1 ] = r [ i + 1 ] ;
gui [ i + 2 ] = r [ i + 2 ] ;
gui [ i + 3 ] = r [ i + 3 ] ;
} else {
gui [ i ] = 0 ;
gui [ i + 1 ] = 0 ;
gui [ i + 2 ] = 0 ;
gui [ i + 3 ] = 0 ;
}
}
} break ;
case ShaderLanguage : : TYPE_FLOAT : {
float * gui = ( float * ) data ;
if ( p_array_size > 0 ) {
const PackedFloat32Array & a = value ;
int s = a . size ( ) ;
for ( int i = 0 , j = 0 ; i < p_array_size ; i + + , j + = 4 ) {
if ( i < s ) {
gui [ j ] = a [ i ] ;
} else {
gui [ j ] = 0 ;
}
gui [ j + 1 ] = 0 ; // ignored
gui [ j + 2 ] = 0 ; // ignored
gui [ j + 3 ] = 0 ; // ignored
}
} else {
float v = value ;
gui [ 0 ] = v ;
}
} break ;
case ShaderLanguage : : TYPE_VEC2 : {
float * gui = ( float * ) data ;
if ( p_array_size > 0 ) {
const PackedVector2Array & a = value ;
int s = a . size ( ) ;
for ( int i = 0 , j = 0 ; i < p_array_size ; i + + , j + = 4 ) {
if ( i < s ) {
gui [ j ] = a [ i ] . x ;
gui [ j + 1 ] = a [ i ] . y ;
} else {
gui [ j ] = 0 ;
gui [ j + 1 ] = 0 ;
}
gui [ j + 2 ] = 0 ; // ignored
gui [ j + 3 ] = 0 ; // ignored
}
} else {
Vector2 v = value ;
gui [ 0 ] = v . x ;
gui [ 1 ] = v . y ;
}
} break ;
case ShaderLanguage : : TYPE_VEC3 : {
float * gui = ( float * ) data ;
if ( p_array_size > 0 ) {
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if ( value . get_type ( ) = = Variant : : PACKED_COLOR_ARRAY ) {
const PackedColorArray & a = value ;
int s = a . size ( ) ;
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for ( int i = 0 , j = 0 ; i < p_array_size ; i + + , j + = 4 ) {
if ( i < s ) {
Color color = a [ i ] ;
gui [ j ] = color . r ;
gui [ j + 1 ] = color . g ;
gui [ j + 2 ] = color . b ;
} else {
gui [ j ] = 0 ;
gui [ j + 1 ] = 0 ;
gui [ j + 2 ] = 0 ;
}
gui [ j + 3 ] = 0 ; // ignored
}
} else {
const PackedVector3Array & a = value ;
int s = a . size ( ) ;
for ( int i = 0 , j = 0 ; i < p_array_size ; i + + , j + = 4 ) {
if ( i < s ) {
gui [ j ] = a [ i ] . x ;
gui [ j + 1 ] = a [ i ] . y ;
gui [ j + 2 ] = a [ i ] . z ;
} else {
gui [ j ] = 0 ;
gui [ j + 1 ] = 0 ;
gui [ j + 2 ] = 0 ;
}
gui [ j + 3 ] = 0 ; // ignored
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}
}
} else {
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if ( value . get_type ( ) = = Variant : : COLOR ) {
Color v = value ;
gui [ 0 ] = v . r ;
gui [ 1 ] = v . g ;
gui [ 2 ] = v . b ;
} else {
Vector3 v = value ;
gui [ 0 ] = v . x ;
gui [ 1 ] = v . y ;
gui [ 2 ] = v . z ;
}
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}
} break ;
case ShaderLanguage : : TYPE_VEC4 : {
float * gui = ( float * ) data ;
if ( p_array_size > 0 ) {
if ( value . get_type ( ) = = Variant : : PACKED_COLOR_ARRAY ) {
const PackedColorArray & a = value ;
int s = a . size ( ) ;
for ( int i = 0 , j = 0 ; i < p_array_size ; i + + , j + = 4 ) {
if ( i < s ) {
Color color = a [ i ] ;
gui [ j ] = color . r ;
gui [ j + 1 ] = color . g ;
gui [ j + 2 ] = color . b ;
gui [ j + 3 ] = color . a ;
} else {
gui [ j ] = 0 ;
gui [ j + 1 ] = 0 ;
gui [ j + 2 ] = 0 ;
gui [ j + 3 ] = 0 ;
}
}
} else {
const PackedFloat32Array & a = value ;
int s = a . size ( ) ;
int count = 4 * p_array_size ;
for ( int i = 0 ; i < count ; i + = 4 ) {
if ( i + 3 < s ) {
gui [ i ] = a [ i ] ;
gui [ i + 1 ] = a [ i + 1 ] ;
gui [ i + 2 ] = a [ i + 2 ] ;
gui [ i + 3 ] = a [ i + 3 ] ;
} else {
gui [ i ] = 0 ;
gui [ i + 1 ] = 0 ;
gui [ i + 2 ] = 0 ;
gui [ i + 3 ] = 0 ;
}
}
}
} else {
if ( value . get_type ( ) = = Variant : : COLOR ) {
Color v = value ;
gui [ 0 ] = v . r ;
gui [ 1 ] = v . g ;
gui [ 2 ] = v . b ;
gui [ 3 ] = v . a ;
} else if ( value . get_type ( ) = = Variant : : RECT2 ) {
Rect2 v = value ;
gui [ 0 ] = v . position . x ;
gui [ 1 ] = v . position . y ;
gui [ 2 ] = v . size . x ;
gui [ 3 ] = v . size . y ;
} else if ( value . get_type ( ) = = Variant : : QUATERNION ) {
Quaternion v = value ;
gui [ 0 ] = v . x ;
gui [ 1 ] = v . y ;
gui [ 2 ] = v . z ;
gui [ 3 ] = v . w ;
} else {
Plane v = value ;
gui [ 0 ] = v . normal . x ;
gui [ 1 ] = v . normal . y ;
gui [ 2 ] = v . normal . z ;
gui [ 3 ] = v . d ;
}
}
} break ;
case ShaderLanguage : : TYPE_MAT2 : {
float * gui = ( float * ) data ;
if ( p_array_size > 0 ) {
const PackedFloat32Array & a = value ;
int s = a . size ( ) ;
for ( int i = 0 , j = 0 ; i < p_array_size * 4 ; i + = 4 , j + = 8 ) {
if ( i + 3 < s ) {
gui [ j ] = a [ i ] ;
gui [ j + 1 ] = a [ i + 1 ] ;
gui [ j + 4 ] = a [ i + 2 ] ;
gui [ j + 5 ] = a [ i + 3 ] ;
} else {
gui [ j ] = 1 ;
gui [ j + 1 ] = 0 ;
gui [ j + 4 ] = 0 ;
gui [ j + 5 ] = 1 ;
}
gui [ j + 2 ] = 0 ; // ignored
gui [ j + 3 ] = 0 ; // ignored
gui [ j + 6 ] = 0 ; // ignored
gui [ j + 7 ] = 0 ; // ignored
}
} else {
Transform2D v = value ;
//in std140 members of mat2 are treated as vec4s
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gui [ 0 ] = v . columns [ 0 ] [ 0 ] ;
gui [ 1 ] = v . columns [ 0 ] [ 1 ] ;
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gui [ 2 ] = 0 ; // ignored
gui [ 3 ] = 0 ; // ignored
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gui [ 4 ] = v . columns [ 1 ] [ 0 ] ;
gui [ 5 ] = v . columns [ 1 ] [ 1 ] ;
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gui [ 6 ] = 0 ; // ignored
gui [ 7 ] = 0 ; // ignored
}
} break ;
case ShaderLanguage : : TYPE_MAT3 : {
float * gui = ( float * ) data ;
if ( p_array_size > 0 ) {
const PackedFloat32Array & a = value ;
int s = a . size ( ) ;
for ( int i = 0 , j = 0 ; i < p_array_size * 9 ; i + = 9 , j + = 12 ) {
if ( i + 8 < s ) {
gui [ j ] = a [ i ] ;
gui [ j + 1 ] = a [ i + 1 ] ;
gui [ j + 2 ] = a [ i + 2 ] ;
gui [ j + 4 ] = a [ i + 3 ] ;
gui [ j + 5 ] = a [ i + 4 ] ;
gui [ j + 6 ] = a [ i + 5 ] ;
gui [ j + 8 ] = a [ i + 6 ] ;
gui [ j + 9 ] = a [ i + 7 ] ;
gui [ j + 10 ] = a [ i + 8 ] ;
} else {
gui [ j ] = 1 ;
gui [ j + 1 ] = 0 ;
gui [ j + 2 ] = 0 ;
gui [ j + 4 ] = 0 ;
gui [ j + 5 ] = 1 ;
gui [ j + 6 ] = 0 ;
gui [ j + 8 ] = 0 ;
gui [ j + 9 ] = 0 ;
gui [ j + 10 ] = 1 ;
}
gui [ j + 3 ] = 0 ; // ignored
gui [ j + 7 ] = 0 ; // ignored
gui [ j + 11 ] = 0 ; // ignored
}
} else {
Basis v = value ;
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gui [ 0 ] = v . rows [ 0 ] [ 0 ] ;
gui [ 1 ] = v . rows [ 1 ] [ 0 ] ;
gui [ 2 ] = v . rows [ 2 ] [ 0 ] ;
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gui [ 3 ] = 0 ; // ignored
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gui [ 4 ] = v . rows [ 0 ] [ 1 ] ;
gui [ 5 ] = v . rows [ 1 ] [ 1 ] ;
gui [ 6 ] = v . rows [ 2 ] [ 1 ] ;
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gui [ 7 ] = 0 ; // ignored
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gui [ 8 ] = v . rows [ 0 ] [ 2 ] ;
gui [ 9 ] = v . rows [ 1 ] [ 2 ] ;
gui [ 10 ] = v . rows [ 2 ] [ 2 ] ;
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gui [ 11 ] = 0 ; // ignored
}
} break ;
case ShaderLanguage : : TYPE_MAT4 : {
float * gui = ( float * ) data ;
if ( p_array_size > 0 ) {
const PackedFloat32Array & a = value ;
int s = a . size ( ) ;
for ( int i = 0 ; i < p_array_size * 16 ; i + = 16 ) {
if ( i + 15 < s ) {
gui [ i ] = a [ i ] ;
gui [ i + 1 ] = a [ i + 1 ] ;
gui [ i + 2 ] = a [ i + 2 ] ;
gui [ i + 3 ] = a [ i + 3 ] ;
gui [ i + 4 ] = a [ i + 4 ] ;
gui [ i + 5 ] = a [ i + 5 ] ;
gui [ i + 6 ] = a [ i + 6 ] ;
gui [ i + 7 ] = a [ i + 7 ] ;
gui [ i + 8 ] = a [ i + 8 ] ;
gui [ i + 9 ] = a [ i + 9 ] ;
gui [ i + 10 ] = a [ i + 10 ] ;
gui [ i + 11 ] = a [ i + 11 ] ;
gui [ i + 12 ] = a [ i + 12 ] ;
gui [ i + 13 ] = a [ i + 13 ] ;
gui [ i + 14 ] = a [ i + 14 ] ;
gui [ i + 15 ] = a [ i + 15 ] ;
} else {
gui [ i ] = 1 ;
gui [ i + 1 ] = 0 ;
gui [ i + 2 ] = 0 ;
gui [ i + 3 ] = 0 ;
gui [ i + 4 ] = 0 ;
gui [ i + 5 ] = 1 ;
gui [ i + 6 ] = 0 ;
gui [ i + 7 ] = 0 ;
gui [ i + 8 ] = 0 ;
gui [ i + 9 ] = 0 ;
gui [ i + 10 ] = 1 ;
gui [ i + 11 ] = 0 ;
gui [ i + 12 ] = 0 ;
gui [ i + 13 ] = 0 ;
gui [ i + 14 ] = 0 ;
gui [ i + 15 ] = 1 ;
}
}
} else {
Transform3D v = value ;
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gui [ 0 ] = v . basis . rows [ 0 ] [ 0 ] ;
gui [ 1 ] = v . basis . rows [ 1 ] [ 0 ] ;
gui [ 2 ] = v . basis . rows [ 2 ] [ 0 ] ;
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gui [ 3 ] = 0 ;
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gui [ 4 ] = v . basis . rows [ 0 ] [ 1 ] ;
gui [ 5 ] = v . basis . rows [ 1 ] [ 1 ] ;
gui [ 6 ] = v . basis . rows [ 2 ] [ 1 ] ;
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gui [ 7 ] = 0 ;
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gui [ 8 ] = v . basis . rows [ 0 ] [ 2 ] ;
gui [ 9 ] = v . basis . rows [ 1 ] [ 2 ] ;
gui [ 10 ] = v . basis . rows [ 2 ] [ 2 ] ;
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gui [ 11 ] = 0 ;
gui [ 12 ] = v . origin . x ;
gui [ 13 ] = v . origin . y ;
gui [ 14 ] = v . origin . z ;
gui [ 15 ] = 1 ;
}
} break ;
default : {
}
}
}
_FORCE_INLINE_ static void _fill_std140_ubo_value ( ShaderLanguage : : DataType type , const Vector < ShaderLanguage : : ConstantNode : : Value > & value , uint8_t * data ) {
switch ( type ) {
case ShaderLanguage : : TYPE_BOOL : {
uint32_t * gui = ( uint32_t * ) data ;
* gui = value [ 0 ] . boolean ? 1 : 0 ;
} break ;
case ShaderLanguage : : TYPE_BVEC2 : {
uint32_t * gui = ( uint32_t * ) data ;
gui [ 0 ] = value [ 0 ] . boolean ? 1 : 0 ;
gui [ 1 ] = value [ 1 ] . boolean ? 1 : 0 ;
} break ;
case ShaderLanguage : : TYPE_BVEC3 : {
uint32_t * gui = ( uint32_t * ) data ;
gui [ 0 ] = value [ 0 ] . boolean ? 1 : 0 ;
gui [ 1 ] = value [ 1 ] . boolean ? 1 : 0 ;
gui [ 2 ] = value [ 2 ] . boolean ? 1 : 0 ;
} break ;
case ShaderLanguage : : TYPE_BVEC4 : {
uint32_t * gui = ( uint32_t * ) data ;
gui [ 0 ] = value [ 0 ] . boolean ? 1 : 0 ;
gui [ 1 ] = value [ 1 ] . boolean ? 1 : 0 ;
gui [ 2 ] = value [ 2 ] . boolean ? 1 : 0 ;
gui [ 3 ] = value [ 3 ] . boolean ? 1 : 0 ;
} break ;
case ShaderLanguage : : TYPE_INT : {
int32_t * gui = ( int32_t * ) data ;
gui [ 0 ] = value [ 0 ] . sint ;
} break ;
case ShaderLanguage : : TYPE_IVEC2 : {
int32_t * gui = ( int32_t * ) data ;
for ( int i = 0 ; i < 2 ; i + + ) {
gui [ i ] = value [ i ] . sint ;
}
} break ;
case ShaderLanguage : : TYPE_IVEC3 : {
int32_t * gui = ( int32_t * ) data ;
for ( int i = 0 ; i < 3 ; i + + ) {
gui [ i ] = value [ i ] . sint ;
}
} break ;
case ShaderLanguage : : TYPE_IVEC4 : {
int32_t * gui = ( int32_t * ) data ;
for ( int i = 0 ; i < 4 ; i + + ) {
gui [ i ] = value [ i ] . sint ;
}
} break ;
case ShaderLanguage : : TYPE_UINT : {
uint32_t * gui = ( uint32_t * ) data ;
gui [ 0 ] = value [ 0 ] . uint ;
} break ;
case ShaderLanguage : : TYPE_UVEC2 : {
int32_t * gui = ( int32_t * ) data ;
for ( int i = 0 ; i < 2 ; i + + ) {
gui [ i ] = value [ i ] . uint ;
}
} break ;
case ShaderLanguage : : TYPE_UVEC3 : {
int32_t * gui = ( int32_t * ) data ;
for ( int i = 0 ; i < 3 ; i + + ) {
gui [ i ] = value [ i ] . uint ;
}
} break ;
case ShaderLanguage : : TYPE_UVEC4 : {
int32_t * gui = ( int32_t * ) data ;
for ( int i = 0 ; i < 4 ; i + + ) {
gui [ i ] = value [ i ] . uint ;
}
} break ;
case ShaderLanguage : : TYPE_FLOAT : {
float * gui = ( float * ) data ;
gui [ 0 ] = value [ 0 ] . real ;
} break ;
case ShaderLanguage : : TYPE_VEC2 : {
float * gui = ( float * ) data ;
for ( int i = 0 ; i < 2 ; i + + ) {
gui [ i ] = value [ i ] . real ;
}
} break ;
case ShaderLanguage : : TYPE_VEC3 : {
float * gui = ( float * ) data ;
for ( int i = 0 ; i < 3 ; i + + ) {
gui [ i ] = value [ i ] . real ;
}
} break ;
case ShaderLanguage : : TYPE_VEC4 : {
float * gui = ( float * ) data ;
for ( int i = 0 ; i < 4 ; i + + ) {
gui [ i ] = value [ i ] . real ;
}
} break ;
case ShaderLanguage : : TYPE_MAT2 : {
float * gui = ( float * ) data ;
//in std140 members of mat2 are treated as vec4s
gui [ 0 ] = value [ 0 ] . real ;
gui [ 1 ] = value [ 1 ] . real ;
gui [ 2 ] = 0 ;
gui [ 3 ] = 0 ;
gui [ 4 ] = value [ 2 ] . real ;
gui [ 5 ] = value [ 3 ] . real ;
gui [ 6 ] = 0 ;
gui [ 7 ] = 0 ;
} break ;
case ShaderLanguage : : TYPE_MAT3 : {
float * gui = ( float * ) data ;
gui [ 0 ] = value [ 0 ] . real ;
gui [ 1 ] = value [ 1 ] . real ;
gui [ 2 ] = value [ 2 ] . real ;
gui [ 3 ] = 0 ;
gui [ 4 ] = value [ 3 ] . real ;
gui [ 5 ] = value [ 4 ] . real ;
gui [ 6 ] = value [ 5 ] . real ;
gui [ 7 ] = 0 ;
gui [ 8 ] = value [ 6 ] . real ;
gui [ 9 ] = value [ 7 ] . real ;
gui [ 10 ] = value [ 8 ] . real ;
gui [ 11 ] = 0 ;
} break ;
case ShaderLanguage : : TYPE_MAT4 : {
float * gui = ( float * ) data ;
for ( int i = 0 ; i < 16 ; i + + ) {
gui [ i ] = value [ i ] . real ;
}
} break ;
default : {
}
}
}
_FORCE_INLINE_ static void _fill_std140_ubo_empty ( ShaderLanguage : : DataType type , int p_array_size , uint8_t * data ) {
if ( p_array_size < = 0 ) {
p_array_size = 1 ;
}
switch ( type ) {
case ShaderLanguage : : TYPE_BOOL :
case ShaderLanguage : : TYPE_INT :
case ShaderLanguage : : TYPE_UINT :
case ShaderLanguage : : TYPE_FLOAT : {
memset ( data , 0 , 4 * p_array_size ) ;
} break ;
case ShaderLanguage : : TYPE_BVEC2 :
case ShaderLanguage : : TYPE_IVEC2 :
case ShaderLanguage : : TYPE_UVEC2 :
case ShaderLanguage : : TYPE_VEC2 : {
memset ( data , 0 , 8 * p_array_size ) ;
} break ;
case ShaderLanguage : : TYPE_BVEC3 :
case ShaderLanguage : : TYPE_IVEC3 :
case ShaderLanguage : : TYPE_UVEC3 :
case ShaderLanguage : : TYPE_VEC3 :
case ShaderLanguage : : TYPE_BVEC4 :
case ShaderLanguage : : TYPE_IVEC4 :
case ShaderLanguage : : TYPE_UVEC4 :
case ShaderLanguage : : TYPE_VEC4 : {
memset ( data , 0 , 16 * p_array_size ) ;
} break ;
case ShaderLanguage : : TYPE_MAT2 : {
memset ( data , 0 , 32 * p_array_size ) ;
} break ;
case ShaderLanguage : : TYPE_MAT3 : {
memset ( data , 0 , 48 * p_array_size ) ;
} break ;
case ShaderLanguage : : TYPE_MAT4 : {
memset ( data , 0 , 64 * p_array_size ) ;
} break ;
default : {
}
}
}
///////////////////////////////////////////////////////////////////////////
// MaterialData
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// Look up table to translate ShaderLanguage::DataType to GL_TEXTURE_*
static const GLenum target_from_type [ ShaderLanguage : : TYPE_MAX ] = {
GL_TEXTURE_2D , // TYPE_VOID,
GL_TEXTURE_2D , // TYPE_BOOL,
GL_TEXTURE_2D , // TYPE_BVEC2,
GL_TEXTURE_2D , // TYPE_BVEC3,
GL_TEXTURE_2D , // TYPE_BVEC4,
GL_TEXTURE_2D , // TYPE_INT,
GL_TEXTURE_2D , // TYPE_IVEC2,
GL_TEXTURE_2D , // TYPE_IVEC3,
GL_TEXTURE_2D , // TYPE_IVEC4,
GL_TEXTURE_2D , // TYPE_UINT,
GL_TEXTURE_2D , // TYPE_UVEC2,
GL_TEXTURE_2D , // TYPE_UVEC3,
GL_TEXTURE_2D , // TYPE_UVEC4,
GL_TEXTURE_2D , // TYPE_FLOAT,
GL_TEXTURE_2D , // TYPE_VEC2,
GL_TEXTURE_2D , // TYPE_VEC3,
GL_TEXTURE_2D , // TYPE_VEC4,
GL_TEXTURE_2D , // TYPE_MAT2,
GL_TEXTURE_2D , // TYPE_MAT3,
GL_TEXTURE_2D , // TYPE_MAT4,
GL_TEXTURE_2D , // TYPE_SAMPLER2D,
GL_TEXTURE_2D , // TYPE_ISAMPLER2D,
GL_TEXTURE_2D , // TYPE_USAMPLER2D,
GL_TEXTURE_2D_ARRAY , // TYPE_SAMPLER2DARRAY,
GL_TEXTURE_2D_ARRAY , // TYPE_ISAMPLER2DARRAY,
GL_TEXTURE_2D_ARRAY , // TYPE_USAMPLER2DARRAY,
GL_TEXTURE_3D , // TYPE_SAMPLER3D,
GL_TEXTURE_3D , // TYPE_ISAMPLER3D,
GL_TEXTURE_3D , // TYPE_USAMPLER3D,
GL_TEXTURE_CUBE_MAP , // TYPE_SAMPLERCUBE,
GL_TEXTURE_CUBE_MAP , // TYPE_SAMPLERCUBEARRAY,
GL_TEXTURE_2D , // TYPE_STRUCT
} ;
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void MaterialData : : update_uniform_buffer ( const HashMap < StringName , ShaderLanguage : : ShaderNode : : Uniform > & p_uniforms , const uint32_t * p_uniform_offsets , const HashMap < StringName , Variant > & p_parameters , uint8_t * p_buffer , uint32_t p_buffer_size , bool p_use_linear_color ) {
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MaterialStorage * material_storage = MaterialStorage : : get_singleton ( ) ;
bool uses_global_buffer = false ;
for ( const KeyValue < StringName , ShaderLanguage : : ShaderNode : : Uniform > & E : p_uniforms ) {
if ( E . value . order < 0 ) {
continue ; // texture, does not go here
}
if ( E . value . scope = = ShaderLanguage : : ShaderNode : : Uniform : : SCOPE_INSTANCE ) {
continue ; //instance uniforms don't appear in the buffer
}
if ( E . value . scope = = ShaderLanguage : : ShaderNode : : Uniform : : SCOPE_GLOBAL ) {
//this is a global variable, get the index to it
GlobalVariables : : Variable * gv = material_storage - > global_variables . variables . getptr ( E . key ) ;
uint32_t index = 0 ;
if ( gv ) {
index = gv - > buffer_index ;
} else {
WARN_PRINT ( " Shader uses global uniform ' " + E . key + " ', but it was removed at some point. Material will not display correctly. " ) ;
}
uint32_t offset = p_uniform_offsets [ E . value . order ] ;
uint32_t * intptr = ( uint32_t * ) & p_buffer [ offset ] ;
* intptr = index ;
uses_global_buffer = true ;
continue ;
}
//regular uniform
uint32_t offset = p_uniform_offsets [ E . value . order ] ;
# ifdef DEBUG_ENABLED
uint32_t size = 0U ;
// The following code enforces a 16-byte alignment of uniform arrays.
if ( E . value . array_size > 0 ) {
size = ShaderLanguage : : get_datatype_size ( E . value . type ) * E . value . array_size ;
int m = ( 16 * E . value . array_size ) ;
if ( ( size % m ) ! = 0U ) {
size + = m - ( size % m ) ;
}
} else {
size = ShaderLanguage : : get_datatype_size ( E . value . type ) ;
}
ERR_CONTINUE ( offset + size > p_buffer_size ) ;
# endif
uint8_t * data = & p_buffer [ offset ] ;
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HashMap < StringName , Variant > : : ConstIterator V = p_parameters . find ( E . key ) ;
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if ( V ) {
//user provided
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_fill_std140_variant_ubo_value ( E . value . type , E . value . array_size , V - > value , data ) ;
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} else if ( E . value . default_value . size ( ) ) {
//default value
_fill_std140_ubo_value ( E . value . type , E . value . default_value , data ) ;
//value=E.value.default_value;
} else {
//zero because it was not provided
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if ( ( E . value . type = = ShaderLanguage : : TYPE_VEC3 | | E . value . type = = ShaderLanguage : : TYPE_VEC4 ) & & E . value . hint = = ShaderLanguage : : ShaderNode : : Uniform : : HINT_SOURCE_COLOR ) {
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//colors must be set as black, with alpha as 1.0
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_fill_std140_variant_ubo_value ( E . value . type , E . value . array_size , Color ( 0 , 0 , 0 , 1 ) , data ) ;
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} else {
//else just zero it out
_fill_std140_ubo_empty ( E . value . type , E . value . array_size , data ) ;
}
}
}
if ( uses_global_buffer ! = ( global_buffer_E ! = nullptr ) ) {
if ( uses_global_buffer ) {
global_buffer_E = material_storage - > global_variables . materials_using_buffer . push_back ( self ) ;
} else {
material_storage - > global_variables . materials_using_buffer . erase ( global_buffer_E ) ;
global_buffer_E = nullptr ;
}
}
}
MaterialData : : ~ MaterialData ( ) {
MaterialStorage * material_storage = MaterialStorage : : get_singleton ( ) ;
if ( global_buffer_E ) {
//unregister global buffers
material_storage - > global_variables . materials_using_buffer . erase ( global_buffer_E ) ;
}
if ( global_texture_E ) {
//unregister global textures
for ( const KeyValue < StringName , uint64_t > & E : used_global_textures ) {
GlobalVariables : : Variable * v = material_storage - > global_variables . variables . getptr ( E . key ) ;
if ( v ) {
v - > texture_materials . erase ( self ) ;
}
}
//unregister material from those using global textures
material_storage - > global_variables . materials_using_texture . erase ( global_texture_E ) ;
}
if ( uniform_buffer ) {
glDeleteBuffers ( 1 , & uniform_buffer ) ;
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uniform_buffer = 0 ;
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}
}
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void MaterialData : : update_textures ( const HashMap < StringName , Variant > & p_parameters , const HashMap < StringName , HashMap < int , RID > > & p_default_textures , const Vector < ShaderCompiler : : GeneratedCode : : Texture > & p_texture_uniforms , RID * p_textures , bool p_use_linear_color ) {
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TextureStorage * texture_storage = TextureStorage : : get_singleton ( ) ;
MaterialStorage * material_storage = MaterialStorage : : get_singleton ( ) ;
# ifdef TOOLS_ENABLED
Texture * roughness_detect_texture = nullptr ;
RS : : TextureDetectRoughnessChannel roughness_channel = RS : : TEXTURE_DETECT_ROUGHNESS_R ;
Texture * normal_detect_texture = nullptr ;
# endif
bool uses_global_textures = false ;
global_textures_pass + + ;
for ( int i = 0 , k = 0 ; i < p_texture_uniforms . size ( ) ; i + + ) {
const StringName & uniform_name = p_texture_uniforms [ i ] . name ;
int uniform_array_size = p_texture_uniforms [ i ] . array_size ;
Vector < RID > textures ;
if ( p_texture_uniforms [ i ] . global ) {
uses_global_textures = true ;
GlobalVariables : : Variable * v = material_storage - > global_variables . variables . getptr ( uniform_name ) ;
if ( v ) {
if ( v - > buffer_index > = 0 ) {
WARN_PRINT ( " Shader uses global uniform texture ' " + String ( uniform_name ) + " ', but it changed type and is no longer a texture!. " ) ;
} else {
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HashMap < StringName , uint64_t > : : Iterator E = used_global_textures . find ( uniform_name ) ;
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if ( ! E ) {
E = used_global_textures . insert ( uniform_name , global_textures_pass ) ;
v - > texture_materials . insert ( self ) ;
} else {
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E - > value = global_textures_pass ;
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}
textures . push_back ( v - > override . get_type ( ) ! = Variant : : NIL ? v - > override : v - > value ) ;
}
} else {
WARN_PRINT ( " Shader uses global uniform texture ' " + String ( uniform_name ) + " ', but it was removed at some point. Material will not display correctly. " ) ;
}
} else {
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HashMap < StringName , Variant > : : ConstIterator V = p_parameters . find ( uniform_name ) ;
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if ( V ) {
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if ( V - > value . is_array ( ) ) {
Array array = ( Array ) V - > value ;
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if ( uniform_array_size > 0 ) {
for ( int j = 0 ; j < array . size ( ) ; j + + ) {
textures . push_back ( array [ j ] ) ;
}
} else {
if ( array . size ( ) > 0 ) {
textures . push_back ( array [ 0 ] ) ;
}
}
} else {
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textures . push_back ( V - > value ) ;
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}
}
if ( uniform_array_size > 0 ) {
if ( textures . size ( ) < uniform_array_size ) {
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HashMap < StringName , HashMap < int , RID > > : : ConstIterator W = p_default_textures . find ( uniform_name ) ;
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for ( int j = textures . size ( ) ; j < uniform_array_size ; j + + ) {
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if ( W & & W - > value . has ( j ) ) {
textures . push_back ( W - > value [ j ] ) ;
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} else {
textures . push_back ( RID ( ) ) ;
}
}
}
} else if ( textures . is_empty ( ) ) {
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HashMap < StringName , HashMap < int , RID > > : : ConstIterator W = p_default_textures . find ( uniform_name ) ;
if ( W & & W - > value . has ( 0 ) ) {
textures . push_back ( W - > value [ 0 ] ) ;
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}
}
}
RID gl_texture = texture_storage - > texture_gl_get_default ( DEFAULT_GL_TEXTURE_WHITE ) ;
if ( textures . is_empty ( ) ) {
//check default usage
switch ( p_texture_uniforms [ i ] . type ) {
case ShaderLanguage : : TYPE_ISAMPLER2D :
case ShaderLanguage : : TYPE_USAMPLER2D :
case ShaderLanguage : : TYPE_SAMPLER2D : {
switch ( p_texture_uniforms [ i ] . hint ) {
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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 ) ;
} break ;
case ShaderLanguage : : ShaderNode : : Uniform : : HINT_ANISOTROPY : {
gl_texture = texture_storage - > texture_gl_get_default ( DEFAULT_GL_TEXTURE_ANISO ) ;
} break ;
case ShaderLanguage : : ShaderNode : : Uniform : : HINT_NORMAL : {
gl_texture = texture_storage - > texture_gl_get_default ( DEFAULT_GL_TEXTURE_NORMAL ) ;
} break ;
case ShaderLanguage : : ShaderNode : : Uniform : : HINT_ROUGHNESS_NORMAL : {
gl_texture = texture_storage - > texture_gl_get_default ( DEFAULT_GL_TEXTURE_NORMAL ) ;
} break ;
default : {
gl_texture = texture_storage - > texture_gl_get_default ( DEFAULT_GL_TEXTURE_WHITE ) ;
} break ;
}
} break ;
case ShaderLanguage : : TYPE_SAMPLERCUBE : {
switch ( p_texture_uniforms [ i ] . hint ) {
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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_CUBEMAP_BLACK ) ;
} break ;
default : {
gl_texture = texture_storage - > texture_gl_get_default ( DEFAULT_GL_TEXTURE_CUBEMAP_WHITE ) ;
} break ;
}
} break ;
case ShaderLanguage : : TYPE_SAMPLERCUBEARRAY : {
ERR_PRINT_ONCE ( " Type: SamplerCubeArray not supported in OpenGL renderer, please use another type. " ) ;
} break ;
case ShaderLanguage : : TYPE_ISAMPLER3D :
case ShaderLanguage : : TYPE_USAMPLER3D :
case ShaderLanguage : : TYPE_SAMPLER3D : {
switch ( p_texture_uniforms [ i ] . hint ) {
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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_3D_BLACK ) ;
} break ;
default : {
gl_texture = texture_storage - > texture_gl_get_default ( DEFAULT_GL_TEXTURE_3D_WHITE ) ;
} break ;
}
} break ;
case ShaderLanguage : : TYPE_ISAMPLER2DARRAY :
case ShaderLanguage : : TYPE_USAMPLER2DARRAY :
case ShaderLanguage : : TYPE_SAMPLER2DARRAY : {
gl_texture = texture_storage - > texture_gl_get_default ( DEFAULT_GL_TEXTURE_2D_ARRAY_WHITE ) ;
} break ;
default : {
}
}
# ifdef TOOLS_ENABLED
if ( roughness_detect_texture & & normal_detect_texture & & ! normal_detect_texture - > path . is_empty ( ) ) {
roughness_detect_texture - > detect_roughness_callback ( roughness_detect_texture - > detect_roughness_callback_ud , normal_detect_texture - > path , roughness_channel ) ;
}
# endif
if ( uniform_array_size > 0 ) {
for ( int j = 0 ; j < uniform_array_size ; j + + ) {
p_textures [ k + + ] = gl_texture ;
}
} else {
p_textures [ k + + ] = gl_texture ;
}
} else {
for ( int j = 0 ; j < textures . size ( ) ; j + + ) {
Texture * tex = TextureStorage : : get_singleton ( ) - > get_texture ( textures [ j ] ) ;
if ( tex ) {
gl_texture = textures [ j ] ;
# ifdef TOOLS_ENABLED
if ( tex - > detect_3d_callback & & p_use_linear_color ) {
tex - > detect_3d_callback ( tex - > detect_3d_callback_ud ) ;
}
if ( tex - > detect_normal_callback & & ( p_texture_uniforms [ i ] . hint = = ShaderLanguage : : ShaderNode : : Uniform : : HINT_NORMAL | | p_texture_uniforms [ i ] . hint = = ShaderLanguage : : ShaderNode : : Uniform : : HINT_ROUGHNESS_NORMAL ) ) {
if ( p_texture_uniforms [ i ] . hint = = ShaderLanguage : : ShaderNode : : Uniform : : HINT_ROUGHNESS_NORMAL ) {
normal_detect_texture = tex ;
}
tex - > detect_normal_callback ( tex - > detect_normal_callback_ud ) ;
}
if ( tex - > detect_roughness_callback & & ( p_texture_uniforms [ i ] . hint > = ShaderLanguage : : ShaderNode : : Uniform : : HINT_ROUGHNESS_R | | p_texture_uniforms [ i ] . hint < = ShaderLanguage : : ShaderNode : : Uniform : : HINT_ROUGHNESS_GRAY ) ) {
//find the normal texture
roughness_detect_texture = tex ;
roughness_channel = RS : : TextureDetectRoughnessChannel ( p_texture_uniforms [ i ] . hint - ShaderLanguage : : ShaderNode : : Uniform : : HINT_ROUGHNESS_R ) ;
}
# endif
}
# ifdef TOOLS_ENABLED
if ( roughness_detect_texture & & normal_detect_texture & & ! normal_detect_texture - > path . is_empty ( ) ) {
roughness_detect_texture - > detect_roughness_callback ( roughness_detect_texture - > detect_roughness_callback_ud , normal_detect_texture - > path , roughness_channel ) ;
}
# endif
p_textures [ k + + ] = gl_texture ;
}
}
}
{
//for textures no longer used, unregister them
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List < StringName > to_delete ;
for ( KeyValue < StringName , uint64_t > & E : used_global_textures ) {
if ( E . value ! = global_textures_pass ) {
to_delete . push_back ( E . key ) ;
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GlobalVariables : : Variable * v = material_storage - > global_variables . variables . getptr ( E . key ) ;
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if ( v ) {
v - > texture_materials . erase ( self ) ;
}
}
}
while ( to_delete . front ( ) ) {
used_global_textures . erase ( to_delete . front ( ) - > get ( ) ) ;
to_delete . pop_front ( ) ;
}
//handle registering/unregistering global textures
if ( uses_global_textures ! = ( global_texture_E ! = nullptr ) ) {
if ( uses_global_textures ) {
global_texture_E = material_storage - > global_variables . materials_using_texture . push_back ( self ) ;
} else {
material_storage - > global_variables . materials_using_texture . erase ( global_texture_E ) ;
global_texture_E = nullptr ;
}
}
}
}
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void MaterialData : : update_parameters_internal ( const HashMap < StringName , Variant > & p_parameters , bool p_uniform_dirty , bool p_textures_dirty , const HashMap < StringName , ShaderLanguage : : ShaderNode : : Uniform > & p_uniforms , const uint32_t * p_uniform_offsets , const Vector < ShaderCompiler : : GeneratedCode : : Texture > & p_texture_uniforms , const HashMap < StringName , HashMap < int , RID > > & p_default_texture_params , uint32_t p_ubo_size ) {
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if ( ( uint32_t ) ubo_data . size ( ) ! = p_ubo_size ) {
p_uniform_dirty = true ;
if ( ! uniform_buffer ) {
glGenBuffers ( 1 , & uniform_buffer ) ;
}
ubo_data . resize ( p_ubo_size ) ;
if ( ubo_data . size ( ) ) {
memset ( ubo_data . ptrw ( ) , 0 , ubo_data . size ( ) ) ; //clear
}
}
//check whether buffer changed
if ( p_uniform_dirty & & ubo_data . size ( ) ) {
update_uniform_buffer ( p_uniforms , p_uniform_offsets , p_parameters , ubo_data . ptrw ( ) , ubo_data . size ( ) , true ) ;
glBindBuffer ( GL_UNIFORM_BUFFER , uniform_buffer ) ;
glBufferData ( GL_UNIFORM_BUFFER , ubo_data . size ( ) , ubo_data . ptrw ( ) , GL_DYNAMIC_DRAW ) ;
glBindBuffer ( GL_UNIFORM_BUFFER , 0 ) ;
}
uint32_t tex_uniform_count = 0U ;
for ( int i = 0 ; i < p_texture_uniforms . size ( ) ; i + + ) {
tex_uniform_count + = uint32_t ( p_texture_uniforms [ i ] . array_size > 0 ? p_texture_uniforms [ i ] . array_size : 1 ) ;
}
if ( ( uint32_t ) texture_cache . size ( ) ! = tex_uniform_count | | p_textures_dirty ) {
texture_cache . resize ( tex_uniform_count ) ;
p_textures_dirty = true ;
}
if ( p_textures_dirty & & tex_uniform_count ) {
update_textures ( p_parameters , p_default_texture_params , p_texture_uniforms , texture_cache . ptrw ( ) , true ) ;
}
}
///////////////////////////////////////////////////////////////////////////
// Material Storage
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MaterialStorage * MaterialStorage : : singleton = nullptr ;
MaterialStorage * MaterialStorage : : get_singleton ( ) {
return singleton ;
}
MaterialStorage : : MaterialStorage ( ) {
singleton = this ;
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shader_data_request_func [ RS : : SHADER_SPATIAL ] = _create_scene_shader_func ;
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shader_data_request_func [ RS : : SHADER_CANVAS_ITEM ] = _create_canvas_shader_func ;
shader_data_request_func [ RS : : SHADER_PARTICLES ] = nullptr ;
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shader_data_request_func [ RS : : SHADER_SKY ] = _create_sky_shader_func ;
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shader_data_request_func [ RS : : SHADER_FOG ] = nullptr ;
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material_data_request_func [ RS : : SHADER_SPATIAL ] = _create_scene_material_func ;
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material_data_request_func [ RS : : SHADER_CANVAS_ITEM ] = _create_canvas_material_func ;
material_data_request_func [ RS : : SHADER_PARTICLES ] = nullptr ;
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material_data_request_func [ RS : : SHADER_SKY ] = _create_sky_material_func ;
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material_data_request_func [ RS : : SHADER_FOG ] = nullptr ;
static_assert ( sizeof ( GlobalVariables : : Value ) = = 16 ) ;
global_variables . buffer_size = MAX ( 4096 , ( int ) GLOBAL_GET ( " rendering/limits/global_shader_variables/buffer_size " ) ) ;
if ( global_variables . buffer_size > uint32_t ( Config : : get_singleton ( ) - > max_uniform_buffer_size ) ) {
global_variables . buffer_size = uint32_t ( Config : : get_singleton ( ) - > max_uniform_buffer_size ) ;
WARN_PRINT ( " Project setting: rendering/limits/global_shader_variables/buffer_size exceeds maximum uniform buffer size of: " + itos ( Config : : get_singleton ( ) - > max_uniform_buffer_size ) ) ;
}
global_variables . buffer_values = memnew_arr ( GlobalVariables : : Value , global_variables . buffer_size ) ;
memset ( global_variables . buffer_values , 0 , sizeof ( GlobalVariables : : Value ) * global_variables . buffer_size ) ;
global_variables . buffer_usage = memnew_arr ( GlobalVariables : : ValueUsage , global_variables . buffer_size ) ;
global_variables . buffer_dirty_regions = memnew_arr ( bool , global_variables . buffer_size / GlobalVariables : : BUFFER_DIRTY_REGION_SIZE ) ;
memset ( global_variables . buffer_dirty_regions , 0 , sizeof ( bool ) * global_variables . buffer_size / GlobalVariables : : BUFFER_DIRTY_REGION_SIZE ) ;
glGenBuffers ( 1 , & global_variables . buffer ) ;
glBindBuffer ( GL_UNIFORM_BUFFER , global_variables . buffer ) ;
glBufferData ( GL_UNIFORM_BUFFER , sizeof ( GlobalVariables : : Value ) * global_variables . buffer_size , nullptr , GL_DYNAMIC_DRAW ) ;
glBindBuffer ( GL_UNIFORM_BUFFER , 0 ) ;
{
// Setup CanvasItem compiler
ShaderCompiler : : DefaultIdentifierActions actions ;
actions . renames [ " VERTEX " ] = " vertex " ;
actions . renames [ " LIGHT_VERTEX " ] = " light_vertex " ;
actions . renames [ " SHADOW_VERTEX " ] = " shadow_vertex " ;
actions . renames [ " UV " ] = " uv " ;
actions . renames [ " POINT_SIZE " ] = " gl_PointSize " ;
actions . renames [ " MODEL_MATRIX " ] = " model_matrix " ;
actions . renames [ " CANVAS_MATRIX " ] = " canvas_data.canvas_transform " ;
actions . renames [ " SCREEN_MATRIX " ] = " canvas_data.screen_transform " ;
actions . renames [ " TIME " ] = " canvas_data.time " ;
actions . renames [ " PI " ] = _MKSTR ( Math_PI ) ;
actions . renames [ " TAU " ] = _MKSTR ( Math_TAU ) ;
actions . renames [ " E " ] = _MKSTR ( Math_E ) ;
actions . renames [ " AT_LIGHT_PASS " ] = " false " ;
actions . renames [ " INSTANCE_CUSTOM " ] = " instance_custom " ;
actions . renames [ " COLOR " ] = " color " ;
actions . renames [ " NORMAL " ] = " normal " ;
actions . renames [ " NORMAL_MAP " ] = " normal_map " ;
actions . renames [ " NORMAL_MAP_DEPTH " ] = " normal_map_depth " ;
actions . renames [ " TEXTURE " ] = " color_texture " ;
actions . renames [ " TEXTURE_PIXEL_SIZE " ] = " draw_data.color_texture_pixel_size " ;
actions . renames [ " NORMAL_TEXTURE " ] = " normal_texture " ;
actions . renames [ " SPECULAR_SHININESS_TEXTURE " ] = " specular_texture " ;
actions . renames [ " SPECULAR_SHININESS " ] = " specular_shininess " ;
actions . renames [ " SCREEN_UV " ] = " screen_uv " ;
actions . renames [ " SCREEN_TEXTURE " ] = " screen_texture " ;
actions . renames [ " SCREEN_PIXEL_SIZE " ] = " canvas_data.screen_pixel_size " ;
actions . renames [ " FRAGCOORD " ] = " gl_FragCoord " ;
actions . renames [ " POINT_COORD " ] = " gl_PointCoord " ;
actions . renames [ " INSTANCE_ID " ] = " gl_InstanceIndex " ;
actions . renames [ " VERTEX_ID " ] = " gl_VertexIndex " ;
actions . renames [ " LIGHT_POSITION " ] = " light_position " ;
actions . renames [ " LIGHT_COLOR " ] = " light_color " ;
actions . renames [ " LIGHT_ENERGY " ] = " light_energy " ;
actions . renames [ " LIGHT " ] = " light " ;
actions . renames [ " SHADOW_MODULATE " ] = " shadow_modulate " ;
actions . renames [ " texture_sdf " ] = " texture_sdf " ;
actions . renames [ " texture_sdf_normal " ] = " texture_sdf_normal " ;
actions . renames [ " sdf_to_screen_uv " ] = " sdf_to_screen_uv " ;
actions . renames [ " screen_uv_to_sdf " ] = " screen_uv_to_sdf " ;
actions . usage_defines [ " COLOR " ] = " #define COLOR_USED \n " ;
actions . usage_defines [ " SCREEN_TEXTURE " ] = " #define SCREEN_TEXTURE_USED \n " ;
actions . usage_defines [ " SCREEN_UV " ] = " #define SCREEN_UV_USED \n " ;
actions . usage_defines [ " SCREEN_PIXEL_SIZE " ] = " @SCREEN_UV " ;
actions . usage_defines [ " NORMAL " ] = " #define NORMAL_USED \n " ;
actions . usage_defines [ " NORMAL_MAP " ] = " #define NORMAL_MAP_USED \n " ;
actions . usage_defines [ " LIGHT " ] = " #define LIGHT_SHADER_CODE_USED \n " ;
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actions . usage_defines [ " SPECULAR_SHININESS " ] = " #define SPECULAR_SHININESS_USED \n " ;
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actions . render_mode_defines [ " skip_vertex_transform " ] = " #define SKIP_TRANSFORM_USED \n " ;
actions . render_mode_defines [ " unshaded " ] = " #define MODE_UNSHADED \n " ;
actions . render_mode_defines [ " light_only " ] = " #define MODE_LIGHT_ONLY \n " ;
shaders . compiler_canvas . initialize ( actions ) ;
}
{
// Setup Scene compiler
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//shader compiler
ShaderCompiler : : DefaultIdentifierActions actions ;
actions . renames [ " MODEL_MATRIX " ] = " model_matrix " ;
actions . renames [ " MODEL_NORMAL_MATRIX " ] = " model_normal_matrix " ;
actions . renames [ " VIEW_MATRIX " ] = " scene_data.view_matrix " ;
actions . renames [ " INV_VIEW_MATRIX " ] = " scene_data.inv_view_matrix " ;
actions . renames [ " PROJECTION_MATRIX " ] = " projection_matrix " ;
actions . renames [ " INV_PROJECTION_MATRIX " ] = " inv_projection_matrix " ;
actions . renames [ " MODELVIEW_MATRIX " ] = " modelview " ;
actions . renames [ " MODELVIEW_NORMAL_MATRIX " ] = " modelview_normal " ;
actions . renames [ " VERTEX " ] = " vertex " ;
actions . renames [ " NORMAL " ] = " normal " ;
actions . renames [ " TANGENT " ] = " tangent " ;
actions . renames [ " BINORMAL " ] = " binormal " ;
actions . renames [ " POSITION " ] = " position " ;
actions . renames [ " UV " ] = " uv_interp " ;
actions . renames [ " UV2 " ] = " uv2_interp " ;
actions . renames [ " COLOR " ] = " color_interp " ;
actions . renames [ " POINT_SIZE " ] = " gl_PointSize " ;
actions . renames [ " INSTANCE_ID " ] = " gl_InstanceIndex " ;
actions . renames [ " VERTEX_ID " ] = " gl_VertexIndex " ;
actions . renames [ " ALPHA_SCISSOR_THRESHOLD " ] = " alpha_scissor_threshold " ;
actions . renames [ " ALPHA_HASH_SCALE " ] = " alpha_hash_scale " ;
actions . renames [ " ALPHA_ANTIALIASING_EDGE " ] = " alpha_antialiasing_edge " ;
actions . renames [ " ALPHA_TEXTURE_COORDINATE " ] = " alpha_texture_coordinate " ;
//builtins
actions . renames [ " TIME " ] = " scene_data.time " ;
actions . renames [ " PI " ] = _MKSTR ( Math_PI ) ;
actions . renames [ " TAU " ] = _MKSTR ( Math_TAU ) ;
actions . renames [ " E " ] = _MKSTR ( Math_E ) ;
actions . renames [ " VIEWPORT_SIZE " ] = " scene_data.viewport_size " ;
actions . renames [ " FRAGCOORD " ] = " gl_FragCoord " ;
actions . renames [ " FRONT_FACING " ] = " gl_FrontFacing " ;
actions . renames [ " NORMAL_MAP " ] = " normal_map " ;
actions . renames [ " NORMAL_MAP_DEPTH " ] = " normal_map_depth " ;
actions . renames [ " ALBEDO " ] = " albedo " ;
actions . renames [ " ALPHA " ] = " alpha " ;
actions . renames [ " METALLIC " ] = " metallic " ;
actions . renames [ " SPECULAR " ] = " specular " ;
actions . renames [ " ROUGHNESS " ] = " roughness " ;
actions . renames [ " RIM " ] = " rim " ;
actions . renames [ " RIM_TINT " ] = " rim_tint " ;
actions . renames [ " CLEARCOAT " ] = " clearcoat " ;
actions . renames [ " CLEARCOAT_ROUGHNESS " ] = " clearcoat_roughness " ;
actions . renames [ " ANISOTROPY " ] = " anisotropy " ;
actions . renames [ " ANISOTROPY_FLOW " ] = " anisotropy_flow " ;
actions . renames [ " SSS_STRENGTH " ] = " sss_strength " ;
actions . renames [ " SSS_TRANSMITTANCE_COLOR " ] = " transmittance_color " ;
actions . renames [ " SSS_TRANSMITTANCE_DEPTH " ] = " transmittance_depth " ;
actions . renames [ " SSS_TRANSMITTANCE_BOOST " ] = " transmittance_boost " ;
actions . renames [ " BACKLIGHT " ] = " backlight " ;
actions . renames [ " AO " ] = " ao " ;
actions . renames [ " AO_LIGHT_AFFECT " ] = " ao_light_affect " ;
actions . renames [ " EMISSION " ] = " emission " ;
actions . renames [ " POINT_COORD " ] = " gl_PointCoord " ;
actions . renames [ " INSTANCE_CUSTOM " ] = " instance_custom " ;
actions . renames [ " SCREEN_UV " ] = " screen_uv " ;
actions . renames [ " SCREEN_TEXTURE " ] = " color_buffer " ;
actions . renames [ " DEPTH_TEXTURE " ] = " depth_buffer " ;
actions . renames [ " NORMAL_ROUGHNESS_TEXTURE " ] = " normal_roughness_buffer " ;
actions . renames [ " DEPTH " ] = " gl_FragDepth " ;
actions . renames [ " OUTPUT_IS_SRGB " ] = " true " ;
actions . renames [ " FOG " ] = " custom_fog " ;
actions . renames [ " RADIANCE " ] = " custom_radiance " ;
actions . renames [ " IRRADIANCE " ] = " custom_irradiance " ;
actions . renames [ " BONE_INDICES " ] = " bone_attrib " ;
actions . renames [ " BONE_WEIGHTS " ] = " weight_attrib " ;
actions . renames [ " CUSTOM0 " ] = " custom0_attrib " ;
actions . renames [ " CUSTOM1 " ] = " custom1_attrib " ;
actions . renames [ " CUSTOM2 " ] = " custom2_attrib " ;
actions . renames [ " CUSTOM3 " ] = " custom3_attrib " ;
actions . renames [ " OUTPUT_IS_SRGB " ] = " SHADER_IS_SRGB " ;
actions . renames [ " VIEW_INDEX " ] = " ViewIndex " ;
actions . renames [ " VIEW_MONO_LEFT " ] = " 0 " ;
actions . renames [ " VIEW_RIGHT " ] = " 1 " ;
//for light
actions . renames [ " VIEW " ] = " view " ;
actions . renames [ " LIGHT_COLOR " ] = " light_color " ;
actions . renames [ " LIGHT " ] = " light " ;
actions . renames [ " ATTENUATION " ] = " attenuation " ;
actions . renames [ " DIFFUSE_LIGHT " ] = " diffuse_light " ;
actions . renames [ " SPECULAR_LIGHT " ] = " specular_light " ;
actions . usage_defines [ " NORMAL " ] = " #define NORMAL_USED \n " ;
actions . usage_defines [ " TANGENT " ] = " #define TANGENT_USED \n " ;
actions . usage_defines [ " BINORMAL " ] = " @TANGENT " ;
actions . usage_defines [ " RIM " ] = " #define LIGHT_RIM_USED \n " ;
actions . usage_defines [ " RIM_TINT " ] = " @RIM " ;
actions . usage_defines [ " CLEARCOAT " ] = " #define LIGHT_CLEARCOAT_USED \n " ;
actions . usage_defines [ " CLEARCOAT_ROUGHNESS " ] = " @CLEARCOAT " ;
actions . usage_defines [ " ANISOTROPY " ] = " #define LIGHT_ANISOTROPY_USED \n " ;
actions . usage_defines [ " ANISOTROPY_FLOW " ] = " @ANISOTROPY " ;
actions . usage_defines [ " AO " ] = " #define AO_USED \n " ;
actions . usage_defines [ " AO_LIGHT_AFFECT " ] = " #define AO_USED \n " ;
actions . usage_defines [ " UV " ] = " #define UV_USED \n " ;
actions . usage_defines [ " UV2 " ] = " #define UV2_USED \n " ;
actions . usage_defines [ " BONE_INDICES " ] = " #define BONES_USED \n " ;
actions . usage_defines [ " BONE_WEIGHTS " ] = " #define WEIGHTS_USED \n " ;
actions . usage_defines [ " CUSTOM0 " ] = " #define CUSTOM0_USED \n " ;
actions . usage_defines [ " CUSTOM1 " ] = " #define CUSTOM1_USED \n " ;
actions . usage_defines [ " CUSTOM2 " ] = " #define CUSTOM2_USED \n " ;
actions . usage_defines [ " CUSTOM3 " ] = " #define CUSTOM3_USED \n " ;
actions . usage_defines [ " NORMAL_MAP " ] = " #define NORMAL_MAP_USED \n " ;
actions . usage_defines [ " NORMAL_MAP_DEPTH " ] = " @NORMAL_MAP " ;
actions . usage_defines [ " COLOR " ] = " #define COLOR_USED \n " ;
actions . usage_defines [ " INSTANCE_CUSTOM " ] = " #define ENABLE_INSTANCE_CUSTOM \n " ;
actions . usage_defines [ " POSITION " ] = " #define OVERRIDE_POSITION \n " ;
actions . usage_defines [ " ALPHA_SCISSOR_THRESHOLD " ] = " #define ALPHA_SCISSOR_USED \n " ;
actions . usage_defines [ " ALPHA_HASH_SCALE " ] = " #define ALPHA_HASH_USED \n " ;
actions . usage_defines [ " ALPHA_ANTIALIASING_EDGE " ] = " #define ALPHA_ANTIALIASING_EDGE_USED \n " ;
actions . usage_defines [ " ALPHA_TEXTURE_COORDINATE " ] = " @ALPHA_ANTIALIASING_EDGE " ;
actions . usage_defines [ " SSS_STRENGTH " ] = " #define ENABLE_SSS \n " ;
actions . usage_defines [ " SSS_TRANSMITTANCE_DEPTH " ] = " #define ENABLE_TRANSMITTANCE \n " ;
actions . usage_defines [ " BACKLIGHT " ] = " #define LIGHT_BACKLIGHT_USED \n " ;
actions . usage_defines [ " SCREEN_TEXTURE " ] = " #define SCREEN_TEXTURE_USED \n " ;
actions . usage_defines [ " SCREEN_UV " ] = " #define SCREEN_UV_USED \n " ;
actions . usage_defines [ " DIFFUSE_LIGHT " ] = " #define USE_LIGHT_SHADER_CODE \n " ;
actions . usage_defines [ " SPECULAR_LIGHT " ] = " #define USE_LIGHT_SHADER_CODE \n " ;
actions . usage_defines [ " FOG " ] = " #define CUSTOM_FOG_USED \n " ;
actions . usage_defines [ " RADIANCE " ] = " #define CUSTOM_RADIANCE_USED \n " ;
actions . usage_defines [ " IRRADIANCE " ] = " #define CUSTOM_IRRADIANCE_USED \n " ;
actions . render_mode_defines [ " skip_vertex_transform " ] = " #define SKIP_TRANSFORM_USED \n " ;
actions . render_mode_defines [ " world_vertex_coords " ] = " #define VERTEX_WORLD_COORDS_USED \n " ;
actions . render_mode_defines [ " ensure_correct_normals " ] = " #define ENSURE_CORRECT_NORMALS \n " ;
actions . render_mode_defines [ " cull_front " ] = " #define DO_SIDE_CHECK \n " ;
actions . render_mode_defines [ " cull_disabled " ] = " #define DO_SIDE_CHECK \n " ;
actions . render_mode_defines [ " particle_trails " ] = " #define USE_PARTICLE_TRAILS \n " ;
actions . render_mode_defines [ " depth_draw_opaque " ] = " #define USE_OPAQUE_PREPASS \n " ;
bool force_lambert = GLOBAL_GET ( " rendering/shading/overrides/force_lambert_over_burley " ) ;
if ( ! force_lambert ) {
actions . render_mode_defines [ " diffuse_burley " ] = " #define DIFFUSE_BURLEY \n " ;
}
actions . render_mode_defines [ " diffuse_lambert_wrap " ] = " #define DIFFUSE_LAMBERT_WRAP \n " ;
actions . render_mode_defines [ " diffuse_toon " ] = " #define DIFFUSE_TOON \n " ;
actions . render_mode_defines [ " sss_mode_skin " ] = " #define SSS_MODE_SKIN \n " ;
actions . render_mode_defines [ " specular_schlick_ggx " ] = " #define SPECULAR_SCHLICK_GGX \n " ;
actions . render_mode_defines [ " specular_toon " ] = " #define SPECULAR_TOON \n " ;
actions . render_mode_defines [ " specular_disabled " ] = " #define SPECULAR_DISABLED \n " ;
actions . render_mode_defines [ " shadows_disabled " ] = " #define SHADOWS_DISABLED \n " ;
actions . render_mode_defines [ " ambient_light_disabled " ] = " #define AMBIENT_LIGHT_DISABLED \n " ;
actions . render_mode_defines [ " shadow_to_opacity " ] = " #define USE_SHADOW_TO_OPACITY \n " ;
actions . render_mode_defines [ " unshaded " ] = " #define MODE_UNSHADED \n " ;
actions . default_filter = ShaderLanguage : : FILTER_LINEAR_MIPMAP ;
actions . default_repeat = ShaderLanguage : : REPEAT_ENABLE ;
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shaders . compiler_scene . initialize ( actions ) ;
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}
{
// Setup Particles compiler
/*
ShaderCompiler : : DefaultIdentifierActions actions ;
actions . renames [ " COLOR " ] = " PARTICLE.color " ;
actions . renames [ " VELOCITY " ] = " PARTICLE.velocity " ;
//actions.renames["MASS"] = "mass"; ?
actions . renames [ " ACTIVE " ] = " particle_active " ;
actions . renames [ " RESTART " ] = " restart " ;
actions . renames [ " CUSTOM " ] = " PARTICLE.custom " ;
for ( int i = 0 ; i < ParticlesShader : : MAX_USERDATAS ; i + + ) {
String udname = " USERDATA " + itos ( i + 1 ) ;
actions . renames [ udname ] = " PARTICLE.userdata " + itos ( i + 1 ) ;
actions . usage_defines [ udname ] = " #define USERDATA " + itos ( i + 1 ) + " _USED \n " ;
}
actions . renames [ " TRANSFORM " ] = " PARTICLE.xform " ;
actions . renames [ " TIME " ] = " frame_history.data[0].time " ;
actions . renames [ " PI " ] = _MKSTR ( Math_PI ) ;
actions . renames [ " TAU " ] = _MKSTR ( Math_TAU ) ;
actions . renames [ " E " ] = _MKSTR ( Math_E ) ;
actions . renames [ " LIFETIME " ] = " params.lifetime " ;
actions . renames [ " DELTA " ] = " local_delta " ;
actions . renames [ " NUMBER " ] = " particle_number " ;
actions . renames [ " INDEX " ] = " index " ;
//actions.renames["GRAVITY"] = "current_gravity";
actions . renames [ " EMISSION_TRANSFORM " ] = " FRAME.emission_transform " ;
actions . renames [ " RANDOM_SEED " ] = " FRAME.random_seed " ;
actions . renames [ " FLAG_EMIT_POSITION " ] = " EMISSION_FLAG_HAS_POSITION " ;
actions . renames [ " FLAG_EMIT_ROT_SCALE " ] = " EMISSION_FLAG_HAS_ROTATION_SCALE " ;
actions . renames [ " FLAG_EMIT_VELOCITY " ] = " EMISSION_FLAG_HAS_VELOCITY " ;
actions . renames [ " FLAG_EMIT_COLOR " ] = " EMISSION_FLAG_HAS_COLOR " ;
actions . renames [ " FLAG_EMIT_CUSTOM " ] = " EMISSION_FLAG_HAS_CUSTOM " ;
actions . renames [ " RESTART_POSITION " ] = " restart_position " ;
actions . renames [ " RESTART_ROT_SCALE " ] = " restart_rotation_scale " ;
actions . renames [ " RESTART_VELOCITY " ] = " restart_velocity " ;
actions . renames [ " RESTART_COLOR " ] = " restart_color " ;
actions . renames [ " RESTART_CUSTOM " ] = " restart_custom " ;
actions . renames [ " emit_subparticle " ] = " emit_subparticle " ;
actions . renames [ " COLLIDED " ] = " collided " ;
actions . renames [ " COLLISION_NORMAL " ] = " collision_normal " ;
actions . renames [ " COLLISION_DEPTH " ] = " collision_depth " ;
actions . renames [ " ATTRACTOR_FORCE " ] = " attractor_force " ;
actions . render_mode_defines [ " disable_force " ] = " #define DISABLE_FORCE \n " ;
actions . render_mode_defines [ " disable_velocity " ] = " #define DISABLE_VELOCITY \n " ;
actions . render_mode_defines [ " keep_data " ] = " #define ENABLE_KEEP_DATA \n " ;
actions . render_mode_defines [ " collision_use_scale " ] = " #define USE_COLLISON_SCALE \n " ;
actions . sampler_array_name = " material_samplers " ;
actions . base_texture_binding_index = 1 ;
actions . texture_layout_set = 3 ;
actions . base_uniform_string = " material. " ;
actions . base_varying_index = 10 ;
actions . default_filter = ShaderLanguage : : FILTER_LINEAR_MIPMAP ;
actions . default_repeat = ShaderLanguage : : REPEAT_ENABLE ;
actions . global_buffer_array_variable = " global_variables.data " ;
particles_shader . compiler . initialize ( actions ) ;
*/
}
{
// Setup Sky compiler
ShaderCompiler : : DefaultIdentifierActions actions ;
actions . renames [ " COLOR " ] = " color " ;
actions . renames [ " ALPHA " ] = " alpha " ;
actions . renames [ " EYEDIR " ] = " cube_normal " ;
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actions . renames [ " POSITION " ] = " position " ;
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actions . renames [ " SKY_COORDS " ] = " panorama_coords " ;
actions . renames [ " SCREEN_UV " ] = " uv " ;
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actions . renames [ " TIME " ] = " time " ;
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actions . renames [ " FRAGCOORD " ] = " gl_FragCoord " ;
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actions . renames [ " PI " ] = _MKSTR ( Math_PI ) ;
actions . renames [ " TAU " ] = _MKSTR ( Math_TAU ) ;
actions . renames [ " E " ] = _MKSTR ( Math_E ) ;
actions . renames [ " HALF_RES_COLOR " ] = " half_res_color " ;
actions . renames [ " QUARTER_RES_COLOR " ] = " quarter_res_color " ;
actions . renames [ " RADIANCE " ] = " radiance " ;
actions . renames [ " FOG " ] = " custom_fog " ;
actions . renames [ " LIGHT0_ENABLED " ] = " directional_lights.data[0].enabled " ;
actions . renames [ " LIGHT0_DIRECTION " ] = " directional_lights.data[0].direction_energy.xyz " ;
actions . renames [ " LIGHT0_ENERGY " ] = " directional_lights.data[0].direction_energy.w " ;
actions . renames [ " LIGHT0_COLOR " ] = " directional_lights.data[0].color_size.xyz " ;
actions . renames [ " LIGHT0_SIZE " ] = " directional_lights.data[0].color_size.w " ;
actions . renames [ " LIGHT1_ENABLED " ] = " directional_lights.data[1].enabled " ;
actions . renames [ " LIGHT1_DIRECTION " ] = " directional_lights.data[1].direction_energy.xyz " ;
actions . renames [ " LIGHT1_ENERGY " ] = " directional_lights.data[1].direction_energy.w " ;
actions . renames [ " LIGHT1_COLOR " ] = " directional_lights.data[1].color_size.xyz " ;
actions . renames [ " LIGHT1_SIZE " ] = " directional_lights.data[1].color_size.w " ;
actions . renames [ " LIGHT2_ENABLED " ] = " directional_lights.data[2].enabled " ;
actions . renames [ " LIGHT2_DIRECTION " ] = " directional_lights.data[2].direction_energy.xyz " ;
actions . renames [ " LIGHT2_ENERGY " ] = " directional_lights.data[2].direction_energy.w " ;
actions . renames [ " LIGHT2_COLOR " ] = " directional_lights.data[2].color_size.xyz " ;
actions . renames [ " LIGHT2_SIZE " ] = " directional_lights.data[2].color_size.w " ;
actions . renames [ " LIGHT3_ENABLED " ] = " directional_lights.data[3].enabled " ;
actions . renames [ " LIGHT3_DIRECTION " ] = " directional_lights.data[3].direction_energy.xyz " ;
actions . renames [ " LIGHT3_ENERGY " ] = " directional_lights.data[3].direction_energy.w " ;
actions . renames [ " LIGHT3_COLOR " ] = " directional_lights.data[3].color_size.xyz " ;
actions . renames [ " LIGHT3_SIZE " ] = " directional_lights.data[3].color_size.w " ;
actions . renames [ " AT_CUBEMAP_PASS " ] = " AT_CUBEMAP_PASS " ;
actions . renames [ " AT_HALF_RES_PASS " ] = " AT_HALF_RES_PASS " ;
actions . renames [ " AT_QUARTER_RES_PASS " ] = " AT_QUARTER_RES_PASS " ;
actions . usage_defines [ " HALF_RES_COLOR " ] = " \n #define USES_HALF_RES_COLOR \n " ;
actions . usage_defines [ " QUARTER_RES_COLOR " ] = " \n #define USES_QUARTER_RES_COLOR \n " ;
actions . render_mode_defines [ " disable_fog " ] = " #define DISABLE_FOG \n " ;
actions . default_filter = ShaderLanguage : : FILTER_LINEAR_MIPMAP ;
actions . default_repeat = ShaderLanguage : : REPEAT_ENABLE ;
shaders . compiler_sky . initialize ( actions ) ;
}
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}
MaterialStorage : : ~ MaterialStorage ( ) {
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//shaders.copy.version_free(shaders.copy_version);
memdelete_arr ( global_variables . buffer_values ) ;
memdelete_arr ( global_variables . buffer_usage ) ;
memdelete_arr ( global_variables . buffer_dirty_regions ) ;
glDeleteBuffers ( 1 , & global_variables . buffer ) ;
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singleton = nullptr ;
}
/* GLOBAL VARIABLE API */
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int32_t MaterialStorage : : _global_variable_allocate ( uint32_t p_elements ) {
int32_t idx = 0 ;
while ( idx + p_elements < = global_variables . buffer_size ) {
if ( global_variables . buffer_usage [ idx ] . elements = = 0 ) {
bool valid = true ;
for ( uint32_t i = 1 ; i < p_elements ; i + + ) {
if ( global_variables . buffer_usage [ idx + i ] . elements > 0 ) {
valid = false ;
idx + = i + global_variables . buffer_usage [ idx + i ] . elements ;
break ;
}
}
if ( ! valid ) {
continue ; //if not valid, idx is in new position
}
return idx ;
} else {
idx + = global_variables . buffer_usage [ idx ] . elements ;
}
}
return - 1 ;
}
void MaterialStorage : : _global_variable_store_in_buffer ( int32_t p_index , RS : : GlobalVariableType p_type , const Variant & p_value ) {
switch ( p_type ) {
case RS : : GLOBAL_VAR_TYPE_BOOL : {
GlobalVariables : : Value & bv = global_variables . buffer_values [ p_index ] ;
bool b = p_value ;
bv . x = b ? 1.0 : 0.0 ;
bv . y = 0.0 ;
bv . z = 0.0 ;
bv . w = 0.0 ;
} break ;
case RS : : GLOBAL_VAR_TYPE_BVEC2 : {
GlobalVariables : : Value & bv = global_variables . buffer_values [ p_index ] ;
uint32_t bvec = p_value ;
bv . x = ( bvec & 1 ) ? 1.0 : 0.0 ;
bv . y = ( bvec & 2 ) ? 1.0 : 0.0 ;
bv . z = 0.0 ;
bv . w = 0.0 ;
} break ;
case RS : : GLOBAL_VAR_TYPE_BVEC3 : {
GlobalVariables : : Value & bv = global_variables . buffer_values [ p_index ] ;
uint32_t bvec = p_value ;
bv . x = ( bvec & 1 ) ? 1.0 : 0.0 ;
bv . y = ( bvec & 2 ) ? 1.0 : 0.0 ;
bv . z = ( bvec & 4 ) ? 1.0 : 0.0 ;
bv . w = 0.0 ;
} break ;
case RS : : GLOBAL_VAR_TYPE_BVEC4 : {
GlobalVariables : : Value & bv = global_variables . buffer_values [ p_index ] ;
uint32_t bvec = p_value ;
bv . x = ( bvec & 1 ) ? 1.0 : 0.0 ;
bv . y = ( bvec & 2 ) ? 1.0 : 0.0 ;
bv . z = ( bvec & 4 ) ? 1.0 : 0.0 ;
bv . w = ( bvec & 8 ) ? 1.0 : 0.0 ;
} break ;
case RS : : GLOBAL_VAR_TYPE_INT : {
GlobalVariables : : ValueInt & bv = * ( GlobalVariables : : ValueInt * ) & global_variables . buffer_values [ p_index ] ;
int32_t v = p_value ;
bv . x = v ;
bv . y = 0 ;
bv . z = 0 ;
bv . w = 0 ;
} break ;
case RS : : GLOBAL_VAR_TYPE_IVEC2 : {
GlobalVariables : : ValueInt & bv = * ( GlobalVariables : : ValueInt * ) & global_variables . buffer_values [ p_index ] ;
Vector2i v = p_value ;
bv . x = v . x ;
bv . y = v . y ;
bv . z = 0 ;
bv . w = 0 ;
} break ;
case RS : : GLOBAL_VAR_TYPE_IVEC3 : {
GlobalVariables : : ValueInt & bv = * ( GlobalVariables : : ValueInt * ) & global_variables . buffer_values [ p_index ] ;
Vector3i v = p_value ;
bv . x = v . x ;
bv . y = v . y ;
bv . z = v . z ;
bv . w = 0 ;
} break ;
case RS : : GLOBAL_VAR_TYPE_IVEC4 : {
GlobalVariables : : ValueInt & bv = * ( GlobalVariables : : ValueInt * ) & global_variables . buffer_values [ p_index ] ;
Vector < int32_t > v = p_value ;
bv . x = v . size ( ) > = 1 ? v [ 0 ] : 0 ;
bv . y = v . size ( ) > = 2 ? v [ 1 ] : 0 ;
bv . z = v . size ( ) > = 3 ? v [ 2 ] : 0 ;
bv . w = v . size ( ) > = 4 ? v [ 3 ] : 0 ;
} break ;
case RS : : GLOBAL_VAR_TYPE_RECT2I : {
GlobalVariables : : ValueInt & bv = * ( GlobalVariables : : ValueInt * ) & global_variables . buffer_values [ p_index ] ;
Rect2i v = p_value ;
bv . x = v . position . x ;
bv . y = v . position . y ;
bv . z = v . size . x ;
bv . w = v . size . y ;
} break ;
case RS : : GLOBAL_VAR_TYPE_UINT : {
GlobalVariables : : ValueUInt & bv = * ( GlobalVariables : : ValueUInt * ) & global_variables . buffer_values [ p_index ] ;
uint32_t v = p_value ;
bv . x = v ;
bv . y = 0 ;
bv . z = 0 ;
bv . w = 0 ;
} break ;
case RS : : GLOBAL_VAR_TYPE_UVEC2 : {
GlobalVariables : : ValueUInt & bv = * ( GlobalVariables : : ValueUInt * ) & global_variables . buffer_values [ p_index ] ;
Vector2i v = p_value ;
bv . x = v . x ;
bv . y = v . y ;
bv . z = 0 ;
bv . w = 0 ;
} break ;
case RS : : GLOBAL_VAR_TYPE_UVEC3 : {
GlobalVariables : : ValueUInt & bv = * ( GlobalVariables : : ValueUInt * ) & global_variables . buffer_values [ p_index ] ;
Vector3i v = p_value ;
bv . x = v . x ;
bv . y = v . y ;
bv . z = v . z ;
bv . w = 0 ;
} break ;
case RS : : GLOBAL_VAR_TYPE_UVEC4 : {
GlobalVariables : : ValueUInt & bv = * ( GlobalVariables : : ValueUInt * ) & global_variables . buffer_values [ p_index ] ;
Vector < int32_t > v = p_value ;
bv . x = v . size ( ) > = 1 ? v [ 0 ] : 0 ;
bv . y = v . size ( ) > = 2 ? v [ 1 ] : 0 ;
bv . z = v . size ( ) > = 3 ? v [ 2 ] : 0 ;
bv . w = v . size ( ) > = 4 ? v [ 3 ] : 0 ;
} break ;
case RS : : GLOBAL_VAR_TYPE_FLOAT : {
GlobalVariables : : Value & bv = global_variables . buffer_values [ p_index ] ;
float v = p_value ;
bv . x = v ;
bv . y = 0 ;
bv . z = 0 ;
bv . w = 0 ;
} break ;
case RS : : GLOBAL_VAR_TYPE_VEC2 : {
GlobalVariables : : Value & bv = global_variables . buffer_values [ p_index ] ;
Vector2 v = p_value ;
bv . x = v . x ;
bv . y = v . y ;
bv . z = 0 ;
bv . w = 0 ;
} break ;
case RS : : GLOBAL_VAR_TYPE_VEC3 : {
GlobalVariables : : Value & bv = global_variables . buffer_values [ p_index ] ;
Vector3 v = p_value ;
bv . x = v . x ;
bv . y = v . y ;
bv . z = v . z ;
bv . w = 0 ;
} break ;
case RS : : GLOBAL_VAR_TYPE_VEC4 : {
GlobalVariables : : Value & bv = global_variables . buffer_values [ p_index ] ;
Plane v = p_value ;
bv . x = v . normal . x ;
bv . y = v . normal . y ;
bv . z = v . normal . z ;
bv . w = v . d ;
} break ;
case RS : : GLOBAL_VAR_TYPE_COLOR : {
GlobalVariables : : Value & bv = global_variables . buffer_values [ p_index ] ;
Color v = p_value ;
bv . x = v . r ;
bv . y = v . g ;
bv . z = v . b ;
bv . w = v . a ;
GlobalVariables : : Value & bv_linear = global_variables . buffer_values [ p_index + 1 ] ;
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//v = v.srgb_to_linear();
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bv_linear . x = v . r ;
bv_linear . y = v . g ;
bv_linear . z = v . b ;
bv_linear . w = v . a ;
} break ;
case RS : : GLOBAL_VAR_TYPE_RECT2 : {
GlobalVariables : : Value & bv = global_variables . buffer_values [ p_index ] ;
Rect2 v = p_value ;
bv . x = v . position . x ;
bv . y = v . position . y ;
bv . z = v . size . x ;
bv . w = v . size . y ;
} break ;
case RS : : GLOBAL_VAR_TYPE_MAT2 : {
GlobalVariables : : Value * bv = & global_variables . buffer_values [ p_index ] ;
Vector < float > m2 = p_value ;
if ( m2 . size ( ) < 4 ) {
m2 . resize ( 4 ) ;
}
bv [ 0 ] . x = m2 [ 0 ] ;
bv [ 0 ] . y = m2 [ 1 ] ;
bv [ 0 ] . z = 0 ;
bv [ 0 ] . w = 0 ;
bv [ 1 ] . x = m2 [ 2 ] ;
bv [ 1 ] . y = m2 [ 3 ] ;
bv [ 1 ] . z = 0 ;
bv [ 1 ] . w = 0 ;
} break ;
case RS : : GLOBAL_VAR_TYPE_MAT3 : {
GlobalVariables : : Value * bv = & global_variables . buffer_values [ p_index ] ;
Basis v = p_value ;
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bv [ 0 ] . x = v . rows [ 0 ] [ 0 ] ;
bv [ 0 ] . y = v . rows [ 1 ] [ 0 ] ;
bv [ 0 ] . z = v . rows [ 2 ] [ 0 ] ;
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bv [ 0 ] . w = 0 ;
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bv [ 1 ] . x = v . rows [ 0 ] [ 1 ] ;
bv [ 1 ] . y = v . rows [ 1 ] [ 1 ] ;
bv [ 1 ] . z = v . rows [ 2 ] [ 1 ] ;
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bv [ 1 ] . w = 0 ;
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bv [ 2 ] . x = v . rows [ 0 ] [ 2 ] ;
bv [ 2 ] . y = v . rows [ 1 ] [ 2 ] ;
bv [ 2 ] . z = v . rows [ 2 ] [ 2 ] ;
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bv [ 2 ] . w = 0 ;
} break ;
case RS : : GLOBAL_VAR_TYPE_MAT4 : {
GlobalVariables : : Value * bv = & global_variables . buffer_values [ p_index ] ;
Vector < float > m2 = p_value ;
if ( m2 . size ( ) < 16 ) {
m2 . resize ( 16 ) ;
}
bv [ 0 ] . x = m2 [ 0 ] ;
bv [ 0 ] . y = m2 [ 1 ] ;
bv [ 0 ] . z = m2 [ 2 ] ;
bv [ 0 ] . w = m2 [ 3 ] ;
bv [ 1 ] . x = m2 [ 4 ] ;
bv [ 1 ] . y = m2 [ 5 ] ;
bv [ 1 ] . z = m2 [ 6 ] ;
bv [ 1 ] . w = m2 [ 7 ] ;
bv [ 2 ] . x = m2 [ 8 ] ;
bv [ 2 ] . y = m2 [ 9 ] ;
bv [ 2 ] . z = m2 [ 10 ] ;
bv [ 2 ] . w = m2 [ 11 ] ;
bv [ 3 ] . x = m2 [ 12 ] ;
bv [ 3 ] . y = m2 [ 13 ] ;
bv [ 3 ] . z = m2 [ 14 ] ;
bv [ 3 ] . w = m2 [ 15 ] ;
} break ;
case RS : : GLOBAL_VAR_TYPE_TRANSFORM_2D : {
GlobalVariables : : Value * bv = & global_variables . buffer_values [ p_index ] ;
Transform2D v = p_value ;
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bv [ 0 ] . x = v . columns [ 0 ] [ 0 ] ;
bv [ 0 ] . y = v . columns [ 0 ] [ 1 ] ;
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bv [ 0 ] . z = 0 ;
bv [ 0 ] . w = 0 ;
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bv [ 1 ] . x = v . columns [ 1 ] [ 0 ] ;
bv [ 1 ] . y = v . columns [ 1 ] [ 1 ] ;
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bv [ 1 ] . z = 0 ;
bv [ 1 ] . w = 0 ;
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bv [ 2 ] . x = v . columns [ 2 ] [ 0 ] ;
bv [ 2 ] . y = v . columns [ 2 ] [ 1 ] ;
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bv [ 2 ] . z = 1 ;
bv [ 2 ] . w = 0 ;
} break ;
case RS : : GLOBAL_VAR_TYPE_TRANSFORM : {
GlobalVariables : : Value * bv = & global_variables . buffer_values [ p_index ] ;
Transform3D v = p_value ;
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bv [ 0 ] . x = v . basis . rows [ 0 ] [ 0 ] ;
bv [ 0 ] . y = v . basis . rows [ 1 ] [ 0 ] ;
bv [ 0 ] . z = v . basis . rows [ 2 ] [ 0 ] ;
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bv [ 0 ] . w = 0 ;
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bv [ 1 ] . x = v . basis . rows [ 0 ] [ 1 ] ;
bv [ 1 ] . y = v . basis . rows [ 1 ] [ 1 ] ;
bv [ 1 ] . z = v . basis . rows [ 2 ] [ 1 ] ;
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bv [ 1 ] . w = 0 ;
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bv [ 2 ] . x = v . basis . rows [ 0 ] [ 2 ] ;
bv [ 2 ] . y = v . basis . rows [ 1 ] [ 2 ] ;
bv [ 2 ] . z = v . basis . rows [ 2 ] [ 2 ] ;
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bv [ 2 ] . w = 0 ;
bv [ 3 ] . x = v . origin . x ;
bv [ 3 ] . y = v . origin . y ;
bv [ 3 ] . z = v . origin . z ;
bv [ 3 ] . w = 1 ;
} break ;
default : {
ERR_FAIL ( ) ;
}
}
}
void MaterialStorage : : _global_variable_mark_buffer_dirty ( int32_t p_index , int32_t p_elements ) {
int32_t prev_chunk = - 1 ;
for ( int32_t i = 0 ; i < p_elements ; i + + ) {
int32_t chunk = ( p_index + i ) / GlobalVariables : : BUFFER_DIRTY_REGION_SIZE ;
if ( chunk ! = prev_chunk ) {
if ( ! global_variables . buffer_dirty_regions [ chunk ] ) {
global_variables . buffer_dirty_regions [ chunk ] = true ;
global_variables . buffer_dirty_region_count + + ;
}
}
prev_chunk = chunk ;
}
}
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void MaterialStorage : : global_variable_add ( const StringName & p_name , RS : : GlobalVariableType p_type , const Variant & p_value ) {
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ERR_FAIL_COND ( global_variables . variables . has ( p_name ) ) ;
GlobalVariables : : Variable gv ;
gv . type = p_type ;
gv . value = p_value ;
gv . buffer_index = - 1 ;
if ( p_type > = RS : : GLOBAL_VAR_TYPE_SAMPLER2D ) {
//is texture
global_variables . must_update_texture_materials = true ; //normally there are none
} else {
gv . buffer_elements = 1 ;
if ( p_type = = RS : : GLOBAL_VAR_TYPE_COLOR | | p_type = = RS : : GLOBAL_VAR_TYPE_MAT2 ) {
//color needs to elements to store srgb and linear
gv . buffer_elements = 2 ;
}
if ( p_type = = RS : : GLOBAL_VAR_TYPE_MAT3 | | p_type = = RS : : GLOBAL_VAR_TYPE_TRANSFORM_2D ) {
//color needs to elements to store srgb and linear
gv . buffer_elements = 3 ;
}
if ( p_type = = RS : : GLOBAL_VAR_TYPE_MAT4 | | p_type = = RS : : GLOBAL_VAR_TYPE_TRANSFORM ) {
//color needs to elements to store srgb and linear
gv . buffer_elements = 4 ;
}
//is vector, allocate in buffer and update index
gv . buffer_index = _global_variable_allocate ( gv . buffer_elements ) ;
ERR_FAIL_COND_MSG ( gv . buffer_index < 0 , vformat ( " Failed allocating global variable '%s' out of buffer memory. Consider increasing it in the Project Settings. " , String ( p_name ) ) ) ;
global_variables . buffer_usage [ gv . buffer_index ] . elements = gv . buffer_elements ;
_global_variable_store_in_buffer ( gv . buffer_index , gv . type , gv . value ) ;
_global_variable_mark_buffer_dirty ( gv . buffer_index , gv . buffer_elements ) ;
global_variables . must_update_buffer_materials = true ; //normally there are none
}
global_variables . variables [ p_name ] = gv ;
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}
void MaterialStorage : : global_variable_remove ( const StringName & p_name ) {
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if ( ! global_variables . variables . has ( p_name ) ) {
return ;
}
GlobalVariables : : Variable & gv = global_variables . variables [ p_name ] ;
if ( gv . buffer_index > = 0 ) {
global_variables . buffer_usage [ gv . buffer_index ] . elements = 0 ;
global_variables . must_update_buffer_materials = true ;
} else {
global_variables . must_update_texture_materials = true ;
}
global_variables . variables . erase ( p_name ) ;
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}
Vector < StringName > MaterialStorage : : global_variable_get_list ( ) const {
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if ( ! Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
ERR_FAIL_V_MSG ( Vector < StringName > ( ) , " This function should never be used outside the editor, it can severely damage performance. " ) ;
}
Vector < StringName > names ;
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for ( const KeyValue < StringName , GlobalVariables : : Variable > & E : global_variables . variables ) {
names . push_back ( E . key ) ;
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}
names . sort_custom < StringName : : AlphCompare > ( ) ;
return names ;
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}
void MaterialStorage : : global_variable_set ( const StringName & p_name , const Variant & p_value ) {
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ERR_FAIL_COND ( ! global_variables . variables . has ( p_name ) ) ;
GlobalVariables : : Variable & gv = global_variables . variables [ p_name ] ;
gv . value = p_value ;
if ( gv . override . get_type ( ) = = Variant : : NIL ) {
if ( gv . buffer_index > = 0 ) {
//buffer
_global_variable_store_in_buffer ( gv . buffer_index , gv . type , gv . value ) ;
_global_variable_mark_buffer_dirty ( gv . buffer_index , gv . buffer_elements ) ;
} else {
//texture
MaterialStorage * material_storage = MaterialStorage : : get_singleton ( ) ;
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for ( const RID & E : gv . texture_materials ) {
Material * material = material_storage - > get_material ( E ) ;
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ERR_CONTINUE ( ! material ) ;
material_storage - > _material_queue_update ( material , false , true ) ;
}
}
}
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}
void MaterialStorage : : global_variable_set_override ( const StringName & p_name , const Variant & p_value ) {
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if ( ! global_variables . variables . has ( p_name ) ) {
return ; //variable may not exist
}
ERR_FAIL_COND ( p_value . get_type ( ) = = Variant : : OBJECT ) ;
GlobalVariables : : Variable & gv = global_variables . variables [ p_name ] ;
gv . override = p_value ;
if ( gv . buffer_index > = 0 ) {
//buffer
if ( gv . override . get_type ( ) = = Variant : : NIL ) {
_global_variable_store_in_buffer ( gv . buffer_index , gv . type , gv . value ) ;
} else {
_global_variable_store_in_buffer ( gv . buffer_index , gv . type , gv . override ) ;
}
_global_variable_mark_buffer_dirty ( gv . buffer_index , gv . buffer_elements ) ;
} else {
//texture
MaterialStorage * material_storage = MaterialStorage : : get_singleton ( ) ;
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for ( const RID & E : gv . texture_materials ) {
Material * material = material_storage - > get_material ( E ) ;
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ERR_CONTINUE ( ! material ) ;
material_storage - > _material_queue_update ( material , false , true ) ;
}
}
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}
Variant MaterialStorage : : global_variable_get ( const StringName & p_name ) const {
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if ( ! Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
ERR_FAIL_V_MSG ( Variant ( ) , " This function should never be used outside the editor, it can severely damage performance. " ) ;
}
if ( ! global_variables . variables . has ( p_name ) ) {
return Variant ( ) ;
}
return global_variables . variables [ p_name ] . value ;
}
RS : : GlobalVariableType MaterialStorage : : global_variable_get_type_internal ( const StringName & p_name ) const {
if ( ! global_variables . variables . has ( p_name ) ) {
return RS : : GLOBAL_VAR_TYPE_MAX ;
}
return global_variables . variables [ p_name ] . type ;
}
RS : : GlobalVariableType MaterialStorage : : global_variable_get_type ( const StringName & p_name ) const {
if ( ! Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
ERR_FAIL_V_MSG ( RS : : GLOBAL_VAR_TYPE_MAX , " This function should never be used outside the editor, it can severely damage performance. " ) ;
}
return global_variable_get_type_internal ( p_name ) ;
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}
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void MaterialStorage : : global_variables_load_settings ( bool p_load_textures ) {
List < PropertyInfo > settings ;
ProjectSettings : : get_singleton ( ) - > get_property_list ( & settings ) ;
for ( const PropertyInfo & E : settings ) {
if ( E . name . begins_with ( " shader_globals/ " ) ) {
StringName name = E . name . get_slice ( " / " , 1 ) ;
Dictionary d = ProjectSettings : : get_singleton ( ) - > get ( E . name ) ;
ERR_CONTINUE ( ! d . has ( " type " ) ) ;
ERR_CONTINUE ( ! d . has ( " value " ) ) ;
String type = d [ " type " ] ;
static const char * global_var_type_names [ RS : : GLOBAL_VAR_TYPE_MAX ] = {
" bool " ,
" bvec2 " ,
" bvec3 " ,
" bvec4 " ,
" int " ,
" ivec2 " ,
" ivec3 " ,
" ivec4 " ,
" rect2i " ,
" uint " ,
" uvec2 " ,
" uvec3 " ,
" uvec4 " ,
" float " ,
" vec2 " ,
" vec3 " ,
" vec4 " ,
" color " ,
" rect2 " ,
" mat2 " ,
" mat3 " ,
" mat4 " ,
" transform_2d " ,
" transform " ,
" sampler2D " ,
" sampler2DArray " ,
" sampler3D " ,
" samplerCube " ,
} ;
RS : : GlobalVariableType gvtype = RS : : GLOBAL_VAR_TYPE_MAX ;
for ( int i = 0 ; i < RS : : GLOBAL_VAR_TYPE_MAX ; i + + ) {
if ( global_var_type_names [ i ] = = type ) {
gvtype = RS : : GlobalVariableType ( i ) ;
break ;
}
}
ERR_CONTINUE ( gvtype = = RS : : GLOBAL_VAR_TYPE_MAX ) ; //type invalid
Variant value = d [ " value " ] ;
if ( gvtype > = RS : : GLOBAL_VAR_TYPE_SAMPLER2D ) {
//textire
if ( ! p_load_textures ) {
value = RID ( ) ;
continue ;
}
String path = value ;
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Ref < Resource > resource = ResourceLoader : : load ( path ) ;
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ERR_CONTINUE ( resource . is_null ( ) ) ;
value = resource ;
}
if ( global_variables . variables . has ( name ) ) {
//has it, update it
global_variable_set ( name , value ) ;
} else {
global_variable_add ( name , gvtype , value ) ;
}
}
}
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}
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void MaterialStorage : : global_variables_clear ( ) {
global_variables . variables . clear ( ) ;
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}
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GLuint MaterialStorage : : global_variables_get_uniform_buffer ( ) const {
return global_variables . buffer ;
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}
int32_t MaterialStorage : : global_variables_instance_allocate ( RID p_instance ) {
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ERR_FAIL_COND_V ( global_variables . instance_buffer_pos . has ( p_instance ) , - 1 ) ;
int32_t pos = _global_variable_allocate ( ShaderLanguage : : MAX_INSTANCE_UNIFORM_INDICES ) ;
global_variables . instance_buffer_pos [ p_instance ] = pos ; //save anyway
ERR_FAIL_COND_V_MSG ( pos < 0 , - 1 , " Too many instances using shader instance variables. Increase buffer size in Project Settings. " ) ;
global_variables . buffer_usage [ pos ] . elements = ShaderLanguage : : MAX_INSTANCE_UNIFORM_INDICES ;
return pos ;
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}
void MaterialStorage : : global_variables_instance_free ( RID p_instance ) {
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ERR_FAIL_COND ( ! global_variables . instance_buffer_pos . has ( p_instance ) ) ;
int32_t pos = global_variables . instance_buffer_pos [ p_instance ] ;
if ( pos > = 0 ) {
global_variables . buffer_usage [ pos ] . elements = 0 ;
}
global_variables . instance_buffer_pos . erase ( p_instance ) ;
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}
void MaterialStorage : : global_variables_instance_update ( RID p_instance , int p_index , const Variant & p_value ) {
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if ( ! global_variables . instance_buffer_pos . has ( p_instance ) ) {
return ; //just not allocated, ignore
}
int32_t pos = global_variables . instance_buffer_pos [ p_instance ] ;
if ( pos < 0 ) {
return ; //again, not allocated, ignore
}
ERR_FAIL_INDEX ( p_index , ShaderLanguage : : MAX_INSTANCE_UNIFORM_INDICES ) ;
ERR_FAIL_COND_MSG ( p_value . get_type ( ) > Variant : : COLOR , " Unsupported variant type for instance parameter: " + Variant : : get_type_name ( p_value . get_type ( ) ) ) ; //anything greater not supported
ShaderLanguage : : DataType datatype_from_value [ Variant : : COLOR + 1 ] = {
ShaderLanguage : : TYPE_MAX , //nil
ShaderLanguage : : TYPE_BOOL , //bool
ShaderLanguage : : TYPE_INT , //int
ShaderLanguage : : TYPE_FLOAT , //float
ShaderLanguage : : TYPE_MAX , //string
ShaderLanguage : : TYPE_VEC2 , //vec2
ShaderLanguage : : TYPE_IVEC2 , //vec2i
ShaderLanguage : : TYPE_VEC4 , //rect2
ShaderLanguage : : TYPE_IVEC4 , //rect2i
ShaderLanguage : : TYPE_VEC3 , // vec3
ShaderLanguage : : TYPE_IVEC3 , //vec3i
ShaderLanguage : : TYPE_MAX , //xform2d not supported here
ShaderLanguage : : TYPE_VEC4 , //plane
ShaderLanguage : : TYPE_VEC4 , //quat
ShaderLanguage : : TYPE_MAX , //aabb not supported here
ShaderLanguage : : TYPE_MAX , //basis not supported here
ShaderLanguage : : TYPE_MAX , //xform not supported here
ShaderLanguage : : TYPE_VEC4 //color
} ;
ShaderLanguage : : DataType datatype = datatype_from_value [ p_value . get_type ( ) ] ;
ERR_FAIL_COND_MSG ( datatype = = ShaderLanguage : : TYPE_MAX , " Unsupported variant type for instance parameter: " + Variant : : get_type_name ( p_value . get_type ( ) ) ) ; //anything greater not supported
pos + = p_index ;
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_fill_std140_variant_ubo_value ( datatype , 0 , p_value , ( uint8_t * ) & global_variables . buffer_values [ pos ] ) ;
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_global_variable_mark_buffer_dirty ( pos , 1 ) ;
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}
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void MaterialStorage : : _update_global_variables ( ) {
MaterialStorage * material_storage = MaterialStorage : : get_singleton ( ) ;
if ( global_variables . buffer_dirty_region_count > 0 ) {
uint32_t total_regions = global_variables . buffer_size / GlobalVariables : : BUFFER_DIRTY_REGION_SIZE ;
if ( total_regions / global_variables . buffer_dirty_region_count < = 4 ) {
// 25% of regions dirty, just update all buffer
glBindBuffer ( GL_UNIFORM_BUFFER , global_variables . buffer ) ;
glBufferData ( GL_UNIFORM_BUFFER , sizeof ( GlobalVariables : : Value ) * global_variables . buffer_size , global_variables . buffer_values , GL_DYNAMIC_DRAW ) ;
glBindBuffer ( GL_UNIFORM_BUFFER , 0 ) ;
memset ( global_variables . buffer_dirty_regions , 0 , sizeof ( bool ) * total_regions ) ;
} else {
uint32_t region_byte_size = sizeof ( GlobalVariables : : Value ) * GlobalVariables : : BUFFER_DIRTY_REGION_SIZE ;
glBindBuffer ( GL_UNIFORM_BUFFER , global_variables . buffer ) ;
for ( uint32_t i = 0 ; i < total_regions ; i + + ) {
if ( global_variables . buffer_dirty_regions [ i ] ) {
glBufferSubData ( GL_UNIFORM_BUFFER , i * region_byte_size , region_byte_size , & global_variables . buffer_values [ i * GlobalVariables : : BUFFER_DIRTY_REGION_SIZE ] ) ;
global_variables . buffer_dirty_regions [ i ] = false ;
}
}
glBindBuffer ( GL_UNIFORM_BUFFER , 0 ) ;
}
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global_variables . buffer_dirty_region_count = 0 ;
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}
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if ( global_variables . must_update_buffer_materials ) {
// only happens in the case of a buffer variable added or removed,
// so not often.
for ( const RID & E : global_variables . materials_using_buffer ) {
Material * material = material_storage - > get_material ( E ) ;
ERR_CONTINUE ( ! material ) ; //wtf
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material_storage - > _material_queue_update ( material , true , false ) ;
}
global_variables . must_update_buffer_materials = false ;
}
if ( global_variables . must_update_texture_materials ) {
// only happens in the case of a buffer variable added or removed,
// so not often.
for ( const RID & E : global_variables . materials_using_texture ) {
Material * material = material_storage - > get_material ( E ) ;
ERR_CONTINUE ( ! material ) ; //wtf
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material_storage - > _material_queue_update ( material , false , true ) ;
}
global_variables . must_update_texture_materials = false ;
}
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}
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/* SHADER API */
RID MaterialStorage : : shader_allocate ( ) {
return shader_owner . allocate_rid ( ) ;
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}
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void MaterialStorage : : shader_initialize ( RID p_rid ) {
Shader shader ;
shader . data = nullptr ;
shader . mode = RS : : SHADER_MAX ;
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shader_owner . initialize_rid ( p_rid , shader ) ;
}
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void MaterialStorage : : shader_free ( RID p_rid ) {
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GLES3 : : Shader * shader = shader_owner . get_or_null ( p_rid ) ;
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ERR_FAIL_COND ( ! shader ) ;
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//make material unreference this
while ( shader - > owners . size ( ) ) {
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material_set_shader ( ( * shader - > owners . begin ( ) ) - > self , RID ( ) ) ;
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}
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//clear data if exists
if ( shader - > data ) {
memdelete ( shader - > data ) ;
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}
shader_owner . free ( p_rid ) ;
}
void MaterialStorage : : shader_set_code ( RID p_shader , const String & p_code ) {
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GLES3 : : Shader * shader = shader_owner . get_or_null ( p_shader ) ;
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ERR_FAIL_COND ( ! shader ) ;
shader - > code = p_code ;
String mode_string = ShaderLanguage : : get_shader_type ( p_code ) ;
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RS : : ShaderMode new_mode ;
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if ( mode_string = = " canvas_item " ) {
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new_mode = RS : : SHADER_CANVAS_ITEM ;
//} else if (mode_string == "particles") {
// new_mode = RS::SHADER_PARTICLES;
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} else if ( mode_string = = " spatial " ) {
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new_mode = RS : : SHADER_SPATIAL ;
} else if ( mode_string = = " sky " ) {
new_mode = RS : : SHADER_SKY ;
//} else if (mode_string == "fog") {
// new_mode = RS::SHADER_FOG;
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} else {
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new_mode = RS : : SHADER_MAX ;
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ERR_PRINT ( " shader type " + mode_string + " not supported in OpenGL renderer " ) ;
}
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if ( new_mode ! = shader - > mode ) {
if ( shader - > data ) {
memdelete ( shader - > data ) ;
shader - > data = nullptr ;
}
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for ( Material * E : shader - > owners ) {
Material * material = E ;
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material - > shader_mode = new_mode ;
if ( material - > data ) {
memdelete ( material - > data ) ;
material - > data = nullptr ;
}
}
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shader - > mode = new_mode ;
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if ( new_mode < RS : : SHADER_MAX & & shader_data_request_func [ new_mode ] ) {
shader - > data = shader_data_request_func [ new_mode ] ( ) ;
} else {
shader - > mode = RS : : SHADER_MAX ; //invalid
}
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for ( Material * E : shader - > owners ) {
Material * material = E ;
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if ( shader - > data ) {
material - > data = material_data_request_func [ new_mode ] ( shader - > data ) ;
material - > data - > self = material - > self ;
material - > data - > set_next_pass ( material - > next_pass ) ;
material - > data - > set_render_priority ( material - > priority ) ;
}
material - > shader_mode = new_mode ;
}
if ( shader - > data ) {
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for ( const KeyValue < StringName , HashMap < int , RID > > & E : shader - > default_texture_parameter ) {
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for ( const KeyValue < int , RID > & E2 : E . value ) {
shader - > data - > set_default_texture_param ( E . key , E2 . value , E2 . key ) ;
}
}
}
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}
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if ( shader - > data ) {
shader - > data - > set_code ( p_code ) ;
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}
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for ( Material * E : shader - > owners ) {
Material * material = E ;
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material - > dependency . changed_notify ( Dependency : : DEPENDENCY_CHANGED_MATERIAL ) ;
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_material_queue_update ( material , true , true ) ;
}
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}
String MaterialStorage : : shader_get_code ( RID p_shader ) const {
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const GLES3 : : Shader * shader = shader_owner . get_or_null ( p_shader ) ;
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ERR_FAIL_COND_V ( ! shader , String ( ) ) ;
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return shader - > code ;
}
void MaterialStorage : : shader_get_param_list ( RID p_shader , List < PropertyInfo > * p_param_list ) const {
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GLES3 : : Shader * shader = shader_owner . get_or_null ( p_shader ) ;
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ERR_FAIL_COND ( ! shader ) ;
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if ( shader - > data ) {
return shader - > data - > get_param_list ( p_param_list ) ;
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}
}
void MaterialStorage : : shader_set_default_texture_param ( RID p_shader , const StringName & p_name , RID p_texture , int p_index ) {
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GLES3 : : Shader * shader = shader_owner . get_or_null ( p_shader ) ;
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ERR_FAIL_COND ( ! shader ) ;
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if ( p_texture . is_valid ( ) & & TextureStorage : : get_singleton ( ) - > owns_texture ( p_texture ) ) {
if ( ! shader - > default_texture_parameter . has ( p_name ) ) {
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shader - > default_texture_parameter [ p_name ] = HashMap < int , RID > ( ) ;
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}
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shader - > default_texture_parameter [ p_name ] [ p_index ] = p_texture ;
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} else {
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if ( shader - > default_texture_parameter . has ( p_name ) & & shader - > default_texture_parameter [ p_name ] . has ( p_index ) ) {
shader - > default_texture_parameter [ p_name ] . erase ( p_index ) ;
if ( shader - > default_texture_parameter [ p_name ] . is_empty ( ) ) {
shader - > default_texture_parameter . erase ( p_name ) ;
}
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}
}
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if ( shader - > data ) {
shader - > data - > set_default_texture_param ( p_name , p_texture , p_index ) ;
}
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for ( Material * E : shader - > owners ) {
Material * material = E ;
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_material_queue_update ( material , false , true ) ;
}
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}
RID MaterialStorage : : shader_get_default_texture_param ( RID p_shader , const StringName & p_name , int p_index ) const {
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const GLES3 : : Shader * shader = shader_owner . get_or_null ( p_shader ) ;
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ERR_FAIL_COND_V ( ! shader , RID ( ) ) ;
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if ( shader - > default_texture_parameter . has ( p_name ) & & shader - > default_texture_parameter [ p_name ] . has ( p_index ) ) {
return shader - > default_texture_parameter [ p_name ] [ p_index ] ;
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}
return RID ( ) ;
}
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Variant MaterialStorage : : shader_get_param_default ( RID p_shader , const StringName & p_param ) const {
Shader * shader = shader_owner . get_or_null ( p_shader ) ;
ERR_FAIL_COND_V ( ! shader , Variant ( ) ) ;
if ( shader - > data ) {
return shader - > data - > get_default_parameter ( p_param ) ;
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}
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return Variant ( ) ;
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}
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RS : : ShaderNativeSourceCode MaterialStorage : : shader_get_native_source_code ( RID p_shader ) const {
Shader * shader = shader_owner . get_or_null ( p_shader ) ;
ERR_FAIL_COND_V ( ! shader , RS : : ShaderNativeSourceCode ( ) ) ;
if ( shader - > data ) {
return shader - > data - > get_native_source_code ( ) ;
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}
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return RS : : ShaderNativeSourceCode ( ) ;
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}
/* MATERIAL API */
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void MaterialStorage : : _material_queue_update ( GLES3 : : Material * material , bool p_uniform , bool p_texture ) {
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material - > uniform_dirty = material - > uniform_dirty | | p_uniform ;
material - > texture_dirty = material - > texture_dirty | | p_texture ;
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if ( material - > update_element . in_list ( ) ) {
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return ;
}
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material_update_list . add ( & material - > update_element ) ;
}
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void MaterialStorage : : _update_queued_materials ( ) {
while ( material_update_list . first ( ) ) {
Material * material = material_update_list . first ( ) - > self ( ) ;
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if ( material - > data ) {
material - > data - > update_parameters ( material - > params , material - > uniform_dirty , material - > texture_dirty ) ;
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}
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material - > texture_dirty = false ;
material - > uniform_dirty = false ;
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material_update_list . remove ( & material - > update_element ) ;
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}
}
RID MaterialStorage : : material_allocate ( ) {
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return material_owner . allocate_rid ( ) ;
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}
void MaterialStorage : : material_initialize ( RID p_rid ) {
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material_owner . initialize_rid ( p_rid ) ;
Material * material = material_owner . get_or_null ( p_rid ) ;
material - > self = p_rid ;
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}
void MaterialStorage : : material_free ( RID p_rid ) {
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Material * material = material_owner . get_or_null ( p_rid ) ;
ERR_FAIL_COND ( ! material ) ;
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material_set_shader ( p_rid , RID ( ) ) ; //clean up shader
material - > dependency . deleted_notify ( p_rid ) ;
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material_owner . free ( p_rid ) ;
}
void MaterialStorage : : material_set_shader ( RID p_material , RID p_shader ) {
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GLES3 : : Material * material = material_owner . get_or_null ( p_material ) ;
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ERR_FAIL_COND ( ! material ) ;
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if ( material - > data ) {
memdelete ( material - > data ) ;
material - > data = nullptr ;
}
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if ( material - > shader ) {
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material - > shader - > owners . erase ( material ) ;
material - > shader = nullptr ;
material - > shader_mode = RS : : SHADER_MAX ;
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}
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if ( p_shader . is_null ( ) ) {
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material - > dependency . changed_notify ( Dependency : : DEPENDENCY_CHANGED_MATERIAL ) ;
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material - > shader_id = 0 ;
return ;
}
Shader * shader = get_shader ( p_shader ) ;
ERR_FAIL_COND ( ! shader ) ;
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material - > shader = shader ;
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material - > shader_mode = shader - > mode ;
material - > shader_id = p_shader . get_local_index ( ) ;
shader - > owners . insert ( material ) ;
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if ( shader - > mode = = RS : : SHADER_MAX ) {
return ;
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}
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ERR_FAIL_COND ( shader - > data = = nullptr ) ;
material - > data = material_data_request_func [ shader - > mode ] ( shader - > data ) ;
material - > data - > self = p_material ;
material - > data - > set_next_pass ( material - > next_pass ) ;
material - > data - > set_render_priority ( material - > priority ) ;
//updating happens later
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material - > dependency . changed_notify ( Dependency : : DEPENDENCY_CHANGED_MATERIAL ) ;
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_material_queue_update ( material , true , true ) ;
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}
void MaterialStorage : : material_set_param ( RID p_material , const StringName & p_param , const Variant & p_value ) {
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GLES3 : : Material * material = material_owner . get_or_null ( p_material ) ;
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ERR_FAIL_COND ( ! material ) ;
if ( p_value . get_type ( ) = = Variant : : NIL ) {
material - > params . erase ( p_param ) ;
} else {
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ERR_FAIL_COND ( p_value . get_type ( ) = = Variant : : OBJECT ) ; //object not allowed
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material - > params [ p_param ] = p_value ;
}
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if ( material - > shader & & material - > shader - > data ) { //shader is valid
bool is_texture = material - > shader - > data - > is_param_texture ( p_param ) ;
_material_queue_update ( material , ! is_texture , is_texture ) ;
} else {
_material_queue_update ( material , true , true ) ;
}
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}
Variant MaterialStorage : : material_get_param ( RID p_material , const StringName & p_param ) const {
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const GLES3 : : Material * material = material_owner . get_or_null ( p_material ) ;
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ERR_FAIL_COND_V ( ! material , Variant ( ) ) ;
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if ( material - > params . has ( p_param ) ) {
return material - > params [ p_param ] ;
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} else {
return Variant ( ) ;
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}
}
void MaterialStorage : : material_set_next_pass ( RID p_material , RID p_next_material ) {
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GLES3 : : Material * material = material_owner . get_or_null ( p_material ) ;
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ERR_FAIL_COND ( ! material ) ;
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if ( material - > next_pass = = p_next_material ) {
return ;
}
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material - > next_pass = p_next_material ;
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if ( material - > data ) {
material - > data - > set_next_pass ( p_next_material ) ;
}
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material - > dependency . changed_notify ( Dependency : : DEPENDENCY_CHANGED_MATERIAL ) ;
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}
void MaterialStorage : : material_set_render_priority ( RID p_material , int priority ) {
ERR_FAIL_COND ( priority < RS : : MATERIAL_RENDER_PRIORITY_MIN ) ;
ERR_FAIL_COND ( priority > RS : : MATERIAL_RENDER_PRIORITY_MAX ) ;
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GLES3 : : Material * material = material_owner . get_or_null ( p_material ) ;
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ERR_FAIL_COND ( ! material ) ;
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material - > priority = priority ;
if ( material - > data ) {
material - > data - > set_render_priority ( priority ) ;
}
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}
bool MaterialStorage : : material_is_animated ( RID p_material ) {
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GLES3 : : Material * material = material_owner . get_or_null ( p_material ) ;
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ERR_FAIL_COND_V ( ! material , false ) ;
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if ( material - > shader & & material - > shader - > data ) {
if ( material - > shader - > data - > is_animated ( ) ) {
return true ;
} else if ( material - > next_pass . is_valid ( ) ) {
return material_is_animated ( material - > next_pass ) ;
}
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}
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return false ; //by default nothing is animated
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}
bool MaterialStorage : : material_casts_shadows ( RID p_material ) {
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GLES3 : : Material * material = material_owner . get_or_null ( p_material ) ;
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ERR_FAIL_COND_V ( ! material , true ) ;
if ( material - > shader & & material - > shader - > data ) {
if ( material - > shader - > data - > casts_shadows ( ) ) {
return true ;
} else if ( material - > next_pass . is_valid ( ) ) {
return material_casts_shadows ( material - > next_pass ) ;
}
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}
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return true ; //by default everything casts shadows
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}
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void MaterialStorage : : material_get_instance_shader_parameters ( RID p_material , List < InstanceShaderParam > * r_parameters ) {
GLES3 : : Material * material = material_owner . get_or_null ( p_material ) ;
ERR_FAIL_COND ( ! material ) ;
if ( material - > shader & & material - > shader - > data ) {
material - > shader - > data - > get_instance_param_list ( r_parameters ) ;
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if ( material - > next_pass . is_valid ( ) ) {
material_get_instance_shader_parameters ( material - > next_pass , r_parameters ) ;
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}
}
}
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void MaterialStorage : : material_update_dependency ( RID p_material , DependencyTracker * p_instance ) {
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Material * material = material_owner . get_or_null ( p_material ) ;
ERR_FAIL_COND ( ! material ) ;
p_instance - > update_dependency ( & material - > dependency ) ;
if ( material - > next_pass . is_valid ( ) ) {
material_update_dependency ( material - > next_pass , p_instance ) ;
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}
}
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/* Canvas Shader Data */
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void CanvasShaderData : : set_code ( const String & p_code ) {
// compile the shader
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code = p_code ;
valid = false ;
ubo_size = 0 ;
uniforms . clear ( ) ;
uses_screen_texture = false ;
uses_sdf = false ;
uses_time = false ;
if ( code . is_empty ( ) ) {
return ; //just invalid, but no error
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}
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ShaderCompiler : : GeneratedCode gen_code ;
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int blend_modei = BLEND_MODE_MIX ;
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uses_screen_texture = false ;
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ShaderCompiler : : IdentifierActions actions ;
actions . entry_point_stages [ " vertex " ] = ShaderCompiler : : STAGE_VERTEX ;
actions . entry_point_stages [ " fragment " ] = ShaderCompiler : : STAGE_FRAGMENT ;
actions . entry_point_stages [ " light " ] = ShaderCompiler : : STAGE_FRAGMENT ;
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actions . render_mode_values [ " blend_add " ] = Pair < int * , int > ( & blend_modei , BLEND_MODE_ADD ) ;
actions . render_mode_values [ " blend_mix " ] = Pair < int * , int > ( & blend_modei , BLEND_MODE_MIX ) ;
actions . render_mode_values [ " blend_sub " ] = Pair < int * , int > ( & blend_modei , BLEND_MODE_SUB ) ;
actions . render_mode_values [ " blend_mul " ] = Pair < int * , int > ( & blend_modei , BLEND_MODE_MUL ) ;
actions . render_mode_values [ " blend_premul_alpha " ] = Pair < int * , int > ( & blend_modei , BLEND_MODE_PMALPHA ) ;
actions . render_mode_values [ " blend_disabled " ] = Pair < int * , int > ( & blend_modei , BLEND_MODE_DISABLED ) ;
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actions . usage_flag_pointers [ " SCREEN_TEXTURE " ] = & uses_screen_texture ;
actions . usage_flag_pointers [ " texture_sdf " ] = & uses_sdf ;
actions . usage_flag_pointers [ " TIME " ] = & uses_time ;
actions . uniforms = & uniforms ;
Error err = MaterialStorage : : get_singleton ( ) - > shaders . compiler_canvas . compile ( RS : : SHADER_CANVAS_ITEM , code , & actions , path , gen_code ) ;
ERR_FAIL_COND_MSG ( err ! = OK , " Shader compilation failed. " ) ;
if ( version . is_null ( ) ) {
version = MaterialStorage : : get_singleton ( ) - > shaders . canvas_shader . version_create ( ) ;
}
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blend_mode = BlendMode ( blend_modei ) ;
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#if 0
print_line ( " **compiling shader: " ) ;
print_line ( " **defines: \n " ) ;
for ( int i = 0 ; i < gen_code . defines . size ( ) ; i + + ) {
print_line ( gen_code . defines [ i ] ) ;
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}
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print_line ( " \n **uniforms: \n " + gen_code . uniforms ) ;
print_line ( " \n **vertex_globals: \n " + gen_code . vertex_global ) ;
print_line ( " \n **vertex_code: \n " + gen_code . vertex ) ;
print_line ( " \n **fragment_globals: \n " + gen_code . fragment_global ) ;
print_line ( " \n **fragment_code: \n " + gen_code . fragment ) ;
print_line ( " \n **light_code: \n " + gen_code . light ) ;
# endif
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Vector < StringName > texture_uniform_names ;
for ( int i = 0 ; i < gen_code . texture_uniforms . size ( ) ; i + + ) {
texture_uniform_names . push_back ( gen_code . texture_uniforms [ i ] . name ) ;
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}
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MaterialStorage : : get_singleton ( ) - > shaders . canvas_shader . version_set_code ( version , gen_code . code , gen_code . uniforms , gen_code . stage_globals [ ShaderCompiler : : STAGE_VERTEX ] , gen_code . stage_globals [ ShaderCompiler : : STAGE_FRAGMENT ] , gen_code . defines , texture_uniform_names ) ;
ERR_FAIL_COND ( ! MaterialStorage : : get_singleton ( ) - > shaders . canvas_shader . version_is_valid ( version ) ) ;
ubo_size = gen_code . uniform_total_size ;
ubo_offsets = gen_code . uniform_offsets ;
texture_uniforms = gen_code . texture_uniforms ;
valid = true ;
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}
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void CanvasShaderData : : set_default_texture_param ( const StringName & p_name , RID p_texture , int p_index ) {
if ( ! p_texture . is_valid ( ) ) {
if ( default_texture_params . has ( p_name ) & & default_texture_params [ p_name ] . has ( p_index ) ) {
default_texture_params [ p_name ] . erase ( p_index ) ;
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if ( default_texture_params [ p_name ] . is_empty ( ) ) {
default_texture_params . erase ( p_name ) ;
}
}
} else {
if ( ! default_texture_params . has ( p_name ) ) {
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default_texture_params [ p_name ] = HashMap < int , RID > ( ) ;
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}
default_texture_params [ p_name ] [ p_index ] = p_texture ;
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}
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}
void CanvasShaderData : : get_param_list ( List < PropertyInfo > * p_param_list ) const {
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HashMap < int , StringName > order ;
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for ( const KeyValue < StringName , ShaderLanguage : : ShaderNode : : Uniform > & E : uniforms ) {
if ( E . value . scope ! = ShaderLanguage : : ShaderNode : : Uniform : : SCOPE_LOCAL ) {
continue ;
}
if ( E . value . texture_order > = 0 ) {
order [ E . value . texture_order + 100000 ] = E . key ;
} else {
order [ E . value . order ] = E . key ;
}
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}
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for ( const KeyValue < int , StringName > & E : order ) {
PropertyInfo pi = ShaderLanguage : : uniform_to_property_info ( uniforms [ E . value ] ) ;
pi . name = E . value ;
p_param_list - > push_back ( pi ) ;
}
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}
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void CanvasShaderData : : get_instance_param_list ( List < RendererMaterialStorage : : InstanceShaderParam > * p_param_list ) const {
for ( const KeyValue < StringName , ShaderLanguage : : ShaderNode : : Uniform > & E : uniforms ) {
if ( E . value . scope ! = ShaderLanguage : : ShaderNode : : Uniform : : SCOPE_INSTANCE ) {
continue ;
}
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RendererMaterialStorage : : InstanceShaderParam p ;
p . info = ShaderLanguage : : uniform_to_property_info ( E . value ) ;
p . info . name = E . key ; //supply name
p . index = E . value . instance_index ;
p . default_value = ShaderLanguage : : constant_value_to_variant ( E . value . default_value , E . value . type , E . value . array_size , E . value . hint ) ;
p_param_list - > push_back ( p ) ;
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}
}
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bool CanvasShaderData : : is_param_texture ( const StringName & p_param ) const {
if ( ! uniforms . has ( p_param ) ) {
return false ;
}
return uniforms [ p_param ] . texture_order > = 0 ;
}
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bool CanvasShaderData : : is_animated ( ) const {
return false ;
}
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bool CanvasShaderData : : casts_shadows ( ) const {
return false ;
}
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Variant CanvasShaderData : : get_default_parameter ( const StringName & p_parameter ) const {
if ( uniforms . has ( p_parameter ) ) {
ShaderLanguage : : ShaderNode : : Uniform uniform = uniforms [ p_parameter ] ;
Vector < ShaderLanguage : : ConstantNode : : Value > default_value = uniform . default_value ;
return ShaderLanguage : : constant_value_to_variant ( default_value , uniform . type , uniform . array_size , uniform . hint ) ;
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}
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return Variant ( ) ;
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}
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RS : : ShaderNativeSourceCode CanvasShaderData : : get_native_source_code ( ) const {
return MaterialStorage : : get_singleton ( ) - > shaders . canvas_shader . version_get_native_source_code ( version ) ;
}
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CanvasShaderData : : CanvasShaderData ( ) {
valid = false ;
uses_screen_texture = false ;
uses_sdf = false ;
}
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CanvasShaderData : : ~ CanvasShaderData ( ) {
if ( version . is_valid ( ) ) {
MaterialStorage : : get_singleton ( ) - > shaders . canvas_shader . version_free ( version ) ;
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}
}
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GLES3 : : ShaderData * GLES3 : : _create_canvas_shader_func ( ) {
CanvasShaderData * shader_data = memnew ( CanvasShaderData ) ;
return shader_data ;
}
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void CanvasMaterialData : : update_parameters ( const HashMap < StringName , Variant > & p_parameters , bool p_uniform_dirty , bool p_textures_dirty ) {
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return update_parameters_internal ( p_parameters , p_uniform_dirty , p_textures_dirty , shader_data - > uniforms , shader_data - > ubo_offsets . ptr ( ) , shader_data - > texture_uniforms , shader_data - > default_texture_params , shader_data - > ubo_size ) ;
}
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void CanvasMaterialData : : bind_uniforms ( ) {
// Bind Material Uniforms
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glBindBufferBase ( GL_UNIFORM_BUFFER , RasterizerCanvasGLES3 : : MATERIAL_UNIFORM_LOCATION , uniform_buffer ) ;
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RID * textures = texture_cache . ptrw ( ) ;
ShaderCompiler : : GeneratedCode : : Texture * texture_uniforms = shader_data - > texture_uniforms . ptrw ( ) ;
for ( int ti = 0 ; ti < texture_cache . size ( ) ; ti + + ) {
Texture * texture = TextureStorage : : get_singleton ( ) - > get_texture ( textures [ ti ] ) ;
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glActiveTexture ( GL_TEXTURE1 + ti ) ; // Start at GL_TEXTURE1 because texture slot 0 is used by the base texture
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glBindTexture ( target_from_type [ texture_uniforms [ ti ] . type ] , texture - > tex_id ) ;
// Set sampler state here as the same texture can be used in multiple places with different flags
// Need to convert sampler state from ShaderLanguage::Texture* to RS::CanvasItemTexture*
RS : : CanvasItemTextureFilter filter = RS : : CanvasItemTextureFilter ( ( int ( texture_uniforms [ ti ] . filter ) + 1 ) % RS : : CANVAS_ITEM_TEXTURE_FILTER_MAX ) ;
RS : : CanvasItemTextureRepeat repeat = RS : : CanvasItemTextureRepeat ( ( int ( texture_uniforms [ ti ] . repeat ) + 1 ) % RS : : CANVAS_ITEM_TEXTURE_REPEAT_MIRROR ) ;
texture - > gl_set_filter ( filter ) ;
texture - > gl_set_repeat ( repeat ) ;
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}
}
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CanvasMaterialData : : ~ CanvasMaterialData ( ) {
}
GLES3 : : MaterialData * GLES3 : : _create_canvas_material_func ( ShaderData * p_shader ) {
CanvasMaterialData * material_data = memnew ( CanvasMaterialData ) ;
material_data - > shader_data = static_cast < CanvasShaderData * > ( p_shader ) ;
//update will happen later anyway so do nothing.
return material_data ;
}
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////////////////////////////////////////////////////////////////////////////////
// SKY SHADER
void SkyShaderData : : set_code ( const String & p_code ) {
//compile
code = p_code ;
valid = false ;
ubo_size = 0 ;
uniforms . clear ( ) ;
if ( code . is_empty ( ) ) {
return ; //just invalid, but no error
}
ShaderCompiler : : GeneratedCode gen_code ;
ShaderCompiler : : IdentifierActions actions ;
actions . entry_point_stages [ " sky " ] = ShaderCompiler : : STAGE_FRAGMENT ;
uses_time = false ;
uses_half_res = false ;
uses_quarter_res = false ;
uses_position = false ;
uses_light = false ;
actions . render_mode_flags [ " use_half_res_pass " ] = & uses_half_res ;
actions . render_mode_flags [ " use_quarter_res_pass " ] = & uses_quarter_res ;
actions . usage_flag_pointers [ " TIME " ] = & uses_time ;
actions . usage_flag_pointers [ " POSITION " ] = & uses_position ;
actions . usage_flag_pointers [ " LIGHT0_ENABLED " ] = & uses_light ;
actions . usage_flag_pointers [ " LIGHT0_ENERGY " ] = & uses_light ;
actions . usage_flag_pointers [ " LIGHT0_DIRECTION " ] = & uses_light ;
actions . usage_flag_pointers [ " LIGHT0_COLOR " ] = & uses_light ;
actions . usage_flag_pointers [ " LIGHT0_SIZE " ] = & uses_light ;
actions . usage_flag_pointers [ " LIGHT1_ENABLED " ] = & uses_light ;
actions . usage_flag_pointers [ " LIGHT1_ENERGY " ] = & uses_light ;
actions . usage_flag_pointers [ " LIGHT1_DIRECTION " ] = & uses_light ;
actions . usage_flag_pointers [ " LIGHT1_COLOR " ] = & uses_light ;
actions . usage_flag_pointers [ " LIGHT1_SIZE " ] = & uses_light ;
actions . usage_flag_pointers [ " LIGHT2_ENABLED " ] = & uses_light ;
actions . usage_flag_pointers [ " LIGHT2_ENERGY " ] = & uses_light ;
actions . usage_flag_pointers [ " LIGHT2_DIRECTION " ] = & uses_light ;
actions . usage_flag_pointers [ " LIGHT2_COLOR " ] = & uses_light ;
actions . usage_flag_pointers [ " LIGHT2_SIZE " ] = & uses_light ;
actions . usage_flag_pointers [ " LIGHT3_ENABLED " ] = & uses_light ;
actions . usage_flag_pointers [ " LIGHT3_ENERGY " ] = & uses_light ;
actions . usage_flag_pointers [ " LIGHT3_DIRECTION " ] = & uses_light ;
actions . usage_flag_pointers [ " LIGHT3_COLOR " ] = & uses_light ;
actions . usage_flag_pointers [ " LIGHT3_SIZE " ] = & uses_light ;
actions . uniforms = & uniforms ;
Error err = MaterialStorage : : get_singleton ( ) - > shaders . compiler_sky . compile ( RS : : SHADER_SKY , code , & actions , path , gen_code ) ;
ERR_FAIL_COND_MSG ( err ! = OK , " Shader compilation failed. " ) ;
if ( version . is_null ( ) ) {
version = MaterialStorage : : get_singleton ( ) - > shaders . sky_shader . version_create ( ) ;
}
#if 0
print_line ( " **compiling shader: " ) ;
print_line ( " **defines: \n " ) ;
for ( int i = 0 ; i < gen_code . defines . size ( ) ; i + + ) {
print_line ( gen_code . defines [ i ] ) ;
}
print_line ( " \n **uniforms: \n " + gen_code . uniforms ) ;
// print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
// print_line("\n**vertex_code:\n" + gen_code.vertex);
print_line ( " \n **fragment_globals: \n " + gen_code . fragment_global ) ;
print_line ( " \n **fragment_code: \n " + gen_code . fragment ) ;
print_line ( " \n **light_code: \n " + gen_code . light ) ;
# endif
Vector < StringName > texture_uniform_names ;
for ( int i = 0 ; i < gen_code . texture_uniforms . size ( ) ; i + + ) {
texture_uniform_names . push_back ( gen_code . texture_uniforms [ i ] . name ) ;
}
MaterialStorage : : get_singleton ( ) - > shaders . sky_shader . version_set_code ( version , gen_code . code , gen_code . uniforms , gen_code . stage_globals [ ShaderCompiler : : STAGE_VERTEX ] , gen_code . stage_globals [ ShaderCompiler : : STAGE_FRAGMENT ] , gen_code . defines , texture_uniform_names ) ;
ERR_FAIL_COND ( ! MaterialStorage : : get_singleton ( ) - > shaders . sky_shader . version_is_valid ( version ) ) ;
ubo_size = gen_code . uniform_total_size ;
ubo_offsets = gen_code . uniform_offsets ;
texture_uniforms = gen_code . texture_uniforms ;
valid = true ;
}
void SkyShaderData : : set_default_texture_param ( const StringName & p_name , RID p_texture , int p_index ) {
if ( ! p_texture . is_valid ( ) ) {
if ( default_texture_params . has ( p_name ) & & default_texture_params [ p_name ] . has ( p_index ) ) {
default_texture_params [ p_name ] . erase ( p_index ) ;
if ( default_texture_params [ p_name ] . is_empty ( ) ) {
default_texture_params . erase ( p_name ) ;
}
}
} else {
if ( ! default_texture_params . has ( p_name ) ) {
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default_texture_params [ p_name ] = HashMap < int , RID > ( ) ;
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}
default_texture_params [ p_name ] [ p_index ] = p_texture ;
}
}
void SkyShaderData : : get_param_list ( List < PropertyInfo > * p_param_list ) const {
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RBMap < int , StringName > order ;
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for ( const KeyValue < StringName , ShaderLanguage : : ShaderNode : : Uniform > & E : uniforms ) {
if ( E . value . scope = = ShaderLanguage : : ShaderNode : : Uniform : : SCOPE_GLOBAL | | E . value . scope = = ShaderLanguage : : ShaderNode : : Uniform : : SCOPE_INSTANCE ) {
continue ;
}
if ( E . value . texture_order > = 0 ) {
order [ E . value . texture_order + 100000 ] = E . key ;
} else {
order [ E . value . order ] = E . key ;
}
}
for ( const KeyValue < int , StringName > & E : order ) {
PropertyInfo pi = ShaderLanguage : : uniform_to_property_info ( uniforms [ E . value ] ) ;
pi . name = E . value ;
p_param_list - > push_back ( pi ) ;
}
}
void SkyShaderData : : get_instance_param_list ( List < RendererMaterialStorage : : InstanceShaderParam > * p_param_list ) const {
for ( const KeyValue < StringName , ShaderLanguage : : ShaderNode : : Uniform > & E : uniforms ) {
if ( E . value . scope ! = ShaderLanguage : : ShaderNode : : Uniform : : SCOPE_INSTANCE ) {
continue ;
}
RendererMaterialStorage : : InstanceShaderParam p ;
p . info = ShaderLanguage : : uniform_to_property_info ( E . value ) ;
p . info . name = E . key ; //supply name
p . index = E . value . instance_index ;
p . default_value = ShaderLanguage : : constant_value_to_variant ( E . value . default_value , E . value . type , E . value . array_size , E . value . hint ) ;
p_param_list - > push_back ( p ) ;
}
}
bool SkyShaderData : : is_param_texture ( const StringName & p_param ) const {
if ( ! uniforms . has ( p_param ) ) {
return false ;
}
return uniforms [ p_param ] . texture_order > = 0 ;
}
bool SkyShaderData : : is_animated ( ) const {
return false ;
}
bool SkyShaderData : : casts_shadows ( ) const {
return false ;
}
Variant SkyShaderData : : get_default_parameter ( const StringName & p_parameter ) const {
if ( uniforms . has ( p_parameter ) ) {
ShaderLanguage : : ShaderNode : : Uniform uniform = uniforms [ p_parameter ] ;
Vector < ShaderLanguage : : ConstantNode : : Value > default_value = uniform . default_value ;
return ShaderLanguage : : constant_value_to_variant ( default_value , uniform . type , uniform . array_size , uniform . hint ) ;
}
return Variant ( ) ;
}
RS : : ShaderNativeSourceCode SkyShaderData : : get_native_source_code ( ) const {
return MaterialStorage : : get_singleton ( ) - > shaders . sky_shader . version_get_native_source_code ( version ) ;
}
SkyShaderData : : SkyShaderData ( ) {
valid = false ;
}
SkyShaderData : : ~ SkyShaderData ( ) {
if ( version . is_valid ( ) ) {
MaterialStorage : : get_singleton ( ) - > shaders . sky_shader . version_free ( version ) ;
}
}
GLES3 : : ShaderData * GLES3 : : _create_sky_shader_func ( ) {
SkyShaderData * shader_data = memnew ( SkyShaderData ) ;
return shader_data ;
}
////////////////////////////////////////////////////////////////////////////////
// Sky material
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void SkyMaterialData : : update_parameters ( const HashMap < StringName , Variant > & p_parameters , bool p_uniform_dirty , bool p_textures_dirty ) {
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uniform_set_updated = true ;
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return update_parameters_internal ( p_parameters , p_uniform_dirty , p_textures_dirty , shader_data - > uniforms , shader_data - > ubo_offsets . ptr ( ) , shader_data - > texture_uniforms , shader_data - > default_texture_params , shader_data - > ubo_size ) ;
}
SkyMaterialData : : ~ SkyMaterialData ( ) {
}
GLES3 : : MaterialData * GLES3 : : _create_sky_material_func ( ShaderData * p_shader ) {
SkyMaterialData * material_data = memnew ( SkyMaterialData ) ;
material_data - > shader_data = static_cast < SkyShaderData * > ( p_shader ) ;
//update will happen later anyway so do nothing.
return material_data ;
}
void SkyMaterialData : : bind_uniforms ( ) {
// Bind Material Uniforms
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glBindBufferBase ( GL_UNIFORM_BUFFER , SKY_MATERIAL_UNIFORM_LOCATION , uniform_buffer ) ;
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RID * textures = texture_cache . ptrw ( ) ;
ShaderCompiler : : GeneratedCode : : Texture * texture_uniforms = shader_data - > texture_uniforms . ptrw ( ) ;
for ( int ti = 0 ; ti < texture_cache . size ( ) ; ti + + ) {
Texture * texture = TextureStorage : : get_singleton ( ) - > get_texture ( textures [ ti ] ) ;
glActiveTexture ( GL_TEXTURE0 + ti ) ;
glBindTexture ( target_from_type [ texture_uniforms [ ti ] . type ] , texture - > tex_id ) ;
// Set sampler state here as the same texture can be used in multiple places with different flags
// Need to convert sampler state from ShaderLanguage::Texture* to RS::CanvasItemTexture*
RS : : CanvasItemTextureFilter filter = RS : : CanvasItemTextureFilter ( ( int ( texture_uniforms [ ti ] . filter ) + 1 ) % RS : : CANVAS_ITEM_TEXTURE_FILTER_MAX ) ;
RS : : CanvasItemTextureRepeat repeat = RS : : CanvasItemTextureRepeat ( ( int ( texture_uniforms [ ti ] . repeat ) + 1 ) % RS : : CANVAS_ITEM_TEXTURE_REPEAT_MIRROR ) ;
texture - > gl_set_filter ( filter ) ;
texture - > gl_set_repeat ( repeat ) ;
}
}
////////////////////////////////////////////////////////////////////////////////
// Scene SHADER
void SceneShaderData : : set_code ( const String & p_code ) {
//compile
code = p_code ;
valid = false ;
ubo_size = 0 ;
uniforms . clear ( ) ;
uses_screen_texture = false ;
if ( code . is_empty ( ) ) {
return ; //just invalid, but no error
}
ShaderCompiler : : GeneratedCode gen_code ;
int blend_modei = BLEND_MODE_MIX ;
int depth_testi = DEPTH_TEST_ENABLED ;
int alpha_antialiasing_modei = ALPHA_ANTIALIASING_OFF ;
int cull_modei = CULL_BACK ;
int depth_drawi = DEPTH_DRAW_OPAQUE ;
uses_point_size = false ;
uses_alpha = false ;
uses_alpha_clip = false ;
uses_blend_alpha = false ;
uses_depth_pre_pass = false ;
uses_discard = false ;
uses_roughness = false ;
uses_normal = false ;
wireframe = false ;
unshaded = false ;
uses_vertex = false ;
uses_position = false ;
uses_sss = false ;
uses_transmittance = false ;
uses_screen_texture = false ;
uses_depth_texture = false ;
uses_normal_texture = false ;
uses_time = false ;
writes_modelview_or_projection = false ;
uses_world_coordinates = false ;
uses_particle_trails = false ;
ShaderCompiler : : IdentifierActions actions ;
actions . entry_point_stages [ " vertex " ] = ShaderCompiler : : STAGE_VERTEX ;
actions . entry_point_stages [ " fragment " ] = ShaderCompiler : : STAGE_FRAGMENT ;
actions . entry_point_stages [ " light " ] = ShaderCompiler : : STAGE_FRAGMENT ;
actions . render_mode_values [ " blend_add " ] = Pair < int * , int > ( & blend_modei , BLEND_MODE_ADD ) ;
actions . render_mode_values [ " blend_mix " ] = Pair < int * , int > ( & blend_modei , BLEND_MODE_MIX ) ;
actions . render_mode_values [ " blend_sub " ] = Pair < int * , int > ( & blend_modei , BLEND_MODE_SUB ) ;
actions . render_mode_values [ " blend_mul " ] = Pair < int * , int > ( & blend_modei , BLEND_MODE_MUL ) ;
actions . render_mode_values [ " alpha_to_coverage " ] = Pair < int * , int > ( & alpha_antialiasing_modei , ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE ) ;
actions . render_mode_values [ " alpha_to_coverage_and_one " ] = Pair < int * , int > ( & alpha_antialiasing_modei , ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE ) ;
actions . render_mode_values [ " depth_draw_never " ] = Pair < int * , int > ( & depth_drawi , DEPTH_DRAW_DISABLED ) ;
actions . render_mode_values [ " depth_draw_opaque " ] = Pair < int * , int > ( & depth_drawi , DEPTH_DRAW_OPAQUE ) ;
actions . render_mode_values [ " depth_draw_always " ] = Pair < int * , int > ( & depth_drawi , DEPTH_DRAW_ALWAYS ) ;
actions . render_mode_values [ " depth_test_disabled " ] = Pair < int * , int > ( & depth_testi , DEPTH_TEST_DISABLED ) ;
actions . render_mode_values [ " cull_disabled " ] = Pair < int * , int > ( & cull_modei , CULL_DISABLED ) ;
actions . render_mode_values [ " cull_front " ] = Pair < int * , int > ( & cull_modei , CULL_FRONT ) ;
actions . render_mode_values [ " cull_back " ] = Pair < int * , int > ( & cull_modei , CULL_BACK ) ;
actions . render_mode_flags [ " unshaded " ] = & unshaded ;
actions . render_mode_flags [ " wireframe " ] = & wireframe ;
actions . render_mode_flags [ " particle_trails " ] = & uses_particle_trails ;
actions . usage_flag_pointers [ " ALPHA " ] = & uses_alpha ;
actions . usage_flag_pointers [ " ALPHA_SCISSOR_THRESHOLD " ] = & uses_alpha_clip ;
actions . render_mode_flags [ " depth_prepass_alpha " ] = & uses_depth_pre_pass ;
actions . usage_flag_pointers [ " SSS_STRENGTH " ] = & uses_sss ;
actions . usage_flag_pointers [ " SSS_TRANSMITTANCE_DEPTH " ] = & uses_transmittance ;
actions . usage_flag_pointers [ " SCREEN_TEXTURE " ] = & uses_screen_texture ;
actions . usage_flag_pointers [ " DEPTH_TEXTURE " ] = & uses_depth_texture ;
actions . usage_flag_pointers [ " NORMAL_TEXTURE " ] = & uses_normal_texture ;
actions . usage_flag_pointers [ " DISCARD " ] = & uses_discard ;
actions . usage_flag_pointers [ " TIME " ] = & uses_time ;
actions . usage_flag_pointers [ " ROUGHNESS " ] = & uses_roughness ;
actions . usage_flag_pointers [ " NORMAL " ] = & uses_normal ;
actions . usage_flag_pointers [ " NORMAL_MAP " ] = & uses_normal ;
actions . usage_flag_pointers [ " POINT_SIZE " ] = & uses_point_size ;
actions . usage_flag_pointers [ " POINT_COORD " ] = & uses_point_size ;
actions . write_flag_pointers [ " MODELVIEW_MATRIX " ] = & writes_modelview_or_projection ;
actions . write_flag_pointers [ " PROJECTION_MATRIX " ] = & writes_modelview_or_projection ;
actions . write_flag_pointers [ " VERTEX " ] = & uses_vertex ;
actions . write_flag_pointers [ " POSITION " ] = & uses_position ;
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actions . usage_flag_pointers [ " TANGENT " ] = & uses_tangent ;
actions . usage_flag_pointers [ " BINORMAL " ] = & uses_tangent ;
actions . usage_flag_pointers [ " COLOR " ] = & uses_color ;
actions . usage_flag_pointers [ " UV " ] = & uses_uv ;
actions . usage_flag_pointers [ " UV2 " ] = & uses_uv2 ;
actions . usage_flag_pointers [ " CUSTOM0 " ] = & uses_custom0 ;
actions . usage_flag_pointers [ " CUSTOM1 " ] = & uses_custom1 ;
actions . usage_flag_pointers [ " CUSTOM2 " ] = & uses_custom2 ;
actions . usage_flag_pointers [ " CUSTOM3 " ] = & uses_custom3 ;
actions . usage_flag_pointers [ " BONE_INDICES " ] = & uses_bones ;
actions . usage_flag_pointers [ " BONE_WEIGHTS " ] = & uses_weights ;
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actions . uniforms = & uniforms ;
Error err = MaterialStorage : : get_singleton ( ) - > shaders . compiler_scene . compile ( RS : : SHADER_SPATIAL , code , & actions , path , gen_code ) ;
ERR_FAIL_COND_MSG ( err ! = OK , " Shader compilation failed. " ) ;
if ( version . is_null ( ) ) {
version = MaterialStorage : : get_singleton ( ) - > shaders . scene_shader . version_create ( ) ;
}
depth_draw = DepthDraw ( depth_drawi ) ;
depth_test = DepthTest ( depth_testi ) ;
cull_mode = Cull ( cull_modei ) ;
blend_mode = BlendMode ( blend_modei ) ;
alpha_antialiasing_mode = AlphaAntiAliasing ( alpha_antialiasing_modei ) ;
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vertex_input_mask = uint32_t ( uses_normal ) ;
vertex_input_mask | = uses_tangent < < 1 ;
vertex_input_mask | = uses_color < < 2 ;
vertex_input_mask | = uses_uv < < 3 ;
vertex_input_mask | = uses_uv2 < < 4 ;
vertex_input_mask | = uses_custom0 < < 5 ;
vertex_input_mask | = uses_custom1 < < 6 ;
vertex_input_mask | = uses_custom2 < < 7 ;
vertex_input_mask | = uses_custom3 < < 8 ;
vertex_input_mask | = uses_bones < < 9 ;
vertex_input_mask | = uses_weights < < 10 ;
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#if 0
print_line ( " **compiling shader: " ) ;
print_line ( " **defines: \n " ) ;
for ( int i = 0 ; i < gen_code . defines . size ( ) ; i + + ) {
print_line ( gen_code . defines [ i ] ) ;
}
Map < String , String > : : Element * el = gen_code . code . front ( ) ;
while ( el ) {
print_line ( " \n **code " + el - > key ( ) + " : \n " + el - > value ( ) ) ;
el = el - > next ( ) ;
}
print_line ( " \n **uniforms: \n " + gen_code . uniforms ) ;
print_line ( " \n **vertex_globals: \n " + gen_code . stage_globals [ ShaderCompiler : : STAGE_VERTEX ] ) ;
print_line ( " \n **fragment_globals: \n " + gen_code . stage_globals [ ShaderCompiler : : STAGE_FRAGMENT ] ) ;
# endif
Vector < StringName > texture_uniform_names ;
for ( int i = 0 ; i < gen_code . texture_uniforms . size ( ) ; i + + ) {
texture_uniform_names . push_back ( gen_code . texture_uniforms [ i ] . name ) ;
}
MaterialStorage : : get_singleton ( ) - > shaders . scene_shader . version_set_code ( version , gen_code . code , gen_code . uniforms , gen_code . stage_globals [ ShaderCompiler : : STAGE_VERTEX ] , gen_code . stage_globals [ ShaderCompiler : : STAGE_FRAGMENT ] , gen_code . defines , texture_uniform_names ) ;
ERR_FAIL_COND ( ! MaterialStorage : : get_singleton ( ) - > shaders . scene_shader . version_is_valid ( version ) ) ;
ubo_size = gen_code . uniform_total_size ;
ubo_offsets = gen_code . uniform_offsets ;
texture_uniforms = gen_code . texture_uniforms ;
// if any form of Alpha Antialiasing is enabled, set the blend mode to alpha to coverage
if ( alpha_antialiasing_mode ! = ALPHA_ANTIALIASING_OFF ) {
blend_mode = BLEND_MODE_ALPHA_TO_COVERAGE ;
}
valid = true ;
}
void SceneShaderData : : set_default_texture_param ( const StringName & p_name , RID p_texture , int p_index ) {
if ( ! p_texture . is_valid ( ) ) {
if ( default_texture_params . has ( p_name ) & & default_texture_params [ p_name ] . has ( p_index ) ) {
default_texture_params [ p_name ] . erase ( p_index ) ;
if ( default_texture_params [ p_name ] . is_empty ( ) ) {
default_texture_params . erase ( p_name ) ;
}
}
} else {
if ( ! default_texture_params . has ( p_name ) ) {
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default_texture_params [ p_name ] = HashMap < int , RID > ( ) ;
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}
default_texture_params [ p_name ] [ p_index ] = p_texture ;
}
}
void SceneShaderData : : get_param_list ( List < PropertyInfo > * p_param_list ) const {
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RBMap < int , StringName > order ;
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for ( const KeyValue < StringName , ShaderLanguage : : ShaderNode : : Uniform > & E : uniforms ) {
if ( E . value . scope ! = ShaderLanguage : : ShaderNode : : Uniform : : SCOPE_LOCAL ) {
continue ;
}
if ( E . value . texture_order > = 0 ) {
order [ E . value . texture_order + 100000 ] = E . key ;
} else {
order [ E . value . order ] = E . key ;
}
}
for ( const KeyValue < int , StringName > & E : order ) {
PropertyInfo pi = ShaderLanguage : : uniform_to_property_info ( uniforms [ E . value ] ) ;
pi . name = E . value ;
p_param_list - > push_back ( pi ) ;
}
}
void SceneShaderData : : get_instance_param_list ( List < RendererMaterialStorage : : InstanceShaderParam > * p_param_list ) const {
for ( const KeyValue < StringName , ShaderLanguage : : ShaderNode : : Uniform > & E : uniforms ) {
if ( E . value . scope ! = ShaderLanguage : : ShaderNode : : Uniform : : SCOPE_INSTANCE ) {
continue ;
}
RendererMaterialStorage : : InstanceShaderParam p ;
p . info = ShaderLanguage : : uniform_to_property_info ( E . value ) ;
p . info . name = E . key ; //supply name
p . index = E . value . instance_index ;
p . default_value = ShaderLanguage : : constant_value_to_variant ( E . value . default_value , E . value . type , E . value . array_size , E . value . hint ) ;
p_param_list - > push_back ( p ) ;
}
}
bool SceneShaderData : : is_param_texture ( const StringName & p_param ) const {
if ( ! uniforms . has ( p_param ) ) {
return false ;
}
return uniforms [ p_param ] . texture_order > = 0 ;
}
bool SceneShaderData : : is_animated ( ) const {
return false ;
}
bool SceneShaderData : : casts_shadows ( ) const {
return false ;
}
Variant SceneShaderData : : get_default_parameter ( const StringName & p_parameter ) const {
if ( uniforms . has ( p_parameter ) ) {
ShaderLanguage : : ShaderNode : : Uniform uniform = uniforms [ p_parameter ] ;
Vector < ShaderLanguage : : ConstantNode : : Value > default_value = uniform . default_value ;
return ShaderLanguage : : constant_value_to_variant ( default_value , uniform . type , uniform . array_size , uniform . hint ) ;
}
return Variant ( ) ;
}
RS : : ShaderNativeSourceCode SceneShaderData : : get_native_source_code ( ) const {
return MaterialStorage : : get_singleton ( ) - > shaders . scene_shader . version_get_native_source_code ( version ) ;
}
SceneShaderData : : SceneShaderData ( ) {
valid = false ;
uses_screen_texture = false ;
}
SceneShaderData : : ~ SceneShaderData ( ) {
if ( version . is_valid ( ) ) {
MaterialStorage : : get_singleton ( ) - > shaders . scene_shader . version_free ( version ) ;
}
}
GLES3 : : ShaderData * GLES3 : : _create_scene_shader_func ( ) {
SceneShaderData * shader_data = memnew ( SceneShaderData ) ;
return shader_data ;
}
void SceneMaterialData : : set_render_priority ( int p_priority ) {
priority = p_priority - RS : : MATERIAL_RENDER_PRIORITY_MIN ; //8 bits
}
void SceneMaterialData : : set_next_pass ( RID p_pass ) {
next_pass = p_pass ;
}
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void SceneMaterialData : : update_parameters ( const HashMap < StringName , Variant > & p_parameters , bool p_uniform_dirty , bool p_textures_dirty ) {
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return update_parameters_internal ( p_parameters , p_uniform_dirty , p_textures_dirty , shader_data - > uniforms , shader_data - > ubo_offsets . ptr ( ) , shader_data - > texture_uniforms , shader_data - > default_texture_params , shader_data - > ubo_size ) ;
}
SceneMaterialData : : ~ SceneMaterialData ( ) {
}
GLES3 : : MaterialData * GLES3 : : _create_scene_material_func ( ShaderData * p_shader ) {
SceneMaterialData * material_data = memnew ( SceneMaterialData ) ;
material_data - > shader_data = static_cast < SceneShaderData * > ( p_shader ) ;
//update will happen later anyway so do nothing.
return material_data ;
}
void SceneMaterialData : : bind_uniforms ( ) {
// Bind Material Uniforms
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glBindBufferBase ( GL_UNIFORM_BUFFER , SCENE_MATERIAL_UNIFORM_LOCATION , uniform_buffer ) ;
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RID * textures = texture_cache . ptrw ( ) ;
ShaderCompiler : : GeneratedCode : : Texture * texture_uniforms = shader_data - > texture_uniforms . ptrw ( ) ;
for ( int ti = 0 ; ti < texture_cache . size ( ) ; ti + + ) {
Texture * texture = TextureStorage : : get_singleton ( ) - > get_texture ( textures [ ti ] ) ;
glActiveTexture ( GL_TEXTURE0 + ti ) ;
glBindTexture ( target_from_type [ texture_uniforms [ ti ] . type ] , texture - > tex_id ) ;
// Set sampler state here as the same texture can be used in multiple places with different flags
// Need to convert sampler state from ShaderLanguage::Texture* to RS::CanvasItemTexture*
RS : : CanvasItemTextureFilter filter = RS : : CanvasItemTextureFilter ( ( int ( texture_uniforms [ ti ] . filter ) + 1 ) % RS : : CANVAS_ITEM_TEXTURE_FILTER_MAX ) ;
RS : : CanvasItemTextureRepeat repeat = RS : : CanvasItemTextureRepeat ( ( int ( texture_uniforms [ ti ] . repeat ) + 1 ) % RS : : CANVAS_ITEM_TEXTURE_REPEAT_MIRROR ) ;
texture - > gl_set_filter ( filter ) ;
texture - > gl_set_repeat ( repeat ) ;
}
}
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# endif // !GLES3_ENABLED