virtualx-engine/servers/rendering/dummy/storage/material_storage.cpp

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/**************************************************************************/
/* material_storage.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "material_storage.h"
using namespace RendererDummy;
MaterialStorage *MaterialStorage::singleton = nullptr;
MaterialStorage::MaterialStorage() {
singleton = this;
ShaderCompiler::DefaultIdentifierActions actions;
dummy_compiler.initialize(actions);
}
MaterialStorage::~MaterialStorage() {
singleton = nullptr;
}
RID MaterialStorage::shader_allocate() {
return shader_owner.allocate_rid();
}
void MaterialStorage::shader_initialize(RID p_rid) {
shader_owner.initialize_rid(p_rid, DummyShader());
}
void MaterialStorage::shader_free(RID p_rid) {
DummyShader *shader = shader_owner.get_or_null(p_rid);
ERR_FAIL_NULL(shader);
shader_owner.free(p_rid);
}
void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) {
DummyShader *shader = shader_owner.get_or_null(p_shader);
ERR_FAIL_NULL(shader);
if (p_code.is_empty()) {
return;
}
String mode_string = ShaderLanguage::get_shader_type(p_code);
RS::ShaderMode new_mode;
if (mode_string == "canvas_item") {
new_mode = RS::SHADER_CANVAS_ITEM;
} else if (mode_string == "particles") {
new_mode = RS::SHADER_PARTICLES;
} else if (mode_string == "spatial") {
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;
} else {
new_mode = RS::SHADER_MAX;
}
ShaderCompiler::IdentifierActions actions;
actions.uniforms = &shader->uniforms;
ShaderCompiler::GeneratedCode gen_code;
Error err = MaterialStorage::get_singleton()->dummy_compiler.compile(new_mode, p_code, &actions, "", gen_code);
ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
}
void MaterialStorage::get_shader_parameter_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
DummyShader *shader = shader_owner.get_or_null(p_shader);
ERR_FAIL_NULL(shader);
SortArray<Pair<StringName, int>, ShaderLanguage::UniformOrderComparator> sorter;
LocalVector<Pair<StringName, int>> filtered_uniforms;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : shader->uniforms) {
if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
continue;
}
if (E.value.texture_order >= 0) {
filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.texture_order + 100000));
} else {
filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.order));
}
}
int uniform_count = filtered_uniforms.size();
sorter.sort(filtered_uniforms.ptr(), uniform_count);
String last_group;
for (int i = 0; i < uniform_count; i++) {
const StringName &uniform_name = filtered_uniforms[i].first;
const ShaderLanguage::ShaderNode::Uniform &uniform = shader->uniforms[uniform_name];
String group = uniform.group;
if (!uniform.subgroup.is_empty()) {
group += "::" + uniform.subgroup;
}
if (group != last_group) {
PropertyInfo pi;
pi.usage = PROPERTY_USAGE_GROUP;
pi.name = group;
p_param_list->push_back(pi);
last_group = group;
}
PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniform);
pi.name = uniform_name;
p_param_list->push_back(pi);
}
}