virtualx-engine/scene/resources/material.h

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/**************************************************************************/
/* material.h */
/**************************************************************************/
/* 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. */
/**************************************************************************/
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#ifndef MATERIAL_H
#define MATERIAL_H
#include "core/resource.h"
#include "core/self_list.h"
#include "scene/resources/shader.h"
#include "scene/resources/texture.h"
#include "servers/visual/shader_language.h"
#include "servers/visual_server.h"
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class Material : public Resource {
GDCLASS(Material, Resource);
RES_BASE_EXTENSION("material")
OBJ_SAVE_TYPE(Material);
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RID material;
Ref<Material> next_pass;
int render_priority;
protected:
_FORCE_INLINE_ RID _get_material() const { return material; }
static void _bind_methods();
virtual bool _can_do_next_pass() const { return false; }
void _validate_property(PropertyInfo &property) const;
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public:
enum {
RENDER_PRIORITY_MAX = VS::MATERIAL_RENDER_PRIORITY_MAX,
RENDER_PRIORITY_MIN = VS::MATERIAL_RENDER_PRIORITY_MIN,
};
void set_next_pass(const Ref<Material> &p_pass);
Ref<Material> get_next_pass() const;
void set_render_priority(int p_priority);
int get_render_priority() const;
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virtual RID get_rid() const;
virtual Shader::Mode get_shader_mode() const = 0;
Material();
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virtual ~Material();
};
class ShaderMaterial : public Material {
GDCLASS(ShaderMaterial, Material);
Ref<Shader> shader;
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
bool property_can_revert(const String &p_name);
Variant property_get_revert(const String &p_name);
static void _bind_methods();
void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const;
virtual bool _can_do_next_pass() const;
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void _shader_changed();
public:
void set_shader(const Ref<Shader> &p_shader);
Ref<Shader> get_shader() const;
void set_shader_param(const StringName &p_param, const Variant &p_value);
Variant get_shader_param(const StringName &p_param) const;
virtual Shader::Mode get_shader_mode() const;
ShaderMaterial();
~ShaderMaterial();
};
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class Material3D : public Material {
GDCLASS(Material3D, Material);
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public:
enum TextureParam {
TEXTURE_ALBEDO,
TEXTURE_METALLIC,
TEXTURE_ROUGHNESS,
TEXTURE_EMISSION,
TEXTURE_NORMAL,
TEXTURE_RIM,
TEXTURE_CLEARCOAT,
TEXTURE_FLOWMAP,
TEXTURE_AMBIENT_OCCLUSION,
TEXTURE_DEPTH,
TEXTURE_SUBSURFACE_SCATTERING,
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TEXTURE_TRANSMISSION,
TEXTURE_REFRACTION,
TEXTURE_DETAIL_MASK,
TEXTURE_DETAIL_ALBEDO,
TEXTURE_DETAIL_NORMAL,
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TEXTURE_ORM,
TEXTURE_MAX
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};
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enum DetailUV {
DETAIL_UV_1,
DETAIL_UV_2
};
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enum Feature {
FEATURE_TRANSPARENT,
FEATURE_EMISSION,
FEATURE_NORMAL_MAPPING,
FEATURE_RIM,
FEATURE_CLEARCOAT,
FEATURE_ANISOTROPY,
FEATURE_AMBIENT_OCCLUSION,
FEATURE_DEPTH_MAPPING,
FEATURE_SUBSURACE_SCATTERING,
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FEATURE_TRANSMISSION,
FEATURE_REFRACTION,
FEATURE_DETAIL,
FEATURE_MAX
};
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enum BlendMode {
BLEND_MODE_MIX,
BLEND_MODE_ADD,
BLEND_MODE_SUB,
BLEND_MODE_MUL,
};
enum DepthDrawMode {
DEPTH_DRAW_OPAQUE_ONLY,
DEPTH_DRAW_ALWAYS,
DEPTH_DRAW_DISABLED,
DEPTH_DRAW_ALPHA_OPAQUE_PREPASS
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};
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enum CullMode {
CULL_BACK,
CULL_FRONT,
CULL_DISABLED
};
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enum Flags {
FLAG_UNSHADED,
FLAG_USE_VERTEX_LIGHTING,
FLAG_DISABLE_DEPTH_TEST,
FLAG_ALBEDO_FROM_VERTEX_COLOR,
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FLAG_SRGB_VERTEX_COLOR,
FLAG_USE_POINT_SIZE,
FLAG_FIXED_SIZE,
FLAG_BILLBOARD_KEEP_SCALE,
FLAG_UV1_USE_TRIPLANAR,
FLAG_UV2_USE_TRIPLANAR,
FLAG_TRIPLANAR_USE_WORLD,
FLAG_AO_ON_UV2,
FLAG_EMISSION_ON_UV2,
FLAG_USE_ALPHA_SCISSOR,
FLAG_ALBEDO_TEXTURE_FORCE_SRGB,
FLAG_DONT_RECEIVE_SHADOWS,
FLAG_ENSURE_CORRECT_NORMALS,
FLAG_DISABLE_AMBIENT_LIGHT,
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FLAG_USE_SHADOW_TO_OPACITY,
FLAG_ALBEDO_TEXTURE_SDF,
FLAG_MAX
};
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enum DiffuseMode {
DIFFUSE_BURLEY,
DIFFUSE_LAMBERT,
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DIFFUSE_LAMBERT_WRAP,
DIFFUSE_OREN_NAYAR,
DIFFUSE_TOON,
};
enum SpecularMode {
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SPECULAR_SCHLICK_GGX,
SPECULAR_BLINN,
SPECULAR_PHONG,
SPECULAR_TOON,
SPECULAR_DISABLED,
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};
enum BillboardMode {
BILLBOARD_DISABLED,
BILLBOARD_ENABLED,
BILLBOARD_FIXED_Y,
BILLBOARD_PARTICLES,
};
enum TextureChannel {
TEXTURE_CHANNEL_RED,
TEXTURE_CHANNEL_GREEN,
TEXTURE_CHANNEL_BLUE,
TEXTURE_CHANNEL_ALPHA,
TEXTURE_CHANNEL_GRAYSCALE
};
enum EmissionOperator {
EMISSION_OP_ADD,
EMISSION_OP_MULTIPLY
};
enum DistanceFadeMode {
DISTANCE_FADE_DISABLED,
DISTANCE_FADE_PIXEL_ALPHA,
DISTANCE_FADE_PIXEL_DITHER,
DISTANCE_FADE_OBJECT_DITHER,
};
enum AsyncMode {
ASYNC_MODE_VISIBLE,
ASYNC_MODE_HIDDEN,
};
private:
union MaterialKey {
struct {
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uint64_t feature_mask : 12;
uint64_t detail_uv : 1;
uint64_t blend_mode : 2;
uint64_t depth_draw_mode : 2;
uint64_t cull_mode : 2;
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uint64_t flags : 20;
uint64_t detail_blend_mode : 2;
uint64_t diffuse_mode : 3;
uint64_t specular_mode : 3;
uint64_t invalid_key : 1;
uint64_t deep_parallax : 1;
uint64_t billboard_mode : 2;
uint64_t grow : 1;
uint64_t proximity_fade : 1;
uint64_t distance_fade : 2;
uint64_t emission_op : 1;
uint64_t texture_metallic : 1;
uint64_t texture_roughness : 1;
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//uint64_t reserved : 6;
};
uint64_t key;
bool operator<(const MaterialKey &p_key) const {
return key < p_key.key;
}
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};
struct ShaderData {
RID shader;
int users;
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};
static Map<MaterialKey, ShaderData> shader_map;
MaterialKey current_key;
_FORCE_INLINE_ MaterialKey _compute_key() const {
MaterialKey mk;
mk.key = 0;
for (int i = 0; i < FEATURE_MAX; i++) {
if (features[i]) {
mk.feature_mask |= ((uint64_t)1 << i);
}
}
mk.detail_uv = detail_uv;
mk.blend_mode = blend_mode;
mk.depth_draw_mode = depth_draw_mode;
mk.cull_mode = cull_mode;
for (int i = 0; i < FLAG_MAX; i++) {
if (flags[i]) {
mk.flags |= ((uint64_t)1 << i);
}
}
mk.detail_blend_mode = detail_blend_mode;
mk.diffuse_mode = diffuse_mode;
mk.specular_mode = specular_mode;
mk.billboard_mode = billboard_mode;
mk.deep_parallax = deep_parallax ? 1 : 0;
mk.grow = grow_enabled;
mk.proximity_fade = proximity_fade_enabled;
mk.distance_fade = distance_fade;
mk.emission_op = emission_op;
mk.texture_metallic = textures[TEXTURE_METALLIC].is_valid() ? 1 : 0;
mk.texture_roughness = textures[TEXTURE_ROUGHNESS].is_valid() ? 1 : 0;
return mk;
}
struct ShaderNames {
StringName albedo;
StringName specular;
StringName metallic;
StringName roughness;
StringName emission;
StringName emission_energy;
StringName normal_scale;
StringName rim;
StringName rim_tint;
StringName clearcoat;
StringName clearcoat_gloss;
StringName anisotropy;
StringName depth_scale;
StringName subsurface_scattering_strength;
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StringName transmission;
StringName refraction;
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StringName point_size;
StringName uv1_scale;
StringName uv1_offset;
StringName uv2_scale;
StringName uv2_offset;
StringName particles_anim_h_frames;
StringName particles_anim_v_frames;
StringName particles_anim_loop;
StringName depth_min_layers;
StringName depth_max_layers;
StringName depth_flip;
StringName uv1_blend_sharpness;
StringName uv2_blend_sharpness;
StringName grow;
StringName proximity_fade_distance;
StringName distance_fade_min;
StringName distance_fade_max;
StringName ao_light_affect;
StringName metallic_texture_channel;
StringName roughness_texture_channel;
StringName ao_texture_channel;
StringName clearcoat_texture_channel;
StringName rim_texture_channel;
StringName depth_texture_channel;
StringName refraction_texture_channel;
StringName alpha_scissor_threshold;
StringName texture_names[TEXTURE_MAX];
};
static Mutex material_mutex;
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static SelfList<Material3D>::List *dirty_materials;
static ShaderNames *shader_names;
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SelfList<Material3D> element;
void _update_shader();
_FORCE_INLINE_ void _queue_shader_change();
_FORCE_INLINE_ bool _is_shader_dirty() const;
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bool orm;
bool is_initialized = false;
Color albedo;
float specular;
float metallic;
float roughness;
Color emission;
float emission_energy;
float normal_scale;
float rim;
float rim_tint;
float clearcoat;
float clearcoat_gloss;
float anisotropy;
float depth_scale;
float subsurface_scattering_strength;
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Color transmission;
float refraction;
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float line_width;
float point_size;
float alpha_scissor_threshold;
bool grow_enabled;
float ao_light_affect;
float grow;
int particles_anim_h_frames;
int particles_anim_v_frames;
bool particles_anim_loop;
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Vector3 uv1_scale;
Vector3 uv1_offset;
float uv1_triplanar_sharpness;
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Vector3 uv2_scale;
Vector3 uv2_offset;
float uv2_triplanar_sharpness;
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DetailUV detail_uv;
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bool deep_parallax;
int deep_parallax_min_layers;
int deep_parallax_max_layers;
bool depth_parallax_flip_tangent;
bool depth_parallax_flip_binormal;
bool proximity_fade_enabled;
float proximity_fade_distance;
DistanceFadeMode distance_fade;
float distance_fade_max_distance;
float distance_fade_min_distance;
BlendMode blend_mode;
BlendMode detail_blend_mode;
DepthDrawMode depth_draw_mode;
CullMode cull_mode;
bool flags[FLAG_MAX];
SpecularMode specular_mode;
DiffuseMode diffuse_mode;
BillboardMode billboard_mode;
EmissionOperator emission_op;
AsyncMode async_mode;
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TextureChannel metallic_texture_channel;
TextureChannel roughness_texture_channel;
TextureChannel ao_texture_channel;
TextureChannel refraction_texture_channel;
bool features[FEATURE_MAX];
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Ref<Texture> textures[TEXTURE_MAX];
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bool force_vertex_shading = false;
_FORCE_INLINE_ void _validate_feature(const String &text, Feature feature, PropertyInfo &property) const;
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static HashMap<uint64_t, Ref<Material3D>> materials_for_2d; //used by Sprite3D and other stuff
void _validate_high_end(const String &text, PropertyInfo &property) const;
protected:
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static void _bind_methods();
void _validate_property(PropertyInfo &property) const;
virtual bool _can_do_next_pass() const { return true; }
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Material3D(bool p_orm = false);
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public:
void set_albedo(const Color &p_albedo);
Color get_albedo() const;
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void set_specular(float p_specular);
float get_specular() const;
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void set_metallic(float p_metallic);
float get_metallic() const;
void set_roughness(float p_roughness);
float get_roughness() const;
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void set_emission(const Color &p_emission);
Color get_emission() const;
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void set_emission_energy(float p_emission_energy);
float get_emission_energy() const;
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void set_normal_scale(float p_normal_scale);
float get_normal_scale() const;
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void set_rim(float p_rim);
float get_rim() const;
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void set_rim_tint(float p_rim_tint);
float get_rim_tint() const;
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void set_ao_light_affect(float p_ao_light_affect);
float get_ao_light_affect() const;
void set_clearcoat(float p_clearcoat);
float get_clearcoat() const;
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void set_clearcoat_gloss(float p_clearcoat_gloss);
float get_clearcoat_gloss() const;
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void set_anisotropy(float p_anisotropy);
float get_anisotropy() const;
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void set_depth_scale(float p_depth_scale);
float get_depth_scale() const;
void set_depth_deep_parallax(bool p_enable);
bool is_depth_deep_parallax_enabled() const;
void set_depth_deep_parallax_min_layers(int p_layer);
int get_depth_deep_parallax_min_layers() const;
void set_depth_deep_parallax_max_layers(int p_layer);
int get_depth_deep_parallax_max_layers() const;
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void set_depth_deep_parallax_flip_tangent(bool p_flip);
bool get_depth_deep_parallax_flip_tangent() const;
void set_depth_deep_parallax_flip_binormal(bool p_flip);
bool get_depth_deep_parallax_flip_binormal() const;
void set_subsurface_scattering_strength(float p_subsurface_scattering_strength);
float get_subsurface_scattering_strength() const;
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void set_transmission(const Color &p_transmission);
Color get_transmission() const;
void set_refraction(float p_refraction);
float get_refraction() const;
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void set_line_width(float p_line_width);
float get_line_width() const;
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void set_point_size(float p_point_size);
float get_point_size() const;
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void set_detail_uv(DetailUV p_detail_uv);
DetailUV get_detail_uv() const;
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void set_blend_mode(BlendMode p_mode);
BlendMode get_blend_mode() const;
void set_detail_blend_mode(BlendMode p_mode);
BlendMode get_detail_blend_mode() const;
void set_depth_draw_mode(DepthDrawMode p_mode);
DepthDrawMode get_depth_draw_mode() const;
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void set_cull_mode(CullMode p_mode);
CullMode get_cull_mode() const;
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void set_diffuse_mode(DiffuseMode p_mode);
DiffuseMode get_diffuse_mode() const;
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void set_specular_mode(SpecularMode p_mode);
SpecularMode get_specular_mode() const;
void set_flag(Flags p_flag, bool p_enabled);
bool get_flag(Flags p_flag) const;
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void set_texture(TextureParam p_param, const Ref<Texture> &p_texture);
Ref<Texture> get_texture(TextureParam p_param) const;
// Used only for shader material conversion
Ref<Texture> get_texture_by_name(StringName p_name) const;
void set_feature(Feature p_feature, bool p_enabled);
bool get_feature(Feature p_feature) const;
void set_uv1_scale(const Vector3 &p_scale);
Vector3 get_uv1_scale() const;
void set_uv1_offset(const Vector3 &p_offset);
Vector3 get_uv1_offset() const;
void set_uv1_triplanar_blend_sharpness(float p_sharpness);
float get_uv1_triplanar_blend_sharpness() const;
void set_uv2_scale(const Vector3 &p_scale);
Vector3 get_uv2_scale() const;
void set_uv2_offset(const Vector3 &p_offset);
Vector3 get_uv2_offset() const;
void set_uv2_triplanar_blend_sharpness(float p_sharpness);
float get_uv2_triplanar_blend_sharpness() const;
void set_billboard_mode(BillboardMode p_mode);
BillboardMode get_billboard_mode() const;
void set_particles_anim_h_frames(int p_frames);
int get_particles_anim_h_frames() const;
void set_particles_anim_v_frames(int p_frames);
int get_particles_anim_v_frames() const;
void set_particles_anim_loop(bool p_loop);
bool get_particles_anim_loop() const;
void set_grow_enabled(bool p_enable);
bool is_grow_enabled() const;
void set_grow(float p_grow);
float get_grow() const;
void set_alpha_scissor_threshold(float p_threshold);
float get_alpha_scissor_threshold() const;
void set_on_top_of_alpha();
void set_proximity_fade(bool p_enable);
bool is_proximity_fade_enabled() const;
void set_proximity_fade_distance(float p_distance);
float get_proximity_fade_distance() const;
void set_distance_fade(DistanceFadeMode p_mode);
DistanceFadeMode get_distance_fade() const;
void set_distance_fade_max_distance(float p_distance);
float get_distance_fade_max_distance() const;
void set_distance_fade_min_distance(float p_distance);
float get_distance_fade_min_distance() const;
void set_emission_operator(EmissionOperator p_op);
EmissionOperator get_emission_operator() const;
void set_metallic_texture_channel(TextureChannel p_channel);
TextureChannel get_metallic_texture_channel() const;
void set_roughness_texture_channel(TextureChannel p_channel);
TextureChannel get_roughness_texture_channel() const;
void set_ao_texture_channel(TextureChannel p_channel);
TextureChannel get_ao_texture_channel() const;
void set_refraction_texture_channel(TextureChannel p_channel);
TextureChannel get_refraction_texture_channel() const;
void set_async_mode(AsyncMode p_mode);
AsyncMode get_async_mode() const;
static void init_shaders();
static void finish_shaders();
static void flush_changes();
static RID get_material_rid_for_2d(bool p_shaded, bool p_transparent, bool p_double_sided, bool p_cut_alpha, bool p_opaque_prepass, bool p_billboard = false, bool p_billboard_y = false, bool p_no_depth_test = false, bool p_fixed_size = false, bool p_sdf = false);
RID get_shader_rid() const;
virtual Shader::Mode get_shader_mode() const;
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virtual ~Material3D();
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};
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class SpatialMaterial : public Material3D {
GDCLASS(SpatialMaterial, Material3D)
public:
SpatialMaterial() :
Material3D(false) {}
};
class ORMSpatialMaterial : public Material3D {
GDCLASS(ORMSpatialMaterial, Material3D)
public:
ORMSpatialMaterial() :
Material3D(true) {}
};
VARIANT_ENUM_CAST(Material3D::TextureParam)
VARIANT_ENUM_CAST(Material3D::DetailUV)
VARIANT_ENUM_CAST(Material3D::Feature)
VARIANT_ENUM_CAST(Material3D::BlendMode)
VARIANT_ENUM_CAST(Material3D::DepthDrawMode)
VARIANT_ENUM_CAST(Material3D::CullMode)
VARIANT_ENUM_CAST(Material3D::Flags)
VARIANT_ENUM_CAST(Material3D::DiffuseMode)
VARIANT_ENUM_CAST(Material3D::SpecularMode)
VARIANT_ENUM_CAST(Material3D::BillboardMode)
VARIANT_ENUM_CAST(Material3D::TextureChannel)
VARIANT_ENUM_CAST(Material3D::EmissionOperator)
VARIANT_ENUM_CAST(Material3D::DistanceFadeMode)
VARIANT_ENUM_CAST(Material3D::AsyncMode)
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//////////////////////
#endif // MATERIAL_H