/**************************************************************************/ /* 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; ERR_FAIL_MSG("Shader type " + mode_string + " not supported in Dummy renderer."); } 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 *p_param_list) const { DummyShader *shader = shader_owner.get_or_null(p_shader); ERR_FAIL_NULL(shader); SortArray, ShaderLanguage::UniformOrderComparator> sorter; LocalVector> filtered_uniforms; for (const KeyValue &E : shader->uniforms) { if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) { continue; } if (E.value.texture_order >= 0) { filtered_uniforms.push_back(Pair(E.key, E.value.texture_order + 100000)); } else { filtered_uniforms.push_back(Pair(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); } }