/**************************************************************************/ /* 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. */ /**************************************************************************/ #ifdef GLES3_ENABLED #include "core/config/project_settings.h" #include "config.h" #include "material_storage.h" #include "particles_storage.h" #include "texture_storage.h" #include "drivers/gles3/rasterizer_canvas_gles3.h" #include "drivers/gles3/rasterizer_gles3.h" #include "servers/rendering/storage/variant_converters.h" using namespace GLES3; /////////////////////////////////////////////////////////////////////////// // UBI helper functions static void _fill_std140_variant_ubo_value(ShaderLanguage::DataType type, int p_array_size, const Variant &value, uint8_t *data) { switch (type) { case ShaderLanguage::TYPE_BOOL: { uint32_t *gui = (uint32_t *)data; if (p_array_size > 0) { PackedInt32Array ba = value; for (int i = 0; i < ba.size(); i++) { ba.set(i, ba[i] ? 1 : 0); } write_array_std140(ba, gui, p_array_size, 4); } 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) { PackedInt32Array ba = convert_array_std140(value); for (int i = 0; i < ba.size(); i++) { ba.set(i, ba[i] ? 1 : 0); } write_array_std140(ba, gui, p_array_size, 4); } else { uint32_t 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) { PackedInt32Array ba = convert_array_std140(value); for (int i = 0; i < ba.size(); i++) { ba.set(i, ba[i] ? 1 : 0); } write_array_std140(ba, gui, p_array_size, 4); } else { uint32_t 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) { PackedInt32Array ba = convert_array_std140(value); for (int i = 0; i < ba.size(); i++) { ba.set(i, ba[i] ? 1 : 0); } write_array_std140(ba, gui, p_array_size, 4); } else { uint32_t 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) { const PackedInt32Array &iv = value; write_array_std140(iv, gui, p_array_size, 4); } else { int v = value; gui[0] = v; } } break; case ShaderLanguage::TYPE_IVEC2: { int32_t *gui = (int32_t *)data; if (p_array_size > 0) { const PackedInt32Array &iv = convert_array_std140(value); write_array_std140(iv, gui, p_array_size, 4); } else { Vector2i v = convert_to_vector(value); gui[0] = v.x; gui[1] = v.y; } } break; case ShaderLanguage::TYPE_IVEC3: { int32_t *gui = (int32_t *)data; if (p_array_size > 0) { const PackedInt32Array &iv = convert_array_std140(value); write_array_std140(iv, gui, p_array_size, 4); } else { Vector3i v = convert_to_vector(value); gui[0] = v.x; gui[1] = v.y; gui[2] = v.z; } } break; case ShaderLanguage::TYPE_IVEC4: { int32_t *gui = (int32_t *)data; if (p_array_size > 0) { const PackedInt32Array &iv = convert_array_std140(value); write_array_std140(iv, gui, p_array_size, 4); } else { Vector4i v = convert_to_vector(value); gui[0] = v.x; gui[1] = v.y; gui[2] = v.z; gui[3] = v.w; } } break; case ShaderLanguage::TYPE_UINT: { uint32_t *gui = (uint32_t *)data; if (p_array_size > 0) { const PackedInt32Array &iv = value; write_array_std140(iv, gui, p_array_size, 4); } else { int v = value; gui[0] = v; } } break; case ShaderLanguage::TYPE_UVEC2: { uint32_t *gui = (uint32_t *)data; if (p_array_size > 0) { const PackedInt32Array &iv = convert_array_std140(value); write_array_std140(iv, gui, p_array_size, 4); } else { Vector2i v = convert_to_vector(value); gui[0] = v.x; gui[1] = v.y; } } break; case ShaderLanguage::TYPE_UVEC3: { uint32_t *gui = (uint32_t *)data; if (p_array_size > 0) { const PackedInt32Array &iv = convert_array_std140(value); write_array_std140(iv, gui, p_array_size, 4); } else { Vector3i v = convert_to_vector(value); gui[0] = v.x; gui[1] = v.y; gui[2] = v.z; } } break; case ShaderLanguage::TYPE_UVEC4: { uint32_t *gui = (uint32_t *)data; if (p_array_size > 0) { const PackedInt32Array &iv = convert_array_std140(value); write_array_std140(iv, gui, p_array_size, 4); } else { Vector4i v = convert_to_vector(value); gui[0] = v.x; gui[1] = v.y; gui[2] = v.z; gui[3] = v.w; } } break; case ShaderLanguage::TYPE_FLOAT: { float *gui = (float *)data; if (p_array_size > 0) { const PackedFloat32Array &a = value; write_array_std140(a, gui, p_array_size, 4); } else { float v = value; gui[0] = v; } } break; case ShaderLanguage::TYPE_VEC2: { float *gui = (float *)data; if (p_array_size > 0) { const PackedFloat32Array &a = convert_array_std140(value); write_array_std140(a, gui, p_array_size, 4); } else { Vector2 v = convert_to_vector(value); gui[0] = v.x; gui[1] = v.y; } } break; case ShaderLanguage::TYPE_VEC3: { float *gui = (float *)data; if (p_array_size > 0) { const PackedFloat32Array &a = convert_array_std140(value); write_array_std140(a, gui, p_array_size, 4); } else { Vector3 v = convert_to_vector(value); gui[0] = v.x; gui[1] = v.y; gui[2] = v.z; } } break; case ShaderLanguage::TYPE_VEC4: { float *gui = (float *)data; if (p_array_size > 0) { const PackedFloat32Array &a = convert_array_std140(value); write_array_std140(a, gui, p_array_size, 4); } else { Vector4 v = convert_to_vector(value); gui[0] = v.x; gui[1] = v.y; gui[2] = v.z; gui[3] = v.w; } } 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 gui[0] = v.columns[0][0]; gui[1] = v.columns[0][1]; gui[2] = 0; // ignored gui[3] = 0; // ignored gui[4] = v.columns[1][0]; gui[5] = v.columns[1][1]; 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 = convert_array_std140(value); const Basis default_basis; const 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 + 3] = 0; // Ignored. gui[j + 4] = a[i + 3]; gui[j + 5] = a[i + 4]; gui[j + 6] = a[i + 5]; gui[j + 7] = 0; // Ignored. gui[j + 8] = a[i + 6]; gui[j + 9] = a[i + 7]; gui[j + 10] = a[i + 8]; gui[j + 11] = 0; // Ignored. } else { convert_item_std140(default_basis, gui + j); } } } else { convert_item_std140(value, gui); } } break; case ShaderLanguage::TYPE_MAT4: { float *gui = (float *)data; if (p_array_size > 0) { const PackedFloat32Array &a = convert_array_std140(value); write_array_std140(a, gui, p_array_size, 16); } else { convert_item_std140(value, gui); } } break; default: { } } } _FORCE_INLINE_ static void _fill_std140_ubo_value(ShaderLanguage::DataType type, const Vector &value, uint8_t *data) { switch (type) { case ShaderLanguage::TYPE_BOOL: { uint32_t *gui = (uint32_t *)data; gui[0] = 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: { memset(data, 0, 12 * p_array_size); } break; 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: { } } } /////////////////////////////////////////////////////////////////////////// // ShaderData void ShaderData::set_path_hint(const String &p_hint) { path = p_hint; } void ShaderData::set_default_texture_parameter(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)) { default_texture_params[p_name] = HashMap(); } default_texture_params[p_name][p_index] = p_texture; } } Variant ShaderData::get_default_parameter(const StringName &p_parameter) const { if (uniforms.has(p_parameter)) { ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter]; Vector default_value = uniform.default_value; return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint); } return Variant(); } void ShaderData::get_shader_uniform_list(List *p_param_list) const { SortArray, ShaderLanguage::UniformOrderComparator> sorter; LocalVector> filtered_uniforms; for (const KeyValue &E : uniforms) { if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) { continue; } filtered_uniforms.push_back(Pair(E.key, E.value.prop_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 = 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); } } void ShaderData::get_instance_param_list(List *p_param_list) const { for (const KeyValue &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 ShaderData::is_parameter_texture(const StringName &p_param) const { if (!uniforms.has(p_param)) { return false; } return uniforms[p_param].is_texture(); } /////////////////////////////////////////////////////////////////////////// // MaterialData // 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_EXTERNAL_OES, // TYPE_SAMPLEREXT GL_TEXTURE_2D, // TYPE_STRUCT }; static const RS::CanvasItemTextureRepeat repeat_from_uniform[ShaderLanguage::REPEAT_DEFAULT + 1] = { RS::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED, // ShaderLanguage::TextureRepeat::REPEAT_DISABLE, RS::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED, // ShaderLanguage::TextureRepeat::REPEAT_ENABLE, RS::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED, // ShaderLanguage::TextureRepeat::REPEAT_DEFAULT, }; static const RS::CanvasItemTextureRepeat repeat_from_uniform_canvas[ShaderLanguage::REPEAT_DEFAULT + 1] = { RS::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED, // ShaderLanguage::TextureRepeat::REPEAT_DISABLE, RS::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED, // ShaderLanguage::TextureRepeat::REPEAT_ENABLE, RS::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED, // ShaderLanguage::TextureRepeat::REPEAT_DEFAULT, }; static const RS::CanvasItemTextureFilter filter_from_uniform[ShaderLanguage::FILTER_DEFAULT + 1] = { RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, // ShaderLanguage::TextureFilter::FILTER_NEAREST, RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, // ShaderLanguage::TextureFilter::FILTER_LINEAR, RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, // ShaderLanguage::TextureFilter::FILTER_NEAREST_MIPMAP, RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, // ShaderLanguage::TextureFilter::FILTER_LINEAR_MIPMAP, RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, // ShaderLanguage::TextureFilter::FILTER_NEAREST_MIPMAP_ANISOTROPIC, RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, // ShaderLanguage::TextureFilter::FILTER_LINEAR_MIPMAP_ANISOTROPIC, RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, // ShaderLanguage::TextureFilter::FILTER_DEFAULT, }; static const RS::CanvasItemTextureFilter filter_from_uniform_canvas[ShaderLanguage::FILTER_DEFAULT + 1] = { RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, // ShaderLanguage::TextureFilter::FILTER_NEAREST, RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, // ShaderLanguage::TextureFilter::FILTER_LINEAR, RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, // ShaderLanguage::TextureFilter::FILTER_NEAREST_MIPMAP, RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, // ShaderLanguage::TextureFilter::FILTER_LINEAR_MIPMAP, RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, // ShaderLanguage::TextureFilter::FILTER_NEAREST_MIPMAP_ANISOTROPIC, RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, // ShaderLanguage::TextureFilter::FILTER_LINEAR_MIPMAP_ANISOTROPIC, RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, // ShaderLanguage::TextureFilter::FILTER_DEFAULT, }; void MaterialData::update_uniform_buffer(const HashMap &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size) { MaterialStorage *material_storage = MaterialStorage::get_singleton(); bool uses_global_buffer = false; for (const KeyValue &E : p_uniforms) { if (E.value.is_texture()) { 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 GlobalShaderUniforms::Variable *gv = material_storage->global_shader_uniforms.variables.getptr(E.key); uint32_t index = 0; if (gv) { index = gv->buffer_index; } else { WARN_PRINT("Shader uses global parameter '" + 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]; HashMap::ConstIterator V = p_parameters.find(E.key); if (V) { //user provided _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, V->value, data); } 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 if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) { //colors must be set as black, with alpha as 1.0 _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data); } 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_shader_uniforms.materials_using_buffer.push_back(self); } else { material_storage->global_shader_uniforms.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_shader_uniforms.materials_using_buffer.erase(global_buffer_E); } if (global_texture_E) { //unregister global textures for (const KeyValue &E : used_global_textures) { GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(E.key); if (v) { v->texture_materials.erase(self); } } //unregister material from those using global textures material_storage->global_shader_uniforms.materials_using_texture.erase(global_texture_E); } if (uniform_buffer) { glDeleteBuffers(1, &uniform_buffer); uniform_buffer = 0; } } void MaterialData::update_textures(const HashMap &p_parameters, const HashMap> &p_default_textures, const Vector &p_texture_uniforms, RID *p_textures, bool p_is_3d_shader_type) { 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 textures; if (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE || p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE || p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) { continue; } if (p_texture_uniforms[i].global) { uses_global_textures = true; GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(uniform_name); if (v) { if (v->buffer_index >= 0) { WARN_PRINT("Shader uses global parameter texture '" + String(uniform_name) + "', but it changed type and is no longer a texture!."); } else { HashMap::Iterator E = used_global_textures.find(uniform_name); if (!E) { E = used_global_textures.insert(uniform_name, global_textures_pass); v->texture_materials.insert(self); } else { E->value = global_textures_pass; } textures.push_back(v->override.get_type() != Variant::NIL ? v->override : v->value); } } else { WARN_PRINT("Shader uses global parameter texture '" + String(uniform_name) + "', but it was removed at some point. Material will not display correctly."); } } else { HashMap::ConstIterator V = p_parameters.find(uniform_name); if (V) { if (V->value.is_array()) { Array array = (Array)V->value; if (uniform_array_size > 0) { int size = MIN(uniform_array_size, array.size()); for (int j = 0; j < size; j++) { textures.push_back(array[j]); } } else { if (array.size() > 0) { textures.push_back(array[0]); } } } else { textures.push_back(V->value); } } if (uniform_array_size > 0) { if (textures.size() < uniform_array_size) { HashMap>::ConstIterator W = p_default_textures.find(uniform_name); for (int j = textures.size(); j < uniform_array_size; j++) { if (W && W->value.has(j)) { textures.push_back(W->value[j]); } else { textures.push_back(RID()); } } } } else if (textures.is_empty()) { HashMap>::ConstIterator W = p_default_textures.find(uniform_name); if (W && W->value.has(0)) { textures.push_back(W->value[0]); } } } 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) { case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: { gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_BLACK); } break; case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_TRANSPARENT: { gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_TRANSPARENT); } 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) { case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: { 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 GL Compatibility rendering backend, please use another type."); } break; case ShaderLanguage::TYPE_SAMPLEREXT: { gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_EXT); } break; case ShaderLanguage::TYPE_ISAMPLER3D: case ShaderLanguage::TYPE_USAMPLER3D: case ShaderLanguage::TYPE_SAMPLER3D: { switch (p_texture_uniforms[i].hint) { case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: { 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_is_3d_shader_type) { 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 List to_delete; for (KeyValue &E : used_global_textures) { if (E.value != global_textures_pass) { to_delete.push_back(E.key); GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(E.key); 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_shader_uniforms.materials_using_texture.push_back(self); } else { material_storage->global_shader_uniforms.materials_using_texture.erase(global_texture_E); global_texture_E = nullptr; } } } } void MaterialData::update_parameters_internal(const HashMap &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap &p_uniforms, const uint32_t *p_uniform_offsets, const Vector &p_texture_uniforms, const HashMap> &p_default_texture_params, uint32_t p_ubo_size, bool p_is_3d_shader_type) { 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()) { ERR_FAIL_COND(p_ubo_size > uint32_t(Config::get_singleton()->max_uniform_buffer_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()); 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(), p_is_3d_shader_type); } } /////////////////////////////////////////////////////////////////////////// // Material Storage MaterialStorage *MaterialStorage::singleton = nullptr; MaterialStorage *MaterialStorage::get_singleton() { return singleton; } MaterialStorage::MaterialStorage() { singleton = this; shader_data_request_func[RS::SHADER_SPATIAL] = _create_scene_shader_func; shader_data_request_func[RS::SHADER_CANVAS_ITEM] = _create_canvas_shader_func; shader_data_request_func[RS::SHADER_PARTICLES] = _create_particles_shader_func; shader_data_request_func[RS::SHADER_SKY] = _create_sky_shader_func; shader_data_request_func[RS::SHADER_FOG] = nullptr; material_data_request_func[RS::SHADER_SPATIAL] = _create_scene_material_func; material_data_request_func[RS::SHADER_CANVAS_ITEM] = _create_canvas_material_func; material_data_request_func[RS::SHADER_PARTICLES] = _create_particles_material_func; material_data_request_func[RS::SHADER_SKY] = _create_sky_material_func; material_data_request_func[RS::SHADER_FOG] = nullptr; static_assert(sizeof(GlobalShaderUniforms::Value) == 16); global_shader_uniforms.buffer_size = MAX(16, (int)GLOBAL_GET("rendering/limits/global_shader_variables/buffer_size")); if (global_shader_uniforms.buffer_size * sizeof(GlobalShaderUniforms::Value) > uint32_t(Config::get_singleton()->max_uniform_buffer_size)) { // Limit to maximum support UBO size. global_shader_uniforms.buffer_size = uint32_t(Config::get_singleton()->max_uniform_buffer_size) / sizeof(GlobalShaderUniforms::Value); } global_shader_uniforms.buffer_values = memnew_arr(GlobalShaderUniforms::Value, global_shader_uniforms.buffer_size); memset(global_shader_uniforms.buffer_values, 0, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size); global_shader_uniforms.buffer_usage = memnew_arr(GlobalShaderUniforms::ValueUsage, global_shader_uniforms.buffer_size); global_shader_uniforms.buffer_dirty_regions = memnew_arr(bool, 1 + (global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE)); memset(global_shader_uniforms.buffer_dirty_regions, 0, sizeof(bool) * (1 + (global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE))); glGenBuffers(1, &global_shader_uniforms.buffer); glBindBuffer(GL_UNIFORM_BUFFER, global_shader_uniforms.buffer); glBufferData(GL_UNIFORM_BUFFER, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.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"] = "point_size"; actions.renames["MODEL_MATRIX"] = "model_matrix"; actions.renames["CANVAS_MATRIX"] = "canvas_transform"; actions.renames["SCREEN_MATRIX"] = "screen_transform"; actions.renames["TIME"] = "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"] = "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_PIXEL_SIZE"] = "screen_pixel_size"; actions.renames["FRAGCOORD"] = "gl_FragCoord"; actions.renames["POINT_COORD"] = "gl_PointCoord"; actions.renames["INSTANCE_ID"] = "gl_InstanceID"; actions.renames["VERTEX_ID"] = "gl_VertexID"; actions.renames["CUSTOM0"] = "custom0"; actions.renames["CUSTOM1"] = "custom1"; actions.renames["LIGHT_POSITION"] = "light_position"; actions.renames["LIGHT_DIRECTION"] = "light_direction"; actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional"; 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_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["SPECULAR_SHININESS"] = "#define SPECULAR_SHININESS_USED\n"; actions.usage_defines["CUSTOM0"] = "#define CUSTOM0_USED\n"; actions.usage_defines["CUSTOM1"] = "#define CUSTOM1_USED\n"; 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"; actions.render_mode_defines["world_vertex_coords"] = "#define USE_WORLD_VERTEX_COORDS\n"; actions.global_buffer_array_variable = "global_shader_uniforms"; shaders.compiler_canvas.initialize(actions); } { // Setup Scene compiler //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["MAIN_CAM_INV_VIEW_MATRIX"] = "scene_data.main_cam_inv_view_matrix"; 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"] = "point_size"; actions.renames["INSTANCE_ID"] = "gl_InstanceID"; actions.renames["VERTEX_ID"] = "gl_VertexID"; 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["EXPOSURE"] = "(1.0 / scene_data.emissive_exposure_normalization)"; 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["PREMUL_ALPHA_FACTOR"] = "premul_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["DEPTH"] = "gl_FragDepth"; actions.renames["FOG"] = "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["CLIP_SPACE_FAR"] = "SHADER_SPACE_FAR"; actions.renames["LIGHT_VERTEX"] = "light_vertex"; actions.renames["NODE_POSITION_WORLD"] = "model_matrix[3].xyz"; actions.renames["CAMERA_POSITION_WORLD"] = "scene_data.inv_view_matrix[3].xyz"; actions.renames["CAMERA_DIRECTION_WORLD"] = "scene_data.inv_view_matrix[2].xyz"; actions.renames["CAMERA_VISIBLE_LAYERS"] = "scene_data.camera_visible_layers"; actions.renames["NODE_POSITION_VIEW"] = "(scene_data.view_matrix * model_matrix)[3].xyz"; actions.renames["VIEW_INDEX"] = "ViewIndex"; actions.renames["VIEW_MONO_LEFT"] = "uint(0)"; actions.renames["VIEW_RIGHT"] = "uint(1)"; actions.renames["EYE_OFFSET"] = "eye_offset"; //for light actions.renames["VIEW"] = "view"; actions.renames["SPECULAR_AMOUNT"] = "specular_amount"; actions.renames["LIGHT_COLOR"] = "light_color"; actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional"; 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["LIGHT_VERTEX"] = "#define LIGHT_VERTEX_USED\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["PREMULT_ALPHA_FACTOR"] = "#define PREMULT_ALPHA_USED"; 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_UV"] = "#define SCREEN_UV_USED\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_prepass_alpha"] = "#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"; if (!GLES3::Config::get_singleton()->force_vertex_shading) { // If forcing vertex shading, this will be defined already. actions.render_mode_defines["vertex_lighting"] = "#define USE_VERTEX_LIGHTING\n"; } actions.render_mode_defines["fog_disabled"] = "#define FOG_DISABLED\n"; actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP; actions.default_repeat = ShaderLanguage::REPEAT_ENABLE; actions.check_multiview_samplers = RasterizerGLES3::get_singleton()->is_xr_enabled(); actions.global_buffer_array_variable = "global_shader_uniforms"; actions.instance_uniform_index_variable = "instance_offset"; shaders.compiler_scene.initialize(actions); } { // Setup Particles compiler ShaderCompiler::DefaultIdentifierActions actions; actions.renames["COLOR"] = "out_color"; actions.renames["VELOCITY"] = "out_velocity_flags.xyz"; //actions.renames["MASS"] = "mass"; ? actions.renames["ACTIVE"] = "particle_active"; actions.renames["RESTART"] = "restart"; actions.renames["CUSTOM"] = "out_custom"; for (int i = 0; i < PARTICLES_MAX_USERDATAS; i++) { String udname = "USERDATA" + itos(i + 1); actions.renames[udname] = "out_userdata" + itos(i + 1); actions.usage_defines[udname] = "#define USERDATA" + itos(i + 1) + "_USED\n"; } actions.renames["TRANSFORM"] = "xform"; actions.renames["TIME"] = "time"; actions.renames["PI"] = _MKSTR(Math_PI); actions.renames["TAU"] = _MKSTR(Math_TAU); actions.renames["E"] = _MKSTR(Math_E); actions.renames["LIFETIME"] = "lifetime"; actions.renames["DELTA"] = "local_delta"; actions.renames["NUMBER"] = "particle_number"; actions.renames["INDEX"] = "index"; actions.renames["AMOUNT_RATIO"] = "amount_ratio"; //actions.renames["GRAVITY"] = "current_gravity"; actions.renames["EMISSION_TRANSFORM"] = "emission_transform"; actions.renames["RANDOM_SEED"] = "random_seed"; 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["COLLIDED"] = "collided"; actions.renames["COLLISION_NORMAL"] = "collision_normal"; actions.renames["COLLISION_DEPTH"] = "collision_depth"; actions.renames["ATTRACTOR_FORCE"] = "attractor_force"; actions.renames["EMITTER_VELOCITY"] = "emitter_velocity"; actions.renames["INTERPOLATE_TO_END"] = "interp_to_end"; // These are unsupported, but may be used by users. To avoid compile time overhead, we add the stub only when used. actions.renames["FLAG_EMIT_POSITION"] = "uint(1)"; actions.renames["FLAG_EMIT_ROT_SCALE"] = "uint(2)"; actions.renames["FLAG_EMIT_VELOCITY"] = "uint(4)"; actions.renames["FLAG_EMIT_COLOR"] = "uint(8)"; actions.renames["FLAG_EMIT_CUSTOM"] = "uint(16)"; actions.renames["emit_subparticle"] = "emit_subparticle"; actions.usage_defines["emit_subparticle"] = "\nbool emit_subparticle(mat4 p_xform, vec3 p_velocity, vec4 p_color, vec4 p_custom, uint p_flags) {\n\treturn false;\n}\n"; 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_COLLISION_SCALE\n"; actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP; actions.default_repeat = ShaderLanguage::REPEAT_ENABLE; actions.global_buffer_array_variable = "global_shader_uniforms"; shaders.compiler_particles.initialize(actions); } { // Setup Sky compiler ShaderCompiler::DefaultIdentifierActions actions; actions.renames["COLOR"] = "color"; actions.renames["ALPHA"] = "alpha"; actions.renames["EYEDIR"] = "cube_normal"; actions.renames["POSITION"] = "position"; actions.renames["SKY_COORDS"] = "panorama_coords"; actions.renames["SCREEN_UV"] = "uv"; actions.renames["TIME"] = "time"; actions.renames["FRAGCOORD"] = "gl_FragCoord"; 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.render_mode_defines["use_debanding"] = "#define USE_DEBANDING\n"; actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP; actions.default_repeat = ShaderLanguage::REPEAT_ENABLE; actions.global_buffer_array_variable = "global_shader_uniforms"; shaders.compiler_sky.initialize(actions); } } MaterialStorage::~MaterialStorage() { //shaders.copy.version_free(shaders.copy_version); memdelete_arr(global_shader_uniforms.buffer_values); memdelete_arr(global_shader_uniforms.buffer_usage); memdelete_arr(global_shader_uniforms.buffer_dirty_regions); glDeleteBuffers(1, &global_shader_uniforms.buffer); singleton = nullptr; } /* GLOBAL SHADER UNIFORM API */ int32_t MaterialStorage::_global_shader_uniform_allocate(uint32_t p_elements) { int32_t idx = 0; while (idx + p_elements <= global_shader_uniforms.buffer_size) { if (global_shader_uniforms.buffer_usage[idx].elements == 0) { bool valid = true; for (uint32_t i = 1; i < p_elements; i++) { if (global_shader_uniforms.buffer_usage[idx + i].elements > 0) { valid = false; idx += i + global_shader_uniforms.buffer_usage[idx + i].elements; break; } } if (!valid) { continue; //if not valid, idx is in new position } return idx; } else { idx += global_shader_uniforms.buffer_usage[idx].elements; } } return -1; } void MaterialStorage::_global_shader_uniform_store_in_buffer(int32_t p_index, RS::GlobalShaderParameterType p_type, const Variant &p_value) { switch (p_type) { case RS::GLOBAL_VAR_TYPE_BOOL: { GlobalShaderUniforms::Value &bv = global_shader_uniforms.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: { GlobalShaderUniforms::Value &bv = global_shader_uniforms.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: { GlobalShaderUniforms::Value &bv = global_shader_uniforms.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: { GlobalShaderUniforms::Value &bv = global_shader_uniforms.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: { GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.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: { GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index]; Vector2i v = convert_to_vector(p_value); bv.x = v.x; bv.y = v.y; bv.z = 0; bv.w = 0; } break; case RS::GLOBAL_VAR_TYPE_IVEC3: { GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index]; Vector3i v = convert_to_vector(p_value); bv.x = v.x; bv.y = v.y; bv.z = v.z; bv.w = 0; } break; case RS::GLOBAL_VAR_TYPE_IVEC4: { GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index]; Vector4i v = convert_to_vector(p_value); bv.x = v.x; bv.y = v.y; bv.z = v.z; bv.w = v.w; } break; case RS::GLOBAL_VAR_TYPE_RECT2I: { GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.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: { GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.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: { GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index]; Vector2i v = convert_to_vector(p_value); bv.x = v.x; bv.y = v.y; bv.z = 0; bv.w = 0; } break; case RS::GLOBAL_VAR_TYPE_UVEC3: { GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index]; Vector3i v = convert_to_vector(p_value); bv.x = v.x; bv.y = v.y; bv.z = v.z; bv.w = 0; } break; case RS::GLOBAL_VAR_TYPE_UVEC4: { GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index]; Vector4i v = convert_to_vector(p_value); bv.x = v.x; bv.y = v.y; bv.z = v.z; bv.w = v.w; } break; case RS::GLOBAL_VAR_TYPE_FLOAT: { GlobalShaderUniforms::Value &bv = global_shader_uniforms.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: { GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index]; Vector2 v = convert_to_vector(p_value); bv.x = v.x; bv.y = v.y; bv.z = 0; bv.w = 0; } break; case RS::GLOBAL_VAR_TYPE_VEC3: { GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index]; Vector3 v = convert_to_vector(p_value); bv.x = v.x; bv.y = v.y; bv.z = v.z; bv.w = 0; } break; case RS::GLOBAL_VAR_TYPE_VEC4: { GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index]; Vector4 v = convert_to_vector(p_value); bv.x = v.x; bv.y = v.y; bv.z = v.z; bv.w = v.w; } break; case RS::GLOBAL_VAR_TYPE_COLOR: { GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index]; Color v = p_value; bv.x = v.r; bv.y = v.g; bv.z = v.b; bv.w = v.a; GlobalShaderUniforms::Value &bv_linear = global_shader_uniforms.buffer_values[p_index + 1]; //v = v.srgb_to_linear(); 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: { GlobalShaderUniforms::Value &bv = global_shader_uniforms.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: { GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index]; Vector 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: { GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index]; Basis v = p_value; convert_item_std140(v, &bv->x); } break; case RS::GLOBAL_VAR_TYPE_MAT4: { GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index]; Projection m = p_value; convert_item_std140(m, &bv->x); } break; case RS::GLOBAL_VAR_TYPE_TRANSFORM_2D: { GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index]; Transform2D v = p_value; convert_item_std140(v, &bv->x); } break; case RS::GLOBAL_VAR_TYPE_TRANSFORM: { GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index]; Transform3D v = p_value; convert_item_std140(v, &bv->x); } break; default: { ERR_FAIL(); } } } void MaterialStorage::_global_shader_uniform_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) / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE; if (chunk != prev_chunk) { if (!global_shader_uniforms.buffer_dirty_regions[chunk]) { global_shader_uniforms.buffer_dirty_regions[chunk] = true; global_shader_uniforms.buffer_dirty_region_count++; } } prev_chunk = chunk; } } void MaterialStorage::global_shader_parameter_add(const StringName &p_name, RS::GlobalShaderParameterType p_type, const Variant &p_value) { ERR_FAIL_COND(global_shader_uniforms.variables.has(p_name)); GlobalShaderUniforms::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_shader_uniforms.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_shader_uniform_allocate(gv.buffer_elements); ERR_FAIL_COND_MSG(gv.buffer_index < 0, vformat("Failed allocating global variable '%s' out of buffer memory. Consider increasing rendering/limits/global_shader_variables/buffer_size in the Project Settings. Maximum items supported by this hardware is: %d.", String(p_name), Config::get_singleton()->max_uniform_buffer_size / sizeof(GlobalShaderUniforms::Value))); global_shader_uniforms.buffer_usage[gv.buffer_index].elements = gv.buffer_elements; _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value); _global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements); global_shader_uniforms.must_update_buffer_materials = true; //normally there are none } global_shader_uniforms.variables[p_name] = gv; } void MaterialStorage::global_shader_parameter_remove(const StringName &p_name) { if (!global_shader_uniforms.variables.has(p_name)) { return; } GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name]; if (gv.buffer_index >= 0) { global_shader_uniforms.buffer_usage[gv.buffer_index].elements = 0; global_shader_uniforms.must_update_buffer_materials = true; } else { global_shader_uniforms.must_update_texture_materials = true; } global_shader_uniforms.variables.erase(p_name); } Vector MaterialStorage::global_shader_parameter_get_list() const { if (!Engine::get_singleton()->is_editor_hint()) { ERR_FAIL_V_MSG(Vector(), "This function should never be used outside the editor, it can severely damage performance."); } Vector names; for (const KeyValue &E : global_shader_uniforms.variables) { names.push_back(E.key); } names.sort_custom(); return names; } void MaterialStorage::global_shader_parameter_set(const StringName &p_name, const Variant &p_value) { ERR_FAIL_COND(!global_shader_uniforms.variables.has(p_name)); GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name]; gv.value = p_value; if (gv.override.get_type() == Variant::NIL) { if (gv.buffer_index >= 0) { //buffer _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value); _global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements); } else { //texture MaterialStorage *material_storage = MaterialStorage::get_singleton(); for (const RID &E : gv.texture_materials) { Material *material = material_storage->get_material(E); ERR_CONTINUE(!material); material_storage->_material_queue_update(material, false, true); } } } } void MaterialStorage::global_shader_parameter_set_override(const StringName &p_name, const Variant &p_value) { if (!global_shader_uniforms.variables.has(p_name)) { return; //variable may not exist } ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT); GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name]; gv.override = p_value; if (gv.buffer_index >= 0) { //buffer if (gv.override.get_type() == Variant::NIL) { _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value); } else { _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.override); } _global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements); } else { //texture MaterialStorage *material_storage = MaterialStorage::get_singleton(); for (const RID &E : gv.texture_materials) { Material *material = material_storage->get_material(E); ERR_CONTINUE(!material); material_storage->_material_queue_update(material, false, true); } } } Variant MaterialStorage::global_shader_parameter_get(const StringName &p_name) const { 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_shader_uniforms.variables.has(p_name)) { return Variant(); } return global_shader_uniforms.variables[p_name].value; } RS::GlobalShaderParameterType MaterialStorage::global_shader_parameter_get_type_internal(const StringName &p_name) const { if (!global_shader_uniforms.variables.has(p_name)) { return RS::GLOBAL_VAR_TYPE_MAX; } return global_shader_uniforms.variables[p_name].type; } RS::GlobalShaderParameterType MaterialStorage::global_shader_parameter_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_shader_parameter_get_type_internal(p_name); } void MaterialStorage::global_shader_parameters_load_settings(bool p_load_textures) { List 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 = GLOBAL_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", "samplerExternalOES" }; RS::GlobalShaderParameterType 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::GlobalShaderParameterType(i); break; } } ERR_CONTINUE(gvtype == RS::GLOBAL_VAR_TYPE_MAX); //type invalid Variant value = d["value"]; if (gvtype >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) { String path = value; // Don't load the textures, but still add the parameter so shaders compile correctly while loading. if (!p_load_textures || path.is_empty()) { value = RID(); } else { Ref resource = ResourceLoader::load(path); value = resource; } } if (global_shader_uniforms.variables.has(name)) { //has it, update it global_shader_parameter_set(name, value); } else { global_shader_parameter_add(name, gvtype, value); } } } } void MaterialStorage::global_shader_parameters_clear() { global_shader_uniforms.variables.clear(); } GLuint MaterialStorage::global_shader_parameters_get_uniform_buffer() const { return global_shader_uniforms.buffer; } int32_t MaterialStorage::global_shader_parameters_instance_allocate(RID p_instance) { ERR_FAIL_COND_V(global_shader_uniforms.instance_buffer_pos.has(p_instance), -1); int32_t pos = _global_shader_uniform_allocate(ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES); global_shader_uniforms.instance_buffer_pos[p_instance] = pos; //save anyway ERR_FAIL_COND_V_MSG(pos < 0, -1, vformat("Too many instances using shader instance variables. Consider increasing rendering/limits/global_shader_variables/buffer_size in the Project Settings. Maximum items supported by this hardware is: %d.", Config::get_singleton()->max_uniform_buffer_size / sizeof(GlobalShaderUniforms::Value))); global_shader_uniforms.buffer_usage[pos].elements = ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES; return pos; } void MaterialStorage::global_shader_parameters_instance_free(RID p_instance) { ERR_FAIL_COND(!global_shader_uniforms.instance_buffer_pos.has(p_instance)); int32_t pos = global_shader_uniforms.instance_buffer_pos[p_instance]; if (pos >= 0) { global_shader_uniforms.buffer_usage[pos].elements = 0; } global_shader_uniforms.instance_buffer_pos.erase(p_instance); } void MaterialStorage::global_shader_parameters_instance_update(RID p_instance, int p_index, const Variant &p_value, int p_flags_count) { if (!global_shader_uniforms.instance_buffer_pos.has(p_instance)) { return; //just not allocated, ignore } int32_t pos = global_shader_uniforms.instance_buffer_pos[p_instance]; if (pos < 0) { return; //again, not allocated, ignore } ERR_FAIL_INDEX(p_index, ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES); Variant::Type value_type = p_value.get_type(); ERR_FAIL_COND_MSG(p_value.get_type() > Variant::COLOR, "Unsupported variant type for instance parameter: " + Variant::get_type_name(value_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, //vec4 ShaderLanguage::TYPE_IVEC4, //vec4i 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_MAX, //projection not supported here ShaderLanguage::TYPE_VEC4 //color }; ShaderLanguage::DataType datatype = ShaderLanguage::TYPE_MAX; if (value_type == Variant::INT && p_flags_count > 0) { switch (p_flags_count) { case 1: datatype = ShaderLanguage::TYPE_BVEC2; break; case 2: datatype = ShaderLanguage::TYPE_BVEC3; break; case 3: datatype = ShaderLanguage::TYPE_BVEC4; break; } } else { datatype = datatype_from_value[value_type]; } ERR_FAIL_COND_MSG(datatype == ShaderLanguage::TYPE_MAX, "Unsupported variant type for instance parameter: " + Variant::get_type_name(value_type)); //anything greater not supported pos += p_index; _fill_std140_variant_ubo_value(datatype, 0, p_value, (uint8_t *)&global_shader_uniforms.buffer_values[pos]); _global_shader_uniform_mark_buffer_dirty(pos, 1); } void MaterialStorage::_update_global_shader_uniforms() { MaterialStorage *material_storage = MaterialStorage::get_singleton(); if (global_shader_uniforms.buffer_dirty_region_count > 0) { uint32_t total_regions = 1 + (global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE); if (total_regions / global_shader_uniforms.buffer_dirty_region_count <= 4) { // 25% of regions dirty, just update all buffer glBindBuffer(GL_UNIFORM_BUFFER, global_shader_uniforms.buffer); glBufferData(GL_UNIFORM_BUFFER, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size, global_shader_uniforms.buffer_values, GL_DYNAMIC_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); memset(global_shader_uniforms.buffer_dirty_regions, 0, sizeof(bool) * total_regions); } else { uint32_t region_byte_size = sizeof(GlobalShaderUniforms::Value) * GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE; glBindBuffer(GL_UNIFORM_BUFFER, global_shader_uniforms.buffer); for (uint32_t i = 0; i < total_regions; i++) { if (global_shader_uniforms.buffer_dirty_regions[i]) { glBufferSubData(GL_UNIFORM_BUFFER, i * region_byte_size, region_byte_size, &global_shader_uniforms.buffer_values[i * GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE]); global_shader_uniforms.buffer_dirty_regions[i] = false; } } glBindBuffer(GL_UNIFORM_BUFFER, 0); } global_shader_uniforms.buffer_dirty_region_count = 0; } if (global_shader_uniforms.must_update_buffer_materials) { // only happens in the case of a buffer variable added or removed, // so not often. for (const RID &E : global_shader_uniforms.materials_using_buffer) { Material *material = material_storage->get_material(E); ERR_CONTINUE(!material); //wtf material_storage->_material_queue_update(material, true, false); } global_shader_uniforms.must_update_buffer_materials = false; } if (global_shader_uniforms.must_update_texture_materials) { // only happens in the case of a buffer variable added or removed, // so not often. for (const RID &E : global_shader_uniforms.materials_using_texture) { Material *material = material_storage->get_material(E); ERR_CONTINUE(!material); //wtf material_storage->_material_queue_update(material, false, true); } global_shader_uniforms.must_update_texture_materials = false; } } /* SHADER API */ RID MaterialStorage::shader_allocate() { return shader_owner.allocate_rid(); } void MaterialStorage::shader_initialize(RID p_rid) { Shader shader; shader.data = nullptr; shader.mode = RS::SHADER_MAX; shader_owner.initialize_rid(p_rid, shader); } void MaterialStorage::shader_free(RID p_rid) { GLES3::Shader *shader = shader_owner.get_or_null(p_rid); ERR_FAIL_NULL(shader); //make material unreference this while (shader->owners.size()) { material_set_shader((*shader->owners.begin())->self, RID()); } //clear data if exists if (shader->data) { memdelete(shader->data); } shader_owner.free(p_rid); } void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) { GLES3::Shader *shader = shader_owner.get_or_null(p_shader); ERR_FAIL_NULL(shader); shader->code = p_code; 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_PRINT("shader type " + mode_string + " not supported in OpenGL renderer"); } if (new_mode != shader->mode) { if (shader->data) { memdelete(shader->data); shader->data = nullptr; } for (Material *E : shader->owners) { Material *material = E; material->shader_mode = new_mode; if (material->data) { memdelete(material->data); material->data = nullptr; } } shader->mode = new_mode; 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 } for (Material *E : shader->owners) { Material *material = E; 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) { for (const KeyValue> &E : shader->default_texture_parameter) { for (const KeyValue &E2 : E.value) { shader->data->set_default_texture_parameter(E.key, E2.value, E2.key); } } } } if (shader->data) { shader->data->set_code(p_code); } for (Material *E : shader->owners) { Material *material = E; material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL); _material_queue_update(material, true, true); } } void MaterialStorage::shader_set_path_hint(RID p_shader, const String &p_path) { GLES3::Shader *shader = shader_owner.get_or_null(p_shader); ERR_FAIL_NULL(shader); shader->path_hint = p_path; if (shader->data) { shader->data->set_path_hint(p_path); } } String MaterialStorage::shader_get_code(RID p_shader) const { const GLES3::Shader *shader = shader_owner.get_or_null(p_shader); ERR_FAIL_NULL_V(shader, String()); return shader->code; } void MaterialStorage::get_shader_parameter_list(RID p_shader, List *p_param_list) const { GLES3::Shader *shader = shader_owner.get_or_null(p_shader); ERR_FAIL_NULL(shader); if (shader->data) { return shader->data->get_shader_uniform_list(p_param_list); } } void MaterialStorage::shader_set_default_texture_parameter(RID p_shader, const StringName &p_name, RID p_texture, int p_index) { GLES3::Shader *shader = shader_owner.get_or_null(p_shader); ERR_FAIL_NULL(shader); if (p_texture.is_valid() && TextureStorage::get_singleton()->owns_texture(p_texture)) { if (!shader->default_texture_parameter.has(p_name)) { shader->default_texture_parameter[p_name] = HashMap(); } shader->default_texture_parameter[p_name][p_index] = p_texture; } else { 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); } } } if (shader->data) { shader->data->set_default_texture_parameter(p_name, p_texture, p_index); } for (Material *E : shader->owners) { Material *material = E; _material_queue_update(material, false, true); } } RID MaterialStorage::shader_get_default_texture_parameter(RID p_shader, const StringName &p_name, int p_index) const { const GLES3::Shader *shader = shader_owner.get_or_null(p_shader); ERR_FAIL_NULL_V(shader, RID()); 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]; } return RID(); } Variant MaterialStorage::shader_get_parameter_default(RID p_shader, const StringName &p_param) const { Shader *shader = shader_owner.get_or_null(p_shader); ERR_FAIL_NULL_V(shader, Variant()); if (shader->data) { return shader->data->get_default_parameter(p_param); } return Variant(); } RS::ShaderNativeSourceCode MaterialStorage::shader_get_native_source_code(RID p_shader) const { Shader *shader = shader_owner.get_or_null(p_shader); ERR_FAIL_NULL_V(shader, RS::ShaderNativeSourceCode()); if (shader->data) { return shader->data->get_native_source_code(); } return RS::ShaderNativeSourceCode(); } /* MATERIAL API */ void MaterialStorage::_material_queue_update(GLES3::Material *material, bool p_uniform, bool p_texture) { material->uniform_dirty = material->uniform_dirty || p_uniform; material->texture_dirty = material->texture_dirty || p_texture; if (material->update_element.in_list()) { return; } material_update_list.add(&material->update_element); } void MaterialStorage::_update_queued_materials() { while (material_update_list.first()) { Material *material = material_update_list.first()->self(); if (material->data) { material->data->update_parameters(material->params, material->uniform_dirty, material->texture_dirty); } material->texture_dirty = false; material->uniform_dirty = false; material_update_list.remove(&material->update_element); } } RID MaterialStorage::material_allocate() { return material_owner.allocate_rid(); } void MaterialStorage::material_initialize(RID p_rid) { material_owner.initialize_rid(p_rid); Material *material = material_owner.get_or_null(p_rid); material->self = p_rid; } void MaterialStorage::material_free(RID p_rid) { Material *material = material_owner.get_or_null(p_rid); ERR_FAIL_NULL(material); // Need to clear texture arrays to prevent spin locking of their RID's. // This happens when the app is being closed. for (KeyValue &E : material->params) { if (E.value.get_type() == Variant::ARRAY) { Array(E.value).clear(); } } material_set_shader(p_rid, RID()); //clean up shader material->dependency.deleted_notify(p_rid); material_owner.free(p_rid); } void MaterialStorage::material_set_shader(RID p_material, RID p_shader) { GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_NULL(material); if (material->data) { memdelete(material->data); material->data = nullptr; } if (material->shader) { material->shader->owners.erase(material); material->shader = nullptr; material->shader_mode = RS::SHADER_MAX; } if (p_shader.is_null()) { material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL); material->shader_id = 0; return; } Shader *shader = get_shader(p_shader); ERR_FAIL_NULL(shader); material->shader = shader; material->shader_mode = shader->mode; material->shader_id = p_shader.get_local_index(); shader->owners.insert(material); if (shader->mode == RS::SHADER_MAX) { return; } ERR_FAIL_NULL(shader->data); 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 material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL); _material_queue_update(material, true, true); } void MaterialStorage::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) { GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_NULL(material); if (p_value.get_type() == Variant::NIL) { material->params.erase(p_param); } else { ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT); //object not allowed material->params[p_param] = p_value; } if (material->shader && material->shader->data) { //shader is valid bool is_texture = material->shader->data->is_parameter_texture(p_param); _material_queue_update(material, !is_texture, is_texture); } else { _material_queue_update(material, true, true); } } Variant MaterialStorage::material_get_param(RID p_material, const StringName &p_param) const { const GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_NULL_V(material, Variant()); if (material->params.has(p_param)) { return material->params[p_param]; } else { return Variant(); } } void MaterialStorage::material_set_next_pass(RID p_material, RID p_next_material) { GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_NULL(material); if (material->next_pass == p_next_material) { return; } material->next_pass = p_next_material; if (material->data) { material->data->set_next_pass(p_next_material); } material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL); } 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); GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_NULL(material); material->priority = priority; if (material->data) { material->data->set_render_priority(priority); } material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL); } bool MaterialStorage::material_is_animated(RID p_material) { GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_NULL_V(material, false); 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); } } return false; //by default nothing is animated } bool MaterialStorage::material_casts_shadows(RID p_material) { GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_NULL_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); } } return true; //by default everything casts shadows } void MaterialStorage::material_get_instance_shader_parameters(RID p_material, List *r_parameters) { GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_NULL(material); if (material->shader && material->shader->data) { material->shader->data->get_instance_param_list(r_parameters); if (material->next_pass.is_valid()) { material_get_instance_shader_parameters(material->next_pass, r_parameters); } } } void MaterialStorage::material_update_dependency(RID p_material, DependencyTracker *p_instance) { Material *material = material_owner.get_or_null(p_material); ERR_FAIL_NULL(material); p_instance->update_dependency(&material->dependency); if (material->next_pass.is_valid()) { material_update_dependency(material->next_pass, p_instance); } } LocalVector get_texture_uniform_data(const Vector &texture_uniforms) { LocalVector texture_uniform_data; for (int i = 0; i < texture_uniforms.size(); i++) { int num_textures = texture_uniforms[i].array_size; if (num_textures == 0) { num_textures = 1; } texture_uniform_data.push_back({ texture_uniforms[i].name, num_textures }); } return texture_uniform_data; } /* Canvas Shader Data */ void CanvasShaderData::set_code(const String &p_code) { // Initialize and compile the shader. code = p_code; valid = false; ubo_size = 0; uniforms.clear(); uses_screen_texture = false; uses_screen_texture_mipmaps = false; uses_sdf = false; uses_time = false; uses_custom0 = false; uses_custom1 = false; if (code.is_empty()) { return; // Just invalid, but no error. } ShaderCompiler::GeneratedCode gen_code; // Actual enum set further down after compilation. int blend_modei = BLEND_MODE_MIX; 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(&blend_modei, BLEND_MODE_ADD); actions.render_mode_values["blend_mix"] = Pair(&blend_modei, BLEND_MODE_MIX); actions.render_mode_values["blend_sub"] = Pair(&blend_modei, BLEND_MODE_SUB); actions.render_mode_values["blend_mul"] = Pair(&blend_modei, BLEND_MODE_MUL); actions.render_mode_values["blend_premul_alpha"] = Pair(&blend_modei, BLEND_MODE_PMALPHA); actions.render_mode_values["blend_disabled"] = Pair(&blend_modei, BLEND_MODE_DISABLED); actions.usage_flag_pointers["texture_sdf"] = &uses_sdf; actions.usage_flag_pointers["TIME"] = &uses_time; actions.usage_flag_pointers["CUSTOM0"] = &uses_custom0; actions.usage_flag_pointers["CUSTOM1"] = &uses_custom1; 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(); } blend_mode = BlendMode(blend_modei); uses_screen_texture = gen_code.uses_screen_texture; uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps; #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]); } HashMap::Iterator el = gen_code.code.begin(); while (el) { print_line("\n**code " + el->key + ":\n" + el->value); ++el; } 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 LocalVector texture_uniform_data = get_texture_uniform_data(gen_code.texture_uniforms); 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_data); ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.canvas_shader.version_is_valid(version)); vertex_input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_COLOR | RS::ARRAY_FORMAT_TEX_UV; vertex_input_mask |= uses_custom0 << RS::ARRAY_CUSTOM0; vertex_input_mask |= uses_custom1 << RS::ARRAY_CUSTOM1; ubo_size = gen_code.uniform_total_size; ubo_offsets = gen_code.uniform_offsets; texture_uniforms = gen_code.texture_uniforms; valid = true; } bool CanvasShaderData::is_animated() const { return false; } bool CanvasShaderData::casts_shadows() const { return false; } RS::ShaderNativeSourceCode CanvasShaderData::get_native_source_code() const { return MaterialStorage::get_singleton()->shaders.canvas_shader.version_get_native_source_code(version); } CanvasShaderData::CanvasShaderData() { valid = false; uses_screen_texture = false; uses_sdf = false; } CanvasShaderData::~CanvasShaderData() { if (version.is_valid()) { MaterialStorage::get_singleton()->shaders.canvas_shader.version_free(version); } } GLES3::ShaderData *GLES3::_create_canvas_shader_func() { CanvasShaderData *shader_data = memnew(CanvasShaderData); return shader_data; } void CanvasMaterialData::update_parameters(const HashMap &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { 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, false); } static void bind_uniforms_generic(const Vector &p_textures, const Vector &p_texture_uniforms, int texture_offset = 0, const RS::CanvasItemTextureFilter *filter_mapping = filter_from_uniform, const RS::CanvasItemTextureRepeat *repeat_mapping = repeat_from_uniform) { const RID *textures = p_textures.ptr(); const ShaderCompiler::GeneratedCode::Texture *texture_uniforms = p_texture_uniforms.ptr(); int texture_uniform_index = 0; int texture_uniform_count = 0; for (int ti = 0; ti < p_textures.size(); ti++) { ERR_FAIL_COND_MSG(texture_uniform_index >= p_texture_uniforms.size(), "texture_uniform_index out of bounds"); GLES3::Texture *texture = TextureStorage::get_singleton()->get_texture(textures[ti]); const ShaderCompiler::GeneratedCode::Texture &texture_uniform = texture_uniforms[texture_uniform_index]; if (texture) { glActiveTexture(GL_TEXTURE0 + texture_offset + ti); GLenum target = target_from_type[texture_uniform.type]; if (target == _GL_TEXTURE_EXTERNAL_OES && !GLES3::Config::get_singleton()->external_texture_supported) { target = GL_TEXTURE_2D; } glBindTexture(target, texture->tex_id); if (texture->render_target) { texture->render_target->used_in_frame = true; } texture->gl_set_filter(filter_mapping[int(texture_uniform.filter)]); texture->gl_set_repeat(repeat_mapping[int(texture_uniform.repeat)]); } texture_uniform_count++; if (texture_uniform_count >= texture_uniform.array_size) { texture_uniform_index++; texture_uniform_count = 0; } } } void CanvasMaterialData::bind_uniforms() { // Bind Material Uniforms glBindBufferBase(GL_UNIFORM_BUFFER, RasterizerCanvasGLES3::MATERIAL_UNIFORM_LOCATION, uniform_buffer); bind_uniforms_generic(texture_cache, shader_data->texture_uniforms, 1, filter_from_uniform_canvas, repeat_from_uniform_canvas); // Start at GL_TEXTURE1 because texture slot 0 is used by the base texture } CanvasMaterialData::~CanvasMaterialData() { } GLES3::MaterialData *GLES3::_create_canvas_material_func(ShaderData *p_shader) { CanvasMaterialData *material_data = memnew(CanvasMaterialData); material_data->shader_data = static_cast(p_shader); //update will happen later anyway so do nothing. return material_data; } //////////////////////////////////////////////////////////////////////////////// // SKY SHADER void SkyShaderData::set_code(const String &p_code) { // Initialize and compile the shader. code = p_code; valid = false; ubo_size = 0; uniforms.clear(); uses_time = false; uses_position = false; uses_half_res = false; uses_quarter_res = false; uses_light = false; 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; 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]); } HashMap::Iterator el = gen_code.code.begin(); while (el) { print_line("\n**code " + el->key + ":\n" + el->value); ++el; } 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 LocalVector texture_uniform_data = get_texture_uniform_data(gen_code.texture_uniforms); 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_data); 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; } bool SkyShaderData::is_animated() const { return false; } bool SkyShaderData::casts_shadows() const { return false; } 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 void SkyMaterialData::update_parameters(const HashMap &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { uniform_set_updated = true; 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, true); } SkyMaterialData::~SkyMaterialData() { } GLES3::MaterialData *GLES3::_create_sky_material_func(ShaderData *p_shader) { SkyMaterialData *material_data = memnew(SkyMaterialData); material_data->shader_data = static_cast(p_shader); //update will happen later anyway so do nothing. return material_data; } void SkyMaterialData::bind_uniforms() { // Bind Material Uniforms glBindBufferBase(GL_UNIFORM_BUFFER, SKY_MATERIAL_UNIFORM_LOCATION, uniform_buffer); bind_uniforms_generic(texture_cache, shader_data->texture_uniforms); } //////////////////////////////////////////////////////////////////////////////// // Scene SHADER void SceneShaderData::set_code(const String &p_code) { // Initialize and compile the shader. code = p_code; valid = false; ubo_size = 0; uniforms.clear(); uses_point_size = false; uses_alpha = false; uses_alpha_clip = false; uses_blend_alpha = false; uses_depth_prepass_alpha = false; uses_discard = false; uses_roughness = false; uses_normal = false; uses_particle_trails = false; wireframe = false; unshaded = false; uses_vertex = false; uses_position = false; uses_sss = false; uses_transmittance = false; uses_screen_texture = false; uses_screen_texture_mipmaps = false; uses_depth_texture = false; uses_normal_texture = false; uses_time = false; uses_vertex_time = false; uses_fragment_time = false; writes_modelview_or_projection = false; uses_world_coordinates = false; uses_tangent = false; uses_color = false; uses_uv = false; uses_uv2 = false; uses_custom0 = false; uses_custom1 = false; uses_custom2 = false; uses_custom3 = false; uses_bones = false; uses_weights = false; if (code.is_empty()) { return; // Just invalid, but no error. } ShaderCompiler::GeneratedCode gen_code; // Actual enums set further down after compilation. 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; 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(&blend_modei, BLEND_MODE_ADD); actions.render_mode_values["blend_mix"] = Pair(&blend_modei, BLEND_MODE_MIX); actions.render_mode_values["blend_sub"] = Pair(&blend_modei, BLEND_MODE_SUB); actions.render_mode_values["blend_mul"] = Pair(&blend_modei, BLEND_MODE_MUL); actions.render_mode_values["blend_premul_alpha"] = Pair(&blend_modei, BLEND_MODE_PREMULT_ALPHA); actions.render_mode_values["alpha_to_coverage"] = Pair(&alpha_antialiasing_modei, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE); actions.render_mode_values["alpha_to_coverage_and_one"] = Pair(&alpha_antialiasing_modei, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE); actions.render_mode_values["depth_draw_never"] = Pair(&depth_drawi, DEPTH_DRAW_DISABLED); actions.render_mode_values["depth_draw_opaque"] = Pair(&depth_drawi, DEPTH_DRAW_OPAQUE); actions.render_mode_values["depth_draw_always"] = Pair(&depth_drawi, DEPTH_DRAW_ALWAYS); actions.render_mode_values["depth_test_disabled"] = Pair(&depth_testi, DEPTH_TEST_DISABLED); actions.render_mode_values["cull_disabled"] = Pair(&cull_modei, CULL_DISABLED); actions.render_mode_values["cull_front"] = Pair(&cull_modei, CULL_FRONT); actions.render_mode_values["cull_back"] = Pair(&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.render_mode_flags["world_vertex_coords"] = &uses_world_coordinates; actions.usage_flag_pointers["ALPHA"] = &uses_alpha; actions.usage_flag_pointers["ALPHA_SCISSOR_THRESHOLD"] = &uses_alpha_clip; // Use alpha clip pipeline for alpha hash/dither. // This prevents sorting issues inherent to alpha blending and allows such materials to cast shadows. actions.usage_flag_pointers["ALPHA_HASH_SCALE"] = &uses_alpha_clip; actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_prepass_alpha; actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss; actions.usage_flag_pointers["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance; 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; actions.usage_flag_pointers["TANGENT"] = &uses_tangent; actions.usage_flag_pointers["BINORMAL"] = &uses_tangent; actions.usage_flag_pointers["ANISOTROPY"] = &uses_tangent; actions.usage_flag_pointers["ANISOTROPY_FLOW"] = &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; 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(); } blend_mode = BlendMode(blend_modei); alpha_antialiasing_mode = AlphaAntiAliasing(alpha_antialiasing_modei); depth_draw = DepthDraw(depth_drawi); depth_test = DepthTest(depth_testi); cull_mode = Cull(cull_modei); vertex_input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_NORMAL; // We can always read vertices and normals. vertex_input_mask |= uses_tangent << RS::ARRAY_TANGENT; vertex_input_mask |= uses_color << RS::ARRAY_COLOR; vertex_input_mask |= uses_uv << RS::ARRAY_TEX_UV; vertex_input_mask |= uses_uv2 << RS::ARRAY_TEX_UV2; vertex_input_mask |= uses_custom0 << RS::ARRAY_CUSTOM0; vertex_input_mask |= uses_custom1 << RS::ARRAY_CUSTOM1; vertex_input_mask |= uses_custom2 << RS::ARRAY_CUSTOM2; vertex_input_mask |= uses_custom3 << RS::ARRAY_CUSTOM3; vertex_input_mask |= uses_bones << RS::ARRAY_BONES; vertex_input_mask |= uses_weights << RS::ARRAY_WEIGHTS; uses_screen_texture = gen_code.uses_screen_texture; uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps; uses_depth_texture = gen_code.uses_depth_texture; uses_normal_texture = gen_code.uses_normal_roughness_texture; uses_vertex_time = gen_code.uses_vertex_time; uses_fragment_time = gen_code.uses_fragment_time; #ifdef DEBUG_ENABLED if (uses_particle_trails) { WARN_PRINT_ONCE_ED("Particle trails are only available when using the Forward+ or Mobile rendering backends."); } if (uses_sss) { WARN_PRINT_ONCE_ED("Sub-surface scattering is only available when using the Forward+ rendering backend."); } if (uses_transmittance) { WARN_PRINT_ONCE_ED("Transmittance is only available when using the Forward+ rendering backend."); } if (uses_normal_texture) { WARN_PRINT_ONCE_ED("Reading from the normal-roughness texture is only available when using the Forward+ or Mobile rendering backends."); } #endif #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]); } HashMap::Iterator el = gen_code.code.begin(); while (el) { print_line("\n**code " + el->key + ":\n" + el->value); ++el; } 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 LocalVector texture_uniform_data = get_texture_uniform_data(gen_code.texture_uniforms); 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_data); 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; } if (blend_mode == BLEND_MODE_ADD || blend_mode == BLEND_MODE_SUB || blend_mode == BLEND_MODE_MUL) { uses_blend_alpha = true; // Force alpha used because of blend. } valid = true; } bool SceneShaderData::is_animated() const { return (uses_fragment_time && uses_discard) || (uses_vertex_time && uses_vertex); } bool SceneShaderData::casts_shadows() const { bool has_read_screen_alpha = uses_screen_texture || uses_depth_texture || uses_normal_texture; bool has_base_alpha = (uses_alpha && !uses_alpha_clip) || has_read_screen_alpha; bool has_alpha = has_base_alpha || uses_blend_alpha; return !has_alpha || (uses_depth_prepass_alpha && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED)); } 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; } void SceneMaterialData::update_parameters(const HashMap &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { 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, true); } SceneMaterialData::~SceneMaterialData() { } GLES3::MaterialData *GLES3::_create_scene_material_func(ShaderData *p_shader) { SceneMaterialData *material_data = memnew(SceneMaterialData); material_data->shader_data = static_cast(p_shader); //update will happen later anyway so do nothing. return material_data; } void SceneMaterialData::bind_uniforms() { // Bind Material Uniforms glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_MATERIAL_UNIFORM_LOCATION, uniform_buffer); bind_uniforms_generic(texture_cache, shader_data->texture_uniforms); } /* Particles SHADER */ void ParticlesShaderData::set_code(const String &p_code) { // Initialize and compile the shader. code = p_code; valid = false; ubo_size = 0; uniforms.clear(); uses_collision = false; uses_time = false; if (code.is_empty()) { return; // Just invalid, but no error. } ShaderCompiler::GeneratedCode gen_code; ShaderCompiler::IdentifierActions actions; actions.entry_point_stages["start"] = ShaderCompiler::STAGE_VERTEX; actions.entry_point_stages["process"] = ShaderCompiler::STAGE_VERTEX; actions.usage_flag_pointers["COLLIDED"] = &uses_collision; userdata_count = 0; for (uint32_t i = 0; i < PARTICLES_MAX_USERDATAS; i++) { userdatas_used[i] = false; actions.usage_flag_pointers["USERDATA" + itos(i + 1)] = &userdatas_used[i]; } actions.uniforms = &uniforms; Error err = MaterialStorage::get_singleton()->shaders.compiler_particles.compile(RS::SHADER_PARTICLES, code, &actions, path, gen_code); ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed."); if (version.is_null()) { version = MaterialStorage::get_singleton()->shaders.particles_process_shader.version_create(); } for (uint32_t i = 0; i < PARTICLES_MAX_USERDATAS; i++) { if (userdatas_used[i]) { userdata_count++; } } LocalVector texture_uniform_data = get_texture_uniform_data(gen_code.texture_uniforms); MaterialStorage::get_singleton()->shaders.particles_process_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_data); ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.particles_process_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; } bool ParticlesShaderData::is_animated() const { return false; } bool ParticlesShaderData::casts_shadows() const { return false; } RS::ShaderNativeSourceCode ParticlesShaderData::get_native_source_code() const { return MaterialStorage::get_singleton()->shaders.particles_process_shader.version_get_native_source_code(version); } ParticlesShaderData::~ParticlesShaderData() { if (version.is_valid()) { MaterialStorage::get_singleton()->shaders.particles_process_shader.version_free(version); } } GLES3::ShaderData *GLES3::_create_particles_shader_func() { ParticlesShaderData *shader_data = memnew(ParticlesShaderData); return shader_data; } void ParticleProcessMaterialData::update_parameters(const HashMap &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { 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, true); } ParticleProcessMaterialData::~ParticleProcessMaterialData() { } GLES3::MaterialData *GLES3::_create_particles_material_func(ShaderData *p_shader) { ParticleProcessMaterialData *material_data = memnew(ParticleProcessMaterialData); material_data->shader_data = static_cast(p_shader); //update will happen later anyway so do nothing. return material_data; } void ParticleProcessMaterialData::bind_uniforms() { // Bind Material Uniforms glBindBufferBase(GL_UNIFORM_BUFFER, GLES3::PARTICLES_MATERIAL_UNIFORM_LOCATION, uniform_buffer); bind_uniforms_generic(texture_cache, shader_data->texture_uniforms, 1); // Start at GL_TEXTURE1 because texture slot 0 is reserved for the heightmap texture. } #endif // !GLES3_ENABLED