virtualx-engine/scene/resources/material.h
Juan Linietsky 118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
2017-01-02 23:03:46 -03:00

416 lines
10 KiB
C++

/*************************************************************************/
/* material.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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. */
/*************************************************************************/
#ifndef MATERIAL_H
#define MATERIAL_H
#include "servers/visual_server.h"
#include "scene/resources/texture.h"
#include "scene/resources/shader.h"
#include "resource.h"
#include "servers/visual/shader_language.h"
#include "self_list.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class Material : public Resource {
GDCLASS(Material,Resource);
RES_BASE_EXTENSION("mtl");
OBJ_SAVE_TYPE( Material );
RID material;
protected:
_FORCE_INLINE_ RID _get_material() const { return material; }
public:
virtual RID get_rid() const;
Material();
virtual ~Material();
};
class FixedSpatialMaterial : public Material {
GDCLASS(FixedSpatialMaterial,Material)
public:
enum TextureParam {
TEXTURE_ALBEDO,
TEXTURE_SPECULAR,
TEXTURE_EMISSION,
TEXTURE_NORMAL,
TEXTURE_RIM,
TEXTURE_CLEARCOAT,
TEXTURE_FLOWMAP,
TEXTURE_AMBIENT_OCCLUSION,
TEXTURE_HEIGHT,
TEXTURE_SUBSURFACE_SCATTERING,
TEXTURE_REFRACTION,
TEXTURE_REFRACTION_ROUGHNESS,
TEXTURE_DETAIL_MASK,
TEXTURE_DETAIL_ALBEDO,
TEXTURE_DETAIL_NORMAL,
TEXTURE_MAX
};
enum DetailUV {
DETAIL_UV_1,
DETAIL_UV_2
};
enum Feature {
FEATURE_TRANSPARENT,
FEATURE_EMISSION,
FEATURE_NORMAL_MAPPING,
FEATURE_RIM,
FEATURE_CLEARCOAT,
FEATURE_ANISOTROPY,
FEATURE_AMBIENT_OCCLUSION,
FEATURE_HEIGHT_MAPPING,
FEATURE_SUBSURACE_SCATTERING,
FEATURE_REFRACTION,
FEATURE_DETAIL,
FEATURE_MAX
};
enum BlendMode {
BLEND_MODE_MIX,
BLEND_MODE_ADD,
BLEND_MODE_SUB,
BLEND_MODE_MUL,
};
enum DepthDrawMode {
DEPTH_DRAW_OPAQUE_ONLY,
DEPTH_DRAW_ALWAYS,
DEPTH_DRAW_DISABLED,
DEPTH_DRAW_ALPHA_OPAQUE_PREPASS
};
enum CullMode {
CULL_BACK,
CULL_FRONT,
CULL_DISABLED
};
enum Flags {
FLAG_UNSHADED,
FLAG_ONTOP,
FLAG_ALBEDO_FROM_VERTEX_COLOR,
FLAG_SRGB_VERTEX_COLOR,
FLAG_USE_POINT_SIZE,
FLAG_MAX
};
enum DiffuseMode {
DIFFUSE_LAMBERT,
DIFFUSE_LAMBERT_WRAP,
DIFFUSE_OREN_NAYAR,
DIFFUSE_BURLEY,
};
enum SpecularMode {
SPECULAR_MODE_METALLIC,
SPECULAR_MODE_SPECULAR,
};
private:
union MaterialKey {
struct {
uint32_t feature_mask : 14;
uint32_t detail_uv : 1;
uint32_t blend_mode : 2;
uint32_t depth_draw_mode : 2;
uint32_t cull_mode : 2;
uint32_t flags : 5;
uint32_t detail_blend_mode : 2;
uint32_t diffuse_mode : 2;
uint32_t invalid_key : 1;
uint32_t specular_mode : 1;
};
uint32_t key;
bool operator<(const MaterialKey& p_key) const {
return key < p_key.key;
}
};
struct ShaderData {
RID shader;
int users;
};
static Map<MaterialKey,ShaderData> shader_map;
MaterialKey current_key;
_FORCE_INLINE_ MaterialKey _compute_key() const {
MaterialKey mk;
mk.key=0;
for(int i=0;i<FEATURE_MAX;i++) {
if (features[i]) {
mk.feature_mask|=(1<<i);
}
}
mk.detail_uv=detail_uv;
mk.blend_mode=blend_mode;
mk.depth_draw_mode=depth_draw_mode;
mk.cull_mode=cull_mode;
for(int i=0;i<FLAG_MAX;i++) {
if (flags[i]) {
mk.flags|=(1<<i);
}
}
mk.detail_blend_mode=detail_blend_mode;
mk.diffuse_mode=diffuse_mode;
mk.specular_mode=specular_mode;
return mk;
}
struct ShaderNames {
StringName albedo;
StringName specular;
StringName metalness;
StringName roughness;
StringName emission;
StringName emission_energy;
StringName normal_scale;
StringName rim;
StringName rim_tint;
StringName clearcoat;
StringName clearcoat_gloss;
StringName anisotropy;
StringName height_scale;
StringName subsurface_scattering_strength;
StringName refraction;
StringName refraction_roughness;
StringName point_size;
StringName uv1_scale;
StringName uv1_offset;
StringName uv2_scale;
StringName uv2_offset;
StringName texture_names[TEXTURE_MAX];
};
static Mutex *material_mutex;
static SelfList<FixedSpatialMaterial>::List dirty_materials;
static ShaderNames* shader_names;
SelfList<FixedSpatialMaterial> element;
void _update_shader();
_FORCE_INLINE_ void _queue_shader_change();
_FORCE_INLINE_ bool _is_shader_dirty() const;
Color albedo;
Color specular;
float metalness;
float roughness;
Color emission;
float emission_energy;
float normal_scale;
float rim;
float rim_tint;
float clearcoat;
float clearcoat_gloss;
float anisotropy;
float height_scale;
float subsurface_scattering_strength;
float refraction;
float refraction_roughness;
float line_width;
float point_size;
Vector2 uv1_scale;
Vector2 uv1_offset;
Vector2 uv2_scale;
Vector2 uv2_offset;
DetailUV detail_uv;
BlendMode blend_mode;
BlendMode detail_blend_mode;
DepthDrawMode depth_draw_mode;
CullMode cull_mode;
bool flags[FLAG_MAX];
DiffuseMode diffuse_mode;
SpecularMode specular_mode;
bool features[FEATURE_MAX];
Ref<Texture> textures[TEXTURE_MAX];
_FORCE_INLINE_ void _validate_feature(const String& text, Feature feature,PropertyInfo& property) const;
protected:
static void _bind_methods();
void _validate_property(PropertyInfo& property) const;
public:
void set_albedo(const Color& p_albedo);
Color get_albedo() const;
void set_specular_mode(SpecularMode p_mode);
SpecularMode get_specular_mode() const;
void set_specular(const Color& p_specular);
Color get_specular() const;
void set_metalness(float p_metalness);
float get_metalness() const;
void set_roughness(float p_roughness);
float get_roughness() const;
void set_emission(const Color& p_emission);
Color get_emission() const;
void set_emission_energy(float p_emission_energy);
float get_emission_energy() const;
void set_normal_scale(float p_normal_scale);
float get_normal_scale() const;
void set_rim(float p_rim);
float get_rim() const;
void set_rim_tint(float p_rim_tint);
float get_rim_tint() const;
void set_clearcoat(float p_clearcoat);
float get_clearcoat() const;
void set_clearcoat_gloss(float p_clearcoat_gloss);
float get_clearcoat_gloss() const;
void set_anisotropy(float p_anisotropy);
float get_anisotropy() const;
void set_height_scale(float p_height_scale);
float get_height_scale() const;
void set_subsurface_scattering_strength(float p_strength);
float get_subsurface_scattering_strength() const;
void set_refraction(float p_refraction);
float get_refraction() const;
void set_refraction_roughness(float p_refraction_roughness);
float get_refraction_roughness() const;
void set_line_width(float p_line_width);
float get_line_width() const;
void set_point_size(float p_point_size);
float get_point_size() const;
void set_detail_uv(DetailUV p_detail_uv);
DetailUV get_detail_uv() const;
void set_blend_mode(BlendMode p_mode);
BlendMode get_blend_mode() const;
void set_detail_blend_mode(BlendMode p_mode);
BlendMode get_detail_blend_mode() const;
void set_depth_draw_mode(DepthDrawMode p_mode);
DepthDrawMode get_depth_draw_mode() const;
void set_cull_mode(CullMode p_mode);
CullMode get_cull_mode() const;
void set_diffuse_mode(DiffuseMode p_mode);
DiffuseMode get_diffuse_mode() const;
void set_flag(Flags p_flag,bool p_enabled);
bool get_flag(Flags p_flag) const;
void set_texture(TextureParam p_param,const Ref<Texture>& p_texture);
Ref<Texture> get_texture(TextureParam p_param) const;
void set_feature(Feature p_feature,bool p_enabled);
bool get_feature(Feature p_feature) const;
void set_uv1_scale(const Vector2& p_scale);
Vector2 get_uv1_scale() const;
void set_uv1_offset(const Vector2& p_offset);
Vector2 get_uv1_offset() const;
void set_uv2_scale(const Vector2& p_scale);
Vector2 get_uv2_scale() const;
void set_uv2_offset(const Vector2& p_offset);
Vector2 get_uv2_offset() const;
static void init_shaders();
static void finish_shaders();
static void flush_changes();
FixedSpatialMaterial();
virtual ~FixedSpatialMaterial();
};
VARIANT_ENUM_CAST( FixedSpatialMaterial::TextureParam )
VARIANT_ENUM_CAST( FixedSpatialMaterial::DetailUV )
VARIANT_ENUM_CAST( FixedSpatialMaterial::Feature )
VARIANT_ENUM_CAST( FixedSpatialMaterial::BlendMode )
VARIANT_ENUM_CAST( FixedSpatialMaterial::DepthDrawMode )
VARIANT_ENUM_CAST( FixedSpatialMaterial::CullMode )
VARIANT_ENUM_CAST( FixedSpatialMaterial::Flags )
VARIANT_ENUM_CAST( FixedSpatialMaterial::DiffuseMode )
VARIANT_ENUM_CAST( FixedSpatialMaterial::SpecularMode )
//////////////////////
#endif