virtualx-engine/scene/resources/material.cpp
Rémi Verschelde 5dbf1809c6 A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00

1102 lines
41 KiB
C++

/*************************************************************************/
/* material.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "material.h"
#include "scene/scene_string_names.h"
RID Material::get_rid() const {
return material;
}
Material::Material() {
material = VisualServer::get_singleton()->material_create();
}
Material::~Material() {
VisualServer::get_singleton()->free(material);
}
/////////////////////////////////
Mutex *FixedSpatialMaterial::material_mutex = NULL;
SelfList<FixedSpatialMaterial>::List FixedSpatialMaterial::dirty_materials;
Map<FixedSpatialMaterial::MaterialKey, FixedSpatialMaterial::ShaderData> FixedSpatialMaterial::shader_map;
FixedSpatialMaterial::ShaderNames *FixedSpatialMaterial::shader_names = NULL;
void FixedSpatialMaterial::init_shaders() {
#ifndef NO_THREADS
material_mutex = Mutex::create();
#endif
shader_names = memnew(ShaderNames);
shader_names->albedo = "albedo";
shader_names->specular = "specular";
shader_names->roughness = "roughness";
shader_names->metalness = "metalness";
shader_names->emission = "emission";
shader_names->emission_energy = "emission_energy";
shader_names->normal_scale = "normal_scale";
shader_names->rim = "rim";
shader_names->rim_tint = "rim_tint";
shader_names->clearcoat = "clearcoat";
shader_names->clearcoat_gloss = "clearcoat_gloss";
shader_names->anisotropy = "anisotropy_ratio";
shader_names->height_scale = "height_scale";
shader_names->subsurface_scattering_strength = "subsurface_scattering_strength";
shader_names->refraction = "refraction";
shader_names->refraction_roughness = "refraction_roughness";
shader_names->point_size = "point_size";
shader_names->uv1_scale = "uv1_scale";
shader_names->uv1_offset = "uv1_offset";
shader_names->uv2_scale = "uv2_scale";
shader_names->uv2_offset = "uv2_offset";
shader_names->texture_names[TEXTURE_ALBEDO] = "texture_albedo";
shader_names->texture_names[TEXTURE_SPECULAR] = "texture_specular";
shader_names->texture_names[TEXTURE_EMISSION] = "texture_emission";
shader_names->texture_names[TEXTURE_NORMAL] = "texture_normal";
shader_names->texture_names[TEXTURE_RIM] = "texture_rim";
shader_names->texture_names[TEXTURE_CLEARCOAT] = "texture_clearcoat";
shader_names->texture_names[TEXTURE_FLOWMAP] = "texture_flowmap";
shader_names->texture_names[TEXTURE_AMBIENT_OCCLUSION] = "texture_ambient_occlusion";
shader_names->texture_names[TEXTURE_HEIGHT] = "texture_height";
shader_names->texture_names[TEXTURE_SUBSURFACE_SCATTERING] = "texture_subsurface_scattering";
shader_names->texture_names[TEXTURE_REFRACTION] = "texture_refraction";
shader_names->texture_names[TEXTURE_REFRACTION_ROUGHNESS] = "texture_refraction_roughness";
shader_names->texture_names[TEXTURE_DETAIL_MASK] = "texture_detail_mask";
shader_names->texture_names[TEXTURE_DETAIL_ALBEDO] = "texture_detail_albedo";
shader_names->texture_names[TEXTURE_DETAIL_NORMAL] = "texture_detail_normal";
}
void FixedSpatialMaterial::finish_shaders() {
#ifndef NO_THREADS
memdelete(material_mutex);
#endif
memdelete(shader_names);
}
void FixedSpatialMaterial::_update_shader() {
dirty_materials.remove(&element);
MaterialKey mk = _compute_key();
if (mk.key == current_key.key)
return; //no update required in the end
if (shader_map.has(current_key)) {
shader_map[current_key].users--;
if (shader_map[current_key].users == 0) {
//deallocate shader, as it's no longer in use
VS::get_singleton()->free(shader_map[current_key].shader);
shader_map.erase(current_key);
}
}
current_key = mk;
if (shader_map.has(mk)) {
VS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader);
shader_map[mk].users++;
return;
}
//must create a shader!
String code = "render_mode ";
switch (blend_mode) {
case BLEND_MODE_MIX: code += "blend_mix"; break;
case BLEND_MODE_ADD: code += "blend_add"; break;
case BLEND_MODE_SUB: code += "blend_sub"; break;
case BLEND_MODE_MUL: code += "blend_mul"; break;
}
switch (depth_draw_mode) {
case DEPTH_DRAW_OPAQUE_ONLY: code += ",depth_draw_opaque"; break;
case DEPTH_DRAW_ALWAYS: code += ",depth_draw_always"; break;
case DEPTH_DRAW_DISABLED: code += ",depth_draw_never"; break;
case DEPTH_DRAW_ALPHA_OPAQUE_PREPASS: code += ",depth_draw_alpha_prepass"; break;
}
switch (cull_mode) {
case CULL_BACK: code += ",cull_back"; break;
case CULL_FRONT: code += ",cull_front"; break;
case CULL_DISABLED: code += ",cull_disabled"; break;
}
if (flags[FLAG_UNSHADED]) {
code += ",unshaded";
}
if (flags[FLAG_ONTOP]) {
code += ",ontop";
}
code += ";\n";
code += "uniform vec4 albedo : hint_color;\n";
code += "uniform sampler2D texture_albedo : hint_albedo;\n";
if (specular_mode == SPECULAR_MODE_SPECULAR) {
code += "uniform vec4 specular : hint_color;\n";
} else {
code += "uniform float metalness;\n";
}
code += "uniform float roughness : hint_range(0,1);\n";
code += "uniform float point_size : hint_range(0,128);\n";
code += "uniform sampler2D texture_specular : hint_white;\n";
code += "uniform vec2 uv1_scale;\n";
code += "uniform vec2 uv1_offset;\n";
code += "uniform vec2 uv2_scale;\n";
code += "uniform vec2 uv2_offset;\n";
if (features[FEATURE_EMISSION]) {
code += "uniform sampler2D texture_emission : hint_black_albedo;\n";
code += "uniform vec4 emission : hint_color;\n";
code += "uniform float emission_energy;\n";
}
if (features[FEATURE_NORMAL_MAPPING]) {
code += "uniform sampler2D texture_normal : hint_normal;\n";
code += "uniform float normal_scale : hint_range(-16,16);\n";
}
if (features[FEATURE_RIM]) {
code += "uniform float rim : hint_range(0,1);\n";
code += "uniform float rim_tint : hint_range(0,1);\n";
code += "uniform sampler2D texture_rim : hint_white;\n";
}
if (features[FEATURE_CLEARCOAT]) {
code += "uniform float clearcoat : hint_range(0,1);\n";
code += "uniform float clearcoat_gloss : hint_range(0,1);\n";
code += "uniform sampler2D texture_clearcoat : hint_white;\n";
}
if (features[FEATURE_ANISOTROPY]) {
code += "uniform float anisotropy_ratio : hint_range(0,256);\n";
code += "uniform sampler2D texture_flowmap : hint_aniso;\n";
}
if (features[FEATURE_AMBIENT_OCCLUSION]) {
code += "uniform sampler2D texture_ambient_occlusion : hint_white;\n";
}
if (features[FEATURE_DETAIL]) {
code += "uniform sampler2D texture_detail_albedo : hint_albedo;\n";
code += "uniform sampler2D texture_detail_normal : hint_normal;\n";
code += "uniform sampler2D texture_detail_mask : hint_white;\n";
}
if (features[FEATURE_SUBSURACE_SCATTERING]) {
code += "uniform float subsurface_scattering_strength : hint_range(0,1);\n";
code += "uniform sampler2D texture_subsurface_scattering : hint_white;\n";
}
code += "\n\n";
code += "void vertex() {\n";
if (flags[FLAG_SRGB_VERTEX_COLOR]) {
code += "\tCOLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) );\n";
}
if (flags[FLAG_USE_POINT_SIZE]) {
code += "\tPOINT_SIZE=point_size;\n";
}
code += "\tUV=UV*uv1_scale+uv1_offset;\n";
if (detail_uv == DETAIL_UV_2) {
code += "\tUV2=UV2*uv2_scale+uv2_offset;\n";
}
code += "}\n";
code += "\n\n";
code += "void fragment() {\n";
if (flags[FLAG_USE_POINT_SIZE]) {
code += "\tvec4 albedo_tex = texture(texture_albedo,POINT_COORD);\n";
} else {
code += "\tvec4 albedo_tex = texture(texture_albedo,UV);\n";
}
if (flags[FLAG_ALBEDO_FROM_VERTEX_COLOR]) {
code += "\talbedo_tex *= COLOR;\n";
}
code += "\tALBEDO = albedo.rgb * albedo_tex.rgb;\n";
if (features[FEATURE_TRANSPARENT]) {
code += "\tALPHA = albedo.a * albedo_tex.a;\n";
}
if (features[FEATURE_EMISSION]) {
code += "\tEMISSION = (emission.rgb+texture(texture_emission,UV).rgb)*emission_energy;\n";
}
if (features[FEATURE_NORMAL_MAPPING]) {
code += "\tNORMALMAP = texture(texture_normal,UV).rgb;\n";
code += "\tNORMALMAP_DEPTH = normal_scale;\n";
}
if (features[FEATURE_RIM]) {
code += "\tvec2 rim_tex = texture(texture_rim,UV).xw;\n";
code += "\tRIM = rim*rim_tex.x;";
code += "\tRIM_TINT = rim_tint*rim_tex.y;\n";
}
if (features[FEATURE_CLEARCOAT]) {
code += "\tvec2 clearcoat_tex = texture(texture_clearcoat,UV).xw;\n";
code += "\tCLEARCOAT = clearcoat*clearcoat_tex.x;";
code += "\tCLEARCOAT_GLOSS = clearcoat_gloss*clearcoat_tex.y;\n";
}
if (features[FEATURE_ANISOTROPY]) {
code += "\tvec4 anisotropy_tex = texture(texture_flowmap,UV);\n";
code += "\tANISOTROPY = anisotropy_ratio*anisotropy_tex.a;\n";
code += "\tANISOTROPY_FLOW = anisotropy_tex.rg*2.0-1.0;\n";
}
if (features[FEATURE_AMBIENT_OCCLUSION]) {
code += "\tAO = texture(texture_ambient_occlusion,UV).r;\n";
}
if (features[FEATURE_SUBSURACE_SCATTERING]) {
code += "\tfloat sss_tex = texture(texture_subsurface_scattering,UV).r;\n";
code += "\tSSS_STRENGTH=subsurface_scattering_strength*sss_tex;\n";
}
if (features[FEATURE_DETAIL]) {
String det_uv = detail_uv == DETAIL_UV_1 ? "UV" : "UV2";
code += "\tvec4 detail_tex = texture(texture_detail_albedo," + det_uv + ");\n";
code += "\tvec4 detail_norm_tex = texture(texture_detail_normal," + det_uv + ");\n";
code += "\tvec4 detail_mask_tex = texture(texture_detail_mask,UV);\n";
switch (detail_blend_mode) {
case BLEND_MODE_MIX: {
code += "\tvec3 detail = mix(ALBEDO.rgb,detail_tex.rgb,detail_tex.a);\n";
} break;
case BLEND_MODE_ADD: {
code += "\tvec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb+detail_tex.rgb,detail_tex.a);\n";
} break;
case BLEND_MODE_SUB: {
code += "\tvec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb-detail_tex.rgb,detail_tex.a);\n";
} break;
case BLEND_MODE_MUL: {
code += "\tvec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb*detail_tex.rgb,detail_tex.a);\n";
} break;
}
code += "\tvec3 detail_norm = mix(NORMALMAP,detail_norm_tex.rgb,detail_tex.a);\n";
code += "\tNORMALMAP = mix(NORMALMAP,detail_norm,detail_mask_tex.r);\n";
code += "\tALBEDO.rgb = mix(ALBEDO.rgb,detail,detail_mask_tex.r);\n";
}
if (specular_mode == SPECULAR_MODE_SPECULAR) {
code += "\tvec4 specular_tex = texture(texture_specular,UV);\n";
code += "\tSPECULAR = specular.rgb * specular_tex.rgb;\n";
code += "\tROUGHNESS = specular_tex.a * roughness;\n";
} else {
code += "\tvec4 specular_tex = texture(texture_specular,UV);\n";
code += "\tSPECULAR = vec3(ALBEDO.rgb * metalness * specular_tex.r);\n";
code += "\tROUGHNESS = specular_tex.a * roughness;\n";
}
code += "}\n";
ShaderData shader_data;
shader_data.shader = VS::get_singleton()->shader_create(VS::SHADER_SPATIAL);
shader_data.users = 1;
VS::get_singleton()->shader_set_code(shader_data.shader, code);
shader_map[mk] = shader_data;
VS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
}
void FixedSpatialMaterial::flush_changes() {
if (material_mutex)
material_mutex->lock();
while (dirty_materials.first()) {
dirty_materials.first()->self()->_update_shader();
}
if (material_mutex)
material_mutex->unlock();
}
void FixedSpatialMaterial::_queue_shader_change() {
if (material_mutex)
material_mutex->lock();
if (!element.in_list()) {
dirty_materials.add(&element);
}
if (material_mutex)
material_mutex->unlock();
}
bool FixedSpatialMaterial::_is_shader_dirty() const {
bool dirty = false;
if (material_mutex)
material_mutex->lock();
dirty = element.in_list();
if (material_mutex)
material_mutex->unlock();
return dirty;
}
void FixedSpatialMaterial::set_albedo(const Color &p_albedo) {
albedo = p_albedo;
VS::get_singleton()->material_set_param(_get_material(), shader_names->albedo, p_albedo);
}
Color FixedSpatialMaterial::get_albedo() const {
return albedo;
}
void FixedSpatialMaterial::set_specular_mode(SpecularMode p_mode) {
specular_mode = p_mode;
_change_notify();
_queue_shader_change();
}
FixedSpatialMaterial::SpecularMode FixedSpatialMaterial::get_specular_mode() const {
return specular_mode;
}
void FixedSpatialMaterial::set_specular(const Color &p_specular) {
specular = p_specular;
VS::get_singleton()->material_set_param(_get_material(), shader_names->specular, p_specular);
}
Color FixedSpatialMaterial::get_specular() const {
return specular;
}
void FixedSpatialMaterial::set_roughness(float p_roughness) {
roughness = p_roughness;
VS::get_singleton()->material_set_param(_get_material(), shader_names->roughness, p_roughness);
}
float FixedSpatialMaterial::get_roughness() const {
return roughness;
}
void FixedSpatialMaterial::set_metalness(float p_metalness) {
metalness = p_metalness;
VS::get_singleton()->material_set_param(_get_material(), shader_names->metalness, p_metalness);
}
float FixedSpatialMaterial::get_metalness() const {
return metalness;
}
void FixedSpatialMaterial::set_emission(const Color &p_emission) {
emission = p_emission;
VS::get_singleton()->material_set_param(_get_material(), shader_names->emission, p_emission);
}
Color FixedSpatialMaterial::get_emission() const {
return emission;
}
void FixedSpatialMaterial::set_emission_energy(float p_emission_energy) {
emission_energy = p_emission_energy;
VS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy);
}
float FixedSpatialMaterial::get_emission_energy() const {
return emission_energy;
}
void FixedSpatialMaterial::set_normal_scale(float p_normal_scale) {
normal_scale = p_normal_scale;
VS::get_singleton()->material_set_param(_get_material(), shader_names->normal_scale, p_normal_scale);
}
float FixedSpatialMaterial::get_normal_scale() const {
return normal_scale;
}
void FixedSpatialMaterial::set_rim(float p_rim) {
rim = p_rim;
VS::get_singleton()->material_set_param(_get_material(), shader_names->rim, p_rim);
}
float FixedSpatialMaterial::get_rim() const {
return rim;
}
void FixedSpatialMaterial::set_rim_tint(float p_rim_tint) {
rim_tint = p_rim_tint;
VS::get_singleton()->material_set_param(_get_material(), shader_names->rim_tint, p_rim_tint);
}
float FixedSpatialMaterial::get_rim_tint() const {
return rim_tint;
}
void FixedSpatialMaterial::set_clearcoat(float p_clearcoat) {
clearcoat = p_clearcoat;
VS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat, p_clearcoat);
}
float FixedSpatialMaterial::get_clearcoat() const {
return clearcoat;
}
void FixedSpatialMaterial::set_clearcoat_gloss(float p_clearcoat_gloss) {
clearcoat_gloss = p_clearcoat_gloss;
VS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat_gloss, p_clearcoat_gloss);
}
float FixedSpatialMaterial::get_clearcoat_gloss() const {
return clearcoat_gloss;
}
void FixedSpatialMaterial::set_anisotropy(float p_anisotropy) {
anisotropy = p_anisotropy;
VS::get_singleton()->material_set_param(_get_material(), shader_names->anisotropy, p_anisotropy);
}
float FixedSpatialMaterial::get_anisotropy() const {
return anisotropy;
}
void FixedSpatialMaterial::set_height_scale(float p_height_scale) {
height_scale = p_height_scale;
VS::get_singleton()->material_set_param(_get_material(), shader_names->height_scale, p_height_scale);
}
float FixedSpatialMaterial::get_height_scale() const {
return height_scale;
}
void FixedSpatialMaterial::set_subsurface_scattering_strength(float p_subsurface_scattering_strength) {
subsurface_scattering_strength = p_subsurface_scattering_strength;
VS::get_singleton()->material_set_param(_get_material(), shader_names->subsurface_scattering_strength, subsurface_scattering_strength);
}
float FixedSpatialMaterial::get_subsurface_scattering_strength() const {
return subsurface_scattering_strength;
}
void FixedSpatialMaterial::set_refraction(float p_refraction) {
refraction = p_refraction;
VS::get_singleton()->material_set_param(_get_material(), shader_names->refraction, refraction);
}
float FixedSpatialMaterial::get_refraction() const {
return refraction;
}
void FixedSpatialMaterial::set_refraction_roughness(float p_refraction_roughness) {
refraction_roughness = p_refraction_roughness;
VS::get_singleton()->material_set_param(_get_material(), shader_names->refraction_roughness, refraction_roughness);
}
float FixedSpatialMaterial::get_refraction_roughness() const {
return refraction_roughness;
}
void FixedSpatialMaterial::set_detail_uv(DetailUV p_detail_uv) {
if (detail_uv == p_detail_uv)
return;
detail_uv = p_detail_uv;
_queue_shader_change();
}
FixedSpatialMaterial::DetailUV FixedSpatialMaterial::get_detail_uv() const {
return detail_uv;
}
void FixedSpatialMaterial::set_blend_mode(BlendMode p_mode) {
if (blend_mode == p_mode)
return;
blend_mode = p_mode;
_queue_shader_change();
}
FixedSpatialMaterial::BlendMode FixedSpatialMaterial::get_blend_mode() const {
return blend_mode;
}
void FixedSpatialMaterial::set_detail_blend_mode(BlendMode p_mode) {
detail_blend_mode = p_mode;
_queue_shader_change();
}
FixedSpatialMaterial::BlendMode FixedSpatialMaterial::get_detail_blend_mode() const {
return detail_blend_mode;
}
void FixedSpatialMaterial::set_depth_draw_mode(DepthDrawMode p_mode) {
if (depth_draw_mode == p_mode)
return;
depth_draw_mode = p_mode;
_queue_shader_change();
}
FixedSpatialMaterial::DepthDrawMode FixedSpatialMaterial::get_depth_draw_mode() const {
return depth_draw_mode;
}
void FixedSpatialMaterial::set_cull_mode(CullMode p_mode) {
if (cull_mode == p_mode)
return;
cull_mode = p_mode;
_queue_shader_change();
}
FixedSpatialMaterial::CullMode FixedSpatialMaterial::get_cull_mode() const {
return cull_mode;
}
void FixedSpatialMaterial::set_diffuse_mode(DiffuseMode p_mode) {
if (diffuse_mode == p_mode)
return;
diffuse_mode = p_mode;
_queue_shader_change();
}
FixedSpatialMaterial::DiffuseMode FixedSpatialMaterial::get_diffuse_mode() const {
return diffuse_mode;
}
void FixedSpatialMaterial::set_flag(Flags p_flag, bool p_enabled) {
ERR_FAIL_INDEX(p_flag, FLAG_MAX);
if (flags[p_flag] == p_enabled)
return;
flags[p_flag] = p_enabled;
_queue_shader_change();
}
bool FixedSpatialMaterial::get_flag(Flags p_flag) const {
ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
return flags[p_flag];
}
void FixedSpatialMaterial::set_feature(Feature p_feature, bool p_enabled) {
ERR_FAIL_INDEX(p_feature, FEATURE_MAX);
if (features[p_feature] == p_enabled)
return;
features[p_feature] = p_enabled;
_change_notify();
_queue_shader_change();
}
bool FixedSpatialMaterial::get_feature(Feature p_feature) const {
ERR_FAIL_INDEX_V(p_feature, FEATURE_MAX, false);
return features[p_feature];
}
void FixedSpatialMaterial::set_texture(TextureParam p_param, const Ref<Texture> &p_texture) {
ERR_FAIL_INDEX(p_param, TEXTURE_MAX);
textures[p_param] = p_texture;
RID rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
VS::get_singleton()->material_set_param(_get_material(), shader_names->texture_names[p_param], rid);
}
Ref<Texture> FixedSpatialMaterial::get_texture(TextureParam p_param) const {
ERR_FAIL_INDEX_V(p_param, TEXTURE_MAX, Ref<Texture>());
return textures[p_param];
}
void FixedSpatialMaterial::_validate_feature(const String &text, Feature feature, PropertyInfo &property) const {
if (property.name.begins_with(text) && property.name != text + "_enabled" && !features[feature]) {
property.usage = 0;
}
}
void FixedSpatialMaterial::_validate_property(PropertyInfo &property) const {
_validate_feature("normal", FEATURE_NORMAL_MAPPING, property);
_validate_feature("emission", FEATURE_EMISSION, property);
_validate_feature("rim", FEATURE_RIM, property);
_validate_feature("clearcoat", FEATURE_CLEARCOAT, property);
_validate_feature("anisotropy", FEATURE_ANISOTROPY, property);
_validate_feature("ao", FEATURE_AMBIENT_OCCLUSION, property);
_validate_feature("height", FEATURE_HEIGHT_MAPPING, property);
_validate_feature("subsurf_scatter", FEATURE_SUBSURACE_SCATTERING, property);
_validate_feature("refraction", FEATURE_REFRACTION, property);
_validate_feature("detail", FEATURE_DETAIL, property);
if (property.name == "specular/color" && specular_mode == SPECULAR_MODE_METALLIC) {
property.usage = 0;
}
if (property.name == "specular/metalness" && specular_mode == SPECULAR_MODE_SPECULAR) {
property.usage = 0;
}
}
void FixedSpatialMaterial::set_line_width(float p_line_width) {
line_width = p_line_width;
VS::get_singleton()->material_set_line_width(_get_material(), line_width);
}
float FixedSpatialMaterial::get_line_width() const {
return line_width;
}
void FixedSpatialMaterial::set_point_size(float p_point_size) {
point_size = p_point_size;
VS::get_singleton()->material_set_param(_get_material(), shader_names->point_size, p_point_size);
}
float FixedSpatialMaterial::get_point_size() const {
return point_size;
}
void FixedSpatialMaterial::set_uv1_scale(const Vector2 &p_scale) {
uv1_scale = p_scale;
VS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_scale, p_scale);
}
Vector2 FixedSpatialMaterial::get_uv1_scale() const {
return uv1_scale;
}
void FixedSpatialMaterial::set_uv1_offset(const Vector2 &p_offset) {
uv1_offset = p_offset;
VS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_offset, p_offset);
}
Vector2 FixedSpatialMaterial::get_uv1_offset() const {
return uv1_offset;
}
void FixedSpatialMaterial::set_uv2_scale(const Vector2 &p_scale) {
uv2_scale = p_scale;
VS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_scale, p_scale);
}
Vector2 FixedSpatialMaterial::get_uv2_scale() const {
return uv2_scale;
}
void FixedSpatialMaterial::set_uv2_offset(const Vector2 &p_offset) {
uv2_offset = p_offset;
VS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_offset, p_offset);
}
Vector2 FixedSpatialMaterial::get_uv2_offset() const {
return uv2_offset;
}
void FixedSpatialMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_albedo", "albedo"), &FixedSpatialMaterial::set_albedo);
ClassDB::bind_method(D_METHOD("get_albedo"), &FixedSpatialMaterial::get_albedo);
ClassDB::bind_method(D_METHOD("set_specular_mode", "specular_mode"), &FixedSpatialMaterial::set_specular_mode);
ClassDB::bind_method(D_METHOD("get_specular_mode"), &FixedSpatialMaterial::get_specular_mode);
ClassDB::bind_method(D_METHOD("set_specular", "specular"), &FixedSpatialMaterial::set_specular);
ClassDB::bind_method(D_METHOD("get_specular"), &FixedSpatialMaterial::get_specular);
ClassDB::bind_method(D_METHOD("set_metalness", "metalness"), &FixedSpatialMaterial::set_metalness);
ClassDB::bind_method(D_METHOD("get_metalness"), &FixedSpatialMaterial::get_metalness);
ClassDB::bind_method(D_METHOD("set_roughness", "roughness"), &FixedSpatialMaterial::set_roughness);
ClassDB::bind_method(D_METHOD("get_roughness"), &FixedSpatialMaterial::get_roughness);
ClassDB::bind_method(D_METHOD("set_emission", "emission"), &FixedSpatialMaterial::set_emission);
ClassDB::bind_method(D_METHOD("get_emission"), &FixedSpatialMaterial::get_emission);
ClassDB::bind_method(D_METHOD("set_emission_energy", "emission_energy"), &FixedSpatialMaterial::set_emission_energy);
ClassDB::bind_method(D_METHOD("get_emission_energy"), &FixedSpatialMaterial::get_emission_energy);
ClassDB::bind_method(D_METHOD("set_normal_scale", "normal_scale"), &FixedSpatialMaterial::set_normal_scale);
ClassDB::bind_method(D_METHOD("get_normal_scale"), &FixedSpatialMaterial::get_normal_scale);
ClassDB::bind_method(D_METHOD("set_rim", "rim"), &FixedSpatialMaterial::set_rim);
ClassDB::bind_method(D_METHOD("get_rim"), &FixedSpatialMaterial::get_rim);
ClassDB::bind_method(D_METHOD("set_rim_tint", "rim_tint"), &FixedSpatialMaterial::set_rim_tint);
ClassDB::bind_method(D_METHOD("get_rim_tint"), &FixedSpatialMaterial::get_rim_tint);
ClassDB::bind_method(D_METHOD("set_clearcoat", "clearcoat"), &FixedSpatialMaterial::set_clearcoat);
ClassDB::bind_method(D_METHOD("get_clearcoat"), &FixedSpatialMaterial::get_clearcoat);
ClassDB::bind_method(D_METHOD("set_clearcoat_gloss", "clearcoat_gloss"), &FixedSpatialMaterial::set_clearcoat_gloss);
ClassDB::bind_method(D_METHOD("get_clearcoat_gloss"), &FixedSpatialMaterial::get_clearcoat_gloss);
ClassDB::bind_method(D_METHOD("set_anisotropy", "anisotropy"), &FixedSpatialMaterial::set_anisotropy);
ClassDB::bind_method(D_METHOD("get_anisotropy"), &FixedSpatialMaterial::get_anisotropy);
ClassDB::bind_method(D_METHOD("set_height_scale", "height_scale"), &FixedSpatialMaterial::set_height_scale);
ClassDB::bind_method(D_METHOD("get_height_scale"), &FixedSpatialMaterial::get_height_scale);
ClassDB::bind_method(D_METHOD("set_subsurface_scattering_strength", "strength"), &FixedSpatialMaterial::set_subsurface_scattering_strength);
ClassDB::bind_method(D_METHOD("get_subsurface_scattering_strength"), &FixedSpatialMaterial::get_subsurface_scattering_strength);
ClassDB::bind_method(D_METHOD("set_refraction", "refraction"), &FixedSpatialMaterial::set_refraction);
ClassDB::bind_method(D_METHOD("get_refraction"), &FixedSpatialMaterial::get_refraction);
ClassDB::bind_method(D_METHOD("set_refraction_roughness", "refraction_roughness"), &FixedSpatialMaterial::set_refraction_roughness);
ClassDB::bind_method(D_METHOD("get_refraction_roughness"), &FixedSpatialMaterial::get_refraction_roughness);
ClassDB::bind_method(D_METHOD("set_line_width", "line_width"), &FixedSpatialMaterial::set_line_width);
ClassDB::bind_method(D_METHOD("get_line_width"), &FixedSpatialMaterial::get_line_width);
ClassDB::bind_method(D_METHOD("set_point_size", "point_size"), &FixedSpatialMaterial::set_point_size);
ClassDB::bind_method(D_METHOD("get_point_size"), &FixedSpatialMaterial::get_point_size);
ClassDB::bind_method(D_METHOD("set_detail_uv", "detail_uv"), &FixedSpatialMaterial::set_detail_uv);
ClassDB::bind_method(D_METHOD("get_detail_uv"), &FixedSpatialMaterial::get_detail_uv);
ClassDB::bind_method(D_METHOD("set_blend_mode", "blend_mode"), &FixedSpatialMaterial::set_blend_mode);
ClassDB::bind_method(D_METHOD("get_blend_mode"), &FixedSpatialMaterial::get_blend_mode);
ClassDB::bind_method(D_METHOD("set_depth_draw_mode", "depth_draw_mode"), &FixedSpatialMaterial::set_depth_draw_mode);
ClassDB::bind_method(D_METHOD("get_depth_draw_mode"), &FixedSpatialMaterial::get_depth_draw_mode);
ClassDB::bind_method(D_METHOD("set_cull_mode", "cull_mode"), &FixedSpatialMaterial::set_cull_mode);
ClassDB::bind_method(D_METHOD("get_cull_mode"), &FixedSpatialMaterial::get_cull_mode);
ClassDB::bind_method(D_METHOD("set_diffuse_mode", "diffuse_mode"), &FixedSpatialMaterial::set_diffuse_mode);
ClassDB::bind_method(D_METHOD("get_diffuse_mode"), &FixedSpatialMaterial::get_diffuse_mode);
ClassDB::bind_method(D_METHOD("set_flag", "flag", "enable"), &FixedSpatialMaterial::set_flag);
ClassDB::bind_method(D_METHOD("get_flag"), &FixedSpatialMaterial::get_flag);
ClassDB::bind_method(D_METHOD("set_feature", "feature", "enable"), &FixedSpatialMaterial::set_feature);
ClassDB::bind_method(D_METHOD("get_feature", "feature"), &FixedSpatialMaterial::get_feature);
ClassDB::bind_method(D_METHOD("set_texture", "param:Texture", "texture"), &FixedSpatialMaterial::set_texture);
ClassDB::bind_method(D_METHOD("get_texture:Texture", "param:Texture"), &FixedSpatialMaterial::get_texture);
ClassDB::bind_method(D_METHOD("set_detail_blend_mode", "detail_blend_mode"), &FixedSpatialMaterial::set_detail_blend_mode);
ClassDB::bind_method(D_METHOD("get_detail_blend_mode"), &FixedSpatialMaterial::get_detail_blend_mode);
ClassDB::bind_method(D_METHOD("set_uv1_scale", "scale"), &FixedSpatialMaterial::set_uv1_scale);
ClassDB::bind_method(D_METHOD("get_uv1_scale"), &FixedSpatialMaterial::get_uv1_scale);
ClassDB::bind_method(D_METHOD("set_uv1_offset", "offset"), &FixedSpatialMaterial::set_uv1_offset);
ClassDB::bind_method(D_METHOD("get_uv1_offset"), &FixedSpatialMaterial::get_uv1_offset);
ClassDB::bind_method(D_METHOD("set_uv2_scale", "scale"), &FixedSpatialMaterial::set_uv2_scale);
ClassDB::bind_method(D_METHOD("get_uv2_scale"), &FixedSpatialMaterial::get_uv2_scale);
ClassDB::bind_method(D_METHOD("set_uv2_offset", "offset"), &FixedSpatialMaterial::set_uv2_offset);
ClassDB::bind_method(D_METHOD("get_uv2_offset"), &FixedSpatialMaterial::get_uv2_offset);
ADD_GROUP("Flags", "flags_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_transparent"), "set_feature", "get_feature", FEATURE_TRANSPARENT);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_unshaded"), "set_flag", "get_flag", FLAG_UNSHADED);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_on_top"), "set_flag", "get_flag", FLAG_ONTOP);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_use_point_size"), "set_flag", "get_flag", FLAG_USE_POINT_SIZE);
ADD_GROUP("Vertex Color", "vertex_color");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_use_as_albedo"), "set_flag", "get_flag", FLAG_ALBEDO_FROM_VERTEX_COLOR);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_is_srgb"), "set_flag", "get_flag", FLAG_SRGB_VERTEX_COLOR);
ADD_GROUP("Parameters", "params_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "params_diffuse_mode", PROPERTY_HINT_ENUM, "Labert,Lambert Wrap,Oren Nayar,Burley"), "set_diffuse_mode", "get_diffuse_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "params_blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Sub,Mul"), "set_blend_mode", "get_blend_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "params_cull_mode", PROPERTY_HINT_ENUM, "Back,Front,Disabled"), "set_cull_mode", "get_cull_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "params_depth_draw_mode", PROPERTY_HINT_ENUM, "Opaque Only,Always,Never,Opaque Pre-Pass"), "set_depth_draw_mode", "get_depth_draw_mode");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "params_line_width", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_line_width", "get_line_width");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "params_point_size", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_point_size", "get_point_size");
ADD_GROUP("Albedo", "albedo_");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "albedo_color"), "set_albedo", "get_albedo");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "albedo_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_ALBEDO);
ADD_GROUP("Specular", "specular_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "specular_mode", PROPERTY_HINT_ENUM, "Metallic,Specular"), "set_specular_mode", "get_specular_mode");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "specular_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_specular", "get_specular");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "specular_metalness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_metalness", "get_metalness");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "specular_roughness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_roughness", "get_roughness");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "specular_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_SPECULAR);
ADD_GROUP("Emission", "emission_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "emission_enabled"), "set_feature", "get_feature", FEATURE_EMISSION);
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "emission_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_emission", "get_emission");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "emission_energy", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_emission_energy", "get_emission_energy");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "emission_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_EMISSION);
ADD_GROUP("NormapMap", "normal_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "normal_enabled"), "set_feature", "get_feature", FEATURE_NORMAL_MAPPING);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "normal_scale", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_normal_scale", "get_normal_scale");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "normal_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_NORMAL);
ADD_GROUP("Rim", "rim_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "rim_enabled"), "set_feature", "get_feature", FEATURE_RIM);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "rim_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_rim", "get_rim");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "rim_tint", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_rim_tint", "get_rim_tint");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "rim_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_RIM);
ADD_GROUP("Clearcoat", "clearcoat_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "clearcoat_enabled"), "set_feature", "get_feature", FEATURE_CLEARCOAT);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "clearcoat_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat", "get_clearcoat");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "clearcoat_gloss", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat_gloss", "get_clearcoat_gloss");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "clearcoat_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_CLEARCOAT);
ADD_GROUP("Anisotropy", "anisotropy_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "anisotropy_enabled"), "set_feature", "get_feature", FEATURE_ANISOTROPY);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "anisotropy_anisotropy", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_anisotropy", "get_anisotropy");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anisotropy_flowmap", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_FLOWMAP);
ADD_GROUP("Ambient Occlusion", "ao_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "ao_enabled"), "set_feature", "get_feature", FEATURE_AMBIENT_OCCLUSION);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "ao_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_AMBIENT_OCCLUSION);
ADD_GROUP("Height", "height_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "height_enabled"), "set_feature", "get_feature", FEATURE_HEIGHT_MAPPING);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "height_scale", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_height_scale", "get_height_scale");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "height_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_HEIGHT);
ADD_GROUP("Subsurf Scatter", "subsurf_scatter_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_enabled"), "set_feature", "get_feature", FEATURE_SUBSURACE_SCATTERING);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "subsurf_scatter_strength", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_subsurface_scattering_strength", "get_subsurface_scattering_strength");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "subsurf_scatter_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_SUBSURFACE_SCATTERING);
ADD_GROUP("Refraction", "refraction_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "refraction_enabled"), "set_feature", "get_feature", FEATURE_REFRACTION);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "refraction_displacement", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_refraction", "get_refraction");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "refraction_roughness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_refraction_roughness", "get_refraction_roughness");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "refraction_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_REFRACTION);
ADD_GROUP("Detail", "detail_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "detail_enabled"), "set_feature", "get_feature", FEATURE_DETAIL);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_mask", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_DETAIL_MASK);
ADD_PROPERTY(PropertyInfo(Variant::INT, "detail_blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Sub,Mul"), "set_detail_blend_mode", "get_detail_blend_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "detail_uv_layer", PROPERTY_HINT_ENUM, "UV1,UV2"), "set_detail_uv", "get_detail_uv");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_albedo", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_DETAIL_ALBEDO);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_normal", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_DETAIL_NORMAL);
ADD_GROUP("UV1", "uv1_");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "uv1_scale"), "set_uv1_scale", "get_uv1_scale");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "uv1_offset"), "set_uv1_offset", "get_uv1_offset");
ADD_GROUP("UV2", "uv2_");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "uv2_scale"), "set_uv2_scale", "get_uv2_scale");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "uv2_offset"), "set_uv2_offset", "get_uv2_offset");
BIND_CONSTANT(TEXTURE_ALBEDO);
BIND_CONSTANT(TEXTURE_SPECULAR);
BIND_CONSTANT(TEXTURE_EMISSION);
BIND_CONSTANT(TEXTURE_NORMAL);
BIND_CONSTANT(TEXTURE_RIM);
BIND_CONSTANT(TEXTURE_CLEARCOAT);
BIND_CONSTANT(TEXTURE_FLOWMAP);
BIND_CONSTANT(TEXTURE_AMBIENT_OCCLUSION);
BIND_CONSTANT(TEXTURE_HEIGHT);
BIND_CONSTANT(TEXTURE_SUBSURFACE_SCATTERING);
BIND_CONSTANT(TEXTURE_REFRACTION);
BIND_CONSTANT(TEXTURE_REFRACTION_ROUGHNESS);
BIND_CONSTANT(TEXTURE_DETAIL_MASK);
BIND_CONSTANT(TEXTURE_DETAIL_ALBEDO);
BIND_CONSTANT(TEXTURE_DETAIL_NORMAL);
BIND_CONSTANT(TEXTURE_MAX);
BIND_CONSTANT(DETAIL_UV_1);
BIND_CONSTANT(DETAIL_UV_2);
BIND_CONSTANT(FEATURE_TRANSPARENT);
BIND_CONSTANT(FEATURE_EMISSION);
BIND_CONSTANT(FEATURE_NORMAL_MAPPING);
BIND_CONSTANT(FEATURE_RIM);
BIND_CONSTANT(FEATURE_CLEARCOAT);
BIND_CONSTANT(FEATURE_ANISOTROPY);
BIND_CONSTANT(FEATURE_AMBIENT_OCCLUSION);
BIND_CONSTANT(FEATURE_HEIGHT_MAPPING);
BIND_CONSTANT(FEATURE_SUBSURACE_SCATTERING);
BIND_CONSTANT(FEATURE_REFRACTION);
BIND_CONSTANT(FEATURE_DETAIL);
BIND_CONSTANT(FEATURE_MAX);
BIND_CONSTANT(BLEND_MODE_MIX);
BIND_CONSTANT(BLEND_MODE_ADD);
BIND_CONSTANT(BLEND_MODE_SUB);
BIND_CONSTANT(BLEND_MODE_MUL);
BIND_CONSTANT(DEPTH_DRAW_OPAQUE_ONLY);
BIND_CONSTANT(DEPTH_DRAW_ALWAYS);
BIND_CONSTANT(DEPTH_DRAW_DISABLED);
BIND_CONSTANT(DEPTH_DRAW_ALPHA_OPAQUE_PREPASS);
BIND_CONSTANT(CULL_BACK);
BIND_CONSTANT(CULL_FRONT);
BIND_CONSTANT(CULL_DISABLED);
BIND_CONSTANT(FLAG_UNSHADED);
BIND_CONSTANT(FLAG_ONTOP);
BIND_CONSTANT(FLAG_ALBEDO_FROM_VERTEX_COLOR);
BIND_CONSTANT(FLAG_SRGB_VERTEX_COLOR)
BIND_CONSTANT(FLAG_USE_POINT_SIZE)
BIND_CONSTANT(FLAG_MAX);
BIND_CONSTANT(DIFFUSE_LAMBERT);
BIND_CONSTANT(DIFFUSE_LAMBERT_WRAP);
BIND_CONSTANT(DIFFUSE_OREN_NAYAR);
BIND_CONSTANT(DIFFUSE_BURLEY);
BIND_CONSTANT(SPECULAR_MODE_METALLIC);
BIND_CONSTANT(SPECULAR_MODE_SPECULAR);
}
FixedSpatialMaterial::FixedSpatialMaterial()
: element(this) {
//initialize to right values
specular_mode = SPECULAR_MODE_METALLIC;
set_albedo(Color(0.7, 0.7, 0.7, 1.0));
set_specular(Color(0.1, 0.1, 0.1));
set_roughness(0.0);
set_metalness(0.1);
set_emission(Color(0, 0, 0));
set_emission_energy(1.0);
set_normal_scale(1);
set_rim(1.0);
set_rim_tint(0.5);
set_clearcoat(1);
set_clearcoat_gloss(0.5);
set_anisotropy(0);
set_height_scale(1);
set_subsurface_scattering_strength(0);
set_refraction(0);
set_refraction_roughness(0);
set_line_width(1);
set_point_size(1);
set_uv1_offset(Vector2(0, 0));
set_uv1_scale(Vector2(1, 1));
set_uv2_offset(Vector2(0, 0));
set_uv2_scale(Vector2(1, 1));
detail_uv = DETAIL_UV_1;
blend_mode = BLEND_MODE_MIX;
detail_blend_mode = BLEND_MODE_MIX;
depth_draw_mode = DEPTH_DRAW_OPAQUE_ONLY;
cull_mode = CULL_BACK;
for (int i = 0; i < FLAG_MAX; i++) {
flags[i] = 0;
}
diffuse_mode = DIFFUSE_LAMBERT;
for (int i = 0; i < FEATURE_MAX; i++) {
features[i] = false;
}
current_key.key = 0;
current_key.invalid_key = 1;
_queue_shader_change();
}
FixedSpatialMaterial::~FixedSpatialMaterial() {
if (material_mutex)
material_mutex->lock();
if (shader_map.has(current_key)) {
shader_map[current_key].users--;
if (shader_map[current_key].users == 0) {
//deallocate shader, as it's no longer in use
VS::get_singleton()->free(shader_map[current_key].shader);
shader_map.erase(current_key);
}
VS::get_singleton()->material_set_shader(_get_material(), RID());
}
if (material_mutex)
material_mutex->unlock();
}