c9a491b671
This comment is useful to determine the origin of ShaderMaterials converted from built-in material types (such as CanvasItemMaterial or StandardMaterial3D). The Godot version is also included in case the shader needs to be regenerated with a newer engine version.
306 lines
11 KiB
C++
306 lines
11 KiB
C++
/*************************************************************************/
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/* canvas_item_material.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "canvas_item_material.h"
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#include "core/version.h"
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Mutex CanvasItemMaterial::material_mutex;
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SelfList<CanvasItemMaterial>::List *CanvasItemMaterial::dirty_materials = nullptr;
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Map<CanvasItemMaterial::MaterialKey, CanvasItemMaterial::ShaderData> CanvasItemMaterial::shader_map;
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CanvasItemMaterial::ShaderNames *CanvasItemMaterial::shader_names = nullptr;
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void CanvasItemMaterial::init_shaders() {
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dirty_materials = memnew(SelfList<CanvasItemMaterial>::List);
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shader_names = memnew(ShaderNames);
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shader_names->particles_anim_h_frames = "particles_anim_h_frames";
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shader_names->particles_anim_v_frames = "particles_anim_v_frames";
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shader_names->particles_anim_loop = "particles_anim_loop";
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}
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void CanvasItemMaterial::finish_shaders() {
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memdelete(dirty_materials);
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memdelete(shader_names);
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dirty_materials = nullptr;
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}
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void CanvasItemMaterial::_update_shader() {
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dirty_materials->remove(&element);
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MaterialKey mk = _compute_key();
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if (mk.key == current_key.key) {
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return; //no update required in the end
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}
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if (shader_map.has(current_key)) {
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shader_map[current_key].users--;
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if (shader_map[current_key].users == 0) {
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//deallocate shader, as it's no longer in use
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RS::get_singleton()->free(shader_map[current_key].shader);
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shader_map.erase(current_key);
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}
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}
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current_key = mk;
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if (shader_map.has(mk)) {
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RS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader);
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shader_map[mk].users++;
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return;
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}
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//must create a shader!
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// Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
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String code = "// NOTE: Shader automatically converted from " VERSION_NAME " " VERSION_FULL_CONFIG "'s CanvasItemMaterial.\n\n";
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code += "shader_type canvas_item;\nrender_mode ";
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switch (blend_mode) {
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case BLEND_MODE_MIX:
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code += "blend_mix";
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break;
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case BLEND_MODE_ADD:
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code += "blend_add";
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break;
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case BLEND_MODE_SUB:
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code += "blend_sub";
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break;
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case BLEND_MODE_MUL:
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code += "blend_mul";
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break;
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case BLEND_MODE_PREMULT_ALPHA:
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code += "blend_premul_alpha";
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break;
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case BLEND_MODE_DISABLED:
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code += "blend_disabled";
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break;
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}
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switch (light_mode) {
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case LIGHT_MODE_NORMAL:
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break;
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case LIGHT_MODE_UNSHADED:
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code += ",unshaded";
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break;
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case LIGHT_MODE_LIGHT_ONLY:
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code += ",light_only";
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break;
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}
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code += ";\n";
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if (particles_animation) {
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code += "uniform int particles_anim_h_frames;\n";
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code += "uniform int particles_anim_v_frames;\n";
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code += "uniform bool particles_anim_loop;\n\n";
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code += "void vertex() {\n";
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code += " float h_frames = float(particles_anim_h_frames);\n";
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code += " float v_frames = float(particles_anim_v_frames);\n";
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code += " VERTEX.xy /= vec2(h_frames, v_frames);\n";
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code += " float particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);\n";
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code += " float particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));\n";
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code += " if (!particles_anim_loop) {\n";
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code += " particle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n";
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code += " } else {\n";
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code += " particle_frame = mod(particle_frame, particle_total_frames);\n";
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code += " }";
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code += " UV /= vec2(h_frames, v_frames);\n";
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code += " UV += vec2(mod(particle_frame, h_frames) / h_frames, floor(particle_frame / h_frames) / v_frames);\n";
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code += "}\n";
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}
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ShaderData shader_data;
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shader_data.shader = RS::get_singleton()->shader_create();
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shader_data.users = 1;
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RS::get_singleton()->shader_set_code(shader_data.shader, code);
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shader_map[mk] = shader_data;
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RS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
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}
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void CanvasItemMaterial::flush_changes() {
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MutexLock lock(material_mutex);
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while (dirty_materials->first()) {
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dirty_materials->first()->self()->_update_shader();
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}
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}
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void CanvasItemMaterial::_queue_shader_change() {
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MutexLock lock(material_mutex);
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if (!element.in_list()) {
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dirty_materials->add(&element);
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}
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}
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bool CanvasItemMaterial::_is_shader_dirty() const {
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MutexLock lock(material_mutex);
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return element.in_list();
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}
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void CanvasItemMaterial::set_blend_mode(BlendMode p_blend_mode) {
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blend_mode = p_blend_mode;
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_queue_shader_change();
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}
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CanvasItemMaterial::BlendMode CanvasItemMaterial::get_blend_mode() const {
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return blend_mode;
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}
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void CanvasItemMaterial::set_light_mode(LightMode p_light_mode) {
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light_mode = p_light_mode;
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_queue_shader_change();
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}
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CanvasItemMaterial::LightMode CanvasItemMaterial::get_light_mode() const {
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return light_mode;
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}
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void CanvasItemMaterial::set_particles_animation(bool p_particles_anim) {
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particles_animation = p_particles_anim;
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_queue_shader_change();
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notify_property_list_changed();
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}
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bool CanvasItemMaterial::get_particles_animation() const {
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return particles_animation;
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}
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void CanvasItemMaterial::set_particles_anim_h_frames(int p_frames) {
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particles_anim_h_frames = p_frames;
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RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_h_frames, p_frames);
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}
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int CanvasItemMaterial::get_particles_anim_h_frames() const {
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return particles_anim_h_frames;
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}
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void CanvasItemMaterial::set_particles_anim_v_frames(int p_frames) {
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particles_anim_v_frames = p_frames;
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RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_v_frames, p_frames);
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}
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int CanvasItemMaterial::get_particles_anim_v_frames() const {
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return particles_anim_v_frames;
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}
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void CanvasItemMaterial::set_particles_anim_loop(bool p_loop) {
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particles_anim_loop = p_loop;
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RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_loop, particles_anim_loop);
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}
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bool CanvasItemMaterial::get_particles_anim_loop() const {
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return particles_anim_loop;
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}
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void CanvasItemMaterial::_validate_property(PropertyInfo &property) const {
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if (property.name.begins_with("particles_anim_") && !particles_animation) {
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property.usage = PROPERTY_USAGE_NONE;
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}
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}
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RID CanvasItemMaterial::get_shader_rid() const {
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ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
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return shader_map[current_key].shader;
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}
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Shader::Mode CanvasItemMaterial::get_shader_mode() const {
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return Shader::MODE_CANVAS_ITEM;
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}
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void CanvasItemMaterial::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_blend_mode", "blend_mode"), &CanvasItemMaterial::set_blend_mode);
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ClassDB::bind_method(D_METHOD("get_blend_mode"), &CanvasItemMaterial::get_blend_mode);
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ClassDB::bind_method(D_METHOD("set_light_mode", "light_mode"), &CanvasItemMaterial::set_light_mode);
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ClassDB::bind_method(D_METHOD("get_light_mode"), &CanvasItemMaterial::get_light_mode);
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ClassDB::bind_method(D_METHOD("set_particles_animation", "particles_anim"), &CanvasItemMaterial::set_particles_animation);
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ClassDB::bind_method(D_METHOD("get_particles_animation"), &CanvasItemMaterial::get_particles_animation);
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ClassDB::bind_method(D_METHOD("set_particles_anim_h_frames", "frames"), &CanvasItemMaterial::set_particles_anim_h_frames);
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ClassDB::bind_method(D_METHOD("get_particles_anim_h_frames"), &CanvasItemMaterial::get_particles_anim_h_frames);
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ClassDB::bind_method(D_METHOD("set_particles_anim_v_frames", "frames"), &CanvasItemMaterial::set_particles_anim_v_frames);
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ClassDB::bind_method(D_METHOD("get_particles_anim_v_frames"), &CanvasItemMaterial::get_particles_anim_v_frames);
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ClassDB::bind_method(D_METHOD("set_particles_anim_loop", "loop"), &CanvasItemMaterial::set_particles_anim_loop);
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ClassDB::bind_method(D_METHOD("get_particles_anim_loop"), &CanvasItemMaterial::get_particles_anim_loop);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Subtract,Multiply,Premultiplied Alpha"), "set_blend_mode", "get_blend_mode");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "light_mode", PROPERTY_HINT_ENUM, "Normal,Unshaded,Light Only"), "set_light_mode", "get_light_mode");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "particles_animation"), "set_particles_animation", "get_particles_animation");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "particles_anim_h_frames", PROPERTY_HINT_RANGE, "1,128,1"), "set_particles_anim_h_frames", "get_particles_anim_h_frames");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "particles_anim_v_frames", PROPERTY_HINT_RANGE, "1,128,1"), "set_particles_anim_v_frames", "get_particles_anim_v_frames");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "particles_anim_loop"), "set_particles_anim_loop", "get_particles_anim_loop");
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BIND_ENUM_CONSTANT(BLEND_MODE_MIX);
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BIND_ENUM_CONSTANT(BLEND_MODE_ADD);
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BIND_ENUM_CONSTANT(BLEND_MODE_SUB);
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BIND_ENUM_CONSTANT(BLEND_MODE_MUL);
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BIND_ENUM_CONSTANT(BLEND_MODE_PREMULT_ALPHA);
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BIND_ENUM_CONSTANT(LIGHT_MODE_NORMAL);
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BIND_ENUM_CONSTANT(LIGHT_MODE_UNSHADED);
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BIND_ENUM_CONSTANT(LIGHT_MODE_LIGHT_ONLY);
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}
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CanvasItemMaterial::CanvasItemMaterial() :
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element(this) {
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set_particles_anim_h_frames(1);
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set_particles_anim_v_frames(1);
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set_particles_anim_loop(false);
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current_key.invalid_key = 1;
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_queue_shader_change();
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}
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CanvasItemMaterial::~CanvasItemMaterial() {
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MutexLock lock(material_mutex);
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if (shader_map.has(current_key)) {
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shader_map[current_key].users--;
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if (shader_map[current_key].users == 0) {
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//deallocate shader, as it's no longer in use
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RS::get_singleton()->free(shader_map[current_key].shader);
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shader_map.erase(current_key);
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}
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RS::get_singleton()->material_set_shader(_get_material(), RID());
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}
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}
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