136 lines
5.2 KiB
C++
136 lines
5.2 KiB
C++
/**************************************************************************/
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/* material_storage.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 "material_storage.h"
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using namespace RendererDummy;
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MaterialStorage *MaterialStorage::singleton = nullptr;
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MaterialStorage::MaterialStorage() {
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singleton = this;
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ShaderCompiler::DefaultIdentifierActions actions;
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dummy_compiler.initialize(actions);
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}
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MaterialStorage::~MaterialStorage() {
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singleton = nullptr;
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}
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RID MaterialStorage::shader_allocate() {
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return shader_owner.allocate_rid();
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}
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void MaterialStorage::shader_initialize(RID p_rid) {
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shader_owner.initialize_rid(p_rid, DummyShader());
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}
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void MaterialStorage::shader_free(RID p_rid) {
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DummyShader *shader = shader_owner.get_or_null(p_rid);
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ERR_FAIL_NULL(shader);
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shader_owner.free(p_rid);
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}
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void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) {
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DummyShader *shader = shader_owner.get_or_null(p_shader);
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ERR_FAIL_NULL(shader);
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if (p_code.is_empty()) {
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return;
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}
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String mode_string = ShaderLanguage::get_shader_type(p_code);
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RS::ShaderMode new_mode;
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if (mode_string == "canvas_item") {
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new_mode = RS::SHADER_CANVAS_ITEM;
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} else if (mode_string == "particles") {
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new_mode = RS::SHADER_PARTICLES;
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} else if (mode_string == "spatial") {
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new_mode = RS::SHADER_SPATIAL;
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} else if (mode_string == "sky") {
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new_mode = RS::SHADER_SKY;
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} else if (mode_string == "fog") {
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new_mode = RS::SHADER_FOG;
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} else {
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new_mode = RS::SHADER_MAX;
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}
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ShaderCompiler::IdentifierActions actions;
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actions.uniforms = &shader->uniforms;
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ShaderCompiler::GeneratedCode gen_code;
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Error err = MaterialStorage::get_singleton()->dummy_compiler.compile(new_mode, p_code, &actions, "", gen_code);
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ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
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}
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void MaterialStorage::get_shader_parameter_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
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DummyShader *shader = shader_owner.get_or_null(p_shader);
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ERR_FAIL_NULL(shader);
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SortArray<Pair<StringName, int>, ShaderLanguage::UniformOrderComparator> sorter;
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LocalVector<Pair<StringName, int>> filtered_uniforms;
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for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : shader->uniforms) {
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if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
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continue;
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}
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if (E.value.texture_order >= 0) {
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filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.texture_order + 100000));
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} else {
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filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.order));
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}
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}
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int uniform_count = filtered_uniforms.size();
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sorter.sort(filtered_uniforms.ptr(), uniform_count);
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String last_group;
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for (int i = 0; i < uniform_count; i++) {
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const StringName &uniform_name = filtered_uniforms[i].first;
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const ShaderLanguage::ShaderNode::Uniform &uniform = shader->uniforms[uniform_name];
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String group = uniform.group;
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if (!uniform.subgroup.is_empty()) {
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group += "::" + uniform.subgroup;
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}
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if (group != last_group) {
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PropertyInfo pi;
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pi.usage = PROPERTY_USAGE_GROUP;
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pi.name = group;
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p_param_list->push_back(pi);
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last_group = group;
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}
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PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniform);
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pi.name = uniform_name;
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p_param_list->push_back(pi);
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}
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}
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