1 | /**************************************************************************/ |
2 | /* material_storage.cpp */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
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29 | /**************************************************************************/ |
30 | |
31 | #ifdef GLES3_ENABLED |
32 | |
33 | #include "core/config/project_settings.h" |
34 | |
35 | #include "config.h" |
36 | #include "material_storage.h" |
37 | #include "particles_storage.h" |
38 | #include "texture_storage.h" |
39 | |
40 | #include "drivers/gles3/rasterizer_canvas_gles3.h" |
41 | #include "drivers/gles3/rasterizer_gles3.h" |
42 | #include "servers/rendering/storage/variant_converters.h" |
43 | |
44 | using namespace GLES3; |
45 | |
46 | /////////////////////////////////////////////////////////////////////////// |
47 | // UBI helper functions |
48 | |
49 | static void _fill_std140_variant_ubo_value(ShaderLanguage::DataType type, int p_array_size, const Variant &value, uint8_t *data) { |
50 | switch (type) { |
51 | case ShaderLanguage::TYPE_BOOL: { |
52 | uint32_t *gui = (uint32_t *)data; |
53 | |
54 | if (p_array_size > 0) { |
55 | PackedInt32Array ba = value; |
56 | for (int i = 0; i < ba.size(); i++) { |
57 | ba.set(i, ba[i] ? 1 : 0); |
58 | } |
59 | write_array_std140<int32_t>(ba, gui, p_array_size, 4); |
60 | } else { |
61 | bool v = value; |
62 | gui[0] = v ? 1 : 0; |
63 | } |
64 | } break; |
65 | case ShaderLanguage::TYPE_BVEC2: { |
66 | uint32_t *gui = (uint32_t *)data; |
67 | |
68 | if (p_array_size > 0) { |
69 | PackedInt32Array ba = convert_array_std140<Vector2i, int32_t>(value); |
70 | for (int i = 0; i < ba.size(); i++) { |
71 | ba.set(i, ba[i] ? 1 : 0); |
72 | } |
73 | write_array_std140<Vector2i>(ba, gui, p_array_size, 4); |
74 | } else { |
75 | uint32_t v = value; |
76 | gui[0] = v & 1 ? 1 : 0; |
77 | gui[1] = v & 2 ? 1 : 0; |
78 | } |
79 | } break; |
80 | case ShaderLanguage::TYPE_BVEC3: { |
81 | uint32_t *gui = (uint32_t *)data; |
82 | |
83 | if (p_array_size > 0) { |
84 | PackedInt32Array ba = convert_array_std140<Vector3i, int32_t>(value); |
85 | for (int i = 0; i < ba.size(); i++) { |
86 | ba.set(i, ba[i] ? 1 : 0); |
87 | } |
88 | write_array_std140<Vector3i>(ba, gui, p_array_size, 4); |
89 | } else { |
90 | uint32_t v = value; |
91 | gui[0] = (v & 1) ? 1 : 0; |
92 | gui[1] = (v & 2) ? 1 : 0; |
93 | gui[2] = (v & 4) ? 1 : 0; |
94 | } |
95 | } break; |
96 | case ShaderLanguage::TYPE_BVEC4: { |
97 | uint32_t *gui = (uint32_t *)data; |
98 | |
99 | if (p_array_size > 0) { |
100 | PackedInt32Array ba = convert_array_std140<Vector4i, int32_t>(value); |
101 | for (int i = 0; i < ba.size(); i++) { |
102 | ba.set(i, ba[i] ? 1 : 0); |
103 | } |
104 | write_array_std140<Vector4i>(ba, gui, p_array_size, 4); |
105 | } else { |
106 | uint32_t v = value; |
107 | gui[0] = (v & 1) ? 1 : 0; |
108 | gui[1] = (v & 2) ? 1 : 0; |
109 | gui[2] = (v & 4) ? 1 : 0; |
110 | gui[3] = (v & 8) ? 1 : 0; |
111 | } |
112 | } break; |
113 | case ShaderLanguage::TYPE_INT: { |
114 | int32_t *gui = (int32_t *)data; |
115 | |
116 | if (p_array_size > 0) { |
117 | const PackedInt32Array &iv = value; |
118 | write_array_std140<int32_t>(iv, gui, p_array_size, 4); |
119 | } else { |
120 | int v = value; |
121 | gui[0] = v; |
122 | } |
123 | } break; |
124 | case ShaderLanguage::TYPE_IVEC2: { |
125 | int32_t *gui = (int32_t *)data; |
126 | |
127 | if (p_array_size > 0) { |
128 | const PackedInt32Array &iv = convert_array_std140<Vector2i, int32_t>(value); |
129 | write_array_std140<Vector2i>(iv, gui, p_array_size, 4); |
130 | } else { |
131 | Vector2i v = convert_to_vector<Vector2i>(value); |
132 | gui[0] = v.x; |
133 | gui[1] = v.y; |
134 | } |
135 | } break; |
136 | case ShaderLanguage::TYPE_IVEC3: { |
137 | int32_t *gui = (int32_t *)data; |
138 | |
139 | if (p_array_size > 0) { |
140 | const PackedInt32Array &iv = convert_array_std140<Vector3i, int32_t>(value); |
141 | write_array_std140<Vector3i>(iv, gui, p_array_size, 4); |
142 | } else { |
143 | Vector3i v = convert_to_vector<Vector3i>(value); |
144 | gui[0] = v.x; |
145 | gui[1] = v.y; |
146 | gui[2] = v.z; |
147 | } |
148 | } break; |
149 | case ShaderLanguage::TYPE_IVEC4: { |
150 | int32_t *gui = (int32_t *)data; |
151 | |
152 | if (p_array_size > 0) { |
153 | const PackedInt32Array &iv = convert_array_std140<Vector4i, int32_t>(value); |
154 | write_array_std140<Vector4i>(iv, gui, p_array_size, 4); |
155 | } else { |
156 | Vector4i v = convert_to_vector<Vector4i>(value); |
157 | gui[0] = v.x; |
158 | gui[1] = v.y; |
159 | gui[2] = v.z; |
160 | gui[3] = v.w; |
161 | } |
162 | } break; |
163 | case ShaderLanguage::TYPE_UINT: { |
164 | uint32_t *gui = (uint32_t *)data; |
165 | |
166 | if (p_array_size > 0) { |
167 | const PackedInt32Array &iv = value; |
168 | write_array_std140<uint32_t>(iv, gui, p_array_size, 4); |
169 | } else { |
170 | int v = value; |
171 | gui[0] = v; |
172 | } |
173 | } break; |
174 | case ShaderLanguage::TYPE_UVEC2: { |
175 | uint32_t *gui = (uint32_t *)data; |
176 | |
177 | if (p_array_size > 0) { |
178 | const PackedInt32Array &iv = convert_array_std140<Vector2i, int32_t>(value); |
179 | write_array_std140<Vector2i>(iv, gui, p_array_size, 4); |
180 | } else { |
181 | Vector2i v = convert_to_vector<Vector2i>(value); |
182 | gui[0] = v.x; |
183 | gui[1] = v.y; |
184 | } |
185 | } break; |
186 | case ShaderLanguage::TYPE_UVEC3: { |
187 | uint32_t *gui = (uint32_t *)data; |
188 | |
189 | if (p_array_size > 0) { |
190 | const PackedInt32Array &iv = convert_array_std140<Vector3i, int32_t>(value); |
191 | write_array_std140<Vector3i>(iv, gui, p_array_size, 4); |
192 | } else { |
193 | Vector3i v = convert_to_vector<Vector3i>(value); |
194 | gui[0] = v.x; |
195 | gui[1] = v.y; |
196 | gui[2] = v.z; |
197 | } |
198 | } break; |
199 | case ShaderLanguage::TYPE_UVEC4: { |
200 | uint32_t *gui = (uint32_t *)data; |
201 | |
202 | if (p_array_size > 0) { |
203 | const PackedInt32Array &iv = convert_array_std140<Vector4i, int32_t>(value); |
204 | write_array_std140<Vector4i>(iv, gui, p_array_size, 4); |
205 | } else { |
206 | Vector4i v = convert_to_vector<Vector4i>(value); |
207 | gui[0] = v.x; |
208 | gui[1] = v.y; |
209 | gui[2] = v.z; |
210 | gui[3] = v.w; |
211 | } |
212 | } break; |
213 | case ShaderLanguage::TYPE_FLOAT: { |
214 | float *gui = (float *)data; |
215 | |
216 | if (p_array_size > 0) { |
217 | const PackedFloat32Array &a = value; |
218 | write_array_std140<float>(a, gui, p_array_size, 4); |
219 | } else { |
220 | float v = value; |
221 | gui[0] = v; |
222 | } |
223 | } break; |
224 | case ShaderLanguage::TYPE_VEC2: { |
225 | float *gui = (float *)data; |
226 | |
227 | if (p_array_size > 0) { |
228 | const PackedFloat32Array &a = convert_array_std140<Vector2, float>(value); |
229 | write_array_std140<Vector2>(a, gui, p_array_size, 4); |
230 | } else { |
231 | Vector2 v = convert_to_vector<Vector2>(value); |
232 | gui[0] = v.x; |
233 | gui[1] = v.y; |
234 | } |
235 | } break; |
236 | case ShaderLanguage::TYPE_VEC3: { |
237 | float *gui = (float *)data; |
238 | |
239 | if (p_array_size > 0) { |
240 | const PackedFloat32Array &a = convert_array_std140<Vector3, float>(value); |
241 | write_array_std140<Vector3>(a, gui, p_array_size, 4); |
242 | } else { |
243 | Vector3 v = convert_to_vector<Vector3>(value); |
244 | gui[0] = v.x; |
245 | gui[1] = v.y; |
246 | gui[2] = v.z; |
247 | } |
248 | } break; |
249 | case ShaderLanguage::TYPE_VEC4: { |
250 | float *gui = (float *)data; |
251 | |
252 | if (p_array_size > 0) { |
253 | const PackedFloat32Array &a = convert_array_std140<Vector4, float>(value); |
254 | write_array_std140<Vector4>(a, gui, p_array_size, 4); |
255 | } else { |
256 | Vector4 v = convert_to_vector<Vector4>(value); |
257 | gui[0] = v.x; |
258 | gui[1] = v.y; |
259 | gui[2] = v.z; |
260 | gui[3] = v.w; |
261 | } |
262 | } break; |
263 | case ShaderLanguage::TYPE_MAT2: { |
264 | float *gui = (float *)data; |
265 | |
266 | if (p_array_size > 0) { |
267 | const PackedFloat32Array &a = value; |
268 | int s = a.size(); |
269 | |
270 | for (int i = 0, j = 0; i < p_array_size * 4; i += 4, j += 8) { |
271 | if (i + 3 < s) { |
272 | gui[j] = a[i]; |
273 | gui[j + 1] = a[i + 1]; |
274 | |
275 | gui[j + 4] = a[i + 2]; |
276 | gui[j + 5] = a[i + 3]; |
277 | } else { |
278 | gui[j] = 1; |
279 | gui[j + 1] = 0; |
280 | |
281 | gui[j + 4] = 0; |
282 | gui[j + 5] = 1; |
283 | } |
284 | gui[j + 2] = 0; // ignored |
285 | gui[j + 3] = 0; // ignored |
286 | gui[j + 6] = 0; // ignored |
287 | gui[j + 7] = 0; // ignored |
288 | } |
289 | } else { |
290 | Transform2D v = value; |
291 | |
292 | //in std140 members of mat2 are treated as vec4s |
293 | gui[0] = v.columns[0][0]; |
294 | gui[1] = v.columns[0][1]; |
295 | gui[2] = 0; // ignored |
296 | gui[3] = 0; // ignored |
297 | |
298 | gui[4] = v.columns[1][0]; |
299 | gui[5] = v.columns[1][1]; |
300 | gui[6] = 0; // ignored |
301 | gui[7] = 0; // ignored |
302 | } |
303 | } break; |
304 | case ShaderLanguage::TYPE_MAT3: { |
305 | float *gui = (float *)data; |
306 | |
307 | if (p_array_size > 0) { |
308 | const PackedFloat32Array &a = convert_array_std140<Basis, float>(value); |
309 | const Basis default_basis; |
310 | const int s = a.size(); |
311 | |
312 | for (int i = 0, j = 0; i < p_array_size * 9; i += 9, j += 12) { |
313 | if (i + 8 < s) { |
314 | gui[j] = a[i]; |
315 | gui[j + 1] = a[i + 1]; |
316 | gui[j + 2] = a[i + 2]; |
317 | gui[j + 3] = 0; // Ignored. |
318 | |
319 | gui[j + 4] = a[i + 3]; |
320 | gui[j + 5] = a[i + 4]; |
321 | gui[j + 6] = a[i + 5]; |
322 | gui[j + 7] = 0; // Ignored. |
323 | |
324 | gui[j + 8] = a[i + 6]; |
325 | gui[j + 9] = a[i + 7]; |
326 | gui[j + 10] = a[i + 8]; |
327 | gui[j + 11] = 0; // Ignored. |
328 | } else { |
329 | convert_item_std140(default_basis, gui + j); |
330 | } |
331 | } |
332 | } else { |
333 | convert_item_std140<Basis>(value, gui); |
334 | } |
335 | } break; |
336 | case ShaderLanguage::TYPE_MAT4: { |
337 | float *gui = (float *)data; |
338 | |
339 | if (p_array_size > 0) { |
340 | const PackedFloat32Array &a = convert_array_std140<Projection, float>(value); |
341 | write_array_std140<Projection>(a, gui, p_array_size, 16); |
342 | } else { |
343 | convert_item_std140<Projection>(value, gui); |
344 | } |
345 | } break; |
346 | default: { |
347 | } |
348 | } |
349 | } |
350 | |
351 | _FORCE_INLINE_ static void _fill_std140_ubo_value(ShaderLanguage::DataType type, const Vector<ShaderLanguage::ConstantNode::Value> &value, uint8_t *data) { |
352 | switch (type) { |
353 | case ShaderLanguage::TYPE_BOOL: { |
354 | uint32_t *gui = (uint32_t *)data; |
355 | gui[0] = value[0].boolean ? 1 : 0; |
356 | } break; |
357 | case ShaderLanguage::TYPE_BVEC2: { |
358 | uint32_t *gui = (uint32_t *)data; |
359 | gui[0] = value[0].boolean ? 1 : 0; |
360 | gui[1] = value[1].boolean ? 1 : 0; |
361 | |
362 | } break; |
363 | case ShaderLanguage::TYPE_BVEC3: { |
364 | uint32_t *gui = (uint32_t *)data; |
365 | gui[0] = value[0].boolean ? 1 : 0; |
366 | gui[1] = value[1].boolean ? 1 : 0; |
367 | gui[2] = value[2].boolean ? 1 : 0; |
368 | |
369 | } break; |
370 | case ShaderLanguage::TYPE_BVEC4: { |
371 | uint32_t *gui = (uint32_t *)data; |
372 | gui[0] = value[0].boolean ? 1 : 0; |
373 | gui[1] = value[1].boolean ? 1 : 0; |
374 | gui[2] = value[2].boolean ? 1 : 0; |
375 | gui[3] = value[3].boolean ? 1 : 0; |
376 | |
377 | } break; |
378 | case ShaderLanguage::TYPE_INT: { |
379 | int32_t *gui = (int32_t *)data; |
380 | gui[0] = value[0].sint; |
381 | |
382 | } break; |
383 | case ShaderLanguage::TYPE_IVEC2: { |
384 | int32_t *gui = (int32_t *)data; |
385 | |
386 | for (int i = 0; i < 2; i++) { |
387 | gui[i] = value[i].sint; |
388 | } |
389 | |
390 | } break; |
391 | case ShaderLanguage::TYPE_IVEC3: { |
392 | int32_t *gui = (int32_t *)data; |
393 | |
394 | for (int i = 0; i < 3; i++) { |
395 | gui[i] = value[i].sint; |
396 | } |
397 | |
398 | } break; |
399 | case ShaderLanguage::TYPE_IVEC4: { |
400 | int32_t *gui = (int32_t *)data; |
401 | |
402 | for (int i = 0; i < 4; i++) { |
403 | gui[i] = value[i].sint; |
404 | } |
405 | |
406 | } break; |
407 | case ShaderLanguage::TYPE_UINT: { |
408 | uint32_t *gui = (uint32_t *)data; |
409 | gui[0] = value[0].uint; |
410 | |
411 | } break; |
412 | case ShaderLanguage::TYPE_UVEC2: { |
413 | int32_t *gui = (int32_t *)data; |
414 | |
415 | for (int i = 0; i < 2; i++) { |
416 | gui[i] = value[i].uint; |
417 | } |
418 | } break; |
419 | case ShaderLanguage::TYPE_UVEC3: { |
420 | int32_t *gui = (int32_t *)data; |
421 | |
422 | for (int i = 0; i < 3; i++) { |
423 | gui[i] = value[i].uint; |
424 | } |
425 | |
426 | } break; |
427 | case ShaderLanguage::TYPE_UVEC4: { |
428 | int32_t *gui = (int32_t *)data; |
429 | |
430 | for (int i = 0; i < 4; i++) { |
431 | gui[i] = value[i].uint; |
432 | } |
433 | } break; |
434 | case ShaderLanguage::TYPE_FLOAT: { |
435 | float *gui = (float *)data; |
436 | gui[0] = value[0].real; |
437 | |
438 | } break; |
439 | case ShaderLanguage::TYPE_VEC2: { |
440 | float *gui = (float *)data; |
441 | |
442 | for (int i = 0; i < 2; i++) { |
443 | gui[i] = value[i].real; |
444 | } |
445 | |
446 | } break; |
447 | case ShaderLanguage::TYPE_VEC3: { |
448 | float *gui = (float *)data; |
449 | |
450 | for (int i = 0; i < 3; i++) { |
451 | gui[i] = value[i].real; |
452 | } |
453 | |
454 | } break; |
455 | case ShaderLanguage::TYPE_VEC4: { |
456 | float *gui = (float *)data; |
457 | |
458 | for (int i = 0; i < 4; i++) { |
459 | gui[i] = value[i].real; |
460 | } |
461 | } break; |
462 | case ShaderLanguage::TYPE_MAT2: { |
463 | float *gui = (float *)data; |
464 | |
465 | //in std140 members of mat2 are treated as vec4s |
466 | gui[0] = value[0].real; |
467 | gui[1] = value[1].real; |
468 | gui[2] = 0; |
469 | gui[3] = 0; |
470 | gui[4] = value[2].real; |
471 | gui[5] = value[3].real; |
472 | gui[6] = 0; |
473 | gui[7] = 0; |
474 | } break; |
475 | case ShaderLanguage::TYPE_MAT3: { |
476 | float *gui = (float *)data; |
477 | |
478 | gui[0] = value[0].real; |
479 | gui[1] = value[1].real; |
480 | gui[2] = value[2].real; |
481 | gui[3] = 0; |
482 | gui[4] = value[3].real; |
483 | gui[5] = value[4].real; |
484 | gui[6] = value[5].real; |
485 | gui[7] = 0; |
486 | gui[8] = value[6].real; |
487 | gui[9] = value[7].real; |
488 | gui[10] = value[8].real; |
489 | gui[11] = 0; |
490 | } break; |
491 | case ShaderLanguage::TYPE_MAT4: { |
492 | float *gui = (float *)data; |
493 | |
494 | for (int i = 0; i < 16; i++) { |
495 | gui[i] = value[i].real; |
496 | } |
497 | } break; |
498 | default: { |
499 | } |
500 | } |
501 | } |
502 | |
503 | _FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type, int p_array_size, uint8_t *data) { |
504 | if (p_array_size <= 0) { |
505 | p_array_size = 1; |
506 | } |
507 | |
508 | switch (type) { |
509 | case ShaderLanguage::TYPE_BOOL: |
510 | case ShaderLanguage::TYPE_INT: |
511 | case ShaderLanguage::TYPE_UINT: |
512 | case ShaderLanguage::TYPE_FLOAT: { |
513 | memset(data, 0, 4 * p_array_size); |
514 | } break; |
515 | case ShaderLanguage::TYPE_BVEC2: |
516 | case ShaderLanguage::TYPE_IVEC2: |
517 | case ShaderLanguage::TYPE_UVEC2: |
518 | case ShaderLanguage::TYPE_VEC2: { |
519 | memset(data, 0, 8 * p_array_size); |
520 | } break; |
521 | case ShaderLanguage::TYPE_BVEC3: |
522 | case ShaderLanguage::TYPE_IVEC3: |
523 | case ShaderLanguage::TYPE_UVEC3: |
524 | case ShaderLanguage::TYPE_VEC3: { |
525 | memset(data, 0, 12 * p_array_size); |
526 | } break; |
527 | case ShaderLanguage::TYPE_BVEC4: |
528 | case ShaderLanguage::TYPE_IVEC4: |
529 | case ShaderLanguage::TYPE_UVEC4: |
530 | case ShaderLanguage::TYPE_VEC4: { |
531 | memset(data, 0, 16 * p_array_size); |
532 | } break; |
533 | case ShaderLanguage::TYPE_MAT2: { |
534 | memset(data, 0, 32 * p_array_size); |
535 | } break; |
536 | case ShaderLanguage::TYPE_MAT3: { |
537 | memset(data, 0, 48 * p_array_size); |
538 | } break; |
539 | case ShaderLanguage::TYPE_MAT4: { |
540 | memset(data, 0, 64 * p_array_size); |
541 | } break; |
542 | |
543 | default: { |
544 | } |
545 | } |
546 | } |
547 | |
548 | /////////////////////////////////////////////////////////////////////////// |
549 | // ShaderData |
550 | |
551 | void ShaderData::set_path_hint(const String &p_hint) { |
552 | path = p_hint; |
553 | } |
554 | |
555 | void ShaderData::set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) { |
556 | if (!p_texture.is_valid()) { |
557 | if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) { |
558 | default_texture_params[p_name].erase(p_index); |
559 | |
560 | if (default_texture_params[p_name].is_empty()) { |
561 | default_texture_params.erase(p_name); |
562 | } |
563 | } |
564 | } else { |
565 | if (!default_texture_params.has(p_name)) { |
566 | default_texture_params[p_name] = HashMap<int, RID>(); |
567 | } |
568 | default_texture_params[p_name][p_index] = p_texture; |
569 | } |
570 | } |
571 | |
572 | Variant ShaderData::get_default_parameter(const StringName &p_parameter) const { |
573 | if (uniforms.has(p_parameter)) { |
574 | ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter]; |
575 | Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value; |
576 | return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint); |
577 | } |
578 | return Variant(); |
579 | } |
580 | |
581 | void ShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const { |
582 | SortArray<Pair<StringName, int>, ShaderLanguage::UniformOrderComparator> sorter; |
583 | LocalVector<Pair<StringName, int>> filtered_uniforms; |
584 | |
585 | for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) { |
586 | if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) { |
587 | continue; |
588 | } |
589 | if (E.value.texture_order >= 0) { |
590 | filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.texture_order + 100000)); |
591 | } else { |
592 | filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.order)); |
593 | } |
594 | } |
595 | int uniform_count = filtered_uniforms.size(); |
596 | sorter.sort(filtered_uniforms.ptr(), uniform_count); |
597 | |
598 | String last_group; |
599 | for (int i = 0; i < uniform_count; i++) { |
600 | const StringName &uniform_name = filtered_uniforms[i].first; |
601 | const ShaderLanguage::ShaderNode::Uniform &uniform = uniforms[uniform_name]; |
602 | |
603 | String group = uniform.group; |
604 | if (!uniform.subgroup.is_empty()) { |
605 | group += "::" + uniform.subgroup; |
606 | } |
607 | |
608 | if (group != last_group) { |
609 | PropertyInfo pi; |
610 | pi.usage = PROPERTY_USAGE_GROUP; |
611 | pi.name = group; |
612 | p_param_list->push_back(pi); |
613 | |
614 | last_group = group; |
615 | } |
616 | |
617 | PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniform); |
618 | pi.name = uniform_name; |
619 | p_param_list->push_back(pi); |
620 | } |
621 | } |
622 | |
623 | void ShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const { |
624 | for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) { |
625 | if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { |
626 | continue; |
627 | } |
628 | |
629 | RendererMaterialStorage::InstanceShaderParam p; |
630 | p.info = ShaderLanguage::uniform_to_property_info(E.value); |
631 | p.info.name = E.key; //supply name |
632 | p.index = E.value.instance_index; |
633 | p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint); |
634 | p_param_list->push_back(p); |
635 | } |
636 | } |
637 | |
638 | bool ShaderData::is_parameter_texture(const StringName &p_param) const { |
639 | if (!uniforms.has(p_param)) { |
640 | return false; |
641 | } |
642 | |
643 | return uniforms[p_param].texture_order >= 0; |
644 | } |
645 | |
646 | /////////////////////////////////////////////////////////////////////////// |
647 | // MaterialData |
648 | |
649 | // Look up table to translate ShaderLanguage::DataType to GL_TEXTURE_* |
650 | static const GLenum target_from_type[ShaderLanguage::TYPE_MAX] = { |
651 | GL_TEXTURE_2D, // TYPE_VOID, |
652 | GL_TEXTURE_2D, // TYPE_BOOL, |
653 | GL_TEXTURE_2D, // TYPE_BVEC2, |
654 | GL_TEXTURE_2D, // TYPE_BVEC3, |
655 | GL_TEXTURE_2D, // TYPE_BVEC4, |
656 | GL_TEXTURE_2D, // TYPE_INT, |
657 | GL_TEXTURE_2D, // TYPE_IVEC2, |
658 | GL_TEXTURE_2D, // TYPE_IVEC3, |
659 | GL_TEXTURE_2D, // TYPE_IVEC4, |
660 | GL_TEXTURE_2D, // TYPE_UINT, |
661 | GL_TEXTURE_2D, // TYPE_UVEC2, |
662 | GL_TEXTURE_2D, // TYPE_UVEC3, |
663 | GL_TEXTURE_2D, // TYPE_UVEC4, |
664 | GL_TEXTURE_2D, // TYPE_FLOAT, |
665 | GL_TEXTURE_2D, // TYPE_VEC2, |
666 | GL_TEXTURE_2D, // TYPE_VEC3, |
667 | GL_TEXTURE_2D, // TYPE_VEC4, |
668 | GL_TEXTURE_2D, // TYPE_MAT2, |
669 | GL_TEXTURE_2D, // TYPE_MAT3, |
670 | GL_TEXTURE_2D, // TYPE_MAT4, |
671 | GL_TEXTURE_2D, // TYPE_SAMPLER2D, |
672 | GL_TEXTURE_2D, // TYPE_ISAMPLER2D, |
673 | GL_TEXTURE_2D, // TYPE_USAMPLER2D, |
674 | GL_TEXTURE_2D_ARRAY, // TYPE_SAMPLER2DARRAY, |
675 | GL_TEXTURE_2D_ARRAY, // TYPE_ISAMPLER2DARRAY, |
676 | GL_TEXTURE_2D_ARRAY, // TYPE_USAMPLER2DARRAY, |
677 | GL_TEXTURE_3D, // TYPE_SAMPLER3D, |
678 | GL_TEXTURE_3D, // TYPE_ISAMPLER3D, |
679 | GL_TEXTURE_3D, // TYPE_USAMPLER3D, |
680 | GL_TEXTURE_CUBE_MAP, // TYPE_SAMPLERCUBE, |
681 | GL_TEXTURE_CUBE_MAP, // TYPE_SAMPLERCUBEARRAY, |
682 | GL_TEXTURE_2D, // TYPE_STRUCT |
683 | }; |
684 | |
685 | static const RS::CanvasItemTextureRepeat repeat_from_uniform[ShaderLanguage::REPEAT_DEFAULT + 1] = { |
686 | RS::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED, // ShaderLanguage::TextureRepeat::REPEAT_DISABLE, |
687 | RS::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED, // ShaderLanguage::TextureRepeat::REPEAT_ENABLE, |
688 | RS::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED, // ShaderLanguage::TextureRepeat::REPEAT_DEFAULT, |
689 | }; |
690 | |
691 | static const RS::CanvasItemTextureRepeat repeat_from_uniform_canvas[ShaderLanguage::REPEAT_DEFAULT + 1] = { |
692 | RS::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED, // ShaderLanguage::TextureRepeat::REPEAT_DISABLE, |
693 | RS::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED, // ShaderLanguage::TextureRepeat::REPEAT_ENABLE, |
694 | RS::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED, // ShaderLanguage::TextureRepeat::REPEAT_DEFAULT, |
695 | }; |
696 | |
697 | static const RS::CanvasItemTextureFilter filter_from_uniform[ShaderLanguage::FILTER_DEFAULT + 1] = { |
698 | RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, // ShaderLanguage::TextureFilter::FILTER_NEAREST, |
699 | RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, // ShaderLanguage::TextureFilter::FILTER_LINEAR, |
700 | RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, // ShaderLanguage::TextureFilter::FILTER_NEAREST_MIPMAP, |
701 | RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, // ShaderLanguage::TextureFilter::FILTER_LINEAR_MIPMAP, |
702 | RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, // ShaderLanguage::TextureFilter::FILTER_NEAREST_MIPMAP_ANISOTROPIC, |
703 | RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, // ShaderLanguage::TextureFilter::FILTER_LINEAR_MIPMAP_ANISOTROPIC, |
704 | RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, // ShaderLanguage::TextureFilter::FILTER_DEFAULT, |
705 | }; |
706 | |
707 | static const RS::CanvasItemTextureFilter filter_from_uniform_canvas[ShaderLanguage::FILTER_DEFAULT + 1] = { |
708 | RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, // ShaderLanguage::TextureFilter::FILTER_NEAREST, |
709 | RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, // ShaderLanguage::TextureFilter::FILTER_LINEAR, |
710 | RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, // ShaderLanguage::TextureFilter::FILTER_NEAREST_MIPMAP, |
711 | RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, // ShaderLanguage::TextureFilter::FILTER_LINEAR_MIPMAP, |
712 | RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, // ShaderLanguage::TextureFilter::FILTER_NEAREST_MIPMAP_ANISOTROPIC, |
713 | RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, // ShaderLanguage::TextureFilter::FILTER_LINEAR_MIPMAP_ANISOTROPIC, |
714 | RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, // ShaderLanguage::TextureFilter::FILTER_DEFAULT, |
715 | }; |
716 | |
717 | void MaterialData::update_uniform_buffer(const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size) { |
718 | MaterialStorage *material_storage = MaterialStorage::get_singleton(); |
719 | bool uses_global_buffer = false; |
720 | |
721 | for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : p_uniforms) { |
722 | if (E.value.order < 0) { |
723 | continue; // texture, does not go here |
724 | } |
725 | |
726 | if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { |
727 | continue; //instance uniforms don't appear in the buffer |
728 | } |
729 | |
730 | if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) { |
731 | //this is a global variable, get the index to it |
732 | GlobalShaderUniforms::Variable *gv = material_storage->global_shader_uniforms.variables.getptr(E.key); |
733 | uint32_t index = 0; |
734 | if (gv) { |
735 | index = gv->buffer_index; |
736 | } else { |
737 | WARN_PRINT("Shader uses global parameter '" + E.key + "', but it was removed at some point. Material will not display correctly." ); |
738 | } |
739 | |
740 | uint32_t offset = p_uniform_offsets[E.value.order]; |
741 | uint32_t *intptr = (uint32_t *)&p_buffer[offset]; |
742 | *intptr = index; |
743 | uses_global_buffer = true; |
744 | continue; |
745 | } |
746 | |
747 | //regular uniform |
748 | uint32_t offset = p_uniform_offsets[E.value.order]; |
749 | #ifdef DEBUG_ENABLED |
750 | uint32_t size = 0U; |
751 | // The following code enforces a 16-byte alignment of uniform arrays. |
752 | if (E.value.array_size > 0) { |
753 | size = ShaderLanguage::get_datatype_size(E.value.type) * E.value.array_size; |
754 | int m = (16 * E.value.array_size); |
755 | if ((size % m) != 0U) { |
756 | size += m - (size % m); |
757 | } |
758 | } else { |
759 | size = ShaderLanguage::get_datatype_size(E.value.type); |
760 | } |
761 | ERR_CONTINUE(offset + size > p_buffer_size); |
762 | #endif |
763 | uint8_t *data = &p_buffer[offset]; |
764 | HashMap<StringName, Variant>::ConstIterator V = p_parameters.find(E.key); |
765 | |
766 | if (V) { |
767 | //user provided |
768 | _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, V->value, data); |
769 | |
770 | } else if (E.value.default_value.size()) { |
771 | //default value |
772 | _fill_std140_ubo_value(E.value.type, E.value.default_value, data); |
773 | //value=E.value.default_value; |
774 | } else { |
775 | //zero because it was not provided |
776 | if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) { |
777 | //colors must be set as black, with alpha as 1.0 |
778 | _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data); |
779 | } else { |
780 | //else just zero it out |
781 | _fill_std140_ubo_empty(E.value.type, E.value.array_size, data); |
782 | } |
783 | } |
784 | } |
785 | |
786 | if (uses_global_buffer != (global_buffer_E != nullptr)) { |
787 | if (uses_global_buffer) { |
788 | global_buffer_E = material_storage->global_shader_uniforms.materials_using_buffer.push_back(self); |
789 | } else { |
790 | material_storage->global_shader_uniforms.materials_using_buffer.erase(global_buffer_E); |
791 | global_buffer_E = nullptr; |
792 | } |
793 | } |
794 | } |
795 | |
796 | MaterialData::~MaterialData() { |
797 | MaterialStorage *material_storage = MaterialStorage::get_singleton(); |
798 | |
799 | if (global_buffer_E) { |
800 | //unregister global buffers |
801 | material_storage->global_shader_uniforms.materials_using_buffer.erase(global_buffer_E); |
802 | } |
803 | |
804 | if (global_texture_E) { |
805 | //unregister global textures |
806 | |
807 | for (const KeyValue<StringName, uint64_t> &E : used_global_textures) { |
808 | GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(E.key); |
809 | if (v) { |
810 | v->texture_materials.erase(self); |
811 | } |
812 | } |
813 | //unregister material from those using global textures |
814 | material_storage->global_shader_uniforms.materials_using_texture.erase(global_texture_E); |
815 | } |
816 | |
817 | if (uniform_buffer) { |
818 | glDeleteBuffers(1, &uniform_buffer); |
819 | uniform_buffer = 0; |
820 | } |
821 | } |
822 | |
823 | void MaterialData::update_textures(const HashMap<StringName, Variant> &p_parameters, const HashMap<StringName, HashMap<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_is_3d_shader_type) { |
824 | TextureStorage *texture_storage = TextureStorage::get_singleton(); |
825 | MaterialStorage *material_storage = MaterialStorage::get_singleton(); |
826 | |
827 | #ifdef TOOLS_ENABLED |
828 | Texture *roughness_detect_texture = nullptr; |
829 | RS::TextureDetectRoughnessChannel roughness_channel = RS::TEXTURE_DETECT_ROUGHNESS_R; |
830 | Texture *normal_detect_texture = nullptr; |
831 | #endif |
832 | |
833 | bool uses_global_textures = false; |
834 | global_textures_pass++; |
835 | |
836 | for (int i = 0, k = 0; i < p_texture_uniforms.size(); i++) { |
837 | const StringName &uniform_name = p_texture_uniforms[i].name; |
838 | int uniform_array_size = p_texture_uniforms[i].array_size; |
839 | |
840 | Vector<RID> textures; |
841 | |
842 | if (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE || |
843 | p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE || |
844 | p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) { |
845 | continue; |
846 | } |
847 | |
848 | if (p_texture_uniforms[i].global) { |
849 | uses_global_textures = true; |
850 | |
851 | GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(uniform_name); |
852 | if (v) { |
853 | if (v->buffer_index >= 0) { |
854 | WARN_PRINT("Shader uses global parameter texture '" + String(uniform_name) + "', but it changed type and is no longer a texture!." ); |
855 | |
856 | } else { |
857 | HashMap<StringName, uint64_t>::Iterator E = used_global_textures.find(uniform_name); |
858 | if (!E) { |
859 | E = used_global_textures.insert(uniform_name, global_textures_pass); |
860 | v->texture_materials.insert(self); |
861 | } else { |
862 | E->value = global_textures_pass; |
863 | } |
864 | |
865 | textures.push_back(v->override.get_type() != Variant::NIL ? v->override : v->value); |
866 | } |
867 | |
868 | } else { |
869 | WARN_PRINT("Shader uses global parameter texture '" + String(uniform_name) + "', but it was removed at some point. Material will not display correctly." ); |
870 | } |
871 | } else { |
872 | HashMap<StringName, Variant>::ConstIterator V = p_parameters.find(uniform_name); |
873 | if (V) { |
874 | if (V->value.is_array()) { |
875 | Array array = (Array)V->value; |
876 | if (uniform_array_size > 0) { |
877 | for (int j = 0; j < array.size(); j++) { |
878 | textures.push_back(array[j]); |
879 | } |
880 | } else { |
881 | if (array.size() > 0) { |
882 | textures.push_back(array[0]); |
883 | } |
884 | } |
885 | } else { |
886 | textures.push_back(V->value); |
887 | } |
888 | } |
889 | |
890 | if (uniform_array_size > 0) { |
891 | if (textures.size() < uniform_array_size) { |
892 | HashMap<StringName, HashMap<int, RID>>::ConstIterator W = p_default_textures.find(uniform_name); |
893 | for (int j = textures.size(); j < uniform_array_size; j++) { |
894 | if (W && W->value.has(j)) { |
895 | textures.push_back(W->value[j]); |
896 | } else { |
897 | textures.push_back(RID()); |
898 | } |
899 | } |
900 | } |
901 | } else if (textures.is_empty()) { |
902 | HashMap<StringName, HashMap<int, RID>>::ConstIterator W = p_default_textures.find(uniform_name); |
903 | if (W && W->value.has(0)) { |
904 | textures.push_back(W->value[0]); |
905 | } |
906 | } |
907 | } |
908 | |
909 | RID gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_WHITE); |
910 | |
911 | if (textures.is_empty()) { |
912 | //check default usage |
913 | switch (p_texture_uniforms[i].type) { |
914 | case ShaderLanguage::TYPE_ISAMPLER2D: |
915 | case ShaderLanguage::TYPE_USAMPLER2D: |
916 | case ShaderLanguage::TYPE_SAMPLER2D: { |
917 | switch (p_texture_uniforms[i].hint) { |
918 | case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: { |
919 | gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_BLACK); |
920 | } break; |
921 | case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_TRANSPARENT: { |
922 | gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_TRANSPARENT); |
923 | } break; |
924 | case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: { |
925 | gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_ANISO); |
926 | } break; |
927 | case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: { |
928 | gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_NORMAL); |
929 | } break; |
930 | case ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL: { |
931 | gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_NORMAL); |
932 | } break; |
933 | default: { |
934 | gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_WHITE); |
935 | } break; |
936 | } |
937 | } break; |
938 | |
939 | case ShaderLanguage::TYPE_SAMPLERCUBE: { |
940 | switch (p_texture_uniforms[i].hint) { |
941 | case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: { |
942 | gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_CUBEMAP_BLACK); |
943 | } break; |
944 | default: { |
945 | gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_CUBEMAP_WHITE); |
946 | } break; |
947 | } |
948 | } break; |
949 | case ShaderLanguage::TYPE_SAMPLERCUBEARRAY: { |
950 | ERR_PRINT_ONCE("Type: SamplerCubeArray not supported in GL Compatibility rendering backend, please use another type." ); |
951 | } break; |
952 | |
953 | case ShaderLanguage::TYPE_ISAMPLER3D: |
954 | case ShaderLanguage::TYPE_USAMPLER3D: |
955 | case ShaderLanguage::TYPE_SAMPLER3D: { |
956 | switch (p_texture_uniforms[i].hint) { |
957 | case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: { |
958 | gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_3D_BLACK); |
959 | } break; |
960 | default: { |
961 | gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_3D_WHITE); |
962 | } break; |
963 | } |
964 | } break; |
965 | |
966 | case ShaderLanguage::TYPE_ISAMPLER2DARRAY: |
967 | case ShaderLanguage::TYPE_USAMPLER2DARRAY: |
968 | case ShaderLanguage::TYPE_SAMPLER2DARRAY: { |
969 | gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_2D_ARRAY_WHITE); |
970 | } break; |
971 | |
972 | default: { |
973 | } |
974 | } |
975 | #ifdef TOOLS_ENABLED |
976 | if (roughness_detect_texture && normal_detect_texture && !normal_detect_texture->path.is_empty()) { |
977 | roughness_detect_texture->detect_roughness_callback(roughness_detect_texture->detect_roughness_callback_ud, normal_detect_texture->path, roughness_channel); |
978 | } |
979 | #endif |
980 | if (uniform_array_size > 0) { |
981 | for (int j = 0; j < uniform_array_size; j++) { |
982 | p_textures[k++] = gl_texture; |
983 | } |
984 | } else { |
985 | p_textures[k++] = gl_texture; |
986 | } |
987 | } else { |
988 | for (int j = 0; j < textures.size(); j++) { |
989 | Texture *tex = TextureStorage::get_singleton()->get_texture(textures[j]); |
990 | |
991 | if (tex) { |
992 | gl_texture = textures[j]; |
993 | #ifdef TOOLS_ENABLED |
994 | if (tex->detect_3d_callback && p_is_3d_shader_type) { |
995 | tex->detect_3d_callback(tex->detect_3d_callback_ud); |
996 | } |
997 | 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)) { |
998 | if (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL) { |
999 | normal_detect_texture = tex; |
1000 | } |
1001 | tex->detect_normal_callback(tex->detect_normal_callback_ud); |
1002 | } |
1003 | 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)) { |
1004 | //find the normal texture |
1005 | roughness_detect_texture = tex; |
1006 | roughness_channel = RS::TextureDetectRoughnessChannel(p_texture_uniforms[i].hint - ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_R); |
1007 | } |
1008 | #endif |
1009 | } |
1010 | #ifdef TOOLS_ENABLED |
1011 | if (roughness_detect_texture && normal_detect_texture && !normal_detect_texture->path.is_empty()) { |
1012 | roughness_detect_texture->detect_roughness_callback(roughness_detect_texture->detect_roughness_callback_ud, normal_detect_texture->path, roughness_channel); |
1013 | } |
1014 | #endif |
1015 | p_textures[k++] = gl_texture; |
1016 | } |
1017 | } |
1018 | } |
1019 | { |
1020 | //for textures no longer used, unregister them |
1021 | List<StringName> to_delete; |
1022 | for (KeyValue<StringName, uint64_t> &E : used_global_textures) { |
1023 | if (E.value != global_textures_pass) { |
1024 | to_delete.push_back(E.key); |
1025 | |
1026 | GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(E.key); |
1027 | if (v) { |
1028 | v->texture_materials.erase(self); |
1029 | } |
1030 | } |
1031 | } |
1032 | |
1033 | while (to_delete.front()) { |
1034 | used_global_textures.erase(to_delete.front()->get()); |
1035 | to_delete.pop_front(); |
1036 | } |
1037 | //handle registering/unregistering global textures |
1038 | if (uses_global_textures != (global_texture_E != nullptr)) { |
1039 | if (uses_global_textures) { |
1040 | global_texture_E = material_storage->global_shader_uniforms.materials_using_texture.push_back(self); |
1041 | } else { |
1042 | material_storage->global_shader_uniforms.materials_using_texture.erase(global_texture_E); |
1043 | global_texture_E = nullptr; |
1044 | } |
1045 | } |
1046 | } |
1047 | } |
1048 | |
1049 | void MaterialData::update_parameters_internal(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const HashMap<StringName, HashMap<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, bool p_is_3d_shader_type) { |
1050 | if ((uint32_t)ubo_data.size() != p_ubo_size) { |
1051 | p_uniform_dirty = true; |
1052 | if (!uniform_buffer) { |
1053 | glGenBuffers(1, &uniform_buffer); |
1054 | } |
1055 | |
1056 | ubo_data.resize(p_ubo_size); |
1057 | if (ubo_data.size()) { |
1058 | memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear |
1059 | } |
1060 | } |
1061 | |
1062 | //check whether buffer changed |
1063 | if (p_uniform_dirty && ubo_data.size()) { |
1064 | update_uniform_buffer(p_uniforms, p_uniform_offsets, p_parameters, ubo_data.ptrw(), ubo_data.size()); |
1065 | glBindBuffer(GL_UNIFORM_BUFFER, uniform_buffer); |
1066 | glBufferData(GL_UNIFORM_BUFFER, ubo_data.size(), ubo_data.ptrw(), GL_DYNAMIC_DRAW); |
1067 | glBindBuffer(GL_UNIFORM_BUFFER, 0); |
1068 | } |
1069 | |
1070 | uint32_t tex_uniform_count = 0U; |
1071 | for (int i = 0; i < p_texture_uniforms.size(); i++) { |
1072 | tex_uniform_count += uint32_t(p_texture_uniforms[i].array_size > 0 ? p_texture_uniforms[i].array_size : 1); |
1073 | } |
1074 | |
1075 | if ((uint32_t)texture_cache.size() != tex_uniform_count || p_textures_dirty) { |
1076 | texture_cache.resize(tex_uniform_count); |
1077 | p_textures_dirty = true; |
1078 | } |
1079 | |
1080 | if (p_textures_dirty && tex_uniform_count) { |
1081 | update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), p_is_3d_shader_type); |
1082 | } |
1083 | } |
1084 | |
1085 | /////////////////////////////////////////////////////////////////////////// |
1086 | // Material Storage |
1087 | |
1088 | MaterialStorage *MaterialStorage::singleton = nullptr; |
1089 | |
1090 | MaterialStorage *MaterialStorage::get_singleton() { |
1091 | return singleton; |
1092 | } |
1093 | |
1094 | MaterialStorage::MaterialStorage() { |
1095 | singleton = this; |
1096 | |
1097 | shader_data_request_func[RS::SHADER_SPATIAL] = _create_scene_shader_func; |
1098 | shader_data_request_func[RS::SHADER_CANVAS_ITEM] = _create_canvas_shader_func; |
1099 | shader_data_request_func[RS::SHADER_PARTICLES] = _create_particles_shader_func; |
1100 | shader_data_request_func[RS::SHADER_SKY] = _create_sky_shader_func; |
1101 | shader_data_request_func[RS::SHADER_FOG] = nullptr; |
1102 | |
1103 | material_data_request_func[RS::SHADER_SPATIAL] = _create_scene_material_func; |
1104 | material_data_request_func[RS::SHADER_CANVAS_ITEM] = _create_canvas_material_func; |
1105 | material_data_request_func[RS::SHADER_PARTICLES] = _create_particles_material_func; |
1106 | material_data_request_func[RS::SHADER_SKY] = _create_sky_material_func; |
1107 | material_data_request_func[RS::SHADER_FOG] = nullptr; |
1108 | |
1109 | static_assert(sizeof(GlobalShaderUniforms::Value) == 16); |
1110 | |
1111 | global_shader_uniforms.buffer_size = MAX(4096, (int)GLOBAL_GET("rendering/limits/global_shader_variables/buffer_size" )); |
1112 | if (global_shader_uniforms.buffer_size > uint32_t(Config::get_singleton()->max_uniform_buffer_size)) { |
1113 | global_shader_uniforms.buffer_size = uint32_t(Config::get_singleton()->max_uniform_buffer_size); |
1114 | WARN_PRINT("Project setting \"rendering/limits/global_shader_variables/buffer_size\" exceeds maximum uniform buffer size of: " + itos(Config::get_singleton()->max_uniform_buffer_size)); |
1115 | } |
1116 | |
1117 | global_shader_uniforms.buffer_values = memnew_arr(GlobalShaderUniforms::Value, global_shader_uniforms.buffer_size); |
1118 | memset(global_shader_uniforms.buffer_values, 0, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size); |
1119 | global_shader_uniforms.buffer_usage = memnew_arr(GlobalShaderUniforms::ValueUsage, global_shader_uniforms.buffer_size); |
1120 | global_shader_uniforms.buffer_dirty_regions = memnew_arr(bool, global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE); |
1121 | memset(global_shader_uniforms.buffer_dirty_regions, 0, sizeof(bool) * global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE); |
1122 | glGenBuffers(1, &global_shader_uniforms.buffer); |
1123 | glBindBuffer(GL_UNIFORM_BUFFER, global_shader_uniforms.buffer); |
1124 | glBufferData(GL_UNIFORM_BUFFER, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size, nullptr, GL_DYNAMIC_DRAW); |
1125 | glBindBuffer(GL_UNIFORM_BUFFER, 0); |
1126 | |
1127 | { |
1128 | // Setup CanvasItem compiler |
1129 | ShaderCompiler::DefaultIdentifierActions actions; |
1130 | |
1131 | actions.renames["VERTEX" ] = "vertex" ; |
1132 | actions.renames["LIGHT_VERTEX" ] = "light_vertex" ; |
1133 | actions.renames["SHADOW_VERTEX" ] = "shadow_vertex" ; |
1134 | actions.renames["UV" ] = "uv" ; |
1135 | actions.renames["POINT_SIZE" ] = "point_size" ; |
1136 | |
1137 | actions.renames["MODEL_MATRIX" ] = "model_matrix" ; |
1138 | actions.renames["CANVAS_MATRIX" ] = "canvas_transform" ; |
1139 | actions.renames["SCREEN_MATRIX" ] = "screen_transform" ; |
1140 | actions.renames["TIME" ] = "time" ; |
1141 | actions.renames["PI" ] = _MKSTR(Math_PI); |
1142 | actions.renames["TAU" ] = _MKSTR(Math_TAU); |
1143 | actions.renames["E" ] = _MKSTR(Math_E); |
1144 | actions.renames["AT_LIGHT_PASS" ] = "false" ; |
1145 | actions.renames["INSTANCE_CUSTOM" ] = "instance_custom" ; |
1146 | |
1147 | actions.renames["COLOR" ] = "color" ; |
1148 | actions.renames["NORMAL" ] = "normal" ; |
1149 | actions.renames["NORMAL_MAP" ] = "normal_map" ; |
1150 | actions.renames["NORMAL_MAP_DEPTH" ] = "normal_map_depth" ; |
1151 | actions.renames["TEXTURE" ] = "color_texture" ; |
1152 | actions.renames["TEXTURE_PIXEL_SIZE" ] = "color_texture_pixel_size" ; |
1153 | actions.renames["NORMAL_TEXTURE" ] = "normal_texture" ; |
1154 | actions.renames["SPECULAR_SHININESS_TEXTURE" ] = "specular_texture" ; |
1155 | actions.renames["SPECULAR_SHININESS" ] = "specular_shininess" ; |
1156 | actions.renames["SCREEN_UV" ] = "screen_uv" ; |
1157 | actions.renames["SCREEN_PIXEL_SIZE" ] = "screen_pixel_size" ; |
1158 | actions.renames["FRAGCOORD" ] = "gl_FragCoord" ; |
1159 | actions.renames["POINT_COORD" ] = "gl_PointCoord" ; |
1160 | actions.renames["INSTANCE_ID" ] = "gl_InstanceIndex" ; |
1161 | actions.renames["VERTEX_ID" ] = "gl_VertexIndex" ; |
1162 | |
1163 | actions.renames["LIGHT_POSITION" ] = "light_position" ; |
1164 | actions.renames["LIGHT_DIRECTION" ] = "light_direction" ; |
1165 | actions.renames["LIGHT_IS_DIRECTIONAL" ] = "is_directional" ; |
1166 | actions.renames["LIGHT_COLOR" ] = "light_color" ; |
1167 | actions.renames["LIGHT_ENERGY" ] = "light_energy" ; |
1168 | actions.renames["LIGHT" ] = "light" ; |
1169 | actions.renames["SHADOW_MODULATE" ] = "shadow_modulate" ; |
1170 | |
1171 | actions.renames["texture_sdf" ] = "texture_sdf" ; |
1172 | actions.renames["texture_sdf_normal" ] = "texture_sdf_normal" ; |
1173 | actions.renames["sdf_to_screen_uv" ] = "sdf_to_screen_uv" ; |
1174 | actions.renames["screen_uv_to_sdf" ] = "screen_uv_to_sdf" ; |
1175 | |
1176 | actions.usage_defines["COLOR" ] = "#define COLOR_USED\n" ; |
1177 | actions.usage_defines["SCREEN_UV" ] = "#define SCREEN_UV_USED\n" ; |
1178 | actions.usage_defines["SCREEN_PIXEL_SIZE" ] = "@SCREEN_UV" ; |
1179 | actions.usage_defines["NORMAL" ] = "#define NORMAL_USED\n" ; |
1180 | actions.usage_defines["NORMAL_MAP" ] = "#define NORMAL_MAP_USED\n" ; |
1181 | actions.usage_defines["LIGHT" ] = "#define LIGHT_SHADER_CODE_USED\n" ; |
1182 | actions.usage_defines["SPECULAR_SHININESS" ] = "#define SPECULAR_SHININESS_USED\n" ; |
1183 | |
1184 | actions.render_mode_defines["skip_vertex_transform" ] = "#define SKIP_TRANSFORM_USED\n" ; |
1185 | actions.render_mode_defines["unshaded" ] = "#define MODE_UNSHADED\n" ; |
1186 | actions.render_mode_defines["light_only" ] = "#define MODE_LIGHT_ONLY\n" ; |
1187 | |
1188 | actions.global_buffer_array_variable = "global_shader_uniforms" ; |
1189 | |
1190 | shaders.compiler_canvas.initialize(actions); |
1191 | } |
1192 | |
1193 | { |
1194 | // Setup Scene compiler |
1195 | |
1196 | //shader compiler |
1197 | ShaderCompiler::DefaultIdentifierActions actions; |
1198 | |
1199 | actions.renames["MODEL_MATRIX" ] = "model_matrix" ; |
1200 | actions.renames["MODEL_NORMAL_MATRIX" ] = "model_normal_matrix" ; |
1201 | actions.renames["VIEW_MATRIX" ] = "scene_data.view_matrix" ; |
1202 | actions.renames["INV_VIEW_MATRIX" ] = "scene_data.inv_view_matrix" ; |
1203 | actions.renames["PROJECTION_MATRIX" ] = "projection_matrix" ; |
1204 | actions.renames["INV_PROJECTION_MATRIX" ] = "inv_projection_matrix" ; |
1205 | actions.renames["MODELVIEW_MATRIX" ] = "modelview" ; |
1206 | actions.renames["MODELVIEW_NORMAL_MATRIX" ] = "modelview_normal" ; |
1207 | |
1208 | actions.renames["VERTEX" ] = "vertex" ; |
1209 | actions.renames["NORMAL" ] = "normal" ; |
1210 | actions.renames["TANGENT" ] = "tangent" ; |
1211 | actions.renames["BINORMAL" ] = "binormal" ; |
1212 | actions.renames["POSITION" ] = "position" ; |
1213 | actions.renames["UV" ] = "uv_interp" ; |
1214 | actions.renames["UV2" ] = "uv2_interp" ; |
1215 | actions.renames["COLOR" ] = "color_interp" ; |
1216 | actions.renames["POINT_SIZE" ] = "point_size" ; |
1217 | actions.renames["INSTANCE_ID" ] = "gl_InstanceID" ; |
1218 | actions.renames["VERTEX_ID" ] = "gl_VertexID" ; |
1219 | |
1220 | actions.renames["ALPHA_SCISSOR_THRESHOLD" ] = "alpha_scissor_threshold" ; |
1221 | actions.renames["ALPHA_HASH_SCALE" ] = "alpha_hash_scale" ; |
1222 | actions.renames["ALPHA_ANTIALIASING_EDGE" ] = "alpha_antialiasing_edge" ; |
1223 | actions.renames["ALPHA_TEXTURE_COORDINATE" ] = "alpha_texture_coordinate" ; |
1224 | |
1225 | //builtins |
1226 | |
1227 | actions.renames["TIME" ] = "scene_data.time" ; |
1228 | actions.renames["EXPOSURE" ] = "(1.0 / scene_data.emissive_exposure_normalization)" ; |
1229 | actions.renames["PI" ] = _MKSTR(Math_PI); |
1230 | actions.renames["TAU" ] = _MKSTR(Math_TAU); |
1231 | actions.renames["E" ] = _MKSTR(Math_E); |
1232 | actions.renames["VIEWPORT_SIZE" ] = "scene_data.viewport_size" ; |
1233 | |
1234 | actions.renames["FRAGCOORD" ] = "gl_FragCoord" ; |
1235 | actions.renames["FRONT_FACING" ] = "gl_FrontFacing" ; |
1236 | actions.renames["NORMAL_MAP" ] = "normal_map" ; |
1237 | actions.renames["NORMAL_MAP_DEPTH" ] = "normal_map_depth" ; |
1238 | actions.renames["ALBEDO" ] = "albedo" ; |
1239 | actions.renames["ALPHA" ] = "alpha" ; |
1240 | actions.renames["METALLIC" ] = "metallic" ; |
1241 | actions.renames["SPECULAR" ] = "specular" ; |
1242 | actions.renames["ROUGHNESS" ] = "roughness" ; |
1243 | actions.renames["RIM" ] = "rim" ; |
1244 | actions.renames["RIM_TINT" ] = "rim_tint" ; |
1245 | actions.renames["CLEARCOAT" ] = "clearcoat" ; |
1246 | actions.renames["CLEARCOAT_ROUGHNESS" ] = "clearcoat_roughness" ; |
1247 | actions.renames["ANISOTROPY" ] = "anisotropy" ; |
1248 | actions.renames["ANISOTROPY_FLOW" ] = "anisotropy_flow" ; |
1249 | actions.renames["SSS_STRENGTH" ] = "sss_strength" ; |
1250 | actions.renames["SSS_TRANSMITTANCE_COLOR" ] = "transmittance_color" ; |
1251 | actions.renames["SSS_TRANSMITTANCE_DEPTH" ] = "transmittance_depth" ; |
1252 | actions.renames["SSS_TRANSMITTANCE_BOOST" ] = "transmittance_boost" ; |
1253 | actions.renames["BACKLIGHT" ] = "backlight" ; |
1254 | actions.renames["AO" ] = "ao" ; |
1255 | actions.renames["AO_LIGHT_AFFECT" ] = "ao_light_affect" ; |
1256 | actions.renames["EMISSION" ] = "emission" ; |
1257 | actions.renames["POINT_COORD" ] = "gl_PointCoord" ; |
1258 | actions.renames["INSTANCE_CUSTOM" ] = "instance_custom" ; |
1259 | actions.renames["SCREEN_UV" ] = "screen_uv" ; |
1260 | actions.renames["DEPTH" ] = "gl_FragDepth" ; |
1261 | actions.renames["FOG" ] = "fog" ; |
1262 | actions.renames["RADIANCE" ] = "custom_radiance" ; |
1263 | actions.renames["IRRADIANCE" ] = "custom_irradiance" ; |
1264 | actions.renames["BONE_INDICES" ] = "bone_attrib" ; |
1265 | actions.renames["BONE_WEIGHTS" ] = "weight_attrib" ; |
1266 | actions.renames["CUSTOM0" ] = "custom0_attrib" ; |
1267 | actions.renames["CUSTOM1" ] = "custom1_attrib" ; |
1268 | actions.renames["CUSTOM2" ] = "custom2_attrib" ; |
1269 | actions.renames["CUSTOM3" ] = "custom3_attrib" ; |
1270 | actions.renames["OUTPUT_IS_SRGB" ] = "SHADER_IS_SRGB" ; |
1271 | |
1272 | actions.renames["NODE_POSITION_WORLD" ] = "model_matrix[3].xyz" ; |
1273 | actions.renames["CAMERA_POSITION_WORLD" ] = "scene_data.inv_view_matrix[3].xyz" ; |
1274 | actions.renames["CAMERA_DIRECTION_WORLD" ] = "scene_data.view_matrix[3].xyz" ; |
1275 | actions.renames["CAMERA_VISIBLE_LAYERS" ] = "scene_data.camera_visible_layers" ; |
1276 | actions.renames["NODE_POSITION_VIEW" ] = "(scene_data.view_matrix * model_matrix)[3].xyz" ; |
1277 | |
1278 | actions.renames["VIEW_INDEX" ] = "ViewIndex" ; |
1279 | actions.renames["VIEW_MONO_LEFT" ] = "uint(0)" ; |
1280 | actions.renames["VIEW_RIGHT" ] = "uint(1)" ; |
1281 | actions.renames["EYE_OFFSET" ] = "eye_offset" ; |
1282 | |
1283 | //for light |
1284 | actions.renames["VIEW" ] = "view" ; |
1285 | actions.renames["SPECULAR_AMOUNT" ] = "specular_amount" ; |
1286 | actions.renames["LIGHT_COLOR" ] = "light_color" ; |
1287 | actions.renames["LIGHT_IS_DIRECTIONAL" ] = "is_directional" ; |
1288 | actions.renames["LIGHT" ] = "light" ; |
1289 | actions.renames["ATTENUATION" ] = "attenuation" ; |
1290 | actions.renames["DIFFUSE_LIGHT" ] = "diffuse_light" ; |
1291 | actions.renames["SPECULAR_LIGHT" ] = "specular_light" ; |
1292 | |
1293 | actions.usage_defines["NORMAL" ] = "#define NORMAL_USED\n" ; |
1294 | actions.usage_defines["TANGENT" ] = "#define TANGENT_USED\n" ; |
1295 | actions.usage_defines["BINORMAL" ] = "@TANGENT" ; |
1296 | actions.usage_defines["RIM" ] = "#define LIGHT_RIM_USED\n" ; |
1297 | actions.usage_defines["RIM_TINT" ] = "@RIM" ; |
1298 | actions.usage_defines["CLEARCOAT" ] = "#define LIGHT_CLEARCOAT_USED\n" ; |
1299 | actions.usage_defines["CLEARCOAT_ROUGHNESS" ] = "@CLEARCOAT" ; |
1300 | actions.usage_defines["ANISOTROPY" ] = "#define LIGHT_ANISOTROPY_USED\n" ; |
1301 | actions.usage_defines["ANISOTROPY_FLOW" ] = "@ANISOTROPY" ; |
1302 | actions.usage_defines["AO" ] = "#define AO_USED\n" ; |
1303 | actions.usage_defines["AO_LIGHT_AFFECT" ] = "#define AO_USED\n" ; |
1304 | actions.usage_defines["UV" ] = "#define UV_USED\n" ; |
1305 | actions.usage_defines["UV2" ] = "#define UV2_USED\n" ; |
1306 | actions.usage_defines["BONE_INDICES" ] = "#define BONES_USED\n" ; |
1307 | actions.usage_defines["BONE_WEIGHTS" ] = "#define WEIGHTS_USED\n" ; |
1308 | actions.usage_defines["CUSTOM0" ] = "#define CUSTOM0_USED\n" ; |
1309 | actions.usage_defines["CUSTOM1" ] = "#define CUSTOM1_USED\n" ; |
1310 | actions.usage_defines["CUSTOM2" ] = "#define CUSTOM2_USED\n" ; |
1311 | actions.usage_defines["CUSTOM3" ] = "#define CUSTOM3_USED\n" ; |
1312 | actions.usage_defines["NORMAL_MAP" ] = "#define NORMAL_MAP_USED\n" ; |
1313 | actions.usage_defines["NORMAL_MAP_DEPTH" ] = "@NORMAL_MAP" ; |
1314 | actions.usage_defines["COLOR" ] = "#define COLOR_USED\n" ; |
1315 | actions.usage_defines["INSTANCE_CUSTOM" ] = "#define ENABLE_INSTANCE_CUSTOM\n" ; |
1316 | actions.usage_defines["POSITION" ] = "#define OVERRIDE_POSITION\n" ; |
1317 | |
1318 | actions.usage_defines["ALPHA_SCISSOR_THRESHOLD" ] = "#define ALPHA_SCISSOR_USED\n" ; |
1319 | actions.usage_defines["ALPHA_HASH_SCALE" ] = "#define ALPHA_HASH_USED\n" ; |
1320 | actions.usage_defines["ALPHA_ANTIALIASING_EDGE" ] = "#define ALPHA_ANTIALIASING_EDGE_USED\n" ; |
1321 | actions.usage_defines["ALPHA_TEXTURE_COORDINATE" ] = "@ALPHA_ANTIALIASING_EDGE" ; |
1322 | |
1323 | actions.usage_defines["SSS_STRENGTH" ] = "#define ENABLE_SSS\n" ; |
1324 | actions.usage_defines["SSS_TRANSMITTANCE_DEPTH" ] = "#define ENABLE_TRANSMITTANCE\n" ; |
1325 | actions.usage_defines["BACKLIGHT" ] = "#define LIGHT_BACKLIGHT_USED\n" ; |
1326 | actions.usage_defines["SCREEN_UV" ] = "#define SCREEN_UV_USED\n" ; |
1327 | |
1328 | actions.usage_defines["DIFFUSE_LIGHT" ] = "#define USE_LIGHT_SHADER_CODE\n" ; |
1329 | actions.usage_defines["SPECULAR_LIGHT" ] = "#define USE_LIGHT_SHADER_CODE\n" ; |
1330 | |
1331 | actions.usage_defines["FOG" ] = "#define CUSTOM_FOG_USED\n" ; |
1332 | actions.usage_defines["RADIANCE" ] = "#define CUSTOM_RADIANCE_USED\n" ; |
1333 | actions.usage_defines["IRRADIANCE" ] = "#define CUSTOM_IRRADIANCE_USED\n" ; |
1334 | |
1335 | actions.render_mode_defines["skip_vertex_transform" ] = "#define SKIP_TRANSFORM_USED\n" ; |
1336 | actions.render_mode_defines["world_vertex_coords" ] = "#define VERTEX_WORLD_COORDS_USED\n" ; |
1337 | actions.render_mode_defines["ensure_correct_normals" ] = "#define ENSURE_CORRECT_NORMALS\n" ; |
1338 | actions.render_mode_defines["cull_front" ] = "#define DO_SIDE_CHECK\n" ; |
1339 | actions.render_mode_defines["cull_disabled" ] = "#define DO_SIDE_CHECK\n" ; |
1340 | actions.render_mode_defines["particle_trails" ] = "#define USE_PARTICLE_TRAILS\n" ; |
1341 | actions.render_mode_defines["depth_prepass_alpha" ] = "#define USE_OPAQUE_PREPASS\n" ; |
1342 | |
1343 | bool force_lambert = GLOBAL_GET("rendering/shading/overrides/force_lambert_over_burley" ); |
1344 | |
1345 | if (!force_lambert) { |
1346 | actions.render_mode_defines["diffuse_burley" ] = "#define DIFFUSE_BURLEY\n" ; |
1347 | } |
1348 | |
1349 | actions.render_mode_defines["diffuse_lambert_wrap" ] = "#define DIFFUSE_LAMBERT_WRAP\n" ; |
1350 | actions.render_mode_defines["diffuse_toon" ] = "#define DIFFUSE_TOON\n" ; |
1351 | |
1352 | actions.render_mode_defines["sss_mode_skin" ] = "#define SSS_MODE_SKIN\n" ; |
1353 | |
1354 | actions.render_mode_defines["specular_schlick_ggx" ] = "#define SPECULAR_SCHLICK_GGX\n" ; |
1355 | actions.render_mode_defines["specular_toon" ] = "#define SPECULAR_TOON\n" ; |
1356 | actions.render_mode_defines["specular_disabled" ] = "#define SPECULAR_DISABLED\n" ; |
1357 | actions.render_mode_defines["shadows_disabled" ] = "#define SHADOWS_DISABLED\n" ; |
1358 | actions.render_mode_defines["ambient_light_disabled" ] = "#define AMBIENT_LIGHT_DISABLED\n" ; |
1359 | actions.render_mode_defines["shadow_to_opacity" ] = "#define USE_SHADOW_TO_OPACITY\n" ; |
1360 | actions.render_mode_defines["unshaded" ] = "#define MODE_UNSHADED\n" ; |
1361 | actions.render_mode_defines["fog_disabled" ] = "#define FOG_DISABLED\n" ; |
1362 | |
1363 | actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP; |
1364 | actions.default_repeat = ShaderLanguage::REPEAT_ENABLE; |
1365 | |
1366 | actions.check_multiview_samplers = RasterizerGLES3::get_singleton()->is_xr_enabled(); |
1367 | actions.global_buffer_array_variable = "global_shader_uniforms" ; |
1368 | |
1369 | shaders.compiler_scene.initialize(actions); |
1370 | } |
1371 | |
1372 | { |
1373 | // Setup Particles compiler |
1374 | |
1375 | ShaderCompiler::DefaultIdentifierActions actions; |
1376 | |
1377 | actions.renames["COLOR" ] = "out_color" ; |
1378 | actions.renames["VELOCITY" ] = "out_velocity_flags.xyz" ; |
1379 | //actions.renames["MASS"] = "mass"; ? |
1380 | actions.renames["ACTIVE" ] = "particle_active" ; |
1381 | actions.renames["RESTART" ] = "restart" ; |
1382 | actions.renames["CUSTOM" ] = "out_custom" ; |
1383 | for (int i = 0; i < PARTICLES_MAX_USERDATAS; i++) { |
1384 | String udname = "USERDATA" + itos(i + 1); |
1385 | actions.renames[udname] = "out_userdata" + itos(i + 1); |
1386 | actions.usage_defines[udname] = "#define USERDATA" + itos(i + 1) + "_USED\n" ; |
1387 | } |
1388 | actions.renames["TRANSFORM" ] = "xform" ; |
1389 | actions.renames["TIME" ] = "time" ; |
1390 | actions.renames["PI" ] = _MKSTR(Math_PI); |
1391 | actions.renames["TAU" ] = _MKSTR(Math_TAU); |
1392 | actions.renames["E" ] = _MKSTR(Math_E); |
1393 | actions.renames["LIFETIME" ] = "lifetime" ; |
1394 | actions.renames["DELTA" ] = "local_delta" ; |
1395 | actions.renames["NUMBER" ] = "particle_number" ; |
1396 | actions.renames["INDEX" ] = "index" ; |
1397 | //actions.renames["GRAVITY"] = "current_gravity"; |
1398 | actions.renames["EMISSION_TRANSFORM" ] = "emission_transform" ; |
1399 | actions.renames["RANDOM_SEED" ] = "random_seed" ; |
1400 | actions.renames["RESTART_POSITION" ] = "restart_position" ; |
1401 | actions.renames["RESTART_ROT_SCALE" ] = "restart_rotation_scale" ; |
1402 | actions.renames["RESTART_VELOCITY" ] = "restart_velocity" ; |
1403 | actions.renames["RESTART_COLOR" ] = "restart_color" ; |
1404 | actions.renames["RESTART_CUSTOM" ] = "restart_custom" ; |
1405 | actions.renames["COLLIDED" ] = "collided" ; |
1406 | actions.renames["COLLISION_NORMAL" ] = "collision_normal" ; |
1407 | actions.renames["COLLISION_DEPTH" ] = "collision_depth" ; |
1408 | actions.renames["ATTRACTOR_FORCE" ] = "attractor_force" ; |
1409 | |
1410 | // These are unsupported, but may be used by users. To avoid compile time overhead, we add the stub only when used. |
1411 | actions.renames["FLAG_EMIT_POSITION" ] = "uint(1)" ; |
1412 | actions.renames["FLAG_EMIT_ROT_SCALE" ] = "uint(2)" ; |
1413 | actions.renames["FLAG_EMIT_VELOCITY" ] = "uint(4)" ; |
1414 | actions.renames["FLAG_EMIT_COLOR" ] = "uint(8)" ; |
1415 | actions.renames["FLAG_EMIT_CUSTOM" ] = "uint(16)" ; |
1416 | actions.renames["emit_subparticle" ] = "emit_subparticle" ; |
1417 | 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" ; |
1418 | |
1419 | actions.render_mode_defines["disable_force" ] = "#define DISABLE_FORCE\n" ; |
1420 | actions.render_mode_defines["disable_velocity" ] = "#define DISABLE_VELOCITY\n" ; |
1421 | actions.render_mode_defines["keep_data" ] = "#define ENABLE_KEEP_DATA\n" ; |
1422 | actions.render_mode_defines["collision_use_scale" ] = "#define USE_COLLISION_SCALE\n" ; |
1423 | |
1424 | actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP; |
1425 | actions.default_repeat = ShaderLanguage::REPEAT_ENABLE; |
1426 | |
1427 | actions.global_buffer_array_variable = "global_shader_uniforms" ; |
1428 | |
1429 | shaders.compiler_particles.initialize(actions); |
1430 | } |
1431 | |
1432 | { |
1433 | // Setup Sky compiler |
1434 | ShaderCompiler::DefaultIdentifierActions actions; |
1435 | |
1436 | actions.renames["COLOR" ] = "color" ; |
1437 | actions.renames["ALPHA" ] = "alpha" ; |
1438 | actions.renames["EYEDIR" ] = "cube_normal" ; |
1439 | actions.renames["POSITION" ] = "position" ; |
1440 | actions.renames["SKY_COORDS" ] = "panorama_coords" ; |
1441 | actions.renames["SCREEN_UV" ] = "uv" ; |
1442 | actions.renames["TIME" ] = "time" ; |
1443 | actions.renames["FRAGCOORD" ] = "gl_FragCoord" ; |
1444 | actions.renames["PI" ] = _MKSTR(Math_PI); |
1445 | actions.renames["TAU" ] = _MKSTR(Math_TAU); |
1446 | actions.renames["E" ] = _MKSTR(Math_E); |
1447 | actions.renames["HALF_RES_COLOR" ] = "half_res_color" ; |
1448 | actions.renames["QUARTER_RES_COLOR" ] = "quarter_res_color" ; |
1449 | actions.renames["RADIANCE" ] = "radiance" ; |
1450 | actions.renames["FOG" ] = "custom_fog" ; |
1451 | actions.renames["LIGHT0_ENABLED" ] = "directional_lights.data[0].enabled" ; |
1452 | actions.renames["LIGHT0_DIRECTION" ] = "directional_lights.data[0].direction_energy.xyz" ; |
1453 | actions.renames["LIGHT0_ENERGY" ] = "directional_lights.data[0].direction_energy.w" ; |
1454 | actions.renames["LIGHT0_COLOR" ] = "directional_lights.data[0].color_size.xyz" ; |
1455 | actions.renames["LIGHT0_SIZE" ] = "directional_lights.data[0].color_size.w" ; |
1456 | actions.renames["LIGHT1_ENABLED" ] = "directional_lights.data[1].enabled" ; |
1457 | actions.renames["LIGHT1_DIRECTION" ] = "directional_lights.data[1].direction_energy.xyz" ; |
1458 | actions.renames["LIGHT1_ENERGY" ] = "directional_lights.data[1].direction_energy.w" ; |
1459 | actions.renames["LIGHT1_COLOR" ] = "directional_lights.data[1].color_size.xyz" ; |
1460 | actions.renames["LIGHT1_SIZE" ] = "directional_lights.data[1].color_size.w" ; |
1461 | actions.renames["LIGHT2_ENABLED" ] = "directional_lights.data[2].enabled" ; |
1462 | actions.renames["LIGHT2_DIRECTION" ] = "directional_lights.data[2].direction_energy.xyz" ; |
1463 | actions.renames["LIGHT2_ENERGY" ] = "directional_lights.data[2].direction_energy.w" ; |
1464 | actions.renames["LIGHT2_COLOR" ] = "directional_lights.data[2].color_size.xyz" ; |
1465 | actions.renames["LIGHT2_SIZE" ] = "directional_lights.data[2].color_size.w" ; |
1466 | actions.renames["LIGHT3_ENABLED" ] = "directional_lights.data[3].enabled" ; |
1467 | actions.renames["LIGHT3_DIRECTION" ] = "directional_lights.data[3].direction_energy.xyz" ; |
1468 | actions.renames["LIGHT3_ENERGY" ] = "directional_lights.data[3].direction_energy.w" ; |
1469 | actions.renames["LIGHT3_COLOR" ] = "directional_lights.data[3].color_size.xyz" ; |
1470 | actions.renames["LIGHT3_SIZE" ] = "directional_lights.data[3].color_size.w" ; |
1471 | actions.renames["AT_CUBEMAP_PASS" ] = "AT_CUBEMAP_PASS" ; |
1472 | actions.renames["AT_HALF_RES_PASS" ] = "AT_HALF_RES_PASS" ; |
1473 | actions.renames["AT_QUARTER_RES_PASS" ] = "AT_QUARTER_RES_PASS" ; |
1474 | actions.usage_defines["HALF_RES_COLOR" ] = "\n#define USES_HALF_RES_COLOR\n" ; |
1475 | actions.usage_defines["QUARTER_RES_COLOR" ] = "\n#define USES_QUARTER_RES_COLOR\n" ; |
1476 | actions.render_mode_defines["disable_fog" ] = "#define DISABLE_FOG\n" ; |
1477 | actions.render_mode_defines["use_debanding" ] = "#define USE_DEBANDING\n" ; |
1478 | |
1479 | actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP; |
1480 | actions.default_repeat = ShaderLanguage::REPEAT_ENABLE; |
1481 | |
1482 | actions.global_buffer_array_variable = "global_shader_uniforms" ; |
1483 | |
1484 | shaders.compiler_sky.initialize(actions); |
1485 | } |
1486 | } |
1487 | |
1488 | MaterialStorage::~MaterialStorage() { |
1489 | //shaders.copy.version_free(shaders.copy_version); |
1490 | |
1491 | memdelete_arr(global_shader_uniforms.buffer_values); |
1492 | memdelete_arr(global_shader_uniforms.buffer_usage); |
1493 | memdelete_arr(global_shader_uniforms.buffer_dirty_regions); |
1494 | glDeleteBuffers(1, &global_shader_uniforms.buffer); |
1495 | |
1496 | singleton = nullptr; |
1497 | } |
1498 | |
1499 | /* GLOBAL SHADER UNIFORM API */ |
1500 | |
1501 | int32_t MaterialStorage::_global_shader_uniform_allocate(uint32_t p_elements) { |
1502 | int32_t idx = 0; |
1503 | while (idx + p_elements <= global_shader_uniforms.buffer_size) { |
1504 | if (global_shader_uniforms.buffer_usage[idx].elements == 0) { |
1505 | bool valid = true; |
1506 | for (uint32_t i = 1; i < p_elements; i++) { |
1507 | if (global_shader_uniforms.buffer_usage[idx + i].elements > 0) { |
1508 | valid = false; |
1509 | idx += i + global_shader_uniforms.buffer_usage[idx + i].elements; |
1510 | break; |
1511 | } |
1512 | } |
1513 | |
1514 | if (!valid) { |
1515 | continue; //if not valid, idx is in new position |
1516 | } |
1517 | |
1518 | return idx; |
1519 | } else { |
1520 | idx += global_shader_uniforms.buffer_usage[idx].elements; |
1521 | } |
1522 | } |
1523 | |
1524 | return -1; |
1525 | } |
1526 | |
1527 | void MaterialStorage::_global_shader_uniform_store_in_buffer(int32_t p_index, RS::GlobalShaderParameterType p_type, const Variant &p_value) { |
1528 | switch (p_type) { |
1529 | case RS::GLOBAL_VAR_TYPE_BOOL: { |
1530 | GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index]; |
1531 | bool b = p_value; |
1532 | bv.x = b ? 1.0 : 0.0; |
1533 | bv.y = 0.0; |
1534 | bv.z = 0.0; |
1535 | bv.w = 0.0; |
1536 | |
1537 | } break; |
1538 | case RS::GLOBAL_VAR_TYPE_BVEC2: { |
1539 | GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index]; |
1540 | uint32_t bvec = p_value; |
1541 | bv.x = (bvec & 1) ? 1.0 : 0.0; |
1542 | bv.y = (bvec & 2) ? 1.0 : 0.0; |
1543 | bv.z = 0.0; |
1544 | bv.w = 0.0; |
1545 | } break; |
1546 | case RS::GLOBAL_VAR_TYPE_BVEC3: { |
1547 | GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index]; |
1548 | uint32_t bvec = p_value; |
1549 | bv.x = (bvec & 1) ? 1.0 : 0.0; |
1550 | bv.y = (bvec & 2) ? 1.0 : 0.0; |
1551 | bv.z = (bvec & 4) ? 1.0 : 0.0; |
1552 | bv.w = 0.0; |
1553 | } break; |
1554 | case RS::GLOBAL_VAR_TYPE_BVEC4: { |
1555 | GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index]; |
1556 | uint32_t bvec = p_value; |
1557 | bv.x = (bvec & 1) ? 1.0 : 0.0; |
1558 | bv.y = (bvec & 2) ? 1.0 : 0.0; |
1559 | bv.z = (bvec & 4) ? 1.0 : 0.0; |
1560 | bv.w = (bvec & 8) ? 1.0 : 0.0; |
1561 | } break; |
1562 | case RS::GLOBAL_VAR_TYPE_INT: { |
1563 | GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index]; |
1564 | int32_t v = p_value; |
1565 | bv.x = v; |
1566 | bv.y = 0; |
1567 | bv.z = 0; |
1568 | bv.w = 0; |
1569 | } break; |
1570 | case RS::GLOBAL_VAR_TYPE_IVEC2: { |
1571 | GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index]; |
1572 | Vector2i v = convert_to_vector<Vector2i>(p_value); |
1573 | bv.x = v.x; |
1574 | bv.y = v.y; |
1575 | bv.z = 0; |
1576 | bv.w = 0; |
1577 | } break; |
1578 | case RS::GLOBAL_VAR_TYPE_IVEC3: { |
1579 | GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index]; |
1580 | Vector3i v = convert_to_vector<Vector3i>(p_value); |
1581 | bv.x = v.x; |
1582 | bv.y = v.y; |
1583 | bv.z = v.z; |
1584 | bv.w = 0; |
1585 | } break; |
1586 | case RS::GLOBAL_VAR_TYPE_IVEC4: { |
1587 | GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index]; |
1588 | Vector4i v = convert_to_vector<Vector4i>(p_value); |
1589 | bv.x = v.x; |
1590 | bv.y = v.y; |
1591 | bv.z = v.z; |
1592 | bv.w = v.w; |
1593 | } break; |
1594 | case RS::GLOBAL_VAR_TYPE_RECT2I: { |
1595 | GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index]; |
1596 | Rect2i v = p_value; |
1597 | bv.x = v.position.x; |
1598 | bv.y = v.position.y; |
1599 | bv.z = v.size.x; |
1600 | bv.w = v.size.y; |
1601 | } break; |
1602 | case RS::GLOBAL_VAR_TYPE_UINT: { |
1603 | GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index]; |
1604 | uint32_t v = p_value; |
1605 | bv.x = v; |
1606 | bv.y = 0; |
1607 | bv.z = 0; |
1608 | bv.w = 0; |
1609 | } break; |
1610 | case RS::GLOBAL_VAR_TYPE_UVEC2: { |
1611 | GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index]; |
1612 | Vector2i v = convert_to_vector<Vector2i>(p_value); |
1613 | bv.x = v.x; |
1614 | bv.y = v.y; |
1615 | bv.z = 0; |
1616 | bv.w = 0; |
1617 | } break; |
1618 | case RS::GLOBAL_VAR_TYPE_UVEC3: { |
1619 | GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index]; |
1620 | Vector3i v = convert_to_vector<Vector3i>(p_value); |
1621 | bv.x = v.x; |
1622 | bv.y = v.y; |
1623 | bv.z = v.z; |
1624 | bv.w = 0; |
1625 | } break; |
1626 | case RS::GLOBAL_VAR_TYPE_UVEC4: { |
1627 | GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index]; |
1628 | Vector4i v = convert_to_vector<Vector4i>(p_value); |
1629 | bv.x = v.x; |
1630 | bv.y = v.y; |
1631 | bv.z = v.z; |
1632 | bv.w = v.w; |
1633 | } break; |
1634 | case RS::GLOBAL_VAR_TYPE_FLOAT: { |
1635 | GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index]; |
1636 | float v = p_value; |
1637 | bv.x = v; |
1638 | bv.y = 0; |
1639 | bv.z = 0; |
1640 | bv.w = 0; |
1641 | } break; |
1642 | case RS::GLOBAL_VAR_TYPE_VEC2: { |
1643 | GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index]; |
1644 | Vector2 v = convert_to_vector<Vector2>(p_value); |
1645 | bv.x = v.x; |
1646 | bv.y = v.y; |
1647 | bv.z = 0; |
1648 | bv.w = 0; |
1649 | } break; |
1650 | case RS::GLOBAL_VAR_TYPE_VEC3: { |
1651 | GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index]; |
1652 | Vector3 v = convert_to_vector<Vector3>(p_value); |
1653 | bv.x = v.x; |
1654 | bv.y = v.y; |
1655 | bv.z = v.z; |
1656 | bv.w = 0; |
1657 | } break; |
1658 | case RS::GLOBAL_VAR_TYPE_VEC4: { |
1659 | GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index]; |
1660 | Vector4 v = convert_to_vector<Vector4>(p_value); |
1661 | bv.x = v.x; |
1662 | bv.y = v.y; |
1663 | bv.z = v.z; |
1664 | bv.w = v.w; |
1665 | } break; |
1666 | case RS::GLOBAL_VAR_TYPE_COLOR: { |
1667 | GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index]; |
1668 | Color v = p_value; |
1669 | bv.x = v.r; |
1670 | bv.y = v.g; |
1671 | bv.z = v.b; |
1672 | bv.w = v.a; |
1673 | |
1674 | GlobalShaderUniforms::Value &bv_linear = global_shader_uniforms.buffer_values[p_index + 1]; |
1675 | //v = v.srgb_to_linear(); |
1676 | bv_linear.x = v.r; |
1677 | bv_linear.y = v.g; |
1678 | bv_linear.z = v.b; |
1679 | bv_linear.w = v.a; |
1680 | |
1681 | } break; |
1682 | case RS::GLOBAL_VAR_TYPE_RECT2: { |
1683 | GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index]; |
1684 | Rect2 v = p_value; |
1685 | bv.x = v.position.x; |
1686 | bv.y = v.position.y; |
1687 | bv.z = v.size.x; |
1688 | bv.w = v.size.y; |
1689 | } break; |
1690 | case RS::GLOBAL_VAR_TYPE_MAT2: { |
1691 | GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index]; |
1692 | Vector<float> m2 = p_value; |
1693 | if (m2.size() < 4) { |
1694 | m2.resize(4); |
1695 | } |
1696 | bv[0].x = m2[0]; |
1697 | bv[0].y = m2[1]; |
1698 | bv[0].z = 0; |
1699 | bv[0].w = 0; |
1700 | |
1701 | bv[1].x = m2[2]; |
1702 | bv[1].y = m2[3]; |
1703 | bv[1].z = 0; |
1704 | bv[1].w = 0; |
1705 | |
1706 | } break; |
1707 | case RS::GLOBAL_VAR_TYPE_MAT3: { |
1708 | GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index]; |
1709 | Basis v = p_value; |
1710 | convert_item_std140<Basis>(v, &bv->x); |
1711 | |
1712 | } break; |
1713 | case RS::GLOBAL_VAR_TYPE_MAT4: { |
1714 | GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index]; |
1715 | Projection m = p_value; |
1716 | convert_item_std140<Projection>(m, &bv->x); |
1717 | |
1718 | } break; |
1719 | case RS::GLOBAL_VAR_TYPE_TRANSFORM_2D: { |
1720 | GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index]; |
1721 | Transform2D v = p_value; |
1722 | convert_item_std140<Transform2D>(v, &bv->x); |
1723 | |
1724 | } break; |
1725 | case RS::GLOBAL_VAR_TYPE_TRANSFORM: { |
1726 | GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index]; |
1727 | Transform3D v = p_value; |
1728 | convert_item_std140<Transform3D>(v, &bv->x); |
1729 | |
1730 | } break; |
1731 | default: { |
1732 | ERR_FAIL(); |
1733 | } |
1734 | } |
1735 | } |
1736 | |
1737 | void MaterialStorage::_global_shader_uniform_mark_buffer_dirty(int32_t p_index, int32_t p_elements) { |
1738 | int32_t prev_chunk = -1; |
1739 | |
1740 | for (int32_t i = 0; i < p_elements; i++) { |
1741 | int32_t chunk = (p_index + i) / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE; |
1742 | if (chunk != prev_chunk) { |
1743 | if (!global_shader_uniforms.buffer_dirty_regions[chunk]) { |
1744 | global_shader_uniforms.buffer_dirty_regions[chunk] = true; |
1745 | global_shader_uniforms.buffer_dirty_region_count++; |
1746 | } |
1747 | } |
1748 | |
1749 | prev_chunk = chunk; |
1750 | } |
1751 | } |
1752 | |
1753 | void MaterialStorage::global_shader_parameter_add(const StringName &p_name, RS::GlobalShaderParameterType p_type, const Variant &p_value) { |
1754 | ERR_FAIL_COND(global_shader_uniforms.variables.has(p_name)); |
1755 | GlobalShaderUniforms::Variable gv; |
1756 | gv.type = p_type; |
1757 | gv.value = p_value; |
1758 | gv.buffer_index = -1; |
1759 | |
1760 | if (p_type >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) { |
1761 | //is texture |
1762 | global_shader_uniforms.must_update_texture_materials = true; //normally there are none |
1763 | } else { |
1764 | gv.buffer_elements = 1; |
1765 | if (p_type == RS::GLOBAL_VAR_TYPE_COLOR || p_type == RS::GLOBAL_VAR_TYPE_MAT2) { |
1766 | //color needs to elements to store srgb and linear |
1767 | gv.buffer_elements = 2; |
1768 | } |
1769 | if (p_type == RS::GLOBAL_VAR_TYPE_MAT3 || p_type == RS::GLOBAL_VAR_TYPE_TRANSFORM_2D) { |
1770 | //color needs to elements to store srgb and linear |
1771 | gv.buffer_elements = 3; |
1772 | } |
1773 | if (p_type == RS::GLOBAL_VAR_TYPE_MAT4 || p_type == RS::GLOBAL_VAR_TYPE_TRANSFORM) { |
1774 | //color needs to elements to store srgb and linear |
1775 | gv.buffer_elements = 4; |
1776 | } |
1777 | |
1778 | //is vector, allocate in buffer and update index |
1779 | gv.buffer_index = _global_shader_uniform_allocate(gv.buffer_elements); |
1780 | ERR_FAIL_COND_MSG(gv.buffer_index < 0, vformat("Failed allocating global variable '%s' out of buffer memory. Consider increasing it in the Project Settings." , String(p_name))); |
1781 | global_shader_uniforms.buffer_usage[gv.buffer_index].elements = gv.buffer_elements; |
1782 | _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value); |
1783 | _global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements); |
1784 | |
1785 | global_shader_uniforms.must_update_buffer_materials = true; //normally there are none |
1786 | } |
1787 | |
1788 | global_shader_uniforms.variables[p_name] = gv; |
1789 | } |
1790 | |
1791 | void MaterialStorage::global_shader_parameter_remove(const StringName &p_name) { |
1792 | if (!global_shader_uniforms.variables.has(p_name)) { |
1793 | return; |
1794 | } |
1795 | GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name]; |
1796 | |
1797 | if (gv.buffer_index >= 0) { |
1798 | global_shader_uniforms.buffer_usage[gv.buffer_index].elements = 0; |
1799 | global_shader_uniforms.must_update_buffer_materials = true; |
1800 | } else { |
1801 | global_shader_uniforms.must_update_texture_materials = true; |
1802 | } |
1803 | |
1804 | global_shader_uniforms.variables.erase(p_name); |
1805 | } |
1806 | |
1807 | Vector<StringName> MaterialStorage::global_shader_parameter_get_list() const { |
1808 | if (!Engine::get_singleton()->is_editor_hint()) { |
1809 | ERR_FAIL_V_MSG(Vector<StringName>(), "This function should never be used outside the editor, it can severely damage performance." ); |
1810 | } |
1811 | |
1812 | Vector<StringName> names; |
1813 | for (const KeyValue<StringName, GlobalShaderUniforms::Variable> &E : global_shader_uniforms.variables) { |
1814 | names.push_back(E.key); |
1815 | } |
1816 | names.sort_custom<StringName::AlphCompare>(); |
1817 | return names; |
1818 | } |
1819 | |
1820 | void MaterialStorage::global_shader_parameter_set(const StringName &p_name, const Variant &p_value) { |
1821 | ERR_FAIL_COND(!global_shader_uniforms.variables.has(p_name)); |
1822 | GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name]; |
1823 | gv.value = p_value; |
1824 | if (gv.override.get_type() == Variant::NIL) { |
1825 | if (gv.buffer_index >= 0) { |
1826 | //buffer |
1827 | _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value); |
1828 | _global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements); |
1829 | } else { |
1830 | //texture |
1831 | MaterialStorage *material_storage = MaterialStorage::get_singleton(); |
1832 | for (const RID &E : gv.texture_materials) { |
1833 | Material *material = material_storage->get_material(E); |
1834 | ERR_CONTINUE(!material); |
1835 | material_storage->_material_queue_update(material, false, true); |
1836 | } |
1837 | } |
1838 | } |
1839 | } |
1840 | |
1841 | void MaterialStorage::global_shader_parameter_set_override(const StringName &p_name, const Variant &p_value) { |
1842 | if (!global_shader_uniforms.variables.has(p_name)) { |
1843 | return; //variable may not exist |
1844 | } |
1845 | |
1846 | ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT); |
1847 | |
1848 | GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name]; |
1849 | |
1850 | gv.override = p_value; |
1851 | |
1852 | if (gv.buffer_index >= 0) { |
1853 | //buffer |
1854 | if (gv.override.get_type() == Variant::NIL) { |
1855 | _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value); |
1856 | } else { |
1857 | _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.override); |
1858 | } |
1859 | |
1860 | _global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements); |
1861 | } else { |
1862 | //texture |
1863 | MaterialStorage *material_storage = MaterialStorage::get_singleton(); |
1864 | for (const RID &E : gv.texture_materials) { |
1865 | Material *material = material_storage->get_material(E); |
1866 | ERR_CONTINUE(!material); |
1867 | material_storage->_material_queue_update(material, false, true); |
1868 | } |
1869 | } |
1870 | } |
1871 | |
1872 | Variant MaterialStorage::global_shader_parameter_get(const StringName &p_name) const { |
1873 | if (!Engine::get_singleton()->is_editor_hint()) { |
1874 | ERR_FAIL_V_MSG(Variant(), "This function should never be used outside the editor, it can severely damage performance." ); |
1875 | } |
1876 | |
1877 | if (!global_shader_uniforms.variables.has(p_name)) { |
1878 | return Variant(); |
1879 | } |
1880 | |
1881 | return global_shader_uniforms.variables[p_name].value; |
1882 | } |
1883 | |
1884 | RS::GlobalShaderParameterType MaterialStorage::global_shader_parameter_get_type_internal(const StringName &p_name) const { |
1885 | if (!global_shader_uniforms.variables.has(p_name)) { |
1886 | return RS::GLOBAL_VAR_TYPE_MAX; |
1887 | } |
1888 | |
1889 | return global_shader_uniforms.variables[p_name].type; |
1890 | } |
1891 | |
1892 | RS::GlobalShaderParameterType MaterialStorage::global_shader_parameter_get_type(const StringName &p_name) const { |
1893 | if (!Engine::get_singleton()->is_editor_hint()) { |
1894 | ERR_FAIL_V_MSG(RS::GLOBAL_VAR_TYPE_MAX, "This function should never be used outside the editor, it can severely damage performance." ); |
1895 | } |
1896 | |
1897 | return global_shader_parameter_get_type_internal(p_name); |
1898 | } |
1899 | |
1900 | void MaterialStorage::global_shader_parameters_load_settings(bool p_load_textures) { |
1901 | List<PropertyInfo> settings; |
1902 | ProjectSettings::get_singleton()->get_property_list(&settings); |
1903 | |
1904 | for (const PropertyInfo &E : settings) { |
1905 | if (E.name.begins_with("shader_globals/" )) { |
1906 | StringName name = E.name.get_slice("/" , 1); |
1907 | Dictionary d = GLOBAL_GET(E.name); |
1908 | |
1909 | ERR_CONTINUE(!d.has("type" )); |
1910 | ERR_CONTINUE(!d.has("value" )); |
1911 | |
1912 | String type = d["type" ]; |
1913 | |
1914 | static const char *global_var_type_names[RS::GLOBAL_VAR_TYPE_MAX] = { |
1915 | "bool" , |
1916 | "bvec2" , |
1917 | "bvec3" , |
1918 | "bvec4" , |
1919 | "int" , |
1920 | "ivec2" , |
1921 | "ivec3" , |
1922 | "ivec4" , |
1923 | "rect2i" , |
1924 | "uint" , |
1925 | "uvec2" , |
1926 | "uvec3" , |
1927 | "uvec4" , |
1928 | "float" , |
1929 | "vec2" , |
1930 | "vec3" , |
1931 | "vec4" , |
1932 | "color" , |
1933 | "rect2" , |
1934 | "mat2" , |
1935 | "mat3" , |
1936 | "mat4" , |
1937 | "transform_2d" , |
1938 | "transform" , |
1939 | "sampler2D" , |
1940 | "sampler2DArray" , |
1941 | "sampler3D" , |
1942 | "samplerCube" , |
1943 | }; |
1944 | |
1945 | RS::GlobalShaderParameterType gvtype = RS::GLOBAL_VAR_TYPE_MAX; |
1946 | |
1947 | for (int i = 0; i < RS::GLOBAL_VAR_TYPE_MAX; i++) { |
1948 | if (global_var_type_names[i] == type) { |
1949 | gvtype = RS::GlobalShaderParameterType(i); |
1950 | break; |
1951 | } |
1952 | } |
1953 | |
1954 | ERR_CONTINUE(gvtype == RS::GLOBAL_VAR_TYPE_MAX); //type invalid |
1955 | |
1956 | Variant value = d["value" ]; |
1957 | |
1958 | if (gvtype >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) { |
1959 | //textire |
1960 | if (!p_load_textures) { |
1961 | continue; |
1962 | } |
1963 | |
1964 | String path = value; |
1965 | if (path.is_empty()) { |
1966 | value = RID(); |
1967 | } else { |
1968 | Ref<Resource> resource = ResourceLoader::load(path); |
1969 | value = resource; |
1970 | } |
1971 | } |
1972 | |
1973 | if (global_shader_uniforms.variables.has(name)) { |
1974 | //has it, update it |
1975 | global_shader_parameter_set(name, value); |
1976 | } else { |
1977 | global_shader_parameter_add(name, gvtype, value); |
1978 | } |
1979 | } |
1980 | } |
1981 | } |
1982 | |
1983 | void MaterialStorage::global_shader_parameters_clear() { |
1984 | global_shader_uniforms.variables.clear(); |
1985 | } |
1986 | |
1987 | GLuint MaterialStorage::global_shader_parameters_get_uniform_buffer() const { |
1988 | return global_shader_uniforms.buffer; |
1989 | } |
1990 | |
1991 | int32_t MaterialStorage::global_shader_parameters_instance_allocate(RID p_instance) { |
1992 | ERR_FAIL_COND_V(global_shader_uniforms.instance_buffer_pos.has(p_instance), -1); |
1993 | int32_t pos = _global_shader_uniform_allocate(ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES); |
1994 | global_shader_uniforms.instance_buffer_pos[p_instance] = pos; //save anyway |
1995 | ERR_FAIL_COND_V_MSG(pos < 0, -1, "Too many instances using shader instance variables. Increase buffer size in Project Settings." ); |
1996 | global_shader_uniforms.buffer_usage[pos].elements = ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES; |
1997 | return pos; |
1998 | } |
1999 | |
2000 | void MaterialStorage::global_shader_parameters_instance_free(RID p_instance) { |
2001 | ERR_FAIL_COND(!global_shader_uniforms.instance_buffer_pos.has(p_instance)); |
2002 | int32_t pos = global_shader_uniforms.instance_buffer_pos[p_instance]; |
2003 | if (pos >= 0) { |
2004 | global_shader_uniforms.buffer_usage[pos].elements = 0; |
2005 | } |
2006 | global_shader_uniforms.instance_buffer_pos.erase(p_instance); |
2007 | } |
2008 | |
2009 | void MaterialStorage::global_shader_parameters_instance_update(RID p_instance, int p_index, const Variant &p_value, int p_flags_count) { |
2010 | if (!global_shader_uniforms.instance_buffer_pos.has(p_instance)) { |
2011 | return; //just not allocated, ignore |
2012 | } |
2013 | int32_t pos = global_shader_uniforms.instance_buffer_pos[p_instance]; |
2014 | |
2015 | if (pos < 0) { |
2016 | return; //again, not allocated, ignore |
2017 | } |
2018 | ERR_FAIL_INDEX(p_index, ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES); |
2019 | |
2020 | Variant::Type value_type = p_value.get_type(); |
2021 | 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 |
2022 | |
2023 | ShaderLanguage::DataType datatype_from_value[Variant::COLOR + 1] = { |
2024 | ShaderLanguage::TYPE_MAX, //nil |
2025 | ShaderLanguage::TYPE_BOOL, //bool |
2026 | ShaderLanguage::TYPE_INT, //int |
2027 | ShaderLanguage::TYPE_FLOAT, //float |
2028 | ShaderLanguage::TYPE_MAX, //string |
2029 | ShaderLanguage::TYPE_VEC2, //vec2 |
2030 | ShaderLanguage::TYPE_IVEC2, //vec2i |
2031 | ShaderLanguage::TYPE_VEC4, //rect2 |
2032 | ShaderLanguage::TYPE_IVEC4, //rect2i |
2033 | ShaderLanguage::TYPE_VEC3, // vec3 |
2034 | ShaderLanguage::TYPE_IVEC3, //vec3i |
2035 | ShaderLanguage::TYPE_MAX, //xform2d not supported here |
2036 | ShaderLanguage::TYPE_VEC4, //vec4 |
2037 | ShaderLanguage::TYPE_IVEC4, //vec4i |
2038 | ShaderLanguage::TYPE_VEC4, //plane |
2039 | ShaderLanguage::TYPE_VEC4, //quat |
2040 | ShaderLanguage::TYPE_MAX, //aabb not supported here |
2041 | ShaderLanguage::TYPE_MAX, //basis not supported here |
2042 | ShaderLanguage::TYPE_MAX, //xform not supported here |
2043 | ShaderLanguage::TYPE_MAX, //projection not supported here |
2044 | ShaderLanguage::TYPE_VEC4 //color |
2045 | }; |
2046 | |
2047 | ShaderLanguage::DataType datatype = ShaderLanguage::TYPE_MAX; |
2048 | if (value_type == Variant::INT && p_flags_count > 0) { |
2049 | switch (p_flags_count) { |
2050 | case 1: |
2051 | datatype = ShaderLanguage::TYPE_BVEC2; |
2052 | break; |
2053 | case 2: |
2054 | datatype = ShaderLanguage::TYPE_BVEC3; |
2055 | break; |
2056 | case 3: |
2057 | datatype = ShaderLanguage::TYPE_BVEC4; |
2058 | break; |
2059 | } |
2060 | } else { |
2061 | datatype = datatype_from_value[value_type]; |
2062 | } |
2063 | |
2064 | ERR_FAIL_COND_MSG(datatype == ShaderLanguage::TYPE_MAX, "Unsupported variant type for instance parameter: " + Variant::get_type_name(value_type)); //anything greater not supported |
2065 | |
2066 | pos += p_index; |
2067 | |
2068 | _fill_std140_variant_ubo_value(datatype, 0, p_value, (uint8_t *)&global_shader_uniforms.buffer_values[pos]); |
2069 | _global_shader_uniform_mark_buffer_dirty(pos, 1); |
2070 | } |
2071 | |
2072 | void MaterialStorage::_update_global_shader_uniforms() { |
2073 | MaterialStorage *material_storage = MaterialStorage::get_singleton(); |
2074 | if (global_shader_uniforms.buffer_dirty_region_count > 0) { |
2075 | uint32_t total_regions = global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE; |
2076 | if (total_regions / global_shader_uniforms.buffer_dirty_region_count <= 4) { |
2077 | // 25% of regions dirty, just update all buffer |
2078 | glBindBuffer(GL_UNIFORM_BUFFER, global_shader_uniforms.buffer); |
2079 | glBufferData(GL_UNIFORM_BUFFER, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size, global_shader_uniforms.buffer_values, GL_DYNAMIC_DRAW); |
2080 | glBindBuffer(GL_UNIFORM_BUFFER, 0); |
2081 | memset(global_shader_uniforms.buffer_dirty_regions, 0, sizeof(bool) * total_regions); |
2082 | } else { |
2083 | uint32_t region_byte_size = sizeof(GlobalShaderUniforms::Value) * GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE; |
2084 | glBindBuffer(GL_UNIFORM_BUFFER, global_shader_uniforms.buffer); |
2085 | for (uint32_t i = 0; i < total_regions; i++) { |
2086 | if (global_shader_uniforms.buffer_dirty_regions[i]) { |
2087 | glBufferSubData(GL_UNIFORM_BUFFER, i * region_byte_size, region_byte_size, &global_shader_uniforms.buffer_values[i * GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE]); |
2088 | global_shader_uniforms.buffer_dirty_regions[i] = false; |
2089 | } |
2090 | } |
2091 | glBindBuffer(GL_UNIFORM_BUFFER, 0); |
2092 | } |
2093 | |
2094 | global_shader_uniforms.buffer_dirty_region_count = 0; |
2095 | } |
2096 | |
2097 | if (global_shader_uniforms.must_update_buffer_materials) { |
2098 | // only happens in the case of a buffer variable added or removed, |
2099 | // so not often. |
2100 | for (const RID &E : global_shader_uniforms.materials_using_buffer) { |
2101 | Material *material = material_storage->get_material(E); |
2102 | ERR_CONTINUE(!material); //wtf |
2103 | |
2104 | material_storage->_material_queue_update(material, true, false); |
2105 | } |
2106 | |
2107 | global_shader_uniforms.must_update_buffer_materials = false; |
2108 | } |
2109 | |
2110 | if (global_shader_uniforms.must_update_texture_materials) { |
2111 | // only happens in the case of a buffer variable added or removed, |
2112 | // so not often. |
2113 | for (const RID &E : global_shader_uniforms.materials_using_texture) { |
2114 | Material *material = material_storage->get_material(E); |
2115 | ERR_CONTINUE(!material); //wtf |
2116 | |
2117 | material_storage->_material_queue_update(material, false, true); |
2118 | } |
2119 | |
2120 | global_shader_uniforms.must_update_texture_materials = false; |
2121 | } |
2122 | } |
2123 | |
2124 | /* SHADER API */ |
2125 | |
2126 | RID MaterialStorage::shader_allocate() { |
2127 | return shader_owner.allocate_rid(); |
2128 | } |
2129 | |
2130 | void MaterialStorage::shader_initialize(RID p_rid) { |
2131 | Shader shader; |
2132 | shader.data = nullptr; |
2133 | shader.mode = RS::SHADER_MAX; |
2134 | |
2135 | shader_owner.initialize_rid(p_rid, shader); |
2136 | } |
2137 | |
2138 | void MaterialStorage::shader_free(RID p_rid) { |
2139 | GLES3::Shader *shader = shader_owner.get_or_null(p_rid); |
2140 | ERR_FAIL_NULL(shader); |
2141 | |
2142 | //make material unreference this |
2143 | while (shader->owners.size()) { |
2144 | material_set_shader((*shader->owners.begin())->self, RID()); |
2145 | } |
2146 | |
2147 | //clear data if exists |
2148 | if (shader->data) { |
2149 | memdelete(shader->data); |
2150 | } |
2151 | shader_owner.free(p_rid); |
2152 | } |
2153 | |
2154 | void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) { |
2155 | GLES3::Shader *shader = shader_owner.get_or_null(p_shader); |
2156 | ERR_FAIL_NULL(shader); |
2157 | |
2158 | shader->code = p_code; |
2159 | |
2160 | String mode_string = ShaderLanguage::get_shader_type(p_code); |
2161 | |
2162 | RS::ShaderMode new_mode; |
2163 | if (mode_string == "canvas_item" ) { |
2164 | new_mode = RS::SHADER_CANVAS_ITEM; |
2165 | } else if (mode_string == "particles" ) { |
2166 | new_mode = RS::SHADER_PARTICLES; |
2167 | } else if (mode_string == "spatial" ) { |
2168 | new_mode = RS::SHADER_SPATIAL; |
2169 | } else if (mode_string == "sky" ) { |
2170 | new_mode = RS::SHADER_SKY; |
2171 | //} else if (mode_string == "fog") { |
2172 | // new_mode = RS::SHADER_FOG; |
2173 | } else { |
2174 | new_mode = RS::SHADER_MAX; |
2175 | ERR_PRINT("shader type " + mode_string + " not supported in OpenGL renderer" ); |
2176 | } |
2177 | |
2178 | if (new_mode != shader->mode) { |
2179 | if (shader->data) { |
2180 | memdelete(shader->data); |
2181 | shader->data = nullptr; |
2182 | } |
2183 | |
2184 | for (Material *E : shader->owners) { |
2185 | Material *material = E; |
2186 | material->shader_mode = new_mode; |
2187 | if (material->data) { |
2188 | memdelete(material->data); |
2189 | material->data = nullptr; |
2190 | } |
2191 | } |
2192 | |
2193 | shader->mode = new_mode; |
2194 | |
2195 | if (new_mode < RS::SHADER_MAX && shader_data_request_func[new_mode]) { |
2196 | shader->data = shader_data_request_func[new_mode](); |
2197 | } else { |
2198 | shader->mode = RS::SHADER_MAX; //invalid |
2199 | } |
2200 | |
2201 | for (Material *E : shader->owners) { |
2202 | Material *material = E; |
2203 | if (shader->data) { |
2204 | material->data = material_data_request_func[new_mode](shader->data); |
2205 | material->data->self = material->self; |
2206 | material->data->set_next_pass(material->next_pass); |
2207 | material->data->set_render_priority(material->priority); |
2208 | } |
2209 | material->shader_mode = new_mode; |
2210 | } |
2211 | |
2212 | if (shader->data) { |
2213 | for (const KeyValue<StringName, HashMap<int, RID>> &E : shader->default_texture_parameter) { |
2214 | for (const KeyValue<int, RID> &E2 : E.value) { |
2215 | shader->data->set_default_texture_parameter(E.key, E2.value, E2.key); |
2216 | } |
2217 | } |
2218 | } |
2219 | } |
2220 | |
2221 | if (shader->data) { |
2222 | shader->data->set_code(p_code); |
2223 | } |
2224 | |
2225 | for (Material *E : shader->owners) { |
2226 | Material *material = E; |
2227 | material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL); |
2228 | _material_queue_update(material, true, true); |
2229 | } |
2230 | } |
2231 | |
2232 | void MaterialStorage::shader_set_path_hint(RID p_shader, const String &p_path) { |
2233 | GLES3::Shader *shader = shader_owner.get_or_null(p_shader); |
2234 | ERR_FAIL_NULL(shader); |
2235 | |
2236 | shader->path_hint = p_path; |
2237 | if (shader->data) { |
2238 | shader->data->set_path_hint(p_path); |
2239 | } |
2240 | } |
2241 | |
2242 | String MaterialStorage::shader_get_code(RID p_shader) const { |
2243 | const GLES3::Shader *shader = shader_owner.get_or_null(p_shader); |
2244 | ERR_FAIL_NULL_V(shader, String()); |
2245 | return shader->code; |
2246 | } |
2247 | |
2248 | void MaterialStorage::get_shader_parameter_list(RID p_shader, List<PropertyInfo> *p_param_list) const { |
2249 | GLES3::Shader *shader = shader_owner.get_or_null(p_shader); |
2250 | ERR_FAIL_NULL(shader); |
2251 | if (shader->data) { |
2252 | return shader->data->get_shader_uniform_list(p_param_list); |
2253 | } |
2254 | } |
2255 | |
2256 | void MaterialStorage::shader_set_default_texture_parameter(RID p_shader, const StringName &p_name, RID p_texture, int p_index) { |
2257 | GLES3::Shader *shader = shader_owner.get_or_null(p_shader); |
2258 | ERR_FAIL_NULL(shader); |
2259 | |
2260 | if (p_texture.is_valid() && TextureStorage::get_singleton()->owns_texture(p_texture)) { |
2261 | if (!shader->default_texture_parameter.has(p_name)) { |
2262 | shader->default_texture_parameter[p_name] = HashMap<int, RID>(); |
2263 | } |
2264 | shader->default_texture_parameter[p_name][p_index] = p_texture; |
2265 | } else { |
2266 | if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) { |
2267 | shader->default_texture_parameter[p_name].erase(p_index); |
2268 | |
2269 | if (shader->default_texture_parameter[p_name].is_empty()) { |
2270 | shader->default_texture_parameter.erase(p_name); |
2271 | } |
2272 | } |
2273 | } |
2274 | if (shader->data) { |
2275 | shader->data->set_default_texture_parameter(p_name, p_texture, p_index); |
2276 | } |
2277 | for (Material *E : shader->owners) { |
2278 | Material *material = E; |
2279 | _material_queue_update(material, false, true); |
2280 | } |
2281 | } |
2282 | |
2283 | RID MaterialStorage::shader_get_default_texture_parameter(RID p_shader, const StringName &p_name, int p_index) const { |
2284 | const GLES3::Shader *shader = shader_owner.get_or_null(p_shader); |
2285 | ERR_FAIL_NULL_V(shader, RID()); |
2286 | if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) { |
2287 | return shader->default_texture_parameter[p_name][p_index]; |
2288 | } |
2289 | |
2290 | return RID(); |
2291 | } |
2292 | |
2293 | Variant MaterialStorage::shader_get_parameter_default(RID p_shader, const StringName &p_param) const { |
2294 | Shader *shader = shader_owner.get_or_null(p_shader); |
2295 | ERR_FAIL_NULL_V(shader, Variant()); |
2296 | if (shader->data) { |
2297 | return shader->data->get_default_parameter(p_param); |
2298 | } |
2299 | return Variant(); |
2300 | } |
2301 | |
2302 | RS::ShaderNativeSourceCode MaterialStorage::shader_get_native_source_code(RID p_shader) const { |
2303 | Shader *shader = shader_owner.get_or_null(p_shader); |
2304 | ERR_FAIL_NULL_V(shader, RS::ShaderNativeSourceCode()); |
2305 | if (shader->data) { |
2306 | return shader->data->get_native_source_code(); |
2307 | } |
2308 | return RS::ShaderNativeSourceCode(); |
2309 | } |
2310 | |
2311 | /* MATERIAL API */ |
2312 | |
2313 | void MaterialStorage::_material_queue_update(GLES3::Material *material, bool p_uniform, bool p_texture) { |
2314 | material->uniform_dirty = material->uniform_dirty || p_uniform; |
2315 | material->texture_dirty = material->texture_dirty || p_texture; |
2316 | |
2317 | if (material->update_element.in_list()) { |
2318 | return; |
2319 | } |
2320 | |
2321 | material_update_list.add(&material->update_element); |
2322 | } |
2323 | |
2324 | void MaterialStorage::_update_queued_materials() { |
2325 | while (material_update_list.first()) { |
2326 | Material *material = material_update_list.first()->self(); |
2327 | |
2328 | if (material->data) { |
2329 | material->data->update_parameters(material->params, material->uniform_dirty, material->texture_dirty); |
2330 | } |
2331 | material->texture_dirty = false; |
2332 | material->uniform_dirty = false; |
2333 | |
2334 | material_update_list.remove(&material->update_element); |
2335 | } |
2336 | } |
2337 | |
2338 | RID MaterialStorage::material_allocate() { |
2339 | return material_owner.allocate_rid(); |
2340 | } |
2341 | |
2342 | void MaterialStorage::material_initialize(RID p_rid) { |
2343 | material_owner.initialize_rid(p_rid); |
2344 | Material *material = material_owner.get_or_null(p_rid); |
2345 | material->self = p_rid; |
2346 | } |
2347 | |
2348 | void MaterialStorage::material_free(RID p_rid) { |
2349 | Material *material = material_owner.get_or_null(p_rid); |
2350 | ERR_FAIL_NULL(material); |
2351 | |
2352 | // Need to clear texture arrays to prevent spin locking of their RID's. |
2353 | // This happens when the app is being closed. |
2354 | for (KeyValue<StringName, Variant> &E : material->params) { |
2355 | if (E.value.get_type() == Variant::ARRAY) { |
2356 | Array(E.value).clear(); |
2357 | } |
2358 | } |
2359 | |
2360 | material_set_shader(p_rid, RID()); //clean up shader |
2361 | material->dependency.deleted_notify(p_rid); |
2362 | |
2363 | material_owner.free(p_rid); |
2364 | } |
2365 | |
2366 | void MaterialStorage::material_set_shader(RID p_material, RID p_shader) { |
2367 | GLES3::Material *material = material_owner.get_or_null(p_material); |
2368 | ERR_FAIL_NULL(material); |
2369 | |
2370 | if (material->data) { |
2371 | memdelete(material->data); |
2372 | material->data = nullptr; |
2373 | } |
2374 | |
2375 | if (material->shader) { |
2376 | material->shader->owners.erase(material); |
2377 | material->shader = nullptr; |
2378 | material->shader_mode = RS::SHADER_MAX; |
2379 | } |
2380 | |
2381 | if (p_shader.is_null()) { |
2382 | material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL); |
2383 | material->shader_id = 0; |
2384 | return; |
2385 | } |
2386 | |
2387 | Shader *shader = get_shader(p_shader); |
2388 | ERR_FAIL_NULL(shader); |
2389 | material->shader = shader; |
2390 | material->shader_mode = shader->mode; |
2391 | material->shader_id = p_shader.get_local_index(); |
2392 | shader->owners.insert(material); |
2393 | |
2394 | if (shader->mode == RS::SHADER_MAX) { |
2395 | return; |
2396 | } |
2397 | |
2398 | ERR_FAIL_COND(shader->data == nullptr); |
2399 | |
2400 | material->data = material_data_request_func[shader->mode](shader->data); |
2401 | material->data->self = p_material; |
2402 | material->data->set_next_pass(material->next_pass); |
2403 | material->data->set_render_priority(material->priority); |
2404 | //updating happens later |
2405 | material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL); |
2406 | _material_queue_update(material, true, true); |
2407 | } |
2408 | |
2409 | void MaterialStorage::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) { |
2410 | GLES3::Material *material = material_owner.get_or_null(p_material); |
2411 | ERR_FAIL_NULL(material); |
2412 | |
2413 | if (p_value.get_type() == Variant::NIL) { |
2414 | material->params.erase(p_param); |
2415 | } else { |
2416 | ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT); //object not allowed |
2417 | material->params[p_param] = p_value; |
2418 | } |
2419 | |
2420 | if (material->shader && material->shader->data) { //shader is valid |
2421 | bool is_texture = material->shader->data->is_parameter_texture(p_param); |
2422 | _material_queue_update(material, !is_texture, is_texture); |
2423 | } else { |
2424 | _material_queue_update(material, true, true); |
2425 | } |
2426 | } |
2427 | |
2428 | Variant MaterialStorage::material_get_param(RID p_material, const StringName &p_param) const { |
2429 | const GLES3::Material *material = material_owner.get_or_null(p_material); |
2430 | ERR_FAIL_NULL_V(material, Variant()); |
2431 | if (material->params.has(p_param)) { |
2432 | return material->params[p_param]; |
2433 | } else { |
2434 | return Variant(); |
2435 | } |
2436 | } |
2437 | |
2438 | void MaterialStorage::material_set_next_pass(RID p_material, RID p_next_material) { |
2439 | GLES3::Material *material = material_owner.get_or_null(p_material); |
2440 | ERR_FAIL_NULL(material); |
2441 | |
2442 | if (material->next_pass == p_next_material) { |
2443 | return; |
2444 | } |
2445 | |
2446 | material->next_pass = p_next_material; |
2447 | if (material->data) { |
2448 | material->data->set_next_pass(p_next_material); |
2449 | } |
2450 | |
2451 | material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL); |
2452 | } |
2453 | |
2454 | void MaterialStorage::material_set_render_priority(RID p_material, int priority) { |
2455 | ERR_FAIL_COND(priority < RS::MATERIAL_RENDER_PRIORITY_MIN); |
2456 | ERR_FAIL_COND(priority > RS::MATERIAL_RENDER_PRIORITY_MAX); |
2457 | |
2458 | GLES3::Material *material = material_owner.get_or_null(p_material); |
2459 | ERR_FAIL_NULL(material); |
2460 | material->priority = priority; |
2461 | if (material->data) { |
2462 | material->data->set_render_priority(priority); |
2463 | } |
2464 | material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL); |
2465 | } |
2466 | |
2467 | bool MaterialStorage::material_is_animated(RID p_material) { |
2468 | GLES3::Material *material = material_owner.get_or_null(p_material); |
2469 | ERR_FAIL_NULL_V(material, false); |
2470 | if (material->shader && material->shader->data) { |
2471 | if (material->shader->data->is_animated()) { |
2472 | return true; |
2473 | } else if (material->next_pass.is_valid()) { |
2474 | return material_is_animated(material->next_pass); |
2475 | } |
2476 | } |
2477 | return false; //by default nothing is animated |
2478 | } |
2479 | |
2480 | bool MaterialStorage::material_casts_shadows(RID p_material) { |
2481 | GLES3::Material *material = material_owner.get_or_null(p_material); |
2482 | ERR_FAIL_NULL_V(material, true); |
2483 | if (material->shader && material->shader->data) { |
2484 | if (material->shader->data->casts_shadows()) { |
2485 | return true; |
2486 | } else if (material->next_pass.is_valid()) { |
2487 | return material_casts_shadows(material->next_pass); |
2488 | } |
2489 | } |
2490 | return true; //by default everything casts shadows |
2491 | } |
2492 | |
2493 | void MaterialStorage::material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) { |
2494 | GLES3::Material *material = material_owner.get_or_null(p_material); |
2495 | ERR_FAIL_NULL(material); |
2496 | if (material->shader && material->shader->data) { |
2497 | material->shader->data->get_instance_param_list(r_parameters); |
2498 | |
2499 | if (material->next_pass.is_valid()) { |
2500 | material_get_instance_shader_parameters(material->next_pass, r_parameters); |
2501 | } |
2502 | } |
2503 | } |
2504 | |
2505 | void MaterialStorage::material_update_dependency(RID p_material, DependencyTracker *p_instance) { |
2506 | Material *material = material_owner.get_or_null(p_material); |
2507 | ERR_FAIL_NULL(material); |
2508 | p_instance->update_dependency(&material->dependency); |
2509 | if (material->next_pass.is_valid()) { |
2510 | material_update_dependency(material->next_pass, p_instance); |
2511 | } |
2512 | } |
2513 | |
2514 | LocalVector<ShaderGLES3::TextureUniformData> get_texture_uniform_data(const Vector<ShaderCompiler::GeneratedCode::Texture> &texture_uniforms) { |
2515 | LocalVector<ShaderGLES3::TextureUniformData> texture_uniform_data; |
2516 | for (int i = 0; i < texture_uniforms.size(); i++) { |
2517 | int num_textures = texture_uniforms[i].array_size; |
2518 | if (num_textures == 0) { |
2519 | num_textures = 1; |
2520 | } |
2521 | texture_uniform_data.push_back({ texture_uniforms[i].name, num_textures }); |
2522 | } |
2523 | return texture_uniform_data; |
2524 | } |
2525 | |
2526 | /* Canvas Shader Data */ |
2527 | |
2528 | void CanvasShaderData::set_code(const String &p_code) { |
2529 | // compile the shader |
2530 | |
2531 | code = p_code; |
2532 | valid = false; |
2533 | ubo_size = 0; |
2534 | uniforms.clear(); |
2535 | uses_screen_texture = false; |
2536 | uses_screen_texture_mipmaps = false; |
2537 | uses_sdf = false; |
2538 | uses_time = false; |
2539 | |
2540 | if (code.is_empty()) { |
2541 | return; //just invalid, but no error |
2542 | } |
2543 | |
2544 | ShaderCompiler::GeneratedCode gen_code; |
2545 | |
2546 | int blend_modei = BLEND_MODE_MIX; |
2547 | |
2548 | ShaderCompiler::IdentifierActions actions; |
2549 | actions.entry_point_stages["vertex" ] = ShaderCompiler::STAGE_VERTEX; |
2550 | actions.entry_point_stages["fragment" ] = ShaderCompiler::STAGE_FRAGMENT; |
2551 | actions.entry_point_stages["light" ] = ShaderCompiler::STAGE_FRAGMENT; |
2552 | |
2553 | actions.render_mode_values["blend_add" ] = Pair<int *, int>(&blend_modei, BLEND_MODE_ADD); |
2554 | actions.render_mode_values["blend_mix" ] = Pair<int *, int>(&blend_modei, BLEND_MODE_MIX); |
2555 | actions.render_mode_values["blend_sub" ] = Pair<int *, int>(&blend_modei, BLEND_MODE_SUB); |
2556 | actions.render_mode_values["blend_mul" ] = Pair<int *, int>(&blend_modei, BLEND_MODE_MUL); |
2557 | actions.render_mode_values["blend_premul_alpha" ] = Pair<int *, int>(&blend_modei, BLEND_MODE_PMALPHA); |
2558 | actions.render_mode_values["blend_disabled" ] = Pair<int *, int>(&blend_modei, BLEND_MODE_DISABLED); |
2559 | |
2560 | actions.usage_flag_pointers["texture_sdf" ] = &uses_sdf; |
2561 | actions.usage_flag_pointers["TIME" ] = &uses_time; |
2562 | |
2563 | actions.uniforms = &uniforms; |
2564 | Error err = MaterialStorage::get_singleton()->shaders.compiler_canvas.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code); |
2565 | ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed." ); |
2566 | |
2567 | if (version.is_null()) { |
2568 | version = MaterialStorage::get_singleton()->shaders.canvas_shader.version_create(); |
2569 | } |
2570 | |
2571 | blend_mode = BlendMode(blend_modei); |
2572 | uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps; |
2573 | uses_screen_texture = gen_code.uses_screen_texture; |
2574 | |
2575 | #if 0 |
2576 | print_line("**compiling shader:" ); |
2577 | print_line("**defines:\n" ); |
2578 | for (int i = 0; i < gen_code.defines.size(); i++) { |
2579 | print_line(gen_code.defines[i]); |
2580 | } |
2581 | |
2582 | HashMap<String, String>::Iterator el = gen_code.code.begin(); |
2583 | while (el) { |
2584 | print_line("\n**code " + el->key + ":\n" + el->value); |
2585 | ++el; |
2586 | } |
2587 | |
2588 | print_line("\n**uniforms:\n" + gen_code.uniforms); |
2589 | print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]); |
2590 | print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]); |
2591 | #endif |
2592 | |
2593 | LocalVector<ShaderGLES3::TextureUniformData> texture_uniform_data = get_texture_uniform_data(gen_code.texture_uniforms); |
2594 | |
2595 | 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); |
2596 | ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.canvas_shader.version_is_valid(version)); |
2597 | |
2598 | ubo_size = gen_code.uniform_total_size; |
2599 | ubo_offsets = gen_code.uniform_offsets; |
2600 | texture_uniforms = gen_code.texture_uniforms; |
2601 | |
2602 | valid = true; |
2603 | } |
2604 | |
2605 | bool CanvasShaderData::is_animated() const { |
2606 | return false; |
2607 | } |
2608 | |
2609 | bool CanvasShaderData::casts_shadows() const { |
2610 | return false; |
2611 | } |
2612 | |
2613 | RS::ShaderNativeSourceCode CanvasShaderData::get_native_source_code() const { |
2614 | return MaterialStorage::get_singleton()->shaders.canvas_shader.version_get_native_source_code(version); |
2615 | } |
2616 | |
2617 | CanvasShaderData::CanvasShaderData() { |
2618 | valid = false; |
2619 | uses_screen_texture = false; |
2620 | uses_sdf = false; |
2621 | } |
2622 | |
2623 | CanvasShaderData::~CanvasShaderData() { |
2624 | if (version.is_valid()) { |
2625 | MaterialStorage::get_singleton()->shaders.canvas_shader.version_free(version); |
2626 | } |
2627 | } |
2628 | |
2629 | GLES3::ShaderData *GLES3::_create_canvas_shader_func() { |
2630 | CanvasShaderData *shader_data = memnew(CanvasShaderData); |
2631 | return shader_data; |
2632 | } |
2633 | |
2634 | void CanvasMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { |
2635 | 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); |
2636 | } |
2637 | |
2638 | static void bind_uniforms_generic(const Vector<RID> &p_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, int texture_offset = 0, const RS::CanvasItemTextureFilter *filter_mapping = filter_from_uniform, const RS::CanvasItemTextureRepeat *repeat_mapping = repeat_from_uniform) { |
2639 | const RID *textures = p_textures.ptr(); |
2640 | const ShaderCompiler::GeneratedCode::Texture *texture_uniforms = p_texture_uniforms.ptr(); |
2641 | int texture_uniform_index = 0; |
2642 | int texture_uniform_count = 0; |
2643 | for (int ti = 0; ti < p_textures.size(); ti++) { |
2644 | ERR_FAIL_COND_MSG(texture_uniform_index >= p_texture_uniforms.size(), "texture_uniform_index out of bounds" ); |
2645 | GLES3::Texture *texture = TextureStorage::get_singleton()->get_texture(textures[ti]); |
2646 | const ShaderCompiler::GeneratedCode::Texture &texture_uniform = texture_uniforms[texture_uniform_index]; |
2647 | if (texture) { |
2648 | glActiveTexture(GL_TEXTURE0 + texture_offset + ti); |
2649 | glBindTexture(target_from_type[texture_uniform.type], texture->tex_id); |
2650 | if (texture->render_target) { |
2651 | texture->render_target->used_in_frame = true; |
2652 | } |
2653 | |
2654 | texture->gl_set_filter(filter_mapping[int(texture_uniform.filter)]); |
2655 | texture->gl_set_repeat(repeat_mapping[int(texture_uniform.repeat)]); |
2656 | } |
2657 | texture_uniform_count++; |
2658 | if (texture_uniform_count >= texture_uniform.array_size) { |
2659 | texture_uniform_index++; |
2660 | texture_uniform_count = 0; |
2661 | } |
2662 | } |
2663 | } |
2664 | |
2665 | void CanvasMaterialData::bind_uniforms() { |
2666 | // Bind Material Uniforms |
2667 | glBindBufferBase(GL_UNIFORM_BUFFER, RasterizerCanvasGLES3::MATERIAL_UNIFORM_LOCATION, uniform_buffer); |
2668 | |
2669 | 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 |
2670 | } |
2671 | |
2672 | CanvasMaterialData::~CanvasMaterialData() { |
2673 | } |
2674 | |
2675 | GLES3::MaterialData *GLES3::_create_canvas_material_func(ShaderData *p_shader) { |
2676 | CanvasMaterialData *material_data = memnew(CanvasMaterialData); |
2677 | material_data->shader_data = static_cast<CanvasShaderData *>(p_shader); |
2678 | //update will happen later anyway so do nothing. |
2679 | return material_data; |
2680 | } |
2681 | |
2682 | //////////////////////////////////////////////////////////////////////////////// |
2683 | // SKY SHADER |
2684 | |
2685 | void SkyShaderData::set_code(const String &p_code) { |
2686 | //compile |
2687 | |
2688 | code = p_code; |
2689 | valid = false; |
2690 | ubo_size = 0; |
2691 | uniforms.clear(); |
2692 | |
2693 | if (code.is_empty()) { |
2694 | return; //just invalid, but no error |
2695 | } |
2696 | |
2697 | ShaderCompiler::GeneratedCode gen_code; |
2698 | ShaderCompiler::IdentifierActions actions; |
2699 | actions.entry_point_stages["sky" ] = ShaderCompiler::STAGE_FRAGMENT; |
2700 | |
2701 | uses_time = false; |
2702 | uses_half_res = false; |
2703 | uses_quarter_res = false; |
2704 | uses_position = false; |
2705 | uses_light = false; |
2706 | |
2707 | actions.render_mode_flags["use_half_res_pass" ] = &uses_half_res; |
2708 | actions.render_mode_flags["use_quarter_res_pass" ] = &uses_quarter_res; |
2709 | |
2710 | actions.usage_flag_pointers["TIME" ] = &uses_time; |
2711 | actions.usage_flag_pointers["POSITION" ] = &uses_position; |
2712 | actions.usage_flag_pointers["LIGHT0_ENABLED" ] = &uses_light; |
2713 | actions.usage_flag_pointers["LIGHT0_ENERGY" ] = &uses_light; |
2714 | actions.usage_flag_pointers["LIGHT0_DIRECTION" ] = &uses_light; |
2715 | actions.usage_flag_pointers["LIGHT0_COLOR" ] = &uses_light; |
2716 | actions.usage_flag_pointers["LIGHT0_SIZE" ] = &uses_light; |
2717 | actions.usage_flag_pointers["LIGHT1_ENABLED" ] = &uses_light; |
2718 | actions.usage_flag_pointers["LIGHT1_ENERGY" ] = &uses_light; |
2719 | actions.usage_flag_pointers["LIGHT1_DIRECTION" ] = &uses_light; |
2720 | actions.usage_flag_pointers["LIGHT1_COLOR" ] = &uses_light; |
2721 | actions.usage_flag_pointers["LIGHT1_SIZE" ] = &uses_light; |
2722 | actions.usage_flag_pointers["LIGHT2_ENABLED" ] = &uses_light; |
2723 | actions.usage_flag_pointers["LIGHT2_ENERGY" ] = &uses_light; |
2724 | actions.usage_flag_pointers["LIGHT2_DIRECTION" ] = &uses_light; |
2725 | actions.usage_flag_pointers["LIGHT2_COLOR" ] = &uses_light; |
2726 | actions.usage_flag_pointers["LIGHT2_SIZE" ] = &uses_light; |
2727 | actions.usage_flag_pointers["LIGHT3_ENABLED" ] = &uses_light; |
2728 | actions.usage_flag_pointers["LIGHT3_ENERGY" ] = &uses_light; |
2729 | actions.usage_flag_pointers["LIGHT3_DIRECTION" ] = &uses_light; |
2730 | actions.usage_flag_pointers["LIGHT3_COLOR" ] = &uses_light; |
2731 | actions.usage_flag_pointers["LIGHT3_SIZE" ] = &uses_light; |
2732 | |
2733 | actions.uniforms = &uniforms; |
2734 | |
2735 | Error err = MaterialStorage::get_singleton()->shaders.compiler_sky.compile(RS::SHADER_SKY, code, &actions, path, gen_code); |
2736 | ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed." ); |
2737 | |
2738 | if (version.is_null()) { |
2739 | version = MaterialStorage::get_singleton()->shaders.sky_shader.version_create(); |
2740 | } |
2741 | |
2742 | #if 0 |
2743 | print_line("**compiling shader:" ); |
2744 | print_line("**defines:\n" ); |
2745 | for (int i = 0; i < gen_code.defines.size(); i++) { |
2746 | print_line(gen_code.defines[i]); |
2747 | } |
2748 | |
2749 | HashMap<String, String>::Iterator el = gen_code.code.begin(); |
2750 | while (el) { |
2751 | print_line("\n**code " + el->key + ":\n" + el->value); |
2752 | ++el; |
2753 | } |
2754 | |
2755 | print_line("\n**uniforms:\n" + gen_code.uniforms); |
2756 | print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]); |
2757 | print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]); |
2758 | #endif |
2759 | |
2760 | LocalVector<ShaderGLES3::TextureUniformData> texture_uniform_data = get_texture_uniform_data(gen_code.texture_uniforms); |
2761 | |
2762 | 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); |
2763 | ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.sky_shader.version_is_valid(version)); |
2764 | |
2765 | ubo_size = gen_code.uniform_total_size; |
2766 | ubo_offsets = gen_code.uniform_offsets; |
2767 | texture_uniforms = gen_code.texture_uniforms; |
2768 | |
2769 | valid = true; |
2770 | } |
2771 | |
2772 | bool SkyShaderData::is_animated() const { |
2773 | return false; |
2774 | } |
2775 | |
2776 | bool SkyShaderData::casts_shadows() const { |
2777 | return false; |
2778 | } |
2779 | |
2780 | RS::ShaderNativeSourceCode SkyShaderData::get_native_source_code() const { |
2781 | return MaterialStorage::get_singleton()->shaders.sky_shader.version_get_native_source_code(version); |
2782 | } |
2783 | |
2784 | SkyShaderData::SkyShaderData() { |
2785 | valid = false; |
2786 | } |
2787 | |
2788 | SkyShaderData::~SkyShaderData() { |
2789 | if (version.is_valid()) { |
2790 | MaterialStorage::get_singleton()->shaders.sky_shader.version_free(version); |
2791 | } |
2792 | } |
2793 | |
2794 | GLES3::ShaderData *GLES3::_create_sky_shader_func() { |
2795 | SkyShaderData *shader_data = memnew(SkyShaderData); |
2796 | return shader_data; |
2797 | } |
2798 | |
2799 | //////////////////////////////////////////////////////////////////////////////// |
2800 | // Sky material |
2801 | |
2802 | void SkyMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { |
2803 | uniform_set_updated = true; |
2804 | 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); |
2805 | } |
2806 | |
2807 | SkyMaterialData::~SkyMaterialData() { |
2808 | } |
2809 | GLES3::MaterialData *GLES3::_create_sky_material_func(ShaderData *p_shader) { |
2810 | SkyMaterialData *material_data = memnew(SkyMaterialData); |
2811 | material_data->shader_data = static_cast<SkyShaderData *>(p_shader); |
2812 | //update will happen later anyway so do nothing. |
2813 | return material_data; |
2814 | } |
2815 | |
2816 | void SkyMaterialData::bind_uniforms() { |
2817 | // Bind Material Uniforms |
2818 | glBindBufferBase(GL_UNIFORM_BUFFER, SKY_MATERIAL_UNIFORM_LOCATION, uniform_buffer); |
2819 | |
2820 | bind_uniforms_generic(texture_cache, shader_data->texture_uniforms); |
2821 | } |
2822 | |
2823 | //////////////////////////////////////////////////////////////////////////////// |
2824 | // Scene SHADER |
2825 | |
2826 | void SceneShaderData::set_code(const String &p_code) { |
2827 | //compile |
2828 | |
2829 | code = p_code; |
2830 | valid = false; |
2831 | ubo_size = 0; |
2832 | uniforms.clear(); |
2833 | |
2834 | if (code.is_empty()) { |
2835 | return; //just invalid, but no error |
2836 | } |
2837 | |
2838 | ShaderCompiler::GeneratedCode gen_code; |
2839 | |
2840 | int blend_modei = BLEND_MODE_MIX; |
2841 | int depth_testi = DEPTH_TEST_ENABLED; |
2842 | int alpha_antialiasing_modei = ALPHA_ANTIALIASING_OFF; |
2843 | int cull_modei = CULL_BACK; |
2844 | int depth_drawi = DEPTH_DRAW_OPAQUE; |
2845 | |
2846 | uses_point_size = false; |
2847 | uses_alpha = false; |
2848 | uses_alpha_clip = false; |
2849 | uses_blend_alpha = false; |
2850 | uses_depth_prepass_alpha = false; |
2851 | uses_discard = false; |
2852 | uses_roughness = false; |
2853 | uses_normal = false; |
2854 | wireframe = false; |
2855 | |
2856 | unshaded = false; |
2857 | uses_vertex = false; |
2858 | uses_position = false; |
2859 | uses_sss = false; |
2860 | uses_transmittance = false; |
2861 | uses_screen_texture = false; |
2862 | uses_depth_texture = false; |
2863 | uses_normal_texture = false; |
2864 | uses_time = false; |
2865 | writes_modelview_or_projection = false; |
2866 | uses_world_coordinates = false; |
2867 | uses_particle_trails = false; |
2868 | |
2869 | ShaderCompiler::IdentifierActions actions; |
2870 | actions.entry_point_stages["vertex" ] = ShaderCompiler::STAGE_VERTEX; |
2871 | actions.entry_point_stages["fragment" ] = ShaderCompiler::STAGE_FRAGMENT; |
2872 | actions.entry_point_stages["light" ] = ShaderCompiler::STAGE_FRAGMENT; |
2873 | |
2874 | actions.render_mode_values["blend_add" ] = Pair<int *, int>(&blend_modei, BLEND_MODE_ADD); |
2875 | actions.render_mode_values["blend_mix" ] = Pair<int *, int>(&blend_modei, BLEND_MODE_MIX); |
2876 | actions.render_mode_values["blend_sub" ] = Pair<int *, int>(&blend_modei, BLEND_MODE_SUB); |
2877 | actions.render_mode_values["blend_mul" ] = Pair<int *, int>(&blend_modei, BLEND_MODE_MUL); |
2878 | |
2879 | actions.render_mode_values["alpha_to_coverage" ] = Pair<int *, int>(&alpha_antialiasing_modei, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE); |
2880 | actions.render_mode_values["alpha_to_coverage_and_one" ] = Pair<int *, int>(&alpha_antialiasing_modei, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE); |
2881 | |
2882 | actions.render_mode_values["depth_draw_never" ] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_DISABLED); |
2883 | actions.render_mode_values["depth_draw_opaque" ] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_OPAQUE); |
2884 | actions.render_mode_values["depth_draw_always" ] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_ALWAYS); |
2885 | |
2886 | actions.render_mode_values["depth_test_disabled" ] = Pair<int *, int>(&depth_testi, DEPTH_TEST_DISABLED); |
2887 | |
2888 | actions.render_mode_values["cull_disabled" ] = Pair<int *, int>(&cull_modei, CULL_DISABLED); |
2889 | actions.render_mode_values["cull_front" ] = Pair<int *, int>(&cull_modei, CULL_FRONT); |
2890 | actions.render_mode_values["cull_back" ] = Pair<int *, int>(&cull_modei, CULL_BACK); |
2891 | |
2892 | actions.render_mode_flags["unshaded" ] = &unshaded; |
2893 | actions.render_mode_flags["wireframe" ] = &wireframe; |
2894 | actions.render_mode_flags["particle_trails" ] = &uses_particle_trails; |
2895 | |
2896 | actions.usage_flag_pointers["ALPHA" ] = &uses_alpha; |
2897 | actions.usage_flag_pointers["ALPHA_SCISSOR_THRESHOLD" ] = &uses_alpha_clip; |
2898 | // Use alpha clip pipeline for alpha hash/dither. |
2899 | // This prevents sorting issues inherent to alpha blending and allows such materials to cast shadows. |
2900 | actions.usage_flag_pointers["ALPHA_HASH_SCALE" ] = &uses_alpha_clip; |
2901 | actions.render_mode_flags["depth_prepass_alpha" ] = &uses_depth_prepass_alpha; |
2902 | |
2903 | actions.usage_flag_pointers["SSS_STRENGTH" ] = &uses_sss; |
2904 | actions.usage_flag_pointers["SSS_TRANSMITTANCE_DEPTH" ] = &uses_transmittance; |
2905 | |
2906 | actions.usage_flag_pointers["DISCARD" ] = &uses_discard; |
2907 | actions.usage_flag_pointers["TIME" ] = &uses_time; |
2908 | actions.usage_flag_pointers["ROUGHNESS" ] = &uses_roughness; |
2909 | actions.usage_flag_pointers["NORMAL" ] = &uses_normal; |
2910 | actions.usage_flag_pointers["NORMAL_MAP" ] = &uses_normal; |
2911 | |
2912 | actions.usage_flag_pointers["POINT_SIZE" ] = &uses_point_size; |
2913 | actions.usage_flag_pointers["POINT_COORD" ] = &uses_point_size; |
2914 | |
2915 | actions.write_flag_pointers["MODELVIEW_MATRIX" ] = &writes_modelview_or_projection; |
2916 | actions.write_flag_pointers["PROJECTION_MATRIX" ] = &writes_modelview_or_projection; |
2917 | actions.write_flag_pointers["VERTEX" ] = &uses_vertex; |
2918 | actions.write_flag_pointers["POSITION" ] = &uses_position; |
2919 | |
2920 | actions.usage_flag_pointers["TANGENT" ] = &uses_tangent; |
2921 | actions.usage_flag_pointers["BINORMAL" ] = &uses_tangent; |
2922 | actions.usage_flag_pointers["COLOR" ] = &uses_color; |
2923 | actions.usage_flag_pointers["UV" ] = &uses_uv; |
2924 | actions.usage_flag_pointers["UV2" ] = &uses_uv2; |
2925 | actions.usage_flag_pointers["CUSTOM0" ] = &uses_custom0; |
2926 | actions.usage_flag_pointers["CUSTOM1" ] = &uses_custom1; |
2927 | actions.usage_flag_pointers["CUSTOM2" ] = &uses_custom2; |
2928 | actions.usage_flag_pointers["CUSTOM3" ] = &uses_custom3; |
2929 | actions.usage_flag_pointers["BONE_INDICES" ] = &uses_bones; |
2930 | actions.usage_flag_pointers["BONE_WEIGHTS" ] = &uses_weights; |
2931 | |
2932 | actions.uniforms = &uniforms; |
2933 | |
2934 | Error err = MaterialStorage::get_singleton()->shaders.compiler_scene.compile(RS::SHADER_SPATIAL, code, &actions, path, gen_code); |
2935 | ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed." ); |
2936 | |
2937 | if (version.is_null()) { |
2938 | version = MaterialStorage::get_singleton()->shaders.scene_shader.version_create(); |
2939 | } |
2940 | |
2941 | depth_draw = DepthDraw(depth_drawi); |
2942 | depth_test = DepthTest(depth_testi); |
2943 | cull_mode = Cull(cull_modei); |
2944 | blend_mode = BlendMode(blend_modei); |
2945 | alpha_antialiasing_mode = AlphaAntiAliasing(alpha_antialiasing_modei); |
2946 | vertex_input_mask = uint32_t(uses_normal); |
2947 | vertex_input_mask |= uses_tangent << 1; |
2948 | vertex_input_mask |= uses_color << 2; |
2949 | vertex_input_mask |= uses_uv << 3; |
2950 | vertex_input_mask |= uses_uv2 << 4; |
2951 | vertex_input_mask |= uses_custom0 << 5; |
2952 | vertex_input_mask |= uses_custom1 << 6; |
2953 | vertex_input_mask |= uses_custom2 << 7; |
2954 | vertex_input_mask |= uses_custom3 << 8; |
2955 | vertex_input_mask |= uses_bones << 9; |
2956 | vertex_input_mask |= uses_weights << 10; |
2957 | uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps; |
2958 | uses_screen_texture = gen_code.uses_screen_texture; |
2959 | uses_depth_texture = gen_code.uses_depth_texture; |
2960 | uses_normal_texture = gen_code.uses_normal_roughness_texture; |
2961 | uses_vertex_time = gen_code.uses_vertex_time; |
2962 | uses_fragment_time = gen_code.uses_fragment_time; |
2963 | |
2964 | #ifdef DEBUG_ENABLED |
2965 | if (uses_particle_trails) { |
2966 | WARN_PRINT_ONCE_ED("Particle trails are only available when using the Forward+ or Mobile rendering backends." ); |
2967 | } |
2968 | |
2969 | if (uses_sss) { |
2970 | WARN_PRINT_ONCE_ED("Sub-surface scattering is only available when using the Forward+ rendering backend." ); |
2971 | } |
2972 | |
2973 | if (uses_transmittance) { |
2974 | WARN_PRINT_ONCE_ED("Transmittance is only available when using the Forward+ rendering backend." ); |
2975 | } |
2976 | |
2977 | if (uses_depth_texture) { |
2978 | WARN_PRINT_ONCE_ED("Reading from the depth texture is not supported when using the GL Compatibility backend yet. Support will be added in a future release." ); |
2979 | } |
2980 | |
2981 | if (uses_normal_texture) { |
2982 | WARN_PRINT_ONCE_ED("Reading from the normal-roughness texture is only available when using the Forward+ or Mobile rendering backends." ); |
2983 | } |
2984 | #endif |
2985 | |
2986 | #if 0 |
2987 | print_line("**compiling shader:" ); |
2988 | print_line("**defines:\n" ); |
2989 | for (int i = 0; i < gen_code.defines.size(); i++) { |
2990 | print_line(gen_code.defines[i]); |
2991 | } |
2992 | |
2993 | HashMap<String, String>::Iterator el = gen_code.code.begin(); |
2994 | while (el) { |
2995 | print_line("\n**code " + el->key + ":\n" + el->value); |
2996 | ++el; |
2997 | } |
2998 | |
2999 | print_line("\n**uniforms:\n" + gen_code.uniforms); |
3000 | print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]); |
3001 | print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]); |
3002 | #endif |
3003 | |
3004 | LocalVector<ShaderGLES3::TextureUniformData> texture_uniform_data = get_texture_uniform_data(gen_code.texture_uniforms); |
3005 | |
3006 | 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); |
3007 | ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.scene_shader.version_is_valid(version)); |
3008 | |
3009 | ubo_size = gen_code.uniform_total_size; |
3010 | ubo_offsets = gen_code.uniform_offsets; |
3011 | texture_uniforms = gen_code.texture_uniforms; |
3012 | |
3013 | // if any form of Alpha Antialiasing is enabled, set the blend mode to alpha to coverage |
3014 | if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF) { |
3015 | blend_mode = BLEND_MODE_ALPHA_TO_COVERAGE; |
3016 | } |
3017 | |
3018 | if (blend_mode == BLEND_MODE_ADD || blend_mode == BLEND_MODE_SUB || blend_mode == BLEND_MODE_MUL) { |
3019 | uses_blend_alpha = true; // Force alpha used because of blend. |
3020 | } |
3021 | |
3022 | valid = true; |
3023 | } |
3024 | |
3025 | bool SceneShaderData::is_animated() const { |
3026 | return (uses_fragment_time && uses_discard) || (uses_vertex_time && uses_vertex); |
3027 | } |
3028 | |
3029 | bool SceneShaderData::casts_shadows() const { |
3030 | bool has_read_screen_alpha = uses_screen_texture || uses_depth_texture || uses_normal_texture; |
3031 | bool has_base_alpha = (uses_alpha && !uses_alpha_clip) || has_read_screen_alpha; |
3032 | bool has_alpha = has_base_alpha || uses_blend_alpha; |
3033 | |
3034 | return !has_alpha || (uses_depth_prepass_alpha && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED)); |
3035 | } |
3036 | |
3037 | RS::ShaderNativeSourceCode SceneShaderData::get_native_source_code() const { |
3038 | return MaterialStorage::get_singleton()->shaders.scene_shader.version_get_native_source_code(version); |
3039 | } |
3040 | |
3041 | SceneShaderData::SceneShaderData() { |
3042 | valid = false; |
3043 | uses_screen_texture = false; |
3044 | } |
3045 | |
3046 | SceneShaderData::~SceneShaderData() { |
3047 | if (version.is_valid()) { |
3048 | MaterialStorage::get_singleton()->shaders.scene_shader.version_free(version); |
3049 | } |
3050 | } |
3051 | |
3052 | GLES3::ShaderData *GLES3::_create_scene_shader_func() { |
3053 | SceneShaderData *shader_data = memnew(SceneShaderData); |
3054 | return shader_data; |
3055 | } |
3056 | |
3057 | void SceneMaterialData::set_render_priority(int p_priority) { |
3058 | priority = p_priority - RS::MATERIAL_RENDER_PRIORITY_MIN; //8 bits |
3059 | } |
3060 | |
3061 | void SceneMaterialData::set_next_pass(RID p_pass) { |
3062 | next_pass = p_pass; |
3063 | } |
3064 | |
3065 | void SceneMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { |
3066 | 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); |
3067 | } |
3068 | |
3069 | SceneMaterialData::~SceneMaterialData() { |
3070 | } |
3071 | |
3072 | GLES3::MaterialData *GLES3::_create_scene_material_func(ShaderData *p_shader) { |
3073 | SceneMaterialData *material_data = memnew(SceneMaterialData); |
3074 | material_data->shader_data = static_cast<SceneShaderData *>(p_shader); |
3075 | //update will happen later anyway so do nothing. |
3076 | return material_data; |
3077 | } |
3078 | |
3079 | void SceneMaterialData::bind_uniforms() { |
3080 | // Bind Material Uniforms |
3081 | glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_MATERIAL_UNIFORM_LOCATION, uniform_buffer); |
3082 | |
3083 | bind_uniforms_generic(texture_cache, shader_data->texture_uniforms); |
3084 | } |
3085 | |
3086 | /* Particles SHADER */ |
3087 | |
3088 | void ParticlesShaderData::set_code(const String &p_code) { |
3089 | //compile |
3090 | |
3091 | code = p_code; |
3092 | valid = false; |
3093 | ubo_size = 0; |
3094 | uniforms.clear(); |
3095 | uses_collision = false; |
3096 | |
3097 | if (code.is_empty()) { |
3098 | return; //just invalid, but no error |
3099 | } |
3100 | |
3101 | ShaderCompiler::GeneratedCode gen_code; |
3102 | ShaderCompiler::IdentifierActions actions; |
3103 | actions.entry_point_stages["start" ] = ShaderCompiler::STAGE_VERTEX; |
3104 | actions.entry_point_stages["process" ] = ShaderCompiler::STAGE_VERTEX; |
3105 | |
3106 | actions.usage_flag_pointers["COLLIDED" ] = &uses_collision; |
3107 | |
3108 | userdata_count = 0; |
3109 | for (uint32_t i = 0; i < PARTICLES_MAX_USERDATAS; i++) { |
3110 | userdatas_used[i] = false; |
3111 | actions.usage_flag_pointers["USERDATA" + itos(i + 1)] = &userdatas_used[i]; |
3112 | } |
3113 | |
3114 | actions.uniforms = &uniforms; |
3115 | |
3116 | Error err = MaterialStorage::get_singleton()->shaders.compiler_particles.compile(RS::SHADER_PARTICLES, code, &actions, path, gen_code); |
3117 | ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed." ); |
3118 | |
3119 | if (version.is_null()) { |
3120 | version = MaterialStorage::get_singleton()->shaders.particles_process_shader.version_create(); |
3121 | } |
3122 | |
3123 | for (uint32_t i = 0; i < PARTICLES_MAX_USERDATAS; i++) { |
3124 | if (userdatas_used[i]) { |
3125 | userdata_count++; |
3126 | } |
3127 | } |
3128 | |
3129 | LocalVector<ShaderGLES3::TextureUniformData> texture_uniform_data = get_texture_uniform_data(gen_code.texture_uniforms); |
3130 | |
3131 | 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); |
3132 | ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.particles_process_shader.version_is_valid(version)); |
3133 | |
3134 | ubo_size = gen_code.uniform_total_size; |
3135 | ubo_offsets = gen_code.uniform_offsets; |
3136 | texture_uniforms = gen_code.texture_uniforms; |
3137 | |
3138 | valid = true; |
3139 | } |
3140 | |
3141 | bool ParticlesShaderData::is_animated() const { |
3142 | return false; |
3143 | } |
3144 | |
3145 | bool ParticlesShaderData::casts_shadows() const { |
3146 | return false; |
3147 | } |
3148 | |
3149 | RS::ShaderNativeSourceCode ParticlesShaderData::get_native_source_code() const { |
3150 | return MaterialStorage::get_singleton()->shaders.particles_process_shader.version_get_native_source_code(version); |
3151 | } |
3152 | |
3153 | ParticlesShaderData::~ParticlesShaderData() { |
3154 | if (version.is_valid()) { |
3155 | MaterialStorage::get_singleton()->shaders.particles_process_shader.version_free(version); |
3156 | } |
3157 | } |
3158 | |
3159 | GLES3::ShaderData *GLES3::_create_particles_shader_func() { |
3160 | ParticlesShaderData *shader_data = memnew(ParticlesShaderData); |
3161 | return shader_data; |
3162 | } |
3163 | |
3164 | void ParticleProcessMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { |
3165 | 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); |
3166 | } |
3167 | |
3168 | ParticleProcessMaterialData::~ParticleProcessMaterialData() { |
3169 | } |
3170 | |
3171 | GLES3::MaterialData *GLES3::_create_particles_material_func(ShaderData *p_shader) { |
3172 | ParticleProcessMaterialData *material_data = memnew(ParticleProcessMaterialData); |
3173 | material_data->shader_data = static_cast<ParticlesShaderData *>(p_shader); |
3174 | //update will happen later anyway so do nothing. |
3175 | return material_data; |
3176 | } |
3177 | |
3178 | void ParticleProcessMaterialData::bind_uniforms() { |
3179 | // Bind Material Uniforms |
3180 | glBindBufferBase(GL_UNIFORM_BUFFER, GLES3::PARTICLES_MATERIAL_UNIFORM_LOCATION, uniform_buffer); |
3181 | |
3182 | bind_uniforms_generic(texture_cache, shader_data->texture_uniforms, 1); // Start at GL_TEXTURE1 because texture slot 0 is reserved for the heightmap texture. |
3183 | } |
3184 | |
3185 | #endif // !GLES3_ENABLED |
3186 | |