| 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. */ |
| 10 | /* */ |
| 11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
| 12 | /* a copy of this software and associated documentation files (the */ |
| 13 | /* "Software"), to deal in the Software without restriction, including */ |
| 14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
| 15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
| 16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
| 17 | /* the following conditions: */ |
| 18 | /* */ |
| 19 | /* The above copyright notice and this permission notice shall be */ |
| 20 | /* included in all copies or substantial portions of the Software. */ |
| 21 | /* */ |
| 22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
| 23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
| 24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
| 25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
| 26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
| 27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
| 28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
| 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 | |