1/**************************************************************************/
2/* canvas_item_material.cpp */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
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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 */
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13/* "Software"), to deal in the Software without restriction, including */
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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: */
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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 */
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28/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29/**************************************************************************/
30
31#include "canvas_item_material.h"
32
33#include "core/version.h"
34
35Mutex CanvasItemMaterial::material_mutex;
36SelfList<CanvasItemMaterial>::List *CanvasItemMaterial::dirty_materials = nullptr;
37HashMap<CanvasItemMaterial::MaterialKey, CanvasItemMaterial::ShaderData, CanvasItemMaterial::MaterialKey> CanvasItemMaterial::shader_map;
38CanvasItemMaterial::ShaderNames *CanvasItemMaterial::shader_names = nullptr;
39
40void CanvasItemMaterial::init_shaders() {
41 dirty_materials = memnew(SelfList<CanvasItemMaterial>::List);
42
43 shader_names = memnew(ShaderNames);
44
45 shader_names->particles_anim_h_frames = "particles_anim_h_frames";
46 shader_names->particles_anim_v_frames = "particles_anim_v_frames";
47 shader_names->particles_anim_loop = "particles_anim_loop";
48}
49
50void CanvasItemMaterial::finish_shaders() {
51 memdelete(dirty_materials);
52 memdelete(shader_names);
53 dirty_materials = nullptr;
54}
55
56void CanvasItemMaterial::_update_shader() {
57 dirty_materials->remove(&element);
58
59 MaterialKey mk = _compute_key();
60 if (mk.key == current_key.key) {
61 return; //no update required in the end
62 }
63
64 if (shader_map.has(current_key)) {
65 shader_map[current_key].users--;
66 if (shader_map[current_key].users == 0) {
67 //deallocate shader, as it's no longer in use
68 RS::get_singleton()->free(shader_map[current_key].shader);
69 shader_map.erase(current_key);
70 }
71 }
72
73 current_key = mk;
74
75 if (shader_map.has(mk)) {
76 RS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader);
77 shader_map[mk].users++;
78 return;
79 }
80
81 //must create a shader!
82
83 // Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
84 String code = "// NOTE: Shader automatically converted from " VERSION_NAME " " VERSION_FULL_CONFIG "'s CanvasItemMaterial.\n\n";
85
86 code += "shader_type canvas_item;\nrender_mode ";
87 switch (blend_mode) {
88 case BLEND_MODE_MIX:
89 code += "blend_mix";
90 break;
91 case BLEND_MODE_ADD:
92 code += "blend_add";
93 break;
94 case BLEND_MODE_SUB:
95 code += "blend_sub";
96 break;
97 case BLEND_MODE_MUL:
98 code += "blend_mul";
99 break;
100 case BLEND_MODE_PREMULT_ALPHA:
101 code += "blend_premul_alpha";
102 break;
103 case BLEND_MODE_DISABLED:
104 code += "blend_disabled";
105 break;
106 }
107
108 switch (light_mode) {
109 case LIGHT_MODE_NORMAL:
110 break;
111 case LIGHT_MODE_UNSHADED:
112 code += ",unshaded";
113 break;
114 case LIGHT_MODE_LIGHT_ONLY:
115 code += ",light_only";
116 break;
117 }
118
119 code += ";\n";
120
121 if (particles_animation) {
122 code += "uniform int particles_anim_h_frames;\n";
123 code += "uniform int particles_anim_v_frames;\n";
124 code += "uniform bool particles_anim_loop;\n\n";
125
126 code += "void vertex() {\n";
127 code += " float h_frames = float(particles_anim_h_frames);\n";
128 code += " float v_frames = float(particles_anim_v_frames);\n";
129 code += " VERTEX.xy /= vec2(h_frames, v_frames);\n";
130 code += " float particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);\n";
131 code += " float particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));\n";
132 code += " if (!particles_anim_loop) {\n";
133 code += " particle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n";
134 code += " } else {\n";
135 code += " particle_frame = mod(particle_frame, particle_total_frames);\n";
136 code += " }";
137 code += " UV /= vec2(h_frames, v_frames);\n";
138 code += " UV += vec2(mod(particle_frame, h_frames) / h_frames, floor((particle_frame + 0.5) / h_frames) / v_frames);\n";
139 code += "}\n";
140 }
141
142 ShaderData shader_data;
143 shader_data.shader = RS::get_singleton()->shader_create();
144 shader_data.users = 1;
145
146 RS::get_singleton()->shader_set_code(shader_data.shader, code);
147
148 shader_map[mk] = shader_data;
149
150 RS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
151}
152
153void CanvasItemMaterial::flush_changes() {
154 MutexLock lock(material_mutex);
155
156 while (dirty_materials->first()) {
157 dirty_materials->first()->self()->_update_shader();
158 }
159}
160
161void CanvasItemMaterial::_queue_shader_change() {
162 MutexLock lock(material_mutex);
163
164 if (_is_initialized() && !element.in_list()) {
165 dirty_materials->add(&element);
166 }
167}
168
169bool CanvasItemMaterial::_is_shader_dirty() const {
170 MutexLock lock(material_mutex);
171
172 return element.in_list();
173}
174
175void CanvasItemMaterial::set_blend_mode(BlendMode p_blend_mode) {
176 blend_mode = p_blend_mode;
177 _queue_shader_change();
178}
179
180CanvasItemMaterial::BlendMode CanvasItemMaterial::get_blend_mode() const {
181 return blend_mode;
182}
183
184void CanvasItemMaterial::set_light_mode(LightMode p_light_mode) {
185 light_mode = p_light_mode;
186 _queue_shader_change();
187}
188
189CanvasItemMaterial::LightMode CanvasItemMaterial::get_light_mode() const {
190 return light_mode;
191}
192
193void CanvasItemMaterial::set_particles_animation(bool p_particles_anim) {
194 particles_animation = p_particles_anim;
195 _queue_shader_change();
196 notify_property_list_changed();
197}
198
199bool CanvasItemMaterial::get_particles_animation() const {
200 return particles_animation;
201}
202
203void CanvasItemMaterial::set_particles_anim_h_frames(int p_frames) {
204 particles_anim_h_frames = p_frames;
205 RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_h_frames, p_frames);
206}
207
208int CanvasItemMaterial::get_particles_anim_h_frames() const {
209 return particles_anim_h_frames;
210}
211
212void CanvasItemMaterial::set_particles_anim_v_frames(int p_frames) {
213 particles_anim_v_frames = p_frames;
214 RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_v_frames, p_frames);
215}
216
217int CanvasItemMaterial::get_particles_anim_v_frames() const {
218 return particles_anim_v_frames;
219}
220
221void CanvasItemMaterial::set_particles_anim_loop(bool p_loop) {
222 particles_anim_loop = p_loop;
223 RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_loop, particles_anim_loop);
224}
225
226bool CanvasItemMaterial::get_particles_anim_loop() const {
227 return particles_anim_loop;
228}
229
230void CanvasItemMaterial::_validate_property(PropertyInfo &p_property) const {
231 if (p_property.name.begins_with("particles_anim_") && !particles_animation) {
232 p_property.usage = PROPERTY_USAGE_NONE;
233 }
234}
235
236RID CanvasItemMaterial::get_shader_rid() const {
237 ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
238 return shader_map[current_key].shader;
239}
240
241Shader::Mode CanvasItemMaterial::get_shader_mode() const {
242 return Shader::MODE_CANVAS_ITEM;
243}
244
245void CanvasItemMaterial::_bind_methods() {
246 ClassDB::bind_method(D_METHOD("set_blend_mode", "blend_mode"), &CanvasItemMaterial::set_blend_mode);
247 ClassDB::bind_method(D_METHOD("get_blend_mode"), &CanvasItemMaterial::get_blend_mode);
248
249 ClassDB::bind_method(D_METHOD("set_light_mode", "light_mode"), &CanvasItemMaterial::set_light_mode);
250 ClassDB::bind_method(D_METHOD("get_light_mode"), &CanvasItemMaterial::get_light_mode);
251
252 ClassDB::bind_method(D_METHOD("set_particles_animation", "particles_anim"), &CanvasItemMaterial::set_particles_animation);
253 ClassDB::bind_method(D_METHOD("get_particles_animation"), &CanvasItemMaterial::get_particles_animation);
254
255 ClassDB::bind_method(D_METHOD("set_particles_anim_h_frames", "frames"), &CanvasItemMaterial::set_particles_anim_h_frames);
256 ClassDB::bind_method(D_METHOD("get_particles_anim_h_frames"), &CanvasItemMaterial::get_particles_anim_h_frames);
257
258 ClassDB::bind_method(D_METHOD("set_particles_anim_v_frames", "frames"), &CanvasItemMaterial::set_particles_anim_v_frames);
259 ClassDB::bind_method(D_METHOD("get_particles_anim_v_frames"), &CanvasItemMaterial::get_particles_anim_v_frames);
260
261 ClassDB::bind_method(D_METHOD("set_particles_anim_loop", "loop"), &CanvasItemMaterial::set_particles_anim_loop);
262 ClassDB::bind_method(D_METHOD("get_particles_anim_loop"), &CanvasItemMaterial::get_particles_anim_loop);
263
264 ADD_PROPERTY(PropertyInfo(Variant::INT, "blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Subtract,Multiply,Premultiplied Alpha"), "set_blend_mode", "get_blend_mode");
265 ADD_PROPERTY(PropertyInfo(Variant::INT, "light_mode", PROPERTY_HINT_ENUM, "Normal,Unshaded,Light Only"), "set_light_mode", "get_light_mode");
266 ADD_PROPERTY(PropertyInfo(Variant::BOOL, "particles_animation"), "set_particles_animation", "get_particles_animation");
267
268 ADD_PROPERTY(PropertyInfo(Variant::INT, "particles_anim_h_frames", PROPERTY_HINT_RANGE, "1,128,1"), "set_particles_anim_h_frames", "get_particles_anim_h_frames");
269 ADD_PROPERTY(PropertyInfo(Variant::INT, "particles_anim_v_frames", PROPERTY_HINT_RANGE, "1,128,1"), "set_particles_anim_v_frames", "get_particles_anim_v_frames");
270 ADD_PROPERTY(PropertyInfo(Variant::BOOL, "particles_anim_loop"), "set_particles_anim_loop", "get_particles_anim_loop");
271
272 BIND_ENUM_CONSTANT(BLEND_MODE_MIX);
273 BIND_ENUM_CONSTANT(BLEND_MODE_ADD);
274 BIND_ENUM_CONSTANT(BLEND_MODE_SUB);
275 BIND_ENUM_CONSTANT(BLEND_MODE_MUL);
276 BIND_ENUM_CONSTANT(BLEND_MODE_PREMULT_ALPHA);
277
278 BIND_ENUM_CONSTANT(LIGHT_MODE_NORMAL);
279 BIND_ENUM_CONSTANT(LIGHT_MODE_UNSHADED);
280 BIND_ENUM_CONSTANT(LIGHT_MODE_LIGHT_ONLY);
281}
282
283CanvasItemMaterial::CanvasItemMaterial() :
284 element(this) {
285 set_particles_anim_h_frames(1);
286 set_particles_anim_v_frames(1);
287 set_particles_anim_loop(false);
288
289 current_key.invalid_key = 1;
290
291 _mark_initialized(callable_mp(this, &CanvasItemMaterial::_queue_shader_change));
292}
293
294CanvasItemMaterial::~CanvasItemMaterial() {
295 MutexLock lock(material_mutex);
296
297 ERR_FAIL_NULL(RenderingServer::get_singleton());
298
299 if (shader_map.has(current_key)) {
300 shader_map[current_key].users--;
301 if (shader_map[current_key].users == 0) {
302 //deallocate shader, as it's no longer in use
303 RS::get_singleton()->free(shader_map[current_key].shader);
304 shader_map.erase(current_key);
305 }
306
307 RS::get_singleton()->material_set_shader(_get_material(), RID());
308 }
309}
310