godot/scene/resources/canvas_item_material.cpp

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2021-08-12 23:05:59 +00:00
/*************************************************************************/
/* canvas_item_material.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "canvas_item_material.h"
Mutex CanvasItemMaterial::material_mutex;
SelfList<CanvasItemMaterial>::List *CanvasItemMaterial::dirty_materials = nullptr;
Map<CanvasItemMaterial::MaterialKey, CanvasItemMaterial::ShaderData> CanvasItemMaterial::shader_map;
CanvasItemMaterial::ShaderNames *CanvasItemMaterial::shader_names = nullptr;
void CanvasItemMaterial::init_shaders() {
dirty_materials = memnew(SelfList<CanvasItemMaterial>::List);
shader_names = memnew(ShaderNames);
shader_names->particles_anim_h_frames = "particles_anim_h_frames";
shader_names->particles_anim_v_frames = "particles_anim_v_frames";
shader_names->particles_anim_loop = "particles_anim_loop";
}
void CanvasItemMaterial::finish_shaders() {
memdelete(dirty_materials);
memdelete(shader_names);
dirty_materials = nullptr;
}
void CanvasItemMaterial::_update_shader() {
dirty_materials->remove(&element);
MaterialKey mk = _compute_key();
if (mk.key == current_key.key) {
return; //no update required in the end
}
if (shader_map.has(current_key)) {
shader_map[current_key].users--;
if (shader_map[current_key].users == 0) {
//deallocate shader, as it's no longer in use
RS::get_singleton()->free(shader_map[current_key].shader);
shader_map.erase(current_key);
}
}
current_key = mk;
if (shader_map.has(mk)) {
RS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader);
shader_map[mk].users++;
return;
}
//must create a shader!
String code = "shader_type canvas_item;\nrender_mode ";
switch (blend_mode) {
case BLEND_MODE_MIX:
code += "blend_mix";
break;
case BLEND_MODE_ADD:
code += "blend_add";
break;
case BLEND_MODE_SUB:
code += "blend_sub";
break;
case BLEND_MODE_MUL:
code += "blend_mul";
break;
case BLEND_MODE_PREMULT_ALPHA:
code += "blend_premul_alpha";
break;
case BLEND_MODE_DISABLED:
code += "blend_disabled";
break;
}
switch (light_mode) {
case LIGHT_MODE_NORMAL:
break;
case LIGHT_MODE_UNSHADED:
code += ",unshaded";
break;
case LIGHT_MODE_LIGHT_ONLY:
code += ",light_only";
break;
}
code += ";\n";
if (particles_animation) {
code += "uniform int particles_anim_h_frames;\n";
code += "uniform int particles_anim_v_frames;\n";
code += "uniform bool particles_anim_loop;\n\n";
code += "void vertex() {\n";
code += " float h_frames = float(particles_anim_h_frames);\n";
code += " float v_frames = float(particles_anim_v_frames);\n";
code += " VERTEX.xy /= vec2(h_frames, v_frames);\n";
code += " float particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);\n";
code += " float particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));\n";
code += " if (!particles_anim_loop) {\n";
code += " particle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n";
code += " } else {\n";
code += " particle_frame = mod(particle_frame, particle_total_frames);\n";
code += " }";
code += " UV /= vec2(h_frames, v_frames);\n";
code += " UV += vec2(mod(particle_frame, h_frames) / h_frames, floor(particle_frame / h_frames) / v_frames);\n";
code += "}\n";
}
ShaderData shader_data;
shader_data.shader = RS::get_singleton()->shader_create();
shader_data.users = 1;
RS::get_singleton()->shader_set_code(shader_data.shader, code);
shader_map[mk] = shader_data;
RS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
}
void CanvasItemMaterial::flush_changes() {
MutexLock lock(material_mutex);
while (dirty_materials->first()) {
dirty_materials->first()->self()->_update_shader();
}
}
void CanvasItemMaterial::_queue_shader_change() {
MutexLock lock(material_mutex);
if (!element.in_list()) {
dirty_materials->add(&element);
}
}
bool CanvasItemMaterial::_is_shader_dirty() const {
MutexLock lock(material_mutex);
return element.in_list();
}
void CanvasItemMaterial::set_blend_mode(BlendMode p_blend_mode) {
blend_mode = p_blend_mode;
_queue_shader_change();
}
CanvasItemMaterial::BlendMode CanvasItemMaterial::get_blend_mode() const {
return blend_mode;
}
void CanvasItemMaterial::set_light_mode(LightMode p_light_mode) {
light_mode = p_light_mode;
_queue_shader_change();
}
CanvasItemMaterial::LightMode CanvasItemMaterial::get_light_mode() const {
return light_mode;
}
void CanvasItemMaterial::set_particles_animation(bool p_particles_anim) {
particles_animation = p_particles_anim;
_queue_shader_change();
notify_property_list_changed();
}
bool CanvasItemMaterial::get_particles_animation() const {
return particles_animation;
}
void CanvasItemMaterial::set_particles_anim_h_frames(int p_frames) {
particles_anim_h_frames = p_frames;
RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_h_frames, p_frames);
}
int CanvasItemMaterial::get_particles_anim_h_frames() const {
return particles_anim_h_frames;
}
void CanvasItemMaterial::set_particles_anim_v_frames(int p_frames) {
particles_anim_v_frames = p_frames;
RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_v_frames, p_frames);
}
int CanvasItemMaterial::get_particles_anim_v_frames() const {
return particles_anim_v_frames;
}
void CanvasItemMaterial::set_particles_anim_loop(bool p_loop) {
particles_anim_loop = p_loop;
RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_loop, particles_anim_loop);
}
bool CanvasItemMaterial::get_particles_anim_loop() const {
return particles_anim_loop;
}
void CanvasItemMaterial::_validate_property(PropertyInfo &property) const {
if (property.name.begins_with("particles_anim_") && !particles_animation) {
property.usage = PROPERTY_USAGE_NONE;
}
}
RID CanvasItemMaterial::get_shader_rid() const {
ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
return shader_map[current_key].shader;
}
Shader::Mode CanvasItemMaterial::get_shader_mode() const {
return Shader::MODE_CANVAS_ITEM;
}
void CanvasItemMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_blend_mode", "blend_mode"), &CanvasItemMaterial::set_blend_mode);
ClassDB::bind_method(D_METHOD("get_blend_mode"), &CanvasItemMaterial::get_blend_mode);
ClassDB::bind_method(D_METHOD("set_light_mode", "light_mode"), &CanvasItemMaterial::set_light_mode);
ClassDB::bind_method(D_METHOD("get_light_mode"), &CanvasItemMaterial::get_light_mode);
ClassDB::bind_method(D_METHOD("set_particles_animation", "particles_anim"), &CanvasItemMaterial::set_particles_animation);
ClassDB::bind_method(D_METHOD("get_particles_animation"), &CanvasItemMaterial::get_particles_animation);
ClassDB::bind_method(D_METHOD("set_particles_anim_h_frames", "frames"), &CanvasItemMaterial::set_particles_anim_h_frames);
ClassDB::bind_method(D_METHOD("get_particles_anim_h_frames"), &CanvasItemMaterial::get_particles_anim_h_frames);
ClassDB::bind_method(D_METHOD("set_particles_anim_v_frames", "frames"), &CanvasItemMaterial::set_particles_anim_v_frames);
ClassDB::bind_method(D_METHOD("get_particles_anim_v_frames"), &CanvasItemMaterial::get_particles_anim_v_frames);
ClassDB::bind_method(D_METHOD("set_particles_anim_loop", "loop"), &CanvasItemMaterial::set_particles_anim_loop);
ClassDB::bind_method(D_METHOD("get_particles_anim_loop"), &CanvasItemMaterial::get_particles_anim_loop);
ADD_PROPERTY(PropertyInfo(Variant::INT, "blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Subtract,Multiply,Premultiplied Alpha"), "set_blend_mode", "get_blend_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "light_mode", PROPERTY_HINT_ENUM, "Normal,Unshaded,Light Only"), "set_light_mode", "get_light_mode");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "particles_animation"), "set_particles_animation", "get_particles_animation");
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");
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");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "particles_anim_loop"), "set_particles_anim_loop", "get_particles_anim_loop");
BIND_ENUM_CONSTANT(BLEND_MODE_MIX);
BIND_ENUM_CONSTANT(BLEND_MODE_ADD);
BIND_ENUM_CONSTANT(BLEND_MODE_SUB);
BIND_ENUM_CONSTANT(BLEND_MODE_MUL);
BIND_ENUM_CONSTANT(BLEND_MODE_PREMULT_ALPHA);
BIND_ENUM_CONSTANT(LIGHT_MODE_NORMAL);
BIND_ENUM_CONSTANT(LIGHT_MODE_UNSHADED);
BIND_ENUM_CONSTANT(LIGHT_MODE_LIGHT_ONLY);
}
CanvasItemMaterial::CanvasItemMaterial() :
element(this) {
set_particles_anim_h_frames(1);
set_particles_anim_v_frames(1);
set_particles_anim_loop(false);
current_key.invalid_key = 1;
_queue_shader_change();
}
CanvasItemMaterial::~CanvasItemMaterial() {
MutexLock lock(material_mutex);
if (shader_map.has(current_key)) {
shader_map[current_key].users--;
if (shader_map[current_key].users == 0) {
//deallocate shader, as it's no longer in use
RS::get_singleton()->free(shader_map[current_key].shader);
shader_map.erase(current_key);
}
RS::get_singleton()->material_set_shader(_get_material(), RID());
}
}