godot/scene/resources/material.h

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/*************************************************************************/
/* material.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* 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. */
/*************************************************************************/
#ifndef MATERIAL_H
#define MATERIAL_H
#include "resource.h"
#include "scene/resources/shader.h"
#include "scene/resources/texture.h"
#include "self_list.h"
#include "servers/visual/shader_language.h"
#include "servers/visual_server.h"
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/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class Material : public Resource {
GDCLASS(Material, Resource);
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RES_BASE_EXTENSION("mtl");
OBJ_SAVE_TYPE(Material);
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RID material;
protected:
_FORCE_INLINE_ RID _get_material() const { return material; }
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public:
virtual RID get_rid() const;
Material();
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virtual ~Material();
};
class ShaderMaterial : public Material {
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GDCLASS(ShaderMaterial, Material);
Ref<Shader> shader;
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
static void _bind_methods();
void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const;
public:
void set_shader(const Ref<Shader> &p_shader);
Ref<Shader> get_shader() const;
void set_shader_param(const StringName &p_param, const Variant &p_value);
Variant get_shader_param(const StringName &p_param) const;
ShaderMaterial();
~ShaderMaterial();
};
class SpatialMaterial : public Material {
GDCLASS(SpatialMaterial, Material)
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public:
enum TextureParam {
TEXTURE_ALBEDO,
TEXTURE_METALLIC,
TEXTURE_ROUGHNESS,
TEXTURE_EMISSION,
TEXTURE_NORMAL,
TEXTURE_RIM,
TEXTURE_CLEARCOAT,
TEXTURE_FLOWMAP,
TEXTURE_AMBIENT_OCCLUSION,
TEXTURE_DEPTH,
TEXTURE_SUBSURFACE_SCATTERING,
TEXTURE_REFRACTION,
TEXTURE_DETAIL_MASK,
TEXTURE_DETAIL_ALBEDO,
TEXTURE_DETAIL_NORMAL,
TEXTURE_MAX
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};
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enum DetailUV {
DETAIL_UV_1,
DETAIL_UV_2
};
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enum Feature {
FEATURE_TRANSPARENT,
FEATURE_EMISSION,
FEATURE_NORMAL_MAPPING,
FEATURE_RIM,
FEATURE_CLEARCOAT,
FEATURE_ANISOTROPY,
FEATURE_AMBIENT_OCCLUSION,
FEATURE_DEPTH_MAPPING,
FEATURE_SUBSURACE_SCATTERING,
FEATURE_REFRACTION,
FEATURE_DETAIL,
FEATURE_MAX
};
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enum BlendMode {
BLEND_MODE_MIX,
BLEND_MODE_ADD,
BLEND_MODE_SUB,
BLEND_MODE_MUL,
};
enum DepthDrawMode {
DEPTH_DRAW_OPAQUE_ONLY,
DEPTH_DRAW_ALWAYS,
DEPTH_DRAW_DISABLED,
DEPTH_DRAW_ALPHA_OPAQUE_PREPASS
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};
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enum CullMode {
CULL_BACK,
CULL_FRONT,
CULL_DISABLED
};
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enum Flags {
FLAG_UNSHADED,
FLAG_ONTOP,
FLAG_ALBEDO_FROM_VERTEX_COLOR,
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FLAG_SRGB_VERTEX_COLOR,
FLAG_USE_POINT_SIZE,
FLAG_FIXED_SIZE,
FLAG_MAX
};
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enum DiffuseMode {
DIFFUSE_LAMBERT,
DIFFUSE_HALF_LAMBERT,
DIFFUSE_OREN_NAYAR,
DIFFUSE_BURLEY,
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};
enum BillboardMode {
BILLBOARD_DISABLED,
BILLBOARD_ENABLED,
BILLBOARD_FIXED_Y,
BILLBOARD_PARTICLES,
};
private:
union MaterialKey {
struct {
uint32_t feature_mask : 11;
uint32_t detail_uv : 1;
uint32_t blend_mode : 2;
uint32_t depth_draw_mode : 2;
uint32_t cull_mode : 2;
uint32_t flags : 6;
uint32_t detail_blend_mode : 2;
uint32_t diffuse_mode : 2;
uint32_t invalid_key : 1;
uint32_t deep_parallax : 1;
uint32_t billboard_mode : 2;
};
uint32_t key;
bool operator<(const MaterialKey &p_key) const {
return key < p_key.key;
}
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};
struct ShaderData {
RID shader;
int users;
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};
static Map<MaterialKey, ShaderData> shader_map;
MaterialKey current_key;
_FORCE_INLINE_ MaterialKey _compute_key() const {
MaterialKey mk;
mk.key = 0;
for (int i = 0; i < FEATURE_MAX; i++) {
if (features[i]) {
mk.feature_mask |= (1 << i);
}
}
mk.detail_uv = detail_uv;
mk.blend_mode = blend_mode;
mk.depth_draw_mode = depth_draw_mode;
mk.cull_mode = cull_mode;
for (int i = 0; i < FLAG_MAX; i++) {
if (flags[i]) {
mk.flags |= (1 << i);
}
}
mk.detail_blend_mode = detail_blend_mode;
mk.diffuse_mode = diffuse_mode;
mk.billboard_mode = billboard_mode;
mk.deep_parallax = deep_parallax ? 1 : 0;
;
return mk;
}
struct ShaderNames {
StringName albedo;
StringName specular;
StringName metallic;
StringName roughness;
StringName emission;
StringName emission_energy;
StringName normal_scale;
StringName rim;
StringName rim_tint;
StringName clearcoat;
StringName clearcoat_gloss;
StringName anisotropy;
StringName depth_scale;
StringName subsurface_scattering_strength;
StringName refraction;
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StringName point_size;
StringName uv1_scale;
StringName uv1_offset;
StringName uv2_scale;
StringName uv2_offset;
StringName particle_h_frames;
StringName particle_v_frames;
StringName particles_anim_loop;
StringName depth_min_layers;
StringName depth_max_layers;
StringName texture_names[TEXTURE_MAX];
};
static Mutex *material_mutex;
static SelfList<SpatialMaterial>::List dirty_materials;
static ShaderNames *shader_names;
SelfList<SpatialMaterial> element;
void _update_shader();
_FORCE_INLINE_ void _queue_shader_change();
_FORCE_INLINE_ bool _is_shader_dirty() const;
Color albedo;
float specular;
float metallic;
float roughness;
Color emission;
float emission_energy;
float normal_scale;
float rim;
float rim_tint;
float clearcoat;
float clearcoat_gloss;
float anisotropy;
float depth_scale;
float subsurface_scattering_strength;
float refraction;
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float line_width;
float point_size;
int particles_anim_h_frames;
int particles_anim_v_frames;
bool particles_anim_loop;
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Vector2 uv1_scale;
Vector2 uv1_offset;
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Vector2 uv2_scale;
Vector2 uv2_offset;
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DetailUV detail_uv;
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bool deep_parallax;
int deep_parallax_min_layers;
int deep_parallax_max_layers;
BlendMode blend_mode;
BlendMode detail_blend_mode;
DepthDrawMode depth_draw_mode;
CullMode cull_mode;
bool flags[FLAG_MAX];
DiffuseMode diffuse_mode;
BillboardMode billboard_mode;
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bool features[FEATURE_MAX];
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Ref<Texture> textures[TEXTURE_MAX];
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_FORCE_INLINE_ void _validate_feature(const String &text, Feature feature, PropertyInfo &property) const;
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protected:
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static void _bind_methods();
void _validate_property(PropertyInfo &property) const;
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public:
void set_albedo(const Color &p_albedo);
Color get_albedo() const;
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void set_specular(float p_specular);
float get_specular() const;
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void set_metallic(float p_metallic);
float get_metallic() const;
void set_roughness(float p_roughness);
float get_roughness() const;
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void set_emission(const Color &p_emission);
Color get_emission() const;
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void set_emission_energy(float p_emission_energy);
float get_emission_energy() const;
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void set_normal_scale(float p_normal_scale);
float get_normal_scale() const;
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void set_rim(float p_rim);
float get_rim() const;
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void set_rim_tint(float p_rim_tint);
float get_rim_tint() const;
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void set_clearcoat(float p_clearcoat);
float get_clearcoat() const;
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void set_clearcoat_gloss(float p_clearcoat_gloss);
float get_clearcoat_gloss() const;
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void set_anisotropy(float p_anisotropy);
float get_anisotropy() const;
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void set_depth_scale(float p_depth_scale);
float get_depth_scale() const;
void set_depth_deep_parallax(bool p_enable);
bool is_depth_deep_parallax_enabled() const;
void set_depth_deep_parallax_min_layers(int p_layer);
int get_depth_deep_parallax_min_layers() const;
void set_depth_deep_parallax_max_layers(int p_layer);
int get_depth_deep_parallax_max_layers() const;
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void set_subsurface_scattering_strength(float p_strength);
float get_subsurface_scattering_strength() const;
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void set_refraction(float p_refraction);
float get_refraction() const;
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void set_line_width(float p_line_width);
float get_line_width() const;
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void set_point_size(float p_point_size);
float get_point_size() const;
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void set_detail_uv(DetailUV p_detail_uv);
DetailUV get_detail_uv() const;
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void set_blend_mode(BlendMode p_mode);
BlendMode get_blend_mode() const;
void set_detail_blend_mode(BlendMode p_mode);
BlendMode get_detail_blend_mode() const;
void set_depth_draw_mode(DepthDrawMode p_mode);
DepthDrawMode get_depth_draw_mode() const;
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void set_cull_mode(CullMode p_mode);
CullMode get_cull_mode() const;
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void set_diffuse_mode(DiffuseMode p_mode);
DiffuseMode get_diffuse_mode() const;
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void set_flag(Flags p_flag, bool p_enabled);
bool get_flag(Flags p_flag) const;
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void set_texture(TextureParam p_param, const Ref<Texture> &p_texture);
Ref<Texture> get_texture(TextureParam p_param) const;
void set_feature(Feature p_feature, bool p_enabled);
bool get_feature(Feature p_feature) const;
void set_uv1_scale(const Vector2 &p_scale);
Vector2 get_uv1_scale() const;
void set_uv1_offset(const Vector2 &p_offset);
Vector2 get_uv1_offset() const;
void set_uv2_scale(const Vector2 &p_scale);
Vector2 get_uv2_scale() const;
void set_uv2_offset(const Vector2 &p_offset);
Vector2 get_uv2_offset() const;
void set_billboard_mode(BillboardMode p_mode);
BillboardMode get_billboard_mode() const;
void set_particles_anim_h_frames(int p_frames);
int get_particles_anim_h_frames() const;
void set_particles_anim_v_frames(int p_frames);
int get_particles_anim_v_frames() const;
void set_particles_anim_loop(int p_frames);
int get_particles_anim_loop() const;
static void init_shaders();
static void finish_shaders();
static void flush_changes();
SpatialMaterial();
virtual ~SpatialMaterial();
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};
VARIANT_ENUM_CAST(SpatialMaterial::TextureParam)
VARIANT_ENUM_CAST(SpatialMaterial::DetailUV)
VARIANT_ENUM_CAST(SpatialMaterial::Feature)
VARIANT_ENUM_CAST(SpatialMaterial::BlendMode)
VARIANT_ENUM_CAST(SpatialMaterial::DepthDrawMode)
VARIANT_ENUM_CAST(SpatialMaterial::CullMode)
VARIANT_ENUM_CAST(SpatialMaterial::Flags)
VARIANT_ENUM_CAST(SpatialMaterial::DiffuseMode)
VARIANT_ENUM_CAST(SpatialMaterial::BillboardMode)
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//////////////////////
#endif