132 lines
4.2 KiB
C++
132 lines
4.2 KiB
C++
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/*************************************************************************/
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/* sky_material.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "core/rid.h"
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#include "scene/resources/material.h"
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#ifndef SKY_MATERIAL_H
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#define SKY_MATERIAL_H
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class SkyMaterial : public Material {
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GDCLASS(SkyMaterial, Material);
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public:
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private:
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union MaterialKey {
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struct {
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uint32_t texture_mask : 16;
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uint32_t texture_color : 1;
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uint32_t flags : 4;
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uint32_t emission_shape : 2;
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uint32_t trail_size_texture : 1;
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uint32_t trail_color_texture : 1;
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uint32_t invalid_key : 1;
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uint32_t has_emission_color : 1;
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};
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uint32_t key;
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bool operator<(const MaterialKey &p_key) const {
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return key < p_key.key;
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}
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};
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struct ShaderData {
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RID shader;
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int users;
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};
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static Map<MaterialKey, ShaderData> shader_map;
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MaterialKey current_key;
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_FORCE_INLINE_ MaterialKey _compute_key() const {
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MaterialKey mk;
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mk.key = 0;
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/*
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for (int i = 0; i < PARAM_MAX; i++) {
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if (tex_parameters[i].is_valid()) {
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mk.texture_mask |= (1 << i);
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}
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}
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for (int i = 0; i < FLAG_MAX; i++) {
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if (flags[i]) {
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mk.flags |= (1 << i);
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}
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}
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mk.texture_color = color_ramp.is_valid() ? 1 : 0;
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mk.emission_shape = emission_shape;
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mk.trail_color_texture = trail_color_modifier.is_valid() ? 1 : 0;
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mk.trail_size_texture = trail_size_modifier.is_valid() ? 1 : 0;
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mk.has_emission_color = emission_shape >= EMISSION_SHAPE_POINTS && emission_color_texture.is_valid();
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*/
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return mk;
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}
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static Mutex *material_mutex;
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static SelfList<SkyMaterial>::List *dirty_materials;
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struct ShaderNames {
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StringName placeholder;
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};
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static ShaderNames *shader_names;
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SelfList<SkyMaterial> element;
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void _update_shader();
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_FORCE_INLINE_ void _queue_shader_change();
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_FORCE_INLINE_ bool _is_shader_dirty() const;
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protected:
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static void _bind_methods();
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virtual void _validate_property(PropertyInfo &property) const;
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public:
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static void init_shaders();
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static void finish_shaders();
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static void flush_changes();
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RID get_shader_rid() const;
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virtual Shader::Mode get_shader_mode() const;
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SkyMaterial();
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~SkyMaterial();
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};
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#endif /* !SKY_MATERIAL_H */
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