2022-03-21 11:25:25 +00:00
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/*************************************************************************/
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/* material_storage.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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#ifndef MATERIAL_STORAGE_GLES3_H
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#define MATERIAL_STORAGE_GLES3_H
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#ifdef GLES3_ENABLED
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#include "core/templates/local_vector.h"
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#include "core/templates/rid_owner.h"
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#include "core/templates/self_list.h"
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#include "servers/rendering/renderer_compositor.h"
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#include "servers/rendering/renderer_storage.h"
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#include "servers/rendering/shader_compiler.h"
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#include "servers/rendering/shader_language.h"
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#include "servers/rendering/storage/material_storage.h"
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#include "drivers/gles3/shaders/copy.glsl.gen.h"
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namespace GLES3 {
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/* SHADER Structs */
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struct Shaders {
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ShaderCompiler compiler;
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CopyShaderGLES3 copy;
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RID copy_version;
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//CubemapFilterShaderGLES3 cubemap_filter;
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ShaderCompiler::IdentifierActions actions_canvas;
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ShaderCompiler::IdentifierActions actions_scene;
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ShaderCompiler::IdentifierActions actions_particles;
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};
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struct Material;
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struct Shader {
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RID self;
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RS::ShaderMode mode;
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ShaderGLES3 *shader = nullptr;
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String code;
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SelfList<Material>::List materials;
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Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
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RID version;
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SelfList<Shader> dirty_list;
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Map<StringName, Map<int, RID>> default_textures;
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Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
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bool valid;
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String path;
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uint32_t index;
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uint64_t last_pass;
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struct CanvasItem {
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enum BlendMode {
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BLEND_MODE_MIX,
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BLEND_MODE_ADD,
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BLEND_MODE_SUB,
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BLEND_MODE_MUL,
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BLEND_MODE_PMALPHA,
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};
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int blend_mode;
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enum LightMode {
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LIGHT_MODE_NORMAL,
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LIGHT_MODE_UNSHADED,
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LIGHT_MODE_LIGHT_ONLY
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};
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int light_mode;
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bool uses_screen_texture;
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bool uses_screen_uv;
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bool uses_time;
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bool uses_modulate;
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bool uses_color;
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bool uses_vertex;
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// all these should disable item joining if used in a custom shader
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bool uses_model_matrix;
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bool uses_extra_matrix;
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bool uses_projection_matrix;
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bool uses_instance_custom;
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} canvas_item;
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struct Spatial {
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enum BlendMode {
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BLEND_MODE_MIX,
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BLEND_MODE_ADD,
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BLEND_MODE_SUB,
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BLEND_MODE_MUL,
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};
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int blend_mode;
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enum DepthDrawMode {
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DEPTH_DRAW_OPAQUE,
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DEPTH_DRAW_ALWAYS,
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DEPTH_DRAW_NEVER,
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DEPTH_DRAW_ALPHA_PREPASS,
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};
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int depth_draw_mode;
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enum CullMode {
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CULL_MODE_FRONT,
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CULL_MODE_BACK,
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CULL_MODE_DISABLED,
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};
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int cull_mode;
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bool uses_alpha;
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bool uses_alpha_scissor;
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bool unshaded;
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bool no_depth_test;
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bool uses_vertex;
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bool uses_discard;
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bool uses_sss;
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bool uses_screen_texture;
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bool uses_depth_texture;
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bool uses_time;
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bool uses_tangent;
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bool uses_ensure_correct_normals;
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bool writes_modelview_or_projection;
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bool uses_vertex_lighting;
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bool uses_world_coordinates;
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} spatial;
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struct Particles {
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} particles;
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bool uses_vertex_time;
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bool uses_fragment_time;
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Shader() :
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dirty_list(this) {
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shader = nullptr;
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valid = false;
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version = RID();
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last_pass = 0;
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}
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};
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/* MATERIAL Structs */
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struct Material {
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RID self;
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Shader *shader = nullptr;
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Map<StringName, Variant> params;
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SelfList<Material> list;
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SelfList<Material> dirty_list;
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Vector<Pair<StringName, RID>> textures;
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float line_width;
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int render_priority;
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RID next_pass;
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uint32_t index;
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uint64_t last_pass;
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// Map<Geometry *, int> geometry_owners;
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// Map<InstanceBaseDependency *, int> instance_owners;
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bool can_cast_shadow_cache;
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bool is_animated_cache;
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Material() :
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list(this),
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dirty_list(this) {
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can_cast_shadow_cache = false;
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is_animated_cache = false;
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shader = nullptr;
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line_width = 1.0;
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last_pass = 0;
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render_priority = 0;
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}
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};
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class MaterialStorage : public RendererMaterialStorage {
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private:
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static MaterialStorage *singleton;
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/* SHADER API */
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mutable Shaders shaders;
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mutable RID_PtrOwner<Shader> shader_owner;
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mutable SelfList<Shader>::List _shader_dirty_list;
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/* MATERIAL API */
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mutable SelfList<Material>::List _material_dirty_list;
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mutable RID_PtrOwner<Material> material_owner;
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public:
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static MaterialStorage *get_singleton();
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MaterialStorage();
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virtual ~MaterialStorage();
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/* GLOBAL VARIABLE API */
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virtual void global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value) override;
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virtual void global_variable_remove(const StringName &p_name) override;
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virtual Vector<StringName> global_variable_get_list() const override;
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virtual void global_variable_set(const StringName &p_name, const Variant &p_value) override;
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virtual void global_variable_set_override(const StringName &p_name, const Variant &p_value) override;
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virtual Variant global_variable_get(const StringName &p_name) const override;
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virtual RS::GlobalVariableType global_variable_get_type(const StringName &p_name) const override;
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virtual void global_variables_load_settings(bool p_load_textures = true) override;
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virtual void global_variables_clear() override;
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virtual int32_t global_variables_instance_allocate(RID p_instance) override;
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virtual void global_variables_instance_free(RID p_instance) override;
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virtual void global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value) override;
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/* SHADER API */
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Shader *get_shader(RID p_rid) { return shader_owner.get_or_null(p_rid); };
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bool owns_shader(RID p_rid) { return shader_owner.owns(p_rid); };
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void _shader_make_dirty(Shader *p_shader);
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virtual RID shader_allocate() override;
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virtual void shader_initialize(RID p_rid) override;
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virtual void shader_free(RID p_rid) override;
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//RID shader_create() override;
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virtual void shader_set_code(RID p_shader, const String &p_code) override;
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virtual String shader_get_code(RID p_shader) const override;
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virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const override;
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virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) override;
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virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const override;
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virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const override { return RS::ShaderNativeSourceCode(); };
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void _update_shader(Shader *p_shader) const;
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void update_dirty_shaders();
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// new
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Variant shader_get_param_default(RID p_material, const StringName &p_param) const override { return Variant(); }
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/* MATERIAL API */
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Material *get_material(RID p_rid) { return material_owner.get_or_null(p_rid); };
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bool owns_material(RID p_rid) { return material_owner.owns(p_rid); };
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void _material_make_dirty(Material *p_material) const;
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// void _material_add_geometry(RID p_material, Geometry *p_geometry);
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// void _material_remove_geometry(RID p_material, Geometry *p_geometry);
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void _update_material(Material *p_material);
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// new
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virtual void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override {}
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virtual void material_update_dependency(RID p_material, RendererStorage::DependencyTracker *p_instance) override {}
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// old
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virtual RID material_allocate() override;
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virtual void material_initialize(RID p_rid) override;
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virtual void material_free(RID p_rid) override;
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//RID material_create() override;
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virtual void material_set_shader(RID p_material, RID p_shader) override;
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virtual RID material_get_shader(RID p_material) const;
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virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) override;
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virtual Variant material_get_param(RID p_material, const StringName &p_param) const override;
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virtual Variant material_get_param_default(RID p_material, const StringName &p_param) const;
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void material_set_line_width(RID p_material, float p_width);
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virtual void material_set_next_pass(RID p_material, RID p_next_material) override;
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virtual bool material_is_animated(RID p_material) override;
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virtual bool material_casts_shadows(RID p_material) override;
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bool material_uses_tangents(RID p_material);
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bool material_uses_ensure_correct_normals(RID p_material);
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void material_add_instance_owner(RID p_material, RendererStorage::DependencyTracker *p_instance);
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void material_remove_instance_owner(RID p_material, RendererStorage::DependencyTracker *p_instance);
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void material_set_render_priority(RID p_material, int priority) override;
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void update_dirty_materials();
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};
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} // namespace GLES3
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#endif // GLES3_ENABLED
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#endif // !MATERIAL_STORAGE_GLES3_H
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