/*************************************************************************/ /* material.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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. */ /*************************************************************************/ #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" /** @author Juan Linietsky */ class Material : public Resource { GDCLASS(Material, Resource) RES_BASE_EXTENSION("material") OBJ_SAVE_TYPE(Material) RID material; Ref next_pass; int render_priority; protected: _FORCE_INLINE_ RID _get_material() const { return material; } static void _bind_methods(); virtual bool _can_do_next_pass() const { return false; } void _validate_property(PropertyInfo &property) const; public: enum { RENDER_PRIORITY_MAX = VS::MATERIAL_RENDER_PRIORITY_MAX, RENDER_PRIORITY_MIN = VS::MATERIAL_RENDER_PRIORITY_MIN, }; void set_next_pass(const Ref &p_pass); Ref get_next_pass() const; void set_render_priority(int p_priority); int get_render_priority() const; virtual RID get_rid() const; Material(); virtual ~Material(); }; class ShaderMaterial : public Material { GDCLASS(ShaderMaterial, Material); Ref 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 *p_list) const; static void _bind_methods(); void get_argument_options(const StringName &p_function, int p_idx, List *r_options) const; virtual bool _can_do_next_pass() const; public: void set_shader(const Ref &p_shader); Ref 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) 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_TRANSMISSION, TEXTURE_REFRACTION, TEXTURE_DETAIL_MASK, TEXTURE_DETAIL_ALBEDO, TEXTURE_DETAIL_NORMAL, TEXTURE_MAX }; enum DetailUV { DETAIL_UV_1, DETAIL_UV_2 }; 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_TRANSMISSION, FEATURE_REFRACTION, FEATURE_DETAIL, FEATURE_MAX }; 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 }; enum CullMode { CULL_BACK, CULL_FRONT, CULL_DISABLED }; enum Flags { FLAG_UNSHADED, FLAG_USE_VERTEX_LIGHTING, FLAG_DISABLE_DEPTH_TEST, FLAG_ALBEDO_FROM_VERTEX_COLOR, FLAG_SRGB_VERTEX_COLOR, FLAG_USE_POINT_SIZE, FLAG_FIXED_SIZE, FLAG_UV1_USE_TRIPLANAR, FLAG_UV2_USE_TRIPLANAR, FLAG_TRIPLANAR_USE_WORLD, FLAG_AO_ON_UV2, FLAG_USE_ALPHA_SCISSOR, FLAG_MAX }; enum DiffuseMode { DIFFUSE_LAMBERT, DIFFUSE_LAMBERT_WRAP, DIFFUSE_OREN_NAYAR, DIFFUSE_BURLEY, DIFFUSE_TOON, }; enum SpecularMode { SPECULAR_SCHLICK_GGX, SPECULAR_BLINN, SPECULAR_PHONG, SPECULAR_TOON, SPECULAR_DISABLED, }; enum BillboardMode { BILLBOARD_DISABLED, BILLBOARD_ENABLED, BILLBOARD_FIXED_Y, BILLBOARD_PARTICLES, }; enum TextureChannel { TEXTURE_CHANNEL_RED, TEXTURE_CHANNEL_GREEN, TEXTURE_CHANNEL_BLUE, TEXTURE_CHANNEL_ALPHA, TEXTURE_CHANNEL_GRAYSCALE }; private: union MaterialKey { struct { uint64_t feature_mask : 12; uint64_t detail_uv : 1; uint64_t blend_mode : 2; uint64_t depth_draw_mode : 2; uint64_t cull_mode : 2; uint64_t flags : 12; uint64_t detail_blend_mode : 2; uint64_t diffuse_mode : 3; uint64_t specular_mode : 2; uint64_t invalid_key : 1; uint64_t deep_parallax : 1; uint64_t billboard_mode : 2; uint64_t grow : 1; uint64_t proximity_fade : 1; uint64_t distance_fade : 1; }; uint64_t key; bool operator<(const MaterialKey &p_key) const { return key < p_key.key; } }; struct ShaderData { RID shader; int users; }; static Map 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.specular_mode = specular_mode; mk.billboard_mode = billboard_mode; mk.deep_parallax = deep_parallax ? 1 : 0; mk.grow = grow_enabled; mk.proximity_fade = proximity_fade_enabled; mk.distance_fade = distance_fade_enabled; 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 transmission; StringName refraction; StringName point_size; StringName uv1_scale; StringName uv1_offset; StringName uv2_scale; StringName uv2_offset; StringName particles_anim_h_frames; StringName particles_anim_v_frames; StringName particles_anim_loop; StringName depth_min_layers; StringName depth_max_layers; StringName uv1_blend_sharpness; StringName uv2_blend_sharpness; StringName grow; StringName proximity_fade_distance; StringName distance_fade_min; StringName distance_fade_max; StringName metallic_texture_channel; StringName roughness_texture_channel; StringName ao_texture_channel; StringName clearcoat_texture_channel; StringName rim_texture_channel; StringName depth_texture_channel; StringName refraction_texture_channel; StringName alpha_scissor_threshold; StringName texture_names[TEXTURE_MAX]; }; static Mutex *material_mutex; static SelfList::List dirty_materials; static ShaderNames *shader_names; SelfList 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; Color transmission; float refraction; float line_width; float point_size; float alpha_scissor_threshold; bool grow_enabled; float grow; int particles_anim_h_frames; int particles_anim_v_frames; bool particles_anim_loop; Vector3 uv1_scale; Vector3 uv1_offset; float uv1_triplanar_sharpness; Vector3 uv2_scale; Vector3 uv2_offset; float uv2_triplanar_sharpness; DetailUV detail_uv; bool deep_parallax; int deep_parallax_min_layers; int deep_parallax_max_layers; bool proximity_fade_enabled; float proximity_fade_distance; bool distance_fade_enabled; float distance_fade_max_distance; float distance_fade_min_distance; BlendMode blend_mode; BlendMode detail_blend_mode; DepthDrawMode depth_draw_mode; CullMode cull_mode; bool flags[FLAG_MAX]; SpecularMode specular_mode; DiffuseMode diffuse_mode; BillboardMode billboard_mode; TextureChannel metallic_texture_channel; TextureChannel roughness_texture_channel; TextureChannel ao_texture_channel; TextureChannel refraction_texture_channel; bool features[FEATURE_MAX]; Ref textures[TEXTURE_MAX]; _FORCE_INLINE_ void _validate_feature(const String &text, Feature feature, PropertyInfo &property) const; enum { MAX_MATERIALS_FOR_2D = 32 }; static Ref materials_for_2d[MAX_MATERIALS_FOR_2D]; //used by Sprite3D and other stuff protected: static void _bind_methods(); void _validate_property(PropertyInfo &property) const; virtual bool _can_do_next_pass() const { return true; } public: void set_albedo(const Color &p_albedo); Color get_albedo() const; void set_specular(float p_specular); float get_specular() const; void set_metallic(float p_metallic); float get_metallic() const; void set_roughness(float p_roughness); float get_roughness() const; void set_emission(const Color &p_emission); Color get_emission() const; void set_emission_energy(float p_emission_energy); float get_emission_energy() const; void set_normal_scale(float p_normal_scale); float get_normal_scale() const; void set_rim(float p_rim); float get_rim() const; void set_rim_tint(float p_rim_tint); float get_rim_tint() const; void set_clearcoat(float p_clearcoat); float get_clearcoat() const; void set_clearcoat_gloss(float p_clearcoat_gloss); float get_clearcoat_gloss() const; void set_anisotropy(float p_anisotropy); float get_anisotropy() const; 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; void set_subsurface_scattering_strength(float p_subsurface_scattering_strength); float get_subsurface_scattering_strength() const; void set_transmission(const Color &p_transmission); Color get_transmission() const; void set_refraction(float p_refraction); float get_refraction() const; void set_line_width(float p_line_width); float get_line_width() const; void set_point_size(float p_point_size); float get_point_size() const; void set_detail_uv(DetailUV p_detail_uv); DetailUV get_detail_uv() const; 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; void set_cull_mode(CullMode p_mode); CullMode get_cull_mode() const; void set_diffuse_mode(DiffuseMode p_mode); DiffuseMode get_diffuse_mode() const; void set_specular_mode(SpecularMode p_mode); SpecularMode get_specular_mode() const; void set_flag(Flags p_flag, bool p_enabled); bool get_flag(Flags p_flag) const; void set_texture(TextureParam p_param, const Ref &p_texture); Ref 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 Vector3 &p_scale); Vector3 get_uv1_scale() const; void set_uv1_offset(const Vector3 &p_offset); Vector3 get_uv1_offset() const; void set_uv1_triplanar_blend_sharpness(float p_sharpness); float get_uv1_triplanar_blend_sharpness() const; void set_uv2_scale(const Vector3 &p_scale); Vector3 get_uv2_scale() const; void set_uv2_offset(const Vector3 &p_offset); Vector3 get_uv2_offset() const; void set_uv2_triplanar_blend_sharpness(float p_sharpness); float get_uv2_triplanar_blend_sharpness() 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; void set_grow_enabled(bool p_enable); bool is_grow_enabled() const; void set_grow(float p_grow); float get_grow() const; void set_alpha_scissor_threshold(float p_treshold); float get_alpha_scissor_threshold() const; void set_on_top_of_alpha(); void set_proximity_fade(bool p_enable); bool is_proximity_fade_enabled() const; void set_proximity_fade_distance(float p_distance); float get_proximity_fade_distance() const; void set_distance_fade(bool p_enable); bool is_distance_fade_enabled() const; void set_distance_fade_max_distance(float p_distance); float get_distance_fade_max_distance() const; void set_distance_fade_min_distance(float p_distance); float get_distance_fade_min_distance() const; void set_metallic_texture_channel(TextureChannel p_channel); TextureChannel get_metallic_texture_channel() const; void set_roughness_texture_channel(TextureChannel p_channel); TextureChannel get_roughness_texture_channel() const; void set_ao_texture_channel(TextureChannel p_channel); TextureChannel get_ao_texture_channel() const; void set_refraction_texture_channel(TextureChannel p_channel); TextureChannel get_refraction_texture_channel() const; static void init_shaders(); static void finish_shaders(); static void flush_changes(); static RID get_material_rid_for_2d(bool p_shaded, bool p_transparent, bool p_double_sided, bool p_cut_alpha, bool p_opaque_prepass); SpatialMaterial(); virtual ~SpatialMaterial(); }; 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::SpecularMode) VARIANT_ENUM_CAST(SpatialMaterial::BillboardMode) VARIANT_ENUM_CAST(SpatialMaterial::TextureChannel) ////////////////////// #endif