/*************************************************************************/ /* rasterizer.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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 "rasterizer.h" #include "os/os.h" #include "print_string.h" RID Rasterizer::create_default_material() { return material_create(); } /* Fixed MAterial SHADER API */ RID Rasterizer::_create_shader(const FixedMaterialShaderKey &p_key) { ERR_FAIL_COND_V(!p_key.valid, RID()); Map::Element *E = fixed_material_shaders.find(p_key); if (E) { E->get().refcount++; return E->get().shader; } uint64_t t = OS::get_singleton()->get_ticks_usec(); FixedMaterialShader fms; fms.refcount = 1; fms.shader = shader_create(); //create shader code int texcoords_used = 0; String code; static const char *_uv_str[4] = { "UV", "uv_xform", "UV2", "uv_sphere" }; #define _TEXUVSTR(m_idx) String(_uv_str[(p_key.texcoord_mask >> (m_idx * 2)) & 0x3]) if (p_key.use_pointsize) { code += "UV=POINT_COORD;\n"; } for (int i = 0; i < VS::FIXED_MATERIAL_PARAM_MAX; i++) { if (p_key.texture_mask & (1 << i)) texcoords_used |= (1 << ((p_key.texcoord_mask >> (i * 2)) & 0x3)); } if (texcoords_used & (1 << VS::FIXED_MATERIAL_TEXCOORD_UV_TRANSFORM)) { code += "uniform mat4 fmp_uv_xform;\n"; code += "vec2 uv_xform = (fmp_uv_xform * vec4(UV,0,1)).xy;\n"; } /* HANDLE NORMAL MAPPING */ if (p_key.texture_mask & (1 << VS::FIXED_MATERIAL_PARAM_NORMAL)) { String scode; scode += "uniform float fmp_normal;\n"; scode += "uniform texture fmp_normal_tex;\n"; String uv_str; if (((p_key.texcoord_mask >> (VS::FIXED_MATERIAL_PARAM_NORMAL * 2)) & 0x3) == VS::FIXED_MATERIAL_TEXCOORD_SPHERE) { uv_str = "uv"; //sorry not supported } else { uv_str = _TEXUVSTR(VS::FIXED_MATERIAL_PARAM_NORMAL); } if (p_key.use_xy_normalmap) { scode += "vec2 ywnormal=tex( fmp_normal_tex," + uv_str + ").wy * vec2(2.0,2.0) - vec2(1.0,1.0);\n"; scode += "NORMALMAP=vec3(ywnormal,sqrt(1 - (ywnormal.x * ywnormal.x) - (ywnormal.y * ywnormal.y) ));\n"; } else { scode += "NORMALMAP=tex( fmp_normal_tex," + uv_str + ").xyz * vec3(2.0,2.0,1.0) - vec3(1.0,1.0,0.0);\n"; } scode += "NORMALMAP_DEPTH=fmp_normal;\n"; code += scode; } //handle sphere uv if used, do it here because it needs the normal, which may be transformed by a normal map if (texcoords_used & (1 << VS::FIXED_MATERIAL_TEXCOORD_SPHERE)) { String tcode; tcode = "vec3 eye_normal = normalize(VERTEX);\n"; tcode += "vec3 ref = (eye_normal - 2.0*dot(NORMAL, eye_normal)*NORMAL);\n"; tcode += "ref.z+=1.0;\n"; tcode += "vec2 uv_sphere = ref.xy*vec2(0.5,0.0-0.5)+vec2(0.5,0.0-0.5);\n"; code += tcode; } /* HANDLE DIFFUSE LIGHTING */ code += "uniform color fmp_diffuse;\n"; code += "color diffuse=fmp_diffuse;\n"; if (p_key.use_color_array) code += "diffuse*=COLOR;\n"; if (p_key.texture_mask & (1 << VS::FIXED_MATERIAL_PARAM_DIFFUSE)) { code += "uniform texture fmp_diffuse_tex;\n"; code += "diffuse*=tex( fmp_diffuse_tex," + _TEXUVSTR(VS::FIXED_MATERIAL_PARAM_DIFFUSE) + ");\n"; } if (p_key.texture_mask & (1 << VS::FIXED_MATERIAL_PARAM_DETAIL)) { String dcode; dcode += "uniform texture fmp_detail_tex;\n"; dcode += "uniform float fmp_detail;\n"; dcode += "color detail=tex( fmp_detail_tex," + _TEXUVSTR(VS::FIXED_MATERIAL_PARAM_DETAIL) + ");\n"; //aways mix dcode += "diffuse=vec4(mix(diffuse.rgb,detail.rgb,detail.a*fmp_detail),diffuse.a);\n"; code += dcode; } if (p_key.use_alpha) { code += "DIFFUSE_ALPHA=diffuse;\n"; if (p_key.discard_alpha) { code += "DISCARD=diffuse.a<0.5;\n"; } } else { code += "DIFFUSE=diffuse.rgb;\n"; } /* HANDLE SPECULAR LIGHTING */ code += "uniform color fmp_specular;\n"; code += "color specular=fmp_specular;\n"; if (p_key.texture_mask & (1 << VS::FIXED_MATERIAL_PARAM_SPECULAR)) { String scode; scode += "uniform texture fmp_specular_tex;\n"; scode += "specular*=tex( fmp_specular_tex," + _TEXUVSTR(VS::FIXED_MATERIAL_PARAM_SPECULAR) + ");\n"; code += scode; } code += "SPECULAR=specular.rgb;\n"; code += "uniform float fmp_specular_exp;\n"; code += "float specular_exp=fmp_specular_exp;\n"; if (p_key.texture_mask & (1 << VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP)) { String scode; scode += "uniform texture fmp_specular_exp_tex;\n"; scode += "specular_exp*=tex( fmp_specular_exp_tex," + _TEXUVSTR(VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP) + ").r;\n"; code += scode; } code += "SPEC_EXP=specular_exp;\n"; /* HANDLE EMISSION LIGHTING */ code += "uniform color fmp_emission;\n"; code += "color emission=fmp_emission;\n"; if (p_key.texture_mask & (1 << VS::FIXED_MATERIAL_PARAM_EMISSION)) { String scode; scode += "uniform texture fmp_emission_tex;\n"; scode += "emission*=tex( fmp_emission_tex," + _TEXUVSTR(VS::FIXED_MATERIAL_PARAM_EMISSION) + ");\n"; code += scode; } code += "EMISSION=emission.rgb;\n"; /* HANDLE GLOW */ code += "uniform float fmp_glow;\n"; code += "float glow=fmp_glow;\n"; if (p_key.texture_mask & (1 << VS::FIXED_MATERIAL_PARAM_GLOW)) { String scode; scode += "uniform texture fmp_glow_tex;\n"; scode += "glow*=tex( fmp_glow_tex," + _TEXUVSTR(VS::FIXED_MATERIAL_PARAM_GLOW) + ").r;\n"; code += scode; } code += "GLOW=glow;\n"; if (p_key.texture_mask & (1 << VS::FIXED_MATERIAL_PARAM_SHADE_PARAM)) { String scode; scode += "uniform texture fmp_shade_param_tex;\n"; scode += "SHADE_PARAM=tex( fmp_shade_param_tex," + _TEXUVSTR(VS::FIXED_MATERIAL_PARAM_SHADE_PARAM) + ").r;\n"; code += scode; } else { String scode; scode += "uniform float fmp_shade_param;\n"; scode += "SHADE_PARAM=fmp_shade_param;\n"; code += scode; } //print_line("**FRAGMENT SHADER GENERATED code: \n"+code); String vcode; vcode = "uniform float " + _fixed_material_param_names[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP] + ";\n"; vcode += "SPEC_EXP=" + _fixed_material_param_names[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP] + ";\n"; if (p_key.use_pointsize) { vcode += "uniform float " + _fixed_material_point_size_name + ";\n"; vcode += "POINT_SIZE=" + _fixed_material_point_size_name + ";\n"; // vcode+="POINT_SIZE=10.0;\n"; } String lcode; switch (p_key.light_shader) { case VS::FIXED_MATERIAL_LIGHT_SHADER_LAMBERT: { //do nothing } break; case VS::FIXED_MATERIAL_LIGHT_SHADER_WRAP: { lcode += "float NdotL = max(0.0,((dot( NORMAL, LIGHT_DIR )+SHADE_PARAM)/(1.0+SHADE_PARAM)));"; lcode += "vec3 half_vec = normalize(LIGHT_DIR + EYE_VEC);"; lcode += "float eye_light = max(dot(NORMAL, half_vec),0.0);"; lcode += "LIGHT = LIGHT_DIFFUSE * DIFFUSE * NdotL;"; lcode += "if (NdotL > 0.0) {"; lcode += "\tLIGHT+=LIGHT_SPECULAR * SPECULAR * pow( eye_light, SPECULAR_EXP );"; lcode += "};"; } break; case VS::FIXED_MATERIAL_LIGHT_SHADER_VELVET: { lcode += "float NdotL = max(0.0,dot( NORMAL, LIGHT_DIR ));"; lcode += "vec3 half_vec = normalize(LIGHT_DIR + EYE_VEC);"; lcode += "float eye_light = max(dot(NORMAL, half_vec),0.0);"; lcode += "LIGHT = LIGHT_DIFFUSE * DIFFUSE * NdotL;"; lcode += "float rim = (1.0-abs(dot(NORMAL,vec3(0,0,1))))*SHADE_PARAM;"; lcode += "LIGHT += LIGHT_DIFFUSE * DIFFUSE * rim;"; lcode += "if (NdotL > 0.0) {"; lcode += "\tLIGHT+=LIGHT_SPECULAR * SPECULAR * pow( eye_light, SPECULAR_EXP );"; lcode += "};"; } break; case VS::FIXED_MATERIAL_LIGHT_SHADER_TOON: { lcode += "float NdotL = dot( NORMAL, LIGHT_DIR );"; lcode += "vec3 light_ref = reflect( LIGHT_DIR, NORMAL );"; lcode += "float eye_light = clamp( dot( light_ref, vec3(0,0,0)-EYE_VEC), 0.0, 1.0 );"; lcode += "float NdotL_diffuse = smoothstep( max( SHADE_PARAM-0.05, 0.0-1.0), min( SHADE_PARAM+0.05, 1.0), NdotL );"; lcode += "float spec_radius=clamp((1.0-(SPECULAR_EXP/64.0)),0.0,1.0);"; lcode += "float NdotL_specular = smoothstep( max( spec_radius-0.05, 0.0), min( spec_radius+0.05, 1.0), eye_light )*max(NdotL,0);"; lcode += "LIGHT = NdotL_diffuse * LIGHT_DIFFUSE*DIFFUSE + NdotL_specular * LIGHT_SPECULAR*SPECULAR;"; } break; } //print_line("**VERTEX SHADER GENERATED code: \n"+vcode); double tf = (OS::get_singleton()->get_ticks_usec() - t) / 1000.0; // print_line("generate: "+rtos(tf)); shader_set_code(fms.shader, vcode, code, lcode, 0, 0); fixed_material_shaders[p_key] = fms; return fms.shader; } void Rasterizer::_free_shader(const FixedMaterialShaderKey &p_key) { if (p_key.valid == 0) return; //not a valid key Map::Element *E = fixed_material_shaders.find(p_key); ERR_FAIL_COND(!E); E->get().refcount--; if (E->get().refcount == 0) { free(E->get().shader); fixed_material_shaders.erase(E); } } void Rasterizer::fixed_material_set_flag(RID p_material, VS::FixedMaterialFlags p_flag, bool p_enabled) { Map::Element *E = fixed_materials.find(p_material); ERR_FAIL_COND(!E); FixedMaterial &fm = *E->get(); switch (p_flag) { case VS::FIXED_MATERIAL_FLAG_USE_ALPHA: fm.use_alpha = p_enabled; break; case VS::FIXED_MATERIAL_FLAG_USE_COLOR_ARRAY: fm.use_color_array = p_enabled; break; case VS::FIXED_MATERIAL_FLAG_USE_POINT_SIZE: fm.use_pointsize = p_enabled; break; case VS::FIXED_MATERIAL_FLAG_DISCARD_ALPHA: fm.discard_alpha = p_enabled; break; case VS::FIXED_MATERIAL_FLAG_USE_XY_NORMALMAP: fm.use_xy_normalmap = p_enabled; break; } if (!fm.dirty_list.in_list()) fixed_material_dirty_list.add(&fm.dirty_list); } bool Rasterizer::fixed_material_get_flag(RID p_material, VS::FixedMaterialFlags p_flag) const { const Map::Element *E = fixed_materials.find(p_material); ERR_FAIL_COND_V(!E, false); const FixedMaterial &fm = *E->get(); switch (p_flag) { case VS::FIXED_MATERIAL_FLAG_USE_ALPHA: return fm.use_alpha; ; break; case VS::FIXED_MATERIAL_FLAG_USE_COLOR_ARRAY: return fm.use_color_array; ; break; case VS::FIXED_MATERIAL_FLAG_USE_POINT_SIZE: return fm.use_pointsize; ; break; case VS::FIXED_MATERIAL_FLAG_DISCARD_ALPHA: return fm.discard_alpha; ; break; case VS::FIXED_MATERIAL_FLAG_USE_XY_NORMALMAP: return fm.use_xy_normalmap; ; break; } return false; } RID Rasterizer::fixed_material_create() { RID mat = material_create(); fixed_materials[mat] = memnew(FixedMaterial()); FixedMaterial &fm = *fixed_materials[mat]; fm.self = mat; fm.get_key(); material_set_flag(mat, VS::MATERIAL_FLAG_COLOR_ARRAY_SRGB, true); for (int i = 0; i < VS::FIXED_MATERIAL_PARAM_MAX; i++) { material_set_param(mat, _fixed_material_param_names[i], fm.param[i]); //must be there } fixed_material_dirty_list.add(&fm.dirty_list); //print_line("FMC: "+itos(mat.get_id())); return mat; } void Rasterizer::fixed_material_set_parameter(RID p_material, VS::FixedMaterialParam p_parameter, const Variant &p_value) { Map::Element *E = fixed_materials.find(p_material); ERR_FAIL_COND(!E); FixedMaterial &fm = *E->get(); RID material = E->key(); ERR_FAIL_INDEX(p_parameter, VS::FIXED_MATERIAL_PARAM_MAX); if ((p_parameter == VS::FIXED_MATERIAL_PARAM_DIFFUSE || p_parameter == VS::FIXED_MATERIAL_PARAM_SPECULAR || p_parameter == VS::FIXED_MATERIAL_PARAM_EMISSION)) { if (p_value.get_type() != Variant::COLOR) { ERR_EXPLAIN(String(_fixed_material_param_names[p_parameter]) + " expects Color"); ERR_FAIL(); } } else { if (!p_value.is_num()) { ERR_EXPLAIN(String(_fixed_material_param_names[p_parameter]) + " expects scalar"); ERR_FAIL(); } } fm.param[p_parameter] = p_value; VS::get_singleton()->material_set_param(material, _fixed_material_param_names[p_parameter], p_value); } Variant Rasterizer::fixed_material_get_parameter(RID p_material, VS::FixedMaterialParam p_parameter) const { const Map::Element *E = fixed_materials.find(p_material); ERR_FAIL_COND_V(!E, Variant()); const FixedMaterial &fm = *E->get(); ERR_FAIL_INDEX_V(p_parameter, VS::FIXED_MATERIAL_PARAM_MAX, Variant()); return fm.param[p_parameter]; } void Rasterizer::fixed_material_set_texture(RID p_material, VS::FixedMaterialParam p_parameter, RID p_texture) { Map::Element *E = fixed_materials.find(p_material); if (!E) { print_line("Not found: " + itos(p_material.get_id())); } ERR_FAIL_COND(!E); FixedMaterial &fm = *E->get(); ERR_FAIL_INDEX(p_parameter, VS::FIXED_MATERIAL_PARAM_MAX); RID material = E->key(); fm.texture[p_parameter] = p_texture; VS::get_singleton()->material_set_param(material, _fixed_material_tex_names[p_parameter], p_texture); if (!fm.dirty_list.in_list()) fixed_material_dirty_list.add(&fm.dirty_list); } RID Rasterizer::fixed_material_get_texture(RID p_material, VS::FixedMaterialParam p_parameter) const { const Map::Element *E = fixed_materials.find(p_material); ERR_FAIL_COND_V(!E, RID()); const FixedMaterial &fm = *E->get(); ERR_FAIL_INDEX_V(p_parameter, VS::FIXED_MATERIAL_PARAM_MAX, RID()); return fm.texture[p_parameter]; } void Rasterizer::fixed_material_set_texcoord_mode(RID p_material, VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode) { Map::Element *E = fixed_materials.find(p_material); ERR_FAIL_COND(!E); FixedMaterial &fm = *E->get(); ERR_FAIL_INDEX(p_parameter, VS::FIXED_MATERIAL_PARAM_MAX); fm.get_key(); fm.texture_tc[p_parameter] = p_mode; if (!fm.dirty_list.in_list()) fixed_material_dirty_list.add(&fm.dirty_list); } VS::FixedMaterialTexCoordMode Rasterizer::fixed_material_get_texcoord_mode(RID p_material, VS::FixedMaterialParam p_parameter) const { const Map::Element *E = fixed_materials.find(p_material); ERR_FAIL_COND_V(!E, VS::FIXED_MATERIAL_TEXCOORD_UV); const FixedMaterial &fm = *E->get(); ERR_FAIL_INDEX_V(p_parameter, VS::FIXED_MATERIAL_PARAM_MAX, VS::FIXED_MATERIAL_TEXCOORD_UV); return fm.texture_tc[p_parameter]; } void Rasterizer::fixed_material_set_uv_transform(RID p_material, const Transform &p_transform) { Map::Element *E = fixed_materials.find(p_material); ERR_FAIL_COND(!E); FixedMaterial &fm = *E->get(); RID material = E->key(); VS::get_singleton()->material_set_param(material, _fixed_material_uv_xform_name, p_transform); fm.uv_xform = p_transform; } Transform Rasterizer::fixed_material_get_uv_transform(RID p_material) const { const Map::Element *E = fixed_materials.find(p_material); ERR_FAIL_COND_V(!E, Transform()); const FixedMaterial &fm = *E->get(); return fm.uv_xform; } void Rasterizer::fixed_material_set_light_shader(RID p_material, VS::FixedMaterialLightShader p_shader) { Map::Element *E = fixed_materials.find(p_material); ERR_FAIL_COND(!E); FixedMaterial &fm = *E->get(); fm.light_shader = p_shader; if (!fm.dirty_list.in_list()) fixed_material_dirty_list.add(&fm.dirty_list); } VS::FixedMaterialLightShader Rasterizer::fixed_material_get_light_shader(RID p_material) const { const Map::Element *E = fixed_materials.find(p_material); ERR_FAIL_COND_V(!E, VS::FIXED_MATERIAL_LIGHT_SHADER_LAMBERT); const FixedMaterial &fm = *E->get(); return fm.light_shader; } void Rasterizer::fixed_material_set_point_size(RID p_material, float p_size) { Map::Element *E = fixed_materials.find(p_material); ERR_FAIL_COND(!E); FixedMaterial &fm = *E->get(); RID material = E->key(); VS::get_singleton()->material_set_param(material, _fixed_material_point_size_name, p_size); fm.point_size = p_size; } float Rasterizer::fixed_material_get_point_size(RID p_material) const { const Map::Element *E = fixed_materials.find(p_material); ERR_FAIL_COND_V(!E, 1.0); const FixedMaterial &fm = *E->get(); return fm.point_size; } void Rasterizer::_update_fixed_materials() { while (fixed_material_dirty_list.first()) { FixedMaterial &fm = *fixed_material_dirty_list.first()->self(); FixedMaterialShaderKey new_key = fm.get_key(); if (new_key.key != fm.current_key.key) { _free_shader(fm.current_key); RID new_rid = _create_shader(new_key); fm.current_key = new_key; material_set_shader(fm.self, new_rid); if (fm.texture[VS::FIXED_MATERIAL_PARAM_DETAIL].is_valid()) { //send these again just in case. material_set_param(fm.self, _fixed_material_param_names[VS::FIXED_MATERIAL_PARAM_DETAIL], fm.param[VS::FIXED_MATERIAL_PARAM_DETAIL]); } if (fm.texture[VS::FIXED_MATERIAL_PARAM_NORMAL].is_valid()) { //send these again just in case. material_set_param(fm.self, _fixed_material_param_names[VS::FIXED_MATERIAL_PARAM_NORMAL], fm.param[VS::FIXED_MATERIAL_PARAM_NORMAL]); } material_set_param(fm.self, _fixed_material_uv_xform_name, fm.uv_xform); if (fm.use_pointsize) { material_set_param(fm.self, _fixed_material_point_size_name, fm.point_size); } } fixed_material_dirty_list.remove(fixed_material_dirty_list.first()); } } void Rasterizer::_free_fixed_material(const RID &p_material) { Map::Element *E = fixed_materials.find(p_material); if (E) { _free_shader(E->get()->current_key); //free shader if (E->get()->dirty_list.in_list()) fixed_material_dirty_list.remove(&E->get()->dirty_list); memdelete(E->get()); fixed_materials.erase(E); //free material } } void Rasterizer::flush_frame() { //not really necesary to implement } Rasterizer::Rasterizer() { static const char *fm_names[VS::FIXED_MATERIAL_PARAM_MAX] = { "diffuse", "detail", "specular", "emission", "specular_exp", "glow", "normal", "shade_param" }; for (int i = 0; i < VS::FIXED_MATERIAL_PARAM_MAX; i++) { _fixed_material_param_names[i] = String("fmp_") + fm_names[i]; _fixed_material_tex_names[i] = String("fmp_") + fm_names[i] + "_tex"; } _fixed_material_uv_xform_name = "fmp_uv_xform"; _fixed_material_point_size_name = "fmp_point_size"; draw_viewport_func = NULL; ERR_FAIL_COND(sizeof(FixedMaterialShaderKey) != 4); } RID Rasterizer::create_overdraw_debug_material() { RID mat = fixed_material_create(); fixed_material_set_parameter(mat, VisualServer::FIXED_MATERIAL_PARAM_SPECULAR, Color(0, 0, 0)); fixed_material_set_parameter(mat, VisualServer::FIXED_MATERIAL_PARAM_DIFFUSE, Color(0.1, 0.1, 0.2)); fixed_material_set_parameter(mat, VisualServer::FIXED_MATERIAL_PARAM_EMISSION, Color(0, 0, 0)); fixed_material_set_flag(mat, VS::FIXED_MATERIAL_FLAG_USE_ALPHA, true); material_set_flag(mat, VisualServer::MATERIAL_FLAG_UNSHADED, true); material_set_blend_mode(mat, VisualServer::MATERIAL_BLEND_MODE_ADD); return mat; }