/**************************************************************************/ /* material_storage.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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_STORAGE_GLES3_H #define MATERIAL_STORAGE_GLES3_H #ifdef GLES3_ENABLED #include "core/templates/local_vector.h" #include "core/templates/rid_owner.h" #include "core/templates/self_list.h" #include "servers/rendering/renderer_compositor.h" #include "servers/rendering/shader_compiler.h" #include "servers/rendering/shader_language.h" #include "servers/rendering/storage/material_storage.h" #include "servers/rendering/storage/utilities.h" #include "drivers/gles3/shaders/canvas.glsl.gen.h" #include "drivers/gles3/shaders/particles.glsl.gen.h" #include "drivers/gles3/shaders/scene.glsl.gen.h" #include "drivers/gles3/shaders/sky.glsl.gen.h" namespace GLES3 { /* Shader Structs */ struct ShaderData { String path; HashMap uniforms; HashMap> default_texture_params; virtual void set_path_hint(const String &p_hint); virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index); virtual Variant get_default_parameter(const StringName &p_parameter) const; virtual void get_shader_uniform_list(List *p_param_list) const; virtual void get_instance_param_list(List *p_param_list) const; virtual bool is_parameter_texture(const StringName &p_param) const; virtual void set_code(const String &p_Code) = 0; virtual bool is_animated() const = 0; virtual bool casts_shadows() const = 0; virtual RS::ShaderNativeSourceCode get_native_source_code() const { return RS::ShaderNativeSourceCode(); } virtual ~ShaderData() {} }; typedef ShaderData *(*ShaderDataRequestFunction)(); struct Material; struct Shader { ShaderData *data = nullptr; String code; String path_hint; RS::ShaderMode mode; HashMap> default_texture_parameter; HashSet owners; }; /* Material structs */ struct MaterialData { void update_uniform_buffer(const HashMap &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size); void update_textures(const HashMap &p_parameters, const HashMap> &p_default_textures, const Vector &p_texture_uniforms, RID *p_textures, bool p_use_linear_color); virtual void set_render_priority(int p_priority) = 0; virtual void set_next_pass(RID p_pass) = 0; virtual void update_parameters(const HashMap &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0; virtual void bind_uniforms() = 0; virtual ~MaterialData(); // Used internally by all Materials void update_parameters_internal(const HashMap &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap &p_uniforms, const uint32_t *p_uniform_offsets, const Vector &p_texture_uniforms, const HashMap> &p_default_texture_params, uint32_t p_ubo_size, bool p_is_3d_shader_type); protected: Vector ubo_data; GLuint uniform_buffer = GLuint(0); Vector texture_cache; private: friend class MaterialStorage; RID self; List::Element *global_buffer_E = nullptr; List::Element *global_texture_E = nullptr; uint64_t global_textures_pass = 0; HashMap used_global_textures; }; typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *); struct Material { RID self; MaterialData *data = nullptr; Shader *shader = nullptr; //shortcut to shader data and type RS::ShaderMode shader_mode = RS::SHADER_MAX; uint32_t shader_id = 0; bool uniform_dirty = false; bool texture_dirty = false; HashMap params; int32_t priority = 0; RID next_pass; SelfList update_element; Dependency dependency; Material() : update_element(this) {} }; /* CanvasItem Materials */ struct CanvasShaderData : public ShaderData { enum BlendMode { // Used internally. BLEND_MODE_MIX, BLEND_MODE_ADD, BLEND_MODE_SUB, BLEND_MODE_MUL, BLEND_MODE_PMALPHA, BLEND_MODE_DISABLED, BLEND_MODE_LCD, }; // All these members are (re)initialized in `set_code`. // Make sure to add the init to `set_code` whenever adding new members. bool valid; RID version; Vector texture_uniforms; Vector ubo_offsets; uint32_t ubo_size; String code; BlendMode blend_mode; bool uses_screen_texture; bool uses_screen_texture_mipmaps; bool uses_sdf; bool uses_time; bool uses_custom0; bool uses_custom1; uint64_t vertex_input_mask; virtual void set_code(const String &p_Code); virtual bool is_animated() const; virtual bool casts_shadows() const; virtual RS::ShaderNativeSourceCode get_native_source_code() const; CanvasShaderData(); virtual ~CanvasShaderData(); }; ShaderData *_create_canvas_shader_func(); struct CanvasMaterialData : public MaterialData { CanvasShaderData *shader_data = nullptr; virtual void set_render_priority(int p_priority) {} virtual void set_next_pass(RID p_pass) {} virtual void update_parameters(const HashMap &p_parameters, bool p_uniform_dirty, bool p_textures_dirty); virtual void bind_uniforms(); virtual ~CanvasMaterialData(); }; MaterialData *_create_canvas_material_func(ShaderData *p_shader); /* Sky Materials */ struct SkyShaderData : public ShaderData { // All these members are (re)initialized in `set_code`. // Make sure to add the init to `set_code` whenever adding new members. bool valid; RID version; Vector texture_uniforms; Vector ubo_offsets; uint32_t ubo_size; String code; bool uses_time; bool uses_position; bool uses_half_res; bool uses_quarter_res; bool uses_light; virtual void set_code(const String &p_Code); virtual bool is_animated() const; virtual bool casts_shadows() const; virtual RS::ShaderNativeSourceCode get_native_source_code() const; SkyShaderData(); virtual ~SkyShaderData(); }; ShaderData *_create_sky_shader_func(); struct SkyMaterialData : public MaterialData { SkyShaderData *shader_data = nullptr; bool uniform_set_updated = false; virtual void set_render_priority(int p_priority) {} virtual void set_next_pass(RID p_pass) {} virtual void update_parameters(const HashMap &p_parameters, bool p_uniform_dirty, bool p_textures_dirty); virtual void bind_uniforms(); virtual ~SkyMaterialData(); }; MaterialData *_create_sky_material_func(ShaderData *p_shader); /* Scene Materials */ struct SceneShaderData : public ShaderData { enum BlendMode { // Used internally. BLEND_MODE_MIX, BLEND_MODE_ADD, BLEND_MODE_SUB, BLEND_MODE_MUL, BLEND_MODE_PREMULT_ALPHA, BLEND_MODE_ALPHA_TO_COVERAGE }; enum DepthDraw { DEPTH_DRAW_DISABLED, DEPTH_DRAW_OPAQUE, DEPTH_DRAW_ALWAYS }; enum DepthTest { DEPTH_TEST_DISABLED, DEPTH_TEST_ENABLED }; enum Cull { CULL_DISABLED, CULL_FRONT, CULL_BACK }; enum AlphaAntiAliasing { ALPHA_ANTIALIASING_OFF, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE }; // All these members are (re)initialized in `set_code`. // Make sure to add the init to `set_code` whenever adding new members. bool valid; RID version; Vector texture_uniforms; Vector ubo_offsets; uint32_t ubo_size; String code; BlendMode blend_mode; AlphaAntiAliasing alpha_antialiasing_mode; DepthDraw depth_draw; DepthTest depth_test; Cull cull_mode; bool uses_point_size; bool uses_alpha; bool uses_alpha_clip; bool uses_blend_alpha; bool uses_depth_prepass_alpha; bool uses_discard; bool uses_roughness; bool uses_normal; bool uses_particle_trails; bool wireframe; bool unshaded; bool uses_vertex; bool uses_position; bool uses_sss; bool uses_transmittance; bool uses_screen_texture; bool uses_screen_texture_mipmaps; bool uses_depth_texture; bool uses_normal_texture; bool uses_time; bool uses_vertex_time; bool uses_fragment_time; bool writes_modelview_or_projection; bool uses_world_coordinates; bool uses_tangent; bool uses_color; bool uses_uv; bool uses_uv2; bool uses_custom0; bool uses_custom1; bool uses_custom2; bool uses_custom3; bool uses_bones; bool uses_weights; uint64_t vertex_input_mask; virtual void set_code(const String &p_Code); virtual bool is_animated() const; virtual bool casts_shadows() const; virtual RS::ShaderNativeSourceCode get_native_source_code() const; SceneShaderData(); virtual ~SceneShaderData(); }; ShaderData *_create_scene_shader_func(); struct SceneMaterialData : public MaterialData { SceneShaderData *shader_data = nullptr; uint64_t last_pass = 0; uint32_t index = 0; RID next_pass; uint8_t priority = 0; virtual void set_render_priority(int p_priority); virtual void set_next_pass(RID p_pass); virtual void update_parameters(const HashMap &p_parameters, bool p_uniform_dirty, bool p_textures_dirty); virtual void bind_uniforms(); virtual ~SceneMaterialData(); }; MaterialData *_create_scene_material_func(ShaderData *p_shader); /* Particle Shader */ enum { PARTICLES_MAX_USERDATAS = 6 }; struct ParticlesShaderData : public ShaderData { // All these members are (re)initialized in `set_code`. // Make sure to add the init to `set_code` whenever adding new members. bool valid; RID version; Vector texture_uniforms; Vector ubo_offsets; uint32_t ubo_size; String code; bool uses_collision; bool uses_time; bool userdatas_used[PARTICLES_MAX_USERDATAS] = {}; uint32_t userdata_count; virtual void set_code(const String &p_Code); virtual bool is_animated() const; virtual bool casts_shadows() const; virtual RS::ShaderNativeSourceCode get_native_source_code() const; ParticlesShaderData() {} virtual ~ParticlesShaderData(); }; ShaderData *_create_particles_shader_func(); struct ParticleProcessMaterialData : public MaterialData { ParticlesShaderData *shader_data = nullptr; RID uniform_set; virtual void set_render_priority(int p_priority) {} virtual void set_next_pass(RID p_pass) {} virtual void update_parameters(const HashMap &p_parameters, bool p_uniform_dirty, bool p_textures_dirty); virtual void bind_uniforms(); virtual ~ParticleProcessMaterialData(); }; MaterialData *_create_particles_material_func(ShaderData *p_shader); /* Global shader uniform structs */ struct GlobalShaderUniforms { enum { BUFFER_DIRTY_REGION_SIZE = 1024 }; struct Variable { HashSet texture_materials; // materials using this RS::GlobalShaderParameterType type; Variant value; Variant override; int32_t buffer_index; //for vectors int32_t buffer_elements; //for vectors }; HashMap variables; struct Value { float x; float y; float z; float w; }; struct ValueInt { int32_t x; int32_t y; int32_t z; int32_t w; }; struct ValueUInt { uint32_t x; uint32_t y; uint32_t z; uint32_t w; }; struct ValueUsage { uint32_t elements = 0; }; List materials_using_buffer; List materials_using_texture; GLuint buffer = GLuint(0); Value *buffer_values = nullptr; ValueUsage *buffer_usage = nullptr; bool *buffer_dirty_regions = nullptr; uint32_t buffer_dirty_region_count = 0; uint32_t buffer_size; bool must_update_texture_materials = false; bool must_update_buffer_materials = false; HashMap instance_buffer_pos; }; class MaterialStorage : public RendererMaterialStorage { private: friend struct MaterialData; static MaterialStorage *singleton; /* GLOBAL SHADER UNIFORM API */ GlobalShaderUniforms global_shader_uniforms; int32_t _global_shader_uniform_allocate(uint32_t p_elements); void _global_shader_uniform_store_in_buffer(int32_t p_index, RS::GlobalShaderParameterType p_type, const Variant &p_value); void _global_shader_uniform_mark_buffer_dirty(int32_t p_index, int32_t p_elements); /* SHADER API */ ShaderDataRequestFunction shader_data_request_func[RS::SHADER_MAX]; mutable RID_Owner shader_owner; /* MATERIAL API */ MaterialDataRequestFunction material_data_request_func[RS::SHADER_MAX]; mutable RID_Owner material_owner; SelfList::List material_update_list; public: static MaterialStorage *get_singleton(); MaterialStorage(); virtual ~MaterialStorage(); static _FORCE_INLINE_ void store_transform(const Transform3D &p_mtx, float *p_array) { p_array[0] = p_mtx.basis.rows[0][0]; p_array[1] = p_mtx.basis.rows[1][0]; p_array[2] = p_mtx.basis.rows[2][0]; p_array[3] = 0; p_array[4] = p_mtx.basis.rows[0][1]; p_array[5] = p_mtx.basis.rows[1][1]; p_array[6] = p_mtx.basis.rows[2][1]; p_array[7] = 0; p_array[8] = p_mtx.basis.rows[0][2]; p_array[9] = p_mtx.basis.rows[1][2]; p_array[10] = p_mtx.basis.rows[2][2]; p_array[11] = 0; p_array[12] = p_mtx.origin.x; p_array[13] = p_mtx.origin.y; p_array[14] = p_mtx.origin.z; p_array[15] = 1; } static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_mtx, float *p_array) { p_array[0] = p_mtx.rows[0][0]; p_array[1] = p_mtx.rows[1][0]; p_array[2] = p_mtx.rows[2][0]; p_array[3] = 0; p_array[4] = p_mtx.rows[0][1]; p_array[5] = p_mtx.rows[1][1]; p_array[6] = p_mtx.rows[2][1]; p_array[7] = 0; p_array[8] = p_mtx.rows[0][2]; p_array[9] = p_mtx.rows[1][2]; p_array[10] = p_mtx.rows[2][2]; p_array[11] = 0; } static _FORCE_INLINE_ void store_camera(const Projection &p_mtx, float *p_array) { for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { p_array[i * 4 + j] = p_mtx.columns[i][j]; } } } struct Shaders { CanvasShaderGLES3 canvas_shader; SkyShaderGLES3 sky_shader; SceneShaderGLES3 scene_shader; ParticlesShaderGLES3 particles_process_shader; ShaderCompiler compiler_canvas; ShaderCompiler compiler_scene; ShaderCompiler compiler_particles; ShaderCompiler compiler_sky; } shaders; /* GLOBAL SHADER UNIFORM API */ void _update_global_shader_uniforms(); virtual void global_shader_parameter_add(const StringName &p_name, RS::GlobalShaderParameterType p_type, const Variant &p_value) override; virtual void global_shader_parameter_remove(const StringName &p_name) override; virtual Vector global_shader_parameter_get_list() const override; virtual void global_shader_parameter_set(const StringName &p_name, const Variant &p_value) override; virtual void global_shader_parameter_set_override(const StringName &p_name, const Variant &p_value) override; virtual Variant global_shader_parameter_get(const StringName &p_name) const override; virtual RS::GlobalShaderParameterType global_shader_parameter_get_type(const StringName &p_name) const override; RS::GlobalShaderParameterType global_shader_parameter_get_type_internal(const StringName &p_name) const; virtual void global_shader_parameters_load_settings(bool p_load_textures = true) override; virtual void global_shader_parameters_clear() override; virtual int32_t global_shader_parameters_instance_allocate(RID p_instance) override; virtual void global_shader_parameters_instance_free(RID p_instance) override; virtual void global_shader_parameters_instance_update(RID p_instance, int p_index, const Variant &p_value, int p_flags_count = 0) override; GLuint global_shader_parameters_get_uniform_buffer() const; /* SHADER API */ Shader *get_shader(RID p_rid) { return shader_owner.get_or_null(p_rid); }; bool owns_shader(RID p_rid) { return shader_owner.owns(p_rid); }; void _shader_make_dirty(Shader *p_shader); virtual RID shader_allocate() override; virtual void shader_initialize(RID p_rid) override; virtual void shader_free(RID p_rid) override; virtual void shader_set_code(RID p_shader, const String &p_code) override; virtual void shader_set_path_hint(RID p_shader, const String &p_path) override; virtual String shader_get_code(RID p_shader) const override; virtual void get_shader_parameter_list(RID p_shader, List *p_param_list) const override; virtual void shader_set_default_texture_parameter(RID p_shader, const StringName &p_name, RID p_texture, int p_index) override; virtual RID shader_get_default_texture_parameter(RID p_shader, const StringName &p_name, int p_index) const override; virtual Variant shader_get_parameter_default(RID p_shader, const StringName &p_name) const override; virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const override; /* MATERIAL API */ Material *get_material(RID p_rid) { return material_owner.get_or_null(p_rid); }; bool owns_material(RID p_rid) { return material_owner.owns(p_rid); }; void _material_queue_update(Material *material, bool p_uniform, bool p_texture); void _update_queued_materials(); virtual RID material_allocate() override; virtual void material_initialize(RID p_rid) override; virtual void material_free(RID p_rid) override; virtual void material_set_shader(RID p_material, RID p_shader) override; virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) override; virtual Variant material_get_param(RID p_material, const StringName &p_param) const override; virtual void material_set_next_pass(RID p_material, RID p_next_material) override; virtual void material_set_render_priority(RID p_material, int priority) override; virtual bool material_is_animated(RID p_material) override; virtual bool material_casts_shadows(RID p_material) override; virtual void material_get_instance_shader_parameters(RID p_material, List *r_parameters) override; virtual void material_update_dependency(RID p_material, DependencyTracker *p_instance) override; _FORCE_INLINE_ uint32_t material_get_shader_id(RID p_material) { Material *material = material_owner.get_or_null(p_material); return material->shader_id; } _FORCE_INLINE_ MaterialData *material_get_data(RID p_material, RS::ShaderMode p_shader_mode) { Material *material = material_owner.get_or_null(p_material); if (!material || material->shader_mode != p_shader_mode) { return nullptr; } else { return material->data; } } }; } // namespace GLES3 #endif // GLES3_ENABLED #endif // MATERIAL_STORAGE_GLES3_H