645 lines
20 KiB
C++
645 lines
20 KiB
C++
/**************************************************************************/
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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/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 "servers/rendering/storage/utilities.h"
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#include "drivers/gles3/shaders/canvas.glsl.gen.h"
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#include "drivers/gles3/shaders/particles.glsl.gen.h"
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#include "drivers/gles3/shaders/scene.glsl.gen.h"
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#include "drivers/gles3/shaders/sky.glsl.gen.h"
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namespace GLES3 {
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/* Shader Structs */
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struct ShaderData {
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String path;
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HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
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HashMap<StringName, HashMap<int, RID>> default_texture_params;
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virtual void set_path_hint(const String &p_hint);
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virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
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virtual Variant get_default_parameter(const StringName &p_parameter) const;
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virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
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virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
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virtual bool is_parameter_texture(const StringName &p_param) const;
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virtual void set_code(const String &p_Code) = 0;
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virtual bool is_animated() const = 0;
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virtual bool casts_shadows() const = 0;
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virtual RS::ShaderNativeSourceCode get_native_source_code() const { return RS::ShaderNativeSourceCode(); }
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virtual ~ShaderData() {}
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};
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typedef ShaderData *(*ShaderDataRequestFunction)();
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struct Material;
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struct Shader {
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ShaderData *data = nullptr;
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String code;
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String path_hint;
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RS::ShaderMode mode;
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HashMap<StringName, HashMap<int, RID>> default_texture_parameter;
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HashSet<Material *> owners;
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};
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/* Material structs */
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struct MaterialData {
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void update_uniform_buffer(const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size);
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void update_textures(const HashMap<StringName, Variant> &p_parameters, const HashMap<StringName, HashMap<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color);
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virtual void set_render_priority(int p_priority) = 0;
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virtual void set_next_pass(RID p_pass) = 0;
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virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0;
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virtual void bind_uniforms() = 0;
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virtual ~MaterialData();
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// Used internally by all Materials
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void update_parameters_internal(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const HashMap<StringName, HashMap<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, bool p_is_3d_shader_type);
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protected:
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Vector<uint8_t> ubo_data;
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GLuint uniform_buffer = GLuint(0);
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Vector<RID> texture_cache;
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private:
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friend class MaterialStorage;
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RID self;
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List<RID>::Element *global_buffer_E = nullptr;
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List<RID>::Element *global_texture_E = nullptr;
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uint64_t global_textures_pass = 0;
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HashMap<StringName, uint64_t> used_global_textures;
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};
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typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *);
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struct Material {
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RID self;
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MaterialData *data = nullptr;
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Shader *shader = nullptr;
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//shortcut to shader data and type
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RS::ShaderMode shader_mode = RS::SHADER_MAX;
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uint32_t shader_id = 0;
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bool uniform_dirty = false;
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bool texture_dirty = false;
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HashMap<StringName, Variant> params;
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int32_t priority = 0;
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RID next_pass;
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SelfList<Material> update_element;
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Dependency dependency;
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Material() :
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update_element(this) {}
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};
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/* CanvasItem Materials */
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struct CanvasShaderData : public ShaderData {
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enum BlendMode { // Used internally.
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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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BLEND_MODE_DISABLED,
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BLEND_MODE_LCD,
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};
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// All these members are (re)initialized in `set_code`.
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// Make sure to add the init to `set_code` whenever adding new members.
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bool valid;
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RID version;
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Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
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Vector<uint32_t> ubo_offsets;
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uint32_t ubo_size;
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String code;
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BlendMode blend_mode;
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bool uses_screen_texture;
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bool uses_screen_texture_mipmaps;
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bool uses_sdf;
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bool uses_time;
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bool uses_custom0;
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bool uses_custom1;
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uint64_t vertex_input_mask;
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virtual void set_code(const String &p_Code);
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virtual bool is_animated() const;
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virtual bool casts_shadows() const;
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virtual RS::ShaderNativeSourceCode get_native_source_code() const;
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CanvasShaderData();
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virtual ~CanvasShaderData();
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};
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ShaderData *_create_canvas_shader_func();
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struct CanvasMaterialData : public MaterialData {
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CanvasShaderData *shader_data = nullptr;
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virtual void set_render_priority(int p_priority) {}
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virtual void set_next_pass(RID p_pass) {}
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virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
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virtual void bind_uniforms();
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virtual ~CanvasMaterialData();
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};
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MaterialData *_create_canvas_material_func(ShaderData *p_shader);
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/* Sky Materials */
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struct SkyShaderData : public ShaderData {
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// All these members are (re)initialized in `set_code`.
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// Make sure to add the init to `set_code` whenever adding new members.
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bool valid;
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RID version;
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Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
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Vector<uint32_t> ubo_offsets;
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uint32_t ubo_size;
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String code;
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bool uses_time;
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bool uses_position;
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bool uses_half_res;
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bool uses_quarter_res;
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bool uses_light;
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virtual void set_code(const String &p_Code);
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virtual bool is_animated() const;
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virtual bool casts_shadows() const;
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virtual RS::ShaderNativeSourceCode get_native_source_code() const;
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SkyShaderData();
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virtual ~SkyShaderData();
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};
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ShaderData *_create_sky_shader_func();
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struct SkyMaterialData : public MaterialData {
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SkyShaderData *shader_data = nullptr;
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bool uniform_set_updated = false;
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virtual void set_render_priority(int p_priority) {}
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virtual void set_next_pass(RID p_pass) {}
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virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
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virtual void bind_uniforms();
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virtual ~SkyMaterialData();
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};
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MaterialData *_create_sky_material_func(ShaderData *p_shader);
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/* Scene Materials */
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struct SceneShaderData : public ShaderData {
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enum BlendMode { // Used internally.
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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_ALPHA_TO_COVERAGE
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};
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enum DepthDraw {
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DEPTH_DRAW_DISABLED,
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DEPTH_DRAW_OPAQUE,
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DEPTH_DRAW_ALWAYS
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};
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enum DepthTest {
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DEPTH_TEST_DISABLED,
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DEPTH_TEST_ENABLED
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};
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enum Cull {
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CULL_DISABLED,
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CULL_FRONT,
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CULL_BACK
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};
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enum AlphaAntiAliasing {
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ALPHA_ANTIALIASING_OFF,
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ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE,
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ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE
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};
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// All these members are (re)initialized in `set_code`.
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// Make sure to add the init to `set_code` whenever adding new members.
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bool valid;
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RID version;
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Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
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Vector<uint32_t> ubo_offsets;
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uint32_t ubo_size;
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String code;
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BlendMode blend_mode;
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AlphaAntiAliasing alpha_antialiasing_mode;
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DepthDraw depth_draw;
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DepthTest depth_test;
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Cull cull_mode;
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bool uses_point_size;
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bool uses_alpha;
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bool uses_alpha_clip;
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bool uses_blend_alpha;
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bool uses_depth_prepass_alpha;
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bool uses_discard;
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bool uses_roughness;
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bool uses_normal;
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bool uses_particle_trails;
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bool wireframe;
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bool unshaded;
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bool uses_vertex;
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bool uses_position;
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bool uses_sss;
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bool uses_transmittance;
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bool uses_screen_texture;
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bool uses_screen_texture_mipmaps;
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bool uses_depth_texture;
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bool uses_normal_texture;
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bool uses_time;
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bool uses_vertex_time;
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bool uses_fragment_time;
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bool writes_modelview_or_projection;
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bool uses_world_coordinates;
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bool uses_tangent;
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bool uses_color;
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bool uses_uv;
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bool uses_uv2;
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bool uses_custom0;
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bool uses_custom1;
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bool uses_custom2;
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bool uses_custom3;
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bool uses_bones;
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bool uses_weights;
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uint64_t vertex_input_mask;
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virtual void set_code(const String &p_Code);
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virtual bool is_animated() const;
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virtual bool casts_shadows() const;
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virtual RS::ShaderNativeSourceCode get_native_source_code() const;
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SceneShaderData();
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virtual ~SceneShaderData();
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};
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ShaderData *_create_scene_shader_func();
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struct SceneMaterialData : public MaterialData {
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SceneShaderData *shader_data = nullptr;
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uint64_t last_pass = 0;
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uint32_t index = 0;
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RID next_pass;
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uint8_t priority = 0;
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virtual void set_render_priority(int p_priority);
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virtual void set_next_pass(RID p_pass);
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virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
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virtual void bind_uniforms();
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virtual ~SceneMaterialData();
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};
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MaterialData *_create_scene_material_func(ShaderData *p_shader);
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/* Particle Shader */
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enum {
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PARTICLES_MAX_USERDATAS = 6
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};
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struct ParticlesShaderData : public ShaderData {
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// All these members are (re)initialized in `set_code`.
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// Make sure to add the init to `set_code` whenever adding new members.
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bool valid;
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RID version;
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Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
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Vector<uint32_t> ubo_offsets;
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uint32_t ubo_size;
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String code;
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bool uses_collision;
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bool uses_time;
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bool userdatas_used[PARTICLES_MAX_USERDATAS] = {};
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uint32_t userdata_count;
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virtual void set_code(const String &p_Code);
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virtual bool is_animated() const;
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virtual bool casts_shadows() const;
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virtual RS::ShaderNativeSourceCode get_native_source_code() const;
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ParticlesShaderData() {}
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virtual ~ParticlesShaderData();
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};
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ShaderData *_create_particles_shader_func();
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struct ParticleProcessMaterialData : public MaterialData {
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ParticlesShaderData *shader_data = nullptr;
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RID uniform_set;
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virtual void set_render_priority(int p_priority) {}
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virtual void set_next_pass(RID p_pass) {}
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virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
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virtual void bind_uniforms();
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virtual ~ParticleProcessMaterialData();
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};
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MaterialData *_create_particles_material_func(ShaderData *p_shader);
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/* Global shader uniform structs */
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struct GlobalShaderUniforms {
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enum {
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BUFFER_DIRTY_REGION_SIZE = 1024
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};
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struct Variable {
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HashSet<RID> texture_materials; // materials using this
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RS::GlobalShaderParameterType type;
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Variant value;
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Variant override;
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int32_t buffer_index; //for vectors
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int32_t buffer_elements; //for vectors
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};
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HashMap<StringName, Variable> variables;
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struct Value {
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float x;
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float y;
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float z;
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float w;
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};
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struct ValueInt {
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int32_t x;
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int32_t y;
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int32_t z;
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int32_t w;
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};
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struct ValueUInt {
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uint32_t x;
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uint32_t y;
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uint32_t z;
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uint32_t w;
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};
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struct ValueUsage {
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uint32_t elements = 0;
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};
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List<RID> materials_using_buffer;
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List<RID> materials_using_texture;
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GLuint buffer = GLuint(0);
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Value *buffer_values = nullptr;
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ValueUsage *buffer_usage = nullptr;
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bool *buffer_dirty_regions = nullptr;
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uint32_t buffer_dirty_region_count = 0;
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uint32_t buffer_size;
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bool must_update_texture_materials = false;
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bool must_update_buffer_materials = false;
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HashMap<RID, int32_t> instance_buffer_pos;
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};
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class MaterialStorage : public RendererMaterialStorage {
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private:
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friend struct MaterialData;
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static MaterialStorage *singleton;
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/* GLOBAL SHADER UNIFORM API */
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GlobalShaderUniforms global_shader_uniforms;
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int32_t _global_shader_uniform_allocate(uint32_t p_elements);
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void _global_shader_uniform_store_in_buffer(int32_t p_index, RS::GlobalShaderParameterType p_type, const Variant &p_value);
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void _global_shader_uniform_mark_buffer_dirty(int32_t p_index, int32_t p_elements);
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/* SHADER API */
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ShaderDataRequestFunction shader_data_request_func[RS::SHADER_MAX];
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mutable RID_Owner<Shader, true> shader_owner;
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/* MATERIAL API */
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MaterialDataRequestFunction material_data_request_func[RS::SHADER_MAX];
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mutable RID_Owner<Material, true> material_owner;
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SelfList<Material>::List material_update_list;
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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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static _FORCE_INLINE_ void store_transform(const Transform3D &p_mtx, float *p_array) {
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p_array[0] = p_mtx.basis.rows[0][0];
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p_array[1] = p_mtx.basis.rows[1][0];
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p_array[2] = p_mtx.basis.rows[2][0];
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p_array[3] = 0;
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p_array[4] = p_mtx.basis.rows[0][1];
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p_array[5] = p_mtx.basis.rows[1][1];
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p_array[6] = p_mtx.basis.rows[2][1];
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p_array[7] = 0;
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p_array[8] = p_mtx.basis.rows[0][2];
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p_array[9] = p_mtx.basis.rows[1][2];
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p_array[10] = p_mtx.basis.rows[2][2];
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p_array[11] = 0;
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p_array[12] = p_mtx.origin.x;
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p_array[13] = p_mtx.origin.y;
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p_array[14] = p_mtx.origin.z;
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p_array[15] = 1;
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}
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static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_mtx, float *p_array) {
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p_array[0] = p_mtx.rows[0][0];
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p_array[1] = p_mtx.rows[1][0];
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p_array[2] = p_mtx.rows[2][0];
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p_array[3] = 0;
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p_array[4] = p_mtx.rows[0][1];
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p_array[5] = p_mtx.rows[1][1];
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p_array[6] = p_mtx.rows[2][1];
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p_array[7] = 0;
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|
p_array[8] = p_mtx.rows[0][2];
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p_array[9] = p_mtx.rows[1][2];
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p_array[10] = p_mtx.rows[2][2];
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p_array[11] = 0;
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|
}
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|
|
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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++) {
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|
p_array[i * 4 + j] = p_mtx.columns[i][j];
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|
}
|
|
}
|
|
}
|
|
|
|
struct Shaders {
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|
CanvasShaderGLES3 canvas_shader;
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|
SkyShaderGLES3 sky_shader;
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|
SceneShaderGLES3 scene_shader;
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|
ParticlesShaderGLES3 particles_process_shader;
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|
|
|
ShaderCompiler compiler_canvas;
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|
ShaderCompiler compiler_scene;
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|
ShaderCompiler compiler_particles;
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|
ShaderCompiler compiler_sky;
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|
} 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<StringName> 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<PropertyInfo> *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<InstanceShaderParam> *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
|