633 lines
20 KiB
C++
633 lines
20 KiB
C++
/**************************************************************************/
|
|
/* 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/cubemap_filter.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<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
|
|
HashMap<StringName, HashMap<int, RID>> 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<PropertyInfo> *p_param_list) const;
|
|
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *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<StringName, HashMap<int, RID>> default_texture_parameter;
|
|
HashSet<Material *> owners;
|
|
};
|
|
|
|
/* Material structs */
|
|
|
|
struct MaterialData {
|
|
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);
|
|
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);
|
|
|
|
virtual void set_render_priority(int p_priority) = 0;
|
|
virtual void set_next_pass(RID p_pass) = 0;
|
|
virtual void update_parameters(const HashMap<StringName, Variant> &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<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);
|
|
|
|
protected:
|
|
Vector<uint8_t> ubo_data;
|
|
GLuint uniform_buffer = GLuint(0);
|
|
Vector<RID> texture_cache;
|
|
|
|
private:
|
|
friend class MaterialStorage;
|
|
RID self;
|
|
List<RID>::Element *global_buffer_E = nullptr;
|
|
List<RID>::Element *global_texture_E = nullptr;
|
|
uint64_t global_textures_pass = 0;
|
|
HashMap<StringName, uint64_t> 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<StringName, Variant> params;
|
|
int32_t priority = 0;
|
|
RID next_pass;
|
|
SelfList<Material> 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,
|
|
};
|
|
|
|
bool valid;
|
|
RID version;
|
|
BlendMode blend_mode = BLEND_MODE_MIX;
|
|
|
|
Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
|
|
|
|
Vector<uint32_t> ubo_offsets;
|
|
uint32_t ubo_size;
|
|
|
|
String code;
|
|
|
|
bool uses_screen_texture = false;
|
|
bool uses_screen_texture_mipmaps = false;
|
|
bool uses_sdf = false;
|
|
bool uses_time = false;
|
|
|
|
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<StringName, Variant> &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 {
|
|
bool valid;
|
|
RID version;
|
|
|
|
Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
|
|
|
|
Vector<uint32_t> 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<StringName, Variant> &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_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
|
|
};
|
|
|
|
bool valid;
|
|
RID version;
|
|
|
|
Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
|
|
|
|
Vector<uint32_t> 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_blend_alpha;
|
|
bool uses_alpha_clip;
|
|
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;
|
|
|
|
uint32_t vertex_input_mask = 0;
|
|
|
|
uint64_t last_pass = 0;
|
|
uint32_t index = 0;
|
|
|
|
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<StringName, Variant> &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 {
|
|
bool valid = false;
|
|
RID version;
|
|
bool uses_collision = false;
|
|
|
|
Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
|
|
|
|
Vector<uint32_t> ubo_offsets;
|
|
uint32_t ubo_size = 0;
|
|
|
|
String code;
|
|
|
|
bool uses_time = false;
|
|
|
|
bool userdatas_used[PARTICLES_MAX_USERDATAS] = {};
|
|
uint32_t userdata_count = 0;
|
|
|
|
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<StringName, Variant> &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<RID> 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<StringName, Variable> 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<RID> materials_using_buffer;
|
|
List<RID> 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<RID, int32_t> 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, true> shader_owner;
|
|
|
|
/* MATERIAL API */
|
|
MaterialDataRequestFunction material_data_request_func[RS::SHADER_MAX];
|
|
mutable RID_Owner<Material, true> material_owner;
|
|
|
|
SelfList<Material>::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;
|
|
CubemapFilterShaderGLES3 cubemap_filter_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<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
|