436 lines
15 KiB
C++
436 lines
15 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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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/renderer_storage.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 "drivers/gles3/shaders/copy.glsl.gen.h"
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#include "../shaders/canvas.glsl.gen.h"
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#include "../shaders/sky.glsl.gen.h"
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namespace GLES3 {
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/* SHADER Structs */
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struct Shaders {
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CanvasShaderGLES3 canvas_shader;
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SkyShaderGLES3 sky_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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};
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struct ShaderData {
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virtual void set_code(const String &p_Code) = 0;
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virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) = 0;
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virtual void get_param_list(List<PropertyInfo> *p_param_list) const = 0;
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virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const = 0;
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virtual bool is_param_texture(const StringName &p_param) const = 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 Variant get_default_parameter(const StringName &p_parameter) 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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RS::ShaderMode mode;
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Map<StringName, Map<int, RID>> default_texture_parameter;
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Set<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 Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Map<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color);
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void update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, Map<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 Map<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 Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const Map<StringName, Map<int, RID>> &p_default_texture_params, uint32_t p_ubo_size);
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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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Map<StringName, uint64_t> used_global_textures;
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//internally by update_parameters_internal
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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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Map<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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RendererStorage::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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};
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bool valid;
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RID version;
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//PipelineVariants pipeline_variants;
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String path;
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Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
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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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Map<StringName, Map<int, RID>> default_texture_params;
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bool uses_screen_texture = false;
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bool uses_sdf = false;
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bool uses_time = false;
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virtual void set_code(const String &p_Code);
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virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
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virtual void get_param_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_param_texture(const StringName &p_param) const;
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virtual bool is_animated() const;
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virtual bool casts_shadows() const;
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virtual Variant get_default_parameter(const StringName &p_parameter) 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 Map<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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bool valid;
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RID version;
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Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
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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 path;
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String code;
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Map<StringName, Map<int, RID>> default_texture_params;
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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 void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
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virtual void get_param_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_param_texture(const StringName &p_param) const;
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virtual bool is_animated() const;
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virtual bool casts_shadows() const;
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virtual Variant get_default_parameter(const StringName &p_parameter) 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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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 Map<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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/* Global variable structs */
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struct GlobalVariables {
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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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Set<RID> texture_materials; // materials using this
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RS::GlobalVariableType 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 VARIABLE API */
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GlobalVariables global_variables;
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int32_t _global_variable_allocate(uint32_t p_elements);
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void _global_variable_store_in_buffer(int32_t p_index, RS::GlobalVariableType p_type, const Variant &p_value);
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void _global_variable_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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//static void _material_uniform_set_erased(void *p_material);
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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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Shaders shaders;
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/* GLOBAL VARIABLE API */
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void _update_global_variables();
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virtual void global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value) override;
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virtual void global_variable_remove(const StringName &p_name) override;
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virtual Vector<StringName> global_variable_get_list() const override;
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virtual void global_variable_set(const StringName &p_name, const Variant &p_value) override;
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virtual void global_variable_set_override(const StringName &p_name, const Variant &p_value) override;
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virtual Variant global_variable_get(const StringName &p_name) const override;
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virtual RS::GlobalVariableType global_variable_get_type(const StringName &p_name) const override;
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RS::GlobalVariableType global_variable_get_type_internal(const StringName &p_name) const;
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virtual void global_variables_load_settings(bool p_load_textures = true) override;
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virtual void global_variables_clear() override;
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virtual int32_t global_variables_instance_allocate(RID p_instance) override;
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virtual void global_variables_instance_free(RID p_instance) override;
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virtual void global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value) override;
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GLuint global_variables_get_uniform_buffer() const;
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/* SHADER API */
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Shader *get_shader(RID p_rid) { return shader_owner.get_or_null(p_rid); };
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bool owns_shader(RID p_rid) { return shader_owner.owns(p_rid); };
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void _shader_make_dirty(Shader *p_shader);
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virtual RID shader_allocate() override;
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virtual void shader_initialize(RID p_rid) override;
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virtual void shader_free(RID p_rid) override;
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virtual void shader_set_code(RID p_shader, const String &p_code) override;
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virtual String shader_get_code(RID p_shader) const override;
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virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const override;
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virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) override;
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virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const override;
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virtual Variant shader_get_param_default(RID p_shader, const StringName &p_param) const override;
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virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const override;
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/* MATERIAL API */
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Material *get_material(RID p_rid) { return material_owner.get_or_null(p_rid); };
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bool owns_material(RID p_rid) { return material_owner.owns(p_rid); };
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void _material_queue_update(Material *material, bool p_uniform, bool p_texture);
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void _update_queued_materials();
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virtual RID material_allocate() override;
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virtual void material_initialize(RID p_rid) override;
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virtual void material_free(RID p_rid) override;
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virtual void material_set_shader(RID p_material, RID p_shader) override;
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virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) override;
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virtual Variant material_get_param(RID p_material, const StringName &p_param) const override;
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virtual void material_set_next_pass(RID p_material, RID p_next_material) override;
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virtual void material_set_render_priority(RID p_material, int priority) override;
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virtual bool material_is_animated(RID p_material) override;
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virtual bool material_casts_shadows(RID p_material) override;
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virtual void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override;
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virtual void material_update_dependency(RID p_material, RendererStorage::DependencyTracker *p_instance) override;
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_FORCE_INLINE_ uint32_t material_get_shader_id(RID p_material) {
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Material *material = material_owner.get_or_null(p_material);
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return material->shader_id;
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}
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_FORCE_INLINE_ MaterialData *material_get_data(RID p_material, RS::ShaderMode p_shader_mode) {
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Material *material = material_owner.get_or_null(p_material);
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if (!material || material->shader_mode != p_shader_mode) {
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return nullptr;
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} else {
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return material->data;
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}
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}
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};
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} // namespace GLES3
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#endif // GLES3_ENABLED
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#endif // !MATERIAL_STORAGE_GLES3_H
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