137 lines
5.2 KiB
C++
137 lines
5.2 KiB
C++
/**************************************************************************/
|
|
/* material_storage.cpp */
|
|
/**************************************************************************/
|
|
/* 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. */
|
|
/**************************************************************************/
|
|
|
|
#include "material_storage.h"
|
|
|
|
using namespace RendererDummy;
|
|
|
|
MaterialStorage *MaterialStorage::singleton = nullptr;
|
|
|
|
MaterialStorage::MaterialStorage() {
|
|
singleton = this;
|
|
ShaderCompiler::DefaultIdentifierActions actions;
|
|
dummy_compiler.initialize(actions);
|
|
}
|
|
|
|
MaterialStorage::~MaterialStorage() {
|
|
singleton = nullptr;
|
|
}
|
|
|
|
RID MaterialStorage::shader_allocate() {
|
|
return shader_owner.allocate_rid();
|
|
}
|
|
|
|
void MaterialStorage::shader_initialize(RID p_rid) {
|
|
shader_owner.initialize_rid(p_rid, DummyShader());
|
|
}
|
|
|
|
void MaterialStorage::shader_free(RID p_rid) {
|
|
DummyShader *shader = shader_owner.get_or_null(p_rid);
|
|
ERR_FAIL_NULL(shader);
|
|
|
|
shader_owner.free(p_rid);
|
|
}
|
|
|
|
void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) {
|
|
DummyShader *shader = shader_owner.get_or_null(p_shader);
|
|
ERR_FAIL_NULL(shader);
|
|
if (p_code.is_empty()) {
|
|
return;
|
|
}
|
|
|
|
String mode_string = ShaderLanguage::get_shader_type(p_code);
|
|
|
|
RS::ShaderMode new_mode;
|
|
if (mode_string == "canvas_item") {
|
|
new_mode = RS::SHADER_CANVAS_ITEM;
|
|
} else if (mode_string == "particles") {
|
|
new_mode = RS::SHADER_PARTICLES;
|
|
} else if (mode_string == "spatial") {
|
|
new_mode = RS::SHADER_SPATIAL;
|
|
} else if (mode_string == "sky") {
|
|
new_mode = RS::SHADER_SKY;
|
|
} else if (mode_string == "fog") {
|
|
new_mode = RS::SHADER_FOG;
|
|
} else {
|
|
new_mode = RS::SHADER_MAX;
|
|
}
|
|
ShaderCompiler::IdentifierActions actions;
|
|
actions.uniforms = &shader->uniforms;
|
|
ShaderCompiler::GeneratedCode gen_code;
|
|
|
|
Error err = MaterialStorage::get_singleton()->dummy_compiler.compile(new_mode, p_code, &actions, "", gen_code);
|
|
ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
|
|
}
|
|
|
|
void MaterialStorage::get_shader_parameter_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
|
|
DummyShader *shader = shader_owner.get_or_null(p_shader);
|
|
ERR_FAIL_NULL(shader);
|
|
|
|
SortArray<Pair<StringName, int>, ShaderLanguage::UniformOrderComparator> sorter;
|
|
LocalVector<Pair<StringName, int>> filtered_uniforms;
|
|
|
|
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : shader->uniforms) {
|
|
if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
|
|
continue;
|
|
}
|
|
if (E.value.texture_order >= 0) {
|
|
filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.texture_order + 100000));
|
|
} else {
|
|
filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.order));
|
|
}
|
|
}
|
|
int uniform_count = filtered_uniforms.size();
|
|
sorter.sort(filtered_uniforms.ptr(), uniform_count);
|
|
|
|
String last_group;
|
|
for (int i = 0; i < uniform_count; i++) {
|
|
const StringName &uniform_name = filtered_uniforms[i].first;
|
|
const ShaderLanguage::ShaderNode::Uniform &uniform = shader->uniforms[uniform_name];
|
|
|
|
String group = uniform.group;
|
|
if (!uniform.subgroup.is_empty()) {
|
|
group += "::" + uniform.subgroup;
|
|
}
|
|
|
|
if (group != last_group) {
|
|
PropertyInfo pi;
|
|
pi.usage = PROPERTY_USAGE_GROUP;
|
|
pi.name = group;
|
|
p_param_list->push_back(pi);
|
|
|
|
last_group = group;
|
|
}
|
|
|
|
PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniform);
|
|
pi.name = uniform_name;
|
|
p_param_list->push_back(pi);
|
|
}
|
|
}
|