1447 lines
53 KiB
C++
1447 lines
53 KiB
C++
/*************************************************************************/
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/* material.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 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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#include "material.h"
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#include "scene/scene_string_names.h"
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RID Material::get_rid() const {
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return material;
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}
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Material::Material() {
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material = VisualServer::get_singleton()->material_create();
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}
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Material::~Material() {
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VisualServer::get_singleton()->free(material);
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}
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///////////////////////////////////
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bool ShaderMaterial::_set(const StringName &p_name, const Variant &p_value) {
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if (p_name == SceneStringNames::get_singleton()->shader_shader) {
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set_shader(p_value);
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return true;
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} else {
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if (shader.is_valid()) {
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StringName pr = shader->remap_param(p_name);
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if (!pr) {
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String n = p_name;
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if (n.find("param/") == 0) { //backwards compatibility
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pr = n.substr(6, n.length());
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}
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}
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if (pr) {
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VisualServer::get_singleton()->material_set_param(_get_material(), pr, p_value);
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return true;
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}
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}
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}
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return false;
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}
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bool ShaderMaterial::_get(const StringName &p_name, Variant &r_ret) const {
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if (p_name == SceneStringNames::get_singleton()->shader_shader) {
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r_ret = get_shader();
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return true;
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} else {
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if (shader.is_valid()) {
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StringName pr = shader->remap_param(p_name);
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if (pr) {
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r_ret = VisualServer::get_singleton()->material_get_param(_get_material(), pr);
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return true;
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}
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}
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}
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return false;
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}
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void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const {
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p_list->push_back(PropertyInfo(Variant::OBJECT, "shader/shader", PROPERTY_HINT_RESOURCE_TYPE, "Shader,ShaderGraph"));
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if (!shader.is_null()) {
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shader->get_param_list(p_list);
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}
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}
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void ShaderMaterial::set_shader(const Ref<Shader> &p_shader) {
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shader = p_shader;
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RID rid;
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if (shader.is_valid())
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rid = shader->get_rid();
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VS::get_singleton()->material_set_shader(_get_material(), rid);
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_change_notify(); //properties for shader exposed
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emit_changed();
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}
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Ref<Shader> ShaderMaterial::get_shader() const {
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return shader;
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}
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void ShaderMaterial::set_shader_param(const StringName &p_param, const Variant &p_value) {
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VS::get_singleton()->material_set_param(_get_material(), p_param, p_value);
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}
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Variant ShaderMaterial::get_shader_param(const StringName &p_param) const {
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return VS::get_singleton()->material_get_param(_get_material(), p_param);
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}
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void ShaderMaterial::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_shader", "shader:Shader"), &ShaderMaterial::set_shader);
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ClassDB::bind_method(D_METHOD("get_shader:Shader"), &ShaderMaterial::get_shader);
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ClassDB::bind_method(D_METHOD("set_shader_param", "param", "value"), &ShaderMaterial::set_shader_param);
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ClassDB::bind_method(D_METHOD("get_shader_param", "param"), &ShaderMaterial::get_shader_param);
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}
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void ShaderMaterial::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
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String f = p_function.operator String();
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if ((f == "get_shader_param" || f == "set_shader_param") && p_idx == 0) {
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if (shader.is_valid()) {
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List<PropertyInfo> pl;
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shader->get_param_list(&pl);
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for (List<PropertyInfo>::Element *E = pl.front(); E; E = E->next()) {
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r_options->push_back("\"" + E->get().name.replace_first("shader_param/", "") + "\"");
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}
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}
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}
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Resource::get_argument_options(p_function, p_idx, r_options);
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}
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ShaderMaterial::ShaderMaterial() {
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}
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ShaderMaterial::~ShaderMaterial() {
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}
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/////////////////////////////////
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Mutex *SpatialMaterial::material_mutex = NULL;
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SelfList<SpatialMaterial>::List SpatialMaterial::dirty_materials;
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Map<SpatialMaterial::MaterialKey, SpatialMaterial::ShaderData> SpatialMaterial::shader_map;
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SpatialMaterial::ShaderNames *SpatialMaterial::shader_names = NULL;
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void SpatialMaterial::init_shaders() {
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#ifndef NO_THREADS
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material_mutex = Mutex::create();
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#endif
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shader_names = memnew(ShaderNames);
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shader_names->albedo = "albedo";
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shader_names->specular = "specular";
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shader_names->roughness = "roughness";
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shader_names->metallic = "metallic";
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shader_names->emission = "emission";
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shader_names->emission_energy = "emission_energy";
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shader_names->normal_scale = "normal_scale";
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shader_names->rim = "rim";
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shader_names->rim_tint = "rim_tint";
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shader_names->clearcoat = "clearcoat";
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shader_names->clearcoat_gloss = "clearcoat_gloss";
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shader_names->anisotropy = "anisotropy_ratio";
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shader_names->depth_scale = "depth_scale";
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shader_names->subsurface_scattering_strength = "subsurface_scattering_strength";
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shader_names->refraction = "refraction";
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shader_names->point_size = "point_size";
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shader_names->uv1_scale = "uv1_scale";
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shader_names->uv1_offset = "uv1_offset";
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shader_names->uv2_scale = "uv2_scale";
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shader_names->uv2_offset = "uv2_offset";
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shader_names->particle_h_frames = "particle_h_frames";
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shader_names->particle_v_frames = "particle_v_frames";
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shader_names->particles_anim_loop = "particles_anim_loop";
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shader_names->depth_min_layers = "depth_min_layers";
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shader_names->depth_max_layers = "depth_max_layers";
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shader_names->texture_names[TEXTURE_ALBEDO] = "texture_albedo";
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shader_names->texture_names[TEXTURE_METALLIC] = "texture_metallic";
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shader_names->texture_names[TEXTURE_ROUGHNESS] = "texture_roughness";
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shader_names->texture_names[TEXTURE_EMISSION] = "texture_emission";
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shader_names->texture_names[TEXTURE_NORMAL] = "texture_normal";
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shader_names->texture_names[TEXTURE_RIM] = "texture_rim";
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shader_names->texture_names[TEXTURE_CLEARCOAT] = "texture_clearcoat";
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shader_names->texture_names[TEXTURE_FLOWMAP] = "texture_flowmap";
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shader_names->texture_names[TEXTURE_AMBIENT_OCCLUSION] = "texture_ambient_occlusion";
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shader_names->texture_names[TEXTURE_DEPTH] = "texture_depth";
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shader_names->texture_names[TEXTURE_SUBSURFACE_SCATTERING] = "texture_subsurface_scattering";
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shader_names->texture_names[TEXTURE_REFRACTION] = "texture_refraction";
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shader_names->texture_names[TEXTURE_DETAIL_MASK] = "texture_detail_mask";
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shader_names->texture_names[TEXTURE_DETAIL_ALBEDO] = "texture_detail_albedo";
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shader_names->texture_names[TEXTURE_DETAIL_NORMAL] = "texture_detail_normal";
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}
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void SpatialMaterial::finish_shaders() {
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#ifndef NO_THREADS
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memdelete(material_mutex);
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#endif
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memdelete(shader_names);
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}
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void SpatialMaterial::_update_shader() {
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dirty_materials.remove(&element);
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MaterialKey mk = _compute_key();
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if (mk.key == current_key.key)
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return; //no update required in the end
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if (shader_map.has(current_key)) {
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shader_map[current_key].users--;
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if (shader_map[current_key].users == 0) {
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//deallocate shader, as it's no longer in use
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VS::get_singleton()->free(shader_map[current_key].shader);
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shader_map.erase(current_key);
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}
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}
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current_key = mk;
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if (shader_map.has(mk)) {
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VS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader);
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shader_map[mk].users++;
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return;
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}
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//must create a shader!
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String code = "shader_type spatial;\nrender_mode ";
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switch (blend_mode) {
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case BLEND_MODE_MIX: code += "blend_mix"; break;
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case BLEND_MODE_ADD: code += "blend_add"; break;
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case BLEND_MODE_SUB: code += "blend_sub"; break;
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case BLEND_MODE_MUL: code += "blend_mul"; break;
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}
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DepthDrawMode ddm = depth_draw_mode;
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if (features[FEATURE_REFRACTION]) {
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ddm = DEPTH_DRAW_ALWAYS;
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}
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switch (ddm) {
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case DEPTH_DRAW_OPAQUE_ONLY: code += ",depth_draw_opaque"; break;
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case DEPTH_DRAW_ALWAYS: code += ",depth_draw_always"; break;
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case DEPTH_DRAW_DISABLED: code += ",depth_draw_never"; break;
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case DEPTH_DRAW_ALPHA_OPAQUE_PREPASS: code += ",depth_draw_alpha_prepass"; break;
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}
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switch (cull_mode) {
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case CULL_BACK: code += ",cull_back"; break;
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case CULL_FRONT: code += ",cull_front"; break;
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case CULL_DISABLED: code += ",cull_disabled"; break;
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}
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switch (diffuse_mode) {
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case DIFFUSE_LAMBERT: code += ",diffuse_lambert"; break;
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case DIFFUSE_HALF_LAMBERT: code += ",diffuse_half_lambert"; break;
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case DIFFUSE_OREN_NAYAR: code += ",diffuse_oren_nayar"; break;
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case DIFFUSE_BURLEY: code += ",diffuse_burley"; break;
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}
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if (flags[FLAG_UNSHADED]) {
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code += ",unshaded";
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}
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if (flags[FLAG_ONTOP]) {
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code += ",ontop";
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}
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code += ";\n";
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code += "uniform vec4 albedo : hint_color;\n";
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code += "uniform sampler2D texture_albedo : hint_albedo;\n";
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code += "uniform float specular;\n";
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code += "uniform float metallic;\n";
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code += "uniform float roughness : hint_range(0,1);\n";
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code += "uniform float point_size : hint_range(0,128);\n";
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code += "uniform sampler2D texture_metallic : hint_white;\n";
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code += "uniform sampler2D texture_roughness : hint_white;\n";
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code += "uniform vec2 uv1_scale;\n";
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code += "uniform vec2 uv1_offset;\n";
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code += "uniform vec2 uv2_scale;\n";
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code += "uniform vec2 uv2_offset;\n";
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if (billboard_mode == BILLBOARD_PARTICLES) {
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code += "uniform int particles_anim_h_frames;\n";
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code += "uniform int particles_anim_v_frames;\n";
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code += "uniform bool particles_anim_loop;\n";
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}
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if (features[FEATURE_EMISSION]) {
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code += "uniform sampler2D texture_emission : hint_black_albedo;\n";
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code += "uniform vec4 emission : hint_color;\n";
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code += "uniform float emission_energy;\n";
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}
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if (features[FEATURE_REFRACTION]) {
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code += "uniform sampler2D texture_refraction;\n";
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code += "uniform float refraction : hint_range(-16,16);\n";
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}
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if (features[FEATURE_NORMAL_MAPPING]) {
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code += "uniform sampler2D texture_normal : hint_normal;\n";
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code += "uniform float normal_scale : hint_range(-16,16);\n";
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}
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if (features[FEATURE_RIM]) {
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code += "uniform float rim : hint_range(0,1);\n";
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code += "uniform float rim_tint : hint_range(0,1);\n";
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code += "uniform sampler2D texture_rim : hint_white;\n";
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}
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if (features[FEATURE_CLEARCOAT]) {
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code += "uniform float clearcoat : hint_range(0,1);\n";
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code += "uniform float clearcoat_gloss : hint_range(0,1);\n";
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code += "uniform sampler2D texture_clearcoat : hint_white;\n";
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}
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if (features[FEATURE_ANISOTROPY]) {
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code += "uniform float anisotropy_ratio : hint_range(0,256);\n";
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code += "uniform sampler2D texture_flowmap : hint_aniso;\n";
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}
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if (features[FEATURE_AMBIENT_OCCLUSION]) {
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code += "uniform sampler2D texture_ambient_occlusion : hint_white;\n";
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}
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if (features[FEATURE_DETAIL]) {
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code += "uniform sampler2D texture_detail_albedo : hint_albedo;\n";
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code += "uniform sampler2D texture_detail_normal : hint_normal;\n";
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code += "uniform sampler2D texture_detail_mask : hint_white;\n";
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}
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if (features[FEATURE_SUBSURACE_SCATTERING]) {
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code += "uniform float subsurface_scattering_strength : hint_range(0,1);\n";
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code += "uniform sampler2D texture_subsurface_scattering : hint_white;\n";
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}
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if (features[FEATURE_DEPTH_MAPPING]) {
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code += "uniform sampler2D texture_depth : hint_black;\n";
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code += "uniform float depth_scale;\n";
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code += "uniform int depth_min_layers;\n";
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code += "uniform int depth_max_layers;\n";
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}
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code += "\n\n";
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code += "void vertex() {\n";
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if (flags[FLAG_SRGB_VERTEX_COLOR]) {
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code += "\tCOLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) );\n";
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}
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if (flags[FLAG_USE_POINT_SIZE]) {
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code += "\tPOINT_SIZE=point_size;\n";
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}
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code += "\tUV=UV*uv1_scale+uv1_offset;\n";
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switch (billboard_mode) {
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case BILLBOARD_DISABLED: {
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} break;
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case BILLBOARD_ENABLED: {
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code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],CAMERA_MATRIX[1],CAMERA_MATRIX[2],WORLD_MATRIX[3]);\n";
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} break;
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case BILLBOARD_FIXED_Y: {
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code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],WORLD_MATRIX[1],vec4(normalize(cross(CAMERA_MATRIX[0].xyz,WORLD_MATRIX[1].xyz)),0.0),WORLD_MATRIX[3]);\n";
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} break;
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case BILLBOARD_PARTICLES: {
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//make billboard
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code += "\tmat4 mat_world = mat4(normalize(CAMERA_MATRIX[0])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[1])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[2])*length(WORLD_MATRIX[2]),WORLD_MATRIX[3]);\n";
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//rotate by rotation
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code += "\tmat_world = mat_world * mat4( vec4(cos(INSTANCE_CUSTOM.x),-sin(INSTANCE_CUSTOM.x),0.0,0.0), vec4(sin(INSTANCE_CUSTOM.x),cos(INSTANCE_CUSTOM.x),0.0,0.0),vec4(0.0,0.0,1.0,0.0),vec4(0.0,0.0,0.0,1.0));\n";
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//set modelview
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code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat_world;\n";
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//handle animation
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code += "\tint particle_total_frames = particles_anim_h_frames * particles_anim_v_frames;\n";
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code += "\tint particle_frame = int(INSTANCE_CUSTOM.y * float(particle_total_frames));\n";
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code += "\tif (particles_anim_loop) particle_frame=clamp(particle_frame,0,particle_total_frames-1); else particle_frame=abs(particle_frame)%particle_total_frames;\n";
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//code += "\tUV /= vec2(float(particles_anim_h_frames),float(particles_anim_v_frames));\n";
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//code += "\tUV+= UV * vec2(float(particle_frame % particles_anim_h_frames),float(particle_frame / particles_anim_v_frames));\n";
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//handle rotation
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// code += "\tmat4 rotation = mat4("
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} break;
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}
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if (flags[FLAG_FIXED_SIZE]) {
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code += "\tif (PROJECTION_MATRIX[3][3] != 0.0) {\n";
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//orthogonal matrix, try to do about the same
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//with viewport size
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code += "\t\tfloat h = abs(1.0 / (2.0 * PROJECTION_MATRIX[1][1]));\n";
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code += "\t\tfloat sc = (h * 2.0); //consistent with Y-fov\n";
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code += "\t\tMODELVIEW_MATRIX[0]*=sc;\n";
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code += "\t\tMODELVIEW_MATRIX[1]*=sc;\n";
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code += "\t\tMODELVIEW_MATRIX[2]*=sc;\n";
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code += "\t} else {\n";
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//just scale by depth
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code += "\t\tfloat sc = -(MODELVIEW_MATRIX)[3].z;\n";
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code += "\t\tMODELVIEW_MATRIX[0]*=sc;\n";
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code += "\t\tMODELVIEW_MATRIX[1]*=sc;\n";
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code += "\t\tMODELVIEW_MATRIX[2]*=sc;\n";
|
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code += "\t}\n";
|
|
}
|
|
|
|
if (detail_uv == DETAIL_UV_2) {
|
|
code += "\tUV2=UV2*uv2_scale+uv2_offset;\n";
|
|
}
|
|
|
|
code += "}\n";
|
|
code += "\n\n";
|
|
code += "void fragment() {\n";
|
|
|
|
code += "\tvec2 base_uv = UV;\n";
|
|
if (features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) {
|
|
code += "\tvec2 base_uv2 = UV2;\n";
|
|
}
|
|
|
|
if (features[FEATURE_DEPTH_MAPPING]) {
|
|
code += "\t{\n";
|
|
code += "\t\tvec3 view_dir = normalize(normalize(-VERTEX)*mat3(TANGENT,BINORMAL,NORMAL));\n";
|
|
|
|
if (deep_parallax) {
|
|
code += "\t\tfloat num_layers = mix(float(depth_max_layers),float(depth_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir)));\n";
|
|
code += "\t\tfloat layer_depth = 1.0 / num_layers;\n";
|
|
code += "\t\tfloat current_layer_depth = 0.0;\n";
|
|
code += "\t\tvec2 P = view_dir.xy * depth_scale;\n";
|
|
code += "\t\tvec2 delta = P / num_layers;\n";
|
|
code += "\t\tvec2 ofs = base_uv;\n";
|
|
code += "\t\tfloat depth = texture(texture_depth, ofs).r;\n";
|
|
code += "\t\tfloat current_depth = 0.0;\n";
|
|
code += "\t\twhile(current_depth < depth) {\n";
|
|
code += "\t\t\tofs -= delta;\n";
|
|
code += "\t\t\tdepth = texture(texture_depth, ofs).r;\n";
|
|
code += "\t\t\tcurrent_depth += layer_depth;\n";
|
|
code += "\t\t}\n";
|
|
code += "\t\tvec2 prev_ofs = ofs + delta;\n";
|
|
code += "\t\tfloat after_depth = depth - current_depth;\n";
|
|
code += "\t\tfloat before_depth = texture(texture_depth, prev_ofs).r - current_depth + layer_depth;\n";
|
|
code += "\t\tfloat weight = after_depth / (after_depth - before_depth);\n";
|
|
code += "\t\tofs = mix(ofs,prev_ofs,weight);\n";
|
|
|
|
} else {
|
|
code += "\t\tfloat depth = texture(texture_depth, base_uv).r;\n";
|
|
code += "\t\tvec2 ofs = base_uv - view_dir.xy / view_dir.z * (depth * depth_scale);\n";
|
|
}
|
|
|
|
code += "\t\tbase_uv=ofs;\n";
|
|
if (features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) {
|
|
code += "\t\tbase_uv2-=ofs;\n";
|
|
}
|
|
|
|
code += "\t}\n";
|
|
}
|
|
|
|
if (flags[FLAG_USE_POINT_SIZE]) {
|
|
code += "\tvec4 albedo_tex = texture(texture_albedo,POINT_COORD);\n";
|
|
} else {
|
|
code += "\tvec4 albedo_tex = texture(texture_albedo,base_uv);\n";
|
|
}
|
|
|
|
if (flags[FLAG_ALBEDO_FROM_VERTEX_COLOR]) {
|
|
code += "\talbedo_tex *= COLOR;\n";
|
|
}
|
|
|
|
code += "\tALBEDO = albedo.rgb * albedo_tex.rgb;\n";
|
|
code += "\tfloat metallic_tex = texture(texture_metallic,base_uv).r;\n";
|
|
code += "\tMETALLIC = metallic_tex * metallic;\n";
|
|
code += "\tfloat roughness_tex = texture(texture_roughness,base_uv).r;\n";
|
|
code += "\tROUGHNESS = roughness_tex * roughness;\n";
|
|
code += "\tSPECULAR = specular;\n";
|
|
|
|
if (features[FEATURE_NORMAL_MAPPING]) {
|
|
code += "\tNORMALMAP = texture(texture_normal,base_uv).rgb;\n";
|
|
code += "\tNORMALMAP_DEPTH = normal_scale;\n";
|
|
}
|
|
|
|
if (features[FEATURE_EMISSION]) {
|
|
code += "\tEMISSION = (emission.rgb+texture(texture_emission,base_uv).rgb)*emission_energy;\n";
|
|
}
|
|
|
|
if (features[FEATURE_REFRACTION]) {
|
|
|
|
if (features[FEATURE_NORMAL_MAPPING]) {
|
|
code += "\tvec3 ref_normal = normalize( mix(NORMAL,TANGENT * NORMALMAP.x + BINORMAL * NORMALMAP.y + NORMAL * NORMALMAP.z,NORMALMAP_DEPTH) ) * SIDE;\n";
|
|
} else {
|
|
code += "\tvec3 ref_normal = NORMAL;\n";
|
|
}
|
|
|
|
code += "\tvec2 ref_ofs = SCREEN_UV - ref_normal.xy * texture(texture_refraction,base_uv).r * refraction;\n";
|
|
code += "\tfloat ref_amount = 1.0 - albedo.a * albedo_tex.a;\n";
|
|
code += "\tEMISSION += textureLod(SCREEN_TEXTURE,ref_ofs,ROUGHNESS * 8.0).rgb * ref_amount;\n";
|
|
code += "\tALBEDO *= 1.0 - ref_amount;\n";
|
|
code += "\tALPHA = 1.0;\n";
|
|
|
|
} else if (features[FEATURE_TRANSPARENT]) {
|
|
code += "\tALPHA = albedo.a * albedo_tex.a;\n";
|
|
}
|
|
|
|
if (features[FEATURE_RIM]) {
|
|
code += "\tvec2 rim_tex = texture(texture_rim,base_uv).xw;\n";
|
|
code += "\tRIM = rim*rim_tex.x;";
|
|
code += "\tRIM_TINT = rim_tint*rim_tex.y;\n";
|
|
}
|
|
|
|
if (features[FEATURE_CLEARCOAT]) {
|
|
code += "\tvec2 clearcoat_tex = texture(texture_clearcoat,base_uv).xw;\n";
|
|
code += "\tCLEARCOAT = clearcoat*clearcoat_tex.x;";
|
|
code += "\tCLEARCOAT_GLOSS = clearcoat_gloss*clearcoat_tex.y;\n";
|
|
}
|
|
|
|
if (features[FEATURE_ANISOTROPY]) {
|
|
code += "\tvec4 anisotropy_tex = texture(texture_flowmap,base_uv);\n";
|
|
code += "\tANISOTROPY = anisotropy_ratio*anisotropy_tex.a;\n";
|
|
code += "\tANISOTROPY_FLOW = anisotropy_tex.rg*2.0-1.0;\n";
|
|
}
|
|
|
|
if (features[FEATURE_AMBIENT_OCCLUSION]) {
|
|
code += "\tAO = texture(texture_ambient_occlusion,base_uv).r;\n";
|
|
}
|
|
|
|
if (features[FEATURE_SUBSURACE_SCATTERING]) {
|
|
|
|
code += "\tfloat sss_tex = texture(texture_subsurface_scattering,base_uv).r;\n";
|
|
code += "\tSSS_STRENGTH=subsurface_scattering_strength*sss_tex;\n";
|
|
}
|
|
|
|
if (features[FEATURE_DETAIL]) {
|
|
String det_uv = detail_uv == DETAIL_UV_1 ? "base_uv" : "base_uv2";
|
|
code += "\tvec4 detail_tex = texture(texture_detail_albedo," + det_uv + ");\n";
|
|
code += "\tvec4 detail_norm_tex = texture(texture_detail_normal," + det_uv + ");\n";
|
|
code += "\tvec4 detail_mask_tex = texture(texture_detail_mask,base_uv);\n";
|
|
|
|
switch (detail_blend_mode) {
|
|
case BLEND_MODE_MIX: {
|
|
code += "\tvec3 detail = mix(ALBEDO.rgb,detail_tex.rgb,detail_tex.a);\n";
|
|
} break;
|
|
case BLEND_MODE_ADD: {
|
|
code += "\tvec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb+detail_tex.rgb,detail_tex.a);\n";
|
|
} break;
|
|
case BLEND_MODE_SUB: {
|
|
code += "\tvec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb-detail_tex.rgb,detail_tex.a);\n";
|
|
} break;
|
|
case BLEND_MODE_MUL: {
|
|
code += "\tvec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb*detail_tex.rgb,detail_tex.a);\n";
|
|
} break;
|
|
}
|
|
|
|
code += "\tvec3 detail_norm = mix(NORMALMAP,detail_norm_tex.rgb,detail_tex.a);\n";
|
|
|
|
code += "\tNORMALMAP = mix(NORMALMAP,detail_norm,detail_mask_tex.r);\n";
|
|
code += "\tALBEDO.rgb = mix(ALBEDO.rgb,detail,detail_mask_tex.r);\n";
|
|
}
|
|
|
|
code += "}\n";
|
|
|
|
ShaderData shader_data;
|
|
shader_data.shader = VS::get_singleton()->shader_create();
|
|
shader_data.users = 1;
|
|
|
|
VS::get_singleton()->shader_set_code(shader_data.shader, code);
|
|
|
|
shader_map[mk] = shader_data;
|
|
|
|
VS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
|
|
}
|
|
|
|
void SpatialMaterial::flush_changes() {
|
|
|
|
if (material_mutex)
|
|
material_mutex->lock();
|
|
|
|
while (dirty_materials.first()) {
|
|
|
|
dirty_materials.first()->self()->_update_shader();
|
|
}
|
|
|
|
if (material_mutex)
|
|
material_mutex->unlock();
|
|
}
|
|
|
|
void SpatialMaterial::_queue_shader_change() {
|
|
|
|
if (material_mutex)
|
|
material_mutex->lock();
|
|
|
|
if (!element.in_list()) {
|
|
dirty_materials.add(&element);
|
|
}
|
|
|
|
if (material_mutex)
|
|
material_mutex->unlock();
|
|
}
|
|
|
|
bool SpatialMaterial::_is_shader_dirty() const {
|
|
|
|
bool dirty = false;
|
|
|
|
if (material_mutex)
|
|
material_mutex->lock();
|
|
|
|
dirty = element.in_list();
|
|
|
|
if (material_mutex)
|
|
material_mutex->unlock();
|
|
|
|
return dirty;
|
|
}
|
|
void SpatialMaterial::set_albedo(const Color &p_albedo) {
|
|
|
|
albedo = p_albedo;
|
|
|
|
VS::get_singleton()->material_set_param(_get_material(), shader_names->albedo, p_albedo);
|
|
}
|
|
|
|
Color SpatialMaterial::get_albedo() const {
|
|
|
|
return albedo;
|
|
}
|
|
|
|
void SpatialMaterial::set_specular(float p_specular) {
|
|
|
|
specular = p_specular;
|
|
VS::get_singleton()->material_set_param(_get_material(), shader_names->specular, p_specular);
|
|
}
|
|
|
|
float SpatialMaterial::get_specular() const {
|
|
|
|
return specular;
|
|
}
|
|
|
|
void SpatialMaterial::set_roughness(float p_roughness) {
|
|
|
|
roughness = p_roughness;
|
|
VS::get_singleton()->material_set_param(_get_material(), shader_names->roughness, p_roughness);
|
|
}
|
|
|
|
float SpatialMaterial::get_roughness() const {
|
|
|
|
return roughness;
|
|
}
|
|
|
|
void SpatialMaterial::set_metallic(float p_metallic) {
|
|
|
|
metallic = p_metallic;
|
|
VS::get_singleton()->material_set_param(_get_material(), shader_names->metallic, p_metallic);
|
|
}
|
|
|
|
float SpatialMaterial::get_metallic() const {
|
|
|
|
return metallic;
|
|
}
|
|
|
|
void SpatialMaterial::set_emission(const Color &p_emission) {
|
|
|
|
emission = p_emission;
|
|
VS::get_singleton()->material_set_param(_get_material(), shader_names->emission, p_emission);
|
|
}
|
|
Color SpatialMaterial::get_emission() const {
|
|
|
|
return emission;
|
|
}
|
|
|
|
void SpatialMaterial::set_emission_energy(float p_emission_energy) {
|
|
|
|
emission_energy = p_emission_energy;
|
|
VS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy);
|
|
}
|
|
float SpatialMaterial::get_emission_energy() const {
|
|
|
|
return emission_energy;
|
|
}
|
|
|
|
void SpatialMaterial::set_normal_scale(float p_normal_scale) {
|
|
|
|
normal_scale = p_normal_scale;
|
|
VS::get_singleton()->material_set_param(_get_material(), shader_names->normal_scale, p_normal_scale);
|
|
}
|
|
float SpatialMaterial::get_normal_scale() const {
|
|
|
|
return normal_scale;
|
|
}
|
|
|
|
void SpatialMaterial::set_rim(float p_rim) {
|
|
|
|
rim = p_rim;
|
|
VS::get_singleton()->material_set_param(_get_material(), shader_names->rim, p_rim);
|
|
}
|
|
float SpatialMaterial::get_rim() const {
|
|
|
|
return rim;
|
|
}
|
|
|
|
void SpatialMaterial::set_rim_tint(float p_rim_tint) {
|
|
|
|
rim_tint = p_rim_tint;
|
|
VS::get_singleton()->material_set_param(_get_material(), shader_names->rim_tint, p_rim_tint);
|
|
}
|
|
float SpatialMaterial::get_rim_tint() const {
|
|
|
|
return rim_tint;
|
|
}
|
|
|
|
void SpatialMaterial::set_clearcoat(float p_clearcoat) {
|
|
|
|
clearcoat = p_clearcoat;
|
|
VS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat, p_clearcoat);
|
|
}
|
|
|
|
float SpatialMaterial::get_clearcoat() const {
|
|
|
|
return clearcoat;
|
|
}
|
|
|
|
void SpatialMaterial::set_clearcoat_gloss(float p_clearcoat_gloss) {
|
|
|
|
clearcoat_gloss = p_clearcoat_gloss;
|
|
VS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat_gloss, p_clearcoat_gloss);
|
|
}
|
|
|
|
float SpatialMaterial::get_clearcoat_gloss() const {
|
|
|
|
return clearcoat_gloss;
|
|
}
|
|
|
|
void SpatialMaterial::set_anisotropy(float p_anisotropy) {
|
|
|
|
anisotropy = p_anisotropy;
|
|
VS::get_singleton()->material_set_param(_get_material(), shader_names->anisotropy, p_anisotropy);
|
|
}
|
|
float SpatialMaterial::get_anisotropy() const {
|
|
|
|
return anisotropy;
|
|
}
|
|
|
|
void SpatialMaterial::set_depth_scale(float p_depth_scale) {
|
|
|
|
depth_scale = p_depth_scale;
|
|
VS::get_singleton()->material_set_param(_get_material(), shader_names->depth_scale, p_depth_scale);
|
|
}
|
|
|
|
float SpatialMaterial::get_depth_scale() const {
|
|
|
|
return depth_scale;
|
|
}
|
|
|
|
void SpatialMaterial::set_subsurface_scattering_strength(float p_subsurface_scattering_strength) {
|
|
|
|
subsurface_scattering_strength = p_subsurface_scattering_strength;
|
|
VS::get_singleton()->material_set_param(_get_material(), shader_names->subsurface_scattering_strength, subsurface_scattering_strength);
|
|
}
|
|
|
|
float SpatialMaterial::get_subsurface_scattering_strength() const {
|
|
|
|
return subsurface_scattering_strength;
|
|
}
|
|
|
|
void SpatialMaterial::set_refraction(float p_refraction) {
|
|
|
|
refraction = p_refraction;
|
|
VS::get_singleton()->material_set_param(_get_material(), shader_names->refraction, refraction);
|
|
}
|
|
|
|
float SpatialMaterial::get_refraction() const {
|
|
|
|
return refraction;
|
|
}
|
|
|
|
void SpatialMaterial::set_detail_uv(DetailUV p_detail_uv) {
|
|
|
|
if (detail_uv == p_detail_uv)
|
|
return;
|
|
|
|
detail_uv = p_detail_uv;
|
|
_queue_shader_change();
|
|
}
|
|
SpatialMaterial::DetailUV SpatialMaterial::get_detail_uv() const {
|
|
|
|
return detail_uv;
|
|
}
|
|
|
|
void SpatialMaterial::set_blend_mode(BlendMode p_mode) {
|
|
|
|
if (blend_mode == p_mode)
|
|
return;
|
|
|
|
blend_mode = p_mode;
|
|
_queue_shader_change();
|
|
}
|
|
SpatialMaterial::BlendMode SpatialMaterial::get_blend_mode() const {
|
|
|
|
return blend_mode;
|
|
}
|
|
|
|
void SpatialMaterial::set_detail_blend_mode(BlendMode p_mode) {
|
|
|
|
detail_blend_mode = p_mode;
|
|
_queue_shader_change();
|
|
}
|
|
SpatialMaterial::BlendMode SpatialMaterial::get_detail_blend_mode() const {
|
|
|
|
return detail_blend_mode;
|
|
}
|
|
|
|
void SpatialMaterial::set_depth_draw_mode(DepthDrawMode p_mode) {
|
|
|
|
if (depth_draw_mode == p_mode)
|
|
return;
|
|
|
|
depth_draw_mode = p_mode;
|
|
_queue_shader_change();
|
|
}
|
|
SpatialMaterial::DepthDrawMode SpatialMaterial::get_depth_draw_mode() const {
|
|
|
|
return depth_draw_mode;
|
|
}
|
|
|
|
void SpatialMaterial::set_cull_mode(CullMode p_mode) {
|
|
|
|
if (cull_mode == p_mode)
|
|
return;
|
|
|
|
cull_mode = p_mode;
|
|
_queue_shader_change();
|
|
}
|
|
SpatialMaterial::CullMode SpatialMaterial::get_cull_mode() const {
|
|
|
|
return cull_mode;
|
|
}
|
|
|
|
void SpatialMaterial::set_diffuse_mode(DiffuseMode p_mode) {
|
|
|
|
if (diffuse_mode == p_mode)
|
|
return;
|
|
|
|
diffuse_mode = p_mode;
|
|
_queue_shader_change();
|
|
}
|
|
SpatialMaterial::DiffuseMode SpatialMaterial::get_diffuse_mode() const {
|
|
|
|
return diffuse_mode;
|
|
}
|
|
|
|
void SpatialMaterial::set_flag(Flags p_flag, bool p_enabled) {
|
|
|
|
ERR_FAIL_INDEX(p_flag, FLAG_MAX);
|
|
|
|
if (flags[p_flag] == p_enabled)
|
|
return;
|
|
|
|
flags[p_flag] = p_enabled;
|
|
_queue_shader_change();
|
|
}
|
|
|
|
bool SpatialMaterial::get_flag(Flags p_flag) const {
|
|
|
|
ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
|
|
return flags[p_flag];
|
|
}
|
|
|
|
void SpatialMaterial::set_feature(Feature p_feature, bool p_enabled) {
|
|
|
|
ERR_FAIL_INDEX(p_feature, FEATURE_MAX);
|
|
if (features[p_feature] == p_enabled)
|
|
return;
|
|
|
|
features[p_feature] = p_enabled;
|
|
_change_notify();
|
|
_queue_shader_change();
|
|
}
|
|
|
|
bool SpatialMaterial::get_feature(Feature p_feature) const {
|
|
|
|
ERR_FAIL_INDEX_V(p_feature, FEATURE_MAX, false);
|
|
return features[p_feature];
|
|
}
|
|
|
|
void SpatialMaterial::set_texture(TextureParam p_param, const Ref<Texture> &p_texture) {
|
|
|
|
ERR_FAIL_INDEX(p_param, TEXTURE_MAX);
|
|
textures[p_param] = p_texture;
|
|
RID rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
|
|
VS::get_singleton()->material_set_param(_get_material(), shader_names->texture_names[p_param], rid);
|
|
}
|
|
|
|
Ref<Texture> SpatialMaterial::get_texture(TextureParam p_param) const {
|
|
|
|
ERR_FAIL_INDEX_V(p_param, TEXTURE_MAX, Ref<Texture>());
|
|
return textures[p_param];
|
|
}
|
|
|
|
void SpatialMaterial::_validate_feature(const String &text, Feature feature, PropertyInfo &property) const {
|
|
if (property.name.begins_with(text) && property.name != text + "_enabled" && !features[feature]) {
|
|
property.usage = 0;
|
|
}
|
|
if ((property.name == "depth_min_layers" || property.name == "depth_max_layers") && !deep_parallax) {
|
|
property.usage = 0;
|
|
}
|
|
}
|
|
|
|
void SpatialMaterial::_validate_property(PropertyInfo &property) const {
|
|
_validate_feature("normal", FEATURE_NORMAL_MAPPING, property);
|
|
_validate_feature("emission", FEATURE_EMISSION, property);
|
|
_validate_feature("rim", FEATURE_RIM, property);
|
|
_validate_feature("clearcoat", FEATURE_CLEARCOAT, property);
|
|
_validate_feature("anisotropy", FEATURE_ANISOTROPY, property);
|
|
_validate_feature("ao", FEATURE_AMBIENT_OCCLUSION, property);
|
|
_validate_feature("depth", FEATURE_DEPTH_MAPPING, property);
|
|
_validate_feature("subsurf_scatter", FEATURE_SUBSURACE_SCATTERING, property);
|
|
_validate_feature("refraction", FEATURE_REFRACTION, property);
|
|
_validate_feature("detail", FEATURE_DETAIL, property);
|
|
|
|
if (property.name.begins_with("particles_anim_") && billboard_mode != BILLBOARD_PARTICLES) {
|
|
property.usage = 0;
|
|
}
|
|
}
|
|
|
|
void SpatialMaterial::set_line_width(float p_line_width) {
|
|
|
|
line_width = p_line_width;
|
|
VS::get_singleton()->material_set_line_width(_get_material(), line_width);
|
|
}
|
|
|
|
float SpatialMaterial::get_line_width() const {
|
|
|
|
return line_width;
|
|
}
|
|
|
|
void SpatialMaterial::set_point_size(float p_point_size) {
|
|
|
|
point_size = p_point_size;
|
|
VS::get_singleton()->material_set_param(_get_material(), shader_names->point_size, p_point_size);
|
|
}
|
|
|
|
float SpatialMaterial::get_point_size() const {
|
|
|
|
return point_size;
|
|
}
|
|
|
|
void SpatialMaterial::set_uv1_scale(const Vector2 &p_scale) {
|
|
|
|
uv1_scale = p_scale;
|
|
VS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_scale, p_scale);
|
|
}
|
|
|
|
Vector2 SpatialMaterial::get_uv1_scale() const {
|
|
|
|
return uv1_scale;
|
|
}
|
|
|
|
void SpatialMaterial::set_uv1_offset(const Vector2 &p_offset) {
|
|
|
|
uv1_offset = p_offset;
|
|
VS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_offset, p_offset);
|
|
}
|
|
Vector2 SpatialMaterial::get_uv1_offset() const {
|
|
|
|
return uv1_offset;
|
|
}
|
|
|
|
void SpatialMaterial::set_uv2_scale(const Vector2 &p_scale) {
|
|
|
|
uv2_scale = p_scale;
|
|
VS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_scale, p_scale);
|
|
}
|
|
|
|
Vector2 SpatialMaterial::get_uv2_scale() const {
|
|
|
|
return uv2_scale;
|
|
}
|
|
|
|
void SpatialMaterial::set_uv2_offset(const Vector2 &p_offset) {
|
|
|
|
uv2_offset = p_offset;
|
|
VS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_offset, p_offset);
|
|
}
|
|
|
|
Vector2 SpatialMaterial::get_uv2_offset() const {
|
|
|
|
return uv2_offset;
|
|
}
|
|
|
|
void SpatialMaterial::set_billboard_mode(BillboardMode p_mode) {
|
|
|
|
billboard_mode = p_mode;
|
|
_queue_shader_change();
|
|
_change_notify();
|
|
}
|
|
|
|
SpatialMaterial::BillboardMode SpatialMaterial::get_billboard_mode() const {
|
|
|
|
return billboard_mode;
|
|
}
|
|
|
|
void SpatialMaterial::set_particles_anim_h_frames(int p_frames) {
|
|
|
|
particles_anim_h_frames = p_frames;
|
|
VS::get_singleton()->material_set_param(_get_material(), shader_names->particle_h_frames, p_frames);
|
|
}
|
|
|
|
int SpatialMaterial::get_particles_anim_h_frames() const {
|
|
|
|
return particles_anim_h_frames;
|
|
}
|
|
void SpatialMaterial::set_particles_anim_v_frames(int p_frames) {
|
|
|
|
particles_anim_v_frames = p_frames;
|
|
VS::get_singleton()->material_set_param(_get_material(), shader_names->particle_v_frames, p_frames);
|
|
}
|
|
|
|
int SpatialMaterial::get_particles_anim_v_frames() const {
|
|
|
|
return particles_anim_v_frames;
|
|
}
|
|
|
|
void SpatialMaterial::set_particles_anim_loop(int p_frames) {
|
|
|
|
particles_anim_loop = p_frames;
|
|
VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_loop, p_frames);
|
|
}
|
|
|
|
int SpatialMaterial::get_particles_anim_loop() const {
|
|
|
|
return particles_anim_loop;
|
|
}
|
|
|
|
void SpatialMaterial::set_depth_deep_parallax(bool p_enable) {
|
|
|
|
deep_parallax = p_enable;
|
|
_queue_shader_change();
|
|
_change_notify();
|
|
;
|
|
}
|
|
|
|
bool SpatialMaterial::is_depth_deep_parallax_enabled() const {
|
|
|
|
return deep_parallax;
|
|
}
|
|
|
|
void SpatialMaterial::set_depth_deep_parallax_min_layers(int p_layer) {
|
|
|
|
deep_parallax_min_layers = p_layer;
|
|
VS::get_singleton()->material_set_param(_get_material(), shader_names->depth_min_layers, p_layer);
|
|
}
|
|
int SpatialMaterial::get_depth_deep_parallax_min_layers() const {
|
|
|
|
return deep_parallax_min_layers;
|
|
}
|
|
|
|
void SpatialMaterial::set_depth_deep_parallax_max_layers(int p_layer) {
|
|
|
|
deep_parallax_max_layers = p_layer;
|
|
VS::get_singleton()->material_set_param(_get_material(), shader_names->depth_max_layers, p_layer);
|
|
}
|
|
int SpatialMaterial::get_depth_deep_parallax_max_layers() const {
|
|
|
|
return deep_parallax_max_layers;
|
|
}
|
|
|
|
void SpatialMaterial::_bind_methods() {
|
|
|
|
ClassDB::bind_method(D_METHOD("set_albedo", "albedo"), &SpatialMaterial::set_albedo);
|
|
ClassDB::bind_method(D_METHOD("get_albedo"), &SpatialMaterial::get_albedo);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_specular", "specular"), &SpatialMaterial::set_specular);
|
|
ClassDB::bind_method(D_METHOD("get_specular"), &SpatialMaterial::get_specular);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_metallic", "metallic"), &SpatialMaterial::set_metallic);
|
|
ClassDB::bind_method(D_METHOD("get_metallic"), &SpatialMaterial::get_metallic);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_roughness", "roughness"), &SpatialMaterial::set_roughness);
|
|
ClassDB::bind_method(D_METHOD("get_roughness"), &SpatialMaterial::get_roughness);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_emission", "emission"), &SpatialMaterial::set_emission);
|
|
ClassDB::bind_method(D_METHOD("get_emission"), &SpatialMaterial::get_emission);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_emission_energy", "emission_energy"), &SpatialMaterial::set_emission_energy);
|
|
ClassDB::bind_method(D_METHOD("get_emission_energy"), &SpatialMaterial::get_emission_energy);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_normal_scale", "normal_scale"), &SpatialMaterial::set_normal_scale);
|
|
ClassDB::bind_method(D_METHOD("get_normal_scale"), &SpatialMaterial::get_normal_scale);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_rim", "rim"), &SpatialMaterial::set_rim);
|
|
ClassDB::bind_method(D_METHOD("get_rim"), &SpatialMaterial::get_rim);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_rim_tint", "rim_tint"), &SpatialMaterial::set_rim_tint);
|
|
ClassDB::bind_method(D_METHOD("get_rim_tint"), &SpatialMaterial::get_rim_tint);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_clearcoat", "clearcoat"), &SpatialMaterial::set_clearcoat);
|
|
ClassDB::bind_method(D_METHOD("get_clearcoat"), &SpatialMaterial::get_clearcoat);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_clearcoat_gloss", "clearcoat_gloss"), &SpatialMaterial::set_clearcoat_gloss);
|
|
ClassDB::bind_method(D_METHOD("get_clearcoat_gloss"), &SpatialMaterial::get_clearcoat_gloss);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_anisotropy", "anisotropy"), &SpatialMaterial::set_anisotropy);
|
|
ClassDB::bind_method(D_METHOD("get_anisotropy"), &SpatialMaterial::get_anisotropy);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_depth_scale", "depth_scale"), &SpatialMaterial::set_depth_scale);
|
|
ClassDB::bind_method(D_METHOD("get_depth_scale"), &SpatialMaterial::get_depth_scale);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_subsurface_scattering_strength", "strength"), &SpatialMaterial::set_subsurface_scattering_strength);
|
|
ClassDB::bind_method(D_METHOD("get_subsurface_scattering_strength"), &SpatialMaterial::get_subsurface_scattering_strength);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_refraction", "refraction"), &SpatialMaterial::set_refraction);
|
|
ClassDB::bind_method(D_METHOD("get_refraction"), &SpatialMaterial::get_refraction);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_line_width", "line_width"), &SpatialMaterial::set_line_width);
|
|
ClassDB::bind_method(D_METHOD("get_line_width"), &SpatialMaterial::get_line_width);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_point_size", "point_size"), &SpatialMaterial::set_point_size);
|
|
ClassDB::bind_method(D_METHOD("get_point_size"), &SpatialMaterial::get_point_size);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_detail_uv", "detail_uv"), &SpatialMaterial::set_detail_uv);
|
|
ClassDB::bind_method(D_METHOD("get_detail_uv"), &SpatialMaterial::get_detail_uv);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_blend_mode", "blend_mode"), &SpatialMaterial::set_blend_mode);
|
|
ClassDB::bind_method(D_METHOD("get_blend_mode"), &SpatialMaterial::get_blend_mode);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_depth_draw_mode", "depth_draw_mode"), &SpatialMaterial::set_depth_draw_mode);
|
|
ClassDB::bind_method(D_METHOD("get_depth_draw_mode"), &SpatialMaterial::get_depth_draw_mode);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_cull_mode", "cull_mode"), &SpatialMaterial::set_cull_mode);
|
|
ClassDB::bind_method(D_METHOD("get_cull_mode"), &SpatialMaterial::get_cull_mode);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_diffuse_mode", "diffuse_mode"), &SpatialMaterial::set_diffuse_mode);
|
|
ClassDB::bind_method(D_METHOD("get_diffuse_mode"), &SpatialMaterial::get_diffuse_mode);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_flag", "flag", "enable"), &SpatialMaterial::set_flag);
|
|
ClassDB::bind_method(D_METHOD("get_flag"), &SpatialMaterial::get_flag);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_feature", "feature", "enable"), &SpatialMaterial::set_feature);
|
|
ClassDB::bind_method(D_METHOD("get_feature", "feature"), &SpatialMaterial::get_feature);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_texture", "param:Texture", "texture"), &SpatialMaterial::set_texture);
|
|
ClassDB::bind_method(D_METHOD("get_texture:Texture", "param:Texture"), &SpatialMaterial::get_texture);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_detail_blend_mode", "detail_blend_mode"), &SpatialMaterial::set_detail_blend_mode);
|
|
ClassDB::bind_method(D_METHOD("get_detail_blend_mode"), &SpatialMaterial::get_detail_blend_mode);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_uv1_scale", "scale"), &SpatialMaterial::set_uv1_scale);
|
|
ClassDB::bind_method(D_METHOD("get_uv1_scale"), &SpatialMaterial::get_uv1_scale);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_uv1_offset", "offset"), &SpatialMaterial::set_uv1_offset);
|
|
ClassDB::bind_method(D_METHOD("get_uv1_offset"), &SpatialMaterial::get_uv1_offset);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_uv2_scale", "scale"), &SpatialMaterial::set_uv2_scale);
|
|
ClassDB::bind_method(D_METHOD("get_uv2_scale"), &SpatialMaterial::get_uv2_scale);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_uv2_offset", "offset"), &SpatialMaterial::set_uv2_offset);
|
|
ClassDB::bind_method(D_METHOD("get_uv2_offset"), &SpatialMaterial::get_uv2_offset);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_billboard_mode", "mode"), &SpatialMaterial::set_billboard_mode);
|
|
ClassDB::bind_method(D_METHOD("get_billboard_mode"), &SpatialMaterial::get_billboard_mode);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_particles_anim_h_frames", "frames"), &SpatialMaterial::set_particles_anim_h_frames);
|
|
ClassDB::bind_method(D_METHOD("get_particles_anim_h_frames"), &SpatialMaterial::get_particles_anim_h_frames);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_particles_anim_v_frames", "frames"), &SpatialMaterial::set_particles_anim_v_frames);
|
|
ClassDB::bind_method(D_METHOD("get_particles_anim_v_frames"), &SpatialMaterial::get_particles_anim_v_frames);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_particles_anim_loop", "frames"), &SpatialMaterial::set_particles_anim_loop);
|
|
ClassDB::bind_method(D_METHOD("get_particles_anim_loop"), &SpatialMaterial::get_particles_anim_loop);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_depth_deep_parallax", "enable"), &SpatialMaterial::set_depth_deep_parallax);
|
|
ClassDB::bind_method(D_METHOD("is_depth_deep_parallax_enabled"), &SpatialMaterial::is_depth_deep_parallax_enabled);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_depth_deep_parallax_min_layers", "layer"), &SpatialMaterial::set_depth_deep_parallax_min_layers);
|
|
ClassDB::bind_method(D_METHOD("get_depth_deep_parallax_min_layers"), &SpatialMaterial::get_depth_deep_parallax_min_layers);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_depth_deep_parallax_max_layers", "layer"), &SpatialMaterial::set_depth_deep_parallax_max_layers);
|
|
ClassDB::bind_method(D_METHOD("get_depth_deep_parallax_max_layers"), &SpatialMaterial::get_depth_deep_parallax_max_layers);
|
|
|
|
ADD_GROUP("Flags", "flags_");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_transparent"), "set_feature", "get_feature", FEATURE_TRANSPARENT);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_unshaded"), "set_flag", "get_flag", FLAG_UNSHADED);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_on_top"), "set_flag", "get_flag", FLAG_ONTOP);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_use_point_size"), "set_flag", "get_flag", FLAG_USE_POINT_SIZE);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_fixed_size"), "set_flag", "get_flag", FLAG_FIXED_SIZE);
|
|
ADD_GROUP("Vertex Color", "vertex_color");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_use_as_albedo"), "set_flag", "get_flag", FLAG_ALBEDO_FROM_VERTEX_COLOR);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_is_srgb"), "set_flag", "get_flag", FLAG_SRGB_VERTEX_COLOR);
|
|
|
|
ADD_GROUP("Parameters", "params_");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "params_diffuse_mode", PROPERTY_HINT_ENUM, "Lambert,Lambert Wrap,Oren Nayar,Burley"), "set_diffuse_mode", "get_diffuse_mode");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "params_blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Sub,Mul"), "set_blend_mode", "get_blend_mode");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "params_cull_mode", PROPERTY_HINT_ENUM, "Back,Front,Disabled"), "set_cull_mode", "get_cull_mode");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "params_depth_draw_mode", PROPERTY_HINT_ENUM, "Opaque Only,Always,Never,Opaque Pre-Pass"), "set_depth_draw_mode", "get_depth_draw_mode");
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "params_line_width", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_line_width", "get_line_width");
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "params_point_size", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_point_size", "get_point_size");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "params_billboard_mode", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particle Billboard"), "set_billboard_mode", "get_billboard_mode");
|
|
ADD_GROUP("Particles Anim", "particles_anim_");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "particles_anim_h_frames", PROPERTY_HINT_RANGE, "1,128,1"), "set_particles_anim_h_frames", "get_particles_anim_h_frames");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "particles_anim_v_frames", PROPERTY_HINT_RANGE, "1,128,1"), "set_particles_anim_v_frames", "get_particles_anim_v_frames");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "particles_anim_loop"), "set_particles_anim_loop", "get_particles_anim_loop");
|
|
|
|
ADD_GROUP("Albedo", "albedo_");
|
|
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "albedo_color"), "set_albedo", "get_albedo");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "albedo_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_ALBEDO);
|
|
|
|
ADD_GROUP("Metallic", "metallic_");
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "metallic_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_metallic", "get_metallic");
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "metallic_specular", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_specular", "get_specular");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "metallic_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_METALLIC);
|
|
|
|
ADD_GROUP("Roughness", "roughness_");
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "roughness_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_roughness", "get_roughness");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "roughness_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_ROUGHNESS);
|
|
|
|
ADD_GROUP("Emission", "emission_");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "emission_enabled"), "set_feature", "get_feature", FEATURE_EMISSION);
|
|
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "emission_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_emission", "get_emission");
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "emission_energy", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_emission_energy", "get_emission_energy");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "emission_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_EMISSION);
|
|
|
|
ADD_GROUP("NormalMap", "normal_");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "normal_enabled"), "set_feature", "get_feature", FEATURE_NORMAL_MAPPING);
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "normal_scale", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_normal_scale", "get_normal_scale");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "normal_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_NORMAL);
|
|
|
|
ADD_GROUP("Rim", "rim_");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "rim_enabled"), "set_feature", "get_feature", FEATURE_RIM);
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "rim_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_rim", "get_rim");
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "rim_tint", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_rim_tint", "get_rim_tint");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "rim_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_RIM);
|
|
|
|
ADD_GROUP("Clearcoat", "clearcoat_");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "clearcoat_enabled"), "set_feature", "get_feature", FEATURE_CLEARCOAT);
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "clearcoat_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat", "get_clearcoat");
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "clearcoat_gloss", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat_gloss", "get_clearcoat_gloss");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "clearcoat_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_CLEARCOAT);
|
|
|
|
ADD_GROUP("Anisotropy", "anisotropy_");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "anisotropy_enabled"), "set_feature", "get_feature", FEATURE_ANISOTROPY);
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "anisotropy_anisotropy", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_anisotropy", "get_anisotropy");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anisotropy_flowmap", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_FLOWMAP);
|
|
|
|
ADD_GROUP("Ambient Occlusion", "ao_");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "ao_enabled"), "set_feature", "get_feature", FEATURE_AMBIENT_OCCLUSION);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "ao_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_AMBIENT_OCCLUSION);
|
|
|
|
ADD_GROUP("Depth", "depth_");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "depth_enabled"), "set_feature", "get_feature", FEATURE_DEPTH_MAPPING);
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth_scale", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_depth_scale", "get_depth_scale");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "depth_deep_parallax"), "set_depth_deep_parallax", "is_depth_deep_parallax_enabled");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "depth_min_layers", PROPERTY_HINT_RANGE, "1,32,1"), "set_depth_deep_parallax_min_layers", "get_depth_deep_parallax_min_layers");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "depth_max_layers", PROPERTY_HINT_RANGE, "1,32,1"), "set_depth_deep_parallax_max_layers", "get_depth_deep_parallax_max_layers");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "depth_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_DEPTH);
|
|
|
|
ADD_GROUP("Subsurf Scatter", "subsurf_scatter_");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_enabled"), "set_feature", "get_feature", FEATURE_SUBSURACE_SCATTERING);
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "subsurf_scatter_strength", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_subsurface_scattering_strength", "get_subsurface_scattering_strength");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "subsurf_scatter_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_SUBSURFACE_SCATTERING);
|
|
|
|
ADD_GROUP("Refraction", "refraction_");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "refraction_enabled"), "set_feature", "get_feature", FEATURE_REFRACTION);
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "refraction_scale", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_refraction", "get_refraction");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "refraction_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_REFRACTION);
|
|
|
|
ADD_GROUP("Detail", "detail_");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "detail_enabled"), "set_feature", "get_feature", FEATURE_DETAIL);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_mask", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_DETAIL_MASK);
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "detail_blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Sub,Mul"), "set_detail_blend_mode", "get_detail_blend_mode");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "detail_uv_layer", PROPERTY_HINT_ENUM, "UV1,UV2"), "set_detail_uv", "get_detail_uv");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_albedo", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_DETAIL_ALBEDO);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_normal", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_DETAIL_NORMAL);
|
|
|
|
ADD_GROUP("UV1", "uv1_");
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "uv1_scale"), "set_uv1_scale", "get_uv1_scale");
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "uv1_offset"), "set_uv1_offset", "get_uv1_offset");
|
|
|
|
ADD_GROUP("UV2", "uv2_");
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "uv2_scale"), "set_uv2_scale", "get_uv2_scale");
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "uv2_offset"), "set_uv2_offset", "get_uv2_offset");
|
|
|
|
BIND_CONSTANT(TEXTURE_ALBEDO);
|
|
BIND_CONSTANT(TEXTURE_METALLIC);
|
|
BIND_CONSTANT(TEXTURE_ROUGHNESS);
|
|
BIND_CONSTANT(TEXTURE_EMISSION);
|
|
BIND_CONSTANT(TEXTURE_NORMAL);
|
|
BIND_CONSTANT(TEXTURE_RIM);
|
|
BIND_CONSTANT(TEXTURE_CLEARCOAT);
|
|
BIND_CONSTANT(TEXTURE_FLOWMAP);
|
|
BIND_CONSTANT(TEXTURE_AMBIENT_OCCLUSION);
|
|
BIND_CONSTANT(TEXTURE_DEPTH);
|
|
BIND_CONSTANT(TEXTURE_SUBSURFACE_SCATTERING);
|
|
BIND_CONSTANT(TEXTURE_REFRACTION);
|
|
BIND_CONSTANT(TEXTURE_DETAIL_MASK);
|
|
BIND_CONSTANT(TEXTURE_DETAIL_ALBEDO);
|
|
BIND_CONSTANT(TEXTURE_DETAIL_NORMAL);
|
|
BIND_CONSTANT(TEXTURE_MAX);
|
|
|
|
BIND_CONSTANT(DETAIL_UV_1);
|
|
BIND_CONSTANT(DETAIL_UV_2);
|
|
|
|
BIND_CONSTANT(FEATURE_TRANSPARENT);
|
|
BIND_CONSTANT(FEATURE_EMISSION);
|
|
BIND_CONSTANT(FEATURE_NORMAL_MAPPING);
|
|
BIND_CONSTANT(FEATURE_RIM);
|
|
BIND_CONSTANT(FEATURE_CLEARCOAT);
|
|
BIND_CONSTANT(FEATURE_ANISOTROPY);
|
|
BIND_CONSTANT(FEATURE_AMBIENT_OCCLUSION);
|
|
BIND_CONSTANT(FEATURE_DEPTH_MAPPING);
|
|
BIND_CONSTANT(FEATURE_SUBSURACE_SCATTERING);
|
|
BIND_CONSTANT(FEATURE_REFRACTION);
|
|
BIND_CONSTANT(FEATURE_DETAIL);
|
|
BIND_CONSTANT(FEATURE_MAX);
|
|
|
|
BIND_CONSTANT(BLEND_MODE_MIX);
|
|
BIND_CONSTANT(BLEND_MODE_ADD);
|
|
BIND_CONSTANT(BLEND_MODE_SUB);
|
|
BIND_CONSTANT(BLEND_MODE_MUL);
|
|
|
|
BIND_CONSTANT(DEPTH_DRAW_OPAQUE_ONLY);
|
|
BIND_CONSTANT(DEPTH_DRAW_ALWAYS);
|
|
BIND_CONSTANT(DEPTH_DRAW_DISABLED);
|
|
BIND_CONSTANT(DEPTH_DRAW_ALPHA_OPAQUE_PREPASS);
|
|
|
|
BIND_CONSTANT(CULL_BACK);
|
|
BIND_CONSTANT(CULL_FRONT);
|
|
BIND_CONSTANT(CULL_DISABLED);
|
|
|
|
BIND_CONSTANT(FLAG_UNSHADED);
|
|
BIND_CONSTANT(FLAG_ONTOP);
|
|
BIND_CONSTANT(FLAG_ALBEDO_FROM_VERTEX_COLOR);
|
|
BIND_CONSTANT(FLAG_SRGB_VERTEX_COLOR)
|
|
BIND_CONSTANT(FLAG_USE_POINT_SIZE)
|
|
BIND_CONSTANT(FLAG_FIXED_SIZE)
|
|
BIND_CONSTANT(FLAG_MAX);
|
|
|
|
BIND_CONSTANT(DIFFUSE_LAMBERT);
|
|
BIND_CONSTANT(DIFFUSE_HALF_LAMBERT);
|
|
BIND_CONSTANT(DIFFUSE_OREN_NAYAR);
|
|
BIND_CONSTANT(DIFFUSE_BURLEY);
|
|
|
|
BIND_CONSTANT(BILLBOARD_DISABLED);
|
|
BIND_CONSTANT(BILLBOARD_ENABLED);
|
|
BIND_CONSTANT(BILLBOARD_FIXED_Y);
|
|
BIND_CONSTANT(BILLBOARD_PARTICLES);
|
|
}
|
|
|
|
SpatialMaterial::SpatialMaterial()
|
|
: element(this) {
|
|
|
|
//initialize to right values
|
|
set_albedo(Color(0.7, 0.7, 0.7, 1.0));
|
|
set_specular(0.5);
|
|
set_roughness(0.0);
|
|
set_metallic(0.1);
|
|
set_emission(Color(0, 0, 0));
|
|
set_emission_energy(1.0);
|
|
set_normal_scale(1);
|
|
set_rim(1.0);
|
|
set_rim_tint(0.5);
|
|
set_clearcoat(1);
|
|
set_clearcoat_gloss(0.5);
|
|
set_anisotropy(0);
|
|
set_depth_scale(0.05);
|
|
set_subsurface_scattering_strength(0);
|
|
set_refraction(0.05);
|
|
set_line_width(1);
|
|
set_point_size(1);
|
|
set_uv1_offset(Vector2(0, 0));
|
|
set_uv1_scale(Vector2(1, 1));
|
|
set_uv2_offset(Vector2(0, 0));
|
|
set_uv2_scale(Vector2(1, 1));
|
|
set_billboard_mode(BILLBOARD_DISABLED);
|
|
set_particles_anim_h_frames(1);
|
|
set_particles_anim_v_frames(1);
|
|
set_particles_anim_loop(false);
|
|
|
|
deep_parallax = false;
|
|
set_depth_deep_parallax_min_layers(8);
|
|
set_depth_deep_parallax_max_layers(32);
|
|
|
|
detail_uv = DETAIL_UV_1;
|
|
blend_mode = BLEND_MODE_MIX;
|
|
detail_blend_mode = BLEND_MODE_MIX;
|
|
depth_draw_mode = DEPTH_DRAW_OPAQUE_ONLY;
|
|
cull_mode = CULL_BACK;
|
|
for (int i = 0; i < FLAG_MAX; i++) {
|
|
flags[i] = 0;
|
|
}
|
|
diffuse_mode = DIFFUSE_LAMBERT;
|
|
|
|
for (int i = 0; i < FEATURE_MAX; i++) {
|
|
features[i] = false;
|
|
}
|
|
|
|
current_key.key = 0;
|
|
current_key.invalid_key = 1;
|
|
_queue_shader_change();
|
|
}
|
|
|
|
SpatialMaterial::~SpatialMaterial() {
|
|
|
|
if (material_mutex)
|
|
material_mutex->lock();
|
|
|
|
if (shader_map.has(current_key)) {
|
|
shader_map[current_key].users--;
|
|
if (shader_map[current_key].users == 0) {
|
|
//deallocate shader, as it's no longer in use
|
|
VS::get_singleton()->free(shader_map[current_key].shader);
|
|
shader_map.erase(current_key);
|
|
}
|
|
|
|
VS::get_singleton()->material_set_shader(_get_material(), RID());
|
|
}
|
|
|
|
if (material_mutex)
|
|
material_mutex->unlock();
|
|
}
|