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authorJuan Linietsky <reduzio@gmail.com>2016-10-27 11:50:26 -0300
committerJuan Linietsky <reduzio@gmail.com>2016-10-27 11:50:26 -0300
commit53d8f2b1ec1d86b189800b7fe156c464fdf9e380 (patch)
treea86ac6591239fd58193701419750bdfac3d89417 /scene/resources
parentcb34b70df13ad9f7942b0c363edc71cfd417bb21 (diff)
PBR more or less working, still working on bringing gizmos back
Diffstat (limited to 'scene/resources')
-rw-r--r--scene/resources/environment.cpp27
-rw-r--r--scene/resources/environment.h6
-rw-r--r--scene/resources/material.cpp754
-rw-r--r--scene/resources/material.h291
4 files changed, 1054 insertions, 24 deletions
diff --git a/scene/resources/environment.cpp b/scene/resources/environment.cpp
index 85d16da915..3897c86d5b 100644
--- a/scene/resources/environment.cpp
+++ b/scene/resources/environment.cpp
@@ -53,7 +53,7 @@ void Environment::set_skybox(const Ref<CubeMap>& p_skybox){
sb_rid=bg_skybox->get_rid();
print_line("skybox valid: "+itos(sb_rid.is_valid()));
- VS::get_singleton()->environment_set_skybox(environment,sb_rid,Globals::get_singleton()->get("rendering/skybox/radiance_cube_resolution"),Globals::get_singleton()->get("rendering/skybox/iradiance_cube_resolution"));
+ VS::get_singleton()->environment_set_skybox(environment,sb_rid,Globals::get_singleton()->get("rendering/skybox/radiance_cube_resolution"));
}
void Environment::set_skybox_scale(float p_scale) {
@@ -80,17 +80,17 @@ void Environment::set_canvas_max_layer(int p_max_layer){
void Environment::set_ambient_light_color(const Color& p_color){
ambient_color=p_color;
- VS::get_singleton()->environment_set_ambient_light(environment,ambient_color,ambient_energy,ambient_skybox_energy);
+ VS::get_singleton()->environment_set_ambient_light(environment,ambient_color,ambient_energy,ambient_skybox_contribution);
}
void Environment::set_ambient_light_energy(float p_energy){
ambient_energy=p_energy;
- VS::get_singleton()->environment_set_ambient_light(environment,ambient_color,ambient_energy,ambient_skybox_energy);
+ VS::get_singleton()->environment_set_ambient_light(environment,ambient_color,ambient_energy,ambient_skybox_contribution);
}
-void Environment::set_ambient_light_skybox_energy(float p_energy){
+void Environment::set_ambient_light_skybox_contribution(float p_energy){
- ambient_skybox_energy=p_energy;
- VS::get_singleton()->environment_set_ambient_light(environment,ambient_color,ambient_energy,ambient_skybox_energy);
+ ambient_skybox_contribution=p_energy;
+ VS::get_singleton()->environment_set_ambient_light(environment,ambient_color,ambient_energy,ambient_skybox_contribution);
}
Environment::BGMode Environment::get_background() const{
@@ -127,16 +127,16 @@ float Environment::get_ambient_light_energy() const{
return ambient_energy;
}
-float Environment::get_ambient_light_skybox_energy() const{
+float Environment::get_ambient_light_skybox_contribution() const{
- return ambient_skybox_energy;
+ return ambient_skybox_contribution;
}
void Environment::_validate_property(PropertyInfo& property) const {
- if (property.name=="background/skybox" || property.name=="ambient_light/skybox_energy") {
+ if (property.name=="background/skybox" || property.name=="background/skybox_scale" || property.name=="ambient_light/skybox_contribution") {
if (bg_mode!=BG_SKYBOX) {
property.usage=PROPERTY_USAGE_NOEDITOR;
}
@@ -166,7 +166,7 @@ void Environment::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_canvas_max_layer","layer"),&Environment::set_canvas_max_layer);
ObjectTypeDB::bind_method(_MD("set_ambient_light_color","color"),&Environment::set_ambient_light_color);
ObjectTypeDB::bind_method(_MD("set_ambient_light_energy","energy"),&Environment::set_ambient_light_energy);
- ObjectTypeDB::bind_method(_MD("set_ambient_light_skybox_energy","energy"),&Environment::set_ambient_light_skybox_energy);
+ ObjectTypeDB::bind_method(_MD("set_ambient_light_skybox_contribution","energy"),&Environment::set_ambient_light_skybox_contribution);
ObjectTypeDB::bind_method(_MD("get_background"),&Environment::get_background);
@@ -177,7 +177,7 @@ void Environment::_bind_methods() {
ObjectTypeDB::bind_method(_MD("get_canvas_max_layer"),&Environment::get_canvas_max_layer);
ObjectTypeDB::bind_method(_MD("get_ambient_light_color"),&Environment::get_ambient_light_color);
ObjectTypeDB::bind_method(_MD("get_ambient_light_energy"),&Environment::get_ambient_light_energy);
- ObjectTypeDB::bind_method(_MD("get_ambient_light_skybox_energy"),&Environment::get_ambient_light_skybox_energy);
+ ObjectTypeDB::bind_method(_MD("get_ambient_light_skybox_contribution"),&Environment::get_ambient_light_skybox_contribution);
ADD_PROPERTY(PropertyInfo(Variant::INT,"background/mode",PROPERTY_HINT_ENUM,"Clear Color,Custom Color,Skybox,Canvas,Keep"),_SCS("set_background"),_SCS("get_background") );
@@ -188,7 +188,7 @@ void Environment::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT,"background/canvas_max_layer",PROPERTY_HINT_RANGE,"-1000,1000,1"),_SCS("set_canvas_max_layer"),_SCS("get_canvas_max_layer") );
ADD_PROPERTY(PropertyInfo(Variant::COLOR,"ambient_light/color"),_SCS("set_ambient_light_color"),_SCS("get_ambient_light_color") );
ADD_PROPERTY(PropertyInfo(Variant::REAL,"ambient_light/energy",PROPERTY_HINT_RANGE,"0,16,0.01"),_SCS("set_ambient_light_energy"),_SCS("get_ambient_light_energy") );
- ADD_PROPERTY(PropertyInfo(Variant::REAL,"ambient_light/skybox_energy",PROPERTY_HINT_RANGE,"0,16,0.01"),_SCS("set_ambient_light_skybox_energy"),_SCS("get_ambient_light_skybox_energy") );
+ ADD_PROPERTY(PropertyInfo(Variant::REAL,"ambient_light/skybox_contribution",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_ambient_light_skybox_contribution"),_SCS("get_ambient_light_skybox_contribution") );
GLOBAL_DEF("rendering/skybox/irradiance_cube_resolution",256);
GLOBAL_DEF("rendering/skybox/radiance_cube_resolution",64);
@@ -209,10 +209,11 @@ void Environment::_bind_methods() {
Environment::Environment() {
bg_mode=BG_CLEAR_COLOR;
+ bg_skybox_scale=1.0;
bg_energy=1.0;
bg_canvas_max_layer=0;
ambient_energy=1.0;
- ambient_skybox_energy=0;
+ ambient_skybox_contribution=0;
environment = VS::get_singleton()->environment_create();
diff --git a/scene/resources/environment.h b/scene/resources/environment.h
index 0435ffc6cb..6478f6420f 100644
--- a/scene/resources/environment.h
+++ b/scene/resources/environment.h
@@ -66,7 +66,7 @@ private:
int bg_canvas_max_layer;
Color ambient_color;
float ambient_energy;
- float ambient_skybox_energy;
+ float ambient_skybox_contribution;
protected:
@@ -84,7 +84,7 @@ public:
void set_canvas_max_layer(int p_max_layer);
void set_ambient_light_color(const Color& p_color);
void set_ambient_light_energy(float p_energy);
- void set_ambient_light_skybox_energy(float p_energy);
+ void set_ambient_light_skybox_contribution(float p_energy);
BGMode get_background() const;
Ref<CubeMap> get_skybox() const;
@@ -94,7 +94,7 @@ public:
int get_canvas_max_layer() const;
Color get_ambient_light_color() const;
float get_ambient_light_energy() const;
- float get_ambient_light_skybox_energy() const;
+ float get_ambient_light_skybox_contribution() const;
virtual RID get_rid() const;
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index 3ebe5b7800..e3df1461c7 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -45,14 +45,762 @@ Material::~Material() {
}
-FixedMaterial::FixedMaterial() {
+/////////////////////////////////
+
+Mutex *FixedSpatialMaterial::material_mutex=NULL;
+SelfList<FixedSpatialMaterial>::List FixedSpatialMaterial::dirty_materials;
+Map<FixedSpatialMaterial::MaterialKey,FixedSpatialMaterial::ShaderData> FixedSpatialMaterial::shader_map;
+FixedSpatialMaterial::ShaderNames* FixedSpatialMaterial::shader_names=NULL;
+
+void FixedSpatialMaterial::init_shaders() {
+
+#ifndef NO_THREADS
+ material_mutex = Mutex::create();
+#endif
+
+ shader_names = memnew( ShaderNames );
+ shader_names->albedo="albedo";
+ shader_names->specular="specular";
+ shader_names->roughness="roughness";
+ shader_names->emission="emission";
+ shader_names->normal_scale="normal_scale";
+ shader_names->sheen="sheen";
+ shader_names->sheen_color="sheen_color";
+ shader_names->clearcoat="clearcoat";
+ shader_names->clearcoat_gloss="clearcoat_gloss";
+ shader_names->anisotropy="anisotropy";
+ shader_names->height_scale="height_scale";
+ shader_names->subsurface_scattering="subsurface_scattering";
+ shader_names->refraction="refraction";
+ shader_names->refraction_roughness="refraction_roughness";
+
+ shader_names->texture_names[TEXTURE_ALBEDO]="texture_albedo";
+ shader_names->texture_names[TEXTURE_SPECULAR]="texture_specular";
+ shader_names->texture_names[TEXTURE_EMISSION]="texture_emission";
+ shader_names->texture_names[TEXTURE_NORMAL]="texture_normal";
+ shader_names->texture_names[TEXTURE_SHEEN]="texture_sheen";
+ shader_names->texture_names[TEXTURE_CLEARCOAT]="texture_clearcoat";
+ shader_names->texture_names[TEXTURE_ANISOTROPY]="texture_anisotropy";
+ shader_names->texture_names[TEXTURE_AMBIENT_OCCLUSION]="texture_ambient_occlusion";
+ shader_names->texture_names[TEXTURE_HEIGHT]="texture_height";
+ shader_names->texture_names[TEXTURE_SUBSURFACE_SCATTERING]="texture_subsurface_scattering";
+ shader_names->texture_names[TEXTURE_REFRACTION]="texture_refraction";
+ shader_names->texture_names[TEXTURE_REFRACTION_ROUGHNESS]="texture_refraction_roughness";
+ shader_names->texture_names[TEXTURE_DETAIL_MASK]="texture_detail_mask";
+ shader_names->texture_names[TEXTURE_DETAIL_ALBEDO]="texture_detail_albedo";
+ shader_names->texture_names[TEXTURE_DETAIL_NORMAL]="texture_detail_normal";
}
-FixedMaterial::~FixedMaterial() {
+void FixedSpatialMaterial::finish_shaders(){
+
+#ifndef NO_THREADS
+ memdelete( material_mutex );
+#endif
+ memdelete( shader_names );
}
-/////////////////////////////////
+
+
+void FixedSpatialMaterial::_update_shader() {
+
+ dirty_materials.remove( &element );
+
+ MaterialKey mk = _compute_key();
+ if (mk.key==current_key.key)
+ return; //no update required in the end
+
+ 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);
+ }
+ }
+
+ current_key=mk;
+
+ if (shader_map.has(mk)) {
+
+ VS::get_singleton()->material_set_shader(_get_material(),shader_map[mk].shader);
+ shader_map[mk].users++;
+ return;
+ }
+
+ //must create a shader!
+
+ String code="render_mode ";
+ switch(blend_mode) {
+ case BLEND_MODE_MIX: code+="blend_mix"; break;
+ case BLEND_MODE_ADD: code+="blend_add"; break;
+ case BLEND_MODE_SUB: code+="blend_sub"; break;
+ case BLEND_MODE_MUL: code+="blend_mul"; break;
+ }
+
+ switch(depth_draw_mode) {
+ case DEPTH_DRAW_OPAQUE_ONLY: code+=",depth_draw_opaque"; break;
+ case DEPTH_DRAW_ALWAYS: code+=",depth_draw_always"; break;
+ case DEPTH_DRAW_DISABLED: code+=",depth_draw_never"; break;
+ case DEPTH_DRAW_ALPHA_OPAQUE_PREPASS: code+=",depth_draw_alpha_prepass"; break;
+ }
+
+ switch(cull_mode) {
+ case CULL_BACK: code+=",cull_back"; break;
+ case CULL_FRONT: code+=",cull_front"; break;
+ case CULL_DISABLED: code+=",cull_disable"; break;
+
+ }
+
+ if (flags[FLAG_UNSHADED]) {
+ code+=",unshaded";
+ }
+ if (flags[FLAG_ONTOP]) {
+ code+=",ontop";
+ }
+
+ code+=";\n";
+
+
+ code+="uniform vec4 albedo : hint_color;\n";
+ code+="uniform sampler2D albedo_texture : hint_albedo;\n";
+ code+="uniform vec4 specular : hint_color;\n";
+ code+="uniform float roughness : hint_range(0,1);\n";
+ code+="uniform sampler2D specular_texture : hint_white;\n";
+ code+="\n\n";
+
+ code+="\n\n";
+ code+="void fragment() {\n";
+ code+="\tvec4 albedo_tex = texture(albedo_texture,UV);\n";
+
+ if (flags[FLAG_ALBEDO_FROM_VERTEX_COLOR]) {
+ code+="\talbedo_tex *= COLOR;\n";
+ }
+
+ code+="\tALBEDO = albedo.rgb * albedo_tex.rgb;\n";
+ if (features[FEATURE_TRANSPARENT]) {
+ code+="\tALPHA = albedo.a * albedo_tex.a;\n";
+ }
+ code+="\tvec4 specular_tex = texture(specular_texture,UV);\n";
+ code+="\tSPECULAR = specular.rgb * specular_tex.rgb;\n";
+ code+="\tROUGHNESS = specular.a * roughness;\n";
+ code+="}\n";
+
+ ShaderData shader_data;
+ shader_data.shader = VS::get_singleton()->shader_create(VS::SHADER_SPATIAL);
+ 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 FixedSpatialMaterial::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 FixedSpatialMaterial::_queue_shader_change() {
+
+ if (material_mutex)
+ material_mutex->lock();
+
+ if (!element.in_list()) {
+ dirty_materials.add(&element);
+ }
+
+ if (material_mutex)
+ material_mutex->unlock();
+
+
+}
+
+bool FixedSpatialMaterial::_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 FixedSpatialMaterial::set_albedo(const Color& p_albedo) {
+
+ albedo=p_albedo;
+
+ VS::get_singleton()->material_set_param(_get_material(),shader_names->albedo,p_albedo);
+}
+
+Color FixedSpatialMaterial::get_albedo() const{
+
+ return albedo;
+}
+
+void FixedSpatialMaterial::set_specular(const Color& p_specular){
+
+ specular=p_specular;
+ VS::get_singleton()->material_set_param(_get_material(),shader_names->specular,p_specular);
+
+}
+Color FixedSpatialMaterial::get_specular() const{
+
+ return specular;
+}
+
+void FixedSpatialMaterial::set_roughness(float p_roughness){
+
+ roughness=p_roughness;
+ VS::get_singleton()->material_set_param(_get_material(),shader_names->roughness,p_roughness);
+
+}
+float FixedSpatialMaterial::get_roughness() const{
+
+ return roughness;
+}
+
+void FixedSpatialMaterial::set_emission(const Color& p_emission){
+
+ emission=p_emission;
+ VS::get_singleton()->material_set_param(_get_material(),shader_names->emission,p_emission);
+
+}
+Color FixedSpatialMaterial::get_emission() const{
+
+ return emission;
+}
+
+void FixedSpatialMaterial::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 FixedSpatialMaterial::get_normal_scale() const{
+
+ return normal_scale;
+}
+
+void FixedSpatialMaterial::set_sheen(float p_sheen){
+
+ sheen=p_sheen;
+ VS::get_singleton()->material_set_param(_get_material(),shader_names->sheen,p_sheen);
+
+
+}
+float FixedSpatialMaterial::get_sheen() const{
+
+ return sheen;
+}
+
+void FixedSpatialMaterial::set_sheen_color(const Color& p_sheen_color){
+
+ sheen_color=p_sheen_color;
+ VS::get_singleton()->material_set_param(_get_material(),shader_names->sheen_color,p_sheen_color);
+
+}
+Color FixedSpatialMaterial::get_sheen_color() const{
+
+ return sheen_color;
+}
+
+void FixedSpatialMaterial::set_clearcoat(float p_clearcoat){
+
+ clearcoat=p_clearcoat;
+ VS::get_singleton()->material_set_param(_get_material(),shader_names->clearcoat,p_clearcoat);
+
+}
+
+float FixedSpatialMaterial::get_clearcoat() const{
+
+ return clearcoat;
+}
+
+void FixedSpatialMaterial::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 FixedSpatialMaterial::get_clearcoat_gloss() const{
+
+ return clearcoat_gloss;
+}
+
+void FixedSpatialMaterial::set_anisotropy(float p_anisotropy){
+
+ anisotropy=p_anisotropy;
+ VS::get_singleton()->material_set_param(_get_material(),shader_names->anisotropy,p_anisotropy);
+
+}
+float FixedSpatialMaterial::get_anisotropy() const{
+
+ return anisotropy;
+}
+
+void FixedSpatialMaterial::set_height_scale(float p_height_scale){
+
+ height_scale=p_height_scale;
+ VS::get_singleton()->material_set_param(_get_material(),shader_names->height_scale,p_height_scale);
+
+
+}
+
+float FixedSpatialMaterial::get_height_scale() const{
+
+ return height_scale;
+}
+
+void FixedSpatialMaterial::set_subsurface_scattering(float p_subsurface_scattering){
+
+ subsurface_scattering=p_subsurface_scattering;
+ VS::get_singleton()->material_set_param(_get_material(),shader_names->subsurface_scattering,subsurface_scattering);
+
+
+}
+
+float FixedSpatialMaterial::get_subsurface_scattering() const{
+
+ return subsurface_scattering;
+}
+
+void FixedSpatialMaterial::set_refraction(float p_refraction){
+
+ refraction=p_refraction;
+ VS::get_singleton()->material_set_param(_get_material(),shader_names->refraction,refraction);
+
+}
+
+float FixedSpatialMaterial::get_refraction() const {
+
+ return refraction;
+}
+
+void FixedSpatialMaterial::set_refraction_roughness(float p_refraction_roughness) {
+
+ refraction_roughness=p_refraction_roughness;
+ VS::get_singleton()->material_set_param(_get_material(),shader_names->refraction_roughness,refraction_roughness);
+
+
+}
+float FixedSpatialMaterial::get_refraction_roughness() const {
+
+ return refraction_roughness;
+}
+
+void FixedSpatialMaterial::set_detail_uv(DetailUV p_detail_uv) {
+
+ if (detail_uv==p_detail_uv)
+ return;
+
+ detail_uv=p_detail_uv;
+ _queue_shader_change();
+}
+FixedSpatialMaterial::DetailUV FixedSpatialMaterial::get_detail_uv() const {
+
+ return detail_uv;
+}
+
+void FixedSpatialMaterial::set_blend_mode(BlendMode p_mode) {
+
+ if (blend_mode==p_mode)
+ return;
+
+ blend_mode=p_mode;
+ _queue_shader_change();
+}
+FixedSpatialMaterial::BlendMode FixedSpatialMaterial::get_blend_mode() const {
+
+ return blend_mode;
+}
+
+void FixedSpatialMaterial::set_detail_blend_mode(BlendMode p_mode) {
+
+ detail_blend_mode=p_mode;
+ _queue_shader_change();
+}
+FixedSpatialMaterial::BlendMode FixedSpatialMaterial::get_detail_blend_mode() const {
+
+ return detail_blend_mode;
+}
+
+void FixedSpatialMaterial::set_depth_draw_mode(DepthDrawMode p_mode) {
+
+ if (depth_draw_mode==p_mode)
+ return;
+
+ depth_draw_mode=p_mode;
+ _queue_shader_change();
+}
+FixedSpatialMaterial::DepthDrawMode FixedSpatialMaterial::get_depth_draw_mode() const {
+
+ return depth_draw_mode;
+}
+
+void FixedSpatialMaterial::set_cull_mode(CullMode p_mode) {
+
+ if (cull_mode==p_mode)
+ return;
+
+ cull_mode=p_mode;
+ _queue_shader_change();
+}
+FixedSpatialMaterial::CullMode FixedSpatialMaterial::get_cull_mode() const {
+
+ return cull_mode;
+}
+
+void FixedSpatialMaterial::set_diffuse_mode(DiffuseMode p_mode) {
+
+ if (diffuse_mode==p_mode)
+ return;
+
+ diffuse_mode=p_mode;
+ _queue_shader_change();
+}
+FixedSpatialMaterial::DiffuseMode FixedSpatialMaterial::get_diffuse_mode() const {
+
+ return diffuse_mode;
+}
+
+void FixedSpatialMaterial::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 FixedSpatialMaterial::get_flag(Flags p_flag) const {
+
+ ERR_FAIL_INDEX_V(p_flag,FLAG_MAX,false);
+ return flags[p_flag];
+}
+
+void FixedSpatialMaterial::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 FixedSpatialMaterial::get_feature(Feature p_feature) const {
+
+ ERR_FAIL_INDEX_V(p_feature,FEATURE_MAX,false);
+ return features[p_feature];
+}
+
+
+
+void FixedSpatialMaterial::set_texture(TextureParam p_param, const Ref<Texture> &p_texture) {
+
+ ERR_FAIL_INDEX(p_param,TEXTURE_MAX);
+ textures[p_param]=p_texture;
+ VS::get_singleton()->material_set_param(_get_material(),shader_names->texture_names[p_param],p_texture);
+}
+
+Ref<Texture> FixedSpatialMaterial::get_texture(TextureParam p_param) const {
+
+ ERR_FAIL_INDEX_V(p_param,TEXTURE_MAX,Ref<Texture>());
+ return textures[p_param];
+}
+
+
+void FixedSpatialMaterial::_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;
+ }
+}
+
+void FixedSpatialMaterial::_validate_property(PropertyInfo& property) const {
+ _validate_feature("normal",FEATURE_NORMAL_MAPPING,property);
+ _validate_feature("sheen",FEATURE_SHEEN,property);
+ _validate_feature("clearcoat",FEATURE_CLEARCOAT,property);
+ _validate_feature("anisotropy",FEATURE_ANISOTROPY,property);
+ _validate_feature("ao",FEATURE_AMBIENT_OCCLUSION,property);
+ _validate_feature("height",FEATURE_HEIGHT_MAPPING,property);
+ _validate_feature("subsurf_scatter",FEATURE_SUBSURACE_SCATTERING,property);
+ _validate_feature("refraction",FEATURE_REFRACTION,property);
+ _validate_feature("detail",FEATURE_DETAIL,property);
+
+}
+
+void FixedSpatialMaterial::_bind_methods() {
+
+
+ ObjectTypeDB::bind_method(_MD("set_albedo","albedo"),&FixedSpatialMaterial::set_albedo);
+ ObjectTypeDB::bind_method(_MD("get_albedo"),&FixedSpatialMaterial::get_albedo);
+
+ ObjectTypeDB::bind_method(_MD("set_specular","specular"),&FixedSpatialMaterial::set_specular);
+ ObjectTypeDB::bind_method(_MD("get_specular"),&FixedSpatialMaterial::get_specular);
+
+ ObjectTypeDB::bind_method(_MD("set_roughness","roughness"),&FixedSpatialMaterial::set_roughness);
+ ObjectTypeDB::bind_method(_MD("get_roughness"),&FixedSpatialMaterial::get_roughness);
+
+ ObjectTypeDB::bind_method(_MD("set_emission","emission"),&FixedSpatialMaterial::set_emission);
+ ObjectTypeDB::bind_method(_MD("get_emission"),&FixedSpatialMaterial::get_emission);
+
+ ObjectTypeDB::bind_method(_MD("set_normal_scale","normal_scale"),&FixedSpatialMaterial::set_normal_scale);
+ ObjectTypeDB::bind_method(_MD("get_normal_scale"),&FixedSpatialMaterial::get_normal_scale);
+
+ ObjectTypeDB::bind_method(_MD("set_sheen","sheen"),&FixedSpatialMaterial::set_sheen);
+ ObjectTypeDB::bind_method(_MD("get_sheen"),&FixedSpatialMaterial::get_sheen);
+
+ ObjectTypeDB::bind_method(_MD("set_sheen_color","sheen_color"),&FixedSpatialMaterial::set_sheen_color);
+ ObjectTypeDB::bind_method(_MD("get_sheen_color"),&FixedSpatialMaterial::get_sheen_color);
+
+ ObjectTypeDB::bind_method(_MD("set_clearcoat","clearcoat"),&FixedSpatialMaterial::set_clearcoat);
+ ObjectTypeDB::bind_method(_MD("get_clearcoat"),&FixedSpatialMaterial::get_clearcoat);
+
+ ObjectTypeDB::bind_method(_MD("set_clearcoat_gloss","clearcoat_gloss"),&FixedSpatialMaterial::set_clearcoat_gloss);
+ ObjectTypeDB::bind_method(_MD("get_clearcoat_gloss"),&FixedSpatialMaterial::get_clearcoat_gloss);
+
+ ObjectTypeDB::bind_method(_MD("set_anisotropy","anisotropy"),&FixedSpatialMaterial::set_anisotropy);
+ ObjectTypeDB::bind_method(_MD("get_anisotropy"),&FixedSpatialMaterial::get_anisotropy);
+
+ ObjectTypeDB::bind_method(_MD("set_height_scale","height_scale"),&FixedSpatialMaterial::set_height_scale);
+ ObjectTypeDB::bind_method(_MD("get_height_scale"),&FixedSpatialMaterial::get_height_scale);
+
+ ObjectTypeDB::bind_method(_MD("set_subsurface_scattering","subsurface_scattering"),&FixedSpatialMaterial::set_subsurface_scattering);
+ ObjectTypeDB::bind_method(_MD("get_subsurface_scattering"),&FixedSpatialMaterial::get_subsurface_scattering);
+
+ ObjectTypeDB::bind_method(_MD("set_refraction","refraction"),&FixedSpatialMaterial::set_refraction);
+ ObjectTypeDB::bind_method(_MD("get_refraction"),&FixedSpatialMaterial::get_refraction);
+
+ ObjectTypeDB::bind_method(_MD("set_refraction_roughness","refraction_roughness"),&FixedSpatialMaterial::set_refraction_roughness);
+ ObjectTypeDB::bind_method(_MD("get_refraction_roughness"),&FixedSpatialMaterial::get_refraction_roughness);
+
+ ObjectTypeDB::bind_method(_MD("set_detail_uv","detail_uv"),&FixedSpatialMaterial::set_detail_uv);
+ ObjectTypeDB::bind_method(_MD("get_detail_uv"),&FixedSpatialMaterial::get_detail_uv);
+
+ ObjectTypeDB::bind_method(_MD("set_blend_mode","blend_mode"),&FixedSpatialMaterial::set_blend_mode);
+ ObjectTypeDB::bind_method(_MD("get_blend_mode"),&FixedSpatialMaterial::get_blend_mode);
+
+ ObjectTypeDB::bind_method(_MD("set_depth_draw_mode","depth_draw_mode"),&FixedSpatialMaterial::set_depth_draw_mode);
+ ObjectTypeDB::bind_method(_MD("get_depth_draw_mode"),&FixedSpatialMaterial::get_depth_draw_mode);
+
+ ObjectTypeDB::bind_method(_MD("set_cull_mode","cull_mode"),&FixedSpatialMaterial::set_cull_mode);
+ ObjectTypeDB::bind_method(_MD("get_cull_mode"),&FixedSpatialMaterial::get_cull_mode);
+
+ ObjectTypeDB::bind_method(_MD("set_diffuse_mode","diffuse_mode"),&FixedSpatialMaterial::set_diffuse_mode);
+ ObjectTypeDB::bind_method(_MD("get_diffuse_mode"),&FixedSpatialMaterial::get_diffuse_mode);
+
+ ObjectTypeDB::bind_method(_MD("set_flag","flag","enable"),&FixedSpatialMaterial::set_flag);
+ ObjectTypeDB::bind_method(_MD("get_flag"),&FixedSpatialMaterial::get_flag);
+
+ ObjectTypeDB::bind_method(_MD("set_feature","feature","enable"),&FixedSpatialMaterial::set_feature);
+ ObjectTypeDB::bind_method(_MD("get_feature","feature"),&FixedSpatialMaterial::get_feature);
+
+ ObjectTypeDB::bind_method(_MD("set_texture","param:Texture","texture"),&FixedSpatialMaterial::set_texture);
+ ObjectTypeDB::bind_method(_MD("get_texture:Texture","param:Texture"),&FixedSpatialMaterial::get_texture);
+
+ ObjectTypeDB::bind_method(_MD("set_detail_blend_mode","detail_blend_mode"),&FixedSpatialMaterial::set_detail_blend_mode);
+ ObjectTypeDB::bind_method(_MD("get_detail_blend_mode"),&FixedSpatialMaterial::get_detail_blend_mode);
+
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"flags/transparent"),_SCS("set_feature"),_SCS("get_feature"),FEATURE_TRANSPARENT);
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"flags/unshaded"),_SCS("set_flag"),_SCS("get_flag"),FLAG_UNSHADED);
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"flags/on_top"),_SCS("set_flag"),_SCS("get_flag"),FLAG_ONTOP);
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"flags/vcol_albedo"),_SCS("set_flag"),_SCS("get_flag"),FLAG_ALBEDO_FROM_VERTEX_COLOR);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT,"params/diffuse_mode",PROPERTY_HINT_ENUM,"Labert,Lambert Wrap,Oren Nayar,Burley"),_SCS("set_diffuse_mode"),_SCS("get_diffuse_mode"));
+ ADD_PROPERTY(PropertyInfo(Variant::INT,"params/blend_mode",PROPERTY_HINT_ENUM,"Mix,Add,Sub,Mul"),_SCS("set_blend_mode"),_SCS("get_blend_mode"));
+ ADD_PROPERTY(PropertyInfo(Variant::INT,"params/cull_mode",PROPERTY_HINT_ENUM,"Back,Front,Disabled"),_SCS("set_cull_mode"),_SCS("get_cull_mode"));
+ ADD_PROPERTY(PropertyInfo(Variant::INT,"params/depth_draw_mode",PROPERTY_HINT_ENUM,"Opaque Only,Always,Never,Opaque Pre-Pass"),_SCS("set_depth_draw_mode"),_SCS("get_depth_draw_mode"));
+
+ ADD_PROPERTY(PropertyInfo(Variant::COLOR,"albedo/color"),_SCS("set_albedo"),_SCS("get_albedo"));
+ ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"albedo/texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_ALBEDO);
+
+ ADD_PROPERTY(PropertyInfo(Variant::COLOR,"specular/color"),_SCS("set_specular"),_SCS("get_specular"));
+ ADD_PROPERTY(PropertyInfo(Variant::REAL,"specular/roughness",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_roughness"),_SCS("get_roughness"));
+ ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"specular/texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_SPECULAR);
+
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"normal/enabled"),_SCS("set_feature"),_SCS("get_feature"),FEATURE_NORMAL_MAPPING);
+ ADD_PROPERTY(PropertyInfo(Variant::REAL,"normal/scale",PROPERTY_HINT_RANGE,"-16,16,0.01"),_SCS("set_normal_scale"),_SCS("get_normal_scale"));
+ ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"normal/texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_NORMAL);
+
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"sheen/enabled"),_SCS("set_feature"),_SCS("get_feature"),FEATURE_SHEEN);
+ ADD_PROPERTY(PropertyInfo(Variant::REAL,"sheen/amount",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_sheen"),_SCS("get_sheen"));
+ ADD_PROPERTY(PropertyInfo(Variant::REAL,"sheen/color"),_SCS("set_sheen_color"),_SCS("get_sheen_color"));
+ ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"sheen/texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_SHEEN);
+
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"clearcoat/enabled"),_SCS("set_feature"),_SCS("get_feature"),FEATURE_CLEARCOAT);
+ ADD_PROPERTY(PropertyInfo(Variant::REAL,"clearcoat/amount",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_clearcoat"),_SCS("get_clearcoat"));
+ ADD_PROPERTY(PropertyInfo(Variant::REAL,"clearcoat/gloss"),_SCS("set_clearcoat_gloss"),_SCS("get_clearcoat_gloss"));
+ ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"clearcoat/texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_CLEARCOAT);
+
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"anisotropy/enabled"),_SCS("set_feature"),_SCS("get_feature"),FEATURE_ANISOTROPY);
+ ADD_PROPERTY(PropertyInfo(Variant::REAL,"anisotropy/amount",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_anisotropy"),_SCS("get_anisotropy"));
+ ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"anisotropy/texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_ANISOTROPY);
+
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"ao/enabled"),_SCS("set_feature"),_SCS("get_feature"),FEATURE_AMBIENT_OCCLUSION);
+ ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"ao/texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_AMBIENT_OCCLUSION);
+
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"height/enabled"),_SCS("set_feature"),_SCS("get_feature"),FEATURE_HEIGHT_MAPPING);
+ ADD_PROPERTY(PropertyInfo(Variant::REAL,"height/scale",PROPERTY_HINT_RANGE,"-16,16,0.01"),_SCS("set_height_scale"),_SCS("get_height_scale"));
+ ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"height/texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_HEIGHT);
+
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"subsurf_scatter/enabled"),_SCS("set_feature"),_SCS("get_feature"),FEATURE_SUBSURACE_SCATTERING);
+ ADD_PROPERTY(PropertyInfo(Variant::REAL,"subsurf_scatter/amount",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_subsurface_scattering"),_SCS("get_subsurface_scattering"));
+ ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"subsurf_scatter/texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_SUBSURFACE_SCATTERING);
+
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"refraction/enabled"),_SCS("set_feature"),_SCS("get_feature"),FEATURE_REFRACTION);
+ ADD_PROPERTY(PropertyInfo(Variant::REAL,"refraction/displacement",PROPERTY_HINT_RANGE,"-1,1,0.01"),_SCS("set_refraction"),_SCS("get_refraction"));
+ ADD_PROPERTY(PropertyInfo(Variant::REAL,"refraction/roughness",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_refraction_roughness"),_SCS("get_refraction_roughness"));
+ ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"refraction/texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_REFRACTION);
+
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"detail/enabled"),_SCS("set_feature"),_SCS("get_feature"),FEATURE_DETAIL);
+ ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"detail/mask",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_DETAIL_MASK);
+ ADD_PROPERTY(PropertyInfo(Variant::INT,"detail/blend_mode",PROPERTY_HINT_ENUM,"Mix,Add,Sub,Mul"),_SCS("set_detail_blend_mode"),_SCS("get_detail_blend_mode"));
+ ADD_PROPERTY(PropertyInfo(Variant::INT,"detail/uv_layer",PROPERTY_HINT_ENUM,"UV1,UV2"),_SCS("set_detail_uv"),_SCS("get_detail_uv"));
+ ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"detail/albedo",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_DETAIL_ALBEDO);
+ ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"detail/normal",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_DETAIL_NORMAL);
+
+ BIND_CONSTANT( TEXTURE_ALBEDO );
+ BIND_CONSTANT( TEXTURE_SPECULAR );
+ BIND_CONSTANT( TEXTURE_EMISSION );
+ BIND_CONSTANT( TEXTURE_NORMAL );
+ BIND_CONSTANT( TEXTURE_SHEEN );
+ BIND_CONSTANT( TEXTURE_CLEARCOAT );
+ BIND_CONSTANT( TEXTURE_ANISOTROPY );
+ BIND_CONSTANT( TEXTURE_AMBIENT_OCCLUSION );
+ BIND_CONSTANT( TEXTURE_HEIGHT );
+ BIND_CONSTANT( TEXTURE_SUBSURFACE_SCATTERING );
+ BIND_CONSTANT( TEXTURE_REFRACTION );
+ BIND_CONSTANT( TEXTURE_REFRACTION_ROUGHNESS );
+ 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_SHEEN );
+ BIND_CONSTANT( FEATURE_CLEARCOAT );
+ BIND_CONSTANT( FEATURE_ANISOTROPY );
+ BIND_CONSTANT( FEATURE_AMBIENT_OCCLUSION );
+ BIND_CONSTANT( FEATURE_HEIGHT_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_MAX );
+
+ BIND_CONSTANT( DIFFUSE_LAMBERT );
+ BIND_CONSTANT( DIFFUSE_LAMBERT_WRAP );
+ BIND_CONSTANT( DIFFUSE_OREN_NAYAR );
+ BIND_CONSTANT( DIFFUSE_BURLEY );
+}
+
+
+FixedSpatialMaterial::FixedSpatialMaterial() : element(this) {
+
+ //initialize to right values
+ set_albedo(Color(0.7,0.7,0.7,1.0));
+ set_specular(Color(0.1,0.1,0.1));
+ set_roughness(0.0);
+ set_emission(Color(0,0,0));
+ set_normal_scale(1);
+ set_sheen(0);
+ set_sheen_color(Color(1,1,1,1));
+ set_clearcoat(0);
+ set_clearcoat_gloss(0.5);
+ set_anisotropy(0);
+ set_height_scale(1);
+ set_subsurface_scattering(0);
+ set_refraction(0);
+ set_refraction_roughness(0);
+
+ 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();
+}
+
+FixedSpatialMaterial::~FixedSpatialMaterial() {
+
+ 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();
+
+}
diff --git a/scene/resources/material.h b/scene/resources/material.h
index 1acc031641..0f0bf48025 100644
--- a/scene/resources/material.h
+++ b/scene/resources/material.h
@@ -34,7 +34,7 @@
#include "scene/resources/shader.h"
#include "resource.h"
#include "servers/visual/shader_language.h"
-
+#include "self_list.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
@@ -57,17 +57,298 @@ public:
};
-class FixedMaterial : public Material {
+class FixedSpatialMaterial : public Material {
- OBJ_TYPE(FixedMaterial,Resource);
+ OBJ_TYPE(FixedSpatialMaterial,Material)
public:
- FixedMaterial();
- virtual ~FixedMaterial();
+ enum TextureParam {
+ TEXTURE_ALBEDO,
+ TEXTURE_SPECULAR,
+ TEXTURE_EMISSION,
+ TEXTURE_NORMAL,
+ TEXTURE_SHEEN,
+ TEXTURE_CLEARCOAT,
+ TEXTURE_ANISOTROPY,
+ TEXTURE_AMBIENT_OCCLUSION,
+ TEXTURE_HEIGHT,
+ TEXTURE_SUBSURFACE_SCATTERING,
+ TEXTURE_REFRACTION,
+ TEXTURE_REFRACTION_ROUGHNESS,
+ TEXTURE_DETAIL_MASK,
+ TEXTURE_DETAIL_ALBEDO,
+ TEXTURE_DETAIL_NORMAL,
+ TEXTURE_MAX
+
+
+ };
+
+
+ enum DetailUV {
+ DETAIL_UV_1,
+ DETAIL_UV_2
+ };
+
+ enum Feature {
+ FEATURE_TRANSPARENT,
+ FEATURE_EMISSION,
+ FEATURE_NORMAL_MAPPING,
+ FEATURE_SHEEN,
+ FEATURE_CLEARCOAT,
+ FEATURE_ANISOTROPY,
+ FEATURE_AMBIENT_OCCLUSION,
+ FEATURE_HEIGHT_MAPPING,
+ FEATURE_SUBSURACE_SCATTERING,
+ FEATURE_REFRACTION,
+ FEATURE_DETAIL,
+ FEATURE_MAX
+ };
+
+
+ enum BlendMode {
+ BLEND_MODE_MIX,
+ BLEND_MODE_ADD,
+ BLEND_MODE_SUB,
+ BLEND_MODE_MUL,
+ };
+
+ enum DepthDrawMode {
+ DEPTH_DRAW_OPAQUE_ONLY,
+ DEPTH_DRAW_ALWAYS,
+ DEPTH_DRAW_DISABLED,
+ DEPTH_DRAW_ALPHA_OPAQUE_PREPASS
+
+ };
+
+ enum CullMode {
+ CULL_BACK,
+ CULL_FRONT,
+ CULL_DISABLED
+ };
+
+ enum Flags {
+ FLAG_UNSHADED,
+ FLAG_ONTOP,
+ FLAG_ALBEDO_FROM_VERTEX_COLOR,
+ FLAG_MAX
+ };
+
+ enum DiffuseMode {
+ DIFFUSE_LAMBERT,
+ DIFFUSE_LAMBERT_WRAP,
+ DIFFUSE_OREN_NAYAR,
+ DIFFUSE_BURLEY,
+ };
+
+private:
+ union MaterialKey {
+
+ struct {
+ uint32_t feature_mask : 16;
+ uint32_t detail_uv : 1;
+ uint32_t blend_mode : 2;
+ uint32_t depth_draw_mode : 2;
+ uint32_t cull_mode : 2;
+ uint32_t flags : 3;
+ uint32_t detail_blend_mode : 2;
+ uint32_t diffuse_mode : 2;
+ uint32_t invalid_key : 1;
+ };
+
+ uint32_t key;
+
+ bool operator<(const MaterialKey& p_key) const {
+ return key < p_key.key;
+ }
+
+ };
+
+ struct ShaderData {
+ RID shader;
+ int users;
+ };
+
+ static Map<MaterialKey,ShaderData> shader_map;
+
+ MaterialKey current_key;
+
+ _FORCE_INLINE_ MaterialKey _compute_key() const {
+
+ MaterialKey mk;
+ mk.key=0;
+ for(int i=0;i<FEATURE_MAX;i++) {
+ if (features[i]) {
+ mk.feature_mask|=(1<<i);
+ }
+ }
+ mk.detail_uv=detail_uv;
+ mk.blend_mode=blend_mode;
+ mk.depth_draw_mode=depth_draw_mode;
+ mk.cull_mode=cull_mode;
+ for(int i=0;i<FLAG_MAX;i++) {
+ if (flags[i]) {
+ mk.flags|=(1<<i);
+ }
+ }
+ mk.detail_blend_mode=detail_blend_mode;
+ mk.diffuse_mode=diffuse_mode;
+
+ return mk;
+ }
+
+ struct ShaderNames {
+ StringName albedo;
+ StringName specular;
+ StringName roughness;
+ StringName emission;
+ StringName normal_scale;
+ StringName sheen;
+ StringName sheen_color;
+ StringName clearcoat;
+ StringName clearcoat_gloss;
+ StringName anisotropy;
+ StringName height_scale;
+ StringName subsurface_scattering;
+ StringName refraction;
+ StringName refraction_roughness;
+ StringName texture_names[TEXTURE_MAX];
+ };
+
+ static Mutex *material_mutex;
+ static SelfList<FixedSpatialMaterial>::List dirty_materials;
+ static ShaderNames* shader_names;
+
+ SelfList<FixedSpatialMaterial> element;
+
+ void _update_shader();
+ _FORCE_INLINE_ void _queue_shader_change();
+ _FORCE_INLINE_ bool _is_shader_dirty() const;
+
+ Color albedo;
+ Color specular;
+ float roughness;
+ Color emission;
+ float normal_scale;
+ float sheen;
+ Color sheen_color;
+ float clearcoat;
+ float clearcoat_gloss;
+ float anisotropy;
+ float height_scale;
+ float subsurface_scattering;
+ float refraction;
+ float refraction_roughness;
+
+ DetailUV detail_uv;
+
+ BlendMode blend_mode;
+ BlendMode detail_blend_mode;
+ DepthDrawMode depth_draw_mode;
+ CullMode cull_mode;
+ bool flags[FLAG_MAX];
+ DiffuseMode diffuse_mode;
+
+ bool features[FEATURE_MAX];
+
+ Ref<Texture> textures[TEXTURE_MAX];
+
+ _FORCE_INLINE_ void _validate_feature(const String& text, Feature feature,PropertyInfo& property) const;
+
+protected:
+
+ static void _bind_methods();
+ void _validate_property(PropertyInfo& property) const;
+
+public:
+
+
+ void set_albedo(const Color& p_albedo);
+ Color get_albedo() const;
+
+ void set_specular(const Color& p_specular);
+ Color get_specular() const;
+
+ void set_roughness(float p_roughness);
+ float get_roughness() const;
+
+ void set_emission(const Color& p_emission);
+ Color get_emission() const;
+
+ void set_normal_scale(float p_normal_scale);
+ float get_normal_scale() const;
+
+ void set_sheen(float p_sheen);
+ float get_sheen() const;
+
+ void set_sheen_color(const Color& p_sheen_color);
+ Color get_sheen_color() const;
+
+ void set_clearcoat(float p_clearcoat);
+ float get_clearcoat() const;
+
+ void set_clearcoat_gloss(float p_clearcoat_gloss);
+ float get_clearcoat_gloss() const;
+
+ void set_anisotropy(float p_anisotropy);
+ float get_anisotropy() const;
+
+ void set_height_scale(float p_height_scale);
+ float get_height_scale() const;
+
+ void set_subsurface_scattering(float p_subsurface_scattering);
+ float get_subsurface_scattering() const;
+
+ void set_refraction(float p_refraction);
+ float get_refraction() const;
+
+ void set_refraction_roughness(float p_refraction_roughness);
+ float get_refraction_roughness() const;
+
+ void set_detail_uv(DetailUV p_detail_uv);
+ DetailUV get_detail_uv() const;
+
+ void set_blend_mode(BlendMode p_mode);
+ BlendMode get_blend_mode() const;
+
+ void set_detail_blend_mode(BlendMode p_mode);
+ BlendMode get_detail_blend_mode() const;
+
+ void set_depth_draw_mode(DepthDrawMode p_mode);
+ DepthDrawMode get_depth_draw_mode() const;
+
+ void set_cull_mode(CullMode p_mode);
+ CullMode get_cull_mode() const;
+
+ void set_diffuse_mode(DiffuseMode p_mode);
+ DiffuseMode get_diffuse_mode() const;
+
+ void set_flag(Flags p_flag,bool p_enabled);
+ bool get_flag(Flags p_flag) const;
+
+ void set_texture(TextureParam p_param,const Ref<Texture>& p_texture);
+ Ref<Texture> get_texture(TextureParam p_param) const;
+
+ void set_feature(Feature p_feature,bool p_enabled);
+ bool get_feature(Feature p_feature) const;
+
+ static void init_shaders();
+ static void finish_shaders();
+ static void flush_changes();
+
+ FixedSpatialMaterial();
+ virtual ~FixedSpatialMaterial();
};
+VARIANT_ENUM_CAST( FixedSpatialMaterial::TextureParam )
+VARIANT_ENUM_CAST( FixedSpatialMaterial::DetailUV )
+VARIANT_ENUM_CAST( FixedSpatialMaterial::Feature )
+VARIANT_ENUM_CAST( FixedSpatialMaterial::BlendMode )
+VARIANT_ENUM_CAST( FixedSpatialMaterial::DepthDrawMode )
+VARIANT_ENUM_CAST( FixedSpatialMaterial::CullMode )
+VARIANT_ENUM_CAST( FixedSpatialMaterial::Flags )
+VARIANT_ENUM_CAST( FixedSpatialMaterial::DiffuseMode )
//////////////////////