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-rw-r--r--scene/resources/canvas_item_material.cpp306
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diff --git a/scene/resources/canvas_item_material.cpp b/scene/resources/canvas_item_material.cpp
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+/*************************************************************************/
+/* canvas_item_material.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "canvas_item_material.h"
+
+#include "core/version.h"
+
+Mutex CanvasItemMaterial::material_mutex;
+SelfList<CanvasItemMaterial>::List *CanvasItemMaterial::dirty_materials = nullptr;
+Map<CanvasItemMaterial::MaterialKey, CanvasItemMaterial::ShaderData> CanvasItemMaterial::shader_map;
+CanvasItemMaterial::ShaderNames *CanvasItemMaterial::shader_names = nullptr;
+
+void CanvasItemMaterial::init_shaders() {
+ dirty_materials = memnew(SelfList<CanvasItemMaterial>::List);
+
+ shader_names = memnew(ShaderNames);
+
+ shader_names->particles_anim_h_frames = "particles_anim_h_frames";
+ shader_names->particles_anim_v_frames = "particles_anim_v_frames";
+ shader_names->particles_anim_loop = "particles_anim_loop";
+}
+
+void CanvasItemMaterial::finish_shaders() {
+ memdelete(dirty_materials);
+ memdelete(shader_names);
+ dirty_materials = nullptr;
+}
+
+void CanvasItemMaterial::_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
+ RS::get_singleton()->free(shader_map[current_key].shader);
+ shader_map.erase(current_key);
+ }
+ }
+
+ current_key = mk;
+
+ if (shader_map.has(mk)) {
+ RS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader);
+ shader_map[mk].users++;
+ return;
+ }
+
+ //must create a shader!
+
+ // Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
+ String code = "// NOTE: Shader automatically converted from " VERSION_NAME " " VERSION_FULL_CONFIG "'s CanvasItemMaterial.\n\n";
+
+ code += "shader_type canvas_item;\nrender_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;
+ case BLEND_MODE_PREMULT_ALPHA:
+ code += "blend_premul_alpha";
+ break;
+ case BLEND_MODE_DISABLED:
+ code += "blend_disabled";
+ break;
+ }
+
+ switch (light_mode) {
+ case LIGHT_MODE_NORMAL:
+ break;
+ case LIGHT_MODE_UNSHADED:
+ code += ",unshaded";
+ break;
+ case LIGHT_MODE_LIGHT_ONLY:
+ code += ",light_only";
+ break;
+ }
+
+ code += ";\n";
+
+ if (particles_animation) {
+ code += "uniform int particles_anim_h_frames;\n";
+ code += "uniform int particles_anim_v_frames;\n";
+ code += "uniform bool particles_anim_loop;\n\n";
+
+ code += "void vertex() {\n";
+ code += " float h_frames = float(particles_anim_h_frames);\n";
+ code += " float v_frames = float(particles_anim_v_frames);\n";
+ code += " VERTEX.xy /= vec2(h_frames, v_frames);\n";
+ code += " float particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);\n";
+ code += " float particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));\n";
+ code += " if (!particles_anim_loop) {\n";
+ code += " particle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n";
+ code += " } else {\n";
+ code += " particle_frame = mod(particle_frame, particle_total_frames);\n";
+ code += " }";
+ code += " UV /= vec2(h_frames, v_frames);\n";
+ code += " UV += vec2(mod(particle_frame, h_frames) / h_frames, floor(particle_frame / h_frames) / v_frames);\n";
+ code += "}\n";
+ }
+
+ ShaderData shader_data;
+ shader_data.shader = RS::get_singleton()->shader_create();
+ shader_data.users = 1;
+
+ RS::get_singleton()->shader_set_code(shader_data.shader, code);
+
+ shader_map[mk] = shader_data;
+
+ RS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
+}
+
+void CanvasItemMaterial::flush_changes() {
+ MutexLock lock(material_mutex);
+
+ while (dirty_materials->first()) {
+ dirty_materials->first()->self()->_update_shader();
+ }
+}
+
+void CanvasItemMaterial::_queue_shader_change() {
+ MutexLock lock(material_mutex);
+
+ if (!element.in_list()) {
+ dirty_materials->add(&element);
+ }
+}
+
+bool CanvasItemMaterial::_is_shader_dirty() const {
+ MutexLock lock(material_mutex);
+
+ return element.in_list();
+}
+
+void CanvasItemMaterial::set_blend_mode(BlendMode p_blend_mode) {
+ blend_mode = p_blend_mode;
+ _queue_shader_change();
+}
+
+CanvasItemMaterial::BlendMode CanvasItemMaterial::get_blend_mode() const {
+ return blend_mode;
+}
+
+void CanvasItemMaterial::set_light_mode(LightMode p_light_mode) {
+ light_mode = p_light_mode;
+ _queue_shader_change();
+}
+
+CanvasItemMaterial::LightMode CanvasItemMaterial::get_light_mode() const {
+ return light_mode;
+}
+
+void CanvasItemMaterial::set_particles_animation(bool p_particles_anim) {
+ particles_animation = p_particles_anim;
+ _queue_shader_change();
+ notify_property_list_changed();
+}
+
+bool CanvasItemMaterial::get_particles_animation() const {
+ return particles_animation;
+}
+
+void CanvasItemMaterial::set_particles_anim_h_frames(int p_frames) {
+ particles_anim_h_frames = p_frames;
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_h_frames, p_frames);
+}
+
+int CanvasItemMaterial::get_particles_anim_h_frames() const {
+ return particles_anim_h_frames;
+}
+
+void CanvasItemMaterial::set_particles_anim_v_frames(int p_frames) {
+ particles_anim_v_frames = p_frames;
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_v_frames, p_frames);
+}
+
+int CanvasItemMaterial::get_particles_anim_v_frames() const {
+ return particles_anim_v_frames;
+}
+
+void CanvasItemMaterial::set_particles_anim_loop(bool p_loop) {
+ particles_anim_loop = p_loop;
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_loop, particles_anim_loop);
+}
+
+bool CanvasItemMaterial::get_particles_anim_loop() const {
+ return particles_anim_loop;
+}
+
+void CanvasItemMaterial::_validate_property(PropertyInfo &property) const {
+ if (property.name.begins_with("particles_anim_") && !particles_animation) {
+ property.usage = PROPERTY_USAGE_NONE;
+ }
+}
+
+RID CanvasItemMaterial::get_shader_rid() const {
+ ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
+ return shader_map[current_key].shader;
+}
+
+Shader::Mode CanvasItemMaterial::get_shader_mode() const {
+ return Shader::MODE_CANVAS_ITEM;
+}
+
+void CanvasItemMaterial::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_blend_mode", "blend_mode"), &CanvasItemMaterial::set_blend_mode);
+ ClassDB::bind_method(D_METHOD("get_blend_mode"), &CanvasItemMaterial::get_blend_mode);
+
+ ClassDB::bind_method(D_METHOD("set_light_mode", "light_mode"), &CanvasItemMaterial::set_light_mode);
+ ClassDB::bind_method(D_METHOD("get_light_mode"), &CanvasItemMaterial::get_light_mode);
+
+ ClassDB::bind_method(D_METHOD("set_particles_animation", "particles_anim"), &CanvasItemMaterial::set_particles_animation);
+ ClassDB::bind_method(D_METHOD("get_particles_animation"), &CanvasItemMaterial::get_particles_animation);
+
+ ClassDB::bind_method(D_METHOD("set_particles_anim_h_frames", "frames"), &CanvasItemMaterial::set_particles_anim_h_frames);
+ ClassDB::bind_method(D_METHOD("get_particles_anim_h_frames"), &CanvasItemMaterial::get_particles_anim_h_frames);
+
+ ClassDB::bind_method(D_METHOD("set_particles_anim_v_frames", "frames"), &CanvasItemMaterial::set_particles_anim_v_frames);
+ ClassDB::bind_method(D_METHOD("get_particles_anim_v_frames"), &CanvasItemMaterial::get_particles_anim_v_frames);
+
+ ClassDB::bind_method(D_METHOD("set_particles_anim_loop", "loop"), &CanvasItemMaterial::set_particles_anim_loop);
+ ClassDB::bind_method(D_METHOD("get_particles_anim_loop"), &CanvasItemMaterial::get_particles_anim_loop);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Subtract,Multiply,Premultiplied Alpha"), "set_blend_mode", "get_blend_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "light_mode", PROPERTY_HINT_ENUM, "Normal,Unshaded,Light Only"), "set_light_mode", "get_light_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "particles_animation"), "set_particles_animation", "get_particles_animation");
+
+ 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");
+
+ BIND_ENUM_CONSTANT(BLEND_MODE_MIX);
+ BIND_ENUM_CONSTANT(BLEND_MODE_ADD);
+ BIND_ENUM_CONSTANT(BLEND_MODE_SUB);
+ BIND_ENUM_CONSTANT(BLEND_MODE_MUL);
+ BIND_ENUM_CONSTANT(BLEND_MODE_PREMULT_ALPHA);
+
+ BIND_ENUM_CONSTANT(LIGHT_MODE_NORMAL);
+ BIND_ENUM_CONSTANT(LIGHT_MODE_UNSHADED);
+ BIND_ENUM_CONSTANT(LIGHT_MODE_LIGHT_ONLY);
+}
+
+CanvasItemMaterial::CanvasItemMaterial() :
+ element(this) {
+ set_particles_anim_h_frames(1);
+ set_particles_anim_v_frames(1);
+ set_particles_anim_loop(false);
+
+ current_key.invalid_key = 1;
+ _queue_shader_change();
+}
+
+CanvasItemMaterial::~CanvasItemMaterial() {
+ MutexLock lock(material_mutex);
+
+ 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
+ RS::get_singleton()->free(shader_map[current_key].shader);
+ shader_map.erase(current_key);
+ }
+
+ RS::get_singleton()->material_set_shader(_get_material(), RID());
+ }
+}