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-rw-r--r--scene/resources/material.cpp103
1 files changed, 68 insertions, 35 deletions
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index e01be7cc84..a0e6cc28ce 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -88,6 +88,37 @@ void Material::inspect_native_shader_code() {
}
}
+RID Material::get_shader_rid() const {
+ RID ret;
+ if (GDVIRTUAL_REQUIRED_CALL(_get_shader_rid, ret)) {
+ return ret;
+ }
+ return RID();
+}
+Shader::Mode Material::get_shader_mode() const {
+ Shader::Mode ret;
+ if (GDVIRTUAL_REQUIRED_CALL(_get_shader_mode, ret)) {
+ return ret;
+ }
+
+ return Shader::MODE_MAX;
+}
+
+bool Material::_can_do_next_pass() const {
+ bool ret;
+ if (GDVIRTUAL_CALL(_can_do_next_pass, ret)) {
+ return ret;
+ }
+ return false;
+}
+bool Material::_can_use_render_priority() const {
+ bool ret;
+ if (GDVIRTUAL_CALL(_can_use_render_priority, ret)) {
+ return ret;
+ }
+ return false;
+}
+
void Material::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_next_pass", "next_pass"), &Material::set_next_pass);
ClassDB::bind_method(D_METHOD("get_next_pass"), &Material::get_next_pass);
@@ -103,6 +134,11 @@ void Material::_bind_methods() {
BIND_CONSTANT(RENDER_PRIORITY_MAX);
BIND_CONSTANT(RENDER_PRIORITY_MIN);
+
+ GDVIRTUAL_BIND(_get_shader_rid)
+ GDVIRTUAL_BIND(_get_shader_mode)
+ GDVIRTUAL_BIND(_can_do_next_pass)
+ GDVIRTUAL_BIND(_can_use_render_priority)
}
Material::Material() {
@@ -330,7 +366,7 @@ void BaseMaterial3D::init_shaders() {
shader_names->rim = "rim";
shader_names->rim_tint = "rim_tint";
shader_names->clearcoat = "clearcoat";
- shader_names->clearcoat_gloss = "clearcoat_gloss";
+ shader_names->clearcoat_roughness = "clearcoat_roughness";
shader_names->anisotropy = "anisotropy_ratio";
shader_names->heightmap_scale = "heightmap_scale";
shader_names->subsurface_scattering_strength = "subsurface_scattering_strength";
@@ -449,10 +485,10 @@ void BaseMaterial3D::_update_shader() {
texfilter_str = "filter_linear_mipmap";
break;
case TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC:
- texfilter_str = "filter_nearest_mipmap_aniso";
+ texfilter_str = "filter_nearest_mipmap_anisotropic";
break;
case TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC:
- texfilter_str = "filter_linear_mipmap_aniso";
+ texfilter_str = "filter_linear_mipmap_anisotropic";
break;
case TEXTURE_FILTER_MAX:
break; // Internal value, skip.
@@ -541,12 +577,6 @@ void BaseMaterial3D::_update_shader() {
case SPECULAR_SCHLICK_GGX:
code += ",specular_schlick_ggx";
break;
- case SPECULAR_BLINN:
- code += ",specular_blinn";
- break;
- case SPECULAR_PHONG:
- code += ",specular_phong";
- break;
case SPECULAR_TOON:
code += ",specular_toon";
break;
@@ -690,12 +720,12 @@ void BaseMaterial3D::_update_shader() {
}
if (features[FEATURE_CLEARCOAT]) {
code += "uniform float clearcoat : hint_range(0,1);\n";
- code += "uniform float clearcoat_gloss : hint_range(0,1);\n";
+ code += "uniform float clearcoat_roughness : hint_range(0,1);\n";
code += "uniform sampler2D texture_clearcoat : hint_white," + texfilter_str + ";\n";
}
if (features[FEATURE_ANISOTROPY]) {
code += "uniform float anisotropy_ratio : hint_range(0,256);\n";
- code += "uniform sampler2D texture_flowmap : hint_aniso," + texfilter_str + ";\n";
+ code += "uniform sampler2D texture_flowmap : hint_anisotropy," + texfilter_str + ";\n";
}
if (features[FEATURE_AMBIENT_OCCLUSION]) {
code += "uniform sampler2D texture_ambient_occlusion : hint_white, " + texfilter_str + ";\n";
@@ -1166,7 +1196,7 @@ void BaseMaterial3D::_update_shader() {
code += " vec2 clearcoat_tex = texture(texture_clearcoat,base_uv).xy;\n";
}
code += " CLEARCOAT = clearcoat*clearcoat_tex.x;";
- code += " CLEARCOAT_GLOSS = clearcoat_gloss*clearcoat_tex.y;\n";
+ code += " CLEARCOAT_ROUGHNESS = clearcoat_roughness*clearcoat_tex.y;\n";
}
if (features[FEATURE_ANISOTROPY]) {
@@ -1408,13 +1438,13 @@ float BaseMaterial3D::get_clearcoat() const {
return clearcoat;
}
-void BaseMaterial3D::set_clearcoat_gloss(float p_clearcoat_gloss) {
- clearcoat_gloss = p_clearcoat_gloss;
- RS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat_gloss, p_clearcoat_gloss);
+void BaseMaterial3D::set_clearcoat_roughness(float p_clearcoat_roughness) {
+ clearcoat_roughness = p_clearcoat_roughness;
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat_roughness, p_clearcoat_roughness);
}
-float BaseMaterial3D::get_clearcoat_gloss() const {
- return clearcoat_gloss;
+float BaseMaterial3D::get_clearcoat_roughness() const {
+ return clearcoat_roughness;
}
void BaseMaterial3D::set_anisotropy(float p_anisotropy) {
@@ -1658,13 +1688,16 @@ bool BaseMaterial3D::get_feature(Feature p_feature) const {
void BaseMaterial3D::set_texture(TextureParam p_param, const Ref<Texture2D> &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();
RS::get_singleton()->material_set_param(_get_material(), shader_names->texture_names[p_param], rid);
+
if (p_texture.is_valid() && p_param == TEXTURE_ALBEDO) {
RS::get_singleton()->material_set_param(_get_material(), shader_names->albedo_texture_size,
Vector2i(p_texture->get_width(), p_texture->get_height()));
}
+
notify_property_list_changed();
_queue_shader_change();
}
@@ -1695,7 +1728,7 @@ BaseMaterial3D::TextureFilter BaseMaterial3D::get_texture_filter() const {
void BaseMaterial3D::_validate_feature(const String &text, Feature feature, PropertyInfo &property) const {
if (property.name.begins_with(text) && property.name != text + "_enabled" && !features[feature]) {
- property.usage = PROPERTY_USAGE_NOEDITOR;
+ property.usage = PROPERTY_USAGE_NO_EDITOR;
}
}
@@ -1729,23 +1762,23 @@ void BaseMaterial3D::_validate_property(PropertyInfo &property) const {
}
if (property.name == "billboard_keep_scale" && billboard_mode == BILLBOARD_DISABLED) {
- property.usage = PROPERTY_USAGE_NOEDITOR;
+ property.usage = PROPERTY_USAGE_NO_EDITOR;
}
if (property.name == "grow_amount" && !grow_enabled) {
- property.usage = PROPERTY_USAGE_NOEDITOR;
+ property.usage = PROPERTY_USAGE_NO_EDITOR;
}
if (property.name == "point_size" && !flags[FLAG_USE_POINT_SIZE]) {
- property.usage = PROPERTY_USAGE_NOEDITOR;
+ property.usage = PROPERTY_USAGE_NO_EDITOR;
}
if (property.name == "proximity_fade_distance" && !proximity_fade_enabled) {
- property.usage = PROPERTY_USAGE_NOEDITOR;
+ property.usage = PROPERTY_USAGE_NO_EDITOR;
}
if ((property.name == "distance_fade_max_distance" || property.name == "distance_fade_min_distance") && distance_fade == DISTANCE_FADE_DISABLED) {
- property.usage = PROPERTY_USAGE_NOEDITOR;
+ property.usage = PROPERTY_USAGE_NO_EDITOR;
}
// you can only enable anti-aliasing (in materials) on alpha scissor and alpha hash
@@ -2212,7 +2245,9 @@ BaseMaterial3D::EmissionOperator BaseMaterial3D::get_emission_operator() const {
RID BaseMaterial3D::get_shader_rid() const {
MutexLock lock(material_mutex);
- ((BaseMaterial3D *)this)->_update_shader();
+ if (element.in_list()) { // _is_shader_dirty() would create anoder mutex lock
+ ((BaseMaterial3D *)this)->_update_shader();
+ }
ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
return shader_map[current_key].shader;
}
@@ -2266,8 +2301,8 @@ void BaseMaterial3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_clearcoat", "clearcoat"), &BaseMaterial3D::set_clearcoat);
ClassDB::bind_method(D_METHOD("get_clearcoat"), &BaseMaterial3D::get_clearcoat);
- ClassDB::bind_method(D_METHOD("set_clearcoat_gloss", "clearcoat_gloss"), &BaseMaterial3D::set_clearcoat_gloss);
- ClassDB::bind_method(D_METHOD("get_clearcoat_gloss"), &BaseMaterial3D::get_clearcoat_gloss);
+ ClassDB::bind_method(D_METHOD("set_clearcoat_roughness", "clearcoat_roughness"), &BaseMaterial3D::set_clearcoat_roughness);
+ ClassDB::bind_method(D_METHOD("get_clearcoat_roughness"), &BaseMaterial3D::get_clearcoat_roughness);
ClassDB::bind_method(D_METHOD("set_anisotropy", "anisotropy"), &BaseMaterial3D::set_anisotropy);
ClassDB::bind_method(D_METHOD("get_anisotropy"), &BaseMaterial3D::get_anisotropy);
@@ -2433,7 +2468,7 @@ void BaseMaterial3D::_bind_methods() {
ADD_GROUP("Shading", "");
ADD_PROPERTY(PropertyInfo(Variant::INT, "shading_mode", PROPERTY_HINT_ENUM, "Unshaded,Per-Pixel,Per-Vertex"), "set_shading_mode", "get_shading_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "diffuse_mode", PROPERTY_HINT_ENUM, "Burley,Lambert,Lambert Wrap,Toon"), "set_diffuse_mode", "get_diffuse_mode");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "specular_mode", PROPERTY_HINT_ENUM, "SchlickGGX,Blinn,Phong,Toon,Disabled"), "set_specular_mode", "get_specular_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "specular_mode", PROPERTY_HINT_ENUM, "SchlickGGX,Toon,Disabled"), "set_specular_mode", "get_specular_mode");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "disable_ambient_light"), "set_flag", "get_flag", FLAG_DISABLE_AMBIENT_LIGHT);
ADD_GROUP("Vertex Color", "vertex_color");
@@ -2481,7 +2516,7 @@ void BaseMaterial3D::_bind_methods() {
ADD_GROUP("Clearcoat", "clearcoat_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "clearcoat_enabled"), "set_feature", "get_feature", FEATURE_CLEARCOAT);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "clearcoat", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat", "get_clearcoat");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "clearcoat_gloss", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat_gloss", "get_clearcoat_gloss");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "clearcoat_roughness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat_roughness", "get_clearcoat_roughness");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "clearcoat_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_CLEARCOAT);
ADD_GROUP("Anisotropy", "anisotropy_");
@@ -2554,7 +2589,7 @@ void BaseMaterial3D::_bind_methods() {
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv2_world_triplanar"), "set_flag", "get_flag", FLAG_UV2_USE_WORLD_TRIPLANAR);
ADD_GROUP("Sampling", "texture_");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_filter", PROPERTY_HINT_ENUM, "Nearest,Linear,Nearest Mipmap,Linear Mipmap,Nearest Mipmap Aniso.,Linear Mipmap Aniso."), "set_texture_filter", "get_texture_filter");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_filter", PROPERTY_HINT_ENUM, "Nearest,Linear,Nearest Mipmap,Linear Mipmap,Nearest Mipmap Anisotropic,Linear Mipmap Anisotropic"), "set_texture_filter", "get_texture_filter");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "texture_repeat"), "set_flag", "get_flag", FLAG_USE_TEXTURE_REPEAT);
ADD_GROUP("Shadows", "");
@@ -2688,8 +2723,6 @@ void BaseMaterial3D::_bind_methods() {
BIND_ENUM_CONSTANT(DIFFUSE_TOON);
BIND_ENUM_CONSTANT(SPECULAR_SCHLICK_GGX);
- BIND_ENUM_CONSTANT(SPECULAR_BLINN);
- BIND_ENUM_CONSTANT(SPECULAR_PHONG);
BIND_ENUM_CONSTANT(SPECULAR_TOON);
BIND_ENUM_CONSTANT(SPECULAR_DISABLED);
@@ -2727,7 +2760,7 @@ BaseMaterial3D::BaseMaterial3D(bool p_orm) :
set_rim(1.0);
set_rim_tint(0.5);
set_clearcoat(1);
- set_clearcoat_gloss(0.5);
+ set_clearcoat_roughness(0.5);
set_anisotropy(0);
set_heightmap_scale(0.05);
set_subsurface_scattering_strength(0);
@@ -2884,7 +2917,7 @@ bool StandardMaterial3D::_set(const StringName &p_name, const Variant &p_value)
idx++;
}
- print_line("remapped parameter not found: " + String(p_name));
+ WARN_PRINT("Godot 3.x SpatialMaterial remapped parameter not found: " + String(p_name));
return true;
}