diff options
Diffstat (limited to 'scene/resources/material.cpp')
-rw-r--r-- | scene/resources/material.cpp | 533 |
1 files changed, 284 insertions, 249 deletions
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index f52b755ed3..1e95a35726 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -39,28 +39,27 @@ #include "scene/scene_string_names.h" void Material::set_next_pass(const Ref<Material> &p_pass) { - - for (Ref<Material> pass_child = p_pass; pass_child != NULL; pass_child = pass_child->get_next_pass()) { + for (Ref<Material> pass_child = p_pass; pass_child != nullptr; pass_child = pass_child->get_next_pass()) { ERR_FAIL_COND_MSG(pass_child == this, "Can't set as next_pass one of its parents to prevent crashes due to recursive loop."); } - if (next_pass == p_pass) + if (next_pass == p_pass) { return; + } next_pass = p_pass; RID next_pass_rid; - if (next_pass.is_valid()) + if (next_pass.is_valid()) { next_pass_rid = next_pass->get_rid(); + } RS::get_singleton()->material_set_next_pass(material, next_pass_rid); } Ref<Material> Material::get_next_pass() const { - return next_pass; } void Material::set_render_priority(int p_priority) { - ERR_FAIL_COND(p_priority < RENDER_PRIORITY_MIN); ERR_FAIL_COND(p_priority > RENDER_PRIORITY_MAX); render_priority = p_priority; @@ -68,23 +67,20 @@ void Material::set_render_priority(int p_priority) { } int Material::get_render_priority() const { - return render_priority; } RID Material::get_rid() const { - return material; } -void Material::_validate_property(PropertyInfo &property) const { +void Material::_validate_property(PropertyInfo &property) const { if (!_can_do_next_pass() && property.name == "next_pass") { property.usage = 0; } } 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); @@ -99,22 +95,18 @@ void Material::_bind_methods() { } Material::Material() { - material = RenderingServer::get_singleton()->material_create(); render_priority = 0; } Material::~Material() { - RenderingServer::get_singleton()->free(material); } /////////////////////////////////// bool ShaderMaterial::_set(const StringName &p_name, const Variant &p_value) { - if (shader.is_valid()) { - StringName pr = shader->remap_param(p_name); if (!pr) { String n = p_name; @@ -135,9 +127,7 @@ bool ShaderMaterial::_set(const StringName &p_name, const Variant &p_value) { } bool ShaderMaterial::_get(const StringName &p_name, Variant &r_ret) const { - if (shader.is_valid()) { - StringName pr = shader->remap_param(p_name); if (!pr) { String n = p_name; @@ -159,16 +149,13 @@ bool ShaderMaterial::_get(const StringName &p_name, Variant &r_ret) const { } void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const { - if (!shader.is_null()) { - shader->get_param_list(p_list); } } bool ShaderMaterial::property_can_revert(const String &p_name) { if (shader.is_valid()) { - StringName pr = shader->remap_param(p_name); if (pr) { Variant default_value = RenderingServer::get_singleton()->shader_get_param_default(shader->get_rid(), pr); @@ -192,7 +179,6 @@ Variant ShaderMaterial::property_get_revert(const String &p_name) { } void ShaderMaterial::set_shader(const Ref<Shader> &p_shader) { - // Only connect/disconnect the signal when running in the editor. // This can be a slow operation, and `_change_notify()` (which is called by `_shader_changed()`) // does nothing in non-editor builds anyway. See GH-34741 for details. @@ -217,17 +203,14 @@ void ShaderMaterial::set_shader(const Ref<Shader> &p_shader) { } Ref<Shader> ShaderMaterial::get_shader() const { - return shader; } void ShaderMaterial::set_shader_param(const StringName &p_param, const Variant &p_value) { - RS::get_singleton()->material_set_param(_get_material(), p_param, p_value); } Variant ShaderMaterial::get_shader_param(const StringName &p_param) const { - return RS::get_singleton()->material_get_param(_get_material(), p_param); } @@ -236,7 +219,6 @@ void ShaderMaterial::_shader_changed() { } void ShaderMaterial::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_shader", "shader"), &ShaderMaterial::set_shader); ClassDB::bind_method(D_METHOD("get_shader"), &ShaderMaterial::get_shader); ClassDB::bind_method(D_METHOD("set_shader_param", "param", "value"), &ShaderMaterial::set_shader_param); @@ -248,7 +230,6 @@ void ShaderMaterial::_bind_methods() { } void ShaderMaterial::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const { - #ifdef TOOLS_ENABLED const String quote_style = EDITOR_DEF("text_editor/completion/use_single_quotes", 0) ? "'" : "\""; #else @@ -257,7 +238,6 @@ void ShaderMaterial::get_argument_options(const StringName &p_function, int p_id String f = p_function.operator String(); if ((f == "get_shader_param" || f == "set_shader_param") && p_idx == 0) { - if (shader.is_valid()) { List<PropertyInfo> pl; shader->get_param_list(&pl); @@ -270,15 +250,15 @@ void ShaderMaterial::get_argument_options(const StringName &p_function, int p_id } bool ShaderMaterial::_can_do_next_pass() const { - return shader.is_valid() && shader->get_mode() == Shader::MODE_SPATIAL; } Shader::Mode ShaderMaterial::get_shader_mode() const { - if (shader.is_valid()) + if (shader.is_valid()) { return shader->get_mode(); - else + } else { return Shader::MODE_SPATIAL; + } } ShaderMaterial::ShaderMaterial() { @@ -290,12 +270,11 @@ ShaderMaterial::~ShaderMaterial() { ///////////////////////////////// Mutex BaseMaterial3D::material_mutex; -SelfList<BaseMaterial3D>::List *BaseMaterial3D::dirty_materials = NULL; +SelfList<BaseMaterial3D>::List *BaseMaterial3D::dirty_materials = nullptr; Map<BaseMaterial3D::MaterialKey, BaseMaterial3D::ShaderData> BaseMaterial3D::shader_map; -BaseMaterial3D::ShaderNames *BaseMaterial3D::shader_names = NULL; +BaseMaterial3D::ShaderNames *BaseMaterial3D::shader_names = nullptr; void BaseMaterial3D::init_shaders() { - dirty_materials = memnew(SelfList<BaseMaterial3D>::List); shader_names = memnew(ShaderNames); @@ -314,7 +293,7 @@ void BaseMaterial3D::init_shaders() { shader_names->anisotropy = "anisotropy_ratio"; shader_names->heightmap_scale = "heightmap_scale"; shader_names->subsurface_scattering_strength = "subsurface_scattering_strength"; - shader_names->transmission = "transmission"; + shader_names->backlight = "backlight"; shader_names->refraction = "refraction"; shader_names->point_size = "point_size"; shader_names->uv1_scale = "uv1_scale"; @@ -347,6 +326,11 @@ void BaseMaterial3D::init_shaders() { shader_names->refraction_texture_channel = "refraction_texture_channel"; shader_names->alpha_scissor_threshold = "alpha_scissor_threshold"; + shader_names->transmittance_color = "transmittance_color"; + shader_names->transmittance_curve = "transmittance_curve"; + shader_names->transmittance_depth = "transmittance_depth"; + shader_names->transmittance_boost = "transmittance_boost"; + shader_names->texture_names[TEXTURE_ALBEDO] = "texture_albedo"; shader_names->texture_names[TEXTURE_METALLIC] = "texture_metallic"; shader_names->texture_names[TEXTURE_ROUGHNESS] = "texture_roughness"; @@ -358,7 +342,8 @@ void BaseMaterial3D::init_shaders() { shader_names->texture_names[TEXTURE_AMBIENT_OCCLUSION] = "texture_ambient_occlusion"; shader_names->texture_names[TEXTURE_HEIGHTMAP] = "texture_heightmap"; shader_names->texture_names[TEXTURE_SUBSURFACE_SCATTERING] = "texture_subsurface_scattering"; - shader_names->texture_names[TEXTURE_TRANSMISSION] = "texture_transmission"; + shader_names->texture_names[TEXTURE_SUBSURFACE_TRANSMITTANCE] = "texture_subsurface_transmittance"; + shader_names->texture_names[TEXTURE_BACKLIGHT] = "texture_backlight"; shader_names->texture_names[TEXTURE_REFRACTION] = "texture_refraction"; shader_names->texture_names[TEXTURE_DETAIL_MASK] = "texture_detail_mask"; shader_names->texture_names[TEXTURE_DETAIL_ALBEDO] = "texture_detail_albedo"; @@ -369,24 +354,23 @@ void BaseMaterial3D::init_shaders() { Ref<StandardMaterial3D> BaseMaterial3D::materials_for_2d[BaseMaterial3D::MAX_MATERIALS_FOR_2D]; void BaseMaterial3D::finish_shaders() { - for (int i = 0; i < MAX_MATERIALS_FOR_2D; i++) { materials_for_2d[i].unref(); } memdelete(dirty_materials); - dirty_materials = NULL; + dirty_materials = nullptr; memdelete(shader_names); } void BaseMaterial3D::_update_shader() { - dirty_materials->remove(&element); MaterialKey mk = _compute_key(); - if (mk.key == current_key.key) + if (mk == current_key) { return; //no update required in the end + } if (shader_map.has(current_key)) { shader_map[current_key].users--; @@ -400,7 +384,6 @@ void BaseMaterial3D::_update_shader() { 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; @@ -408,13 +391,26 @@ void BaseMaterial3D::_update_shader() { String texfilter_str; switch (texture_filter) { - case TEXTURE_FILTER_NEAREST: texfilter_str = "filter_nearest"; break; - case TEXTURE_FILTER_LINEAR: texfilter_str = "filter_linear"; break; - case TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: texfilter_str = "filter_nearest_mipmap"; break; - case TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: texfilter_str = "filter_linear_mipmap"; break; - case TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: texfilter_str = "filter_nearest_mipmap_aniso"; break; - case TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: texfilter_str = "filter_linear_mipmap_aniso"; break; - case TEXTURE_FILTER_MAX: break; // Internal value, skip. + case TEXTURE_FILTER_NEAREST: + texfilter_str = "filter_nearest"; + break; + case TEXTURE_FILTER_LINEAR: + texfilter_str = "filter_linear"; + break; + case TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: + texfilter_str = "filter_nearest_mipmap"; + break; + case TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: + texfilter_str = "filter_linear_mipmap"; + break; + case TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: + texfilter_str = "filter_nearest_mipmap_aniso"; + break; + case TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: + texfilter_str = "filter_linear_mipmap_aniso"; + break; + case TEXTURE_FILTER_MAX: + break; // Internal value, skip. } if (flags[FLAG_USE_TEXTURE_REPEAT]) { @@ -427,10 +423,18 @@ void BaseMaterial3D::_update_shader() { String code = "shader_type spatial;\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_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; } DepthDrawMode ddm = depth_draw_mode; @@ -439,9 +443,15 @@ void BaseMaterial3D::_update_shader() { } switch (ddm) { - 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_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; } if (transparency == TRANSPARENCY_ALPHA_DEPTH_PRE_PASS) { @@ -449,23 +459,52 @@ void BaseMaterial3D::_update_shader() { } switch (cull_mode) { - case CULL_BACK: code += ",cull_back"; break; - case CULL_FRONT: code += ",cull_front"; break; - case CULL_DISABLED: code += ",cull_disabled"; break; + case CULL_BACK: + code += ",cull_back"; + break; + case CULL_FRONT: + code += ",cull_front"; + break; + case CULL_DISABLED: + code += ",cull_disabled"; + break; } switch (diffuse_mode) { - case DIFFUSE_BURLEY: code += ",diffuse_burley"; break; - case DIFFUSE_LAMBERT: code += ",diffuse_lambert"; break; - case DIFFUSE_LAMBERT_WRAP: code += ",diffuse_lambert_wrap"; break; - case DIFFUSE_OREN_NAYAR: code += ",diffuse_oren_nayar"; break; - case DIFFUSE_TOON: code += ",diffuse_toon"; break; + case DIFFUSE_BURLEY: + code += ",diffuse_burley"; + break; + case DIFFUSE_LAMBERT: + code += ",diffuse_lambert"; + break; + case DIFFUSE_LAMBERT_WRAP: + code += ",diffuse_lambert_wrap"; + break; + case DIFFUSE_OREN_NAYAR: + code += ",diffuse_oren_nayar"; + break; + case DIFFUSE_TOON: + code += ",diffuse_toon"; + break; } switch (specular_mode) { - 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; - case SPECULAR_DISABLED: code += ",specular_disabled"; break; + 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; + case SPECULAR_DISABLED: + code += ",specular_disabled"; + break; + } + if (features[FEATURE_SUBSURFACE_SCATTERING] && flags[FLAG_SUBSURFACE_MODE_SKIN]) { + code += ",sss_mode_skin"; } if (shading_mode == SHADING_MODE_UNSHADED) { @@ -544,7 +583,6 @@ void BaseMaterial3D::_update_shader() { } if (features[FEATURE_EMISSION]) { - code += "uniform sampler2D texture_emission : hint_black_albedo," + texfilter_str + ";\n"; code += "uniform vec4 emission : hint_color;\n"; code += "uniform float emission_energy;\n"; @@ -586,16 +624,22 @@ void BaseMaterial3D::_update_shader() { code += "uniform sampler2D texture_detail_mask : hint_white," + texfilter_str + ";\n"; } - if (features[FEATURE_SUBSURACE_SCATTERING]) { - + if (features[FEATURE_SUBSURFACE_SCATTERING]) { code += "uniform float subsurface_scattering_strength : hint_range(0,1);\n"; code += "uniform sampler2D texture_subsurface_scattering : hint_white," + texfilter_str + ";\n"; } - if (features[FEATURE_TRANSMISSION]) { + if (features[FEATURE_SUBSURFACE_TRANSMITTANCE]) { + code += "uniform vec4 transmittance_color : hint_color;\n"; + code += "uniform float transmittance_depth;\n"; + code += "uniform sampler2D texture_subsurface_transmittance : hint_white," + texfilter_str + ";\n"; + code += "uniform float transmittance_curve;\n"; + code += "uniform float transmittance_boost;\n"; + } - code += "uniform vec4 transmission : hint_color;\n"; - code += "uniform sampler2D texture_transmission : hint_black," + texfilter_str + ";\n"; + if (features[FEATURE_BACKLIGHT]) { + code += "uniform vec4 backlight : hint_color;\n"; + code += "uniform sampler2D texture_backlight : hint_black," + texfilter_str + ";\n"; } if (features[FEATURE_HEIGHT_MAPPING]) { @@ -631,18 +675,15 @@ void BaseMaterial3D::_update_shader() { code += "void vertex() {\n"; if (flags[FLAG_SRGB_VERTEX_COLOR]) { - code += "\tif (!OUTPUT_IS_SRGB) {\n"; code += "\t\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"; code += "\t}\n"; } if (flags[FLAG_USE_POINT_SIZE]) { - code += "\tPOINT_SIZE=point_size;\n"; } if (shading_mode == SHADING_MODE_PER_VERTEX) { - code += "\tROUGHNESS=roughness;\n"; } @@ -652,10 +693,8 @@ void BaseMaterial3D::_update_shader() { switch (billboard_mode) { case BILLBOARD_DISABLED: { - } break; case BILLBOARD_ENABLED: { - code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],CAMERA_MATRIX[1],CAMERA_MATRIX[2],WORLD_MATRIX[3]);\n"; if (flags[FLAG_BILLBOARD_KEEP_SCALE]) { @@ -663,7 +702,6 @@ void BaseMaterial3D::_update_shader() { } } break; case BILLBOARD_FIXED_Y: { - 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"; if (flags[FLAG_BILLBOARD_KEEP_SCALE]) { @@ -673,7 +711,6 @@ void BaseMaterial3D::_update_shader() { } } break; case BILLBOARD_PARTICLES: { - //make billboard 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"; //rotate by rotation @@ -697,7 +734,6 @@ void BaseMaterial3D::_update_shader() { } if (flags[FLAG_FIXED_SIZE]) { - code += "\tif (PROJECTION_MATRIX[3][3] != 0.0) {\n"; //orthogonal matrix, try to do about the same //with viewport size @@ -732,7 +768,6 @@ void BaseMaterial3D::_update_shader() { } if (flags[FLAG_UV1_USE_TRIPLANAR]) { - code += "\tuv1_power_normal=pow(abs(NORMAL),vec3(uv1_blend_sharpness));\n"; code += "\tuv1_power_normal/=dot(uv1_power_normal,vec3(1.0));\n"; code += "\tuv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset;\n"; @@ -740,7 +775,6 @@ void BaseMaterial3D::_update_shader() { } if (flags[FLAG_UV2_USE_TRIPLANAR]) { - code += "\tuv2_power_normal=pow(abs(NORMAL), vec3(uv2_blend_sharpness));\n"; code += "\tuv2_power_normal/=dot(uv2_power_normal,vec3(1.0));\n"; code += "\tuv2_triplanar_pos = VERTEX * uv2_scale + uv2_offset;\n"; @@ -921,7 +955,6 @@ void BaseMaterial3D::_update_shader() { } 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) );\n"; } else { @@ -952,7 +985,6 @@ void BaseMaterial3D::_update_shader() { if (distance_fade != DISTANCE_FADE_DISABLED) { if ((distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER)) { - if (!RenderingServer::get_singleton()->is_low_end()) { code += "\t{\n"; if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) { @@ -1026,7 +1058,6 @@ void BaseMaterial3D::_update_shader() { } if (features[FEATURE_AMBIENT_OCCLUSION]) { - if (!orm) { if (flags[FLAG_AO_ON_UV2]) { if (flags[FLAG_UV2_USE_TRIPLANAR]) { @@ -1048,8 +1079,7 @@ void BaseMaterial3D::_update_shader() { code += "\tAO_LIGHT_AFFECT = ao_light_affect;\n"; } - if (features[FEATURE_SUBSURACE_SCATTERING]) { - + if (features[FEATURE_SUBSURFACE_SCATTERING]) { if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += "\tfloat sss_tex = triplanar_texture(texture_subsurface_scattering,uv1_power_normal,uv1_triplanar_pos).r;\n"; } else { @@ -1058,17 +1088,29 @@ void BaseMaterial3D::_update_shader() { code += "\tSSS_STRENGTH=subsurface_scattering_strength*sss_tex;\n"; } - if (features[FEATURE_TRANSMISSION]) { + if (features[FEATURE_SUBSURFACE_TRANSMITTANCE]) { if (flags[FLAG_UV1_USE_TRIPLANAR]) { - code += "\tvec3 transmission_tex = triplanar_texture(texture_transmission,uv1_power_normal,uv1_triplanar_pos).rgb;\n"; + code += "\tvec4 trans_color_tex = triplanar_texture(texture_subsurface_transmittance,uv1_power_normal,uv1_triplanar_pos);\n"; } else { - code += "\tvec3 transmission_tex = texture(texture_transmission,base_uv).rgb;\n"; + code += "\tvec4 trans_color_tex = texture(texture_subsurface_transmittance,base_uv);\n"; } - code += "\tTRANSMISSION = (transmission.rgb+transmission_tex);\n"; + code += "\tSSS_TRANSMITTANCE_COLOR=transmittance_color*trans_color_tex;\n"; + + code += "\tSSS_TRANSMITTANCE_DEPTH=transmittance_depth;\n"; + code += "\tSSS_TRANSMITTANCE_CURVE=transmittance_curve;\n"; + code += "\tSSS_TRANSMITTANCE_BOOST=transmittance_boost;\n"; } - if (features[FEATURE_DETAIL]) { + if (features[FEATURE_BACKLIGHT]) { + if (flags[FLAG_UV1_USE_TRIPLANAR]) { + code += "\tvec3 backlight_tex = triplanar_texture(texture_backlight,uv1_power_normal,uv1_triplanar_pos).rgb;\n"; + } else { + code += "\tvec3 backlight_tex = texture(texture_backlight,base_uv).rgb;\n"; + } + code += "\tBACKLIGHT = (backlight.rgb+backlight_tex);\n"; + } + if (features[FEATURE_DETAIL]) { bool triplanar = (flags[FLAG_UV1_USE_TRIPLANAR] && detail_uv == DETAIL_UV_1) || (flags[FLAG_UV2_USE_TRIPLANAR] && detail_uv == DETAIL_UV_2); if (triplanar) { @@ -1083,7 +1125,6 @@ void BaseMaterial3D::_update_shader() { } if (flags[FLAG_UV1_USE_TRIPLANAR]) { - code += "\tvec4 detail_mask_tex = triplanar_texture(texture_detail_mask,uv1_power_normal,uv1_triplanar_pos);\n"; } else { code += "\tvec4 detail_mask_tex = texture(texture_detail_mask,base_uv);\n"; @@ -1123,17 +1164,14 @@ void BaseMaterial3D::_update_shader() { } void BaseMaterial3D::flush_changes() { - MutexLock lock(material_mutex); while (dirty_materials->first()) { - dirty_materials->first()->self()->_update_shader(); } } void BaseMaterial3D::_queue_shader_change() { - MutexLock lock(material_mutex); if (!element.in_list()) { @@ -1142,230 +1180,237 @@ void BaseMaterial3D::_queue_shader_change() { } bool BaseMaterial3D::_is_shader_dirty() const { - MutexLock lock(material_mutex); return element.in_list(); } -void BaseMaterial3D::set_albedo(const Color &p_albedo) { +void BaseMaterial3D::set_albedo(const Color &p_albedo) { albedo = p_albedo; RS::get_singleton()->material_set_param(_get_material(), shader_names->albedo, p_albedo); } Color BaseMaterial3D::get_albedo() const { - return albedo; } void BaseMaterial3D::set_specular(float p_specular) { - specular = p_specular; RS::get_singleton()->material_set_param(_get_material(), shader_names->specular, p_specular); } float BaseMaterial3D::get_specular() const { - return specular; } void BaseMaterial3D::set_roughness(float p_roughness) { - roughness = p_roughness; RS::get_singleton()->material_set_param(_get_material(), shader_names->roughness, p_roughness); } float BaseMaterial3D::get_roughness() const { - return roughness; } void BaseMaterial3D::set_metallic(float p_metallic) { - metallic = p_metallic; RS::get_singleton()->material_set_param(_get_material(), shader_names->metallic, p_metallic); } float BaseMaterial3D::get_metallic() const { - return metallic; } void BaseMaterial3D::set_emission(const Color &p_emission) { - emission = p_emission; RS::get_singleton()->material_set_param(_get_material(), shader_names->emission, p_emission); } -Color BaseMaterial3D::get_emission() const { +Color BaseMaterial3D::get_emission() const { return emission; } void BaseMaterial3D::set_emission_energy(float p_emission_energy) { - emission_energy = p_emission_energy; RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy); } -float BaseMaterial3D::get_emission_energy() const { +float BaseMaterial3D::get_emission_energy() const { return emission_energy; } void BaseMaterial3D::set_normal_scale(float p_normal_scale) { - normal_scale = p_normal_scale; RS::get_singleton()->material_set_param(_get_material(), shader_names->normal_scale, p_normal_scale); } -float BaseMaterial3D::get_normal_scale() const { +float BaseMaterial3D::get_normal_scale() const { return normal_scale; } void BaseMaterial3D::set_rim(float p_rim) { - rim = p_rim; RS::get_singleton()->material_set_param(_get_material(), shader_names->rim, p_rim); } -float BaseMaterial3D::get_rim() const { +float BaseMaterial3D::get_rim() const { return rim; } void BaseMaterial3D::set_rim_tint(float p_rim_tint) { - rim_tint = p_rim_tint; RS::get_singleton()->material_set_param(_get_material(), shader_names->rim_tint, p_rim_tint); } -float BaseMaterial3D::get_rim_tint() const { +float BaseMaterial3D::get_rim_tint() const { return rim_tint; } void BaseMaterial3D::set_ao_light_affect(float p_ao_light_affect) { - ao_light_affect = p_ao_light_affect; RS::get_singleton()->material_set_param(_get_material(), shader_names->ao_light_affect, p_ao_light_affect); } -float BaseMaterial3D::get_ao_light_affect() const { +float BaseMaterial3D::get_ao_light_affect() const { return ao_light_affect; } void BaseMaterial3D::set_clearcoat(float p_clearcoat) { - clearcoat = p_clearcoat; RS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat, p_clearcoat); } 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); } float BaseMaterial3D::get_clearcoat_gloss() const { - return clearcoat_gloss; } void BaseMaterial3D::set_anisotropy(float p_anisotropy) { - anisotropy = p_anisotropy; RS::get_singleton()->material_set_param(_get_material(), shader_names->anisotropy, p_anisotropy); } -float BaseMaterial3D::get_anisotropy() const { +float BaseMaterial3D::get_anisotropy() const { return anisotropy; } void BaseMaterial3D::set_heightmap_scale(float p_heightmap_scale) { - heightmap_scale = p_heightmap_scale; RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_scale, p_heightmap_scale); } float BaseMaterial3D::get_heightmap_scale() const { - return heightmap_scale; } void BaseMaterial3D::set_subsurface_scattering_strength(float p_subsurface_scattering_strength) { - subsurface_scattering_strength = p_subsurface_scattering_strength; RS::get_singleton()->material_set_param(_get_material(), shader_names->subsurface_scattering_strength, subsurface_scattering_strength); } float BaseMaterial3D::get_subsurface_scattering_strength() const { - return subsurface_scattering_strength; } -void BaseMaterial3D::set_transmission(const Color &p_transmission) { +void BaseMaterial3D::set_transmittance_color(const Color &p_color) { + transmittance_color = p_color; + RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_color, p_color); +} - transmission = p_transmission; - RS::get_singleton()->material_set_param(_get_material(), shader_names->transmission, transmission); +Color BaseMaterial3D::get_transmittance_color() const { + return transmittance_color; } -Color BaseMaterial3D::get_transmission() const { +void BaseMaterial3D::set_transmittance_depth(float p_depth) { + transmittance_depth = p_depth; + RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_depth, p_depth); +} - return transmission; +float BaseMaterial3D::get_transmittance_depth() const { + return transmittance_depth; } -void BaseMaterial3D::set_refraction(float p_refraction) { +void BaseMaterial3D::set_transmittance_curve(float p_curve) { + transmittance_curve = p_curve; + RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_curve, p_curve); +} + +float BaseMaterial3D::get_transmittance_curve() const { + return transmittance_curve; +} + +void BaseMaterial3D::set_transmittance_boost(float p_boost) { + transmittance_boost = p_boost; + RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_boost, p_boost); +} + +float BaseMaterial3D::get_transmittance_boost() const { + return transmittance_boost; +} +void BaseMaterial3D::set_backlight(const Color &p_backlight) { + backlight = p_backlight; + RS::get_singleton()->material_set_param(_get_material(), shader_names->backlight, backlight); +} + +Color BaseMaterial3D::get_backlight() const { + return backlight; +} + +void BaseMaterial3D::set_refraction(float p_refraction) { refraction = p_refraction; RS::get_singleton()->material_set_param(_get_material(), shader_names->refraction, refraction); } float BaseMaterial3D::get_refraction() const { - return refraction; } void BaseMaterial3D::set_detail_uv(DetailUV p_detail_uv) { - - if (detail_uv == p_detail_uv) + if (detail_uv == p_detail_uv) { return; + } detail_uv = p_detail_uv; _queue_shader_change(); } -BaseMaterial3D::DetailUV BaseMaterial3D::get_detail_uv() const { +BaseMaterial3D::DetailUV BaseMaterial3D::get_detail_uv() const { return detail_uv; } void BaseMaterial3D::set_blend_mode(BlendMode p_mode) { - - if (blend_mode == p_mode) + if (blend_mode == p_mode) { return; + } blend_mode = p_mode; _queue_shader_change(); } -BaseMaterial3D::BlendMode BaseMaterial3D::get_blend_mode() const { +BaseMaterial3D::BlendMode BaseMaterial3D::get_blend_mode() const { return blend_mode; } void BaseMaterial3D::set_detail_blend_mode(BlendMode p_mode) { - detail_blend_mode = p_mode; _queue_shader_change(); } -BaseMaterial3D::BlendMode BaseMaterial3D::get_detail_blend_mode() const { +BaseMaterial3D::BlendMode BaseMaterial3D::get_detail_blend_mode() const { return detail_blend_mode; } void BaseMaterial3D::set_transparency(Transparency p_transparency) { - if (transparency == p_transparency) { return; } @@ -1380,7 +1425,6 @@ BaseMaterial3D::Transparency BaseMaterial3D::get_transparency() const { } void BaseMaterial3D::set_shading_mode(ShadingMode p_shading_mode) { - if (shading_mode == p_shading_mode) { return; } @@ -1395,82 +1439,81 @@ BaseMaterial3D::ShadingMode BaseMaterial3D::get_shading_mode() const { } void BaseMaterial3D::set_depth_draw_mode(DepthDrawMode p_mode) { - - if (depth_draw_mode == p_mode) + if (depth_draw_mode == p_mode) { return; + } depth_draw_mode = p_mode; _queue_shader_change(); } -BaseMaterial3D::DepthDrawMode BaseMaterial3D::get_depth_draw_mode() const { +BaseMaterial3D::DepthDrawMode BaseMaterial3D::get_depth_draw_mode() const { return depth_draw_mode; } void BaseMaterial3D::set_cull_mode(CullMode p_mode) { - - if (cull_mode == p_mode) + if (cull_mode == p_mode) { return; + } cull_mode = p_mode; _queue_shader_change(); } -BaseMaterial3D::CullMode BaseMaterial3D::get_cull_mode() const { +BaseMaterial3D::CullMode BaseMaterial3D::get_cull_mode() const { return cull_mode; } void BaseMaterial3D::set_diffuse_mode(DiffuseMode p_mode) { - - if (diffuse_mode == p_mode) + if (diffuse_mode == p_mode) { return; + } diffuse_mode = p_mode; _queue_shader_change(); } -BaseMaterial3D::DiffuseMode BaseMaterial3D::get_diffuse_mode() const { +BaseMaterial3D::DiffuseMode BaseMaterial3D::get_diffuse_mode() const { return diffuse_mode; } void BaseMaterial3D::set_specular_mode(SpecularMode p_mode) { - - if (specular_mode == p_mode) + if (specular_mode == p_mode) { return; + } specular_mode = p_mode; _queue_shader_change(); } -BaseMaterial3D::SpecularMode BaseMaterial3D::get_specular_mode() const { +BaseMaterial3D::SpecularMode BaseMaterial3D::get_specular_mode() const { return specular_mode; } void BaseMaterial3D::set_flag(Flags p_flag, bool p_enabled) { - ERR_FAIL_INDEX(p_flag, FLAG_MAX); - if (flags[p_flag] == p_enabled) + if (flags[p_flag] == p_enabled) { return; + } flags[p_flag] = p_enabled; - if ((p_flag == FLAG_USE_SHADOW_TO_OPACITY) || (p_flag == FLAG_USE_TEXTURE_REPEAT)) { + if (p_flag == FLAG_USE_SHADOW_TO_OPACITY || p_flag == FLAG_USE_TEXTURE_REPEAT || p_flag == FLAG_SUBSURFACE_MODE_SKIN) { _change_notify(); } _queue_shader_change(); } bool BaseMaterial3D::get_flag(Flags p_flag) const { - ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false); return flags[p_flag]; } void BaseMaterial3D::set_feature(Feature p_feature, bool p_enabled) { - ERR_FAIL_INDEX(p_feature, FEATURE_MAX); - if (features[p_feature] == p_enabled) + if (features[p_feature] == p_enabled) { return; + } features[p_feature] = p_enabled; _change_notify(); @@ -1478,13 +1521,11 @@ void BaseMaterial3D::set_feature(Feature p_feature, bool p_enabled) { } bool BaseMaterial3D::get_feature(Feature p_feature) const { - ERR_FAIL_INDEX_V(p_feature, FEATURE_MAX, false); return features[p_feature]; } 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(); @@ -1494,7 +1535,6 @@ void BaseMaterial3D::set_texture(TextureParam p_param, const Ref<Texture2D> &p_t } Ref<Texture2D> BaseMaterial3D::get_texture(TextureParam p_param) const { - ERR_FAIL_INDEX_V(p_param, TEXTURE_MAX, Ref<Texture2D>()); return textures[p_param]; } @@ -1502,8 +1542,9 @@ Ref<Texture2D> BaseMaterial3D::get_texture(TextureParam p_param) const { Ref<Texture2D> BaseMaterial3D::get_texture_by_name(StringName p_name) const { for (int i = 0; i < (int)BaseMaterial3D::TEXTURE_MAX; i++) { TextureParam param = TextureParam(i); - if (p_name == shader_names->texture_names[param]) + if (p_name == shader_names->texture_names[param]) { return textures[param]; + } } return Ref<Texture2D>(); } @@ -1537,8 +1578,8 @@ void BaseMaterial3D::_validate_property(PropertyInfo &property) const { _validate_feature("anisotropy", FEATURE_ANISOTROPY, property); _validate_feature("ao", FEATURE_AMBIENT_OCCLUSION, property); _validate_feature("heightmap", FEATURE_HEIGHT_MAPPING, property); - _validate_feature("subsurf_scatter", FEATURE_SUBSURACE_SCATTERING, property); - _validate_feature("transmission", FEATURE_TRANSMISSION, property); + _validate_feature("subsurf_scatter", FEATURE_SUBSURFACE_SCATTERING, property); + _validate_feature("backlight", FEATURE_BACKLIGHT, property); _validate_feature("refraction", FEATURE_REFRACTION, property); _validate_feature("detail", FEATURE_DETAIL, property); @@ -1572,8 +1613,11 @@ void BaseMaterial3D::_validate_property(PropertyInfo &property) const { property.usage = 0; } - if (orm) { + if (flags[FLAG_SUBSURFACE_MODE_SKIN] && (property.name == "subsurf_scatter_transmittance_color" || property.name == "subsurf_scatter_transmittance_texture" || property.name == "subsurf_scatter_transmittance_curve")) { + property.usage = 0; + } + if (orm) { if (property.name == "shading_mode") { property.hint_string = "Unshaded,PerPixel"; //vertex not supported in ORM mode, since no individual roughness. } @@ -1588,9 +1632,7 @@ void BaseMaterial3D::_validate_property(PropertyInfo &property) const { } if (shading_mode != SHADING_MODE_PER_PIXEL) { - if (shading_mode != SHADING_MODE_PER_VERTEX) { - //these may still work per vertex if (property.name.begins_with("ao")) { property.usage = 0; @@ -1628,183 +1670,159 @@ void BaseMaterial3D::_validate_property(PropertyInfo &property) const { property.usage = 0; } - if (property.name.begins_with("transmission")) { + if (property.name.begins_with("backlight")) { + property.usage = 0; + } + + if (property.name.begins_with("transmittance")) { property.usage = 0; } } } void BaseMaterial3D::set_point_size(float p_point_size) { - point_size = p_point_size; RS::get_singleton()->material_set_param(_get_material(), shader_names->point_size, p_point_size); } float BaseMaterial3D::get_point_size() const { - return point_size; } void BaseMaterial3D::set_uv1_scale(const Vector3 &p_scale) { - uv1_scale = p_scale; RS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_scale, p_scale); } Vector3 BaseMaterial3D::get_uv1_scale() const { - return uv1_scale; } void BaseMaterial3D::set_uv1_offset(const Vector3 &p_offset) { - uv1_offset = p_offset; RS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_offset, p_offset); } -Vector3 BaseMaterial3D::get_uv1_offset() const { +Vector3 BaseMaterial3D::get_uv1_offset() const { return uv1_offset; } void BaseMaterial3D::set_uv1_triplanar_blend_sharpness(float p_sharpness) { - uv1_triplanar_sharpness = p_sharpness; RS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_blend_sharpness, p_sharpness); } float BaseMaterial3D::get_uv1_triplanar_blend_sharpness() const { - return uv1_triplanar_sharpness; } void BaseMaterial3D::set_uv2_scale(const Vector3 &p_scale) { - uv2_scale = p_scale; RS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_scale, p_scale); } Vector3 BaseMaterial3D::get_uv2_scale() const { - return uv2_scale; } void BaseMaterial3D::set_uv2_offset(const Vector3 &p_offset) { - uv2_offset = p_offset; RS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_offset, p_offset); } Vector3 BaseMaterial3D::get_uv2_offset() const { - return uv2_offset; } void BaseMaterial3D::set_uv2_triplanar_blend_sharpness(float p_sharpness) { - uv2_triplanar_sharpness = p_sharpness; RS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_blend_sharpness, p_sharpness); } float BaseMaterial3D::get_uv2_triplanar_blend_sharpness() const { - return uv2_triplanar_sharpness; } void BaseMaterial3D::set_billboard_mode(BillboardMode p_mode) { - billboard_mode = p_mode; _queue_shader_change(); _change_notify(); } BaseMaterial3D::BillboardMode BaseMaterial3D::get_billboard_mode() const { - return billboard_mode; } void BaseMaterial3D::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 BaseMaterial3D::get_particles_anim_h_frames() const { - return particles_anim_h_frames; } -void BaseMaterial3D::set_particles_anim_v_frames(int p_frames) { +void BaseMaterial3D::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 BaseMaterial3D::get_particles_anim_v_frames() const { - return particles_anim_v_frames; } void BaseMaterial3D::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 BaseMaterial3D::get_particles_anim_loop() const { - return particles_anim_loop; } void BaseMaterial3D::set_heightmap_deep_parallax(bool p_enable) { - deep_parallax = p_enable; _queue_shader_change(); _change_notify(); } bool BaseMaterial3D::is_heightmap_deep_parallax_enabled() const { - return deep_parallax; } void BaseMaterial3D::set_heightmap_deep_parallax_min_layers(int p_layer) { - deep_parallax_min_layers = p_layer; RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_min_layers, p_layer); } -int BaseMaterial3D::get_heightmap_deep_parallax_min_layers() const { +int BaseMaterial3D::get_heightmap_deep_parallax_min_layers() const { return deep_parallax_min_layers; } void BaseMaterial3D::set_heightmap_deep_parallax_max_layers(int p_layer) { - deep_parallax_max_layers = p_layer; RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_max_layers, p_layer); } -int BaseMaterial3D::get_heightmap_deep_parallax_max_layers() const { +int BaseMaterial3D::get_heightmap_deep_parallax_max_layers() const { return deep_parallax_max_layers; } void BaseMaterial3D::set_heightmap_deep_parallax_flip_tangent(bool p_flip) { - heightmap_parallax_flip_tangent = p_flip; RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_flip, Vector2(heightmap_parallax_flip_tangent ? -1 : 1, heightmap_parallax_flip_binormal ? -1 : 1)); } bool BaseMaterial3D::get_heightmap_deep_parallax_flip_tangent() const { - return heightmap_parallax_flip_tangent; } void BaseMaterial3D::set_heightmap_deep_parallax_flip_binormal(bool p_flip) { - heightmap_parallax_flip_binormal = p_flip; RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_flip, Vector2(heightmap_parallax_flip_tangent ? -1 : 1, heightmap_parallax_flip_binormal ? -1 : 1)); } bool BaseMaterial3D::get_heightmap_deep_parallax_flip_binormal() const { - return heightmap_parallax_flip_binormal; } @@ -1824,7 +1842,6 @@ void BaseMaterial3D::set_alpha_scissor_threshold(float p_threshold) { } float BaseMaterial3D::get_alpha_scissor_threshold() const { - return alpha_scissor_threshold; } @@ -1834,7 +1851,6 @@ void BaseMaterial3D::set_grow(float p_grow) { } float BaseMaterial3D::get_grow() const { - return grow; } @@ -1861,7 +1877,6 @@ BaseMaterial3D::TextureChannel BaseMaterial3D::get_metallic_texture_channel() co } void BaseMaterial3D::set_roughness_texture_channel(TextureChannel p_channel) { - ERR_FAIL_INDEX(p_channel, 5); roughness_texture_channel = p_channel; _queue_shader_change(); @@ -1872,7 +1887,6 @@ BaseMaterial3D::TextureChannel BaseMaterial3D::get_roughness_texture_channel() c } void BaseMaterial3D::set_ao_texture_channel(TextureChannel p_channel) { - ERR_FAIL_INDEX(p_channel, 5); ao_texture_channel = p_channel; RS::get_singleton()->material_set_param(_get_material(), shader_names->ao_texture_channel, _get_texture_mask(p_channel)); @@ -1883,7 +1897,6 @@ BaseMaterial3D::TextureChannel BaseMaterial3D::get_ao_texture_channel() const { } void BaseMaterial3D::set_refraction_texture_channel(TextureChannel p_channel) { - ERR_FAIL_INDEX(p_channel, 5); refraction_texture_channel = p_channel; RS::get_singleton()->material_set_param(_get_material(), shader_names->refraction_texture_channel, _get_texture_mask(p_channel)); @@ -1894,22 +1907,28 @@ BaseMaterial3D::TextureChannel BaseMaterial3D::get_refraction_texture_channel() } RID BaseMaterial3D::get_material_rid_for_2d(bool p_shaded, bool p_transparent, bool p_double_sided, bool p_cut_alpha, bool p_opaque_prepass, bool p_billboard, bool p_billboard_y) { - int version = 0; - if (p_shaded) + if (p_shaded) { version = 1; - if (p_transparent) + } + if (p_transparent) { version |= 2; - if (p_cut_alpha) + } + if (p_cut_alpha) { version |= 4; - if (p_opaque_prepass) + } + if (p_opaque_prepass) { version |= 8; - if (p_double_sided) + } + if (p_double_sided) { version |= 16; - if (p_billboard) + } + if (p_billboard) { version |= 32; - if (p_billboard_y) + } + if (p_billboard_y) { version |= 64; + } if (materials_for_2d[version].is_valid()) { return materials_for_2d[version]->get_rid(); @@ -1940,85 +1959,74 @@ void BaseMaterial3D::set_on_top_of_alpha() { } void BaseMaterial3D::set_proximity_fade(bool p_enable) { - proximity_fade_enabled = p_enable; _queue_shader_change(); _change_notify(); } bool BaseMaterial3D::is_proximity_fade_enabled() const { - return proximity_fade_enabled; } void BaseMaterial3D::set_proximity_fade_distance(float p_distance) { - proximity_fade_distance = p_distance; RS::get_singleton()->material_set_param(_get_material(), shader_names->proximity_fade_distance, p_distance); } -float BaseMaterial3D::get_proximity_fade_distance() const { +float BaseMaterial3D::get_proximity_fade_distance() const { return proximity_fade_distance; } void BaseMaterial3D::set_distance_fade(DistanceFadeMode p_mode) { - distance_fade = p_mode; _queue_shader_change(); _change_notify(); } -BaseMaterial3D::DistanceFadeMode BaseMaterial3D::get_distance_fade() const { +BaseMaterial3D::DistanceFadeMode BaseMaterial3D::get_distance_fade() const { return distance_fade; } void BaseMaterial3D::set_distance_fade_max_distance(float p_distance) { - distance_fade_max_distance = p_distance; RS::get_singleton()->material_set_param(_get_material(), shader_names->distance_fade_max, distance_fade_max_distance); } -float BaseMaterial3D::get_distance_fade_max_distance() const { +float BaseMaterial3D::get_distance_fade_max_distance() const { return distance_fade_max_distance; } void BaseMaterial3D::set_distance_fade_min_distance(float p_distance) { - distance_fade_min_distance = p_distance; RS::get_singleton()->material_set_param(_get_material(), shader_names->distance_fade_min, distance_fade_min_distance); } float BaseMaterial3D::get_distance_fade_min_distance() const { - return distance_fade_min_distance; } void BaseMaterial3D::set_emission_operator(EmissionOperator p_op) { - - if (emission_op == p_op) + if (emission_op == p_op) { return; + } emission_op = p_op; _queue_shader_change(); } BaseMaterial3D::EmissionOperator BaseMaterial3D::get_emission_operator() const { - return emission_op; } RID BaseMaterial3D::get_shader_rid() const { - ERR_FAIL_COND_V(!shader_map.has(current_key), RID()); return shader_map[current_key].shader; } Shader::Mode BaseMaterial3D::get_shader_mode() const { - return Shader::MODE_SPATIAL; } void BaseMaterial3D::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_albedo", "albedo"), &BaseMaterial3D::set_albedo); ClassDB::bind_method(D_METHOD("get_albedo"), &BaseMaterial3D::get_albedo); @@ -2067,8 +2075,20 @@ void BaseMaterial3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_subsurface_scattering_strength", "strength"), &BaseMaterial3D::set_subsurface_scattering_strength); ClassDB::bind_method(D_METHOD("get_subsurface_scattering_strength"), &BaseMaterial3D::get_subsurface_scattering_strength); - ClassDB::bind_method(D_METHOD("set_transmission", "transmission"), &BaseMaterial3D::set_transmission); - ClassDB::bind_method(D_METHOD("get_transmission"), &BaseMaterial3D::get_transmission); + ClassDB::bind_method(D_METHOD("set_transmittance_color", "color"), &BaseMaterial3D::set_transmittance_color); + ClassDB::bind_method(D_METHOD("get_transmittance_color"), &BaseMaterial3D::get_transmittance_color); + + ClassDB::bind_method(D_METHOD("set_transmittance_depth", "depth"), &BaseMaterial3D::set_transmittance_depth); + ClassDB::bind_method(D_METHOD("get_transmittance_depth"), &BaseMaterial3D::get_transmittance_depth); + + ClassDB::bind_method(D_METHOD("set_transmittance_curve", "curve"), &BaseMaterial3D::set_transmittance_curve); + ClassDB::bind_method(D_METHOD("get_transmittance_curve"), &BaseMaterial3D::get_transmittance_curve); + + ClassDB::bind_method(D_METHOD("set_transmittance_boost", "boost"), &BaseMaterial3D::set_transmittance_boost); + ClassDB::bind_method(D_METHOD("get_transmittance_boost"), &BaseMaterial3D::get_transmittance_boost); + + ClassDB::bind_method(D_METHOD("set_backlight", "backlight"), &BaseMaterial3D::set_backlight); + ClassDB::bind_method(D_METHOD("get_backlight"), &BaseMaterial3D::get_backlight); ClassDB::bind_method(D_METHOD("set_refraction", "refraction"), &BaseMaterial3D::set_refraction); ClassDB::bind_method(D_METHOD("get_refraction"), &BaseMaterial3D::get_refraction); @@ -2282,14 +2302,23 @@ void BaseMaterial3D::_bind_methods() { ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "heightmap_flip_texture"), "set_flag", "get_flag", FLAG_INVERT_HEIGHTMAP); ADD_GROUP("Subsurf Scatter", "subsurf_scatter_"); - ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_enabled"), "set_feature", "get_feature", FEATURE_SUBSURACE_SCATTERING); + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_enabled"), "set_feature", "get_feature", FEATURE_SUBSURFACE_SCATTERING); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "subsurf_scatter_strength", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_subsurface_scattering_strength", "get_subsurface_scattering_strength"); + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_skin_mode"), "set_flag", "get_flag", FLAG_SUBSURFACE_MODE_SKIN); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "subsurf_scatter_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_SUBSURFACE_SCATTERING); - ADD_GROUP("Transmission", "transmission_"); - ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "transmission_enabled"), "set_feature", "get_feature", FEATURE_TRANSMISSION); - ADD_PROPERTY(PropertyInfo(Variant::COLOR, "transmission", PROPERTY_HINT_COLOR_NO_ALPHA), "set_transmission", "get_transmission"); - ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "transmission_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_TRANSMISSION); + ADD_SUBGROUP("Transmittance", "subsurf_scatter_transmittance_"); + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_transmittance_enabled"), "set_feature", "get_feature", FEATURE_SUBSURFACE_TRANSMITTANCE); + ADD_PROPERTY(PropertyInfo(Variant::COLOR, "subsurf_scatter_transmittance_color"), "set_transmittance_color", "get_transmittance_color"); + ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "subsurf_scatter_transmittance_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_SUBSURFACE_TRANSMITTANCE); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "subsurf_scatter_transmittance_depth", PROPERTY_HINT_RANGE, "0.001,8,0.001,or_greater"), "set_transmittance_depth", "get_transmittance_depth"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "subsurf_scatter_transmittance_curve", PROPERTY_HINT_EXP_EASING, "0.01,16,0.01"), "set_transmittance_curve", "get_transmittance_curve"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "subsurf_scatter_transmittance_boost", PROPERTY_HINT_RANGE, "0.00,1.0,0.01"), "set_transmittance_boost", "get_transmittance_boost"); + + ADD_GROUP("Back Lighting", "backlight_"); + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "backlight_enabled"), "set_feature", "get_feature", FEATURE_BACKLIGHT); + ADD_PROPERTY(PropertyInfo(Variant::COLOR, "backlight", PROPERTY_HINT_COLOR_NO_ALPHA), "set_backlight", "get_backlight"); + ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "backlight_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_BACKLIGHT); ADD_GROUP("Refraction", "refraction_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "refraction_enabled"), "set_feature", "get_feature", FEATURE_REFRACTION); @@ -2362,7 +2391,8 @@ void BaseMaterial3D::_bind_methods() { BIND_ENUM_CONSTANT(TEXTURE_AMBIENT_OCCLUSION); BIND_ENUM_CONSTANT(TEXTURE_HEIGHTMAP); BIND_ENUM_CONSTANT(TEXTURE_SUBSURFACE_SCATTERING); - BIND_ENUM_CONSTANT(TEXTURE_TRANSMISSION); + BIND_ENUM_CONSTANT(TEXTURE_SUBSURFACE_TRANSMITTANCE); + BIND_ENUM_CONSTANT(TEXTURE_BACKLIGHT); BIND_ENUM_CONSTANT(TEXTURE_REFRACTION); BIND_ENUM_CONSTANT(TEXTURE_DETAIL_MASK); BIND_ENUM_CONSTANT(TEXTURE_DETAIL_ALBEDO); @@ -2399,8 +2429,9 @@ void BaseMaterial3D::_bind_methods() { BIND_ENUM_CONSTANT(FEATURE_ANISOTROPY); BIND_ENUM_CONSTANT(FEATURE_AMBIENT_OCCLUSION); BIND_ENUM_CONSTANT(FEATURE_HEIGHT_MAPPING); - BIND_ENUM_CONSTANT(FEATURE_SUBSURACE_SCATTERING); - BIND_ENUM_CONSTANT(FEATURE_TRANSMISSION); + BIND_ENUM_CONSTANT(FEATURE_SUBSURFACE_SCATTERING); + BIND_ENUM_CONSTANT(FEATURE_SUBSURFACE_TRANSMITTANCE); + BIND_ENUM_CONSTANT(FEATURE_BACKLIGHT); BIND_ENUM_CONSTANT(FEATURE_REFRACTION); BIND_ENUM_CONSTANT(FEATURE_DETAIL); BIND_ENUM_CONSTANT(FEATURE_MAX); @@ -2436,6 +2467,7 @@ void BaseMaterial3D::_bind_methods() { BIND_ENUM_CONSTANT(FLAG_USE_SHADOW_TO_OPACITY); BIND_ENUM_CONSTANT(FLAG_USE_TEXTURE_REPEAT); BIND_ENUM_CONSTANT(FLAG_INVERT_HEIGHTMAP); + BIND_ENUM_CONSTANT(FLAG_SUBSURFACE_MODE_SKIN); BIND_ENUM_CONSTANT(FLAG_MAX); BIND_ENUM_CONSTANT(DIFFUSE_BURLEY); @@ -2472,7 +2504,6 @@ void BaseMaterial3D::_bind_methods() { BaseMaterial3D::BaseMaterial3D(bool p_orm) : element(this) { - orm = p_orm; // Initialize to the same values as the shader transparency = TRANSPARENCY_DISABLED; @@ -2491,7 +2522,11 @@ BaseMaterial3D::BaseMaterial3D(bool p_orm) : set_anisotropy(0); set_heightmap_scale(0.05); set_subsurface_scattering_strength(0); - set_transmission(Color(0, 0, 0)); + set_backlight(Color(0, 0, 0)); + set_transmittance_color(Color(1, 1, 1, 1)); + set_transmittance_depth(0.1); + set_transmittance_curve(1.0); + set_transmittance_boost(0.0); set_refraction(0.05); set_point_size(1); set_uv1_offset(Vector3(0, 0, 0)); @@ -2536,7 +2571,7 @@ BaseMaterial3D::BaseMaterial3D(bool p_orm) : depth_draw_mode = DEPTH_DRAW_OPAQUE_ONLY; cull_mode = CULL_BACK; for (int i = 0; i < FLAG_MAX; i++) { - flags[i] = 0; + flags[i] = false; } flags[FLAG_USE_TEXTURE_REPEAT] = true; @@ -2547,14 +2582,14 @@ BaseMaterial3D::BaseMaterial3D(bool p_orm) : features[i] = false; } - current_key.key = 0; + current_key.key0 = 0; + current_key.key1 = 0; current_key.invalid_key = 1; texture_filter = TEXTURE_FILTER_LINEAR_WITH_MIPMAPS; _queue_shader_change(); } BaseMaterial3D::~BaseMaterial3D() { - MutexLock lock(material_mutex); if (shader_map.has(current_key)) { @@ -2641,7 +2676,7 @@ bool StandardMaterial3D::_set(const StringName &p_name, const Variant &p_value) { "depth_flip_binormal", "heightmap_flip_binormal" }, { "depth_texture", "heightmap_texture" }, - { NULL, NULL }, + { nullptr, nullptr }, }; int idx = 0; |