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-rw-r--r--scene/2d/canvas_item.cpp200
-rw-r--r--scene/2d/canvas_item.h92
-rw-r--r--scene/3d/particles.cpp2
-rw-r--r--scene/register_scene_types.cpp4
4 files changed, 289 insertions, 9 deletions
diff --git a/scene/2d/canvas_item.cpp b/scene/2d/canvas_item.cpp
index 89b89a50d8..189dd66a26 100644
--- a/scene/2d/canvas_item.cpp
+++ b/scene/2d/canvas_item.cpp
@@ -39,6 +39,196 @@
#include "scene/scene_string_names.h"
#include "servers/visual_server.h"
+Mutex *CanvasItemMaterial::material_mutex = NULL;
+SelfList<CanvasItemMaterial>::List CanvasItemMaterial::dirty_materials;
+Map<CanvasItemMaterial::MaterialKey, CanvasItemMaterial::ShaderData> CanvasItemMaterial::shader_map;
+
+void CanvasItemMaterial::init_shaders() {
+
+#ifndef NO_THREADS
+ material_mutex = Mutex::create();
+#endif
+}
+
+void CanvasItemMaterial::finish_shaders() {
+
+#ifndef NO_THREADS
+ memdelete(material_mutex);
+#endif
+}
+
+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
+ 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 = "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;
+ }
+
+ 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"; //thats it.
+
+ ShaderData shader_data;
+ shader_data.shader = VS::get_singleton()->shader_create();
+ shader_data.users = 1;
+
+ VS::get_singleton()->shader_set_code(shader_data.shader, code);
+
+ shader_map[mk] = shader_data;
+
+ VS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
+}
+
+void CanvasItemMaterial::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 CanvasItemMaterial::_queue_shader_change() {
+
+ if (material_mutex)
+ material_mutex->lock();
+
+ if (!element.in_list()) {
+ dirty_materials.add(&element);
+ }
+
+ if (material_mutex)
+ material_mutex->unlock();
+}
+
+bool CanvasItemMaterial::_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 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::_validate_property(PropertyInfo &property) const {
+}
+
+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);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Sub,Mul,Premult 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");
+
+ BIND_CONSTANT(BLEND_MODE_MIX);
+ BIND_CONSTANT(BLEND_MODE_ADD);
+ BIND_CONSTANT(BLEND_MODE_SUB);
+ BIND_CONSTANT(BLEND_MODE_MUL);
+ BIND_CONSTANT(BLEND_MODE_PREMULT_ALPHA);
+ BIND_CONSTANT(LIGHT_MODE_NORMAL);
+ BIND_CONSTANT(LIGHT_MODE_UNSHADED);
+ BIND_CONSTANT(LIGHT_MODE_LIGHT_ONLY);
+}
+
+CanvasItemMaterial::CanvasItemMaterial()
+ : element(this) {
+
+ blend_mode = BLEND_MODE_MIX;
+ light_mode = LIGHT_MODE_NORMAL;
+
+ current_key.key = 0;
+ current_key.invalid_key = 1;
+ _queue_shader_change();
+}
+
+CanvasItemMaterial::~CanvasItemMaterial() {
+
+ 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();
+}
+
///////////////////////////////////////////////////////////////////
bool CanvasItem::is_visible_in_tree() const {
@@ -665,7 +855,7 @@ bool CanvasItem::is_draw_behind_parent_enabled() const {
return behind;
}
-void CanvasItem::set_material(const Ref<ShaderMaterial> &p_material) {
+void CanvasItem::set_material(const Ref<Material> &p_material) {
material = p_material;
RID rid;
@@ -686,7 +876,7 @@ bool CanvasItem::get_use_parent_material() const {
return use_parent_material;
}
-Ref<ShaderMaterial> CanvasItem::get_material() const {
+Ref<Material> CanvasItem::get_material() const {
return material;
}
@@ -788,8 +978,8 @@ void CanvasItem::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_world_2d"), &CanvasItem::get_world_2d);
//ClassDB::bind_method(D_METHOD("get_viewport"),&CanvasItem::get_viewport);
- ClassDB::bind_method(D_METHOD("set_material", "material:ShaderMaterial"), &CanvasItem::set_material);
- ClassDB::bind_method(D_METHOD("get_material:ShaderMaterial"), &CanvasItem::get_material);
+ ClassDB::bind_method(D_METHOD("set_material", "material:Material"), &CanvasItem::set_material);
+ ClassDB::bind_method(D_METHOD("get_material:Material"), &CanvasItem::get_material);
ClassDB::bind_method(D_METHOD("set_use_parent_material", "enable"), &CanvasItem::set_use_parent_material);
ClassDB::bind_method(D_METHOD("get_use_parent_material"), &CanvasItem::get_use_parent_material);
@@ -815,7 +1005,7 @@ void CanvasItem::_bind_methods() {
ADD_PROPERTYNO(PropertyInfo(Variant::INT, "light_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_light_mask", "get_light_mask");
ADD_GROUP("Material", "");
- ADD_PROPERTYNZ(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial"), "set_material", "get_material");
+ ADD_PROPERTYNZ(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,CanvasItemMaterial"), "set_material", "get_material");
ADD_PROPERTYNZ(PropertyInfo(Variant::BOOL, "use_parent_material"), "set_use_parent_material", "get_use_parent_material");
//exporting these two things doesn't really make much sense i think
//ADD_PROPERTY( PropertyInfo(Variant::BOOL,"transform/toplevel"), "set_as_toplevel","is_set_as_toplevel") ;
diff --git a/scene/2d/canvas_item.h b/scene/2d/canvas_item.h
index 906a08d219..bffc171fc1 100644
--- a/scene/2d/canvas_item.h
+++ b/scene/2d/canvas_item.h
@@ -42,6 +42,92 @@ class Font;
class StyleBox;
+class CanvasItemMaterial : public Material {
+
+ GDCLASS(CanvasItemMaterial, Material)
+
+public:
+ enum BlendMode {
+ BLEND_MODE_MIX,
+ BLEND_MODE_ADD,
+ BLEND_MODE_SUB,
+ BLEND_MODE_MUL,
+ BLEND_MODE_PREMULT_ALPHA
+ };
+
+ enum LightMode {
+ LIGHT_MODE_NORMAL,
+ LIGHT_MODE_UNSHADED,
+ LIGHT_MODE_LIGHT_ONLY
+ };
+
+private:
+ union MaterialKey {
+
+ struct {
+ uint32_t blend_mode : 4;
+ uint32_t light_mode : 4;
+ 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;
+ mk.blend_mode = blend_mode;
+ mk.light_mode = light_mode;
+ return mk;
+ }
+
+ static Mutex *material_mutex;
+ static SelfList<CanvasItemMaterial>::List dirty_materials;
+ SelfList<CanvasItemMaterial> element;
+
+ void _update_shader();
+ _FORCE_INLINE_ void _queue_shader_change();
+ _FORCE_INLINE_ bool _is_shader_dirty() const;
+
+ BlendMode blend_mode;
+ LightMode light_mode;
+
+protected:
+ static void _bind_methods();
+ void _validate_property(PropertyInfo &property) const;
+
+public:
+ void set_blend_mode(BlendMode p_blend_mode);
+ BlendMode get_blend_mode() const;
+
+ void set_light_mode(LightMode p_light_mode);
+ LightMode get_light_mode() const;
+
+ static void init_shaders();
+ static void finish_shaders();
+ static void flush_changes();
+
+ CanvasItemMaterial();
+ virtual ~CanvasItemMaterial();
+};
+
+VARIANT_ENUM_CAST(CanvasItemMaterial::BlendMode)
+VARIANT_ENUM_CAST(CanvasItemMaterial::LightMode)
+
class CanvasItem : public Node {
GDCLASS(CanvasItem, Node);
@@ -83,7 +169,7 @@ private:
bool notify_local_transform;
bool notify_transform;
- Ref<ShaderMaterial> material;
+ Ref<Material> material;
mutable Transform2D global_transform;
mutable bool global_invalid;
@@ -203,8 +289,8 @@ public:
RID get_canvas() const;
Ref<World2D> get_world_2d() const;
- void set_material(const Ref<ShaderMaterial> &p_material);
- Ref<ShaderMaterial> get_material() const;
+ void set_material(const Ref<Material> &p_material);
+ Ref<Material> get_material() const;
void set_use_parent_material(bool p_use_parent_material);
bool get_use_parent_material() const;
diff --git a/scene/3d/particles.cpp b/scene/3d/particles.cpp
index 73a70c07b2..8508962521 100644
--- a/scene/3d/particles.cpp
+++ b/scene/3d/particles.cpp
@@ -571,7 +571,7 @@ void ParticlesMaterial::_update_shader() {
code += "\n";
code += " uint base_number=NUMBER/uint(trail_divisor);\n";
- code += " uint alt_seed=hash(base_number+uint(1));\n";
+ code += " uint alt_seed=hash(base_number+uint(1)+RANDOM_SEED);\n";
code += " float angle_rand=rand_from_seed(alt_seed);\n";
code += " float scale_rand=rand_from_seed(alt_seed);\n";
code += " float hue_rot_rand=rand_from_seed(alt_seed);\n";
diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp
index d4ca55346a..69d1a3aeb8 100644
--- a/scene/register_scene_types.cpp
+++ b/scene/register_scene_types.cpp
@@ -469,6 +469,9 @@ void register_scene_types() {
ClassDB::register_class<Shader>();
ClassDB::register_class<ShaderMaterial>();
ClassDB::register_virtual_class<CanvasItem>();
+ ClassDB::register_class<CanvasItemMaterial>();
+ SceneTree::add_idle_callback(CanvasItemMaterial::flush_changes);
+ CanvasItemMaterial::init_shaders();
ClassDB::register_class<Node2D>();
ClassDB::register_class<Particles2D>();
//ClassDB::register_class<ParticleAttractor2D>();
@@ -663,5 +666,6 @@ void unregister_scene_types() {
SpatialMaterial::finish_shaders();
ParticlesMaterial::finish_shaders();
+ CanvasItemMaterial::finish_shaders();
SceneStringNames::free();
}