/*************************************************************************/ /* material_storage.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* 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 */ /* "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. */ /*************************************************************************/ #ifndef MATERIAL_STORAGE_GLES3_H #define MATERIAL_STORAGE_GLES3_H #ifdef GLES3_ENABLED #include "core/templates/local_vector.h" #include "core/templates/rid_owner.h" #include "core/templates/self_list.h" #include "servers/rendering/renderer_compositor.h" #include "servers/rendering/renderer_storage.h" #include "servers/rendering/shader_compiler.h" #include "servers/rendering/shader_language.h" #include "servers/rendering/storage/material_storage.h" #include "drivers/gles3/shaders/copy.glsl.gen.h" namespace GLES3 { /* SHADER Structs */ struct Shaders { ShaderCompiler compiler; CopyShaderGLES3 copy; RID copy_version; //CubemapFilterShaderGLES3 cubemap_filter; ShaderCompiler::IdentifierActions actions_canvas; ShaderCompiler::IdentifierActions actions_scene; ShaderCompiler::IdentifierActions actions_particles; }; struct Material; struct Shader { RID self; RS::ShaderMode mode; ShaderGLES3 *shader; String code; SelfList::List materials; Map uniforms; RID version; SelfList dirty_list; Map> default_textures; Vector texture_uniforms; bool valid; String path; uint32_t index; uint64_t last_pass; struct CanvasItem { enum BlendMode { BLEND_MODE_MIX, BLEND_MODE_ADD, BLEND_MODE_SUB, BLEND_MODE_MUL, BLEND_MODE_PMALPHA, }; int blend_mode; enum LightMode { LIGHT_MODE_NORMAL, LIGHT_MODE_UNSHADED, LIGHT_MODE_LIGHT_ONLY }; int light_mode; bool uses_screen_texture; bool uses_screen_uv; bool uses_time; bool uses_modulate; bool uses_color; bool uses_vertex; // all these should disable item joining if used in a custom shader bool uses_model_matrix; bool uses_extra_matrix; bool uses_projection_matrix; bool uses_instance_custom; } canvas_item; struct Spatial { enum BlendMode { BLEND_MODE_MIX, BLEND_MODE_ADD, BLEND_MODE_SUB, BLEND_MODE_MUL, }; int blend_mode; enum DepthDrawMode { DEPTH_DRAW_OPAQUE, DEPTH_DRAW_ALWAYS, DEPTH_DRAW_NEVER, DEPTH_DRAW_ALPHA_PREPASS, }; int depth_draw_mode; enum CullMode { CULL_MODE_FRONT, CULL_MODE_BACK, CULL_MODE_DISABLED, }; int cull_mode; bool uses_alpha; bool uses_alpha_scissor; bool unshaded; bool no_depth_test; bool uses_vertex; bool uses_discard; bool uses_sss; bool uses_screen_texture; bool uses_depth_texture; bool uses_time; bool uses_tangent; bool uses_ensure_correct_normals; bool writes_modelview_or_projection; bool uses_vertex_lighting; bool uses_world_coordinates; } spatial; struct Particles { } particles; bool uses_vertex_time; bool uses_fragment_time; Shader() : dirty_list(this) { shader = nullptr; valid = false; version = RID(); last_pass = 0; } }; /* MATERIAL Structs */ struct Material { RID self; Shader *shader; Map params; SelfList list; SelfList dirty_list; Vector> textures; float line_width; int render_priority; RID next_pass; uint32_t index; uint64_t last_pass; // Map geometry_owners; // Map instance_owners; bool can_cast_shadow_cache; bool is_animated_cache; Material() : list(this), dirty_list(this) { can_cast_shadow_cache = false; is_animated_cache = false; shader = nullptr; line_width = 1.0; last_pass = 0; render_priority = 0; } }; class MaterialStorage : public RendererMaterialStorage { private: static MaterialStorage *singleton; /* SHADER API */ mutable Shaders shaders; mutable RID_PtrOwner shader_owner; mutable SelfList::List _shader_dirty_list; /* MATERIAL API */ mutable SelfList::List _material_dirty_list; mutable RID_PtrOwner material_owner; public: static MaterialStorage *get_singleton(); MaterialStorage(); virtual ~MaterialStorage(); /* GLOBAL VARIABLE API */ virtual void global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value) override; virtual void global_variable_remove(const StringName &p_name) override; virtual Vector global_variable_get_list() const override; virtual void global_variable_set(const StringName &p_name, const Variant &p_value) override; virtual void global_variable_set_override(const StringName &p_name, const Variant &p_value) override; virtual Variant global_variable_get(const StringName &p_name) const override; virtual RS::GlobalVariableType global_variable_get_type(const StringName &p_name) const override; virtual void global_variables_load_settings(bool p_load_textures = true) override; virtual void global_variables_clear() override; virtual int32_t global_variables_instance_allocate(RID p_instance) override; virtual void global_variables_instance_free(RID p_instance) override; virtual void global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value) override; /* SHADER API */ Shader *get_shader(RID p_rid) { return shader_owner.get_or_null(p_rid); }; bool owns_shader(RID p_rid) { return shader_owner.owns(p_rid); }; void _shader_make_dirty(Shader *p_shader); virtual RID shader_allocate() override; virtual void shader_initialize(RID p_rid) override; virtual void shader_free(RID p_rid) override; //RID shader_create() override; virtual void shader_set_code(RID p_shader, const String &p_code) override; virtual String shader_get_code(RID p_shader) const override; virtual void shader_get_param_list(RID p_shader, List *p_param_list) const override; virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) override; virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const override; virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const override { return RS::ShaderNativeSourceCode(); }; void _update_shader(Shader *p_shader) const; void update_dirty_shaders(); // new Variant shader_get_param_default(RID p_material, const StringName &p_param) const override { return Variant(); } /* MATERIAL API */ Material *get_material(RID p_rid) { return material_owner.get_or_null(p_rid); }; bool owns_material(RID p_rid) { return material_owner.owns(p_rid); }; void _material_make_dirty(Material *p_material) const; // void _material_add_geometry(RID p_material, Geometry *p_geometry); // void _material_remove_geometry(RID p_material, Geometry *p_geometry); void _update_material(Material *p_material); // new virtual void material_get_instance_shader_parameters(RID p_material, List *r_parameters) override {} virtual void material_update_dependency(RID p_material, RendererStorage::DependencyTracker *p_instance) override {} // old virtual RID material_allocate() override; virtual void material_initialize(RID p_rid) override; virtual void material_free(RID p_rid) override; //RID material_create() override; virtual void material_set_shader(RID p_material, RID p_shader) override; virtual RID material_get_shader(RID p_material) const; virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) override; virtual Variant material_get_param(RID p_material, const StringName &p_param) const override; virtual Variant material_get_param_default(RID p_material, const StringName &p_param) const; void material_set_line_width(RID p_material, float p_width); virtual void material_set_next_pass(RID p_material, RID p_next_material) override; virtual bool material_is_animated(RID p_material) override; virtual bool material_casts_shadows(RID p_material) override; bool material_uses_tangents(RID p_material); bool material_uses_ensure_correct_normals(RID p_material); void material_add_instance_owner(RID p_material, RendererStorage::DependencyTracker *p_instance); void material_remove_instance_owner(RID p_material, RendererStorage::DependencyTracker *p_instance); void material_set_render_priority(RID p_material, int priority) override; void update_dirty_materials(); }; } // namespace GLES3 #endif // GLES3_ENABLED #endif // !MATERIAL_STORAGE_GLES3_H