/*************************************************************************/ /* 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" Mutex CanvasItemMaterial::material_mutex; SelfList::List *CanvasItemMaterial::dirty_materials = nullptr; Map CanvasItemMaterial::shader_map; CanvasItemMaterial::ShaderNames *CanvasItemMaterial::shader_names = nullptr; void CanvasItemMaterial::init_shaders() { dirty_materials = memnew(SelfList::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! 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; 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()); } }