1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
|
/*************************************************************************/
/* 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 = nullptr;
String code;
SelfList<Material>::List materials;
Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
RID version;
SelfList<Shader> dirty_list;
Map<StringName, Map<int, RID>> default_textures;
Vector<ShaderCompiler::GeneratedCode::Texture> 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 = nullptr;
Map<StringName, Variant> params;
SelfList<Material> list;
SelfList<Material> dirty_list;
Vector<Pair<StringName, RID>> textures;
float line_width;
int render_priority;
RID next_pass;
uint32_t index;
uint64_t last_pass;
// Map<Geometry *, int> geometry_owners;
// Map<InstanceBaseDependency *, int> 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> shader_owner;
mutable SelfList<Shader>::List _shader_dirty_list;
/* MATERIAL API */
mutable SelfList<Material>::List _material_dirty_list;
mutable RID_PtrOwner<Material> 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<StringName> 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<PropertyInfo> *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<InstanceShaderParam> *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
|