summaryrefslogtreecommitdiff
path: root/scene/resources/canvas_item_material.cpp
blob: aa6cc4adedc46c802b581d034b1f5facd649c047 (plain)
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
/*************************************************************************/
/*  canvas_item_material.cpp                                             */
/*************************************************************************/
/*                       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.                */
/*************************************************************************/

#include "canvas_item_material.h"

#include "core/version.h"

Mutex CanvasItemMaterial::material_mutex;
SelfList<CanvasItemMaterial>::List *CanvasItemMaterial::dirty_materials = nullptr;
HashMap<CanvasItemMaterial::MaterialKey, CanvasItemMaterial::ShaderData, CanvasItemMaterial::MaterialKey> CanvasItemMaterial::shader_map;
CanvasItemMaterial::ShaderNames *CanvasItemMaterial::shader_names = nullptr;

void CanvasItemMaterial::init_shaders() {
	dirty_materials = memnew(SelfList<CanvasItemMaterial>::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!

	// Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
	String code = "// NOTE: Shader automatically converted from " VERSION_NAME " " VERSION_FULL_CONFIG "'s CanvasItemMaterial.\n\n";

	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 + 0.5) / 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 (is_initialized && !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;
	is_initialized = true;
	_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());
	}
}