/**************************************************************************/ /* material_storage.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 "material_storage.h" #include "core/config/project_settings.h" using namespace RendererDummy; MaterialStorage *MaterialStorage::singleton = nullptr; MaterialStorage::MaterialStorage() { singleton = this; ShaderCompiler::DefaultIdentifierActions actions; dummy_compiler.initialize(actions); } MaterialStorage::~MaterialStorage() { singleton = nullptr; global_shader_variables.clear(); } void MaterialStorage::global_shader_parameter_add(const StringName &p_name, RS::GlobalShaderParameterType p_type, const Variant &p_value) { ERR_FAIL_COND(global_shader_variables.has(p_name)); global_shader_variables[p_name] = p_type; } void MaterialStorage::global_shader_parameter_remove(const StringName &p_name) { if (!global_shader_variables.has(p_name)) { return; } global_shader_variables.erase(p_name); } Vector MaterialStorage::global_shader_parameter_get_list() const { Vector names; for (const KeyValue &E : global_shader_variables) { names.push_back(E.key); } names.sort_custom(); return names; } RS::GlobalShaderParameterType MaterialStorage::global_shader_parameter_get_type(const StringName &p_name) const { if (!global_shader_variables.has(p_name)) { print_line("don't have name, sorry"); return RS::GLOBAL_VAR_TYPE_MAX; } return global_shader_variables[p_name]; } void MaterialStorage::global_shader_parameters_load_settings(bool p_load_textures) { List settings; ProjectSettings::get_singleton()->get_property_list(&settings); for (const PropertyInfo &E : settings) { if (E.name.begins_with("shader_globals/")) { StringName name = E.name.get_slicec('/', 1); Dictionary d = GLOBAL_GET(E.name); ERR_CONTINUE(!d.has("type")); ERR_CONTINUE(!d.has("value")); String type = d["type"]; static const char *global_var_type_names[RS::GLOBAL_VAR_TYPE_MAX] = { "bool", "bvec2", "bvec3", "bvec4", "int", "ivec2", "ivec3", "ivec4", "rect2i", "uint", "uvec2", "uvec3", "uvec4", "float", "vec2", "vec3", "vec4", "color", "rect2", "mat2", "mat3", "mat4", "transform_2d", "transform", "sampler2D", "sampler2DArray", "sampler3D", "samplerCube", "samplerExternalOES" }; RS::GlobalShaderParameterType gvtype = RS::GLOBAL_VAR_TYPE_MAX; for (int i = 0; i < RS::GLOBAL_VAR_TYPE_MAX; i++) { if (global_var_type_names[i] == type) { gvtype = RS::GlobalShaderParameterType(i); break; } } ERR_CONTINUE(gvtype == RS::GLOBAL_VAR_TYPE_MAX); //type invalid if (!global_shader_variables.has(name)) { global_shader_parameter_add(name, gvtype, Variant()); } } } } RID MaterialStorage::shader_allocate() { return shader_owner.allocate_rid(); } void MaterialStorage::shader_initialize(RID p_rid) { shader_owner.initialize_rid(p_rid, DummyShader()); } void MaterialStorage::shader_free(RID p_rid) { DummyShader *shader = shader_owner.get_or_null(p_rid); ERR_FAIL_NULL(shader); shader_owner.free(p_rid); } void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) { DummyShader *shader = shader_owner.get_or_null(p_shader); ERR_FAIL_NULL(shader); if (p_code.is_empty()) { return; } String mode_string = ShaderLanguage::get_shader_type(p_code); RS::ShaderMode new_mode; if (mode_string == "canvas_item") { new_mode = RS::SHADER_CANVAS_ITEM; } else if (mode_string == "particles") { new_mode = RS::SHADER_PARTICLES; } else if (mode_string == "spatial") { new_mode = RS::SHADER_SPATIAL; } else if (mode_string == "sky") { new_mode = RS::SHADER_SKY; } else if (mode_string == "fog") { new_mode = RS::SHADER_FOG; } else { new_mode = RS::SHADER_MAX; ERR_FAIL_MSG("Shader type " + mode_string + " not supported in Dummy renderer."); } ShaderCompiler::IdentifierActions actions; actions.uniforms = &shader->uniforms; ShaderCompiler::GeneratedCode gen_code; Error err = MaterialStorage::get_singleton()->dummy_compiler.compile(new_mode, p_code, &actions, "", gen_code); ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed."); } void MaterialStorage::get_shader_parameter_list(RID p_shader, List *p_param_list) const { DummyShader *shader = shader_owner.get_or_null(p_shader); ERR_FAIL_NULL(shader); SortArray, ShaderLanguage::UniformOrderComparator> sorter; LocalVector> filtered_uniforms; for (const KeyValue &E : shader->uniforms) { if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) { continue; } filtered_uniforms.push_back(Pair(E.key, E.value.prop_order)); } int uniform_count = filtered_uniforms.size(); sorter.sort(filtered_uniforms.ptr(), uniform_count); String last_group; for (int i = 0; i < uniform_count; i++) { const StringName &uniform_name = filtered_uniforms[i].first; const ShaderLanguage::ShaderNode::Uniform &uniform = shader->uniforms[uniform_name]; String group = uniform.group; if (!uniform.subgroup.is_empty()) { group += "::" + uniform.subgroup; } if (group != last_group) { PropertyInfo pi; pi.usage = PROPERTY_USAGE_GROUP; pi.name = group; p_param_list->push_back(pi); last_group = group; } PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniform); pi.name = uniform_name; p_param_list->push_back(pi); } } RID MaterialStorage::material_allocate() { return material_owner.allocate_rid(); } void MaterialStorage::material_initialize(RID p_rid) { material_owner.initialize_rid(p_rid, DummyMaterial()); } void MaterialStorage::material_free(RID p_rid) { DummyMaterial *material = material_owner.get_or_null(p_rid); ERR_FAIL_NULL(material); material_owner.free(p_rid); } void MaterialStorage::material_set_shader(RID p_material, RID p_shader) { DummyMaterial *material = material_owner.get_or_null(p_material); ERR_FAIL_NULL(material); material->shader = p_shader; } void MaterialStorage::material_set_next_pass(RID p_material, RID p_next_material) { DummyMaterial *material = material_owner.get_or_null(p_material); ERR_FAIL_NULL(material); material->next_pass = p_next_material; } void MaterialStorage::material_get_instance_shader_parameters(RID p_material, List *r_parameters) { DummyMaterial *material = material_owner.get_or_null(p_material); ERR_FAIL_NULL(material); DummyShader *shader = shader_owner.get_or_null(material->shader); if (shader) { for (const KeyValue &E : shader->uniforms) { if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { continue; } RendererMaterialStorage::InstanceShaderParam p; p.info = ShaderLanguage::uniform_to_property_info(E.value); p.info.name = E.key; //supply name p.index = E.value.instance_index; p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint); r_parameters->push_back(p); } } if (material->next_pass.is_valid()) { material_get_instance_shader_parameters(material->next_pass, r_parameters); } }