godot-module-template/engine/servers/rendering/dummy/storage/material_storage.cpp
2025-04-12 18:40:44 +02:00

286 lines
9.3 KiB
C++

/**************************************************************************/
/* 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<StringName> MaterialStorage::global_shader_parameter_get_list() const {
Vector<StringName> names;
for (const KeyValue<StringName, RS::GlobalShaderParameterType> &E : global_shader_variables) {
names.push_back(E.key);
}
names.sort_custom<StringName::AlphCompare>();
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<PropertyInfo> 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<PropertyInfo> *p_param_list) const {
DummyShader *shader = shader_owner.get_or_null(p_shader);
ERR_FAIL_NULL(shader);
SortArray<Pair<StringName, int>, ShaderLanguage::UniformOrderComparator> sorter;
LocalVector<Pair<StringName, int>> filtered_uniforms;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : shader->uniforms) {
if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
continue;
}
filtered_uniforms.push_back(Pair<StringName, int>(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<InstanceShaderParam> *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<StringName, ShaderLanguage::ShaderNode::Uniform> &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);
}
}