/**************************************************************************/ /* instance_uniforms.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 "instance_uniforms.h" #include "rendering_server_globals.h" void InstanceUniforms::free(RID p_self) { ERR_FAIL_COND(p_self.is_null()); if (is_allocated()) { RSG::material_storage->global_shader_parameters_instance_free(p_self); _location = -1; } _invalidate_items(); } void InstanceUniforms::materials_start() { _invalidate_items(); } void InstanceUniforms::materials_append(RID p_material) { ERR_FAIL_COND(p_material.is_null()); List params; RSG::material_storage->material_get_instance_shader_parameters(p_material, ¶ms); for (const RendererMaterialStorage::InstanceShaderParam &srcp : params) { StringName name = srcp.info.name; if (Item *ptr = _parameters.getptr(name); ptr) { if (!ptr->is_valid()) { _init_param(*ptr, srcp); } else if (ptr->index != srcp.index) { WARN_PRINT("More than one material in instance export the same instance shader uniform '" + srcp.info.name + "', but they do it with different indices. Only the first one (in order) will display correctly."); } else if (ptr->info.type != srcp.info.type) { WARN_PRINT("More than one material in instance export the same instance shader uniform '" + srcp.info.name + "', but they do it with different data types. Only the first one (in order) will display correctly."); } } else { Item i; _init_param(i, srcp); _parameters[name] = i; } } } bool InstanceUniforms::materials_finish(RID p_self) { ERR_FAIL_COND_V(p_self.is_null(), false); if (_parameters.is_empty()) { if (is_allocated()) { free(p_self); return true; } return false; } const bool should_alloc = !is_allocated(); if (should_alloc) { _location = RSG::material_storage->global_shader_parameters_instance_allocate(p_self); } for (KeyValue &kv : _parameters) { Item &i = kv.value; if (i.is_valid()) { RSG::material_storage->global_shader_parameters_instance_update(p_self, i.index, i.value, i.flags); } } return should_alloc; } Variant InstanceUniforms::get(const StringName &p_name) const { if (const Item *ptr = _parameters.getptr(p_name); ptr) { return ptr->value; } return Variant(); } void InstanceUniforms::set(RID p_self, const StringName &p_name, const Variant &p_value) { ERR_FAIL_COND(p_self.is_null()); ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT); if (Item *ptr = _parameters.getptr(p_name); ptr) { ptr->value = p_value; if (ptr->is_valid()) { RSG::material_storage->global_shader_parameters_instance_update(p_self, ptr->index, ptr->value, ptr->flags); } } else { Item i; // Initialize in materials_finish. i.value = p_value; _parameters[p_name] = i; } } Variant InstanceUniforms::get_default(const StringName &p_name) const { if (const Item *ptr = _parameters.getptr(p_name); ptr) { return ptr->default_value; } return Variant(); } void InstanceUniforms::get_property_list(List &r_parameters) const { Vector names; // Invalid items won't be saved, but will remain in memory in case of shader compilation failure. for (const KeyValue &kv : _parameters) { if (kv.value.is_valid()) { names.push_back(kv.key); } } names.sort_custom(); for (const StringName &n : names) { PropertyInfo pinfo = _parameters[n].info; r_parameters.push_back(pinfo); } } void InstanceUniforms::_init_param(Item &r_item, const RendererMaterialStorage::InstanceShaderParam &p_param) const { r_item.index = p_param.index; r_item.flags = 0; r_item.info = p_param.info; r_item.default_value = p_param.default_value; if (r_item.default_value.get_type() == Variant::NIL) { Callable::CallError cerr; Variant::construct(r_item.info.type, r_item.default_value, nullptr, 0, cerr); } if (r_item.value.get_type() == Variant::NIL) { r_item.value = r_item.default_value; } if (r_item.info.hint == PROPERTY_HINT_FLAGS) { // HACK: Detect boolean flags count and prevent overhead. switch (r_item.info.hint_string.length()) { case 3: // "x,y" r_item.flags = 1; break; case 5: // "x,y,z" r_item.flags = 2; break; case 7: // "x,y,z,w" r_item.flags = 3; break; } } } void InstanceUniforms::_invalidate_items() { for (KeyValue &kv : _parameters) { kv.value.index = -1; } }