Split material.h.

This commit is contained in:
Relintai 2023-12-10 21:26:28 +01:00
parent ee245511fd
commit 11945d7f1d
55 changed files with 3114 additions and 2889 deletions

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@ -65,6 +65,8 @@
#include "scene/main/node.h"
#include "scene/main/viewport.h"
#include "scene/resources/material/material.h"
#include "scene/resources/material/spatial_material.h"
#include "scene/resources/material/shader_material.h"
#include "scene/resources/shader.h"
#include "scene/resources/style_box.h"
#include "scene/resources/texture.h"

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@ -50,6 +50,8 @@
#include "scene/resources/resource_format_text.h"
#include "core/scene/resources/shapes/shape.h"
#include "core/scene/resources/shapes/sphere_shape.h"
#include "scene/resources/material/spatial_material.h"
#include "scene/resources/material/shader_material.h"
uint32_t EditorSceneImporter::get_import_flags() const {
if (get_script_instance()) {

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@ -41,6 +41,8 @@
#include "core/string/ustring.h"
#include "core/containers/vector.h"
#include "scene/resources/material/shader_material.h"
class AnimationTrackEditor;
class AnimationPlayerEditorPlugin;
class AcceptDialog;

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@ -62,6 +62,7 @@
#include "scene/main/node.h"
#include "scene/main/scene_tree.h"
#include "scene/resources/material/material.h"
#include "scene/resources/material/spatial_material.h"
#include "scene/resources/mesh/mesh.h"
#include "scene/resources/texture.h"

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@ -36,6 +36,8 @@
#include "scene/main/viewport.h"
#include "scene/resources/environment_3d.h"
#include "scene/resources/material/particles_material.h"
#include "scene/resources/material/spatial_material.h"
#include "scene/resources/material/shader_material.h"
#include "scene/resources/sky.h"
#include "scene/resources/world_3d.h"
#include "core/object/class_db.h"

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@ -36,6 +36,7 @@
#include "scene/3d/mesh_instance.h"
#include "scene/gui/box_container.h"
#include "scene/resources/mesh/immediate_mesh.h"
#include "scene/resources/material/spatial_material.h"
#include "scene/3d/navigation_obstacle.h"

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@ -62,6 +62,8 @@
#include "editor/spatial_editor_gizmos.h"
#include "scene/resources/material/material.h"
#include "scene/resources/material/spatial_material.h"
#include "scene/resources/material/shader_material.h"
#include "scene/resources/mesh/mesh.h"
#include "scene/resources/texture.h"

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@ -93,6 +93,8 @@
#include "core/scene/resources/shapes/cylinder_shape.h"
#include "core/scene/resources/shapes/height_map_shape.h"
#include "scene/resources/material/material.h"
#include "scene/resources/material/spatial_material.h"
#include "scene/resources/material/shader_material.h"
#include "scene/resources/navigation/navigation_mesh.h"
#include "scene/resources/occluder_shape.h"
#include "scene/resources/occluder_shape_polygon.h"

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@ -46,6 +46,7 @@
#include "core/variant/variant.h"
#include "scene/resources/mesh/mesh.h"
#include "scene/resources/material/spatial_material.h"
#include "modules/modules_enabled.gen.h"

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@ -36,6 +36,7 @@
#include "scene/main/spatial.h"
#include "scene/animation/animation_player.h"
#include "scene/resources/material/material.h"
#include "scene/resources/material/spatial_material.h"
#include "scene/resources/texture.h"
#include "extensions/gltf_document_extension.h"

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@ -25,6 +25,8 @@ SOFTWARE.
#include "../../texture_packer/texture_packer.h"
#include "../singletons/ess.h"
#include "scene/resources/texture.h"
#include "scene/resources/material/spatial_material.h"
#include "scene/resources/material/shader_material.h"
int ESSMaterialCachePCM::get_texture_flags() const {
return _packer->get_texture_flags();

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@ -43,6 +43,7 @@
#include "scene/resources/navigation/navigation_mesh.h"
#include "scene/resources/world_3d.h"
#include "scene/resources/material/spatial_material.h"
bool GridMap::_set(const StringName &p_name, const Variant &p_value) {
String name = p_name;

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@ -40,6 +40,8 @@
#include "editor/pane_drag.h"
#include "grid_map.h"
#include "scene/resources/material/spatial_material.h"
class UndoRedo;
class Panel;
class MenuButton;

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@ -17,6 +17,7 @@
#include "scene/gui/option_button.h"
#include "scene/gui/texture_rect.h"
#include "scene/resources/material/material.h"
#include "scene/resources/material/shader_material.h"
MMGraphNode *MMGradientEditor::get_graph_node() {
return graph_node;

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@ -1,6 +1,7 @@
#include "mesh_data_instance.h"
#include "scene/resources/texture.h"
#include "scene/resources/material/spatial_material.h"
#include "core/io/image.h"

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@ -28,6 +28,7 @@ SOFTWARE.
#include "../nodes/mesh_data_instance.h"
#include "scene/resources/material/material.h"
#include "scene/resources/material/spatial_material.h"
Ref<MeshDataResource> PropDataMeshData::get_mesh() const {
return _mesh;

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@ -25,6 +25,8 @@ SOFTWARE.
#include "../../texture_packer/texture_packer.h"
#include "../singleton/prop_cache.h"
#include "scene/resources/texture.h"
#include "scene/resources/material/spatial_material.h"
#include "scene/resources/material/shader_material.h"
int PropMaterialCachePCM::get_texture_flags() const {
return _packer->get_texture_flags();

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@ -4,6 +4,8 @@
#include "scene/3d/light.h"
#include "scene/3d/physics_body.h"
#include "scene/resources/material/spatial_material.h"
#include "scene/resources/material/shader_material.h"
#include "modules/modules_enabled.gen.h"

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@ -32,6 +32,8 @@ SOFTWARE.
#include "scene/resources/world_3d.h"
#include "core/servers/physics/physics_server.h"
#include "singleton/prop_cache.h"
#include "scene/resources/material/spatial_material.h"
#include "scene/resources/material/shader_material.h"
#include "modules/modules_enabled.gen.h"

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@ -25,6 +25,7 @@ SOFTWARE.
#include "../../texture_packer/texture_packer.h"
#include "../singleton/prop_2d_cache.h"
#include "scene/resources/texture.h"
#include "scene/resources/material/shader_material.h"
int Prop2DMaterialCachePCM::get_texture_flags() const {
return _packer->get_texture_flags();

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@ -24,6 +24,8 @@ SOFTWARE.
#include "scene/resources/packed_scene.h"
#include "scene/resources/texture.h"
#include "scene/resources/material/spatial_material.h"
#include "scene/resources/material/shader_material.h"
#include "modules/modules_enabled.gen.h"

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@ -25,6 +25,8 @@ SOFTWARE.
#include "../../texture_packer/texture_packer.h"
#include "scene/resources/packed_scene.h"
#include "scene/resources/texture.h"
#include "scene/resources/material/spatial_material.h"
#include "scene/resources/material/shader_material.h"
#include "modules/modules_enabled.gen.h"

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@ -26,6 +26,8 @@ SOFTWARE.
#include "scene/resources/texture.h"
#include "terrain_surface.h"
#include "terrain_surface_merger.h"
#include "scene/resources/material/spatial_material.h"
#include "scene/resources/material/shader_material.h"
int TerrainMaterialCachePCM::get_texture_flags() const {
return _packer->get_texture_flags();

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@ -33,6 +33,8 @@ SOFTWARE.
#include "../default/terrain_chunk_default.h"
#include "scene/resources/world_3d.h"
#include "core/servers/physics/physics_server.h"
#include "scene/resources/material/spatial_material.h"
#include "scene/resources/material/shader_material.h"
#include "modules/modules_enabled.gen.h"

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@ -31,6 +31,8 @@ SOFTWARE.
#include "../default/terrain_chunk_default.h"
#include "core/servers/physics/physics_server.h"
#include "scene/resources/material/spatial_material.h"
#include "scene/resources/material/shader_material.h"
#include "modules/modules_enabled.gen.h"

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@ -24,6 +24,7 @@ SOFTWARE.
#include "scene/resources/packed_scene.h"
#include "scene/resources/texture.h"
#include "scene/resources/material/shader_material.h"
#include "modules/modules_enabled.gen.h"

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@ -26,6 +26,7 @@ SOFTWARE.
#include "scene/resources/texture.h"
#include "terrain_2d_surface.h"
#include "terrain_2d_surface_merger.h"
#include "scene/resources/material/shader_material.h"
int Terrain2DMaterialCachePCM::get_texture_flags() const {
return _packer->get_texture_flags();

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@ -39,6 +39,7 @@
#include "servers/navigation_2d_server.h"
#include "core/servers/physics_2d/physics_2d_server.h"
#include "servers/rendering/rendering_server_canvas_helper.h"
#include "scene/resources/material/shader_material.h"
#ifdef DEBUG_ENABLED
#include "servers/navigation_server.h"

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@ -40,6 +40,7 @@
#include "scene/resources/navigation_2d/navigation_polygon.h"
#include "core/scene/resources/shapes_2d/shape_2d.h"
#include "scene/resources/texture.h"
#include "scene/resources/material/shader_material.h"
class TileSet : public Resource {
GDCLASS(TileSet, Resource);

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@ -24,6 +24,8 @@ SOFTWARE.
#include "scene/resources/packed_scene.h"
#include "scene/resources/texture.h"
#include "scene/resources/material/spatial_material.h"
#include "scene/resources/material/shader_material.h"
#include "modules/modules_enabled.gen.h"

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@ -25,6 +25,8 @@ SOFTWARE.
#include "../../texture_packer/texture_packer.h"
#include "scene/resources/packed_scene.h"
#include "scene/resources/texture.h"
#include "scene/resources/material/spatial_material.h"
#include "scene/resources/material/shader_material.h"
#include "modules/modules_enabled.gen.h"

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@ -26,6 +26,8 @@ SOFTWARE.
#include "scene/resources/texture.h"
#include "voxel_surface.h"
#include "voxel_surface_merger.h"
#include "scene/resources/material/spatial_material.h"
#include "scene/resources/material/shader_material.h"
int VoxelMaterialCachePCM::get_texture_flags() const {
return _packer->get_texture_flags();

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@ -34,6 +34,8 @@ SOFTWARE.
#include "../default/voxel_chunk_default.h"
#include "scene/resources/world_3d.h"
#include "core/servers/physics/physics_server.h"
#include "scene/resources/material/spatial_material.h"
#include "scene/resources/material/shader_material.h"
#include "modules/modules_enabled.gen.h"

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@ -31,6 +31,8 @@ SOFTWARE.
#include "../../library/voxel_material_cache.h"
#include "../default/voxel_chunk_default.h"
#include "core/servers/physics/physics_server.h"
#include "scene/resources/material/spatial_material.h"
#include "scene/resources/material/shader_material.h"
#include "modules/modules_enabled.gen.h"

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@ -37,6 +37,8 @@
#include "core/scene/resources/gradient.h"
#include "scene/resources/mesh/mesh.h"
#include "scene/resources/material/particles_material.h"
#include "scene/resources/material/spatial_material.h"
#include "scene/resources/material/shader_material.h"
#include "core/servers/rendering/rendering_server.h"
AABB CPUParticles::get_aabb() const {

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@ -34,6 +34,7 @@
#include "scene/3d/visual_instance.h"
#include "scene/resources/font/font.h"
#include "scene/resources/material/material.h"
#include "scene/resources/material/spatial_material.h"
class TriangleMesh;

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@ -35,6 +35,7 @@
#include "core/core_string_names.h"
#include "physics_body.h"
#include "scene/resources/material/material.h"
#include "scene/resources/material/spatial_material.h"
#include "scene/resources/mesh/mesh.h"
#include "scene/main/scene_string_names.h"
#include "servers/rendering/rendering_server_globals.h"

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@ -35,6 +35,7 @@
#include "scene/3d/navigation.h"
#include "scene/3d/navigation_link_3d.h"
#include "scene/resources/material/material.h"
#include "scene/resources/material/spatial_material.h"
#include "scene/resources/mesh/mesh.h"
#include "scene/resources/world_3d.h"
#include "servers/navigation/navigation_path_query_result_3d.h"

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@ -35,6 +35,7 @@
#include "scene/resources/mesh/mesh.h"
#include "scene/resources/world_3d.h"
#include "servers/navigation_server.h"
#include "scene/resources/material/spatial_material.h"
#ifdef DEBUG_ENABLED
void NavigationLink3D::_update_debug_mesh() {

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@ -40,6 +40,7 @@
#include "scene/resources/world_3d.h"
#include "servers/navigation/navigation_mesh_generator.h"
#include "servers/navigation_server.h"
#include "scene/resources/material/spatial_material.h"
void NavigationMeshInstance::set_enabled(bool p_enabled) {
if (enabled == p_enabled) {

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@ -36,6 +36,7 @@
#include "scene/3d/physics_body.h"
#include "scene/main/spatial.h"
#include "scene/resources/material/material.h"
#include "scene/resources/material/spatial_material.h"
#include "scene/resources/mesh/mesh.h"
#include "core/scene/resources/shapes/shape.h"
#include "scene/resources/world_3d.h"

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@ -34,6 +34,7 @@
#include "core/config/engine.h"
#include "mesh_instance.h"
#include "scene/resources/material/material.h"
#include "scene/resources/material/spatial_material.h"
#include "scene/resources/mesh/mesh.h"
#include "scene/resources/world_3d.h"
#include "core/servers/physics/physics_server.h"

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@ -35,6 +35,7 @@
#include "mesh_instance.h"
#include "core/scene/resources/shapes/concave_polygon_shape.h"
#include "scene/resources/material/material.h"
#include "scene/resources/material/spatial_material.h"
#include "scene/resources/mesh/mesh.h"
#include "scene/resources/world_3d.h"

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@ -33,6 +33,7 @@
#include "core/object/reference.h"
#include "scene/3d/visual_instance.h"
#include "scene/resources/material/material.h"
#include "scene/resources/material/spatial_material.h"
class TriangleMesh;
class SpriteFrames;

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@ -31,6 +31,8 @@
#include "root_motion_view.h"
#include "scene/animation/animation_tree.h"
#include "scene/resources/material/material.h"
#include "scene/resources/material/spatial_material.h"
void RootMotionView::set_animation_path(const NodePath &p_path) {
path = p_path;
first = true;

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@ -48,6 +48,8 @@
#include "scene/main/control.h"
#include "scene/resources/font/dynamic_font.h"
#include "scene/resources/material/material.h"
#include "scene/resources/material/spatial_material.h"
#include "scene/resources/material/shader_material.h"
#include "scene/resources/mesh/mesh.h"
#include "scene/resources/packed_scene.h"
#include "scene/main/scene_string_names.h"

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@ -156,6 +156,8 @@
#include "scene/resources/mesh/immediate_mesh.h"
#include "core/scene/resources/shapes_2d/line_shape_2d.h"
#include "scene/resources/material/material.h"
#include "scene/resources/material/spatial_material.h"
#include "scene/resources/material/shader_material.h"
#include "scene/resources/mesh/mesh.h"
#include "scene/resources/mesh/mesh_data_tool.h"
#include "scene/resources/mesh/multimesh.h"

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@ -35,8 +35,6 @@
#include "scene/resources/shader.h"
#include "core/servers/rendering/rendering_server.h"
class Texture;
class Material : public Resource {
GDCLASS(Material, Resource);
RES_BASE_EXTENSION("material")
@ -71,594 +69,4 @@ public:
virtual ~Material();
};
class ShaderMaterial : public Material {
GDCLASS(ShaderMaterial, Material);
Ref<Shader> shader;
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
bool property_can_revert(const String &p_name);
Variant property_get_revert(const String &p_name);
static void _bind_methods();
void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options, const String &quote_style) const;
virtual bool _can_do_next_pass() const;
void _shader_changed();
public:
void set_shader(const Ref<Shader> &p_shader);
Ref<Shader> get_shader() const;
void set_shader_param(const StringName &p_param, const Variant &p_value);
Variant get_shader_param(const StringName &p_param) const;
virtual Shader::Mode get_shader_mode() const;
ShaderMaterial();
~ShaderMaterial();
};
class SpatialMaterial : public Material {
GDCLASS(SpatialMaterial, Material);
public:
enum TextureParam {
TEXTURE_ALBEDO,
TEXTURE_METALLIC,
TEXTURE_ROUGHNESS,
TEXTURE_EMISSION,
TEXTURE_NORMAL,
TEXTURE_RIM,
TEXTURE_CLEARCOAT,
TEXTURE_FLOWMAP,
TEXTURE_AMBIENT_OCCLUSION,
TEXTURE_DEPTH,
TEXTURE_SUBSURFACE_SCATTERING,
TEXTURE_TRANSMISSION,
TEXTURE_REFRACTION,
TEXTURE_DETAIL_MASK,
TEXTURE_DETAIL_ALBEDO,
TEXTURE_DETAIL_NORMAL,
TEXTURE_MAX
};
enum DetailUV {
DETAIL_UV_1,
DETAIL_UV_2
};
enum Feature {
FEATURE_TRANSPARENT,
FEATURE_EMISSION,
FEATURE_NORMAL_MAPPING,
FEATURE_RIM,
FEATURE_CLEARCOAT,
FEATURE_ANISOTROPY,
FEATURE_AMBIENT_OCCLUSION,
FEATURE_DEPTH_MAPPING,
FEATURE_SUBSURACE_SCATTERING,
FEATURE_TRANSMISSION,
FEATURE_REFRACTION,
FEATURE_DETAIL,
FEATURE_MAX
};
enum BlendMode {
BLEND_MODE_MIX,
BLEND_MODE_ADD,
BLEND_MODE_SUB,
BLEND_MODE_MUL,
};
enum DepthDrawMode {
DEPTH_DRAW_OPAQUE_ONLY,
DEPTH_DRAW_ALWAYS,
DEPTH_DRAW_DISABLED,
DEPTH_DRAW_ALPHA_OPAQUE_PREPASS
};
enum CullMode {
CULL_BACK,
CULL_FRONT,
CULL_DISABLED
};
enum Flags {
FLAG_UNSHADED,
FLAG_USE_VERTEX_LIGHTING,
FLAG_DISABLE_DEPTH_TEST,
FLAG_ALBEDO_FROM_VERTEX_COLOR,
FLAG_SRGB_VERTEX_COLOR,
FLAG_USE_POINT_SIZE,
FLAG_FIXED_SIZE,
FLAG_BILLBOARD_KEEP_SCALE,
FLAG_UV1_USE_TRIPLANAR,
FLAG_UV2_USE_TRIPLANAR,
FLAG_TRIPLANAR_USE_WORLD,
FLAG_AO_ON_UV2,
FLAG_EMISSION_ON_UV2,
FLAG_USE_ALPHA_SCISSOR,
FLAG_ALBEDO_TEXTURE_FORCE_SRGB,
FLAG_DONT_RECEIVE_SHADOWS,
FLAG_ENSURE_CORRECT_NORMALS,
FLAG_DISABLE_AMBIENT_LIGHT,
FLAG_USE_SHADOW_TO_OPACITY,
FLAG_ALBEDO_TEXTURE_SDF,
FLAG_MAX
};
enum DiffuseMode {
DIFFUSE_BURLEY,
DIFFUSE_LAMBERT,
DIFFUSE_LAMBERT_WRAP,
DIFFUSE_OREN_NAYAR,
DIFFUSE_TOON,
};
enum SpecularMode {
SPECULAR_SCHLICK_GGX,
SPECULAR_BLINN,
SPECULAR_PHONG,
SPECULAR_TOON,
SPECULAR_DISABLED,
};
enum BillboardMode {
BILLBOARD_DISABLED,
BILLBOARD_ENABLED,
BILLBOARD_FIXED_Y,
BILLBOARD_PARTICLES,
};
enum TextureChannel {
TEXTURE_CHANNEL_RED,
TEXTURE_CHANNEL_GREEN,
TEXTURE_CHANNEL_BLUE,
TEXTURE_CHANNEL_ALPHA,
TEXTURE_CHANNEL_GRAYSCALE
};
enum EmissionOperator {
EMISSION_OP_ADD,
EMISSION_OP_MULTIPLY
};
enum DistanceFadeMode {
DISTANCE_FADE_DISABLED,
DISTANCE_FADE_PIXEL_ALPHA,
DISTANCE_FADE_PIXEL_DITHER,
DISTANCE_FADE_OBJECT_DITHER,
};
enum AsyncMode {
ASYNC_MODE_VISIBLE,
ASYNC_MODE_HIDDEN,
};
private:
union MaterialKey {
struct {
uint64_t feature_mask : 12;
uint64_t detail_uv : 1;
uint64_t blend_mode : 2;
uint64_t depth_draw_mode : 2;
uint64_t cull_mode : 2;
uint64_t flags : 20;
uint64_t detail_blend_mode : 2;
uint64_t diffuse_mode : 3;
uint64_t specular_mode : 3;
uint64_t invalid_key : 1;
uint64_t deep_parallax : 1;
uint64_t billboard_mode : 2;
uint64_t grow : 1;
uint64_t proximity_fade : 1;
uint64_t distance_fade : 2;
uint64_t emission_op : 1;
uint64_t texture_metallic : 1;
uint64_t texture_roughness : 1;
//uint64_t reserved : 6;
};
uint64_t key;
bool operator<(const MaterialKey &p_key) const {
return key < p_key.key;
}
};
struct ShaderData {
RID shader;
int users;
};
static RBMap<MaterialKey, ShaderData> shader_map;
MaterialKey current_key;
_FORCE_INLINE_ MaterialKey _compute_key() const {
MaterialKey mk;
mk.key = 0;
for (int i = 0; i < FEATURE_MAX; i++) {
if (features[i]) {
mk.feature_mask |= ((uint64_t)1 << i);
}
}
mk.detail_uv = detail_uv;
mk.blend_mode = blend_mode;
mk.depth_draw_mode = depth_draw_mode;
mk.cull_mode = cull_mode;
for (int i = 0; i < FLAG_MAX; i++) {
if (flags[i]) {
mk.flags |= ((uint64_t)1 << i);
}
}
mk.detail_blend_mode = detail_blend_mode;
mk.diffuse_mode = diffuse_mode;
mk.specular_mode = specular_mode;
mk.billboard_mode = billboard_mode;
mk.deep_parallax = deep_parallax ? 1 : 0;
mk.grow = grow_enabled;
mk.proximity_fade = proximity_fade_enabled;
mk.distance_fade = distance_fade;
mk.emission_op = emission_op;
mk.texture_metallic = textures[TEXTURE_METALLIC].is_valid() ? 1 : 0;
mk.texture_roughness = textures[TEXTURE_ROUGHNESS].is_valid() ? 1 : 0;
return mk;
}
struct ShaderNames {
StringName albedo;
StringName specular;
StringName metallic;
StringName roughness;
StringName emission;
StringName emission_energy;
StringName normal_scale;
StringName rim;
StringName rim_tint;
StringName clearcoat;
StringName clearcoat_gloss;
StringName anisotropy;
StringName depth_scale;
StringName subsurface_scattering_strength;
StringName transmission;
StringName refraction;
StringName point_size;
StringName uv1_scale;
StringName uv1_offset;
StringName uv2_scale;
StringName uv2_offset;
StringName particles_anim_h_frames;
StringName particles_anim_v_frames;
StringName particles_anim_loop;
StringName depth_min_layers;
StringName depth_max_layers;
StringName depth_flip;
StringName uv1_blend_sharpness;
StringName uv2_blend_sharpness;
StringName grow;
StringName proximity_fade_distance;
StringName distance_fade_min;
StringName distance_fade_max;
StringName ao_light_affect;
StringName metallic_texture_channel;
StringName roughness_texture_channel;
StringName ao_texture_channel;
StringName clearcoat_texture_channel;
StringName rim_texture_channel;
StringName depth_texture_channel;
StringName refraction_texture_channel;
StringName alpha_scissor_threshold;
StringName texture_names[TEXTURE_MAX];
};
static Mutex material_mutex;
static SelfList<SpatialMaterial>::List *dirty_materials;
static ShaderNames *shader_names;
SelfList<SpatialMaterial> element;
void _update_shader();
_FORCE_INLINE_ void _queue_shader_change();
_FORCE_INLINE_ bool _is_shader_dirty() const;
bool is_initialized = false;
Color albedo;
float specular;
float metallic;
float roughness;
Color emission;
float emission_energy;
float normal_scale;
float rim;
float rim_tint;
float clearcoat;
float clearcoat_gloss;
float anisotropy;
float depth_scale;
float subsurface_scattering_strength;
Color transmission;
float refraction;
float line_width;
float point_size;
float alpha_scissor_threshold;
bool grow_enabled;
float ao_light_affect;
float grow;
int particles_anim_h_frames;
int particles_anim_v_frames;
bool particles_anim_loop;
Vector3 uv1_scale;
Vector3 uv1_offset;
float uv1_triplanar_sharpness;
Vector3 uv2_scale;
Vector3 uv2_offset;
float uv2_triplanar_sharpness;
DetailUV detail_uv;
bool deep_parallax;
int deep_parallax_min_layers;
int deep_parallax_max_layers;
bool depth_parallax_flip_tangent;
bool depth_parallax_flip_binormal;
bool proximity_fade_enabled;
float proximity_fade_distance;
DistanceFadeMode distance_fade;
float distance_fade_max_distance;
float distance_fade_min_distance;
BlendMode blend_mode;
BlendMode detail_blend_mode;
DepthDrawMode depth_draw_mode;
CullMode cull_mode;
bool flags[FLAG_MAX];
SpecularMode specular_mode;
DiffuseMode diffuse_mode;
BillboardMode billboard_mode;
EmissionOperator emission_op;
AsyncMode async_mode;
TextureChannel metallic_texture_channel;
TextureChannel roughness_texture_channel;
TextureChannel ao_texture_channel;
TextureChannel refraction_texture_channel;
bool features[FEATURE_MAX];
Ref<Texture> textures[TEXTURE_MAX];
bool force_vertex_shading = false;
_FORCE_INLINE_ void _validate_feature(const String &text, Feature feature, PropertyInfo &property) const;
static HashMap<uint64_t, Ref<SpatialMaterial>> materials_for_2d; //used by Sprite3D and other stuff
void _validate_high_end(const String &text, PropertyInfo &property) const;
protected:
static void _bind_methods();
void _validate_property(PropertyInfo &property) const;
virtual bool _can_do_next_pass() const { return true; }
public:
void set_albedo(const Color &p_albedo);
Color get_albedo() const;
void set_specular(float p_specular);
float get_specular() const;
void set_metallic(float p_metallic);
float get_metallic() const;
void set_roughness(float p_roughness);
float get_roughness() const;
void set_emission(const Color &p_emission);
Color get_emission() const;
void set_emission_energy(float p_emission_energy);
float get_emission_energy() const;
void set_normal_scale(float p_normal_scale);
float get_normal_scale() const;
void set_rim(float p_rim);
float get_rim() const;
void set_rim_tint(float p_rim_tint);
float get_rim_tint() const;
void set_ao_light_affect(float p_ao_light_affect);
float get_ao_light_affect() const;
void set_clearcoat(float p_clearcoat);
float get_clearcoat() const;
void set_clearcoat_gloss(float p_clearcoat_gloss);
float get_clearcoat_gloss() const;
void set_anisotropy(float p_anisotropy);
float get_anisotropy() const;
void set_depth_scale(float p_depth_scale);
float get_depth_scale() const;
void set_depth_deep_parallax(bool p_enable);
bool is_depth_deep_parallax_enabled() const;
void set_depth_deep_parallax_min_layers(int p_layer);
int get_depth_deep_parallax_min_layers() const;
void set_depth_deep_parallax_max_layers(int p_layer);
int get_depth_deep_parallax_max_layers() const;
void set_depth_deep_parallax_flip_tangent(bool p_flip);
bool get_depth_deep_parallax_flip_tangent() const;
void set_depth_deep_parallax_flip_binormal(bool p_flip);
bool get_depth_deep_parallax_flip_binormal() const;
void set_subsurface_scattering_strength(float p_subsurface_scattering_strength);
float get_subsurface_scattering_strength() const;
void set_transmission(const Color &p_transmission);
Color get_transmission() const;
void set_refraction(float p_refraction);
float get_refraction() const;
void set_line_width(float p_line_width);
float get_line_width() const;
void set_point_size(float p_point_size);
float get_point_size() const;
void set_detail_uv(DetailUV p_detail_uv);
DetailUV get_detail_uv() const;
void set_blend_mode(BlendMode p_mode);
BlendMode get_blend_mode() const;
void set_detail_blend_mode(BlendMode p_mode);
BlendMode get_detail_blend_mode() const;
void set_depth_draw_mode(DepthDrawMode p_mode);
DepthDrawMode get_depth_draw_mode() const;
void set_cull_mode(CullMode p_mode);
CullMode get_cull_mode() const;
void set_diffuse_mode(DiffuseMode p_mode);
DiffuseMode get_diffuse_mode() const;
void set_specular_mode(SpecularMode p_mode);
SpecularMode get_specular_mode() const;
void set_flag(Flags p_flag, bool p_enabled);
bool get_flag(Flags p_flag) const;
void set_texture(TextureParam p_param, const Ref<Texture> &p_texture);
Ref<Texture> get_texture(TextureParam p_param) const;
// Used only for shader material conversion
Ref<Texture> get_texture_by_name(StringName p_name) const;
void set_feature(Feature p_feature, bool p_enabled);
bool get_feature(Feature p_feature) const;
void set_uv1_scale(const Vector3 &p_scale);
Vector3 get_uv1_scale() const;
void set_uv1_offset(const Vector3 &p_offset);
Vector3 get_uv1_offset() const;
void set_uv1_triplanar_blend_sharpness(float p_sharpness);
float get_uv1_triplanar_blend_sharpness() const;
void set_uv2_scale(const Vector3 &p_scale);
Vector3 get_uv2_scale() const;
void set_uv2_offset(const Vector3 &p_offset);
Vector3 get_uv2_offset() const;
void set_uv2_triplanar_blend_sharpness(float p_sharpness);
float get_uv2_triplanar_blend_sharpness() const;
void set_billboard_mode(BillboardMode p_mode);
BillboardMode get_billboard_mode() const;
void set_particles_anim_h_frames(int p_frames);
int get_particles_anim_h_frames() const;
void set_particles_anim_v_frames(int p_frames);
int get_particles_anim_v_frames() const;
void set_particles_anim_loop(bool p_loop);
bool get_particles_anim_loop() const;
void set_grow_enabled(bool p_enable);
bool is_grow_enabled() const;
void set_grow(float p_grow);
float get_grow() const;
void set_alpha_scissor_threshold(float p_threshold);
float get_alpha_scissor_threshold() const;
void set_on_top_of_alpha();
void set_proximity_fade(bool p_enable);
bool is_proximity_fade_enabled() const;
void set_proximity_fade_distance(float p_distance);
float get_proximity_fade_distance() const;
void set_distance_fade(DistanceFadeMode p_mode);
DistanceFadeMode get_distance_fade() const;
void set_distance_fade_max_distance(float p_distance);
float get_distance_fade_max_distance() const;
void set_distance_fade_min_distance(float p_distance);
float get_distance_fade_min_distance() const;
void set_emission_operator(EmissionOperator p_op);
EmissionOperator get_emission_operator() const;
void set_metallic_texture_channel(TextureChannel p_channel);
TextureChannel get_metallic_texture_channel() const;
void set_roughness_texture_channel(TextureChannel p_channel);
TextureChannel get_roughness_texture_channel() const;
void set_ao_texture_channel(TextureChannel p_channel);
TextureChannel get_ao_texture_channel() const;
void set_refraction_texture_channel(TextureChannel p_channel);
TextureChannel get_refraction_texture_channel() const;
void set_async_mode(AsyncMode p_mode);
AsyncMode get_async_mode() const;
static void init_shaders();
static void finish_shaders();
static void flush_changes();
static RID get_material_rid_for_2d(bool p_shaded, bool p_transparent, bool p_double_sided, bool p_cut_alpha, bool p_opaque_prepass, bool p_billboard = false, bool p_billboard_y = false, bool p_no_depth_test = false, bool p_fixed_size = false, bool p_sdf = false);
RID get_shader_rid() const;
virtual Shader::Mode get_shader_mode() const;
SpatialMaterial();
virtual ~SpatialMaterial();
};
VARIANT_ENUM_CAST(SpatialMaterial::TextureParam)
VARIANT_ENUM_CAST(SpatialMaterial::DetailUV)
VARIANT_ENUM_CAST(SpatialMaterial::Feature)
VARIANT_ENUM_CAST(SpatialMaterial::BlendMode)
VARIANT_ENUM_CAST(SpatialMaterial::DepthDrawMode)
VARIANT_ENUM_CAST(SpatialMaterial::CullMode)
VARIANT_ENUM_CAST(SpatialMaterial::Flags)
VARIANT_ENUM_CAST(SpatialMaterial::DiffuseMode)
VARIANT_ENUM_CAST(SpatialMaterial::SpecularMode)
VARIANT_ENUM_CAST(SpatialMaterial::BillboardMode)
VARIANT_ENUM_CAST(SpatialMaterial::TextureChannel)
VARIANT_ENUM_CAST(SpatialMaterial::EmissionOperator)
VARIANT_ENUM_CAST(SpatialMaterial::DistanceFadeMode)
VARIANT_ENUM_CAST(SpatialMaterial::AsyncMode)
//////////////////////
#endif

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/*************************************************************************/
/* 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 "shader_material.h"
#include "core/config/engine.h"
#include "core/config/project_settings.h"
#include "core/version.h"
#include "scene/resources/texture.h"
#include "servers/rendering/shader_language.h"
#include "scene/main/scene_string_names.h"
bool ShaderMaterial::_set(const StringName &p_name, const Variant &p_value) {
if (shader.is_valid()) {
StringName pr = shader->remap_param(p_name);
if (!pr) {
String n = p_name;
if (n.find("param/") == 0) { //backwards compatibility
pr = n.substr(6, n.length());
}
if (n.find("shader_param/") == 0) { //backwards compatibility
pr = n.replace_first("shader_param/", "");
}
}
if (pr) {
RenderingServer::get_singleton()->material_set_param(_get_material(), pr, p_value);
return true;
}
}
return false;
}
bool ShaderMaterial::_get(const StringName &p_name, Variant &r_ret) const {
if (shader.is_valid()) {
StringName pr = shader->remap_param(p_name);
if (!pr) {
String n = p_name;
if (n.find("param/") == 0) { //backwards compatibility
pr = n.substr(6, n.length());
}
if (n.find("shader_param/") == 0) { //backwards compatibility
pr = n.replace_first("shader_param/", "");
}
}
if (pr) {
r_ret = RenderingServer::get_singleton()->material_get_param(_get_material(), pr);
return true;
}
}
return false;
}
void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const {
if (!shader.is_null()) {
shader->get_param_list(p_list);
}
}
bool ShaderMaterial::property_can_revert(const String &p_name) {
if (shader.is_valid()) {
StringName pr = shader->remap_param(p_name);
if (pr) {
Variant default_value = RenderingServer::get_singleton()->material_get_param_default(_get_material(), pr);
Variant current_value;
_get(p_name, current_value);
return default_value.get_type() != Variant::NIL && default_value != current_value;
}
}
return false;
}
Variant ShaderMaterial::property_get_revert(const String &p_name) {
Variant r_ret;
if (shader.is_valid()) {
StringName pr = shader->remap_param(p_name);
if (pr) {
r_ret = RenderingServer::get_singleton()->material_get_param_default(_get_material(), pr);
}
}
return r_ret;
}
void ShaderMaterial::set_shader(const Ref<Shader> &p_shader) {
// Only connect/disconnect the signal when running in the editor.
// This can be a slow operation, and `_change_notify()` (which is called by `_shader_changed()`)
// does nothing in non-editor builds anyway. See GH-34741 for details.
if (shader.is_valid() && Engine::get_singleton()->is_editor_hint()) {
shader->disconnect("changed", this, "_shader_changed");
}
shader = p_shader;
RID rid;
if (shader.is_valid()) {
rid = shader->get_rid();
if (Engine::get_singleton()->is_editor_hint()) {
shader->connect("changed", this, "_shader_changed");
}
}
RS::get_singleton()->material_set_shader(_get_material(), rid);
_change_notify(); //properties for shader exposed
emit_changed();
}
Ref<Shader> ShaderMaterial::get_shader() const {
return shader;
}
void ShaderMaterial::set_shader_param(const StringName &p_param, const Variant &p_value) {
RS::get_singleton()->material_set_param(_get_material(), p_param, p_value);
}
Variant ShaderMaterial::get_shader_param(const StringName &p_param) const {
return RS::get_singleton()->material_get_param(_get_material(), p_param);
}
void ShaderMaterial::_shader_changed() {
_change_notify(); //update all properties
}
void ShaderMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_shader", "shader"), &ShaderMaterial::set_shader);
ClassDB::bind_method(D_METHOD("get_shader"), &ShaderMaterial::get_shader);
ClassDB::bind_method(D_METHOD("set_shader_param", "param", "value"), &ShaderMaterial::set_shader_param);
ClassDB::bind_method(D_METHOD("get_shader_param", "param"), &ShaderMaterial::get_shader_param);
ClassDB::bind_method(D_METHOD("_shader_changed"), &ShaderMaterial::_shader_changed);
ClassDB::bind_method(D_METHOD("property_can_revert", "name"), &ShaderMaterial::property_can_revert);
ClassDB::bind_method(D_METHOD("property_get_revert", "name"), &ShaderMaterial::property_get_revert);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shader", PROPERTY_HINT_RESOURCE_TYPE, "Shader"), "set_shader", "get_shader");
}
void ShaderMaterial::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options, const String &quote_style) const {
String f = p_function.operator String();
if ((f == "get_shader_param" || f == "set_shader_param") && p_idx == 0) {
if (shader.is_valid()) {
List<PropertyInfo> pl;
shader->get_param_list(&pl);
for (List<PropertyInfo>::Element *E = pl.front(); E; E = E->next()) {
r_options->push_back(quote_style + E->get().name.replace_first("shader_param/", "") + quote_style);
}
}
}
Resource::get_argument_options(p_function, p_idx, r_options, quote_style);
}
bool ShaderMaterial::_can_do_next_pass() const {
return shader.is_valid() && shader->get_mode() == Shader::MODE_SPATIAL;
}
Shader::Mode ShaderMaterial::get_shader_mode() const {
if (shader.is_valid()) {
return shader->get_mode();
} else {
return Shader::MODE_SPATIAL;
}
}
ShaderMaterial::ShaderMaterial() {
}
ShaderMaterial::~ShaderMaterial() {
}

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#ifndef SHADER_MATERIAL_H
#define SHADER_MATERIAL_H
/*************************************************************************/
/* material.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. */
/*************************************************************************/
#include "core/object/resource.h"
#include "core/containers/self_list.h"
#include "scene/resources/material/material.h"
#include "scene/resources/shader.h"
#include "core/servers/rendering/rendering_server.h"
class Texture;
class ShaderMaterial : public Material {
GDCLASS(ShaderMaterial, Material);
Ref<Shader> shader;
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
bool property_can_revert(const String &p_name);
Variant property_get_revert(const String &p_name);
static void _bind_methods();
void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options, const String &quote_style) const;
virtual bool _can_do_next_pass() const;
void _shader_changed();
public:
void set_shader(const Ref<Shader> &p_shader);
Ref<Shader> get_shader() const;
void set_shader_param(const StringName &p_param, const Variant &p_value);
Variant get_shader_param(const StringName &p_param) const;
virtual Shader::Mode get_shader_mode() const;
ShaderMaterial();
~ShaderMaterial();
};
#endif

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#ifndef SPATIAL_MATERIAL_H
#define SPATIAL_MATERIAL_H
/*************************************************************************/
/* material.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. */
/*************************************************************************/
#include "core/containers/self_list.h"
#include "scene/resources/material/material.h"
#include "scene/resources/shader.h"
#include "core/servers/rendering/rendering_server.h"
class Texture;
class SpatialMaterial : public Material {
GDCLASS(SpatialMaterial, Material);
public:
enum TextureParam {
TEXTURE_ALBEDO,
TEXTURE_METALLIC,
TEXTURE_ROUGHNESS,
TEXTURE_EMISSION,
TEXTURE_NORMAL,
TEXTURE_RIM,
TEXTURE_CLEARCOAT,
TEXTURE_FLOWMAP,
TEXTURE_AMBIENT_OCCLUSION,
TEXTURE_DEPTH,
TEXTURE_SUBSURFACE_SCATTERING,
TEXTURE_TRANSMISSION,
TEXTURE_REFRACTION,
TEXTURE_DETAIL_MASK,
TEXTURE_DETAIL_ALBEDO,
TEXTURE_DETAIL_NORMAL,
TEXTURE_MAX
};
enum DetailUV {
DETAIL_UV_1,
DETAIL_UV_2
};
enum Feature {
FEATURE_TRANSPARENT,
FEATURE_EMISSION,
FEATURE_NORMAL_MAPPING,
FEATURE_RIM,
FEATURE_CLEARCOAT,
FEATURE_ANISOTROPY,
FEATURE_AMBIENT_OCCLUSION,
FEATURE_DEPTH_MAPPING,
FEATURE_SUBSURACE_SCATTERING,
FEATURE_TRANSMISSION,
FEATURE_REFRACTION,
FEATURE_DETAIL,
FEATURE_MAX
};
enum BlendMode {
BLEND_MODE_MIX,
BLEND_MODE_ADD,
BLEND_MODE_SUB,
BLEND_MODE_MUL,
};
enum DepthDrawMode {
DEPTH_DRAW_OPAQUE_ONLY,
DEPTH_DRAW_ALWAYS,
DEPTH_DRAW_DISABLED,
DEPTH_DRAW_ALPHA_OPAQUE_PREPASS
};
enum CullMode {
CULL_BACK,
CULL_FRONT,
CULL_DISABLED
};
enum Flags {
FLAG_UNSHADED,
FLAG_USE_VERTEX_LIGHTING,
FLAG_DISABLE_DEPTH_TEST,
FLAG_ALBEDO_FROM_VERTEX_COLOR,
FLAG_SRGB_VERTEX_COLOR,
FLAG_USE_POINT_SIZE,
FLAG_FIXED_SIZE,
FLAG_BILLBOARD_KEEP_SCALE,
FLAG_UV1_USE_TRIPLANAR,
FLAG_UV2_USE_TRIPLANAR,
FLAG_TRIPLANAR_USE_WORLD,
FLAG_AO_ON_UV2,
FLAG_EMISSION_ON_UV2,
FLAG_USE_ALPHA_SCISSOR,
FLAG_ALBEDO_TEXTURE_FORCE_SRGB,
FLAG_DONT_RECEIVE_SHADOWS,
FLAG_ENSURE_CORRECT_NORMALS,
FLAG_DISABLE_AMBIENT_LIGHT,
FLAG_USE_SHADOW_TO_OPACITY,
FLAG_ALBEDO_TEXTURE_SDF,
FLAG_MAX
};
enum DiffuseMode {
DIFFUSE_BURLEY,
DIFFUSE_LAMBERT,
DIFFUSE_LAMBERT_WRAP,
DIFFUSE_OREN_NAYAR,
DIFFUSE_TOON,
};
enum SpecularMode {
SPECULAR_SCHLICK_GGX,
SPECULAR_BLINN,
SPECULAR_PHONG,
SPECULAR_TOON,
SPECULAR_DISABLED,
};
enum BillboardMode {
BILLBOARD_DISABLED,
BILLBOARD_ENABLED,
BILLBOARD_FIXED_Y,
BILLBOARD_PARTICLES,
};
enum TextureChannel {
TEXTURE_CHANNEL_RED,
TEXTURE_CHANNEL_GREEN,
TEXTURE_CHANNEL_BLUE,
TEXTURE_CHANNEL_ALPHA,
TEXTURE_CHANNEL_GRAYSCALE
};
enum EmissionOperator {
EMISSION_OP_ADD,
EMISSION_OP_MULTIPLY
};
enum DistanceFadeMode {
DISTANCE_FADE_DISABLED,
DISTANCE_FADE_PIXEL_ALPHA,
DISTANCE_FADE_PIXEL_DITHER,
DISTANCE_FADE_OBJECT_DITHER,
};
enum AsyncMode {
ASYNC_MODE_VISIBLE,
ASYNC_MODE_HIDDEN,
};
private:
union MaterialKey {
struct {
uint64_t feature_mask : 12;
uint64_t detail_uv : 1;
uint64_t blend_mode : 2;
uint64_t depth_draw_mode : 2;
uint64_t cull_mode : 2;
uint64_t flags : 20;
uint64_t detail_blend_mode : 2;
uint64_t diffuse_mode : 3;
uint64_t specular_mode : 3;
uint64_t invalid_key : 1;
uint64_t deep_parallax : 1;
uint64_t billboard_mode : 2;
uint64_t grow : 1;
uint64_t proximity_fade : 1;
uint64_t distance_fade : 2;
uint64_t emission_op : 1;
uint64_t texture_metallic : 1;
uint64_t texture_roughness : 1;
//uint64_t reserved : 6;
};
uint64_t key;
bool operator<(const MaterialKey &p_key) const {
return key < p_key.key;
}
};
struct ShaderData {
RID shader;
int users;
};
static RBMap<MaterialKey, ShaderData> shader_map;
MaterialKey current_key;
_FORCE_INLINE_ MaterialKey _compute_key() const {
MaterialKey mk;
mk.key = 0;
for (int i = 0; i < FEATURE_MAX; i++) {
if (features[i]) {
mk.feature_mask |= ((uint64_t)1 << i);
}
}
mk.detail_uv = detail_uv;
mk.blend_mode = blend_mode;
mk.depth_draw_mode = depth_draw_mode;
mk.cull_mode = cull_mode;
for (int i = 0; i < FLAG_MAX; i++) {
if (flags[i]) {
mk.flags |= ((uint64_t)1 << i);
}
}
mk.detail_blend_mode = detail_blend_mode;
mk.diffuse_mode = diffuse_mode;
mk.specular_mode = specular_mode;
mk.billboard_mode = billboard_mode;
mk.deep_parallax = deep_parallax ? 1 : 0;
mk.grow = grow_enabled;
mk.proximity_fade = proximity_fade_enabled;
mk.distance_fade = distance_fade;
mk.emission_op = emission_op;
mk.texture_metallic = textures[TEXTURE_METALLIC].is_valid() ? 1 : 0;
mk.texture_roughness = textures[TEXTURE_ROUGHNESS].is_valid() ? 1 : 0;
return mk;
}
struct ShaderNames {
StringName albedo;
StringName specular;
StringName metallic;
StringName roughness;
StringName emission;
StringName emission_energy;
StringName normal_scale;
StringName rim;
StringName rim_tint;
StringName clearcoat;
StringName clearcoat_gloss;
StringName anisotropy;
StringName depth_scale;
StringName subsurface_scattering_strength;
StringName transmission;
StringName refraction;
StringName point_size;
StringName uv1_scale;
StringName uv1_offset;
StringName uv2_scale;
StringName uv2_offset;
StringName particles_anim_h_frames;
StringName particles_anim_v_frames;
StringName particles_anim_loop;
StringName depth_min_layers;
StringName depth_max_layers;
StringName depth_flip;
StringName uv1_blend_sharpness;
StringName uv2_blend_sharpness;
StringName grow;
StringName proximity_fade_distance;
StringName distance_fade_min;
StringName distance_fade_max;
StringName ao_light_affect;
StringName metallic_texture_channel;
StringName roughness_texture_channel;
StringName ao_texture_channel;
StringName clearcoat_texture_channel;
StringName rim_texture_channel;
StringName depth_texture_channel;
StringName refraction_texture_channel;
StringName alpha_scissor_threshold;
StringName texture_names[TEXTURE_MAX];
};
static Mutex material_mutex;
static SelfList<SpatialMaterial>::List *dirty_materials;
static ShaderNames *shader_names;
SelfList<SpatialMaterial> element;
void _update_shader();
_FORCE_INLINE_ void _queue_shader_change();
_FORCE_INLINE_ bool _is_shader_dirty() const;
bool is_initialized = false;
Color albedo;
float specular;
float metallic;
float roughness;
Color emission;
float emission_energy;
float normal_scale;
float rim;
float rim_tint;
float clearcoat;
float clearcoat_gloss;
float anisotropy;
float depth_scale;
float subsurface_scattering_strength;
Color transmission;
float refraction;
float line_width;
float point_size;
float alpha_scissor_threshold;
bool grow_enabled;
float ao_light_affect;
float grow;
int particles_anim_h_frames;
int particles_anim_v_frames;
bool particles_anim_loop;
Vector3 uv1_scale;
Vector3 uv1_offset;
float uv1_triplanar_sharpness;
Vector3 uv2_scale;
Vector3 uv2_offset;
float uv2_triplanar_sharpness;
DetailUV detail_uv;
bool deep_parallax;
int deep_parallax_min_layers;
int deep_parallax_max_layers;
bool depth_parallax_flip_tangent;
bool depth_parallax_flip_binormal;
bool proximity_fade_enabled;
float proximity_fade_distance;
DistanceFadeMode distance_fade;
float distance_fade_max_distance;
float distance_fade_min_distance;
BlendMode blend_mode;
BlendMode detail_blend_mode;
DepthDrawMode depth_draw_mode;
CullMode cull_mode;
bool flags[FLAG_MAX];
SpecularMode specular_mode;
DiffuseMode diffuse_mode;
BillboardMode billboard_mode;
EmissionOperator emission_op;
AsyncMode async_mode;
TextureChannel metallic_texture_channel;
TextureChannel roughness_texture_channel;
TextureChannel ao_texture_channel;
TextureChannel refraction_texture_channel;
bool features[FEATURE_MAX];
Ref<Texture> textures[TEXTURE_MAX];
bool force_vertex_shading = false;
_FORCE_INLINE_ void _validate_feature(const String &text, Feature feature, PropertyInfo &property) const;
static HashMap<uint64_t, Ref<SpatialMaterial>> materials_for_2d; //used by Sprite3D and other stuff
void _validate_high_end(const String &text, PropertyInfo &property) const;
protected:
static void _bind_methods();
void _validate_property(PropertyInfo &property) const;
virtual bool _can_do_next_pass() const { return true; }
public:
void set_albedo(const Color &p_albedo);
Color get_albedo() const;
void set_specular(float p_specular);
float get_specular() const;
void set_metallic(float p_metallic);
float get_metallic() const;
void set_roughness(float p_roughness);
float get_roughness() const;
void set_emission(const Color &p_emission);
Color get_emission() const;
void set_emission_energy(float p_emission_energy);
float get_emission_energy() const;
void set_normal_scale(float p_normal_scale);
float get_normal_scale() const;
void set_rim(float p_rim);
float get_rim() const;
void set_rim_tint(float p_rim_tint);
float get_rim_tint() const;
void set_ao_light_affect(float p_ao_light_affect);
float get_ao_light_affect() const;
void set_clearcoat(float p_clearcoat);
float get_clearcoat() const;
void set_clearcoat_gloss(float p_clearcoat_gloss);
float get_clearcoat_gloss() const;
void set_anisotropy(float p_anisotropy);
float get_anisotropy() const;
void set_depth_scale(float p_depth_scale);
float get_depth_scale() const;
void set_depth_deep_parallax(bool p_enable);
bool is_depth_deep_parallax_enabled() const;
void set_depth_deep_parallax_min_layers(int p_layer);
int get_depth_deep_parallax_min_layers() const;
void set_depth_deep_parallax_max_layers(int p_layer);
int get_depth_deep_parallax_max_layers() const;
void set_depth_deep_parallax_flip_tangent(bool p_flip);
bool get_depth_deep_parallax_flip_tangent() const;
void set_depth_deep_parallax_flip_binormal(bool p_flip);
bool get_depth_deep_parallax_flip_binormal() const;
void set_subsurface_scattering_strength(float p_subsurface_scattering_strength);
float get_subsurface_scattering_strength() const;
void set_transmission(const Color &p_transmission);
Color get_transmission() const;
void set_refraction(float p_refraction);
float get_refraction() const;
void set_line_width(float p_line_width);
float get_line_width() const;
void set_point_size(float p_point_size);
float get_point_size() const;
void set_detail_uv(DetailUV p_detail_uv);
DetailUV get_detail_uv() const;
void set_blend_mode(BlendMode p_mode);
BlendMode get_blend_mode() const;
void set_detail_blend_mode(BlendMode p_mode);
BlendMode get_detail_blend_mode() const;
void set_depth_draw_mode(DepthDrawMode p_mode);
DepthDrawMode get_depth_draw_mode() const;
void set_cull_mode(CullMode p_mode);
CullMode get_cull_mode() const;
void set_diffuse_mode(DiffuseMode p_mode);
DiffuseMode get_diffuse_mode() const;
void set_specular_mode(SpecularMode p_mode);
SpecularMode get_specular_mode() const;
void set_flag(Flags p_flag, bool p_enabled);
bool get_flag(Flags p_flag) const;
void set_texture(TextureParam p_param, const Ref<Texture> &p_texture);
Ref<Texture> get_texture(TextureParam p_param) const;
// Used only for shader material conversion
Ref<Texture> get_texture_by_name(StringName p_name) const;
void set_feature(Feature p_feature, bool p_enabled);
bool get_feature(Feature p_feature) const;
void set_uv1_scale(const Vector3 &p_scale);
Vector3 get_uv1_scale() const;
void set_uv1_offset(const Vector3 &p_offset);
Vector3 get_uv1_offset() const;
void set_uv1_triplanar_blend_sharpness(float p_sharpness);
float get_uv1_triplanar_blend_sharpness() const;
void set_uv2_scale(const Vector3 &p_scale);
Vector3 get_uv2_scale() const;
void set_uv2_offset(const Vector3 &p_offset);
Vector3 get_uv2_offset() const;
void set_uv2_triplanar_blend_sharpness(float p_sharpness);
float get_uv2_triplanar_blend_sharpness() const;
void set_billboard_mode(BillboardMode p_mode);
BillboardMode get_billboard_mode() const;
void set_particles_anim_h_frames(int p_frames);
int get_particles_anim_h_frames() const;
void set_particles_anim_v_frames(int p_frames);
int get_particles_anim_v_frames() const;
void set_particles_anim_loop(bool p_loop);
bool get_particles_anim_loop() const;
void set_grow_enabled(bool p_enable);
bool is_grow_enabled() const;
void set_grow(float p_grow);
float get_grow() const;
void set_alpha_scissor_threshold(float p_threshold);
float get_alpha_scissor_threshold() const;
void set_on_top_of_alpha();
void set_proximity_fade(bool p_enable);
bool is_proximity_fade_enabled() const;
void set_proximity_fade_distance(float p_distance);
float get_proximity_fade_distance() const;
void set_distance_fade(DistanceFadeMode p_mode);
DistanceFadeMode get_distance_fade() const;
void set_distance_fade_max_distance(float p_distance);
float get_distance_fade_max_distance() const;
void set_distance_fade_min_distance(float p_distance);
float get_distance_fade_min_distance() const;
void set_emission_operator(EmissionOperator p_op);
EmissionOperator get_emission_operator() const;
void set_metallic_texture_channel(TextureChannel p_channel);
TextureChannel get_metallic_texture_channel() const;
void set_roughness_texture_channel(TextureChannel p_channel);
TextureChannel get_roughness_texture_channel() const;
void set_ao_texture_channel(TextureChannel p_channel);
TextureChannel get_ao_texture_channel() const;
void set_refraction_texture_channel(TextureChannel p_channel);
TextureChannel get_refraction_texture_channel() const;
void set_async_mode(AsyncMode p_mode);
AsyncMode get_async_mode() const;
static void init_shaders();
static void finish_shaders();
static void flush_changes();
static RID get_material_rid_for_2d(bool p_shaded, bool p_transparent, bool p_double_sided, bool p_cut_alpha, bool p_opaque_prepass, bool p_billboard = false, bool p_billboard_y = false, bool p_no_depth_test = false, bool p_fixed_size = false, bool p_sdf = false);
RID get_shader_rid() const;
virtual Shader::Mode get_shader_mode() const;
SpatialMaterial();
virtual ~SpatialMaterial();
};
VARIANT_ENUM_CAST(SpatialMaterial::TextureParam)
VARIANT_ENUM_CAST(SpatialMaterial::DetailUV)
VARIANT_ENUM_CAST(SpatialMaterial::Feature)
VARIANT_ENUM_CAST(SpatialMaterial::BlendMode)
VARIANT_ENUM_CAST(SpatialMaterial::DepthDrawMode)
VARIANT_ENUM_CAST(SpatialMaterial::CullMode)
VARIANT_ENUM_CAST(SpatialMaterial::Flags)
VARIANT_ENUM_CAST(SpatialMaterial::DiffuseMode)
VARIANT_ENUM_CAST(SpatialMaterial::SpecularMode)
VARIANT_ENUM_CAST(SpatialMaterial::BillboardMode)
VARIANT_ENUM_CAST(SpatialMaterial::TextureChannel)
VARIANT_ENUM_CAST(SpatialMaterial::EmissionOperator)
VARIANT_ENUM_CAST(SpatialMaterial::DistanceFadeMode)
VARIANT_ENUM_CAST(SpatialMaterial::AsyncMode)
//////////////////////
#endif

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@ -31,6 +31,7 @@
#include "navigation_mesh.h"
#include "servers/navigation_server.h"
#include "scene/resources/material/spatial_material.h"
void NavigationMesh::create_from_mesh(const Ref<Mesh> &p_mesh) {
ERR_FAIL_COND(p_mesh.is_null());

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@ -40,6 +40,7 @@
#include "core/config/engine.h"
#include "core/config/project_settings.h"
#include "scene/resources/material/material.h"
#include "scene/resources/material/spatial_material.h"
#endif
NavigationServer *NavigationServer::singleton = nullptr;