/*************************************************************************/ /* shader_material.cpp */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 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 "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 *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 &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 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 *r_options, const String "e_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 pl; shader->get_param_list(&pl); for (List::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() { }