mirror of
https://github.com/Relintai/pandemonium_engine_minimal.git
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197 lines
7.3 KiB
C++
197 lines
7.3 KiB
C++
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/*************************************************************************/
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/* material.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "shader_material.h"
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#include "core/config/engine.h"
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#include "core/config/project_settings.h"
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#include "core/version.h"
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#include "scene/resources/texture.h"
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#include "servers/rendering/shader_language.h"
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#include "scene/main/scene_string_names.h"
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bool ShaderMaterial::_set(const StringName &p_name, const Variant &p_value) {
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if (shader.is_valid()) {
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StringName pr = shader->remap_param(p_name);
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if (!pr) {
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String n = p_name;
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if (n.find("param/") == 0) { //backwards compatibility
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pr = n.substr(6, n.length());
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}
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if (n.find("shader_param/") == 0) { //backwards compatibility
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pr = n.replace_first("shader_param/", "");
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}
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}
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if (pr) {
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RenderingServer::get_singleton()->material_set_param(_get_material(), pr, p_value);
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return true;
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}
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}
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return false;
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}
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bool ShaderMaterial::_get(const StringName &p_name, Variant &r_ret) const {
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if (shader.is_valid()) {
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StringName pr = shader->remap_param(p_name);
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if (!pr) {
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String n = p_name;
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if (n.find("param/") == 0) { //backwards compatibility
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pr = n.substr(6, n.length());
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}
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if (n.find("shader_param/") == 0) { //backwards compatibility
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pr = n.replace_first("shader_param/", "");
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}
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}
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if (pr) {
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r_ret = RenderingServer::get_singleton()->material_get_param(_get_material(), pr);
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return true;
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}
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}
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return false;
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}
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void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const {
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if (!shader.is_null()) {
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shader->get_param_list(p_list);
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}
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}
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bool ShaderMaterial::property_can_revert(const String &p_name) {
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if (shader.is_valid()) {
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StringName pr = shader->remap_param(p_name);
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if (pr) {
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Variant default_value = RenderingServer::get_singleton()->material_get_param_default(_get_material(), pr);
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Variant current_value;
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_get(p_name, current_value);
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return default_value.get_type() != Variant::NIL && default_value != current_value;
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}
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}
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return false;
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}
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Variant ShaderMaterial::property_get_revert(const String &p_name) {
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Variant r_ret;
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if (shader.is_valid()) {
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StringName pr = shader->remap_param(p_name);
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if (pr) {
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r_ret = RenderingServer::get_singleton()->material_get_param_default(_get_material(), pr);
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}
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}
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return r_ret;
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}
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void ShaderMaterial::set_shader(const Ref<Shader> &p_shader) {
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// Only connect/disconnect the signal when running in the editor.
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// This can be a slow operation, and `_change_notify()` (which is called by `_shader_changed()`)
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// does nothing in non-editor builds anyway. See GH-34741 for details.
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if (shader.is_valid() && Engine::get_singleton()->is_editor_hint()) {
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shader->disconnect("changed", this, "_shader_changed");
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}
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shader = p_shader;
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RID rid;
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if (shader.is_valid()) {
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rid = shader->get_rid();
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if (Engine::get_singleton()->is_editor_hint()) {
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shader->connect("changed", this, "_shader_changed");
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}
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}
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RS::get_singleton()->material_set_shader(_get_material(), rid);
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_change_notify(); //properties for shader exposed
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emit_changed();
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}
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Ref<Shader> ShaderMaterial::get_shader() const {
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return shader;
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}
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void ShaderMaterial::set_shader_param(const StringName &p_param, const Variant &p_value) {
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RS::get_singleton()->material_set_param(_get_material(), p_param, p_value);
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}
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Variant ShaderMaterial::get_shader_param(const StringName &p_param) const {
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return RS::get_singleton()->material_get_param(_get_material(), p_param);
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}
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void ShaderMaterial::_shader_changed() {
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_change_notify(); //update all properties
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}
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void ShaderMaterial::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_shader", "shader"), &ShaderMaterial::set_shader);
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ClassDB::bind_method(D_METHOD("get_shader"), &ShaderMaterial::get_shader);
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ClassDB::bind_method(D_METHOD("set_shader_param", "param", "value"), &ShaderMaterial::set_shader_param);
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ClassDB::bind_method(D_METHOD("get_shader_param", "param"), &ShaderMaterial::get_shader_param);
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ClassDB::bind_method(D_METHOD("_shader_changed"), &ShaderMaterial::_shader_changed);
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ClassDB::bind_method(D_METHOD("property_can_revert", "name"), &ShaderMaterial::property_can_revert);
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ClassDB::bind_method(D_METHOD("property_get_revert", "name"), &ShaderMaterial::property_get_revert);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shader", PROPERTY_HINT_RESOURCE_TYPE, "Shader"), "set_shader", "get_shader");
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}
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void ShaderMaterial::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options, const String "e_style) const {
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String f = p_function.operator String();
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if ((f == "get_shader_param" || f == "set_shader_param") && p_idx == 0) {
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if (shader.is_valid()) {
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List<PropertyInfo> pl;
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shader->get_param_list(&pl);
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for (List<PropertyInfo>::Element *E = pl.front(); E; E = E->next()) {
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r_options->push_back(quote_style + E->get().name.replace_first("shader_param/", "") + quote_style);
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}
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}
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}
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Resource::get_argument_options(p_function, p_idx, r_options, quote_style);
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}
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bool ShaderMaterial::_can_do_next_pass() const {
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return shader.is_valid() && shader->get_mode() == Shader::MODE_SPATIAL;
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}
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Shader::Mode ShaderMaterial::get_shader_mode() const {
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if (shader.is_valid()) {
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return shader->get_mode();
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} else {
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return Shader::MODE_SPATIAL;
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}
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}
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ShaderMaterial::ShaderMaterial() {
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}
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ShaderMaterial::~ShaderMaterial() {
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}
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