pandemonium_engine_minimal/scene/resources/material/shader_material.cpp

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2023-12-14 21:54:22 +01:00
/*************************************************************************/
/* 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() {
}