mirror of
https://github.com/Relintai/pandemonium_engine_minimal.git
synced 2024-12-21 16:56:50 +01:00
197 lines
7.3 KiB
C++
197 lines
7.3 KiB
C++
/*************************************************************************/
|
|
/* 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 "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<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() {
|
|
}
|