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- /**************************************************************************/
- /* material_storage.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 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. */
- /**************************************************************************/
- #ifndef MATERIAL_STORAGE_GLES3_H
- #define MATERIAL_STORAGE_GLES3_H
- #ifdef GLES3_ENABLED
- #include "core/templates/rid_owner.h"
- #include "core/templates/self_list.h"
- #include "servers/rendering/shader_compiler.h"
- #include "servers/rendering/shader_language.h"
- #include "servers/rendering/storage/material_storage.h"
- #include "servers/rendering/storage/utilities.h"
- #include "drivers/gles3/shaders/canvas.glsl.gen.h"
- #include "drivers/gles3/shaders/particles.glsl.gen.h"
- #include "drivers/gles3/shaders/scene.glsl.gen.h"
- #include "drivers/gles3/shaders/sky.glsl.gen.h"
- namespace GLES3 {
- /* Shader Structs */
- struct ShaderData {
- String path;
- HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
- HashMap<StringName, HashMap<int, RID>> default_texture_params;
- virtual void set_path_hint(const String &p_hint);
- virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
- virtual Variant get_default_parameter(const StringName &p_parameter) const;
- virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
- virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
- virtual bool is_parameter_texture(const StringName &p_param) const;
- virtual void set_code(const String &p_Code) = 0;
- virtual bool is_animated() const = 0;
- virtual bool casts_shadows() const = 0;
- virtual RS::ShaderNativeSourceCode get_native_source_code() const { return RS::ShaderNativeSourceCode(); }
- virtual ~ShaderData() {}
- };
- typedef ShaderData *(*ShaderDataRequestFunction)();
- struct Material;
- struct Shader {
- ShaderData *data = nullptr;
- String code;
- String path_hint;
- RS::ShaderMode mode;
- HashMap<StringName, HashMap<int, RID>> default_texture_parameter;
- HashSet<Material *> owners;
- };
- /* Material structs */
- struct MaterialData {
- void update_uniform_buffer(const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size);
- void update_textures(const HashMap<StringName, Variant> &p_parameters, const HashMap<StringName, HashMap<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color);
- virtual void set_render_priority(int p_priority) = 0;
- virtual void set_next_pass(RID p_pass) = 0;
- virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0;
- virtual void bind_uniforms() = 0;
- virtual ~MaterialData();
- // Used internally by all Materials
- void update_parameters_internal(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const HashMap<StringName, HashMap<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, bool p_is_3d_shader_type);
- protected:
- Vector<uint8_t> ubo_data;
- GLuint uniform_buffer = GLuint(0);
- Vector<RID> texture_cache;
- private:
- friend class MaterialStorage;
- RID self;
- List<RID>::Element *global_buffer_E = nullptr;
- List<RID>::Element *global_texture_E = nullptr;
- uint64_t global_textures_pass = 0;
- HashMap<StringName, uint64_t> used_global_textures;
- };
- typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *);
- struct Material {
- RID self;
- MaterialData *data = nullptr;
- Shader *shader = nullptr;
- //shortcut to shader data and type
- RS::ShaderMode shader_mode = RS::SHADER_MAX;
- uint32_t shader_id = 0;
- bool uniform_dirty = false;
- bool texture_dirty = false;
- HashMap<StringName, Variant> params;
- int32_t priority = 0;
- RID next_pass;
- SelfList<Material> update_element;
- Dependency dependency;
- Material() :
- update_element(this) {}
- };
- /* CanvasItem Materials */
- struct CanvasShaderData : public ShaderData {
- enum BlendMode { // Used internally.
- BLEND_MODE_MIX,
- BLEND_MODE_ADD,
- BLEND_MODE_SUB,
- BLEND_MODE_MUL,
- BLEND_MODE_PMALPHA,
- BLEND_MODE_DISABLED,
- BLEND_MODE_LCD,
- };
- // All these members are (re)initialized in `set_code`.
- // Make sure to add the init to `set_code` whenever adding new members.
- bool valid;
- RID version;
- Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
- Vector<uint32_t> ubo_offsets;
- uint32_t ubo_size;
- String code;
- BlendMode blend_mode;
- bool uses_screen_texture;
- bool uses_screen_texture_mipmaps;
- bool uses_sdf;
- bool uses_time;
- bool uses_custom0;
- bool uses_custom1;
- uint64_t vertex_input_mask;
- virtual void set_code(const String &p_Code);
- virtual bool is_animated() const;
- virtual bool casts_shadows() const;
- virtual RS::ShaderNativeSourceCode get_native_source_code() const;
- CanvasShaderData();
- virtual ~CanvasShaderData();
- };
- ShaderData *_create_canvas_shader_func();
- struct CanvasMaterialData : public MaterialData {
- CanvasShaderData *shader_data = nullptr;
- virtual void set_render_priority(int p_priority) {}
- virtual void set_next_pass(RID p_pass) {}
- virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
- virtual void bind_uniforms();
- virtual ~CanvasMaterialData();
- };
- MaterialData *_create_canvas_material_func(ShaderData *p_shader);
- /* Sky Materials */
- struct SkyShaderData : public ShaderData {
- // All these members are (re)initialized in `set_code`.
- // Make sure to add the init to `set_code` whenever adding new members.
- bool valid;
- RID version;
- Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
- Vector<uint32_t> ubo_offsets;
- uint32_t ubo_size;
- String code;
- bool uses_time;
- bool uses_position;
- bool uses_half_res;
- bool uses_quarter_res;
- bool uses_light;
- virtual void set_code(const String &p_Code);
- virtual bool is_animated() const;
- virtual bool casts_shadows() const;
- virtual RS::ShaderNativeSourceCode get_native_source_code() const;
- SkyShaderData();
- virtual ~SkyShaderData();
- };
- ShaderData *_create_sky_shader_func();
- struct SkyMaterialData : public MaterialData {
- SkyShaderData *shader_data = nullptr;
- bool uniform_set_updated = false;
- virtual void set_render_priority(int p_priority) {}
- virtual void set_next_pass(RID p_pass) {}
- virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
- virtual void bind_uniforms();
- virtual ~SkyMaterialData();
- };
- MaterialData *_create_sky_material_func(ShaderData *p_shader);
- /* Scene Materials */
- struct SceneShaderData : public ShaderData {
- enum BlendMode { // Used internally.
- BLEND_MODE_MIX,
- BLEND_MODE_ADD,
- BLEND_MODE_SUB,
- BLEND_MODE_MUL,
- BLEND_MODE_PREMULT_ALPHA,
- BLEND_MODE_ALPHA_TO_COVERAGE
- };
- enum DepthDraw {
- DEPTH_DRAW_DISABLED,
- DEPTH_DRAW_OPAQUE,
- DEPTH_DRAW_ALWAYS
- };
- enum DepthTest {
- DEPTH_TEST_DISABLED,
- DEPTH_TEST_ENABLED
- };
- enum AlphaAntiAliasing {
- ALPHA_ANTIALIASING_OFF,
- ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE,
- ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE
- };
- // All these members are (re)initialized in `set_code`.
- // Make sure to add the init to `set_code` whenever adding new members.
- bool valid;
- RID version;
- Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
- Vector<uint32_t> ubo_offsets;
- uint32_t ubo_size;
- String code;
- BlendMode blend_mode;
- AlphaAntiAliasing alpha_antialiasing_mode;
- DepthDraw depth_draw;
- DepthTest depth_test;
- RS::CullMode cull_mode;
- bool uses_point_size;
- bool uses_alpha;
- bool uses_alpha_clip;
- bool uses_blend_alpha;
- bool uses_depth_prepass_alpha;
- bool uses_discard;
- bool uses_roughness;
- bool uses_normal;
- bool uses_particle_trails;
- bool wireframe;
- bool unshaded;
- bool uses_vertex;
- bool uses_position;
- bool uses_sss;
- bool uses_transmittance;
- bool uses_screen_texture;
- bool uses_screen_texture_mipmaps;
- bool uses_depth_texture;
- bool uses_normal_texture;
- bool uses_time;
- bool uses_vertex_time;
- bool uses_fragment_time;
- bool writes_modelview_or_projection;
- bool uses_world_coordinates;
- bool uses_tangent;
- bool uses_color;
- bool uses_uv;
- bool uses_uv2;
- bool uses_custom0;
- bool uses_custom1;
- bool uses_custom2;
- bool uses_custom3;
- bool uses_bones;
- bool uses_weights;
- uint64_t vertex_input_mask;
- virtual void set_code(const String &p_Code);
- virtual bool is_animated() const;
- virtual bool casts_shadows() const;
- virtual RS::ShaderNativeSourceCode get_native_source_code() const;
- SceneShaderData();
- virtual ~SceneShaderData();
- };
- ShaderData *_create_scene_shader_func();
- struct SceneMaterialData : public MaterialData {
- SceneShaderData *shader_data = nullptr;
- uint64_t last_pass = 0;
- uint32_t index = 0;
- RID next_pass;
- uint8_t priority = 0;
- virtual void set_render_priority(int p_priority);
- virtual void set_next_pass(RID p_pass);
- virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
- virtual void bind_uniforms();
- virtual ~SceneMaterialData();
- };
- MaterialData *_create_scene_material_func(ShaderData *p_shader);
- /* Particle Shader */
- enum {
- PARTICLES_MAX_USERDATAS = 6
- };
- struct ParticlesShaderData : public ShaderData {
- // All these members are (re)initialized in `set_code`.
- // Make sure to add the init to `set_code` whenever adding new members.
- bool valid;
- RID version;
- Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
- Vector<uint32_t> ubo_offsets;
- uint32_t ubo_size;
- String code;
- bool uses_collision;
- bool uses_time;
- bool userdatas_used[PARTICLES_MAX_USERDATAS] = {};
- uint32_t userdata_count;
- virtual void set_code(const String &p_Code);
- virtual bool is_animated() const;
- virtual bool casts_shadows() const;
- virtual RS::ShaderNativeSourceCode get_native_source_code() const;
- ParticlesShaderData() {}
- virtual ~ParticlesShaderData();
- };
- ShaderData *_create_particles_shader_func();
- struct ParticleProcessMaterialData : public MaterialData {
- ParticlesShaderData *shader_data = nullptr;
- RID uniform_set;
- virtual void set_render_priority(int p_priority) {}
- virtual void set_next_pass(RID p_pass) {}
- virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
- virtual void bind_uniforms();
- virtual ~ParticleProcessMaterialData();
- };
- MaterialData *_create_particles_material_func(ShaderData *p_shader);
- /* Global shader uniform structs */
- struct GlobalShaderUniforms {
- enum {
- BUFFER_DIRTY_REGION_SIZE = 1024
- };
- struct Variable {
- HashSet<RID> texture_materials; // materials using this
- RS::GlobalShaderParameterType type;
- Variant value;
- Variant override;
- int32_t buffer_index; //for vectors
- int32_t buffer_elements; //for vectors
- };
- HashMap<StringName, Variable> variables;
- struct Value {
- float x;
- float y;
- float z;
- float w;
- };
- struct ValueInt {
- int32_t x;
- int32_t y;
- int32_t z;
- int32_t w;
- };
- struct ValueUInt {
- uint32_t x;
- uint32_t y;
- uint32_t z;
- uint32_t w;
- };
- struct ValueUsage {
- uint32_t elements = 0;
- };
- List<RID> materials_using_buffer;
- List<RID> materials_using_texture;
- GLuint buffer = GLuint(0);
- Value *buffer_values = nullptr;
- ValueUsage *buffer_usage = nullptr;
- bool *buffer_dirty_regions = nullptr;
- uint32_t buffer_dirty_region_count = 0;
- uint32_t buffer_size;
- bool must_update_texture_materials = false;
- bool must_update_buffer_materials = false;
- HashMap<RID, int32_t> instance_buffer_pos;
- };
- class MaterialStorage : public RendererMaterialStorage {
- private:
- friend struct MaterialData;
- static MaterialStorage *singleton;
- /* GLOBAL SHADER UNIFORM API */
- GlobalShaderUniforms global_shader_uniforms;
- int32_t _global_shader_uniform_allocate(uint32_t p_elements);
- void _global_shader_uniform_store_in_buffer(int32_t p_index, RS::GlobalShaderParameterType p_type, const Variant &p_value);
- void _global_shader_uniform_mark_buffer_dirty(int32_t p_index, int32_t p_elements);
- /* SHADER API */
- ShaderDataRequestFunction shader_data_request_func[RS::SHADER_MAX];
- mutable RID_Owner<Shader, true> shader_owner;
- /* MATERIAL API */
- MaterialDataRequestFunction material_data_request_func[RS::SHADER_MAX];
- mutable RID_Owner<Material, true> material_owner;
- SelfList<Material>::List material_update_list;
- public:
- static MaterialStorage *get_singleton();
- MaterialStorage();
- virtual ~MaterialStorage();
- static _FORCE_INLINE_ void store_transform(const Transform3D &p_mtx, float *p_array) {
- p_array[0] = p_mtx.basis.rows[0][0];
- p_array[1] = p_mtx.basis.rows[1][0];
- p_array[2] = p_mtx.basis.rows[2][0];
- p_array[3] = 0;
- p_array[4] = p_mtx.basis.rows[0][1];
- p_array[5] = p_mtx.basis.rows[1][1];
- p_array[6] = p_mtx.basis.rows[2][1];
- p_array[7] = 0;
- p_array[8] = p_mtx.basis.rows[0][2];
- p_array[9] = p_mtx.basis.rows[1][2];
- p_array[10] = p_mtx.basis.rows[2][2];
- p_array[11] = 0;
- p_array[12] = p_mtx.origin.x;
- p_array[13] = p_mtx.origin.y;
- p_array[14] = p_mtx.origin.z;
- p_array[15] = 1;
- }
- static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_mtx, float *p_array) {
- p_array[0] = p_mtx.rows[0][0];
- p_array[1] = p_mtx.rows[1][0];
- p_array[2] = p_mtx.rows[2][0];
- p_array[3] = 0;
- p_array[4] = p_mtx.rows[0][1];
- p_array[5] = p_mtx.rows[1][1];
- p_array[6] = p_mtx.rows[2][1];
- p_array[7] = 0;
- p_array[8] = p_mtx.rows[0][2];
- p_array[9] = p_mtx.rows[1][2];
- p_array[10] = p_mtx.rows[2][2];
- p_array[11] = 0;
- }
- static _FORCE_INLINE_ void store_camera(const Projection &p_mtx, float *p_array) {
- for (int i = 0; i < 4; i++) {
- for (int j = 0; j < 4; j++) {
- p_array[i * 4 + j] = p_mtx.columns[i][j];
- }
- }
- }
- struct Shaders {
- CanvasShaderGLES3 canvas_shader;
- SkyShaderGLES3 sky_shader;
- SceneShaderGLES3 scene_shader;
- ParticlesShaderGLES3 particles_process_shader;
- ShaderCompiler compiler_canvas;
- ShaderCompiler compiler_scene;
- ShaderCompiler compiler_particles;
- ShaderCompiler compiler_sky;
- } shaders;
- /* GLOBAL SHADER UNIFORM API */
- void _update_global_shader_uniforms();
- virtual void global_shader_parameter_add(const StringName &p_name, RS::GlobalShaderParameterType p_type, const Variant &p_value) override;
- virtual void global_shader_parameter_remove(const StringName &p_name) override;
- virtual Vector<StringName> global_shader_parameter_get_list() const override;
- virtual void global_shader_parameter_set(const StringName &p_name, const Variant &p_value) override;
- virtual void global_shader_parameter_set_override(const StringName &p_name, const Variant &p_value) override;
- virtual Variant global_shader_parameter_get(const StringName &p_name) const override;
- virtual RS::GlobalShaderParameterType global_shader_parameter_get_type(const StringName &p_name) const override;
- RS::GlobalShaderParameterType global_shader_parameter_get_type_internal(const StringName &p_name) const;
- virtual void global_shader_parameters_load_settings(bool p_load_textures = true) override;
- virtual void global_shader_parameters_clear() override;
- virtual int32_t global_shader_parameters_instance_allocate(RID p_instance) override;
- virtual void global_shader_parameters_instance_free(RID p_instance) override;
- virtual void global_shader_parameters_instance_update(RID p_instance, int p_index, const Variant &p_value, int p_flags_count = 0) override;
- GLuint global_shader_parameters_get_uniform_buffer() const;
- /* SHADER API */
- Shader *get_shader(RID p_rid) { return shader_owner.get_or_null(p_rid); }
- bool owns_shader(RID p_rid) { return shader_owner.owns(p_rid); }
- void _shader_make_dirty(Shader *p_shader);
- virtual RID shader_allocate() override;
- virtual void shader_initialize(RID p_rid) override;
- virtual void shader_free(RID p_rid) override;
- virtual void shader_set_code(RID p_shader, const String &p_code) override;
- virtual void shader_set_path_hint(RID p_shader, const String &p_path) override;
- virtual String shader_get_code(RID p_shader) const override;
- virtual void get_shader_parameter_list(RID p_shader, List<PropertyInfo> *p_param_list) const override;
- virtual void shader_set_default_texture_parameter(RID p_shader, const StringName &p_name, RID p_texture, int p_index) override;
- virtual RID shader_get_default_texture_parameter(RID p_shader, const StringName &p_name, int p_index) const override;
- virtual Variant shader_get_parameter_default(RID p_shader, const StringName &p_name) const override;
- virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const override;
- /* MATERIAL API */
- Material *get_material(RID p_rid) { return material_owner.get_or_null(p_rid); }
- bool owns_material(RID p_rid) { return material_owner.owns(p_rid); }
- void _material_queue_update(Material *material, bool p_uniform, bool p_texture);
- void _update_queued_materials();
- virtual RID material_allocate() override;
- virtual void material_initialize(RID p_rid) override;
- virtual void material_free(RID p_rid) override;
- virtual void material_set_shader(RID p_material, RID p_shader) override;
- virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) override;
- virtual Variant material_get_param(RID p_material, const StringName &p_param) const override;
- virtual void material_set_next_pass(RID p_material, RID p_next_material) override;
- virtual void material_set_render_priority(RID p_material, int priority) override;
- virtual bool material_is_animated(RID p_material) override;
- virtual bool material_casts_shadows(RID p_material) override;
- virtual RS::CullMode material_get_cull_mode(RID p_material) const override;
- virtual void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override;
- virtual void material_update_dependency(RID p_material, DependencyTracker *p_instance) override;
- _FORCE_INLINE_ uint32_t material_get_shader_id(RID p_material) {
- Material *material = material_owner.get_or_null(p_material);
- return material->shader_id;
- }
- _FORCE_INLINE_ MaterialData *material_get_data(RID p_material, RS::ShaderMode p_shader_mode) {
- Material *material = material_owner.get_or_null(p_material);
- if (!material || material->shader_mode != p_shader_mode) {
- return nullptr;
- } else {
- return material->data;
- }
- }
- };
- } // namespace GLES3
- #endif // GLES3_ENABLED
- #endif // MATERIAL_STORAGE_GLES3_H
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