rasterizer.cpp 20 KB

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  1. /*************************************************************************/
  2. /* rasterizer.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* http://www.godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
  9. /* */
  10. /* Permission is hereby granted, free of charge, to any person obtaining */
  11. /* a copy of this software and associated documentation files (the */
  12. /* "Software"), to deal in the Software without restriction, including */
  13. /* without limitation the rights to use, copy, modify, merge, publish, */
  14. /* distribute, sublicense, and/or sell copies of the Software, and to */
  15. /* permit persons to whom the Software is furnished to do so, subject to */
  16. /* the following conditions: */
  17. /* */
  18. /* The above copyright notice and this permission notice shall be */
  19. /* included in all copies or substantial portions of the Software. */
  20. /* */
  21. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  22. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  23. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  24. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  25. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  26. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  27. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  28. /*************************************************************************/
  29. #include "rasterizer.h"
  30. #include "print_string.h"
  31. #include "os/os.h"
  32. RID Rasterizer::create_default_material() {
  33. return material_create();
  34. }
  35. /* Fixed MAterial SHADER API */
  36. RID Rasterizer::_create_shader(const FixedMaterialShaderKey& p_key) {
  37. ERR_FAIL_COND_V(!p_key.valid,RID());
  38. Map<FixedMaterialShaderKey,FixedMaterialShader>::Element *E=fixed_material_shaders.find(p_key);
  39. if (E) {
  40. E->get().refcount++;
  41. return E->get().shader;
  42. }
  43. uint64_t t = OS::get_singleton()->get_ticks_usec();
  44. FixedMaterialShader fms;
  45. fms.refcount=1;
  46. fms.shader=shader_create();
  47. //create shader code
  48. int texcoords_used=0;
  49. String code;
  50. static const char* _uv_str[4]={"UV","uv_xform","UV2","uv_sphere"};
  51. #define _TEXUVSTR(m_idx) String( _uv_str[(p_key.texcoord_mask>>(m_idx*2))&0x3] )
  52. if (p_key.use_pointsize) {
  53. code+="UV=POINT_COORD;\n";
  54. }
  55. for(int i=0;i<VS::FIXED_MATERIAL_PARAM_MAX;i++) {
  56. if (p_key.texture_mask&(1<<i))
  57. texcoords_used|=(1<<((p_key.texcoord_mask>>(i*2))&0x3));
  58. }
  59. if (texcoords_used&(1<<VS::FIXED_MATERIAL_TEXCOORD_UV_TRANSFORM)) {
  60. code+="uniform mat4 fmp_uv_xform;\n";
  61. code+="vec2 uv_xform = (fmp_uv_xform * vec4(UV,0,1)).xy;\n";
  62. }
  63. /* HANDLE NORMAL MAPPING */
  64. if (p_key.texture_mask&(1<<VS::FIXED_MATERIAL_PARAM_NORMAL)) {
  65. String scode;
  66. scode+="uniform float fmp_normal;\n";
  67. scode+="uniform texture fmp_normal_tex;\n";
  68. String uv_str;
  69. if (((p_key.texcoord_mask>>(VS::FIXED_MATERIAL_PARAM_NORMAL*2))&0x3)==VS::FIXED_MATERIAL_TEXCOORD_SPHERE) {
  70. uv_str="uv"; //sorry not supported
  71. } else {
  72. uv_str=_TEXUVSTR(VS::FIXED_MATERIAL_PARAM_NORMAL);
  73. }
  74. if (p_key.use_xy_normalmap) {
  75. scode+="vec2 ywnormal=tex( fmp_normal_tex,"+uv_str+").wy * vec2(2.0,2.0) - vec2(1.0,1.0);\n";
  76. scode+="NORMALMAP=vec3(ywnormal,sqrt(1 - (ywnormal.x * ywnormal.x) - (ywnormal.y * ywnormal.y) ));\n";
  77. } else {
  78. scode+="NORMALMAP=tex( fmp_normal_tex,"+uv_str+").xyz * vec3(2.0,2.0,1.0) - vec3(1.0,1.0,0.0);\n";
  79. }
  80. scode+="NORMALMAP_DEPTH=fmp_normal;\n";
  81. code+=scode;
  82. }
  83. //handle sphere uv if used, do it here because it needs the normal, which may be transformed by a normal map
  84. if (texcoords_used&(1<<VS::FIXED_MATERIAL_TEXCOORD_SPHERE)) {
  85. String tcode;
  86. tcode="vec3 eye_normal = normalize(VERTEX);\n";
  87. tcode+="vec3 ref = (eye_normal - 2.0*dot(NORMAL, eye_normal)*NORMAL);\n";
  88. tcode+="ref.z+=1.0;\n";
  89. tcode+="vec2 uv_sphere = ref.xy*vec2(0.5,0.0-0.5)+vec2(0.5,0.0-0.5);\n";
  90. code+=tcode;
  91. }
  92. /* HANDLE DIFFUSE LIGHTING */
  93. code+="uniform color fmp_diffuse;\n";
  94. code+="color diffuse=fmp_diffuse;\n";
  95. if (p_key.use_color_array)
  96. code+="diffuse*=COLOR;\n";
  97. if (p_key.texture_mask&(1<<VS::FIXED_MATERIAL_PARAM_DIFFUSE)) {
  98. code+="uniform texture fmp_diffuse_tex;\n";
  99. code+="diffuse*=tex( fmp_diffuse_tex,"+_TEXUVSTR(VS::FIXED_MATERIAL_PARAM_DIFFUSE)+");\n";
  100. }
  101. if (p_key.texture_mask&(1<<VS::FIXED_MATERIAL_PARAM_DETAIL)) {
  102. String dcode;
  103. dcode+="uniform texture fmp_detail_tex;\n";
  104. dcode+="uniform float fmp_detail;\n";
  105. dcode+="color detail=tex( fmp_detail_tex,"+_TEXUVSTR(VS::FIXED_MATERIAL_PARAM_DETAIL)+");\n";
  106. //aways mix
  107. dcode+="diffuse=vec4(mix(diffuse.rgb,detail.rgb,detail.a*fmp_detail),diffuse.a);\n";
  108. code+=dcode;
  109. }
  110. if (p_key.use_alpha) {
  111. code+="DIFFUSE_ALPHA=diffuse;\n";
  112. if (p_key.discard_alpha) {
  113. code+="DISCARD=diffuse.a<0.5;\n";
  114. }
  115. } else {
  116. code+="DIFFUSE=diffuse.rgb;\n";
  117. }
  118. /* HANDLE SPECULAR LIGHTING */
  119. code+="uniform color fmp_specular;\n";
  120. code+="color specular=fmp_specular;\n";
  121. if (p_key.texture_mask&(1<<VS::FIXED_MATERIAL_PARAM_SPECULAR)) {
  122. String scode;
  123. scode+="uniform texture fmp_specular_tex;\n";
  124. scode+="specular*=tex( fmp_specular_tex,"+_TEXUVSTR(VS::FIXED_MATERIAL_PARAM_SPECULAR)+");\n";
  125. code+=scode;
  126. }
  127. code+="SPECULAR=specular.rgb;\n";
  128. code+="uniform float fmp_specular_exp;\n";
  129. code+="float specular_exp=fmp_specular_exp;\n";
  130. if (p_key.texture_mask&(1<<VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP)) {
  131. String scode;
  132. scode+="uniform texture fmp_specular_exp_tex;\n";
  133. scode+="specular_exp*=tex( fmp_specular_exp_tex,"+_TEXUVSTR(VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP)+").r;\n";
  134. code+=scode;
  135. }
  136. code+="SPEC_EXP=specular_exp;\n";
  137. /* HANDLE EMISSION LIGHTING */
  138. code+="uniform color fmp_emission;\n";
  139. code+="color emission=fmp_emission;\n";
  140. if (p_key.texture_mask&(1<<VS::FIXED_MATERIAL_PARAM_EMISSION)) {
  141. String scode;
  142. scode+="uniform texture fmp_emission_tex;\n";
  143. scode+="emission*=tex( fmp_emission_tex,"+_TEXUVSTR(VS::FIXED_MATERIAL_PARAM_EMISSION)+");\n";
  144. code+=scode;
  145. }
  146. code+="EMISSION=emission.rgb;\n";
  147. /* HANDLE GLOW */
  148. code+="uniform float fmp_glow;\n";
  149. code+="float glow=fmp_glow;\n";
  150. if (p_key.texture_mask&(1<<VS::FIXED_MATERIAL_PARAM_GLOW)) {
  151. String scode;
  152. scode+="uniform texture fmp_glow_tex;\n";
  153. scode+="glow*=tex( fmp_glow_tex,"+_TEXUVSTR(VS::FIXED_MATERIAL_PARAM_GLOW)+").r;\n";
  154. code+=scode;
  155. }
  156. code+="GLOW=glow;\n";
  157. if (p_key.texture_mask&(1<<VS::FIXED_MATERIAL_PARAM_SHADE_PARAM)) {
  158. String scode;
  159. scode+="uniform texture fmp_shade_param_tex;\n";
  160. scode+="SHADE_PARAM=tex( fmp_shade_param_tex,"+_TEXUVSTR(VS::FIXED_MATERIAL_PARAM_SHADE_PARAM)+").r;\n";
  161. code+=scode;
  162. } else {
  163. String scode;
  164. scode+="uniform float fmp_shade_param;\n";
  165. scode+="SHADE_PARAM=fmp_shade_param;\n";
  166. code+=scode;
  167. }
  168. //print_line("**FRAGMENT SHADER GENERATED code: \n"+code);
  169. String vcode;
  170. vcode="uniform float "+_fixed_material_param_names[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP]+";\n";
  171. vcode+="SPEC_EXP="+_fixed_material_param_names[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP]+";\n";
  172. if (p_key.use_pointsize) {
  173. vcode+="uniform float "+_fixed_material_point_size_name+";\n";
  174. vcode+="POINT_SIZE="+_fixed_material_point_size_name+";\n";
  175. // vcode+="POINT_SIZE=10.0;\n";
  176. }
  177. String lcode;
  178. switch(p_key.light_shader) {
  179. case VS::FIXED_MATERIAL_LIGHT_SHADER_LAMBERT: {
  180. //do nothing
  181. } break;
  182. case VS::FIXED_MATERIAL_LIGHT_SHADER_WRAP: {
  183. lcode+="float NdotL = max(0.0,((dot( NORMAL, LIGHT_DIR )+SHADE_PARAM)/(1.0+SHADE_PARAM)));";
  184. lcode+="vec3 half_vec = normalize(LIGHT_DIR + EYE_VEC);";
  185. lcode+="float eye_light = max(dot(NORMAL, half_vec),0.0);";
  186. lcode+="LIGHT = LIGHT_DIFFUSE * DIFFUSE * NdotL;";
  187. lcode+="if (NdotL > 0.0) {";
  188. lcode+="\tLIGHT+=LIGHT_SPECULAR * SPECULAR * pow( eye_light, SPECULAR_EXP );";
  189. lcode+="};";
  190. } break;
  191. case VS::FIXED_MATERIAL_LIGHT_SHADER_VELVET: {
  192. lcode+="float NdotL = max(0.0,dot( NORMAL, LIGHT_DIR ));";
  193. lcode+="vec3 half_vec = normalize(LIGHT_DIR + EYE_VEC);";
  194. lcode+="float eye_light = max(dot(NORMAL, half_vec),0.0);";
  195. lcode+="LIGHT = LIGHT_DIFFUSE * DIFFUSE * NdotL;";
  196. lcode+="float rim = (1.0-abs(dot(NORMAL,vec3(0,0,1))))*SHADE_PARAM;";
  197. lcode+="LIGHT += LIGHT_DIFFUSE * DIFFUSE * rim;";
  198. lcode+="if (NdotL > 0.0) {";
  199. lcode+="\tLIGHT+=LIGHT_SPECULAR * SPECULAR * pow( eye_light, SPECULAR_EXP );";
  200. lcode+="};";
  201. } break;
  202. case VS::FIXED_MATERIAL_LIGHT_SHADER_TOON: {
  203. lcode+="float NdotL = dot( NORMAL, LIGHT_DIR );";
  204. lcode+="vec3 light_ref = reflect( LIGHT_DIR, NORMAL );";
  205. lcode+="float eye_light = clamp( dot( light_ref, vec3(0,0,0)-EYE_VEC), 0.0, 1.0 );";
  206. lcode+="float NdotL_diffuse = smoothstep( max( SHADE_PARAM-0.05, 0.0-1.0), min( SHADE_PARAM+0.05, 1.0), NdotL );";
  207. lcode+="float spec_radius=clamp((1.0-(SPECULAR_EXP/64.0)),0.0,1.0);";
  208. lcode+="float NdotL_specular = smoothstep( max( spec_radius-0.05, 0.0), min( spec_radius+0.05, 1.0), eye_light )*max(NdotL,0);";
  209. lcode+="LIGHT = NdotL_diffuse * LIGHT_DIFFUSE*DIFFUSE + NdotL_specular * LIGHT_SPECULAR*SPECULAR;";
  210. } break;
  211. }
  212. //print_line("**VERTEX SHADER GENERATED code: \n"+vcode);
  213. double tf = (OS::get_singleton()->get_ticks_usec()-t)/1000.0;
  214. // print_line("generate: "+rtos(tf));
  215. shader_set_code(fms.shader,vcode,code,lcode,0,0);
  216. fixed_material_shaders[p_key]=fms;
  217. return fms.shader;
  218. }
  219. void Rasterizer::_free_shader(const FixedMaterialShaderKey& p_key) {
  220. if (p_key.valid==0)
  221. return; //not a valid key
  222. Map<FixedMaterialShaderKey,FixedMaterialShader>::Element *E=fixed_material_shaders.find(p_key);
  223. ERR_FAIL_COND(!E);
  224. E->get().refcount--;
  225. if (E->get().refcount==0) {
  226. free(E->get().shader);
  227. fixed_material_shaders.erase(E);
  228. }
  229. }
  230. void Rasterizer::fixed_material_set_flag(RID p_material, VS::FixedMaterialFlags p_flag, bool p_enabled) {
  231. Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
  232. ERR_FAIL_COND(!E);
  233. FixedMaterial &fm=*E->get();
  234. switch(p_flag) {
  235. case VS::FIXED_MATERIAL_FLAG_USE_ALPHA: fm.use_alpha=p_enabled; break;
  236. case VS::FIXED_MATERIAL_FLAG_USE_COLOR_ARRAY: fm.use_color_array=p_enabled; break;
  237. case VS::FIXED_MATERIAL_FLAG_USE_POINT_SIZE: fm.use_pointsize=p_enabled; break;
  238. case VS::FIXED_MATERIAL_FLAG_DISCARD_ALPHA: fm.discard_alpha=p_enabled; break;
  239. case VS::FIXED_MATERIAL_FLAG_USE_XY_NORMALMAP: fm.use_xy_normalmap=p_enabled; break;
  240. }
  241. if (!fm.dirty_list.in_list())
  242. fixed_material_dirty_list.add( &fm.dirty_list );
  243. }
  244. bool Rasterizer::fixed_material_get_flag(RID p_material, VS::FixedMaterialFlags p_flag) const{
  245. const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
  246. ERR_FAIL_COND_V(!E,false);
  247. const FixedMaterial &fm=*E->get();
  248. switch(p_flag) {
  249. case VS::FIXED_MATERIAL_FLAG_USE_ALPHA: return fm.use_alpha;; break;
  250. case VS::FIXED_MATERIAL_FLAG_USE_COLOR_ARRAY: return fm.use_color_array;; break;
  251. case VS::FIXED_MATERIAL_FLAG_USE_POINT_SIZE: return fm.use_pointsize;; break;
  252. case VS::FIXED_MATERIAL_FLAG_DISCARD_ALPHA: return fm.discard_alpha;; break;
  253. case VS::FIXED_MATERIAL_FLAG_USE_XY_NORMALMAP: return fm.use_xy_normalmap;; break;
  254. }
  255. return false;
  256. }
  257. RID Rasterizer::fixed_material_create() {
  258. RID mat = material_create();
  259. fixed_materials[mat]=memnew( FixedMaterial() );
  260. FixedMaterial &fm=*fixed_materials[mat];
  261. fm.self=mat;
  262. fm.get_key();
  263. material_set_flag(mat,VS::MATERIAL_FLAG_COLOR_ARRAY_SRGB,true);
  264. for(int i=0;i<VS::FIXED_MATERIAL_PARAM_MAX;i++) {
  265. material_set_param(mat,_fixed_material_param_names[i],fm.param[i]); //must be there
  266. }
  267. fixed_material_dirty_list.add(&fm.dirty_list);
  268. //print_line("FMC: "+itos(mat.get_id()));
  269. return mat;
  270. }
  271. void Rasterizer::fixed_material_set_parameter(RID p_material, VS::FixedMaterialParam p_parameter, const Variant& p_value){
  272. Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
  273. ERR_FAIL_COND(!E);
  274. FixedMaterial &fm=*E->get();
  275. RID material=E->key();
  276. ERR_FAIL_INDEX(p_parameter,VS::FIXED_MATERIAL_PARAM_MAX);
  277. if ((p_parameter==VS::FIXED_MATERIAL_PARAM_DIFFUSE || p_parameter==VS::FIXED_MATERIAL_PARAM_SPECULAR || p_parameter==VS::FIXED_MATERIAL_PARAM_EMISSION)) {
  278. if (p_value.get_type()!=Variant::COLOR) {
  279. ERR_EXPLAIN(String(_fixed_material_param_names[p_parameter])+" expects Color");
  280. ERR_FAIL();
  281. }
  282. } else {
  283. if (!p_value.is_num()) {
  284. ERR_EXPLAIN(String(_fixed_material_param_names[p_parameter])+" expects scalar");
  285. ERR_FAIL();
  286. }
  287. }
  288. fm.param[p_parameter]=p_value;
  289. VS::get_singleton()->material_set_param(material,_fixed_material_param_names[p_parameter],p_value);
  290. }
  291. Variant Rasterizer::fixed_material_get_parameter(RID p_material,VS::FixedMaterialParam p_parameter) const{
  292. const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
  293. ERR_FAIL_COND_V(!E,Variant());
  294. const FixedMaterial &fm=*E->get();
  295. ERR_FAIL_INDEX_V(p_parameter,VS::FIXED_MATERIAL_PARAM_MAX,Variant());
  296. return fm.param[p_parameter];
  297. }
  298. void Rasterizer::fixed_material_set_texture(RID p_material,VS::FixedMaterialParam p_parameter, RID p_texture){
  299. Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
  300. if (!E) {
  301. print_line("Not found: "+itos(p_material.get_id()));
  302. }
  303. ERR_FAIL_COND(!E);
  304. FixedMaterial &fm=*E->get();
  305. ERR_FAIL_INDEX(p_parameter,VS::FIXED_MATERIAL_PARAM_MAX);
  306. RID material=E->key();
  307. fm.texture[p_parameter]=p_texture;
  308. VS::get_singleton()->material_set_param(material,_fixed_material_tex_names[p_parameter],p_texture);
  309. if (!fm.dirty_list.in_list())
  310. fixed_material_dirty_list.add( &fm.dirty_list );
  311. }
  312. RID Rasterizer::fixed_material_get_texture(RID p_material,VS::FixedMaterialParam p_parameter) const{
  313. const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
  314. ERR_FAIL_COND_V(!E,RID());
  315. const FixedMaterial &fm=*E->get();
  316. ERR_FAIL_INDEX_V(p_parameter,VS::FIXED_MATERIAL_PARAM_MAX,RID());
  317. return fm.texture[p_parameter];
  318. }
  319. void Rasterizer::fixed_material_set_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode) {
  320. Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
  321. ERR_FAIL_COND(!E);
  322. FixedMaterial &fm=*E->get();
  323. ERR_FAIL_INDEX(p_parameter,VS::FIXED_MATERIAL_PARAM_MAX);
  324. fm.get_key();
  325. fm.texture_tc[p_parameter]=p_mode;
  326. if (!fm.dirty_list.in_list())
  327. fixed_material_dirty_list.add( &fm.dirty_list );
  328. }
  329. VS::FixedMaterialTexCoordMode Rasterizer::fixed_material_get_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter) const {
  330. const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
  331. ERR_FAIL_COND_V(!E,VS::FIXED_MATERIAL_TEXCOORD_UV);
  332. const FixedMaterial &fm=*E->get();
  333. ERR_FAIL_INDEX_V(p_parameter,VS::FIXED_MATERIAL_PARAM_MAX,VS::FIXED_MATERIAL_TEXCOORD_UV);
  334. return fm.texture_tc[p_parameter];
  335. }
  336. void Rasterizer::fixed_material_set_uv_transform(RID p_material,const Transform& p_transform) {
  337. Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
  338. ERR_FAIL_COND(!E);
  339. FixedMaterial &fm=*E->get();
  340. RID material=E->key();
  341. VS::get_singleton()->material_set_param(material,_fixed_material_uv_xform_name,p_transform);
  342. fm.uv_xform=p_transform;
  343. }
  344. Transform Rasterizer::fixed_material_get_uv_transform(RID p_material) const {
  345. const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
  346. ERR_FAIL_COND_V(!E,Transform());
  347. const FixedMaterial &fm=*E->get();
  348. return fm.uv_xform;
  349. }
  350. void Rasterizer::fixed_material_set_light_shader(RID p_material,VS::FixedMaterialLightShader p_shader) {
  351. Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
  352. ERR_FAIL_COND(!E);
  353. FixedMaterial &fm=*E->get();
  354. fm.light_shader=p_shader;
  355. if (!fm.dirty_list.in_list())
  356. fixed_material_dirty_list.add( &fm.dirty_list );
  357. }
  358. VS::FixedMaterialLightShader Rasterizer::fixed_material_get_light_shader(RID p_material) const {
  359. const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
  360. ERR_FAIL_COND_V(!E,VS::FIXED_MATERIAL_LIGHT_SHADER_LAMBERT);
  361. const FixedMaterial &fm=*E->get();
  362. return fm.light_shader;
  363. }
  364. void Rasterizer::fixed_material_set_point_size(RID p_material,float p_size) {
  365. Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
  366. ERR_FAIL_COND(!E);
  367. FixedMaterial &fm=*E->get();
  368. RID material=E->key();
  369. VS::get_singleton()->material_set_param(material,_fixed_material_point_size_name,p_size);
  370. fm.point_size=p_size;
  371. }
  372. float Rasterizer::fixed_material_get_point_size(RID p_material) const{
  373. const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
  374. ERR_FAIL_COND_V(!E,1.0);
  375. const FixedMaterial &fm=*E->get();
  376. return fm.point_size;
  377. }
  378. void Rasterizer::_update_fixed_materials() {
  379. while(fixed_material_dirty_list.first()) {
  380. FixedMaterial &fm=*fixed_material_dirty_list.first()->self();
  381. FixedMaterialShaderKey new_key = fm.get_key();
  382. if (new_key.key!=fm.current_key.key) {
  383. _free_shader(fm.current_key);
  384. RID new_rid = _create_shader(new_key);
  385. fm.current_key=new_key;
  386. material_set_shader(fm.self,new_rid);
  387. if (fm.texture[VS::FIXED_MATERIAL_PARAM_DETAIL].is_valid()) {
  388. //send these again just in case.
  389. material_set_param(fm.self,_fixed_material_param_names[VS::FIXED_MATERIAL_PARAM_DETAIL],fm.param[VS::FIXED_MATERIAL_PARAM_DETAIL]);
  390. }
  391. if (fm.texture[VS::FIXED_MATERIAL_PARAM_NORMAL].is_valid()) {
  392. //send these again just in case.
  393. material_set_param(fm.self,_fixed_material_param_names[VS::FIXED_MATERIAL_PARAM_NORMAL],fm.param[VS::FIXED_MATERIAL_PARAM_NORMAL]);
  394. }
  395. material_set_param(fm.self,_fixed_material_uv_xform_name,fm.uv_xform);
  396. if (fm.use_pointsize) {
  397. material_set_param(fm.self,_fixed_material_point_size_name,fm.point_size);
  398. }
  399. }
  400. fixed_material_dirty_list.remove(fixed_material_dirty_list.first());
  401. }
  402. }
  403. void Rasterizer::_free_fixed_material(const RID& p_material) {
  404. Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
  405. if (E) {
  406. _free_shader(E->get()->current_key); //free shader
  407. if (E->get()->dirty_list.in_list())
  408. fixed_material_dirty_list.remove( &E->get()->dirty_list);
  409. memdelete(E->get());
  410. fixed_materials.erase(E); //free material
  411. }
  412. }
  413. void Rasterizer::flush_frame() {
  414. //not really necesary to implement
  415. }
  416. Rasterizer::Rasterizer() {
  417. static const char* fm_names[VS::FIXED_MATERIAL_PARAM_MAX]={
  418. "diffuse",
  419. "detail",
  420. "specular",
  421. "emission",
  422. "specular_exp",
  423. "glow",
  424. "normal",
  425. "shade_param"};
  426. for(int i=0;i<VS::FIXED_MATERIAL_PARAM_MAX;i++) {
  427. _fixed_material_param_names[i]=String("fmp_")+fm_names[i];
  428. _fixed_material_tex_names[i]=String("fmp_")+fm_names[i]+"_tex";
  429. }
  430. _fixed_material_uv_xform_name="fmp_uv_xform";
  431. _fixed_material_point_size_name="fmp_point_size";
  432. draw_viewport_func=NULL;
  433. ERR_FAIL_COND( sizeof(FixedMaterialShaderKey)!=4);
  434. }
  435. RID Rasterizer::create_overdraw_debug_material() {
  436. RID mat = fixed_material_create();
  437. fixed_material_set_parameter( mat,VisualServer::FIXED_MATERIAL_PARAM_SPECULAR,Color(0,0,0) );
  438. fixed_material_set_parameter( mat,VisualServer::FIXED_MATERIAL_PARAM_DIFFUSE,Color(0.1,0.1,0.2) );
  439. fixed_material_set_parameter( mat,VisualServer::FIXED_MATERIAL_PARAM_EMISSION,Color(0,0,0) );
  440. fixed_material_set_flag( mat, VS::FIXED_MATERIAL_FLAG_USE_ALPHA, true);
  441. material_set_flag( mat, VisualServer::MATERIAL_FLAG_UNSHADED, true );
  442. material_set_blend_mode( mat,VisualServer::MATERIAL_BLEND_MODE_ADD );
  443. return mat;
  444. }