material_storage.cpp 123 KB

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  1. /**************************************************************************/
  2. /* material_storage.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifdef GLES3_ENABLED
  31. #include "core/config/project_settings.h"
  32. #include "config.h"
  33. #include "material_storage.h"
  34. #include "particles_storage.h"
  35. #include "texture_storage.h"
  36. #include "drivers/gles3/rasterizer_canvas_gles3.h"
  37. #include "drivers/gles3/rasterizer_gles3.h"
  38. using namespace GLES3;
  39. ///////////////////////////////////////////////////////////////////////////
  40. // UBI helper functions
  41. _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataType type, int p_array_size, const Variant &value, uint8_t *data) {
  42. switch (type) {
  43. case ShaderLanguage::TYPE_BOOL: {
  44. uint32_t *gui = (uint32_t *)data;
  45. if (p_array_size > 0) {
  46. const PackedInt32Array &ba = value;
  47. int s = ba.size();
  48. const int *r = ba.ptr();
  49. for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
  50. if (i < s) {
  51. gui[j] = (r[i] != 0) ? 1 : 0;
  52. } else {
  53. gui[j] = 0;
  54. }
  55. gui[j + 1] = 0; // ignored
  56. gui[j + 2] = 0; // ignored
  57. gui[j + 3] = 0; // ignored
  58. }
  59. } else {
  60. bool v = value;
  61. gui[0] = v ? 1 : 0;
  62. }
  63. } break;
  64. case ShaderLanguage::TYPE_BVEC2: {
  65. uint32_t *gui = (uint32_t *)data;
  66. if (p_array_size > 0) {
  67. const PackedInt32Array &ba = value;
  68. int s = ba.size();
  69. const int *r = ba.ptr();
  70. int count = 2 * p_array_size;
  71. for (int i = 0, j = 0; i < count; i += 2, j += 4) {
  72. if (i < s) {
  73. gui[j] = r[i] ? 1 : 0;
  74. gui[j + 1] = r[i + 1] ? 1 : 0;
  75. } else {
  76. gui[j] = 0;
  77. gui[j + 1] = 0;
  78. }
  79. gui[j + 2] = 0; // ignored
  80. gui[j + 3] = 0; // ignored
  81. }
  82. } else {
  83. uint32_t v = value;
  84. gui[0] = v & 1 ? 1 : 0;
  85. gui[1] = v & 2 ? 1 : 0;
  86. }
  87. } break;
  88. case ShaderLanguage::TYPE_BVEC3: {
  89. uint32_t *gui = (uint32_t *)data;
  90. if (p_array_size > 0) {
  91. const PackedInt32Array &ba = value;
  92. int s = ba.size();
  93. const int *r = ba.ptr();
  94. int count = 3 * p_array_size;
  95. for (int i = 0, j = 0; i < count; i += 3, j += 4) {
  96. if (i < s) {
  97. gui[j] = r[i] ? 1 : 0;
  98. gui[j + 1] = r[i + 1] ? 1 : 0;
  99. gui[j + 2] = r[i + 2] ? 1 : 0;
  100. } else {
  101. gui[j] = 0;
  102. gui[j + 1] = 0;
  103. gui[j + 2] = 0;
  104. }
  105. gui[j + 3] = 0; // ignored
  106. }
  107. } else {
  108. uint32_t v = value;
  109. gui[0] = (v & 1) ? 1 : 0;
  110. gui[1] = (v & 2) ? 1 : 0;
  111. gui[2] = (v & 4) ? 1 : 0;
  112. }
  113. } break;
  114. case ShaderLanguage::TYPE_BVEC4: {
  115. uint32_t *gui = (uint32_t *)data;
  116. if (p_array_size > 0) {
  117. const PackedInt32Array &ba = value;
  118. int s = ba.size();
  119. const int *r = ba.ptr();
  120. int count = 4 * p_array_size;
  121. for (int i = 0; i < count; i += 4) {
  122. if (i < s) {
  123. gui[i] = r[i] ? 1 : 0;
  124. gui[i + 1] = r[i + 1] ? 1 : 0;
  125. gui[i + 2] = r[i + 2] ? 1 : 0;
  126. gui[i + 3] = r[i + 3] ? 1 : 0;
  127. } else {
  128. gui[i] = 0;
  129. gui[i + 1] = 0;
  130. gui[i + 2] = 0;
  131. gui[i + 3] = 0;
  132. }
  133. }
  134. } else {
  135. uint32_t v = value;
  136. gui[0] = (v & 1) ? 1 : 0;
  137. gui[1] = (v & 2) ? 1 : 0;
  138. gui[2] = (v & 4) ? 1 : 0;
  139. gui[3] = (v & 8) ? 1 : 0;
  140. }
  141. } break;
  142. case ShaderLanguage::TYPE_INT: {
  143. int32_t *gui = (int32_t *)data;
  144. if (p_array_size > 0) {
  145. Vector<int> iv = value;
  146. int s = iv.size();
  147. const int *r = iv.ptr();
  148. for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
  149. if (i < s) {
  150. gui[j] = r[i];
  151. } else {
  152. gui[j] = 0;
  153. }
  154. gui[j + 1] = 0; // ignored
  155. gui[j + 2] = 0; // ignored
  156. gui[j + 3] = 0; // ignored
  157. }
  158. } else {
  159. int v = value;
  160. gui[0] = v;
  161. }
  162. } break;
  163. case ShaderLanguage::TYPE_IVEC2: {
  164. int32_t *gui = (int32_t *)data;
  165. if (p_array_size > 0) {
  166. Vector<int> iv = value;
  167. int s = iv.size();
  168. int count = 2 * p_array_size;
  169. const int *r = iv.ptr();
  170. for (int i = 0, j = 0; i < count; i += 2, j += 4) {
  171. if (i < s) {
  172. gui[j] = r[i];
  173. gui[j + 1] = r[i + 1];
  174. } else {
  175. gui[j] = 0;
  176. gui[j + 1] = 0;
  177. }
  178. gui[j + 2] = 0; // ignored
  179. gui[j + 3] = 0; // ignored
  180. }
  181. } else {
  182. Vector2i v = value;
  183. gui[0] = v.x;
  184. gui[1] = v.y;
  185. }
  186. } break;
  187. case ShaderLanguage::TYPE_IVEC3: {
  188. int32_t *gui = (int32_t *)data;
  189. if (p_array_size > 0) {
  190. Vector<int> iv = value;
  191. int s = iv.size();
  192. int count = 3 * p_array_size;
  193. const int *r = iv.ptr();
  194. for (int i = 0, j = 0; i < count; i += 3, j += 4) {
  195. if (i < s) {
  196. gui[j] = r[i];
  197. gui[j + 1] = r[i + 1];
  198. gui[j + 2] = r[i + 2];
  199. } else {
  200. gui[j] = 0;
  201. gui[j + 1] = 0;
  202. gui[j + 2] = 0;
  203. }
  204. gui[j + 3] = 0; // ignored
  205. }
  206. } else {
  207. Vector3i v = value;
  208. gui[0] = v.x;
  209. gui[1] = v.y;
  210. gui[2] = v.z;
  211. }
  212. } break;
  213. case ShaderLanguage::TYPE_IVEC4: {
  214. int32_t *gui = (int32_t *)data;
  215. if (p_array_size > 0) {
  216. Vector<int> iv = value;
  217. int s = iv.size();
  218. int count = 4 * p_array_size;
  219. const int *r = iv.ptr();
  220. for (int i = 0; i < count; i += 4) {
  221. if (i < s) {
  222. gui[i] = r[i];
  223. gui[i + 1] = r[i + 1];
  224. gui[i + 2] = r[i + 2];
  225. gui[i + 3] = r[i + 3];
  226. } else {
  227. gui[i] = 0;
  228. gui[i + 1] = 0;
  229. gui[i + 2] = 0;
  230. gui[i + 3] = 0;
  231. }
  232. }
  233. } else {
  234. Vector4i v = value;
  235. gui[0] = v.x;
  236. gui[1] = v.y;
  237. gui[2] = v.z;
  238. gui[3] = v.w;
  239. }
  240. } break;
  241. case ShaderLanguage::TYPE_UINT: {
  242. uint32_t *gui = (uint32_t *)data;
  243. if (p_array_size > 0) {
  244. Vector<int> iv = value;
  245. int s = iv.size();
  246. const int *r = iv.ptr();
  247. for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
  248. if (i < s) {
  249. gui[j] = r[i];
  250. } else {
  251. gui[j] = 0;
  252. }
  253. gui[j + 1] = 0; // ignored
  254. gui[j + 2] = 0; // ignored
  255. gui[j + 3] = 0; // ignored
  256. }
  257. } else {
  258. int v = value;
  259. gui[0] = v;
  260. }
  261. } break;
  262. case ShaderLanguage::TYPE_UVEC2: {
  263. uint32_t *gui = (uint32_t *)data;
  264. if (p_array_size > 0) {
  265. Vector<int> iv = value;
  266. int s = iv.size();
  267. int count = 2 * p_array_size;
  268. const int *r = iv.ptr();
  269. for (int i = 0, j = 0; i < count; i += 2, j += 4) {
  270. if (i < s) {
  271. gui[j] = r[i];
  272. gui[j + 1] = r[i + 1];
  273. } else {
  274. gui[j] = 0;
  275. gui[j + 1] = 0;
  276. }
  277. gui[j + 2] = 0; // ignored
  278. gui[j + 3] = 0; // ignored
  279. }
  280. } else {
  281. Vector2i v = value;
  282. gui[0] = v.x;
  283. gui[1] = v.y;
  284. }
  285. } break;
  286. case ShaderLanguage::TYPE_UVEC3: {
  287. uint32_t *gui = (uint32_t *)data;
  288. if (p_array_size > 0) {
  289. Vector<int> iv = value;
  290. int s = iv.size();
  291. int count = 3 * p_array_size;
  292. const int *r = iv.ptr();
  293. for (int i = 0, j = 0; i < count; i += 3, j += 4) {
  294. if (i < s) {
  295. gui[j] = r[i];
  296. gui[j + 1] = r[i + 1];
  297. gui[j + 2] = r[i + 2];
  298. } else {
  299. gui[j] = 0;
  300. gui[j + 1] = 0;
  301. gui[j + 2] = 0;
  302. }
  303. gui[j + 3] = 0; // ignored
  304. }
  305. } else {
  306. Vector3i v = value;
  307. gui[0] = v.x;
  308. gui[1] = v.y;
  309. gui[2] = v.z;
  310. }
  311. } break;
  312. case ShaderLanguage::TYPE_UVEC4: {
  313. uint32_t *gui = (uint32_t *)data;
  314. if (p_array_size > 0) {
  315. Vector<int> iv = value;
  316. int s = iv.size();
  317. int count = 4 * p_array_size;
  318. const int *r = iv.ptr();
  319. for (int i = 0; i < count; i++) {
  320. if (i < s) {
  321. gui[i] = r[i];
  322. gui[i + 1] = r[i + 1];
  323. gui[i + 2] = r[i + 2];
  324. gui[i + 3] = r[i + 3];
  325. } else {
  326. gui[i] = 0;
  327. gui[i + 1] = 0;
  328. gui[i + 2] = 0;
  329. gui[i + 3] = 0;
  330. }
  331. }
  332. } else {
  333. Vector4i v = value;
  334. gui[0] = v.x;
  335. gui[1] = v.y;
  336. gui[2] = v.z;
  337. gui[3] = v.w;
  338. }
  339. } break;
  340. case ShaderLanguage::TYPE_FLOAT: {
  341. float *gui = (float *)data;
  342. if (p_array_size > 0) {
  343. const PackedFloat32Array &a = value;
  344. int s = a.size();
  345. for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
  346. if (i < s) {
  347. gui[j] = a[i];
  348. } else {
  349. gui[j] = 0;
  350. }
  351. gui[j + 1] = 0; // ignored
  352. gui[j + 2] = 0; // ignored
  353. gui[j + 3] = 0; // ignored
  354. }
  355. } else {
  356. float v = value;
  357. gui[0] = v;
  358. }
  359. } break;
  360. case ShaderLanguage::TYPE_VEC2: {
  361. float *gui = (float *)data;
  362. if (p_array_size > 0) {
  363. const PackedVector2Array &a = value;
  364. int s = a.size();
  365. for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
  366. if (i < s) {
  367. gui[j] = a[i].x;
  368. gui[j + 1] = a[i].y;
  369. } else {
  370. gui[j] = 0;
  371. gui[j + 1] = 0;
  372. }
  373. gui[j + 2] = 0; // ignored
  374. gui[j + 3] = 0; // ignored
  375. }
  376. } else {
  377. Vector2 v = value;
  378. gui[0] = v.x;
  379. gui[1] = v.y;
  380. }
  381. } break;
  382. case ShaderLanguage::TYPE_VEC3: {
  383. float *gui = (float *)data;
  384. if (p_array_size > 0) {
  385. if (value.get_type() == Variant::PACKED_COLOR_ARRAY) {
  386. const PackedColorArray &a = value;
  387. int s = a.size();
  388. for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
  389. if (i < s) {
  390. Color color = a[i];
  391. gui[j] = color.r;
  392. gui[j + 1] = color.g;
  393. gui[j + 2] = color.b;
  394. } else {
  395. gui[j] = 0;
  396. gui[j + 1] = 0;
  397. gui[j + 2] = 0;
  398. }
  399. gui[j + 3] = 0; // ignored
  400. }
  401. } else {
  402. const PackedVector3Array &a = value;
  403. int s = a.size();
  404. for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
  405. if (i < s) {
  406. gui[j] = a[i].x;
  407. gui[j + 1] = a[i].y;
  408. gui[j + 2] = a[i].z;
  409. } else {
  410. gui[j] = 0;
  411. gui[j + 1] = 0;
  412. gui[j + 2] = 0;
  413. }
  414. gui[j + 3] = 0; // ignored
  415. }
  416. }
  417. } else {
  418. if (value.get_type() == Variant::COLOR) {
  419. Color v = value;
  420. gui[0] = v.r;
  421. gui[1] = v.g;
  422. gui[2] = v.b;
  423. } else {
  424. Vector3 v = value;
  425. gui[0] = v.x;
  426. gui[1] = v.y;
  427. gui[2] = v.z;
  428. }
  429. }
  430. } break;
  431. case ShaderLanguage::TYPE_VEC4: {
  432. float *gui = (float *)data;
  433. if (p_array_size > 0) {
  434. if (value.get_type() == Variant::PACKED_COLOR_ARRAY) {
  435. const PackedColorArray &a = value;
  436. int s = a.size();
  437. for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
  438. if (i < s) {
  439. Color color = a[i];
  440. gui[j] = color.r;
  441. gui[j + 1] = color.g;
  442. gui[j + 2] = color.b;
  443. gui[j + 3] = color.a;
  444. } else {
  445. gui[j] = 0;
  446. gui[j + 1] = 0;
  447. gui[j + 2] = 0;
  448. gui[j + 3] = 0;
  449. }
  450. }
  451. } else {
  452. const PackedFloat32Array &a = value;
  453. int s = a.size();
  454. int count = 4 * p_array_size;
  455. for (int i = 0; i < count; i += 4) {
  456. if (i + 3 < s) {
  457. gui[i] = a[i];
  458. gui[i + 1] = a[i + 1];
  459. gui[i + 2] = a[i + 2];
  460. gui[i + 3] = a[i + 3];
  461. } else {
  462. gui[i] = 0;
  463. gui[i + 1] = 0;
  464. gui[i + 2] = 0;
  465. gui[i + 3] = 0;
  466. }
  467. }
  468. }
  469. } else {
  470. if (value.get_type() == Variant::COLOR) {
  471. Color v = value;
  472. gui[0] = v.r;
  473. gui[1] = v.g;
  474. gui[2] = v.b;
  475. gui[3] = v.a;
  476. } else if (value.get_type() == Variant::RECT2) {
  477. Rect2 v = value;
  478. gui[0] = v.position.x;
  479. gui[1] = v.position.y;
  480. gui[2] = v.size.x;
  481. gui[3] = v.size.y;
  482. } else if (value.get_type() == Variant::QUATERNION) {
  483. Quaternion v = value;
  484. gui[0] = v.x;
  485. gui[1] = v.y;
  486. gui[2] = v.z;
  487. gui[3] = v.w;
  488. } else if (value.get_type() == Variant::VECTOR4) {
  489. Vector4 v = value;
  490. gui[0] = v.x;
  491. gui[1] = v.y;
  492. gui[2] = v.z;
  493. gui[3] = v.w;
  494. } else {
  495. Plane v = value;
  496. gui[0] = v.normal.x;
  497. gui[1] = v.normal.y;
  498. gui[2] = v.normal.z;
  499. gui[3] = v.d;
  500. }
  501. }
  502. } break;
  503. case ShaderLanguage::TYPE_MAT2: {
  504. float *gui = (float *)data;
  505. if (p_array_size > 0) {
  506. const PackedFloat32Array &a = value;
  507. int s = a.size();
  508. for (int i = 0, j = 0; i < p_array_size * 4; i += 4, j += 8) {
  509. if (i + 3 < s) {
  510. gui[j] = a[i];
  511. gui[j + 1] = a[i + 1];
  512. gui[j + 4] = a[i + 2];
  513. gui[j + 5] = a[i + 3];
  514. } else {
  515. gui[j] = 1;
  516. gui[j + 1] = 0;
  517. gui[j + 4] = 0;
  518. gui[j + 5] = 1;
  519. }
  520. gui[j + 2] = 0; // ignored
  521. gui[j + 3] = 0; // ignored
  522. gui[j + 6] = 0; // ignored
  523. gui[j + 7] = 0; // ignored
  524. }
  525. } else {
  526. Transform2D v = value;
  527. //in std140 members of mat2 are treated as vec4s
  528. gui[0] = v.columns[0][0];
  529. gui[1] = v.columns[0][1];
  530. gui[2] = 0; // ignored
  531. gui[3] = 0; // ignored
  532. gui[4] = v.columns[1][0];
  533. gui[5] = v.columns[1][1];
  534. gui[6] = 0; // ignored
  535. gui[7] = 0; // ignored
  536. }
  537. } break;
  538. case ShaderLanguage::TYPE_MAT3: {
  539. float *gui = (float *)data;
  540. if (p_array_size > 0) {
  541. const PackedFloat32Array &a = value;
  542. int s = a.size();
  543. for (int i = 0, j = 0; i < p_array_size * 9; i += 9, j += 12) {
  544. if (i + 8 < s) {
  545. gui[j] = a[i];
  546. gui[j + 1] = a[i + 1];
  547. gui[j + 2] = a[i + 2];
  548. gui[j + 4] = a[i + 3];
  549. gui[j + 5] = a[i + 4];
  550. gui[j + 6] = a[i + 5];
  551. gui[j + 8] = a[i + 6];
  552. gui[j + 9] = a[i + 7];
  553. gui[j + 10] = a[i + 8];
  554. } else {
  555. gui[j] = 1;
  556. gui[j + 1] = 0;
  557. gui[j + 2] = 0;
  558. gui[j + 4] = 0;
  559. gui[j + 5] = 1;
  560. gui[j + 6] = 0;
  561. gui[j + 8] = 0;
  562. gui[j + 9] = 0;
  563. gui[j + 10] = 1;
  564. }
  565. gui[j + 3] = 0; // ignored
  566. gui[j + 7] = 0; // ignored
  567. gui[j + 11] = 0; // ignored
  568. }
  569. } else {
  570. Basis v = value;
  571. gui[0] = v.rows[0][0];
  572. gui[1] = v.rows[1][0];
  573. gui[2] = v.rows[2][0];
  574. gui[3] = 0; // ignored
  575. gui[4] = v.rows[0][1];
  576. gui[5] = v.rows[1][1];
  577. gui[6] = v.rows[2][1];
  578. gui[7] = 0; // ignored
  579. gui[8] = v.rows[0][2];
  580. gui[9] = v.rows[1][2];
  581. gui[10] = v.rows[2][2];
  582. gui[11] = 0; // ignored
  583. }
  584. } break;
  585. case ShaderLanguage::TYPE_MAT4: {
  586. float *gui = (float *)data;
  587. if (p_array_size > 0) {
  588. const PackedFloat32Array &a = value;
  589. int s = a.size();
  590. for (int i = 0; i < p_array_size * 16; i += 16) {
  591. if (i + 15 < s) {
  592. gui[i] = a[i];
  593. gui[i + 1] = a[i + 1];
  594. gui[i + 2] = a[i + 2];
  595. gui[i + 3] = a[i + 3];
  596. gui[i + 4] = a[i + 4];
  597. gui[i + 5] = a[i + 5];
  598. gui[i + 6] = a[i + 6];
  599. gui[i + 7] = a[i + 7];
  600. gui[i + 8] = a[i + 8];
  601. gui[i + 9] = a[i + 9];
  602. gui[i + 10] = a[i + 10];
  603. gui[i + 11] = a[i + 11];
  604. gui[i + 12] = a[i + 12];
  605. gui[i + 13] = a[i + 13];
  606. gui[i + 14] = a[i + 14];
  607. gui[i + 15] = a[i + 15];
  608. } else {
  609. gui[i] = 1;
  610. gui[i + 1] = 0;
  611. gui[i + 2] = 0;
  612. gui[i + 3] = 0;
  613. gui[i + 4] = 0;
  614. gui[i + 5] = 1;
  615. gui[i + 6] = 0;
  616. gui[i + 7] = 0;
  617. gui[i + 8] = 0;
  618. gui[i + 9] = 0;
  619. gui[i + 10] = 1;
  620. gui[i + 11] = 0;
  621. gui[i + 12] = 0;
  622. gui[i + 13] = 0;
  623. gui[i + 14] = 0;
  624. gui[i + 15] = 1;
  625. }
  626. }
  627. } else if (value.get_type() == Variant::TRANSFORM3D) {
  628. Transform3D v = value;
  629. gui[0] = v.basis.rows[0][0];
  630. gui[1] = v.basis.rows[1][0];
  631. gui[2] = v.basis.rows[2][0];
  632. gui[3] = 0;
  633. gui[4] = v.basis.rows[0][1];
  634. gui[5] = v.basis.rows[1][1];
  635. gui[6] = v.basis.rows[2][1];
  636. gui[7] = 0;
  637. gui[8] = v.basis.rows[0][2];
  638. gui[9] = v.basis.rows[1][2];
  639. gui[10] = v.basis.rows[2][2];
  640. gui[11] = 0;
  641. gui[12] = v.origin.x;
  642. gui[13] = v.origin.y;
  643. gui[14] = v.origin.z;
  644. gui[15] = 1;
  645. } else {
  646. Projection v = value;
  647. for (int i = 0; i < 4; i++) {
  648. for (int j = 0; j < 4; j++) {
  649. gui[i * 4 + j] = v.columns[i][j];
  650. }
  651. }
  652. }
  653. } break;
  654. default: {
  655. }
  656. }
  657. }
  658. _FORCE_INLINE_ static void _fill_std140_ubo_value(ShaderLanguage::DataType type, const Vector<ShaderLanguage::ConstantNode::Value> &value, uint8_t *data) {
  659. switch (type) {
  660. case ShaderLanguage::TYPE_BOOL: {
  661. uint32_t *gui = (uint32_t *)data;
  662. gui[0] = value[0].boolean ? 1 : 0;
  663. } break;
  664. case ShaderLanguage::TYPE_BVEC2: {
  665. uint32_t *gui = (uint32_t *)data;
  666. gui[0] = value[0].boolean ? 1 : 0;
  667. gui[1] = value[1].boolean ? 1 : 0;
  668. } break;
  669. case ShaderLanguage::TYPE_BVEC3: {
  670. uint32_t *gui = (uint32_t *)data;
  671. gui[0] = value[0].boolean ? 1 : 0;
  672. gui[1] = value[1].boolean ? 1 : 0;
  673. gui[2] = value[2].boolean ? 1 : 0;
  674. } break;
  675. case ShaderLanguage::TYPE_BVEC4: {
  676. uint32_t *gui = (uint32_t *)data;
  677. gui[0] = value[0].boolean ? 1 : 0;
  678. gui[1] = value[1].boolean ? 1 : 0;
  679. gui[2] = value[2].boolean ? 1 : 0;
  680. gui[3] = value[3].boolean ? 1 : 0;
  681. } break;
  682. case ShaderLanguage::TYPE_INT: {
  683. int32_t *gui = (int32_t *)data;
  684. gui[0] = value[0].sint;
  685. } break;
  686. case ShaderLanguage::TYPE_IVEC2: {
  687. int32_t *gui = (int32_t *)data;
  688. for (int i = 0; i < 2; i++) {
  689. gui[i] = value[i].sint;
  690. }
  691. } break;
  692. case ShaderLanguage::TYPE_IVEC3: {
  693. int32_t *gui = (int32_t *)data;
  694. for (int i = 0; i < 3; i++) {
  695. gui[i] = value[i].sint;
  696. }
  697. } break;
  698. case ShaderLanguage::TYPE_IVEC4: {
  699. int32_t *gui = (int32_t *)data;
  700. for (int i = 0; i < 4; i++) {
  701. gui[i] = value[i].sint;
  702. }
  703. } break;
  704. case ShaderLanguage::TYPE_UINT: {
  705. uint32_t *gui = (uint32_t *)data;
  706. gui[0] = value[0].uint;
  707. } break;
  708. case ShaderLanguage::TYPE_UVEC2: {
  709. int32_t *gui = (int32_t *)data;
  710. for (int i = 0; i < 2; i++) {
  711. gui[i] = value[i].uint;
  712. }
  713. } break;
  714. case ShaderLanguage::TYPE_UVEC3: {
  715. int32_t *gui = (int32_t *)data;
  716. for (int i = 0; i < 3; i++) {
  717. gui[i] = value[i].uint;
  718. }
  719. } break;
  720. case ShaderLanguage::TYPE_UVEC4: {
  721. int32_t *gui = (int32_t *)data;
  722. for (int i = 0; i < 4; i++) {
  723. gui[i] = value[i].uint;
  724. }
  725. } break;
  726. case ShaderLanguage::TYPE_FLOAT: {
  727. float *gui = (float *)data;
  728. gui[0] = value[0].real;
  729. } break;
  730. case ShaderLanguage::TYPE_VEC2: {
  731. float *gui = (float *)data;
  732. for (int i = 0; i < 2; i++) {
  733. gui[i] = value[i].real;
  734. }
  735. } break;
  736. case ShaderLanguage::TYPE_VEC3: {
  737. float *gui = (float *)data;
  738. for (int i = 0; i < 3; i++) {
  739. gui[i] = value[i].real;
  740. }
  741. } break;
  742. case ShaderLanguage::TYPE_VEC4: {
  743. float *gui = (float *)data;
  744. for (int i = 0; i < 4; i++) {
  745. gui[i] = value[i].real;
  746. }
  747. } break;
  748. case ShaderLanguage::TYPE_MAT2: {
  749. float *gui = (float *)data;
  750. //in std140 members of mat2 are treated as vec4s
  751. gui[0] = value[0].real;
  752. gui[1] = value[1].real;
  753. gui[2] = 0;
  754. gui[3] = 0;
  755. gui[4] = value[2].real;
  756. gui[5] = value[3].real;
  757. gui[6] = 0;
  758. gui[7] = 0;
  759. } break;
  760. case ShaderLanguage::TYPE_MAT3: {
  761. float *gui = (float *)data;
  762. gui[0] = value[0].real;
  763. gui[1] = value[1].real;
  764. gui[2] = value[2].real;
  765. gui[3] = 0;
  766. gui[4] = value[3].real;
  767. gui[5] = value[4].real;
  768. gui[6] = value[5].real;
  769. gui[7] = 0;
  770. gui[8] = value[6].real;
  771. gui[9] = value[7].real;
  772. gui[10] = value[8].real;
  773. gui[11] = 0;
  774. } break;
  775. case ShaderLanguage::TYPE_MAT4: {
  776. float *gui = (float *)data;
  777. for (int i = 0; i < 16; i++) {
  778. gui[i] = value[i].real;
  779. }
  780. } break;
  781. default: {
  782. }
  783. }
  784. }
  785. _FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type, int p_array_size, uint8_t *data) {
  786. if (p_array_size <= 0) {
  787. p_array_size = 1;
  788. }
  789. switch (type) {
  790. case ShaderLanguage::TYPE_BOOL:
  791. case ShaderLanguage::TYPE_INT:
  792. case ShaderLanguage::TYPE_UINT:
  793. case ShaderLanguage::TYPE_FLOAT: {
  794. memset(data, 0, 4 * p_array_size);
  795. } break;
  796. case ShaderLanguage::TYPE_BVEC2:
  797. case ShaderLanguage::TYPE_IVEC2:
  798. case ShaderLanguage::TYPE_UVEC2:
  799. case ShaderLanguage::TYPE_VEC2: {
  800. memset(data, 0, 8 * p_array_size);
  801. } break;
  802. case ShaderLanguage::TYPE_BVEC3:
  803. case ShaderLanguage::TYPE_IVEC3:
  804. case ShaderLanguage::TYPE_UVEC3:
  805. case ShaderLanguage::TYPE_VEC3: {
  806. memset(data, 0, 12 * p_array_size);
  807. } break;
  808. case ShaderLanguage::TYPE_BVEC4:
  809. case ShaderLanguage::TYPE_IVEC4:
  810. case ShaderLanguage::TYPE_UVEC4:
  811. case ShaderLanguage::TYPE_VEC4: {
  812. memset(data, 0, 16 * p_array_size);
  813. } break;
  814. case ShaderLanguage::TYPE_MAT2: {
  815. memset(data, 0, 32 * p_array_size);
  816. } break;
  817. case ShaderLanguage::TYPE_MAT3: {
  818. memset(data, 0, 48 * p_array_size);
  819. } break;
  820. case ShaderLanguage::TYPE_MAT4: {
  821. memset(data, 0, 64 * p_array_size);
  822. } break;
  823. default: {
  824. }
  825. }
  826. }
  827. ///////////////////////////////////////////////////////////////////////////
  828. // ShaderData
  829. void ShaderData::set_path_hint(const String &p_hint) {
  830. path = p_hint;
  831. }
  832. void ShaderData::set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) {
  833. if (!p_texture.is_valid()) {
  834. if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
  835. default_texture_params[p_name].erase(p_index);
  836. if (default_texture_params[p_name].is_empty()) {
  837. default_texture_params.erase(p_name);
  838. }
  839. }
  840. } else {
  841. if (!default_texture_params.has(p_name)) {
  842. default_texture_params[p_name] = HashMap<int, RID>();
  843. }
  844. default_texture_params[p_name][p_index] = p_texture;
  845. }
  846. }
  847. Variant ShaderData::get_default_parameter(const StringName &p_parameter) const {
  848. if (uniforms.has(p_parameter)) {
  849. ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
  850. Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
  851. return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
  852. }
  853. return Variant();
  854. }
  855. void ShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
  856. SortArray<Pair<StringName, int>, ShaderLanguage::UniformOrderComparator> sorter;
  857. LocalVector<Pair<StringName, int>> filtered_uniforms;
  858. for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
  859. if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
  860. continue;
  861. }
  862. if (E.value.texture_order >= 0) {
  863. filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.texture_order + 100000));
  864. } else {
  865. filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.order));
  866. }
  867. }
  868. int uniform_count = filtered_uniforms.size();
  869. sorter.sort(filtered_uniforms.ptr(), uniform_count);
  870. String last_group;
  871. for (int i = 0; i < uniform_count; i++) {
  872. const StringName &uniform_name = filtered_uniforms[i].first;
  873. const ShaderLanguage::ShaderNode::Uniform &uniform = uniforms[uniform_name];
  874. String group = uniform.group;
  875. if (!uniform.subgroup.is_empty()) {
  876. group += "::" + uniform.subgroup;
  877. }
  878. if (group != last_group) {
  879. PropertyInfo pi;
  880. pi.usage = PROPERTY_USAGE_GROUP;
  881. pi.name = group;
  882. p_param_list->push_back(pi);
  883. last_group = group;
  884. }
  885. PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniform);
  886. pi.name = uniform_name;
  887. p_param_list->push_back(pi);
  888. }
  889. }
  890. void ShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
  891. for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
  892. if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  893. continue;
  894. }
  895. RendererMaterialStorage::InstanceShaderParam p;
  896. p.info = ShaderLanguage::uniform_to_property_info(E.value);
  897. p.info.name = E.key; //supply name
  898. p.index = E.value.instance_index;
  899. p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
  900. p_param_list->push_back(p);
  901. }
  902. }
  903. bool ShaderData::is_parameter_texture(const StringName &p_param) const {
  904. if (!uniforms.has(p_param)) {
  905. return false;
  906. }
  907. return uniforms[p_param].texture_order >= 0;
  908. }
  909. ///////////////////////////////////////////////////////////////////////////
  910. // MaterialData
  911. // Look up table to translate ShaderLanguage::DataType to GL_TEXTURE_*
  912. static const GLenum target_from_type[ShaderLanguage::TYPE_MAX] = {
  913. GL_TEXTURE_2D, // TYPE_VOID,
  914. GL_TEXTURE_2D, // TYPE_BOOL,
  915. GL_TEXTURE_2D, // TYPE_BVEC2,
  916. GL_TEXTURE_2D, // TYPE_BVEC3,
  917. GL_TEXTURE_2D, // TYPE_BVEC4,
  918. GL_TEXTURE_2D, // TYPE_INT,
  919. GL_TEXTURE_2D, // TYPE_IVEC2,
  920. GL_TEXTURE_2D, // TYPE_IVEC3,
  921. GL_TEXTURE_2D, // TYPE_IVEC4,
  922. GL_TEXTURE_2D, // TYPE_UINT,
  923. GL_TEXTURE_2D, // TYPE_UVEC2,
  924. GL_TEXTURE_2D, // TYPE_UVEC3,
  925. GL_TEXTURE_2D, // TYPE_UVEC4,
  926. GL_TEXTURE_2D, // TYPE_FLOAT,
  927. GL_TEXTURE_2D, // TYPE_VEC2,
  928. GL_TEXTURE_2D, // TYPE_VEC3,
  929. GL_TEXTURE_2D, // TYPE_VEC4,
  930. GL_TEXTURE_2D, // TYPE_MAT2,
  931. GL_TEXTURE_2D, // TYPE_MAT3,
  932. GL_TEXTURE_2D, // TYPE_MAT4,
  933. GL_TEXTURE_2D, // TYPE_SAMPLER2D,
  934. GL_TEXTURE_2D, // TYPE_ISAMPLER2D,
  935. GL_TEXTURE_2D, // TYPE_USAMPLER2D,
  936. GL_TEXTURE_2D_ARRAY, // TYPE_SAMPLER2DARRAY,
  937. GL_TEXTURE_2D_ARRAY, // TYPE_ISAMPLER2DARRAY,
  938. GL_TEXTURE_2D_ARRAY, // TYPE_USAMPLER2DARRAY,
  939. GL_TEXTURE_3D, // TYPE_SAMPLER3D,
  940. GL_TEXTURE_3D, // TYPE_ISAMPLER3D,
  941. GL_TEXTURE_3D, // TYPE_USAMPLER3D,
  942. GL_TEXTURE_CUBE_MAP, // TYPE_SAMPLERCUBE,
  943. GL_TEXTURE_CUBE_MAP, // TYPE_SAMPLERCUBEARRAY,
  944. GL_TEXTURE_2D, // TYPE_STRUCT
  945. };
  946. static const RS::CanvasItemTextureRepeat repeat_from_uniform[ShaderLanguage::REPEAT_DEFAULT + 1] = {
  947. RS::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED, // ShaderLanguage::TextureRepeat::REPEAT_DISABLE,
  948. RS::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED, // ShaderLanguage::TextureRepeat::REPEAT_ENABLE,
  949. RS::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED, // ShaderLanguage::TextureRepeat::REPEAT_DEFAULT,
  950. };
  951. static const RS::CanvasItemTextureRepeat repeat_from_uniform_canvas[ShaderLanguage::REPEAT_DEFAULT + 1] = {
  952. RS::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED, // ShaderLanguage::TextureRepeat::REPEAT_DISABLE,
  953. RS::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED, // ShaderLanguage::TextureRepeat::REPEAT_ENABLE,
  954. RS::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED, // ShaderLanguage::TextureRepeat::REPEAT_DEFAULT,
  955. };
  956. static const RS::CanvasItemTextureFilter filter_from_uniform[ShaderLanguage::FILTER_DEFAULT + 1] = {
  957. RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, // ShaderLanguage::TextureFilter::FILTER_NEAREST,
  958. RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, // ShaderLanguage::TextureFilter::FILTER_LINEAR,
  959. RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, // ShaderLanguage::TextureFilter::FILTER_NEAREST_MIPMAP,
  960. RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, // ShaderLanguage::TextureFilter::FILTER_LINEAR_MIPMAP,
  961. RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, // ShaderLanguage::TextureFilter::FILTER_NEAREST_MIPMAP_ANISOTROPIC,
  962. RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, // ShaderLanguage::TextureFilter::FILTER_LINEAR_MIPMAP_ANISOTROPIC,
  963. RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, // ShaderLanguage::TextureFilter::FILTER_DEFAULT,
  964. };
  965. static const RS::CanvasItemTextureFilter filter_from_uniform_canvas[ShaderLanguage::FILTER_DEFAULT + 1] = {
  966. RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, // ShaderLanguage::TextureFilter::FILTER_NEAREST,
  967. RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, // ShaderLanguage::TextureFilter::FILTER_LINEAR,
  968. RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, // ShaderLanguage::TextureFilter::FILTER_NEAREST_MIPMAP,
  969. RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, // ShaderLanguage::TextureFilter::FILTER_LINEAR_MIPMAP,
  970. RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, // ShaderLanguage::TextureFilter::FILTER_NEAREST_MIPMAP_ANISOTROPIC,
  971. RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, // ShaderLanguage::TextureFilter::FILTER_LINEAR_MIPMAP_ANISOTROPIC,
  972. RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, // ShaderLanguage::TextureFilter::FILTER_DEFAULT,
  973. };
  974. void MaterialData::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, bool p_use_linear_color) {
  975. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  976. bool uses_global_buffer = false;
  977. for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : p_uniforms) {
  978. if (E.value.order < 0) {
  979. continue; // texture, does not go here
  980. }
  981. if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  982. continue; //instance uniforms don't appear in the buffer
  983. }
  984. if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) {
  985. //this is a global variable, get the index to it
  986. GlobalShaderUniforms::Variable *gv = material_storage->global_shader_uniforms.variables.getptr(E.key);
  987. uint32_t index = 0;
  988. if (gv) {
  989. index = gv->buffer_index;
  990. } else {
  991. WARN_PRINT("Shader uses global parameter '" + E.key + "', but it was removed at some point. Material will not display correctly.");
  992. }
  993. uint32_t offset = p_uniform_offsets[E.value.order];
  994. uint32_t *intptr = (uint32_t *)&p_buffer[offset];
  995. *intptr = index;
  996. uses_global_buffer = true;
  997. continue;
  998. }
  999. //regular uniform
  1000. uint32_t offset = p_uniform_offsets[E.value.order];
  1001. #ifdef DEBUG_ENABLED
  1002. uint32_t size = 0U;
  1003. // The following code enforces a 16-byte alignment of uniform arrays.
  1004. if (E.value.array_size > 0) {
  1005. size = ShaderLanguage::get_datatype_size(E.value.type) * E.value.array_size;
  1006. int m = (16 * E.value.array_size);
  1007. if ((size % m) != 0U) {
  1008. size += m - (size % m);
  1009. }
  1010. } else {
  1011. size = ShaderLanguage::get_datatype_size(E.value.type);
  1012. }
  1013. ERR_CONTINUE(offset + size > p_buffer_size);
  1014. #endif
  1015. uint8_t *data = &p_buffer[offset];
  1016. HashMap<StringName, Variant>::ConstIterator V = p_parameters.find(E.key);
  1017. if (V) {
  1018. //user provided
  1019. _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, V->value, data);
  1020. } else if (E.value.default_value.size()) {
  1021. //default value
  1022. _fill_std140_ubo_value(E.value.type, E.value.default_value, data);
  1023. //value=E.value.default_value;
  1024. } else {
  1025. //zero because it was not provided
  1026. if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
  1027. //colors must be set as black, with alpha as 1.0
  1028. _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data);
  1029. } else {
  1030. //else just zero it out
  1031. _fill_std140_ubo_empty(E.value.type, E.value.array_size, data);
  1032. }
  1033. }
  1034. }
  1035. if (uses_global_buffer != (global_buffer_E != nullptr)) {
  1036. if (uses_global_buffer) {
  1037. global_buffer_E = material_storage->global_shader_uniforms.materials_using_buffer.push_back(self);
  1038. } else {
  1039. material_storage->global_shader_uniforms.materials_using_buffer.erase(global_buffer_E);
  1040. global_buffer_E = nullptr;
  1041. }
  1042. }
  1043. }
  1044. MaterialData::~MaterialData() {
  1045. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  1046. if (global_buffer_E) {
  1047. //unregister global buffers
  1048. material_storage->global_shader_uniforms.materials_using_buffer.erase(global_buffer_E);
  1049. }
  1050. if (global_texture_E) {
  1051. //unregister global textures
  1052. for (const KeyValue<StringName, uint64_t> &E : used_global_textures) {
  1053. GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(E.key);
  1054. if (v) {
  1055. v->texture_materials.erase(self);
  1056. }
  1057. }
  1058. //unregister material from those using global textures
  1059. material_storage->global_shader_uniforms.materials_using_texture.erase(global_texture_E);
  1060. }
  1061. if (uniform_buffer) {
  1062. glDeleteBuffers(1, &uniform_buffer);
  1063. uniform_buffer = 0;
  1064. }
  1065. }
  1066. void MaterialData::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) {
  1067. TextureStorage *texture_storage = TextureStorage::get_singleton();
  1068. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  1069. #ifdef TOOLS_ENABLED
  1070. Texture *roughness_detect_texture = nullptr;
  1071. RS::TextureDetectRoughnessChannel roughness_channel = RS::TEXTURE_DETECT_ROUGHNESS_R;
  1072. Texture *normal_detect_texture = nullptr;
  1073. #endif
  1074. bool uses_global_textures = false;
  1075. global_textures_pass++;
  1076. for (int i = 0, k = 0; i < p_texture_uniforms.size(); i++) {
  1077. const StringName &uniform_name = p_texture_uniforms[i].name;
  1078. int uniform_array_size = p_texture_uniforms[i].array_size;
  1079. Vector<RID> textures;
  1080. if (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
  1081. p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
  1082. p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
  1083. continue;
  1084. }
  1085. if (p_texture_uniforms[i].global) {
  1086. uses_global_textures = true;
  1087. GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(uniform_name);
  1088. if (v) {
  1089. if (v->buffer_index >= 0) {
  1090. WARN_PRINT("Shader uses global parameter texture '" + String(uniform_name) + "', but it changed type and is no longer a texture!.");
  1091. } else {
  1092. HashMap<StringName, uint64_t>::Iterator E = used_global_textures.find(uniform_name);
  1093. if (!E) {
  1094. E = used_global_textures.insert(uniform_name, global_textures_pass);
  1095. v->texture_materials.insert(self);
  1096. } else {
  1097. E->value = global_textures_pass;
  1098. }
  1099. textures.push_back(v->override.get_type() != Variant::NIL ? v->override : v->value);
  1100. }
  1101. } else {
  1102. WARN_PRINT("Shader uses global parameter texture '" + String(uniform_name) + "', but it was removed at some point. Material will not display correctly.");
  1103. }
  1104. } else {
  1105. HashMap<StringName, Variant>::ConstIterator V = p_parameters.find(uniform_name);
  1106. if (V) {
  1107. if (V->value.is_array()) {
  1108. Array array = (Array)V->value;
  1109. if (uniform_array_size > 0) {
  1110. for (int j = 0; j < array.size(); j++) {
  1111. textures.push_back(array[j]);
  1112. }
  1113. } else {
  1114. if (array.size() > 0) {
  1115. textures.push_back(array[0]);
  1116. }
  1117. }
  1118. } else {
  1119. textures.push_back(V->value);
  1120. }
  1121. }
  1122. if (uniform_array_size > 0) {
  1123. if (textures.size() < uniform_array_size) {
  1124. HashMap<StringName, HashMap<int, RID>>::ConstIterator W = p_default_textures.find(uniform_name);
  1125. for (int j = textures.size(); j < uniform_array_size; j++) {
  1126. if (W && W->value.has(j)) {
  1127. textures.push_back(W->value[j]);
  1128. } else {
  1129. textures.push_back(RID());
  1130. }
  1131. }
  1132. }
  1133. } else if (textures.is_empty()) {
  1134. HashMap<StringName, HashMap<int, RID>>::ConstIterator W = p_default_textures.find(uniform_name);
  1135. if (W && W->value.has(0)) {
  1136. textures.push_back(W->value[0]);
  1137. }
  1138. }
  1139. }
  1140. RID gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_WHITE);
  1141. if (textures.is_empty()) {
  1142. //check default usage
  1143. switch (p_texture_uniforms[i].type) {
  1144. case ShaderLanguage::TYPE_ISAMPLER2D:
  1145. case ShaderLanguage::TYPE_USAMPLER2D:
  1146. case ShaderLanguage::TYPE_SAMPLER2D: {
  1147. switch (p_texture_uniforms[i].hint) {
  1148. case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
  1149. gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_BLACK);
  1150. } break;
  1151. case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_TRANSPARENT: {
  1152. gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_TRANSPARENT);
  1153. } break;
  1154. case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: {
  1155. gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_ANISO);
  1156. } break;
  1157. case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
  1158. gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_NORMAL);
  1159. } break;
  1160. case ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL: {
  1161. gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_NORMAL);
  1162. } break;
  1163. default: {
  1164. gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_WHITE);
  1165. } break;
  1166. }
  1167. } break;
  1168. case ShaderLanguage::TYPE_SAMPLERCUBE: {
  1169. switch (p_texture_uniforms[i].hint) {
  1170. case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
  1171. gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_CUBEMAP_BLACK);
  1172. } break;
  1173. default: {
  1174. gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_CUBEMAP_WHITE);
  1175. } break;
  1176. }
  1177. } break;
  1178. case ShaderLanguage::TYPE_SAMPLERCUBEARRAY: {
  1179. ERR_PRINT_ONCE("Type: SamplerCubeArray not supported in OpenGL renderer, please use another type.");
  1180. } break;
  1181. case ShaderLanguage::TYPE_ISAMPLER3D:
  1182. case ShaderLanguage::TYPE_USAMPLER3D:
  1183. case ShaderLanguage::TYPE_SAMPLER3D: {
  1184. switch (p_texture_uniforms[i].hint) {
  1185. case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
  1186. gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_3D_BLACK);
  1187. } break;
  1188. default: {
  1189. gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_3D_WHITE);
  1190. } break;
  1191. }
  1192. } break;
  1193. case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
  1194. case ShaderLanguage::TYPE_USAMPLER2DARRAY:
  1195. case ShaderLanguage::TYPE_SAMPLER2DARRAY: {
  1196. gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_2D_ARRAY_WHITE);
  1197. } break;
  1198. default: {
  1199. }
  1200. }
  1201. #ifdef TOOLS_ENABLED
  1202. if (roughness_detect_texture && normal_detect_texture && !normal_detect_texture->path.is_empty()) {
  1203. roughness_detect_texture->detect_roughness_callback(roughness_detect_texture->detect_roughness_callback_ud, normal_detect_texture->path, roughness_channel);
  1204. }
  1205. #endif
  1206. if (uniform_array_size > 0) {
  1207. for (int j = 0; j < uniform_array_size; j++) {
  1208. p_textures[k++] = gl_texture;
  1209. }
  1210. } else {
  1211. p_textures[k++] = gl_texture;
  1212. }
  1213. } else {
  1214. for (int j = 0; j < textures.size(); j++) {
  1215. Texture *tex = TextureStorage::get_singleton()->get_texture(textures[j]);
  1216. if (tex) {
  1217. gl_texture = textures[j];
  1218. #ifdef TOOLS_ENABLED
  1219. if (tex->detect_3d_callback && p_use_linear_color) {
  1220. tex->detect_3d_callback(tex->detect_3d_callback_ud);
  1221. }
  1222. if (tex->detect_normal_callback && (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL || p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL)) {
  1223. if (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL) {
  1224. normal_detect_texture = tex;
  1225. }
  1226. tex->detect_normal_callback(tex->detect_normal_callback_ud);
  1227. }
  1228. if (tex->detect_roughness_callback && (p_texture_uniforms[i].hint >= ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_R || p_texture_uniforms[i].hint <= ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_GRAY)) {
  1229. //find the normal texture
  1230. roughness_detect_texture = tex;
  1231. roughness_channel = RS::TextureDetectRoughnessChannel(p_texture_uniforms[i].hint - ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_R);
  1232. }
  1233. #endif
  1234. }
  1235. #ifdef TOOLS_ENABLED
  1236. if (roughness_detect_texture && normal_detect_texture && !normal_detect_texture->path.is_empty()) {
  1237. roughness_detect_texture->detect_roughness_callback(roughness_detect_texture->detect_roughness_callback_ud, normal_detect_texture->path, roughness_channel);
  1238. }
  1239. #endif
  1240. p_textures[k++] = gl_texture;
  1241. }
  1242. }
  1243. }
  1244. {
  1245. //for textures no longer used, unregister them
  1246. List<StringName> to_delete;
  1247. for (KeyValue<StringName, uint64_t> &E : used_global_textures) {
  1248. if (E.value != global_textures_pass) {
  1249. to_delete.push_back(E.key);
  1250. GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(E.key);
  1251. if (v) {
  1252. v->texture_materials.erase(self);
  1253. }
  1254. }
  1255. }
  1256. while (to_delete.front()) {
  1257. used_global_textures.erase(to_delete.front()->get());
  1258. to_delete.pop_front();
  1259. }
  1260. //handle registering/unregistering global textures
  1261. if (uses_global_textures != (global_texture_E != nullptr)) {
  1262. if (uses_global_textures) {
  1263. global_texture_E = material_storage->global_shader_uniforms.materials_using_texture.push_back(self);
  1264. } else {
  1265. material_storage->global_shader_uniforms.materials_using_texture.erase(global_texture_E);
  1266. global_texture_E = nullptr;
  1267. }
  1268. }
  1269. }
  1270. }
  1271. void MaterialData::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) {
  1272. if ((uint32_t)ubo_data.size() != p_ubo_size) {
  1273. p_uniform_dirty = true;
  1274. if (!uniform_buffer) {
  1275. glGenBuffers(1, &uniform_buffer);
  1276. }
  1277. ubo_data.resize(p_ubo_size);
  1278. if (ubo_data.size()) {
  1279. memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
  1280. }
  1281. }
  1282. //check whether buffer changed
  1283. if (p_uniform_dirty && ubo_data.size()) {
  1284. update_uniform_buffer(p_uniforms, p_uniform_offsets, p_parameters, ubo_data.ptrw(), ubo_data.size(), true);
  1285. glBindBuffer(GL_UNIFORM_BUFFER, uniform_buffer);
  1286. glBufferData(GL_UNIFORM_BUFFER, ubo_data.size(), ubo_data.ptrw(), GL_DYNAMIC_DRAW);
  1287. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  1288. }
  1289. uint32_t tex_uniform_count = 0U;
  1290. for (int i = 0; i < p_texture_uniforms.size(); i++) {
  1291. tex_uniform_count += uint32_t(p_texture_uniforms[i].array_size > 0 ? p_texture_uniforms[i].array_size : 1);
  1292. }
  1293. if ((uint32_t)texture_cache.size() != tex_uniform_count || p_textures_dirty) {
  1294. texture_cache.resize(tex_uniform_count);
  1295. p_textures_dirty = true;
  1296. }
  1297. if (p_textures_dirty && tex_uniform_count) {
  1298. update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), true);
  1299. }
  1300. }
  1301. ///////////////////////////////////////////////////////////////////////////
  1302. // Material Storage
  1303. MaterialStorage *MaterialStorage::singleton = nullptr;
  1304. MaterialStorage *MaterialStorage::get_singleton() {
  1305. return singleton;
  1306. }
  1307. MaterialStorage::MaterialStorage() {
  1308. singleton = this;
  1309. shader_data_request_func[RS::SHADER_SPATIAL] = _create_scene_shader_func;
  1310. shader_data_request_func[RS::SHADER_CANVAS_ITEM] = _create_canvas_shader_func;
  1311. shader_data_request_func[RS::SHADER_PARTICLES] = _create_particles_shader_func;
  1312. shader_data_request_func[RS::SHADER_SKY] = _create_sky_shader_func;
  1313. shader_data_request_func[RS::SHADER_FOG] = nullptr;
  1314. material_data_request_func[RS::SHADER_SPATIAL] = _create_scene_material_func;
  1315. material_data_request_func[RS::SHADER_CANVAS_ITEM] = _create_canvas_material_func;
  1316. material_data_request_func[RS::SHADER_PARTICLES] = _create_particles_material_func;
  1317. material_data_request_func[RS::SHADER_SKY] = _create_sky_material_func;
  1318. material_data_request_func[RS::SHADER_FOG] = nullptr;
  1319. static_assert(sizeof(GlobalShaderUniforms::Value) == 16);
  1320. global_shader_uniforms.buffer_size = MAX(4096, (int)GLOBAL_GET("rendering/limits/global_shader_variables/buffer_size"));
  1321. if (global_shader_uniforms.buffer_size > uint32_t(Config::get_singleton()->max_uniform_buffer_size)) {
  1322. global_shader_uniforms.buffer_size = uint32_t(Config::get_singleton()->max_uniform_buffer_size);
  1323. WARN_PRINT("Project setting: rendering/limits/global_shader_variables/buffer_size exceeds maximum uniform buffer size of: " + itos(Config::get_singleton()->max_uniform_buffer_size));
  1324. }
  1325. global_shader_uniforms.buffer_values = memnew_arr(GlobalShaderUniforms::Value, global_shader_uniforms.buffer_size);
  1326. memset(global_shader_uniforms.buffer_values, 0, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size);
  1327. global_shader_uniforms.buffer_usage = memnew_arr(GlobalShaderUniforms::ValueUsage, global_shader_uniforms.buffer_size);
  1328. global_shader_uniforms.buffer_dirty_regions = memnew_arr(bool, global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE);
  1329. memset(global_shader_uniforms.buffer_dirty_regions, 0, sizeof(bool) * global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE);
  1330. glGenBuffers(1, &global_shader_uniforms.buffer);
  1331. glBindBuffer(GL_UNIFORM_BUFFER, global_shader_uniforms.buffer);
  1332. glBufferData(GL_UNIFORM_BUFFER, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size, nullptr, GL_DYNAMIC_DRAW);
  1333. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  1334. {
  1335. // Setup CanvasItem compiler
  1336. ShaderCompiler::DefaultIdentifierActions actions;
  1337. actions.renames["VERTEX"] = "vertex";
  1338. actions.renames["LIGHT_VERTEX"] = "light_vertex";
  1339. actions.renames["SHADOW_VERTEX"] = "shadow_vertex";
  1340. actions.renames["UV"] = "uv";
  1341. actions.renames["POINT_SIZE"] = "point_size";
  1342. actions.renames["MODEL_MATRIX"] = "model_matrix";
  1343. actions.renames["CANVAS_MATRIX"] = "canvas_transform";
  1344. actions.renames["SCREEN_MATRIX"] = "screen_transform";
  1345. actions.renames["TIME"] = "time";
  1346. actions.renames["PI"] = _MKSTR(Math_PI);
  1347. actions.renames["TAU"] = _MKSTR(Math_TAU);
  1348. actions.renames["E"] = _MKSTR(Math_E);
  1349. actions.renames["AT_LIGHT_PASS"] = "false";
  1350. actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
  1351. actions.renames["COLOR"] = "color";
  1352. actions.renames["NORMAL"] = "normal";
  1353. actions.renames["NORMAL_MAP"] = "normal_map";
  1354. actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
  1355. actions.renames["TEXTURE"] = "color_texture";
  1356. actions.renames["TEXTURE_PIXEL_SIZE"] = "color_texture_pixel_size";
  1357. actions.renames["NORMAL_TEXTURE"] = "normal_texture";
  1358. actions.renames["SPECULAR_SHININESS_TEXTURE"] = "specular_texture";
  1359. actions.renames["SPECULAR_SHININESS"] = "specular_shininess";
  1360. actions.renames["SCREEN_UV"] = "screen_uv";
  1361. actions.renames["SCREEN_PIXEL_SIZE"] = "screen_pixel_size";
  1362. actions.renames["FRAGCOORD"] = "gl_FragCoord";
  1363. actions.renames["POINT_COORD"] = "gl_PointCoord";
  1364. actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
  1365. actions.renames["VERTEX_ID"] = "gl_VertexIndex";
  1366. actions.renames["LIGHT_POSITION"] = "light_position";
  1367. actions.renames["LIGHT_DIRECTION"] = "light_direction";
  1368. actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional";
  1369. actions.renames["LIGHT_COLOR"] = "light_color";
  1370. actions.renames["LIGHT_ENERGY"] = "light_energy";
  1371. actions.renames["LIGHT"] = "light";
  1372. actions.renames["SHADOW_MODULATE"] = "shadow_modulate";
  1373. actions.renames["texture_sdf"] = "texture_sdf";
  1374. actions.renames["texture_sdf_normal"] = "texture_sdf_normal";
  1375. actions.renames["sdf_to_screen_uv"] = "sdf_to_screen_uv";
  1376. actions.renames["screen_uv_to_sdf"] = "screen_uv_to_sdf";
  1377. actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
  1378. actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  1379. actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
  1380. actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
  1381. actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
  1382. actions.usage_defines["LIGHT"] = "#define LIGHT_SHADER_CODE_USED\n";
  1383. actions.usage_defines["SPECULAR_SHININESS"] = "#define SPECULAR_SHININESS_USED\n";
  1384. actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  1385. actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
  1386. actions.render_mode_defines["light_only"] = "#define MODE_LIGHT_ONLY\n";
  1387. actions.global_buffer_array_variable = "global_shader_uniforms";
  1388. shaders.compiler_canvas.initialize(actions);
  1389. }
  1390. {
  1391. // Setup Scene compiler
  1392. //shader compiler
  1393. ShaderCompiler::DefaultIdentifierActions actions;
  1394. actions.renames["MODEL_MATRIX"] = "model_matrix";
  1395. actions.renames["MODEL_NORMAL_MATRIX"] = "model_normal_matrix";
  1396. actions.renames["VIEW_MATRIX"] = "scene_data.view_matrix";
  1397. actions.renames["INV_VIEW_MATRIX"] = "scene_data.inv_view_matrix";
  1398. actions.renames["PROJECTION_MATRIX"] = "projection_matrix";
  1399. actions.renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";
  1400. actions.renames["MODELVIEW_MATRIX"] = "modelview";
  1401. actions.renames["MODELVIEW_NORMAL_MATRIX"] = "modelview_normal";
  1402. actions.renames["VERTEX"] = "vertex";
  1403. actions.renames["NORMAL"] = "normal";
  1404. actions.renames["TANGENT"] = "tangent";
  1405. actions.renames["BINORMAL"] = "binormal";
  1406. actions.renames["POSITION"] = "position";
  1407. actions.renames["UV"] = "uv_interp";
  1408. actions.renames["UV2"] = "uv2_interp";
  1409. actions.renames["COLOR"] = "color_interp";
  1410. actions.renames["POINT_SIZE"] = "point_size";
  1411. actions.renames["INSTANCE_ID"] = "gl_InstanceID";
  1412. actions.renames["VERTEX_ID"] = "gl_VertexID";
  1413. actions.renames["ALPHA_SCISSOR_THRESHOLD"] = "alpha_scissor_threshold";
  1414. actions.renames["ALPHA_HASH_SCALE"] = "alpha_hash_scale";
  1415. actions.renames["ALPHA_ANTIALIASING_EDGE"] = "alpha_antialiasing_edge";
  1416. actions.renames["ALPHA_TEXTURE_COORDINATE"] = "alpha_texture_coordinate";
  1417. //builtins
  1418. actions.renames["TIME"] = "scene_data.time";
  1419. actions.renames["PI"] = _MKSTR(Math_PI);
  1420. actions.renames["TAU"] = _MKSTR(Math_TAU);
  1421. actions.renames["E"] = _MKSTR(Math_E);
  1422. actions.renames["VIEWPORT_SIZE"] = "scene_data.viewport_size";
  1423. actions.renames["FRAGCOORD"] = "gl_FragCoord";
  1424. actions.renames["FRONT_FACING"] = "gl_FrontFacing";
  1425. actions.renames["NORMAL_MAP"] = "normal_map";
  1426. actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
  1427. actions.renames["ALBEDO"] = "albedo";
  1428. actions.renames["ALPHA"] = "alpha";
  1429. actions.renames["METALLIC"] = "metallic";
  1430. actions.renames["SPECULAR"] = "specular";
  1431. actions.renames["ROUGHNESS"] = "roughness";
  1432. actions.renames["RIM"] = "rim";
  1433. actions.renames["RIM_TINT"] = "rim_tint";
  1434. actions.renames["CLEARCOAT"] = "clearcoat";
  1435. actions.renames["CLEARCOAT_ROUGHNESS"] = "clearcoat_roughness";
  1436. actions.renames["ANISOTROPY"] = "anisotropy";
  1437. actions.renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
  1438. actions.renames["SSS_STRENGTH"] = "sss_strength";
  1439. actions.renames["SSS_TRANSMITTANCE_COLOR"] = "transmittance_color";
  1440. actions.renames["SSS_TRANSMITTANCE_DEPTH"] = "transmittance_depth";
  1441. actions.renames["SSS_TRANSMITTANCE_BOOST"] = "transmittance_boost";
  1442. actions.renames["BACKLIGHT"] = "backlight";
  1443. actions.renames["AO"] = "ao";
  1444. actions.renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
  1445. actions.renames["EMISSION"] = "emission";
  1446. actions.renames["POINT_COORD"] = "gl_PointCoord";
  1447. actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
  1448. actions.renames["SCREEN_UV"] = "screen_uv";
  1449. actions.renames["DEPTH"] = "gl_FragDepth";
  1450. actions.renames["OUTPUT_IS_SRGB"] = "true";
  1451. actions.renames["FOG"] = "fog";
  1452. actions.renames["RADIANCE"] = "custom_radiance";
  1453. actions.renames["IRRADIANCE"] = "custom_irradiance";
  1454. actions.renames["BONE_INDICES"] = "bone_attrib";
  1455. actions.renames["BONE_WEIGHTS"] = "weight_attrib";
  1456. actions.renames["CUSTOM0"] = "custom0_attrib";
  1457. actions.renames["CUSTOM1"] = "custom1_attrib";
  1458. actions.renames["CUSTOM2"] = "custom2_attrib";
  1459. actions.renames["CUSTOM3"] = "custom3_attrib";
  1460. actions.renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
  1461. actions.renames["NODE_POSITION_WORLD"] = "model_matrix[3].xyz";
  1462. actions.renames["CAMERA_POSITION_WORLD"] = "scene_data.inv_view_matrix[3].xyz";
  1463. actions.renames["CAMERA_DIRECTION_WORLD"] = "scene_data.view_matrix[3].xyz";
  1464. actions.renames["CAMERA_VISIBLE_LAYERS"] = "scene_data.camera_visible_layers";
  1465. actions.renames["NODE_POSITION_VIEW"] = "(scene_data.view_matrix * model_matrix)[3].xyz";
  1466. actions.renames["VIEW_INDEX"] = "ViewIndex";
  1467. actions.renames["VIEW_MONO_LEFT"] = "uint(0)";
  1468. actions.renames["VIEW_RIGHT"] = "uint(1)";
  1469. actions.renames["EYE_OFFSET"] = "eye_offset";
  1470. //for light
  1471. actions.renames["VIEW"] = "view";
  1472. actions.renames["LIGHT_COLOR"] = "light_color";
  1473. actions.renames["LIGHT"] = "light";
  1474. actions.renames["ATTENUATION"] = "attenuation";
  1475. actions.renames["DIFFUSE_LIGHT"] = "diffuse_light";
  1476. actions.renames["SPECULAR_LIGHT"] = "specular_light";
  1477. actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
  1478. actions.usage_defines["TANGENT"] = "#define TANGENT_USED\n";
  1479. actions.usage_defines["BINORMAL"] = "@TANGENT";
  1480. actions.usage_defines["RIM"] = "#define LIGHT_RIM_USED\n";
  1481. actions.usage_defines["RIM_TINT"] = "@RIM";
  1482. actions.usage_defines["CLEARCOAT"] = "#define LIGHT_CLEARCOAT_USED\n";
  1483. actions.usage_defines["CLEARCOAT_ROUGHNESS"] = "@CLEARCOAT";
  1484. actions.usage_defines["ANISOTROPY"] = "#define LIGHT_ANISOTROPY_USED\n";
  1485. actions.usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
  1486. actions.usage_defines["AO"] = "#define AO_USED\n";
  1487. actions.usage_defines["AO_LIGHT_AFFECT"] = "#define AO_USED\n";
  1488. actions.usage_defines["UV"] = "#define UV_USED\n";
  1489. actions.usage_defines["UV2"] = "#define UV2_USED\n";
  1490. actions.usage_defines["BONE_INDICES"] = "#define BONES_USED\n";
  1491. actions.usage_defines["BONE_WEIGHTS"] = "#define WEIGHTS_USED\n";
  1492. actions.usage_defines["CUSTOM0"] = "#define CUSTOM0_USED\n";
  1493. actions.usage_defines["CUSTOM1"] = "#define CUSTOM1_USED\n";
  1494. actions.usage_defines["CUSTOM2"] = "#define CUSTOM2_USED\n";
  1495. actions.usage_defines["CUSTOM3"] = "#define CUSTOM3_USED\n";
  1496. actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
  1497. actions.usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP";
  1498. actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
  1499. actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
  1500. actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
  1501. actions.usage_defines["ALPHA_SCISSOR_THRESHOLD"] = "#define ALPHA_SCISSOR_USED\n";
  1502. actions.usage_defines["ALPHA_HASH_SCALE"] = "#define ALPHA_HASH_USED\n";
  1503. actions.usage_defines["ALPHA_ANTIALIASING_EDGE"] = "#define ALPHA_ANTIALIASING_EDGE_USED\n";
  1504. actions.usage_defines["ALPHA_TEXTURE_COORDINATE"] = "@ALPHA_ANTIALIASING_EDGE";
  1505. actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
  1506. actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n";
  1507. actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n";
  1508. actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  1509. actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
  1510. actions.usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
  1511. actions.usage_defines["FOG"] = "#define CUSTOM_FOG_USED\n";
  1512. actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n";
  1513. actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\n";
  1514. actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  1515. actions.render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
  1516. actions.render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
  1517. actions.render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
  1518. actions.render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
  1519. actions.render_mode_defines["particle_trails"] = "#define USE_PARTICLE_TRAILS\n";
  1520. actions.render_mode_defines["depth_draw_opaque"] = "#define USE_OPAQUE_PREPASS\n";
  1521. bool force_lambert = GLOBAL_GET("rendering/shading/overrides/force_lambert_over_burley");
  1522. if (!force_lambert) {
  1523. actions.render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
  1524. }
  1525. actions.render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
  1526. actions.render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
  1527. actions.render_mode_defines["sss_mode_skin"] = "#define SSS_MODE_SKIN\n";
  1528. actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
  1529. actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
  1530. actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
  1531. actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
  1532. actions.render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
  1533. actions.render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
  1534. actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
  1535. actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
  1536. actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
  1537. actions.check_multiview_samplers = RasterizerGLES3::get_singleton()->is_xr_enabled();
  1538. actions.global_buffer_array_variable = "global_shader_uniforms";
  1539. shaders.compiler_scene.initialize(actions);
  1540. }
  1541. {
  1542. // Setup Particles compiler
  1543. ShaderCompiler::DefaultIdentifierActions actions;
  1544. actions.renames["COLOR"] = "out_color";
  1545. actions.renames["VELOCITY"] = "out_velocity_flags.xyz";
  1546. //actions.renames["MASS"] = "mass"; ?
  1547. actions.renames["ACTIVE"] = "particle_active";
  1548. actions.renames["RESTART"] = "restart";
  1549. actions.renames["CUSTOM"] = "out_custom";
  1550. for (int i = 0; i < PARTICLES_MAX_USERDATAS; i++) {
  1551. String udname = "USERDATA" + itos(i + 1);
  1552. actions.renames[udname] = "out_userdata" + itos(i + 1);
  1553. actions.usage_defines[udname] = "#define USERDATA" + itos(i + 1) + "_USED\n";
  1554. }
  1555. actions.renames["TRANSFORM"] = "xform";
  1556. actions.renames["TIME"] = "time";
  1557. actions.renames["PI"] = _MKSTR(Math_PI);
  1558. actions.renames["TAU"] = _MKSTR(Math_TAU);
  1559. actions.renames["E"] = _MKSTR(Math_E);
  1560. actions.renames["LIFETIME"] = "lifetime";
  1561. actions.renames["DELTA"] = "local_delta";
  1562. actions.renames["NUMBER"] = "particle_number";
  1563. actions.renames["INDEX"] = "index";
  1564. //actions.renames["GRAVITY"] = "current_gravity";
  1565. actions.renames["EMISSION_TRANSFORM"] = "emission_transform";
  1566. actions.renames["RANDOM_SEED"] = "random_seed";
  1567. actions.renames["FLAG_EMIT_POSITION"] = "EMISSION_FLAG_HAS_POSITION";
  1568. actions.renames["FLAG_EMIT_ROT_SCALE"] = "EMISSION_FLAG_HAS_ROTATION_SCALE";
  1569. actions.renames["FLAG_EMIT_VELOCITY"] = "EMISSION_FLAG_HAS_VELOCITY";
  1570. actions.renames["FLAG_EMIT_COLOR"] = "EMISSION_FLAG_HAS_COLOR";
  1571. actions.renames["FLAG_EMIT_CUSTOM"] = "EMISSION_FLAG_HAS_CUSTOM";
  1572. actions.renames["RESTART_POSITION"] = "restart_position";
  1573. actions.renames["RESTART_ROT_SCALE"] = "restart_rotation_scale";
  1574. actions.renames["RESTART_VELOCITY"] = "restart_velocity";
  1575. actions.renames["RESTART_COLOR"] = "restart_color";
  1576. actions.renames["RESTART_CUSTOM"] = "restart_custom";
  1577. actions.renames["emit_subparticle"] = "emit_subparticle";
  1578. actions.renames["COLLIDED"] = "collided";
  1579. actions.renames["COLLISION_NORMAL"] = "collision_normal";
  1580. actions.renames["COLLISION_DEPTH"] = "collision_depth";
  1581. actions.renames["ATTRACTOR_FORCE"] = "attractor_force";
  1582. actions.render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n";
  1583. actions.render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";
  1584. actions.render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";
  1585. actions.render_mode_defines["collision_use_scale"] = "#define USE_COLLISION_SCALE\n";
  1586. actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
  1587. actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
  1588. actions.global_buffer_array_variable = "global_shader_uniforms";
  1589. shaders.compiler_particles.initialize(actions);
  1590. }
  1591. {
  1592. // Setup Sky compiler
  1593. ShaderCompiler::DefaultIdentifierActions actions;
  1594. actions.renames["COLOR"] = "color";
  1595. actions.renames["ALPHA"] = "alpha";
  1596. actions.renames["EYEDIR"] = "cube_normal";
  1597. actions.renames["POSITION"] = "position";
  1598. actions.renames["SKY_COORDS"] = "panorama_coords";
  1599. actions.renames["SCREEN_UV"] = "uv";
  1600. actions.renames["TIME"] = "time";
  1601. actions.renames["FRAGCOORD"] = "gl_FragCoord";
  1602. actions.renames["PI"] = _MKSTR(Math_PI);
  1603. actions.renames["TAU"] = _MKSTR(Math_TAU);
  1604. actions.renames["E"] = _MKSTR(Math_E);
  1605. actions.renames["HALF_RES_COLOR"] = "half_res_color";
  1606. actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color";
  1607. actions.renames["RADIANCE"] = "radiance";
  1608. actions.renames["FOG"] = "custom_fog";
  1609. actions.renames["LIGHT0_ENABLED"] = "directional_lights.data[0].enabled";
  1610. actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz";
  1611. actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w";
  1612. actions.renames["LIGHT0_COLOR"] = "directional_lights.data[0].color_size.xyz";
  1613. actions.renames["LIGHT0_SIZE"] = "directional_lights.data[0].color_size.w";
  1614. actions.renames["LIGHT1_ENABLED"] = "directional_lights.data[1].enabled";
  1615. actions.renames["LIGHT1_DIRECTION"] = "directional_lights.data[1].direction_energy.xyz";
  1616. actions.renames["LIGHT1_ENERGY"] = "directional_lights.data[1].direction_energy.w";
  1617. actions.renames["LIGHT1_COLOR"] = "directional_lights.data[1].color_size.xyz";
  1618. actions.renames["LIGHT1_SIZE"] = "directional_lights.data[1].color_size.w";
  1619. actions.renames["LIGHT2_ENABLED"] = "directional_lights.data[2].enabled";
  1620. actions.renames["LIGHT2_DIRECTION"] = "directional_lights.data[2].direction_energy.xyz";
  1621. actions.renames["LIGHT2_ENERGY"] = "directional_lights.data[2].direction_energy.w";
  1622. actions.renames["LIGHT2_COLOR"] = "directional_lights.data[2].color_size.xyz";
  1623. actions.renames["LIGHT2_SIZE"] = "directional_lights.data[2].color_size.w";
  1624. actions.renames["LIGHT3_ENABLED"] = "directional_lights.data[3].enabled";
  1625. actions.renames["LIGHT3_DIRECTION"] = "directional_lights.data[3].direction_energy.xyz";
  1626. actions.renames["LIGHT3_ENERGY"] = "directional_lights.data[3].direction_energy.w";
  1627. actions.renames["LIGHT3_COLOR"] = "directional_lights.data[3].color_size.xyz";
  1628. actions.renames["LIGHT3_SIZE"] = "directional_lights.data[3].color_size.w";
  1629. actions.renames["AT_CUBEMAP_PASS"] = "AT_CUBEMAP_PASS";
  1630. actions.renames["AT_HALF_RES_PASS"] = "AT_HALF_RES_PASS";
  1631. actions.renames["AT_QUARTER_RES_PASS"] = "AT_QUARTER_RES_PASS";
  1632. actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
  1633. actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
  1634. actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
  1635. actions.render_mode_defines["use_debanding"] = "#define USE_DEBANDING\n";
  1636. actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
  1637. actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
  1638. actions.global_buffer_array_variable = "global_shader_uniforms";
  1639. shaders.compiler_sky.initialize(actions);
  1640. }
  1641. }
  1642. MaterialStorage::~MaterialStorage() {
  1643. //shaders.copy.version_free(shaders.copy_version);
  1644. memdelete_arr(global_shader_uniforms.buffer_values);
  1645. memdelete_arr(global_shader_uniforms.buffer_usage);
  1646. memdelete_arr(global_shader_uniforms.buffer_dirty_regions);
  1647. glDeleteBuffers(1, &global_shader_uniforms.buffer);
  1648. singleton = nullptr;
  1649. }
  1650. /* GLOBAL SHADER UNIFORM API */
  1651. int32_t MaterialStorage::_global_shader_uniform_allocate(uint32_t p_elements) {
  1652. int32_t idx = 0;
  1653. while (idx + p_elements <= global_shader_uniforms.buffer_size) {
  1654. if (global_shader_uniforms.buffer_usage[idx].elements == 0) {
  1655. bool valid = true;
  1656. for (uint32_t i = 1; i < p_elements; i++) {
  1657. if (global_shader_uniforms.buffer_usage[idx + i].elements > 0) {
  1658. valid = false;
  1659. idx += i + global_shader_uniforms.buffer_usage[idx + i].elements;
  1660. break;
  1661. }
  1662. }
  1663. if (!valid) {
  1664. continue; //if not valid, idx is in new position
  1665. }
  1666. return idx;
  1667. } else {
  1668. idx += global_shader_uniforms.buffer_usage[idx].elements;
  1669. }
  1670. }
  1671. return -1;
  1672. }
  1673. void MaterialStorage::_global_shader_uniform_store_in_buffer(int32_t p_index, RS::GlobalShaderParameterType p_type, const Variant &p_value) {
  1674. switch (p_type) {
  1675. case RS::GLOBAL_VAR_TYPE_BOOL: {
  1676. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1677. bool b = p_value;
  1678. bv.x = b ? 1.0 : 0.0;
  1679. bv.y = 0.0;
  1680. bv.z = 0.0;
  1681. bv.w = 0.0;
  1682. } break;
  1683. case RS::GLOBAL_VAR_TYPE_BVEC2: {
  1684. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1685. uint32_t bvec = p_value;
  1686. bv.x = (bvec & 1) ? 1.0 : 0.0;
  1687. bv.y = (bvec & 2) ? 1.0 : 0.0;
  1688. bv.z = 0.0;
  1689. bv.w = 0.0;
  1690. } break;
  1691. case RS::GLOBAL_VAR_TYPE_BVEC3: {
  1692. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1693. uint32_t bvec = p_value;
  1694. bv.x = (bvec & 1) ? 1.0 : 0.0;
  1695. bv.y = (bvec & 2) ? 1.0 : 0.0;
  1696. bv.z = (bvec & 4) ? 1.0 : 0.0;
  1697. bv.w = 0.0;
  1698. } break;
  1699. case RS::GLOBAL_VAR_TYPE_BVEC4: {
  1700. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1701. uint32_t bvec = p_value;
  1702. bv.x = (bvec & 1) ? 1.0 : 0.0;
  1703. bv.y = (bvec & 2) ? 1.0 : 0.0;
  1704. bv.z = (bvec & 4) ? 1.0 : 0.0;
  1705. bv.w = (bvec & 8) ? 1.0 : 0.0;
  1706. } break;
  1707. case RS::GLOBAL_VAR_TYPE_INT: {
  1708. GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
  1709. int32_t v = p_value;
  1710. bv.x = v;
  1711. bv.y = 0;
  1712. bv.z = 0;
  1713. bv.w = 0;
  1714. } break;
  1715. case RS::GLOBAL_VAR_TYPE_IVEC2: {
  1716. GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
  1717. Vector2i v = p_value;
  1718. bv.x = v.x;
  1719. bv.y = v.y;
  1720. bv.z = 0;
  1721. bv.w = 0;
  1722. } break;
  1723. case RS::GLOBAL_VAR_TYPE_IVEC3: {
  1724. GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
  1725. Vector3i v = p_value;
  1726. bv.x = v.x;
  1727. bv.y = v.y;
  1728. bv.z = v.z;
  1729. bv.w = 0;
  1730. } break;
  1731. case RS::GLOBAL_VAR_TYPE_IVEC4: {
  1732. GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
  1733. Vector<int32_t> v = p_value;
  1734. bv.x = v.size() >= 1 ? v[0] : 0;
  1735. bv.y = v.size() >= 2 ? v[1] : 0;
  1736. bv.z = v.size() >= 3 ? v[2] : 0;
  1737. bv.w = v.size() >= 4 ? v[3] : 0;
  1738. } break;
  1739. case RS::GLOBAL_VAR_TYPE_RECT2I: {
  1740. GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
  1741. Rect2i v = p_value;
  1742. bv.x = v.position.x;
  1743. bv.y = v.position.y;
  1744. bv.z = v.size.x;
  1745. bv.w = v.size.y;
  1746. } break;
  1747. case RS::GLOBAL_VAR_TYPE_UINT: {
  1748. GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];
  1749. uint32_t v = p_value;
  1750. bv.x = v;
  1751. bv.y = 0;
  1752. bv.z = 0;
  1753. bv.w = 0;
  1754. } break;
  1755. case RS::GLOBAL_VAR_TYPE_UVEC2: {
  1756. GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];
  1757. Vector2i v = p_value;
  1758. bv.x = v.x;
  1759. bv.y = v.y;
  1760. bv.z = 0;
  1761. bv.w = 0;
  1762. } break;
  1763. case RS::GLOBAL_VAR_TYPE_UVEC3: {
  1764. GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];
  1765. Vector3i v = p_value;
  1766. bv.x = v.x;
  1767. bv.y = v.y;
  1768. bv.z = v.z;
  1769. bv.w = 0;
  1770. } break;
  1771. case RS::GLOBAL_VAR_TYPE_UVEC4: {
  1772. GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];
  1773. Vector<int32_t> v = p_value;
  1774. bv.x = v.size() >= 1 ? v[0] : 0;
  1775. bv.y = v.size() >= 2 ? v[1] : 0;
  1776. bv.z = v.size() >= 3 ? v[2] : 0;
  1777. bv.w = v.size() >= 4 ? v[3] : 0;
  1778. } break;
  1779. case RS::GLOBAL_VAR_TYPE_FLOAT: {
  1780. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1781. float v = p_value;
  1782. bv.x = v;
  1783. bv.y = 0;
  1784. bv.z = 0;
  1785. bv.w = 0;
  1786. } break;
  1787. case RS::GLOBAL_VAR_TYPE_VEC2: {
  1788. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1789. Vector2 v = p_value;
  1790. bv.x = v.x;
  1791. bv.y = v.y;
  1792. bv.z = 0;
  1793. bv.w = 0;
  1794. } break;
  1795. case RS::GLOBAL_VAR_TYPE_VEC3: {
  1796. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1797. Vector3 v = p_value;
  1798. bv.x = v.x;
  1799. bv.y = v.y;
  1800. bv.z = v.z;
  1801. bv.w = 0;
  1802. } break;
  1803. case RS::GLOBAL_VAR_TYPE_VEC4: {
  1804. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1805. Plane v = p_value;
  1806. bv.x = v.normal.x;
  1807. bv.y = v.normal.y;
  1808. bv.z = v.normal.z;
  1809. bv.w = v.d;
  1810. } break;
  1811. case RS::GLOBAL_VAR_TYPE_COLOR: {
  1812. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1813. Color v = p_value;
  1814. bv.x = v.r;
  1815. bv.y = v.g;
  1816. bv.z = v.b;
  1817. bv.w = v.a;
  1818. GlobalShaderUniforms::Value &bv_linear = global_shader_uniforms.buffer_values[p_index + 1];
  1819. //v = v.srgb_to_linear();
  1820. bv_linear.x = v.r;
  1821. bv_linear.y = v.g;
  1822. bv_linear.z = v.b;
  1823. bv_linear.w = v.a;
  1824. } break;
  1825. case RS::GLOBAL_VAR_TYPE_RECT2: {
  1826. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1827. Rect2 v = p_value;
  1828. bv.x = v.position.x;
  1829. bv.y = v.position.y;
  1830. bv.z = v.size.x;
  1831. bv.w = v.size.y;
  1832. } break;
  1833. case RS::GLOBAL_VAR_TYPE_MAT2: {
  1834. GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
  1835. Vector<float> m2 = p_value;
  1836. if (m2.size() < 4) {
  1837. m2.resize(4);
  1838. }
  1839. bv[0].x = m2[0];
  1840. bv[0].y = m2[1];
  1841. bv[0].z = 0;
  1842. bv[0].w = 0;
  1843. bv[1].x = m2[2];
  1844. bv[1].y = m2[3];
  1845. bv[1].z = 0;
  1846. bv[1].w = 0;
  1847. } break;
  1848. case RS::GLOBAL_VAR_TYPE_MAT3: {
  1849. GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
  1850. Basis v = p_value;
  1851. bv[0].x = v.rows[0][0];
  1852. bv[0].y = v.rows[1][0];
  1853. bv[0].z = v.rows[2][0];
  1854. bv[0].w = 0;
  1855. bv[1].x = v.rows[0][1];
  1856. bv[1].y = v.rows[1][1];
  1857. bv[1].z = v.rows[2][1];
  1858. bv[1].w = 0;
  1859. bv[2].x = v.rows[0][2];
  1860. bv[2].y = v.rows[1][2];
  1861. bv[2].z = v.rows[2][2];
  1862. bv[2].w = 0;
  1863. } break;
  1864. case RS::GLOBAL_VAR_TYPE_MAT4: {
  1865. GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
  1866. Vector<float> m2 = p_value;
  1867. if (m2.size() < 16) {
  1868. m2.resize(16);
  1869. }
  1870. bv[0].x = m2[0];
  1871. bv[0].y = m2[1];
  1872. bv[0].z = m2[2];
  1873. bv[0].w = m2[3];
  1874. bv[1].x = m2[4];
  1875. bv[1].y = m2[5];
  1876. bv[1].z = m2[6];
  1877. bv[1].w = m2[7];
  1878. bv[2].x = m2[8];
  1879. bv[2].y = m2[9];
  1880. bv[2].z = m2[10];
  1881. bv[2].w = m2[11];
  1882. bv[3].x = m2[12];
  1883. bv[3].y = m2[13];
  1884. bv[3].z = m2[14];
  1885. bv[3].w = m2[15];
  1886. } break;
  1887. case RS::GLOBAL_VAR_TYPE_TRANSFORM_2D: {
  1888. GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
  1889. Transform2D v = p_value;
  1890. bv[0].x = v.columns[0][0];
  1891. bv[0].y = v.columns[0][1];
  1892. bv[0].z = 0;
  1893. bv[0].w = 0;
  1894. bv[1].x = v.columns[1][0];
  1895. bv[1].y = v.columns[1][1];
  1896. bv[1].z = 0;
  1897. bv[1].w = 0;
  1898. bv[2].x = v.columns[2][0];
  1899. bv[2].y = v.columns[2][1];
  1900. bv[2].z = 1;
  1901. bv[2].w = 0;
  1902. } break;
  1903. case RS::GLOBAL_VAR_TYPE_TRANSFORM: {
  1904. GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
  1905. Transform3D v = p_value;
  1906. bv[0].x = v.basis.rows[0][0];
  1907. bv[0].y = v.basis.rows[1][0];
  1908. bv[0].z = v.basis.rows[2][0];
  1909. bv[0].w = 0;
  1910. bv[1].x = v.basis.rows[0][1];
  1911. bv[1].y = v.basis.rows[1][1];
  1912. bv[1].z = v.basis.rows[2][1];
  1913. bv[1].w = 0;
  1914. bv[2].x = v.basis.rows[0][2];
  1915. bv[2].y = v.basis.rows[1][2];
  1916. bv[2].z = v.basis.rows[2][2];
  1917. bv[2].w = 0;
  1918. bv[3].x = v.origin.x;
  1919. bv[3].y = v.origin.y;
  1920. bv[3].z = v.origin.z;
  1921. bv[3].w = 1;
  1922. } break;
  1923. default: {
  1924. ERR_FAIL();
  1925. }
  1926. }
  1927. }
  1928. void MaterialStorage::_global_shader_uniform_mark_buffer_dirty(int32_t p_index, int32_t p_elements) {
  1929. int32_t prev_chunk = -1;
  1930. for (int32_t i = 0; i < p_elements; i++) {
  1931. int32_t chunk = (p_index + i) / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE;
  1932. if (chunk != prev_chunk) {
  1933. if (!global_shader_uniforms.buffer_dirty_regions[chunk]) {
  1934. global_shader_uniforms.buffer_dirty_regions[chunk] = true;
  1935. global_shader_uniforms.buffer_dirty_region_count++;
  1936. }
  1937. }
  1938. prev_chunk = chunk;
  1939. }
  1940. }
  1941. void MaterialStorage::global_shader_parameter_add(const StringName &p_name, RS::GlobalShaderParameterType p_type, const Variant &p_value) {
  1942. ERR_FAIL_COND(global_shader_uniforms.variables.has(p_name));
  1943. GlobalShaderUniforms::Variable gv;
  1944. gv.type = p_type;
  1945. gv.value = p_value;
  1946. gv.buffer_index = -1;
  1947. if (p_type >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) {
  1948. //is texture
  1949. global_shader_uniforms.must_update_texture_materials = true; //normally there are none
  1950. } else {
  1951. gv.buffer_elements = 1;
  1952. if (p_type == RS::GLOBAL_VAR_TYPE_COLOR || p_type == RS::GLOBAL_VAR_TYPE_MAT2) {
  1953. //color needs to elements to store srgb and linear
  1954. gv.buffer_elements = 2;
  1955. }
  1956. if (p_type == RS::GLOBAL_VAR_TYPE_MAT3 || p_type == RS::GLOBAL_VAR_TYPE_TRANSFORM_2D) {
  1957. //color needs to elements to store srgb and linear
  1958. gv.buffer_elements = 3;
  1959. }
  1960. if (p_type == RS::GLOBAL_VAR_TYPE_MAT4 || p_type == RS::GLOBAL_VAR_TYPE_TRANSFORM) {
  1961. //color needs to elements to store srgb and linear
  1962. gv.buffer_elements = 4;
  1963. }
  1964. //is vector, allocate in buffer and update index
  1965. gv.buffer_index = _global_shader_uniform_allocate(gv.buffer_elements);
  1966. ERR_FAIL_COND_MSG(gv.buffer_index < 0, vformat("Failed allocating global variable '%s' out of buffer memory. Consider increasing it in the Project Settings.", String(p_name)));
  1967. global_shader_uniforms.buffer_usage[gv.buffer_index].elements = gv.buffer_elements;
  1968. _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value);
  1969. _global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
  1970. global_shader_uniforms.must_update_buffer_materials = true; //normally there are none
  1971. }
  1972. global_shader_uniforms.variables[p_name] = gv;
  1973. }
  1974. void MaterialStorage::global_shader_parameter_remove(const StringName &p_name) {
  1975. if (!global_shader_uniforms.variables.has(p_name)) {
  1976. return;
  1977. }
  1978. GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name];
  1979. if (gv.buffer_index >= 0) {
  1980. global_shader_uniforms.buffer_usage[gv.buffer_index].elements = 0;
  1981. global_shader_uniforms.must_update_buffer_materials = true;
  1982. } else {
  1983. global_shader_uniforms.must_update_texture_materials = true;
  1984. }
  1985. global_shader_uniforms.variables.erase(p_name);
  1986. }
  1987. Vector<StringName> MaterialStorage::global_shader_parameter_get_list() const {
  1988. if (!Engine::get_singleton()->is_editor_hint()) {
  1989. ERR_FAIL_V_MSG(Vector<StringName>(), "This function should never be used outside the editor, it can severely damage performance.");
  1990. }
  1991. Vector<StringName> names;
  1992. for (const KeyValue<StringName, GlobalShaderUniforms::Variable> &E : global_shader_uniforms.variables) {
  1993. names.push_back(E.key);
  1994. }
  1995. names.sort_custom<StringName::AlphCompare>();
  1996. return names;
  1997. }
  1998. void MaterialStorage::global_shader_parameter_set(const StringName &p_name, const Variant &p_value) {
  1999. ERR_FAIL_COND(!global_shader_uniforms.variables.has(p_name));
  2000. GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name];
  2001. gv.value = p_value;
  2002. if (gv.override.get_type() == Variant::NIL) {
  2003. if (gv.buffer_index >= 0) {
  2004. //buffer
  2005. _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value);
  2006. _global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
  2007. } else {
  2008. //texture
  2009. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  2010. for (const RID &E : gv.texture_materials) {
  2011. Material *material = material_storage->get_material(E);
  2012. ERR_CONTINUE(!material);
  2013. material_storage->_material_queue_update(material, false, true);
  2014. }
  2015. }
  2016. }
  2017. }
  2018. void MaterialStorage::global_shader_parameter_set_override(const StringName &p_name, const Variant &p_value) {
  2019. if (!global_shader_uniforms.variables.has(p_name)) {
  2020. return; //variable may not exist
  2021. }
  2022. ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT);
  2023. GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name];
  2024. gv.override = p_value;
  2025. if (gv.buffer_index >= 0) {
  2026. //buffer
  2027. if (gv.override.get_type() == Variant::NIL) {
  2028. _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value);
  2029. } else {
  2030. _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.override);
  2031. }
  2032. _global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
  2033. } else {
  2034. //texture
  2035. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  2036. for (const RID &E : gv.texture_materials) {
  2037. Material *material = material_storage->get_material(E);
  2038. ERR_CONTINUE(!material);
  2039. material_storage->_material_queue_update(material, false, true);
  2040. }
  2041. }
  2042. }
  2043. Variant MaterialStorage::global_shader_parameter_get(const StringName &p_name) const {
  2044. if (!Engine::get_singleton()->is_editor_hint()) {
  2045. ERR_FAIL_V_MSG(Variant(), "This function should never be used outside the editor, it can severely damage performance.");
  2046. }
  2047. if (!global_shader_uniforms.variables.has(p_name)) {
  2048. return Variant();
  2049. }
  2050. return global_shader_uniforms.variables[p_name].value;
  2051. }
  2052. RS::GlobalShaderParameterType MaterialStorage::global_shader_parameter_get_type_internal(const StringName &p_name) const {
  2053. if (!global_shader_uniforms.variables.has(p_name)) {
  2054. return RS::GLOBAL_VAR_TYPE_MAX;
  2055. }
  2056. return global_shader_uniforms.variables[p_name].type;
  2057. }
  2058. RS::GlobalShaderParameterType MaterialStorage::global_shader_parameter_get_type(const StringName &p_name) const {
  2059. if (!Engine::get_singleton()->is_editor_hint()) {
  2060. ERR_FAIL_V_MSG(RS::GLOBAL_VAR_TYPE_MAX, "This function should never be used outside the editor, it can severely damage performance.");
  2061. }
  2062. return global_shader_parameter_get_type_internal(p_name);
  2063. }
  2064. void MaterialStorage::global_shader_parameters_load_settings(bool p_load_textures) {
  2065. List<PropertyInfo> settings;
  2066. ProjectSettings::get_singleton()->get_property_list(&settings);
  2067. for (const PropertyInfo &E : settings) {
  2068. if (E.name.begins_with("shader_globals/")) {
  2069. StringName name = E.name.get_slice("/", 1);
  2070. Dictionary d = GLOBAL_GET(E.name);
  2071. ERR_CONTINUE(!d.has("type"));
  2072. ERR_CONTINUE(!d.has("value"));
  2073. String type = d["type"];
  2074. static const char *global_var_type_names[RS::GLOBAL_VAR_TYPE_MAX] = {
  2075. "bool",
  2076. "bvec2",
  2077. "bvec3",
  2078. "bvec4",
  2079. "int",
  2080. "ivec2",
  2081. "ivec3",
  2082. "ivec4",
  2083. "rect2i",
  2084. "uint",
  2085. "uvec2",
  2086. "uvec3",
  2087. "uvec4",
  2088. "float",
  2089. "vec2",
  2090. "vec3",
  2091. "vec4",
  2092. "color",
  2093. "rect2",
  2094. "mat2",
  2095. "mat3",
  2096. "mat4",
  2097. "transform_2d",
  2098. "transform",
  2099. "sampler2D",
  2100. "sampler2DArray",
  2101. "sampler3D",
  2102. "samplerCube",
  2103. };
  2104. RS::GlobalShaderParameterType gvtype = RS::GLOBAL_VAR_TYPE_MAX;
  2105. for (int i = 0; i < RS::GLOBAL_VAR_TYPE_MAX; i++) {
  2106. if (global_var_type_names[i] == type) {
  2107. gvtype = RS::GlobalShaderParameterType(i);
  2108. break;
  2109. }
  2110. }
  2111. ERR_CONTINUE(gvtype == RS::GLOBAL_VAR_TYPE_MAX); //type invalid
  2112. Variant value = d["value"];
  2113. if (gvtype >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) {
  2114. //textire
  2115. if (!p_load_textures) {
  2116. value = RID();
  2117. continue;
  2118. }
  2119. String path = value;
  2120. Ref<Resource> resource = ResourceLoader::load(path);
  2121. ERR_CONTINUE(resource.is_null());
  2122. value = resource;
  2123. }
  2124. if (global_shader_uniforms.variables.has(name)) {
  2125. //has it, update it
  2126. global_shader_parameter_set(name, value);
  2127. } else {
  2128. global_shader_parameter_add(name, gvtype, value);
  2129. }
  2130. }
  2131. }
  2132. }
  2133. void MaterialStorage::global_shader_parameters_clear() {
  2134. global_shader_uniforms.variables.clear();
  2135. }
  2136. GLuint MaterialStorage::global_shader_parameters_get_uniform_buffer() const {
  2137. return global_shader_uniforms.buffer;
  2138. }
  2139. int32_t MaterialStorage::global_shader_parameters_instance_allocate(RID p_instance) {
  2140. ERR_FAIL_COND_V(global_shader_uniforms.instance_buffer_pos.has(p_instance), -1);
  2141. int32_t pos = _global_shader_uniform_allocate(ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES);
  2142. global_shader_uniforms.instance_buffer_pos[p_instance] = pos; //save anyway
  2143. ERR_FAIL_COND_V_MSG(pos < 0, -1, "Too many instances using shader instance variables. Increase buffer size in Project Settings.");
  2144. global_shader_uniforms.buffer_usage[pos].elements = ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES;
  2145. return pos;
  2146. }
  2147. void MaterialStorage::global_shader_parameters_instance_free(RID p_instance) {
  2148. ERR_FAIL_COND(!global_shader_uniforms.instance_buffer_pos.has(p_instance));
  2149. int32_t pos = global_shader_uniforms.instance_buffer_pos[p_instance];
  2150. if (pos >= 0) {
  2151. global_shader_uniforms.buffer_usage[pos].elements = 0;
  2152. }
  2153. global_shader_uniforms.instance_buffer_pos.erase(p_instance);
  2154. }
  2155. void MaterialStorage::global_shader_parameters_instance_update(RID p_instance, int p_index, const Variant &p_value, int p_flags_count) {
  2156. if (!global_shader_uniforms.instance_buffer_pos.has(p_instance)) {
  2157. return; //just not allocated, ignore
  2158. }
  2159. int32_t pos = global_shader_uniforms.instance_buffer_pos[p_instance];
  2160. if (pos < 0) {
  2161. return; //again, not allocated, ignore
  2162. }
  2163. ERR_FAIL_INDEX(p_index, ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES);
  2164. Variant::Type value_type = p_value.get_type();
  2165. ERR_FAIL_COND_MSG(p_value.get_type() > Variant::COLOR, "Unsupported variant type for instance parameter: " + Variant::get_type_name(value_type)); //anything greater not supported
  2166. ShaderLanguage::DataType datatype_from_value[Variant::COLOR + 1] = {
  2167. ShaderLanguage::TYPE_MAX, //nil
  2168. ShaderLanguage::TYPE_BOOL, //bool
  2169. ShaderLanguage::TYPE_INT, //int
  2170. ShaderLanguage::TYPE_FLOAT, //float
  2171. ShaderLanguage::TYPE_MAX, //string
  2172. ShaderLanguage::TYPE_VEC2, //vec2
  2173. ShaderLanguage::TYPE_IVEC2, //vec2i
  2174. ShaderLanguage::TYPE_VEC4, //rect2
  2175. ShaderLanguage::TYPE_IVEC4, //rect2i
  2176. ShaderLanguage::TYPE_VEC3, // vec3
  2177. ShaderLanguage::TYPE_IVEC3, //vec3i
  2178. ShaderLanguage::TYPE_MAX, //xform2d not supported here
  2179. ShaderLanguage::TYPE_VEC4, //vec4
  2180. ShaderLanguage::TYPE_IVEC4, //vec4i
  2181. ShaderLanguage::TYPE_VEC4, //plane
  2182. ShaderLanguage::TYPE_VEC4, //quat
  2183. ShaderLanguage::TYPE_MAX, //aabb not supported here
  2184. ShaderLanguage::TYPE_MAX, //basis not supported here
  2185. ShaderLanguage::TYPE_MAX, //xform not supported here
  2186. ShaderLanguage::TYPE_MAX, //projection not supported here
  2187. ShaderLanguage::TYPE_VEC4 //color
  2188. };
  2189. ShaderLanguage::DataType datatype = ShaderLanguage::TYPE_MAX;
  2190. if (value_type == Variant::INT && p_flags_count > 0) {
  2191. switch (p_flags_count) {
  2192. case 1:
  2193. datatype = ShaderLanguage::TYPE_BVEC2;
  2194. break;
  2195. case 2:
  2196. datatype = ShaderLanguage::TYPE_BVEC3;
  2197. break;
  2198. case 3:
  2199. datatype = ShaderLanguage::TYPE_BVEC4;
  2200. break;
  2201. }
  2202. } else {
  2203. datatype = datatype_from_value[value_type];
  2204. }
  2205. ERR_FAIL_COND_MSG(datatype == ShaderLanguage::TYPE_MAX, "Unsupported variant type for instance parameter: " + Variant::get_type_name(value_type)); //anything greater not supported
  2206. pos += p_index;
  2207. _fill_std140_variant_ubo_value(datatype, 0, p_value, (uint8_t *)&global_shader_uniforms.buffer_values[pos]);
  2208. _global_shader_uniform_mark_buffer_dirty(pos, 1);
  2209. }
  2210. void MaterialStorage::_update_global_shader_uniforms() {
  2211. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  2212. if (global_shader_uniforms.buffer_dirty_region_count > 0) {
  2213. uint32_t total_regions = global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE;
  2214. if (total_regions / global_shader_uniforms.buffer_dirty_region_count <= 4) {
  2215. // 25% of regions dirty, just update all buffer
  2216. glBindBuffer(GL_UNIFORM_BUFFER, global_shader_uniforms.buffer);
  2217. glBufferData(GL_UNIFORM_BUFFER, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size, global_shader_uniforms.buffer_values, GL_DYNAMIC_DRAW);
  2218. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  2219. memset(global_shader_uniforms.buffer_dirty_regions, 0, sizeof(bool) * total_regions);
  2220. } else {
  2221. uint32_t region_byte_size = sizeof(GlobalShaderUniforms::Value) * GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE;
  2222. glBindBuffer(GL_UNIFORM_BUFFER, global_shader_uniforms.buffer);
  2223. for (uint32_t i = 0; i < total_regions; i++) {
  2224. if (global_shader_uniforms.buffer_dirty_regions[i]) {
  2225. glBufferSubData(GL_UNIFORM_BUFFER, i * region_byte_size, region_byte_size, &global_shader_uniforms.buffer_values[i * GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE]);
  2226. global_shader_uniforms.buffer_dirty_regions[i] = false;
  2227. }
  2228. }
  2229. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  2230. }
  2231. global_shader_uniforms.buffer_dirty_region_count = 0;
  2232. }
  2233. if (global_shader_uniforms.must_update_buffer_materials) {
  2234. // only happens in the case of a buffer variable added or removed,
  2235. // so not often.
  2236. for (const RID &E : global_shader_uniforms.materials_using_buffer) {
  2237. Material *material = material_storage->get_material(E);
  2238. ERR_CONTINUE(!material); //wtf
  2239. material_storage->_material_queue_update(material, true, false);
  2240. }
  2241. global_shader_uniforms.must_update_buffer_materials = false;
  2242. }
  2243. if (global_shader_uniforms.must_update_texture_materials) {
  2244. // only happens in the case of a buffer variable added or removed,
  2245. // so not often.
  2246. for (const RID &E : global_shader_uniforms.materials_using_texture) {
  2247. Material *material = material_storage->get_material(E);
  2248. ERR_CONTINUE(!material); //wtf
  2249. material_storage->_material_queue_update(material, false, true);
  2250. }
  2251. global_shader_uniforms.must_update_texture_materials = false;
  2252. }
  2253. }
  2254. /* SHADER API */
  2255. RID MaterialStorage::shader_allocate() {
  2256. return shader_owner.allocate_rid();
  2257. }
  2258. void MaterialStorage::shader_initialize(RID p_rid) {
  2259. Shader shader;
  2260. shader.data = nullptr;
  2261. shader.mode = RS::SHADER_MAX;
  2262. shader_owner.initialize_rid(p_rid, shader);
  2263. }
  2264. void MaterialStorage::shader_free(RID p_rid) {
  2265. GLES3::Shader *shader = shader_owner.get_or_null(p_rid);
  2266. ERR_FAIL_COND(!shader);
  2267. //make material unreference this
  2268. while (shader->owners.size()) {
  2269. material_set_shader((*shader->owners.begin())->self, RID());
  2270. }
  2271. //clear data if exists
  2272. if (shader->data) {
  2273. memdelete(shader->data);
  2274. }
  2275. shader_owner.free(p_rid);
  2276. }
  2277. void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) {
  2278. GLES3::Shader *shader = shader_owner.get_or_null(p_shader);
  2279. ERR_FAIL_COND(!shader);
  2280. shader->code = p_code;
  2281. String mode_string = ShaderLanguage::get_shader_type(p_code);
  2282. RS::ShaderMode new_mode;
  2283. if (mode_string == "canvas_item") {
  2284. new_mode = RS::SHADER_CANVAS_ITEM;
  2285. } else if (mode_string == "particles") {
  2286. new_mode = RS::SHADER_PARTICLES;
  2287. } else if (mode_string == "spatial") {
  2288. new_mode = RS::SHADER_SPATIAL;
  2289. } else if (mode_string == "sky") {
  2290. new_mode = RS::SHADER_SKY;
  2291. //} else if (mode_string == "fog") {
  2292. // new_mode = RS::SHADER_FOG;
  2293. } else {
  2294. new_mode = RS::SHADER_MAX;
  2295. ERR_PRINT("shader type " + mode_string + " not supported in OpenGL renderer");
  2296. }
  2297. if (new_mode != shader->mode) {
  2298. if (shader->data) {
  2299. memdelete(shader->data);
  2300. shader->data = nullptr;
  2301. }
  2302. for (Material *E : shader->owners) {
  2303. Material *material = E;
  2304. material->shader_mode = new_mode;
  2305. if (material->data) {
  2306. memdelete(material->data);
  2307. material->data = nullptr;
  2308. }
  2309. }
  2310. shader->mode = new_mode;
  2311. if (new_mode < RS::SHADER_MAX && shader_data_request_func[new_mode]) {
  2312. shader->data = shader_data_request_func[new_mode]();
  2313. } else {
  2314. shader->mode = RS::SHADER_MAX; //invalid
  2315. }
  2316. for (Material *E : shader->owners) {
  2317. Material *material = E;
  2318. if (shader->data) {
  2319. material->data = material_data_request_func[new_mode](shader->data);
  2320. material->data->self = material->self;
  2321. material->data->set_next_pass(material->next_pass);
  2322. material->data->set_render_priority(material->priority);
  2323. }
  2324. material->shader_mode = new_mode;
  2325. }
  2326. if (shader->data) {
  2327. for (const KeyValue<StringName, HashMap<int, RID>> &E : shader->default_texture_parameter) {
  2328. for (const KeyValue<int, RID> &E2 : E.value) {
  2329. shader->data->set_default_texture_parameter(E.key, E2.value, E2.key);
  2330. }
  2331. }
  2332. }
  2333. }
  2334. if (shader->data) {
  2335. shader->data->set_code(p_code);
  2336. }
  2337. for (Material *E : shader->owners) {
  2338. Material *material = E;
  2339. material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
  2340. _material_queue_update(material, true, true);
  2341. }
  2342. }
  2343. void MaterialStorage::shader_set_path_hint(RID p_shader, const String &p_path) {
  2344. GLES3::Shader *shader = shader_owner.get_or_null(p_shader);
  2345. ERR_FAIL_COND(!shader);
  2346. shader->path_hint = p_path;
  2347. if (shader->data) {
  2348. shader->data->set_path_hint(p_path);
  2349. }
  2350. }
  2351. String MaterialStorage::shader_get_code(RID p_shader) const {
  2352. const GLES3::Shader *shader = shader_owner.get_or_null(p_shader);
  2353. ERR_FAIL_COND_V(!shader, String());
  2354. return shader->code;
  2355. }
  2356. void MaterialStorage::get_shader_parameter_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
  2357. GLES3::Shader *shader = shader_owner.get_or_null(p_shader);
  2358. ERR_FAIL_COND(!shader);
  2359. if (shader->data) {
  2360. return shader->data->get_shader_uniform_list(p_param_list);
  2361. }
  2362. }
  2363. void MaterialStorage::shader_set_default_texture_parameter(RID p_shader, const StringName &p_name, RID p_texture, int p_index) {
  2364. GLES3::Shader *shader = shader_owner.get_or_null(p_shader);
  2365. ERR_FAIL_COND(!shader);
  2366. if (p_texture.is_valid() && TextureStorage::get_singleton()->owns_texture(p_texture)) {
  2367. if (!shader->default_texture_parameter.has(p_name)) {
  2368. shader->default_texture_parameter[p_name] = HashMap<int, RID>();
  2369. }
  2370. shader->default_texture_parameter[p_name][p_index] = p_texture;
  2371. } else {
  2372. if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) {
  2373. shader->default_texture_parameter[p_name].erase(p_index);
  2374. if (shader->default_texture_parameter[p_name].is_empty()) {
  2375. shader->default_texture_parameter.erase(p_name);
  2376. }
  2377. }
  2378. }
  2379. if (shader->data) {
  2380. shader->data->set_default_texture_parameter(p_name, p_texture, p_index);
  2381. }
  2382. for (Material *E : shader->owners) {
  2383. Material *material = E;
  2384. _material_queue_update(material, false, true);
  2385. }
  2386. }
  2387. RID MaterialStorage::shader_get_default_texture_parameter(RID p_shader, const StringName &p_name, int p_index) const {
  2388. const GLES3::Shader *shader = shader_owner.get_or_null(p_shader);
  2389. ERR_FAIL_COND_V(!shader, RID());
  2390. if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) {
  2391. return shader->default_texture_parameter[p_name][p_index];
  2392. }
  2393. return RID();
  2394. }
  2395. Variant MaterialStorage::shader_get_parameter_default(RID p_shader, const StringName &p_param) const {
  2396. Shader *shader = shader_owner.get_or_null(p_shader);
  2397. ERR_FAIL_COND_V(!shader, Variant());
  2398. if (shader->data) {
  2399. return shader->data->get_default_parameter(p_param);
  2400. }
  2401. return Variant();
  2402. }
  2403. RS::ShaderNativeSourceCode MaterialStorage::shader_get_native_source_code(RID p_shader) const {
  2404. Shader *shader = shader_owner.get_or_null(p_shader);
  2405. ERR_FAIL_COND_V(!shader, RS::ShaderNativeSourceCode());
  2406. if (shader->data) {
  2407. return shader->data->get_native_source_code();
  2408. }
  2409. return RS::ShaderNativeSourceCode();
  2410. }
  2411. /* MATERIAL API */
  2412. void MaterialStorage::_material_queue_update(GLES3::Material *material, bool p_uniform, bool p_texture) {
  2413. material->uniform_dirty = material->uniform_dirty || p_uniform;
  2414. material->texture_dirty = material->texture_dirty || p_texture;
  2415. if (material->update_element.in_list()) {
  2416. return;
  2417. }
  2418. material_update_list.add(&material->update_element);
  2419. }
  2420. void MaterialStorage::_update_queued_materials() {
  2421. while (material_update_list.first()) {
  2422. Material *material = material_update_list.first()->self();
  2423. if (material->data) {
  2424. material->data->update_parameters(material->params, material->uniform_dirty, material->texture_dirty);
  2425. }
  2426. material->texture_dirty = false;
  2427. material->uniform_dirty = false;
  2428. material_update_list.remove(&material->update_element);
  2429. }
  2430. }
  2431. RID MaterialStorage::material_allocate() {
  2432. return material_owner.allocate_rid();
  2433. }
  2434. void MaterialStorage::material_initialize(RID p_rid) {
  2435. material_owner.initialize_rid(p_rid);
  2436. Material *material = material_owner.get_or_null(p_rid);
  2437. material->self = p_rid;
  2438. }
  2439. void MaterialStorage::material_free(RID p_rid) {
  2440. Material *material = material_owner.get_or_null(p_rid);
  2441. ERR_FAIL_COND(!material);
  2442. // Need to clear texture arrays to prevent spin locking of their RID's.
  2443. // This happens when the app is being closed.
  2444. for (KeyValue<StringName, Variant> &E : material->params) {
  2445. if (E.value.get_type() == Variant::ARRAY) {
  2446. Array(E.value).clear();
  2447. }
  2448. }
  2449. material_set_shader(p_rid, RID()); //clean up shader
  2450. material->dependency.deleted_notify(p_rid);
  2451. material_owner.free(p_rid);
  2452. }
  2453. void MaterialStorage::material_set_shader(RID p_material, RID p_shader) {
  2454. GLES3::Material *material = material_owner.get_or_null(p_material);
  2455. ERR_FAIL_COND(!material);
  2456. if (material->data) {
  2457. memdelete(material->data);
  2458. material->data = nullptr;
  2459. }
  2460. if (material->shader) {
  2461. material->shader->owners.erase(material);
  2462. material->shader = nullptr;
  2463. material->shader_mode = RS::SHADER_MAX;
  2464. }
  2465. if (p_shader.is_null()) {
  2466. material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
  2467. material->shader_id = 0;
  2468. return;
  2469. }
  2470. Shader *shader = get_shader(p_shader);
  2471. ERR_FAIL_COND(!shader);
  2472. material->shader = shader;
  2473. material->shader_mode = shader->mode;
  2474. material->shader_id = p_shader.get_local_index();
  2475. shader->owners.insert(material);
  2476. if (shader->mode == RS::SHADER_MAX) {
  2477. return;
  2478. }
  2479. ERR_FAIL_COND(shader->data == nullptr);
  2480. material->data = material_data_request_func[shader->mode](shader->data);
  2481. material->data->self = p_material;
  2482. material->data->set_next_pass(material->next_pass);
  2483. material->data->set_render_priority(material->priority);
  2484. //updating happens later
  2485. material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
  2486. _material_queue_update(material, true, true);
  2487. }
  2488. void MaterialStorage::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) {
  2489. GLES3::Material *material = material_owner.get_or_null(p_material);
  2490. ERR_FAIL_COND(!material);
  2491. if (p_value.get_type() == Variant::NIL) {
  2492. material->params.erase(p_param);
  2493. } else {
  2494. ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT); //object not allowed
  2495. material->params[p_param] = p_value;
  2496. }
  2497. if (material->shader && material->shader->data) { //shader is valid
  2498. bool is_texture = material->shader->data->is_parameter_texture(p_param);
  2499. _material_queue_update(material, !is_texture, is_texture);
  2500. } else {
  2501. _material_queue_update(material, true, true);
  2502. }
  2503. }
  2504. Variant MaterialStorage::material_get_param(RID p_material, const StringName &p_param) const {
  2505. const GLES3::Material *material = material_owner.get_or_null(p_material);
  2506. ERR_FAIL_COND_V(!material, Variant());
  2507. if (material->params.has(p_param)) {
  2508. return material->params[p_param];
  2509. } else {
  2510. return Variant();
  2511. }
  2512. }
  2513. void MaterialStorage::material_set_next_pass(RID p_material, RID p_next_material) {
  2514. GLES3::Material *material = material_owner.get_or_null(p_material);
  2515. ERR_FAIL_COND(!material);
  2516. if (material->next_pass == p_next_material) {
  2517. return;
  2518. }
  2519. material->next_pass = p_next_material;
  2520. if (material->data) {
  2521. material->data->set_next_pass(p_next_material);
  2522. }
  2523. material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
  2524. }
  2525. void MaterialStorage::material_set_render_priority(RID p_material, int priority) {
  2526. ERR_FAIL_COND(priority < RS::MATERIAL_RENDER_PRIORITY_MIN);
  2527. ERR_FAIL_COND(priority > RS::MATERIAL_RENDER_PRIORITY_MAX);
  2528. GLES3::Material *material = material_owner.get_or_null(p_material);
  2529. ERR_FAIL_COND(!material);
  2530. material->priority = priority;
  2531. if (material->data) {
  2532. material->data->set_render_priority(priority);
  2533. }
  2534. material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
  2535. }
  2536. bool MaterialStorage::material_is_animated(RID p_material) {
  2537. GLES3::Material *material = material_owner.get_or_null(p_material);
  2538. ERR_FAIL_COND_V(!material, false);
  2539. if (material->shader && material->shader->data) {
  2540. if (material->shader->data->is_animated()) {
  2541. return true;
  2542. } else if (material->next_pass.is_valid()) {
  2543. return material_is_animated(material->next_pass);
  2544. }
  2545. }
  2546. return false; //by default nothing is animated
  2547. }
  2548. bool MaterialStorage::material_casts_shadows(RID p_material) {
  2549. GLES3::Material *material = material_owner.get_or_null(p_material);
  2550. ERR_FAIL_COND_V(!material, true);
  2551. if (material->shader && material->shader->data) {
  2552. if (material->shader->data->casts_shadows()) {
  2553. return true;
  2554. } else if (material->next_pass.is_valid()) {
  2555. return material_casts_shadows(material->next_pass);
  2556. }
  2557. }
  2558. return true; //by default everything casts shadows
  2559. }
  2560. void MaterialStorage::material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) {
  2561. GLES3::Material *material = material_owner.get_or_null(p_material);
  2562. ERR_FAIL_COND(!material);
  2563. if (material->shader && material->shader->data) {
  2564. material->shader->data->get_instance_param_list(r_parameters);
  2565. if (material->next_pass.is_valid()) {
  2566. material_get_instance_shader_parameters(material->next_pass, r_parameters);
  2567. }
  2568. }
  2569. }
  2570. void MaterialStorage::material_update_dependency(RID p_material, DependencyTracker *p_instance) {
  2571. Material *material = material_owner.get_or_null(p_material);
  2572. ERR_FAIL_COND(!material);
  2573. p_instance->update_dependency(&material->dependency);
  2574. if (material->next_pass.is_valid()) {
  2575. material_update_dependency(material->next_pass, p_instance);
  2576. }
  2577. }
  2578. /* Canvas Shader Data */
  2579. void CanvasShaderData::set_code(const String &p_code) {
  2580. // compile the shader
  2581. code = p_code;
  2582. valid = false;
  2583. ubo_size = 0;
  2584. uniforms.clear();
  2585. uses_screen_texture = false;
  2586. uses_screen_texture_mipmaps = false;
  2587. uses_sdf = false;
  2588. uses_time = false;
  2589. if (code.is_empty()) {
  2590. return; //just invalid, but no error
  2591. }
  2592. ShaderCompiler::GeneratedCode gen_code;
  2593. int blend_modei = BLEND_MODE_MIX;
  2594. ShaderCompiler::IdentifierActions actions;
  2595. actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX;
  2596. actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT;
  2597. actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT;
  2598. actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_modei, BLEND_MODE_ADD);
  2599. actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_modei, BLEND_MODE_MIX);
  2600. actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_modei, BLEND_MODE_SUB);
  2601. actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_modei, BLEND_MODE_MUL);
  2602. actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_modei, BLEND_MODE_PMALPHA);
  2603. actions.render_mode_values["blend_disabled"] = Pair<int *, int>(&blend_modei, BLEND_MODE_DISABLED);
  2604. actions.usage_flag_pointers["texture_sdf"] = &uses_sdf;
  2605. actions.usage_flag_pointers["TIME"] = &uses_time;
  2606. actions.uniforms = &uniforms;
  2607. Error err = MaterialStorage::get_singleton()->shaders.compiler_canvas.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code);
  2608. ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
  2609. if (version.is_null()) {
  2610. version = MaterialStorage::get_singleton()->shaders.canvas_shader.version_create();
  2611. }
  2612. blend_mode = BlendMode(blend_modei);
  2613. uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
  2614. uses_screen_texture = gen_code.uses_screen_texture;
  2615. #if 0
  2616. print_line("**compiling shader:");
  2617. print_line("**defines:\n");
  2618. for (int i = 0; i < gen_code.defines.size(); i++) {
  2619. print_line(gen_code.defines[i]);
  2620. }
  2621. HashMap<String, String>::Iterator el = gen_code.code.begin();
  2622. while (el) {
  2623. print_line("\n**code " + el->key + ":\n" + el->value);
  2624. ++el;
  2625. }
  2626. print_line("\n**uniforms:\n" + gen_code.uniforms);
  2627. print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);
  2628. print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
  2629. #endif
  2630. Vector<StringName> texture_uniform_names;
  2631. for (int i = 0; i < gen_code.texture_uniforms.size(); i++) {
  2632. texture_uniform_names.push_back(gen_code.texture_uniforms[i].name);
  2633. }
  2634. MaterialStorage::get_singleton()->shaders.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_names);
  2635. ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.canvas_shader.version_is_valid(version));
  2636. ubo_size = gen_code.uniform_total_size;
  2637. ubo_offsets = gen_code.uniform_offsets;
  2638. texture_uniforms = gen_code.texture_uniforms;
  2639. valid = true;
  2640. }
  2641. bool CanvasShaderData::is_animated() const {
  2642. return false;
  2643. }
  2644. bool CanvasShaderData::casts_shadows() const {
  2645. return false;
  2646. }
  2647. RS::ShaderNativeSourceCode CanvasShaderData::get_native_source_code() const {
  2648. return MaterialStorage::get_singleton()->shaders.canvas_shader.version_get_native_source_code(version);
  2649. }
  2650. CanvasShaderData::CanvasShaderData() {
  2651. valid = false;
  2652. uses_screen_texture = false;
  2653. uses_sdf = false;
  2654. }
  2655. CanvasShaderData::~CanvasShaderData() {
  2656. if (version.is_valid()) {
  2657. MaterialStorage::get_singleton()->shaders.canvas_shader.version_free(version);
  2658. }
  2659. }
  2660. GLES3::ShaderData *GLES3::_create_canvas_shader_func() {
  2661. CanvasShaderData *shader_data = memnew(CanvasShaderData);
  2662. return shader_data;
  2663. }
  2664. void CanvasMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  2665. update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size);
  2666. }
  2667. void CanvasMaterialData::bind_uniforms() {
  2668. // Bind Material Uniforms
  2669. glBindBufferBase(GL_UNIFORM_BUFFER, RasterizerCanvasGLES3::MATERIAL_UNIFORM_LOCATION, uniform_buffer);
  2670. RID *textures = texture_cache.ptrw();
  2671. ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_data->texture_uniforms.ptrw();
  2672. for (int ti = 0; ti < texture_cache.size(); ti++) {
  2673. Texture *texture = TextureStorage::get_singleton()->get_texture(textures[ti]);
  2674. glActiveTexture(GL_TEXTURE1 + ti); // Start at GL_TEXTURE1 because texture slot 0 is used by the base texture
  2675. glBindTexture(target_from_type[texture_uniforms[ti].type], texture->tex_id);
  2676. if (texture->render_target) {
  2677. texture->render_target->used_in_frame = true;
  2678. }
  2679. texture->gl_set_filter(filter_from_uniform_canvas[int(texture_uniforms[ti].filter)]);
  2680. texture->gl_set_repeat(repeat_from_uniform_canvas[int(texture_uniforms[ti].repeat)]);
  2681. }
  2682. }
  2683. CanvasMaterialData::~CanvasMaterialData() {
  2684. }
  2685. GLES3::MaterialData *GLES3::_create_canvas_material_func(ShaderData *p_shader) {
  2686. CanvasMaterialData *material_data = memnew(CanvasMaterialData);
  2687. material_data->shader_data = static_cast<CanvasShaderData *>(p_shader);
  2688. //update will happen later anyway so do nothing.
  2689. return material_data;
  2690. }
  2691. ////////////////////////////////////////////////////////////////////////////////
  2692. // SKY SHADER
  2693. void SkyShaderData::set_code(const String &p_code) {
  2694. //compile
  2695. code = p_code;
  2696. valid = false;
  2697. ubo_size = 0;
  2698. uniforms.clear();
  2699. if (code.is_empty()) {
  2700. return; //just invalid, but no error
  2701. }
  2702. ShaderCompiler::GeneratedCode gen_code;
  2703. ShaderCompiler::IdentifierActions actions;
  2704. actions.entry_point_stages["sky"] = ShaderCompiler::STAGE_FRAGMENT;
  2705. uses_time = false;
  2706. uses_half_res = false;
  2707. uses_quarter_res = false;
  2708. uses_position = false;
  2709. uses_light = false;
  2710. actions.render_mode_flags["use_half_res_pass"] = &uses_half_res;
  2711. actions.render_mode_flags["use_quarter_res_pass"] = &uses_quarter_res;
  2712. actions.usage_flag_pointers["TIME"] = &uses_time;
  2713. actions.usage_flag_pointers["POSITION"] = &uses_position;
  2714. actions.usage_flag_pointers["LIGHT0_ENABLED"] = &uses_light;
  2715. actions.usage_flag_pointers["LIGHT0_ENERGY"] = &uses_light;
  2716. actions.usage_flag_pointers["LIGHT0_DIRECTION"] = &uses_light;
  2717. actions.usage_flag_pointers["LIGHT0_COLOR"] = &uses_light;
  2718. actions.usage_flag_pointers["LIGHT0_SIZE"] = &uses_light;
  2719. actions.usage_flag_pointers["LIGHT1_ENABLED"] = &uses_light;
  2720. actions.usage_flag_pointers["LIGHT1_ENERGY"] = &uses_light;
  2721. actions.usage_flag_pointers["LIGHT1_DIRECTION"] = &uses_light;
  2722. actions.usage_flag_pointers["LIGHT1_COLOR"] = &uses_light;
  2723. actions.usage_flag_pointers["LIGHT1_SIZE"] = &uses_light;
  2724. actions.usage_flag_pointers["LIGHT2_ENABLED"] = &uses_light;
  2725. actions.usage_flag_pointers["LIGHT2_ENERGY"] = &uses_light;
  2726. actions.usage_flag_pointers["LIGHT2_DIRECTION"] = &uses_light;
  2727. actions.usage_flag_pointers["LIGHT2_COLOR"] = &uses_light;
  2728. actions.usage_flag_pointers["LIGHT2_SIZE"] = &uses_light;
  2729. actions.usage_flag_pointers["LIGHT3_ENABLED"] = &uses_light;
  2730. actions.usage_flag_pointers["LIGHT3_ENERGY"] = &uses_light;
  2731. actions.usage_flag_pointers["LIGHT3_DIRECTION"] = &uses_light;
  2732. actions.usage_flag_pointers["LIGHT3_COLOR"] = &uses_light;
  2733. actions.usage_flag_pointers["LIGHT3_SIZE"] = &uses_light;
  2734. actions.uniforms = &uniforms;
  2735. Error err = MaterialStorage::get_singleton()->shaders.compiler_sky.compile(RS::SHADER_SKY, code, &actions, path, gen_code);
  2736. ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
  2737. if (version.is_null()) {
  2738. version = MaterialStorage::get_singleton()->shaders.sky_shader.version_create();
  2739. }
  2740. #if 0
  2741. print_line("**compiling shader:");
  2742. print_line("**defines:\n");
  2743. for (int i = 0; i < gen_code.defines.size(); i++) {
  2744. print_line(gen_code.defines[i]);
  2745. }
  2746. HashMap<String, String>::Iterator el = gen_code.code.begin();
  2747. while (el) {
  2748. print_line("\n**code " + el->key + ":\n" + el->value);
  2749. ++el;
  2750. }
  2751. print_line("\n**uniforms:\n" + gen_code.uniforms);
  2752. print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);
  2753. print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
  2754. #endif
  2755. Vector<StringName> texture_uniform_names;
  2756. for (int i = 0; i < gen_code.texture_uniforms.size(); i++) {
  2757. texture_uniform_names.push_back(gen_code.texture_uniforms[i].name);
  2758. }
  2759. MaterialStorage::get_singleton()->shaders.sky_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_names);
  2760. ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.sky_shader.version_is_valid(version));
  2761. ubo_size = gen_code.uniform_total_size;
  2762. ubo_offsets = gen_code.uniform_offsets;
  2763. texture_uniforms = gen_code.texture_uniforms;
  2764. valid = true;
  2765. }
  2766. bool SkyShaderData::is_animated() const {
  2767. return false;
  2768. }
  2769. bool SkyShaderData::casts_shadows() const {
  2770. return false;
  2771. }
  2772. RS::ShaderNativeSourceCode SkyShaderData::get_native_source_code() const {
  2773. return MaterialStorage::get_singleton()->shaders.sky_shader.version_get_native_source_code(version);
  2774. }
  2775. SkyShaderData::SkyShaderData() {
  2776. valid = false;
  2777. }
  2778. SkyShaderData::~SkyShaderData() {
  2779. if (version.is_valid()) {
  2780. MaterialStorage::get_singleton()->shaders.sky_shader.version_free(version);
  2781. }
  2782. }
  2783. GLES3::ShaderData *GLES3::_create_sky_shader_func() {
  2784. SkyShaderData *shader_data = memnew(SkyShaderData);
  2785. return shader_data;
  2786. }
  2787. ////////////////////////////////////////////////////////////////////////////////
  2788. // Sky material
  2789. void SkyMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  2790. uniform_set_updated = true;
  2791. update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size);
  2792. }
  2793. SkyMaterialData::~SkyMaterialData() {
  2794. }
  2795. GLES3::MaterialData *GLES3::_create_sky_material_func(ShaderData *p_shader) {
  2796. SkyMaterialData *material_data = memnew(SkyMaterialData);
  2797. material_data->shader_data = static_cast<SkyShaderData *>(p_shader);
  2798. //update will happen later anyway so do nothing.
  2799. return material_data;
  2800. }
  2801. void SkyMaterialData::bind_uniforms() {
  2802. // Bind Material Uniforms
  2803. glBindBufferBase(GL_UNIFORM_BUFFER, SKY_MATERIAL_UNIFORM_LOCATION, uniform_buffer);
  2804. RID *textures = texture_cache.ptrw();
  2805. ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_data->texture_uniforms.ptrw();
  2806. for (int ti = 0; ti < texture_cache.size(); ti++) {
  2807. Texture *texture = TextureStorage::get_singleton()->get_texture(textures[ti]);
  2808. glActiveTexture(GL_TEXTURE0 + ti);
  2809. glBindTexture(target_from_type[texture_uniforms[ti].type], texture->tex_id);
  2810. if (texture->render_target) {
  2811. texture->render_target->used_in_frame = true;
  2812. }
  2813. texture->gl_set_filter(filter_from_uniform[int(texture_uniforms[ti].filter)]);
  2814. texture->gl_set_repeat(repeat_from_uniform[int(texture_uniforms[ti].repeat)]);
  2815. }
  2816. }
  2817. ////////////////////////////////////////////////////////////////////////////////
  2818. // Scene SHADER
  2819. void SceneShaderData::set_code(const String &p_code) {
  2820. //compile
  2821. code = p_code;
  2822. valid = false;
  2823. ubo_size = 0;
  2824. uniforms.clear();
  2825. if (code.is_empty()) {
  2826. return; //just invalid, but no error
  2827. }
  2828. ShaderCompiler::GeneratedCode gen_code;
  2829. int blend_modei = BLEND_MODE_MIX;
  2830. int depth_testi = DEPTH_TEST_ENABLED;
  2831. int alpha_antialiasing_modei = ALPHA_ANTIALIASING_OFF;
  2832. int cull_modei = CULL_BACK;
  2833. int depth_drawi = DEPTH_DRAW_OPAQUE;
  2834. uses_point_size = false;
  2835. uses_alpha = false;
  2836. uses_alpha_clip = false;
  2837. uses_blend_alpha = false;
  2838. uses_depth_prepass_alpha = false;
  2839. uses_discard = false;
  2840. uses_roughness = false;
  2841. uses_normal = false;
  2842. wireframe = false;
  2843. unshaded = false;
  2844. uses_vertex = false;
  2845. uses_position = false;
  2846. uses_sss = false;
  2847. uses_transmittance = false;
  2848. uses_screen_texture = false;
  2849. uses_depth_texture = false;
  2850. uses_normal_texture = false;
  2851. uses_time = false;
  2852. writes_modelview_or_projection = false;
  2853. uses_world_coordinates = false;
  2854. uses_particle_trails = false;
  2855. ShaderCompiler::IdentifierActions actions;
  2856. actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX;
  2857. actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT;
  2858. actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT;
  2859. actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_modei, BLEND_MODE_ADD);
  2860. actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_modei, BLEND_MODE_MIX);
  2861. actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_modei, BLEND_MODE_SUB);
  2862. actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_modei, BLEND_MODE_MUL);
  2863. actions.render_mode_values["alpha_to_coverage"] = Pair<int *, int>(&alpha_antialiasing_modei, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE);
  2864. actions.render_mode_values["alpha_to_coverage_and_one"] = Pair<int *, int>(&alpha_antialiasing_modei, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE);
  2865. actions.render_mode_values["depth_draw_never"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_DISABLED);
  2866. actions.render_mode_values["depth_draw_opaque"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_OPAQUE);
  2867. actions.render_mode_values["depth_draw_always"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_ALWAYS);
  2868. actions.render_mode_values["depth_test_disabled"] = Pair<int *, int>(&depth_testi, DEPTH_TEST_DISABLED);
  2869. actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull_modei, CULL_DISABLED);
  2870. actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull_modei, CULL_FRONT);
  2871. actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull_modei, CULL_BACK);
  2872. actions.render_mode_flags["unshaded"] = &unshaded;
  2873. actions.render_mode_flags["wireframe"] = &wireframe;
  2874. actions.render_mode_flags["particle_trails"] = &uses_particle_trails;
  2875. actions.usage_flag_pointers["ALPHA"] = &uses_alpha;
  2876. actions.usage_flag_pointers["ALPHA_SCISSOR_THRESHOLD"] = &uses_alpha_clip;
  2877. // Use alpha clip pipeline for alpha hash/dither.
  2878. // This prevents sorting issues inherent to alpha blending and allows such materials to cast shadows.
  2879. actions.usage_flag_pointers["ALPHA_HASH_SCALE"] = &uses_alpha_clip;
  2880. actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_prepass_alpha;
  2881. actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
  2882. actions.usage_flag_pointers["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance;
  2883. actions.usage_flag_pointers["DISCARD"] = &uses_discard;
  2884. actions.usage_flag_pointers["TIME"] = &uses_time;
  2885. actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness;
  2886. actions.usage_flag_pointers["NORMAL"] = &uses_normal;
  2887. actions.usage_flag_pointers["NORMAL_MAP"] = &uses_normal;
  2888. actions.usage_flag_pointers["POINT_SIZE"] = &uses_point_size;
  2889. actions.usage_flag_pointers["POINT_COORD"] = &uses_point_size;
  2890. actions.write_flag_pointers["MODELVIEW_MATRIX"] = &writes_modelview_or_projection;
  2891. actions.write_flag_pointers["PROJECTION_MATRIX"] = &writes_modelview_or_projection;
  2892. actions.write_flag_pointers["VERTEX"] = &uses_vertex;
  2893. actions.write_flag_pointers["POSITION"] = &uses_position;
  2894. actions.usage_flag_pointers["TANGENT"] = &uses_tangent;
  2895. actions.usage_flag_pointers["BINORMAL"] = &uses_tangent;
  2896. actions.usage_flag_pointers["COLOR"] = &uses_color;
  2897. actions.usage_flag_pointers["UV"] = &uses_uv;
  2898. actions.usage_flag_pointers["UV2"] = &uses_uv2;
  2899. actions.usage_flag_pointers["CUSTOM0"] = &uses_custom0;
  2900. actions.usage_flag_pointers["CUSTOM1"] = &uses_custom1;
  2901. actions.usage_flag_pointers["CUSTOM2"] = &uses_custom2;
  2902. actions.usage_flag_pointers["CUSTOM3"] = &uses_custom3;
  2903. actions.usage_flag_pointers["BONE_INDICES"] = &uses_bones;
  2904. actions.usage_flag_pointers["BONE_WEIGHTS"] = &uses_weights;
  2905. actions.uniforms = &uniforms;
  2906. Error err = MaterialStorage::get_singleton()->shaders.compiler_scene.compile(RS::SHADER_SPATIAL, code, &actions, path, gen_code);
  2907. ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
  2908. if (version.is_null()) {
  2909. version = MaterialStorage::get_singleton()->shaders.scene_shader.version_create();
  2910. }
  2911. depth_draw = DepthDraw(depth_drawi);
  2912. depth_test = DepthTest(depth_testi);
  2913. cull_mode = Cull(cull_modei);
  2914. blend_mode = BlendMode(blend_modei);
  2915. alpha_antialiasing_mode = AlphaAntiAliasing(alpha_antialiasing_modei);
  2916. vertex_input_mask = uint32_t(uses_normal);
  2917. vertex_input_mask |= uses_tangent << 1;
  2918. vertex_input_mask |= uses_color << 2;
  2919. vertex_input_mask |= uses_uv << 3;
  2920. vertex_input_mask |= uses_uv2 << 4;
  2921. vertex_input_mask |= uses_custom0 << 5;
  2922. vertex_input_mask |= uses_custom1 << 6;
  2923. vertex_input_mask |= uses_custom2 << 7;
  2924. vertex_input_mask |= uses_custom3 << 8;
  2925. vertex_input_mask |= uses_bones << 9;
  2926. vertex_input_mask |= uses_weights << 10;
  2927. uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
  2928. uses_screen_texture = gen_code.uses_screen_texture;
  2929. uses_depth_texture = gen_code.uses_depth_texture;
  2930. uses_normal_texture = gen_code.uses_normal_roughness_texture;
  2931. uses_vertex_time = gen_code.uses_vertex_time;
  2932. uses_fragment_time = gen_code.uses_fragment_time;
  2933. #ifdef DEBUG_ENABLED
  2934. if (uses_particle_trails) {
  2935. WARN_PRINT_ONCE_ED("Particle trails are only available when using the Forward+ or Mobile rendering backends.");
  2936. }
  2937. if (uses_sss) {
  2938. WARN_PRINT_ONCE_ED("Sub-surface scattering is only available when using the Forward+ rendering backend.");
  2939. }
  2940. if (uses_transmittance) {
  2941. WARN_PRINT_ONCE_ED("Transmittance is only available when using the Forward+ rendering backend.");
  2942. }
  2943. if (uses_screen_texture) {
  2944. WARN_PRINT_ONCE_ED("Reading from the screen texture is not supported when using the GL Compatibility backend yet. Support will be added in a future release.");
  2945. }
  2946. if (uses_depth_texture) {
  2947. WARN_PRINT_ONCE_ED("Reading from the depth texture is not supported when using the GL Compatibility backend yet. Support will be added in a future release.");
  2948. }
  2949. if (uses_normal_texture) {
  2950. WARN_PRINT_ONCE_ED("Reading from the normal-roughness texture is only available when using the Forward+ or Mobile rendering backends.");
  2951. }
  2952. #endif
  2953. #if 0
  2954. print_line("**compiling shader:");
  2955. print_line("**defines:\n");
  2956. for (int i = 0; i < gen_code.defines.size(); i++) {
  2957. print_line(gen_code.defines[i]);
  2958. }
  2959. HashMap<String, String>::Iterator el = gen_code.code.begin();
  2960. while (el) {
  2961. print_line("\n**code " + el->key + ":\n" + el->value);
  2962. ++el;
  2963. }
  2964. print_line("\n**uniforms:\n" + gen_code.uniforms);
  2965. print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);
  2966. print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
  2967. #endif
  2968. Vector<StringName> texture_uniform_names;
  2969. for (int i = 0; i < gen_code.texture_uniforms.size(); i++) {
  2970. texture_uniform_names.push_back(gen_code.texture_uniforms[i].name);
  2971. }
  2972. MaterialStorage::get_singleton()->shaders.scene_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_names);
  2973. ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.scene_shader.version_is_valid(version));
  2974. ubo_size = gen_code.uniform_total_size;
  2975. ubo_offsets = gen_code.uniform_offsets;
  2976. texture_uniforms = gen_code.texture_uniforms;
  2977. // if any form of Alpha Antialiasing is enabled, set the blend mode to alpha to coverage
  2978. if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF) {
  2979. blend_mode = BLEND_MODE_ALPHA_TO_COVERAGE;
  2980. }
  2981. valid = true;
  2982. }
  2983. bool SceneShaderData::is_animated() const {
  2984. return (uses_fragment_time && uses_discard) || (uses_vertex_time && uses_vertex);
  2985. }
  2986. bool SceneShaderData::casts_shadows() const {
  2987. bool has_read_screen_alpha = uses_screen_texture || uses_depth_texture || uses_normal_texture;
  2988. bool has_base_alpha = (uses_alpha && !uses_alpha_clip) || has_read_screen_alpha;
  2989. bool has_alpha = has_base_alpha || uses_blend_alpha;
  2990. return !has_alpha || (uses_depth_prepass_alpha && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED));
  2991. }
  2992. RS::ShaderNativeSourceCode SceneShaderData::get_native_source_code() const {
  2993. return MaterialStorage::get_singleton()->shaders.scene_shader.version_get_native_source_code(version);
  2994. }
  2995. SceneShaderData::SceneShaderData() {
  2996. valid = false;
  2997. uses_screen_texture = false;
  2998. }
  2999. SceneShaderData::~SceneShaderData() {
  3000. if (version.is_valid()) {
  3001. MaterialStorage::get_singleton()->shaders.scene_shader.version_free(version);
  3002. }
  3003. }
  3004. GLES3::ShaderData *GLES3::_create_scene_shader_func() {
  3005. SceneShaderData *shader_data = memnew(SceneShaderData);
  3006. return shader_data;
  3007. }
  3008. void SceneMaterialData::set_render_priority(int p_priority) {
  3009. priority = p_priority - RS::MATERIAL_RENDER_PRIORITY_MIN; //8 bits
  3010. }
  3011. void SceneMaterialData::set_next_pass(RID p_pass) {
  3012. next_pass = p_pass;
  3013. }
  3014. void SceneMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  3015. update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size);
  3016. }
  3017. SceneMaterialData::~SceneMaterialData() {
  3018. }
  3019. GLES3::MaterialData *GLES3::_create_scene_material_func(ShaderData *p_shader) {
  3020. SceneMaterialData *material_data = memnew(SceneMaterialData);
  3021. material_data->shader_data = static_cast<SceneShaderData *>(p_shader);
  3022. //update will happen later anyway so do nothing.
  3023. return material_data;
  3024. }
  3025. void SceneMaterialData::bind_uniforms() {
  3026. // Bind Material Uniforms
  3027. glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_MATERIAL_UNIFORM_LOCATION, uniform_buffer);
  3028. RID *textures = texture_cache.ptrw();
  3029. ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_data->texture_uniforms.ptrw();
  3030. for (int ti = 0; ti < texture_cache.size(); ti++) {
  3031. Texture *texture = TextureStorage::get_singleton()->get_texture(textures[ti]);
  3032. glActiveTexture(GL_TEXTURE0 + ti);
  3033. glBindTexture(target_from_type[texture_uniforms[ti].type], texture->tex_id);
  3034. if (texture->render_target) {
  3035. texture->render_target->used_in_frame = true;
  3036. }
  3037. texture->gl_set_filter(filter_from_uniform[int(texture_uniforms[ti].filter)]);
  3038. texture->gl_set_repeat(repeat_from_uniform[int(texture_uniforms[ti].repeat)]);
  3039. }
  3040. }
  3041. /* Particles SHADER */
  3042. void ParticlesShaderData::set_code(const String &p_code) {
  3043. //compile
  3044. code = p_code;
  3045. valid = false;
  3046. ubo_size = 0;
  3047. uniforms.clear();
  3048. uses_collision = false;
  3049. if (code.is_empty()) {
  3050. return; //just invalid, but no error
  3051. }
  3052. ShaderCompiler::GeneratedCode gen_code;
  3053. ShaderCompiler::IdentifierActions actions;
  3054. actions.entry_point_stages["start"] = ShaderCompiler::STAGE_VERTEX;
  3055. actions.entry_point_stages["process"] = ShaderCompiler::STAGE_VERTEX;
  3056. actions.usage_flag_pointers["COLLIDED"] = &uses_collision;
  3057. userdata_count = 0;
  3058. for (uint32_t i = 0; i < PARTICLES_MAX_USERDATAS; i++) {
  3059. userdatas_used[i] = false;
  3060. actions.usage_flag_pointers["USERDATA" + itos(i + 1)] = &userdatas_used[i];
  3061. }
  3062. actions.uniforms = &uniforms;
  3063. Error err = MaterialStorage::get_singleton()->shaders.compiler_particles.compile(RS::SHADER_PARTICLES, code, &actions, path, gen_code);
  3064. ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
  3065. if (version.is_null()) {
  3066. version = MaterialStorage::get_singleton()->shaders.particles_process_shader.version_create();
  3067. }
  3068. for (uint32_t i = 0; i < PARTICLES_MAX_USERDATAS; i++) {
  3069. if (userdatas_used[i]) {
  3070. userdata_count++;
  3071. }
  3072. }
  3073. Vector<StringName> texture_uniform_names;
  3074. for (int i = 0; i < gen_code.texture_uniforms.size(); i++) {
  3075. texture_uniform_names.push_back(gen_code.texture_uniforms[i].name);
  3076. }
  3077. MaterialStorage::get_singleton()->shaders.particles_process_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_names);
  3078. ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.particles_process_shader.version_is_valid(version));
  3079. ubo_size = gen_code.uniform_total_size;
  3080. ubo_offsets = gen_code.uniform_offsets;
  3081. texture_uniforms = gen_code.texture_uniforms;
  3082. valid = true;
  3083. }
  3084. bool ParticlesShaderData::is_animated() const {
  3085. return false;
  3086. }
  3087. bool ParticlesShaderData::casts_shadows() const {
  3088. return false;
  3089. }
  3090. RS::ShaderNativeSourceCode ParticlesShaderData::get_native_source_code() const {
  3091. return MaterialStorage::get_singleton()->shaders.particles_process_shader.version_get_native_source_code(version);
  3092. }
  3093. ParticlesShaderData::~ParticlesShaderData() {
  3094. if (version.is_valid()) {
  3095. MaterialStorage::get_singleton()->shaders.particles_process_shader.version_free(version);
  3096. }
  3097. }
  3098. GLES3::ShaderData *GLES3::_create_particles_shader_func() {
  3099. ParticlesShaderData *shader_data = memnew(ParticlesShaderData);
  3100. return shader_data;
  3101. }
  3102. void ParticleProcessMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  3103. update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size);
  3104. }
  3105. ParticleProcessMaterialData::~ParticleProcessMaterialData() {
  3106. }
  3107. GLES3::MaterialData *GLES3::_create_particles_material_func(ShaderData *p_shader) {
  3108. ParticleProcessMaterialData *material_data = memnew(ParticleProcessMaterialData);
  3109. material_data->shader_data = static_cast<ParticlesShaderData *>(p_shader);
  3110. //update will happen later anyway so do nothing.
  3111. return material_data;
  3112. }
  3113. void ParticleProcessMaterialData::bind_uniforms() {
  3114. // Bind Material Uniforms
  3115. glBindBufferBase(GL_UNIFORM_BUFFER, GLES3::PARTICLES_MATERIAL_UNIFORM_LOCATION, uniform_buffer);
  3116. RID *textures = texture_cache.ptrw();
  3117. ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_data->texture_uniforms.ptrw();
  3118. for (int ti = 0; ti < texture_cache.size(); ti++) {
  3119. Texture *texture = TextureStorage::get_singleton()->get_texture(textures[ti]);
  3120. glActiveTexture(GL_TEXTURE1 + ti); // Start at GL_TEXTURE1 because texture slot 0 is reserved for the heightmap texture.
  3121. glBindTexture(target_from_type[texture_uniforms[ti].type], texture->tex_id);
  3122. if (texture->render_target) {
  3123. texture->render_target->used_in_frame = true;
  3124. }
  3125. texture->gl_set_filter(filter_from_uniform[int(texture_uniforms[ti].filter)]);
  3126. texture->gl_set_repeat(repeat_from_uniform[int(texture_uniforms[ti].repeat)]);
  3127. }
  3128. }
  3129. #endif // !GLES3_ENABLED