123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187 |
- /**************************************************************************/
- /* instance_uniforms.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #include "instance_uniforms.h"
- #include "rendering_server_globals.h"
- void InstanceUniforms::free(RID p_self) {
- ERR_FAIL_COND(p_self.is_null());
- if (is_allocated()) {
- RSG::material_storage->global_shader_parameters_instance_free(p_self);
- _location = -1;
- }
- _invalidate_items();
- }
- void InstanceUniforms::materials_start() {
- _invalidate_items();
- }
- void InstanceUniforms::materials_append(RID p_material) {
- ERR_FAIL_COND(p_material.is_null());
- List<RendererMaterialStorage::InstanceShaderParam> params;
- RSG::material_storage->material_get_instance_shader_parameters(p_material, ¶ms);
- for (const RendererMaterialStorage::InstanceShaderParam &srcp : params) {
- StringName name = srcp.info.name;
- if (Item *ptr = _parameters.getptr(name); ptr) {
- if (!ptr->is_valid()) {
- _init_param(*ptr, srcp);
- } else if (ptr->index != srcp.index) {
- WARN_PRINT("More than one material in instance export the same instance shader uniform '" + srcp.info.name +
- "', but they do it with different indices. Only the first one (in order) will display correctly.");
- } else if (ptr->info.type != srcp.info.type) {
- WARN_PRINT("More than one material in instance export the same instance shader uniform '" + srcp.info.name +
- "', but they do it with different data types. Only the first one (in order) will display correctly.");
- }
- } else {
- Item i;
- _init_param(i, srcp);
- _parameters[name] = i;
- }
- }
- }
- bool InstanceUniforms::materials_finish(RID p_self) {
- ERR_FAIL_COND_V(p_self.is_null(), false);
- if (_parameters.is_empty()) {
- if (is_allocated()) {
- free(p_self);
- return true;
- }
- return false;
- }
- const bool should_alloc = !is_allocated();
- if (should_alloc) {
- _location = RSG::material_storage->global_shader_parameters_instance_allocate(p_self);
- }
- for (KeyValue<StringName, Item> &kv : _parameters) {
- Item &i = kv.value;
- if (i.is_valid()) {
- RSG::material_storage->global_shader_parameters_instance_update(p_self, i.index, i.value, i.flags);
- }
- }
- return should_alloc;
- }
- Variant InstanceUniforms::get(const StringName &p_name) const {
- if (const Item *ptr = _parameters.getptr(p_name); ptr) {
- return ptr->value;
- }
- return Variant();
- }
- void InstanceUniforms::set(RID p_self, const StringName &p_name, const Variant &p_value) {
- ERR_FAIL_COND(p_self.is_null());
- ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT);
- if (Item *ptr = _parameters.getptr(p_name); ptr) {
- ptr->value = p_value;
- if (ptr->is_valid()) {
- RSG::material_storage->global_shader_parameters_instance_update(p_self, ptr->index, ptr->value, ptr->flags);
- }
- } else {
- Item i; // Initialize in materials_finish.
- i.value = p_value;
- _parameters[p_name] = i;
- }
- }
- Variant InstanceUniforms::get_default(const StringName &p_name) const {
- if (const Item *ptr = _parameters.getptr(p_name); ptr) {
- return ptr->default_value;
- }
- return Variant();
- }
- void InstanceUniforms::get_property_list(List<PropertyInfo> &r_parameters) const {
- Vector<StringName> names;
- // Invalid items won't be saved, but will remain in memory in case of shader compilation failure.
- for (const KeyValue<StringName, Item> &kv : _parameters) {
- if (kv.value.is_valid()) {
- names.push_back(kv.key);
- }
- }
- names.sort_custom<StringName::AlphCompare>();
- for (const StringName &n : names) {
- PropertyInfo pinfo = _parameters[n].info;
- r_parameters.push_back(pinfo);
- }
- }
- void InstanceUniforms::_init_param(Item &r_item, const RendererMaterialStorage::InstanceShaderParam &p_param) const {
- r_item.index = p_param.index;
- r_item.flags = 0;
- r_item.info = p_param.info;
- r_item.default_value = p_param.default_value;
- if (r_item.default_value.get_type() == Variant::NIL) {
- Callable::CallError cerr;
- Variant::construct(r_item.info.type, r_item.default_value, nullptr, 0, cerr);
- }
- if (r_item.value.get_type() == Variant::NIL) {
- r_item.value = r_item.default_value;
- }
- if (r_item.info.hint == PROPERTY_HINT_FLAGS) {
- // HACK: Detect boolean flags count and prevent overhead.
- switch (r_item.info.hint_string.length()) {
- case 3: // "x,y"
- r_item.flags = 1;
- break;
- case 5: // "x,y,z"
- r_item.flags = 2;
- break;
- case 7: // "x,y,z,w"
- r_item.flags = 3;
- break;
- }
- }
- }
- void InstanceUniforms::_invalidate_items() {
- for (KeyValue<StringName, Item> &kv : _parameters) {
- kv.value.index = -1;
- }
- }
|