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- /**************************************************************************/
- /* canvas_item_material.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 "canvas_item_material.h"
- #include "core/version.h"
- Mutex CanvasItemMaterial::material_mutex;
- SelfList<CanvasItemMaterial>::List CanvasItemMaterial::dirty_materials;
- HashMap<CanvasItemMaterial::MaterialKey, CanvasItemMaterial::ShaderData, CanvasItemMaterial::MaterialKey> CanvasItemMaterial::shader_map;
- CanvasItemMaterial::ShaderNames *CanvasItemMaterial::shader_names = nullptr;
- void CanvasItemMaterial::init_shaders() {
- shader_names = memnew(ShaderNames);
- shader_names->particles_anim_h_frames = "particles_anim_h_frames";
- shader_names->particles_anim_v_frames = "particles_anim_v_frames";
- shader_names->particles_anim_loop = "particles_anim_loop";
- }
- void CanvasItemMaterial::finish_shaders() {
- dirty_materials.clear();
- memdelete(shader_names);
- shader_names = nullptr;
- }
- void CanvasItemMaterial::_update_shader() {
- MaterialKey mk = _compute_key();
- if (mk.key == current_key.key) {
- return; //no update required in the end
- }
- if (shader_map.has(current_key)) {
- shader_map[current_key].users--;
- if (shader_map[current_key].users == 0) {
- //deallocate shader, as it's no longer in use
- RS::get_singleton()->free(shader_map[current_key].shader);
- shader_map.erase(current_key);
- }
- }
- current_key = mk;
- if (shader_map.has(mk)) {
- RS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader);
- shader_map[mk].users++;
- return;
- }
- //must create a shader!
- // Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
- String code = "// NOTE: Shader automatically converted from " VERSION_NAME " " VERSION_FULL_CONFIG "'s CanvasItemMaterial.\n\n";
- code += "shader_type canvas_item;\nrender_mode ";
- switch (blend_mode) {
- case BLEND_MODE_MIX:
- code += "blend_mix";
- break;
- case BLEND_MODE_ADD:
- code += "blend_add";
- break;
- case BLEND_MODE_SUB:
- code += "blend_sub";
- break;
- case BLEND_MODE_MUL:
- code += "blend_mul";
- break;
- case BLEND_MODE_PREMULT_ALPHA:
- code += "blend_premul_alpha";
- break;
- case BLEND_MODE_DISABLED:
- code += "blend_disabled";
- break;
- }
- switch (light_mode) {
- case LIGHT_MODE_NORMAL:
- break;
- case LIGHT_MODE_UNSHADED:
- code += ",unshaded";
- break;
- case LIGHT_MODE_LIGHT_ONLY:
- code += ",light_only";
- break;
- }
- code += ";\n";
- if (particles_animation) {
- code += "uniform int particles_anim_h_frames;\n";
- code += "uniform int particles_anim_v_frames;\n";
- code += "uniform bool particles_anim_loop;\n\n";
- code += "void vertex() {\n";
- code += " float h_frames = float(particles_anim_h_frames);\n";
- code += " float v_frames = float(particles_anim_v_frames);\n";
- code += " VERTEX.xy /= vec2(h_frames, v_frames);\n";
- code += " float particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);\n";
- code += " float particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));\n";
- code += " if (!particles_anim_loop) {\n";
- code += " particle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n";
- code += " } else {\n";
- code += " particle_frame = mod(particle_frame, particle_total_frames);\n";
- code += " }";
- code += " UV /= vec2(h_frames, v_frames);\n";
- code += " UV += vec2(mod(particle_frame, h_frames) / h_frames, floor((particle_frame + 0.5) / h_frames) / v_frames);\n";
- code += "}\n";
- }
- ShaderData shader_data;
- shader_data.shader = RS::get_singleton()->shader_create();
- shader_data.users = 1;
- RS::get_singleton()->shader_set_code(shader_data.shader, code);
- shader_map[mk] = shader_data;
- RS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
- }
- void CanvasItemMaterial::flush_changes() {
- MutexLock lock(material_mutex);
- while (dirty_materials.first()) {
- dirty_materials.first()->self()->_update_shader();
- dirty_materials.first()->remove_from_list();
- }
- }
- void CanvasItemMaterial::_queue_shader_change() {
- MutexLock lock(material_mutex);
- if (_is_initialized() && !element.in_list()) {
- dirty_materials.add(&element);
- }
- }
- void CanvasItemMaterial::set_blend_mode(BlendMode p_blend_mode) {
- blend_mode = p_blend_mode;
- _queue_shader_change();
- }
- CanvasItemMaterial::BlendMode CanvasItemMaterial::get_blend_mode() const {
- return blend_mode;
- }
- void CanvasItemMaterial::set_light_mode(LightMode p_light_mode) {
- light_mode = p_light_mode;
- _queue_shader_change();
- }
- CanvasItemMaterial::LightMode CanvasItemMaterial::get_light_mode() const {
- return light_mode;
- }
- void CanvasItemMaterial::set_particles_animation(bool p_particles_anim) {
- particles_animation = p_particles_anim;
- _queue_shader_change();
- notify_property_list_changed();
- }
- bool CanvasItemMaterial::get_particles_animation() const {
- return particles_animation;
- }
- void CanvasItemMaterial::set_particles_anim_h_frames(int p_frames) {
- particles_anim_h_frames = p_frames;
- RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_h_frames, p_frames);
- }
- int CanvasItemMaterial::get_particles_anim_h_frames() const {
- return particles_anim_h_frames;
- }
- void CanvasItemMaterial::set_particles_anim_v_frames(int p_frames) {
- particles_anim_v_frames = p_frames;
- RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_v_frames, p_frames);
- }
- int CanvasItemMaterial::get_particles_anim_v_frames() const {
- return particles_anim_v_frames;
- }
- void CanvasItemMaterial::set_particles_anim_loop(bool p_loop) {
- particles_anim_loop = p_loop;
- RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_loop, particles_anim_loop);
- }
- bool CanvasItemMaterial::get_particles_anim_loop() const {
- return particles_anim_loop;
- }
- void CanvasItemMaterial::_validate_property(PropertyInfo &p_property) const {
- if (p_property.name.begins_with("particles_anim_") && !particles_animation) {
- p_property.usage = PROPERTY_USAGE_NONE;
- }
- }
- RID CanvasItemMaterial::get_shader_rid() const {
- ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
- return shader_map[current_key].shader;
- }
- Shader::Mode CanvasItemMaterial::get_shader_mode() const {
- return Shader::MODE_CANVAS_ITEM;
- }
- void CanvasItemMaterial::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_blend_mode", "blend_mode"), &CanvasItemMaterial::set_blend_mode);
- ClassDB::bind_method(D_METHOD("get_blend_mode"), &CanvasItemMaterial::get_blend_mode);
- ClassDB::bind_method(D_METHOD("set_light_mode", "light_mode"), &CanvasItemMaterial::set_light_mode);
- ClassDB::bind_method(D_METHOD("get_light_mode"), &CanvasItemMaterial::get_light_mode);
- ClassDB::bind_method(D_METHOD("set_particles_animation", "particles_anim"), &CanvasItemMaterial::set_particles_animation);
- ClassDB::bind_method(D_METHOD("get_particles_animation"), &CanvasItemMaterial::get_particles_animation);
- ClassDB::bind_method(D_METHOD("set_particles_anim_h_frames", "frames"), &CanvasItemMaterial::set_particles_anim_h_frames);
- ClassDB::bind_method(D_METHOD("get_particles_anim_h_frames"), &CanvasItemMaterial::get_particles_anim_h_frames);
- ClassDB::bind_method(D_METHOD("set_particles_anim_v_frames", "frames"), &CanvasItemMaterial::set_particles_anim_v_frames);
- ClassDB::bind_method(D_METHOD("get_particles_anim_v_frames"), &CanvasItemMaterial::get_particles_anim_v_frames);
- ClassDB::bind_method(D_METHOD("set_particles_anim_loop", "loop"), &CanvasItemMaterial::set_particles_anim_loop);
- ClassDB::bind_method(D_METHOD("get_particles_anim_loop"), &CanvasItemMaterial::get_particles_anim_loop);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Subtract,Multiply,Premultiplied Alpha"), "set_blend_mode", "get_blend_mode");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "light_mode", PROPERTY_HINT_ENUM, "Normal,Unshaded,Light Only"), "set_light_mode", "get_light_mode");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "particles_animation"), "set_particles_animation", "get_particles_animation");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "particles_anim_h_frames", PROPERTY_HINT_RANGE, "1,128,1"), "set_particles_anim_h_frames", "get_particles_anim_h_frames");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "particles_anim_v_frames", PROPERTY_HINT_RANGE, "1,128,1"), "set_particles_anim_v_frames", "get_particles_anim_v_frames");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "particles_anim_loop"), "set_particles_anim_loop", "get_particles_anim_loop");
- BIND_ENUM_CONSTANT(BLEND_MODE_MIX);
- BIND_ENUM_CONSTANT(BLEND_MODE_ADD);
- BIND_ENUM_CONSTANT(BLEND_MODE_SUB);
- BIND_ENUM_CONSTANT(BLEND_MODE_MUL);
- BIND_ENUM_CONSTANT(BLEND_MODE_PREMULT_ALPHA);
- BIND_ENUM_CONSTANT(LIGHT_MODE_NORMAL);
- BIND_ENUM_CONSTANT(LIGHT_MODE_UNSHADED);
- BIND_ENUM_CONSTANT(LIGHT_MODE_LIGHT_ONLY);
- }
- CanvasItemMaterial::CanvasItemMaterial() :
- element(this) {
- _set_material(RS::get_singleton()->material_create());
- set_particles_anim_h_frames(1);
- set_particles_anim_v_frames(1);
- set_particles_anim_loop(false);
- current_key.invalid_key = 1;
- _mark_initialized(callable_mp(this, &CanvasItemMaterial::_queue_shader_change), callable_mp(this, &CanvasItemMaterial::_update_shader));
- }
- CanvasItemMaterial::~CanvasItemMaterial() {
- MutexLock lock(material_mutex);
- ERR_FAIL_NULL(RenderingServer::get_singleton());
- if (shader_map.has(current_key)) {
- shader_map[current_key].users--;
- if (shader_map[current_key].users == 0) {
- //deallocate shader, as it's no longer in use
- RS::get_singleton()->free(shader_map[current_key].shader);
- shader_map.erase(current_key);
- }
- RS::get_singleton()->material_set_shader(_get_material(), RID());
- }
- }
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