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@@ -900,6 +900,42 @@ _FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type,
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///////////////////////////////////////////////////////////////////////////
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// MaterialData
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+// Look up table to translate ShaderLanguage::DataType to GL_TEXTURE_*
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+static const GLenum target_from_type[ShaderLanguage::TYPE_MAX] = {
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+ GL_TEXTURE_2D, // TYPE_VOID,
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+ GL_TEXTURE_2D, // TYPE_BOOL,
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+ GL_TEXTURE_2D, // TYPE_BVEC2,
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+ GL_TEXTURE_2D, // TYPE_BVEC3,
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+ GL_TEXTURE_2D, // TYPE_BVEC4,
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+ GL_TEXTURE_2D, // TYPE_INT,
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+ GL_TEXTURE_2D, // TYPE_IVEC2,
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+ GL_TEXTURE_2D, // TYPE_IVEC3,
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+ GL_TEXTURE_2D, // TYPE_IVEC4,
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+ GL_TEXTURE_2D, // TYPE_UINT,
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+ GL_TEXTURE_2D, // TYPE_UVEC2,
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+ GL_TEXTURE_2D, // TYPE_UVEC3,
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+ GL_TEXTURE_2D, // TYPE_UVEC4,
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+ GL_TEXTURE_2D, // TYPE_FLOAT,
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+ GL_TEXTURE_2D, // TYPE_VEC2,
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+ GL_TEXTURE_2D, // TYPE_VEC3,
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+ GL_TEXTURE_2D, // TYPE_VEC4,
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+ GL_TEXTURE_2D, // TYPE_MAT2,
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+ GL_TEXTURE_2D, // TYPE_MAT3,
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+ GL_TEXTURE_2D, // TYPE_MAT4,
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+ GL_TEXTURE_2D, // TYPE_SAMPLER2D,
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+ GL_TEXTURE_2D, // TYPE_ISAMPLER2D,
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+ GL_TEXTURE_2D, // TYPE_USAMPLER2D,
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+ GL_TEXTURE_2D_ARRAY, // TYPE_SAMPLER2DARRAY,
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+ GL_TEXTURE_2D_ARRAY, // TYPE_ISAMPLER2DARRAY,
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+ GL_TEXTURE_2D_ARRAY, // TYPE_USAMPLER2DARRAY,
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+ GL_TEXTURE_3D, // TYPE_SAMPLER3D,
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+ GL_TEXTURE_3D, // TYPE_ISAMPLER3D,
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+ GL_TEXTURE_3D, // TYPE_USAMPLER3D,
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+ GL_TEXTURE_CUBE_MAP, // TYPE_SAMPLERCUBE,
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+ GL_TEXTURE_CUBE_MAP, // TYPE_SAMPLERCUBEARRAY,
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+ GL_TEXTURE_2D, // TYPE_STRUCT
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+};
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+
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void MaterialData::update_uniform_buffer(const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Map<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color) {
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MaterialStorage *material_storage = MaterialStorage::get_singleton();
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bool uses_global_buffer = false;
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@@ -1275,13 +1311,13 @@ MaterialStorage *MaterialStorage::get_singleton() {
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MaterialStorage::MaterialStorage() {
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singleton = this;
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- shader_data_request_func[RS::SHADER_SPATIAL] = nullptr;
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+ shader_data_request_func[RS::SHADER_SPATIAL] = _create_scene_shader_func;
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shader_data_request_func[RS::SHADER_CANVAS_ITEM] = _create_canvas_shader_func;
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shader_data_request_func[RS::SHADER_PARTICLES] = nullptr;
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shader_data_request_func[RS::SHADER_SKY] = _create_sky_shader_func;
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shader_data_request_func[RS::SHADER_FOG] = nullptr;
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- material_data_request_func[RS::SHADER_SPATIAL] = nullptr;
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+ material_data_request_func[RS::SHADER_SPATIAL] = _create_scene_material_func;
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material_data_request_func[RS::SHADER_CANVAS_ITEM] = _create_canvas_material_func;
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material_data_request_func[RS::SHADER_PARTICLES] = nullptr;
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material_data_request_func[RS::SHADER_SKY] = _create_sky_material_func;
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@@ -1365,16 +1401,12 @@ MaterialStorage::MaterialStorage() {
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actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
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actions.render_mode_defines["light_only"] = "#define MODE_LIGHT_ONLY\n";
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- actions.base_texture_binding_index = 0;
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- actions.base_uniform_string = "";
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- actions.global_buffer_array_variable = "";
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-
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shaders.compiler_canvas.initialize(actions);
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}
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{
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// Setup Scene compiler
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- /*
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+
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//shader compiler
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ShaderCompiler::DefaultIdentifierActions actions;
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@@ -1529,11 +1561,6 @@ MaterialStorage::MaterialStorage() {
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actions.render_mode_defines["sss_mode_skin"] = "#define SSS_MODE_SKIN\n";
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actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
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-
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- actions.custom_samplers["SCREEN_TEXTURE"] = "material_samplers[3]"; // linear filter with mipmaps
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- actions.custom_samplers["DEPTH_TEXTURE"] = "material_samplers[3]";
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- actions.custom_samplers["NORMAL_ROUGHNESS_TEXTURE"] = "material_samplers[1]"; // linear filter
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-
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actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
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actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
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actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
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@@ -1541,19 +1568,10 @@ MaterialStorage::MaterialStorage() {
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actions.render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
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actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
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- actions.sampler_array_name = "material_samplers";
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- actions.base_texture_binding_index = 1;
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- actions.texture_layout_set = RenderForwardClustered::MATERIAL_UNIFORM_SET;
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- actions.base_uniform_string = "material.";
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- actions.base_varying_index = 10;
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-
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actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
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actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
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- actions.global_buffer_array_variable = "global_variables.data";
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- actions.instance_uniform_index_variable = "instances.data[instance_index].instance_uniforms_ofs";
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- compiler.initialize(actions);
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- */
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+ shaders.compiler_scene.initialize(actions);
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}
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{
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@@ -1664,13 +1682,8 @@ ShaderCompiler::DefaultIdentifierActions actions;
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actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
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actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
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- actions.base_texture_binding_index = 1;
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- actions.texture_layout_set = 1;
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- actions.base_varying_index = 10;
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-
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actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
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actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
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- actions.global_buffer_array_variable = "global_variables";
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shaders.compiler_sky.initialize(actions);
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}
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@@ -2914,42 +2927,6 @@ void CanvasMaterialData::update_parameters(const Map<StringName, Variant> &p_par
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return 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);
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}
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-// Look up table to translate ShaderLanguage::DataType to GL_TEXTURE_*
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-static const GLenum target_from_type[ShaderLanguage::TYPE_MAX] = {
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- GL_TEXTURE_2D, // TYPE_VOID,
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- GL_TEXTURE_2D, // TYPE_BOOL,
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- GL_TEXTURE_2D, // TYPE_BVEC2,
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- GL_TEXTURE_2D, // TYPE_BVEC3,
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- GL_TEXTURE_2D, // TYPE_BVEC4,
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- GL_TEXTURE_2D, // TYPE_INT,
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- GL_TEXTURE_2D, // TYPE_IVEC2,
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- GL_TEXTURE_2D, // TYPE_IVEC3,
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- GL_TEXTURE_2D, // TYPE_IVEC4,
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- GL_TEXTURE_2D, // TYPE_UINT,
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- GL_TEXTURE_2D, // TYPE_UVEC2,
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- GL_TEXTURE_2D, // TYPE_UVEC3,
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- GL_TEXTURE_2D, // TYPE_UVEC4,
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- GL_TEXTURE_2D, // TYPE_FLOAT,
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- GL_TEXTURE_2D, // TYPE_VEC2,
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- GL_TEXTURE_2D, // TYPE_VEC3,
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- GL_TEXTURE_2D, // TYPE_VEC4,
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- GL_TEXTURE_2D, // TYPE_MAT2,
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- GL_TEXTURE_2D, // TYPE_MAT3,
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- GL_TEXTURE_2D, // TYPE_MAT4,
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- GL_TEXTURE_2D, // TYPE_SAMPLER2D,
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- GL_TEXTURE_2D, // TYPE_ISAMPLER2D,
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- GL_TEXTURE_2D, // TYPE_USAMPLER2D,
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- GL_TEXTURE_2D_ARRAY, // TYPE_SAMPLER2DARRAY,
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- GL_TEXTURE_2D_ARRAY, // TYPE_ISAMPLER2DARRAY,
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- GL_TEXTURE_2D_ARRAY, // TYPE_USAMPLER2DARRAY,
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- GL_TEXTURE_3D, // TYPE_SAMPLER3D,
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- GL_TEXTURE_3D, // TYPE_ISAMPLER3D,
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- GL_TEXTURE_3D, // TYPE_USAMPLER3D,
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- GL_TEXTURE_CUBE_MAP, // TYPE_SAMPLERCUBE,
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- GL_TEXTURE_CUBE_MAP, // TYPE_SAMPLERCUBEARRAY,
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- GL_TEXTURE_2D, // TYPE_STRUCT
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-};
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-
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void CanvasMaterialData::bind_uniforms() {
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// Bind Material Uniforms
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glBindBufferBase(GL_UNIFORM_BUFFER, RasterizerCanvasGLES3::MATERIAL_UNIFORM_BUFFER_OBJECT, uniform_buffer);
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@@ -2958,7 +2935,7 @@ void CanvasMaterialData::bind_uniforms() {
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ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_data->texture_uniforms.ptrw();
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for (int ti = 0; ti < texture_cache.size(); ti++) {
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Texture *texture = TextureStorage::get_singleton()->get_texture(textures[ti]);
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- glActiveTexture(GL_TEXTURE1 + ti);
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+ glActiveTexture(GL_TEXTURE1 + ti); // Start at GL_TEXTURE1 because texture slot 0 is used by the base texture
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glBindTexture(target_from_type[texture_uniforms[ti].type], texture->tex_id);
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// Set sampler state here as the same texture can be used in multiple places with different flags
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@@ -3203,4 +3180,297 @@ void SkyMaterialData::bind_uniforms() {
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}
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}
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+////////////////////////////////////////////////////////////////////////////////
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+// Scene SHADER
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+
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+void SceneShaderData::set_code(const String &p_code) {
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+ //compile
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+
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+ code = p_code;
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+ valid = false;
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+ ubo_size = 0;
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+ uniforms.clear();
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+ uses_screen_texture = false;
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+
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+ if (code.is_empty()) {
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+ return; //just invalid, but no error
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+ }
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+
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+ ShaderCompiler::GeneratedCode gen_code;
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+
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+ int blend_modei = BLEND_MODE_MIX;
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+ int depth_testi = DEPTH_TEST_ENABLED;
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+ int alpha_antialiasing_modei = ALPHA_ANTIALIASING_OFF;
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+ int cull_modei = CULL_BACK;
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+ int depth_drawi = DEPTH_DRAW_OPAQUE;
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+
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+ uses_point_size = false;
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+ uses_alpha = false;
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+ uses_alpha_clip = false;
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+ uses_blend_alpha = false;
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+ uses_depth_pre_pass = false;
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+ uses_discard = false;
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+ uses_roughness = false;
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+ uses_normal = false;
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+ wireframe = false;
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+
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+ unshaded = false;
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+ uses_vertex = false;
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+ uses_position = false;
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+ uses_sss = false;
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+ uses_transmittance = false;
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+ uses_screen_texture = false;
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+ uses_depth_texture = false;
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+ uses_normal_texture = false;
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+ uses_time = false;
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+ writes_modelview_or_projection = false;
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+ uses_world_coordinates = false;
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+ uses_particle_trails = false;
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+
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+ ShaderCompiler::IdentifierActions actions;
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+ actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX;
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+ actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT;
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+ actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT;
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+
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+ actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_modei, BLEND_MODE_ADD);
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+ actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_modei, BLEND_MODE_MIX);
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+ actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_modei, BLEND_MODE_SUB);
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+ actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_modei, BLEND_MODE_MUL);
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+
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+ actions.render_mode_values["alpha_to_coverage"] = Pair<int *, int>(&alpha_antialiasing_modei, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE);
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+ actions.render_mode_values["alpha_to_coverage_and_one"] = Pair<int *, int>(&alpha_antialiasing_modei, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE);
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+
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+ actions.render_mode_values["depth_draw_never"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_DISABLED);
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+ actions.render_mode_values["depth_draw_opaque"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_OPAQUE);
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+ actions.render_mode_values["depth_draw_always"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_ALWAYS);
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+
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+ actions.render_mode_values["depth_test_disabled"] = Pair<int *, int>(&depth_testi, DEPTH_TEST_DISABLED);
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+
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+ actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull_modei, CULL_DISABLED);
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+ actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull_modei, CULL_FRONT);
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+ actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull_modei, CULL_BACK);
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+
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+ actions.render_mode_flags["unshaded"] = &unshaded;
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+ actions.render_mode_flags["wireframe"] = &wireframe;
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+ actions.render_mode_flags["particle_trails"] = &uses_particle_trails;
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+
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+ actions.usage_flag_pointers["ALPHA"] = &uses_alpha;
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+ actions.usage_flag_pointers["ALPHA_SCISSOR_THRESHOLD"] = &uses_alpha_clip;
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+ actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass;
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+
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+ actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
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+ actions.usage_flag_pointers["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance;
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+
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+ actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
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+ actions.usage_flag_pointers["DEPTH_TEXTURE"] = &uses_depth_texture;
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+ actions.usage_flag_pointers["NORMAL_TEXTURE"] = &uses_normal_texture;
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+ actions.usage_flag_pointers["DISCARD"] = &uses_discard;
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+ actions.usage_flag_pointers["TIME"] = &uses_time;
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+ actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness;
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+ actions.usage_flag_pointers["NORMAL"] = &uses_normal;
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+ actions.usage_flag_pointers["NORMAL_MAP"] = &uses_normal;
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+
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+ actions.usage_flag_pointers["POINT_SIZE"] = &uses_point_size;
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+ actions.usage_flag_pointers["POINT_COORD"] = &uses_point_size;
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+
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+ actions.write_flag_pointers["MODELVIEW_MATRIX"] = &writes_modelview_or_projection;
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+ actions.write_flag_pointers["PROJECTION_MATRIX"] = &writes_modelview_or_projection;
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+ actions.write_flag_pointers["VERTEX"] = &uses_vertex;
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+ actions.write_flag_pointers["POSITION"] = &uses_position;
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+
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+ actions.uniforms = &uniforms;
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+
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+ Error err = MaterialStorage::get_singleton()->shaders.compiler_scene.compile(RS::SHADER_SPATIAL, code, &actions, path, gen_code);
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+ ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
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+
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+ if (version.is_null()) {
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+ version = MaterialStorage::get_singleton()->shaders.scene_shader.version_create();
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+ }
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+
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+ depth_draw = DepthDraw(depth_drawi);
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+ depth_test = DepthTest(depth_testi);
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+ cull_mode = Cull(cull_modei);
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+ blend_mode = BlendMode(blend_modei);
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+ alpha_antialiasing_mode = AlphaAntiAliasing(alpha_antialiasing_modei);
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+
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+#if 0
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+ print_line("**compiling shader:");
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+ print_line("**defines:\n");
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+ for (int i = 0; i < gen_code.defines.size(); i++) {
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+ print_line(gen_code.defines[i]);
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+ }
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+
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+ Map<String, String>::Element *el = gen_code.code.front();
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+ while (el) {
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+ print_line("\n**code " + el->key() + ":\n" + el->value());
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+
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+ el = el->next();
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+ }
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+
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+ print_line("\n**uniforms:\n" + gen_code.uniforms);
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+ print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);
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+ print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
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+#endif
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+
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+ Vector<StringName> texture_uniform_names;
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+ for (int i = 0; i < gen_code.texture_uniforms.size(); i++) {
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+ texture_uniform_names.push_back(gen_code.texture_uniforms[i].name);
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+ }
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+
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+ 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);
|
|
|
+ ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.scene_shader.version_is_valid(version));
|
|
|
+
|
|
|
+ ubo_size = gen_code.uniform_total_size;
|
|
|
+ ubo_offsets = gen_code.uniform_offsets;
|
|
|
+ texture_uniforms = gen_code.texture_uniforms;
|
|
|
+
|
|
|
+ // if any form of Alpha Antialiasing is enabled, set the blend mode to alpha to coverage
|
|
|
+ if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF) {
|
|
|
+ blend_mode = BLEND_MODE_ALPHA_TO_COVERAGE;
|
|
|
+ }
|
|
|
+
|
|
|
+ valid = true;
|
|
|
+}
|
|
|
+
|
|
|
+void SceneShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
|
|
|
+ if (!p_texture.is_valid()) {
|
|
|
+ if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
|
|
|
+ default_texture_params[p_name].erase(p_index);
|
|
|
+
|
|
|
+ if (default_texture_params[p_name].is_empty()) {
|
|
|
+ default_texture_params.erase(p_name);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ if (!default_texture_params.has(p_name)) {
|
|
|
+ default_texture_params[p_name] = Map<int, RID>();
|
|
|
+ }
|
|
|
+ default_texture_params[p_name][p_index] = p_texture;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void SceneShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
|
|
|
+ Map<int, StringName> order;
|
|
|
+
|
|
|
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
|
|
|
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (E.value.texture_order >= 0) {
|
|
|
+ order[E.value.texture_order + 100000] = E.key;
|
|
|
+ } else {
|
|
|
+ order[E.value.order] = E.key;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ for (const KeyValue<int, StringName> &E : order) {
|
|
|
+ PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
|
|
|
+ pi.name = E.value;
|
|
|
+ p_param_list->push_back(pi);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void SceneShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
|
|
|
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
|
|
|
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+
|
|
|
+ RendererMaterialStorage::InstanceShaderParam p;
|
|
|
+ p.info = ShaderLanguage::uniform_to_property_info(E.value);
|
|
|
+ p.info.name = E.key; //supply name
|
|
|
+ p.index = E.value.instance_index;
|
|
|
+ p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
|
|
|
+ p_param_list->push_back(p);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+bool SceneShaderData::is_param_texture(const StringName &p_param) const {
|
|
|
+ if (!uniforms.has(p_param)) {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ return uniforms[p_param].texture_order >= 0;
|
|
|
+}
|
|
|
+
|
|
|
+bool SceneShaderData::is_animated() const {
|
|
|
+ return false;
|
|
|
+}
|
|
|
+
|
|
|
+bool SceneShaderData::casts_shadows() const {
|
|
|
+ return false;
|
|
|
+}
|
|
|
+
|
|
|
+Variant SceneShaderData::get_default_parameter(const StringName &p_parameter) const {
|
|
|
+ if (uniforms.has(p_parameter)) {
|
|
|
+ ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
|
|
|
+ Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
|
|
|
+ return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
|
|
|
+ }
|
|
|
+ return Variant();
|
|
|
+}
|
|
|
+
|
|
|
+RS::ShaderNativeSourceCode SceneShaderData::get_native_source_code() const {
|
|
|
+ return MaterialStorage::get_singleton()->shaders.scene_shader.version_get_native_source_code(version);
|
|
|
+}
|
|
|
+
|
|
|
+SceneShaderData::SceneShaderData() {
|
|
|
+ valid = false;
|
|
|
+ uses_screen_texture = false;
|
|
|
+}
|
|
|
+
|
|
|
+SceneShaderData::~SceneShaderData() {
|
|
|
+ if (version.is_valid()) {
|
|
|
+ MaterialStorage::get_singleton()->shaders.scene_shader.version_free(version);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+GLES3::ShaderData *GLES3::_create_scene_shader_func() {
|
|
|
+ SceneShaderData *shader_data = memnew(SceneShaderData);
|
|
|
+ return shader_data;
|
|
|
+}
|
|
|
+
|
|
|
+void SceneMaterialData::set_render_priority(int p_priority) {
|
|
|
+ priority = p_priority - RS::MATERIAL_RENDER_PRIORITY_MIN; //8 bits
|
|
|
+}
|
|
|
+
|
|
|
+void SceneMaterialData::set_next_pass(RID p_pass) {
|
|
|
+ next_pass = p_pass;
|
|
|
+}
|
|
|
+
|
|
|
+void SceneMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
|
|
|
+ return 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);
|
|
|
+}
|
|
|
+
|
|
|
+SceneMaterialData::~SceneMaterialData() {
|
|
|
+}
|
|
|
+
|
|
|
+GLES3::MaterialData *GLES3::_create_scene_material_func(ShaderData *p_shader) {
|
|
|
+ SceneMaterialData *material_data = memnew(SceneMaterialData);
|
|
|
+ material_data->shader_data = static_cast<SceneShaderData *>(p_shader);
|
|
|
+ //update will happen later anyway so do nothing.
|
|
|
+ return material_data;
|
|
|
+}
|
|
|
+
|
|
|
+void SceneMaterialData::bind_uniforms() {
|
|
|
+ // Bind Material Uniforms
|
|
|
+ glBindBufferBase(GL_UNIFORM_BUFFER, 3, uniform_buffer);
|
|
|
+
|
|
|
+ RID *textures = texture_cache.ptrw();
|
|
|
+ ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_data->texture_uniforms.ptrw();
|
|
|
+ for (int ti = 0; ti < texture_cache.size(); ti++) {
|
|
|
+ Texture *texture = TextureStorage::get_singleton()->get_texture(textures[ti]);
|
|
|
+ glActiveTexture(GL_TEXTURE0 + ti);
|
|
|
+ glBindTexture(target_from_type[texture_uniforms[ti].type], texture->tex_id);
|
|
|
+
|
|
|
+ // Set sampler state here as the same texture can be used in multiple places with different flags
|
|
|
+ // Need to convert sampler state from ShaderLanguage::Texture* to RS::CanvasItemTexture*
|
|
|
+ RS::CanvasItemTextureFilter filter = RS::CanvasItemTextureFilter((int(texture_uniforms[ti].filter) + 1) % RS::CANVAS_ITEM_TEXTURE_FILTER_MAX);
|
|
|
+ RS::CanvasItemTextureRepeat repeat = RS::CanvasItemTextureRepeat((int(texture_uniforms[ti].repeat) + 1) % RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR);
|
|
|
+ texture->gl_set_filter(filter);
|
|
|
+ texture->gl_set_repeat(repeat);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
#endif // !GLES3_ENABLED
|