material.cpp 60 KB

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  1. /*************************************************************************/
  2. /* material.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* http://www.godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
  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. #include "material.h"
  31. #include "scene/scene_string_names.h"
  32. RID Material::get_rid() const {
  33. return material;
  34. }
  35. Material::Material() {
  36. material = VisualServer::get_singleton()->material_create();
  37. }
  38. Material::~Material() {
  39. VisualServer::get_singleton()->free(material);
  40. }
  41. ///////////////////////////////////
  42. bool ShaderMaterial::_set(const StringName &p_name, const Variant &p_value) {
  43. if (p_name == SceneStringNames::get_singleton()->shader) {
  44. set_shader(p_value);
  45. return true;
  46. } else {
  47. if (shader.is_valid()) {
  48. StringName pr = shader->remap_param(p_name);
  49. if (!pr) {
  50. String n = p_name;
  51. if (n.find("param/") == 0) { //backwards compatibility
  52. pr = n.substr(6, n.length());
  53. }
  54. }
  55. if (pr) {
  56. VisualServer::get_singleton()->material_set_param(_get_material(), pr, p_value);
  57. return true;
  58. }
  59. }
  60. }
  61. return false;
  62. }
  63. bool ShaderMaterial::_get(const StringName &p_name, Variant &r_ret) const {
  64. if (p_name == SceneStringNames::get_singleton()->shader) {
  65. r_ret = get_shader();
  66. return true;
  67. } else {
  68. if (shader.is_valid()) {
  69. StringName pr = shader->remap_param(p_name);
  70. if (pr) {
  71. r_ret = VisualServer::get_singleton()->material_get_param(_get_material(), pr);
  72. return true;
  73. }
  74. }
  75. }
  76. return false;
  77. }
  78. void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const {
  79. p_list->push_back(PropertyInfo(Variant::OBJECT, "shader", PROPERTY_HINT_RESOURCE_TYPE, "Shader,ShaderGraph"));
  80. if (!shader.is_null()) {
  81. shader->get_param_list(p_list);
  82. }
  83. }
  84. void ShaderMaterial::set_shader(const Ref<Shader> &p_shader) {
  85. shader = p_shader;
  86. RID rid;
  87. if (shader.is_valid())
  88. rid = shader->get_rid();
  89. VS::get_singleton()->material_set_shader(_get_material(), rid);
  90. _change_notify(); //properties for shader exposed
  91. emit_changed();
  92. }
  93. Ref<Shader> ShaderMaterial::get_shader() const {
  94. return shader;
  95. }
  96. void ShaderMaterial::set_shader_param(const StringName &p_param, const Variant &p_value) {
  97. VS::get_singleton()->material_set_param(_get_material(), p_param, p_value);
  98. }
  99. Variant ShaderMaterial::get_shader_param(const StringName &p_param) const {
  100. return VS::get_singleton()->material_get_param(_get_material(), p_param);
  101. }
  102. void ShaderMaterial::_bind_methods() {
  103. ClassDB::bind_method(D_METHOD("set_shader", "shader:Shader"), &ShaderMaterial::set_shader);
  104. ClassDB::bind_method(D_METHOD("get_shader:Shader"), &ShaderMaterial::get_shader);
  105. ClassDB::bind_method(D_METHOD("set_shader_param", "param", "value"), &ShaderMaterial::set_shader_param);
  106. ClassDB::bind_method(D_METHOD("get_shader_param", "param"), &ShaderMaterial::get_shader_param);
  107. }
  108. void ShaderMaterial::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
  109. String f = p_function.operator String();
  110. if ((f == "get_shader_param" || f == "set_shader_param") && p_idx == 0) {
  111. if (shader.is_valid()) {
  112. List<PropertyInfo> pl;
  113. shader->get_param_list(&pl);
  114. for (List<PropertyInfo>::Element *E = pl.front(); E; E = E->next()) {
  115. r_options->push_back("\"" + E->get().name.replace_first("shader_param/", "") + "\"");
  116. }
  117. }
  118. }
  119. Resource::get_argument_options(p_function, p_idx, r_options);
  120. }
  121. ShaderMaterial::ShaderMaterial() {
  122. }
  123. ShaderMaterial::~ShaderMaterial() {
  124. }
  125. /////////////////////////////////
  126. Mutex *SpatialMaterial::material_mutex = NULL;
  127. SelfList<SpatialMaterial>::List SpatialMaterial::dirty_materials;
  128. Map<SpatialMaterial::MaterialKey, SpatialMaterial::ShaderData> SpatialMaterial::shader_map;
  129. SpatialMaterial::ShaderNames *SpatialMaterial::shader_names = NULL;
  130. void SpatialMaterial::init_shaders() {
  131. #ifndef NO_THREADS
  132. material_mutex = Mutex::create();
  133. #endif
  134. shader_names = memnew(ShaderNames);
  135. shader_names->albedo = "albedo";
  136. shader_names->specular = "specular";
  137. shader_names->roughness = "roughness";
  138. shader_names->metallic = "metallic";
  139. shader_names->emission = "emission";
  140. shader_names->emission_energy = "emission_energy";
  141. shader_names->normal_scale = "normal_scale";
  142. shader_names->rim = "rim";
  143. shader_names->rim_tint = "rim_tint";
  144. shader_names->clearcoat = "clearcoat";
  145. shader_names->clearcoat_gloss = "clearcoat_gloss";
  146. shader_names->anisotropy = "anisotropy_ratio";
  147. shader_names->depth_scale = "depth_scale";
  148. shader_names->subsurface_scattering_strength = "subsurface_scattering_strength";
  149. shader_names->refraction = "refraction";
  150. shader_names->point_size = "point_size";
  151. shader_names->uv1_scale = "uv1_scale";
  152. shader_names->uv1_offset = "uv1_offset";
  153. shader_names->uv2_scale = "uv2_scale";
  154. shader_names->uv2_offset = "uv2_offset";
  155. shader_names->uv1_blend_sharpness = "uv1_blend_sharpness";
  156. shader_names->uv2_blend_sharpness = "uv2_blend_sharpness";
  157. shader_names->particle_h_frames = "particle_h_frames";
  158. shader_names->particle_v_frames = "particle_v_frames";
  159. shader_names->particles_anim_loop = "particles_anim_loop";
  160. shader_names->depth_min_layers = "depth_min_layers";
  161. shader_names->depth_max_layers = "depth_max_layers";
  162. shader_names->texture_names[TEXTURE_ALBEDO] = "texture_albedo";
  163. shader_names->texture_names[TEXTURE_METALLIC] = "texture_metallic";
  164. shader_names->texture_names[TEXTURE_ROUGHNESS] = "texture_roughness";
  165. shader_names->texture_names[TEXTURE_EMISSION] = "texture_emission";
  166. shader_names->texture_names[TEXTURE_NORMAL] = "texture_normal";
  167. shader_names->texture_names[TEXTURE_RIM] = "texture_rim";
  168. shader_names->texture_names[TEXTURE_CLEARCOAT] = "texture_clearcoat";
  169. shader_names->texture_names[TEXTURE_FLOWMAP] = "texture_flowmap";
  170. shader_names->texture_names[TEXTURE_AMBIENT_OCCLUSION] = "texture_ambient_occlusion";
  171. shader_names->texture_names[TEXTURE_DEPTH] = "texture_depth";
  172. shader_names->texture_names[TEXTURE_SUBSURFACE_SCATTERING] = "texture_subsurface_scattering";
  173. shader_names->texture_names[TEXTURE_REFRACTION] = "texture_refraction";
  174. shader_names->texture_names[TEXTURE_DETAIL_MASK] = "texture_detail_mask";
  175. shader_names->texture_names[TEXTURE_DETAIL_ALBEDO] = "texture_detail_albedo";
  176. shader_names->texture_names[TEXTURE_DETAIL_NORMAL] = "texture_detail_normal";
  177. }
  178. void SpatialMaterial::finish_shaders() {
  179. #ifndef NO_THREADS
  180. memdelete(material_mutex);
  181. #endif
  182. memdelete(shader_names);
  183. }
  184. void SpatialMaterial::_update_shader() {
  185. dirty_materials.remove(&element);
  186. MaterialKey mk = _compute_key();
  187. if (mk.key == current_key.key)
  188. return; //no update required in the end
  189. if (shader_map.has(current_key)) {
  190. shader_map[current_key].users--;
  191. if (shader_map[current_key].users == 0) {
  192. //deallocate shader, as it's no longer in use
  193. VS::get_singleton()->free(shader_map[current_key].shader);
  194. shader_map.erase(current_key);
  195. }
  196. }
  197. current_key = mk;
  198. if (shader_map.has(mk)) {
  199. VS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader);
  200. shader_map[mk].users++;
  201. return;
  202. }
  203. //must create a shader!
  204. String code = "shader_type spatial;\nrender_mode ";
  205. switch (blend_mode) {
  206. case BLEND_MODE_MIX: code += "blend_mix"; break;
  207. case BLEND_MODE_ADD: code += "blend_add"; break;
  208. case BLEND_MODE_SUB: code += "blend_sub"; break;
  209. case BLEND_MODE_MUL: code += "blend_mul"; break;
  210. }
  211. DepthDrawMode ddm = depth_draw_mode;
  212. if (features[FEATURE_REFRACTION]) {
  213. ddm = DEPTH_DRAW_ALWAYS;
  214. }
  215. switch (ddm) {
  216. case DEPTH_DRAW_OPAQUE_ONLY: code += ",depth_draw_opaque"; break;
  217. case DEPTH_DRAW_ALWAYS: code += ",depth_draw_always"; break;
  218. case DEPTH_DRAW_DISABLED: code += ",depth_draw_never"; break;
  219. case DEPTH_DRAW_ALPHA_OPAQUE_PREPASS: code += ",depth_draw_alpha_prepass"; break;
  220. }
  221. switch (cull_mode) {
  222. case CULL_BACK: code += ",cull_back"; break;
  223. case CULL_FRONT: code += ",cull_front"; break;
  224. case CULL_DISABLED: code += ",cull_disabled"; break;
  225. }
  226. switch (diffuse_mode) {
  227. case DIFFUSE_LAMBERT: code += ",diffuse_lambert"; break;
  228. case DIFFUSE_HALF_LAMBERT: code += ",diffuse_half_lambert"; break;
  229. case DIFFUSE_OREN_NAYAR: code += ",diffuse_oren_nayar"; break;
  230. case DIFFUSE_BURLEY: code += ",diffuse_burley"; break;
  231. }
  232. if (flags[FLAG_UNSHADED]) {
  233. code += ",unshaded";
  234. }
  235. if (flags[FLAG_ONTOP]) {
  236. code += ",ontop";
  237. }
  238. if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) {
  239. code += ",world_vertex_coords";
  240. }
  241. code += ";\n";
  242. code += "uniform vec4 albedo : hint_color;\n";
  243. code += "uniform sampler2D texture_albedo : hint_albedo;\n";
  244. code += "uniform float specular;\n";
  245. code += "uniform float metallic;\n";
  246. code += "uniform float roughness : hint_range(0,1);\n";
  247. code += "uniform float point_size : hint_range(0,128);\n";
  248. code += "uniform sampler2D texture_metallic : hint_white;\n";
  249. code += "uniform sampler2D texture_roughness : hint_white;\n";
  250. if (billboard_mode == BILLBOARD_PARTICLES) {
  251. code += "uniform int particles_anim_h_frames;\n";
  252. code += "uniform int particles_anim_v_frames;\n";
  253. code += "uniform bool particles_anim_loop;\n";
  254. }
  255. if (features[FEATURE_EMISSION]) {
  256. code += "uniform sampler2D texture_emission : hint_black_albedo;\n";
  257. code += "uniform vec4 emission : hint_color;\n";
  258. code += "uniform float emission_energy;\n";
  259. }
  260. if (features[FEATURE_REFRACTION]) {
  261. code += "uniform sampler2D texture_refraction;\n";
  262. code += "uniform float refraction : hint_range(-16,16);\n";
  263. }
  264. if (features[FEATURE_NORMAL_MAPPING]) {
  265. code += "uniform sampler2D texture_normal : hint_normal;\n";
  266. code += "uniform float normal_scale : hint_range(-16,16);\n";
  267. }
  268. if (features[FEATURE_RIM]) {
  269. code += "uniform float rim : hint_range(0,1);\n";
  270. code += "uniform float rim_tint : hint_range(0,1);\n";
  271. code += "uniform sampler2D texture_rim : hint_white;\n";
  272. }
  273. if (features[FEATURE_CLEARCOAT]) {
  274. code += "uniform float clearcoat : hint_range(0,1);\n";
  275. code += "uniform float clearcoat_gloss : hint_range(0,1);\n";
  276. code += "uniform sampler2D texture_clearcoat : hint_white;\n";
  277. }
  278. if (features[FEATURE_ANISOTROPY]) {
  279. code += "uniform float anisotropy_ratio : hint_range(0,256);\n";
  280. code += "uniform sampler2D texture_flowmap : hint_aniso;\n";
  281. }
  282. if (features[FEATURE_AMBIENT_OCCLUSION]) {
  283. code += "uniform sampler2D texture_ambient_occlusion : hint_white;\n";
  284. }
  285. if (features[FEATURE_DETAIL]) {
  286. code += "uniform sampler2D texture_detail_albedo : hint_albedo;\n";
  287. code += "uniform sampler2D texture_detail_normal : hint_normal;\n";
  288. code += "uniform sampler2D texture_detail_mask : hint_white;\n";
  289. }
  290. if (features[FEATURE_SUBSURACE_SCATTERING]) {
  291. code += "uniform float subsurface_scattering_strength : hint_range(0,1);\n";
  292. code += "uniform sampler2D texture_subsurface_scattering : hint_white;\n";
  293. }
  294. if (features[FEATURE_DEPTH_MAPPING]) {
  295. code += "uniform sampler2D texture_depth : hint_black;\n";
  296. code += "uniform float depth_scale;\n";
  297. code += "uniform int depth_min_layers;\n";
  298. code += "uniform int depth_max_layers;\n";
  299. }
  300. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  301. code += "varying vec3 uv1_world_pos;\n";
  302. }
  303. if (flags[FLAG_UV2_USE_TRIPLANAR]) {
  304. code += "varying vec3 uv2_world_pos;\n";
  305. }
  306. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  307. code += "uniform float uv1_blend_sharpness;\n";
  308. code += "varying vec3 uv1_power_normal;\n";
  309. }
  310. if (flags[FLAG_UV2_USE_TRIPLANAR]) {
  311. code += "uniform float uv2_blend_sharpness;\n";
  312. code += "varying vec3 uv2_power_normal;\n";
  313. }
  314. code += "uniform vec3 uv1_scale;\n";
  315. code += "uniform vec3 uv1_offset;\n";
  316. code += "uniform vec3 uv2_scale;\n";
  317. code += "uniform vec3 uv2_offset;\n";
  318. code += "\n\n";
  319. code += "void vertex() {\n";
  320. if (flags[FLAG_SRGB_VERTEX_COLOR]) {
  321. code += "\tCOLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) );\n";
  322. }
  323. if (flags[FLAG_USE_POINT_SIZE]) {
  324. code += "\tPOINT_SIZE=point_size;\n";
  325. }
  326. if (!flags[FLAG_UV1_USE_TRIPLANAR]) {
  327. code += "\tUV=UV*uv1_scale.xy+uv1_offset.xy;\n";
  328. }
  329. switch (billboard_mode) {
  330. case BILLBOARD_DISABLED: {
  331. } break;
  332. case BILLBOARD_ENABLED: {
  333. code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],CAMERA_MATRIX[1],CAMERA_MATRIX[2],WORLD_MATRIX[3]);\n";
  334. } break;
  335. case BILLBOARD_FIXED_Y: {
  336. code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],WORLD_MATRIX[1],vec4(normalize(cross(CAMERA_MATRIX[0].xyz,WORLD_MATRIX[1].xyz)),0.0),WORLD_MATRIX[3]);\n";
  337. } break;
  338. case BILLBOARD_PARTICLES: {
  339. //make billboard
  340. code += "\tmat4 mat_world = mat4(normalize(CAMERA_MATRIX[0])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[1])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[2])*length(WORLD_MATRIX[2]),WORLD_MATRIX[3]);\n";
  341. //rotate by rotation
  342. code += "\tmat_world = mat_world * mat4( vec4(cos(INSTANCE_CUSTOM.x),-sin(INSTANCE_CUSTOM.x),0.0,0.0), vec4(sin(INSTANCE_CUSTOM.x),cos(INSTANCE_CUSTOM.x),0.0,0.0),vec4(0.0,0.0,1.0,0.0),vec4(0.0,0.0,0.0,1.0));\n";
  343. //set modelview
  344. code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat_world;\n";
  345. //handle animation
  346. code += "\tint particle_total_frames = particles_anim_h_frames * particles_anim_v_frames;\n";
  347. code += "\tint particle_frame = int(INSTANCE_CUSTOM.y * float(particle_total_frames));\n";
  348. code += "\tif (particles_anim_loop) particle_frame=clamp(particle_frame,0,particle_total_frames-1); else particle_frame=abs(particle_frame)%particle_total_frames;\n";
  349. //code += "\tUV /= vec2(float(particles_anim_h_frames),float(particles_anim_v_frames));\n";
  350. //code += "\tUV+= UV * vec2(float(particle_frame % particles_anim_h_frames),float(particle_frame / particles_anim_v_frames));\n";
  351. //handle rotation
  352. // code += "\tmat4 rotation = mat4("
  353. } break;
  354. }
  355. if (flags[FLAG_FIXED_SIZE]) {
  356. code += "\tif (PROJECTION_MATRIX[3][3] != 0.0) {\n";
  357. //orthogonal matrix, try to do about the same
  358. //with viewport size
  359. code += "\t\tfloat h = abs(1.0 / (2.0 * PROJECTION_MATRIX[1][1]));\n";
  360. code += "\t\tfloat sc = (h * 2.0); //consistent with Y-fov\n";
  361. code += "\t\tMODELVIEW_MATRIX[0]*=sc;\n";
  362. code += "\t\tMODELVIEW_MATRIX[1]*=sc;\n";
  363. code += "\t\tMODELVIEW_MATRIX[2]*=sc;\n";
  364. code += "\t} else {\n";
  365. //just scale by depth
  366. code += "\t\tfloat sc = -(MODELVIEW_MATRIX)[3].z;\n";
  367. code += "\t\tMODELVIEW_MATRIX[0]*=sc;\n";
  368. code += "\t\tMODELVIEW_MATRIX[1]*=sc;\n";
  369. code += "\t\tMODELVIEW_MATRIX[2]*=sc;\n";
  370. code += "\t}\n";
  371. }
  372. if (detail_uv == DETAIL_UV_2 && !flags[FLAG_UV2_USE_TRIPLANAR]) {
  373. code += "\tUV2=UV2*uv2_scale+uv2_offset;\n";
  374. }
  375. if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) {
  376. //generate tangent and binormal in world space
  377. code += "\tTANGENT = vec3(0.0,0.0,-1.0) * abs(NORMAL.x);\n";
  378. code += "\tTANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.y);\n";
  379. code += "\tTANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.z);\n";
  380. code += "\tTANGENT = normalize(TANGENT);\n";
  381. code += "\tBINORMAL = vec3(0.0,1.0,0.0) * abs(NORMAL.x);\n";
  382. code += "\tBINORMAL+= vec3(0.0,0.0,-1.0) * abs(NORMAL.y);\n";
  383. code += "\tBINORMAL+= vec3(0.0,1.0,0.0) * abs(NORMAL.z);\n";
  384. code += "\tBINORMAL = normalize(BINORMAL);\n";
  385. }
  386. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  387. code += "\tuv1_power_normal=pow(abs(NORMAL),vec3(uv1_blend_sharpness));\n";
  388. code += "\tuv1_power_normal/=dot(uv1_power_normal,vec3(1.0));\n";
  389. code += "\tuv1_world_pos = VERTEX * uv1_scale + uv1_offset;\n";
  390. code += "\tuv1_world_pos *= vec3(1.0,-1.0, 1.0);\n";
  391. }
  392. if (flags[FLAG_UV2_USE_TRIPLANAR]) {
  393. code += "\tuv2_power_normal=pow(abs(NORMAL), vec3(uv2_blend_sharpness));\n";
  394. code += "\tuv2_power_normal/=dot(uv2_power_normal,vec3(1.0));\n";
  395. code += "\tuv2_world_pos = VERTEX * uv2_scale + uv2_offset;\n";
  396. code += "\tuv2_world_pos *= vec3(1.0,-1.0, 1.0);\n";
  397. }
  398. code += "}\n";
  399. code += "\n\n";
  400. if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) {
  401. code += "vec4 triplanar_texture(sampler2D p_sampler,vec3 p_weights,vec3 p_world_pos) {\n";
  402. code += "\tvec4 samp=vec4(0.0);\n";
  403. code += "\tsamp+= texture(p_sampler,p_world_pos.xy) * p_weights.z;\n";
  404. code += "\tsamp+= texture(p_sampler,p_world_pos.xz) * p_weights.y;\n";
  405. code += "\tsamp+= texture(p_sampler,p_world_pos.zy * vec2(-1.0,1.0)) * p_weights.x;\n";
  406. code += "\treturn samp;\n";
  407. code += "}\n";
  408. }
  409. code += "\n\n";
  410. code += "void fragment() {\n";
  411. if (!flags[FLAG_UV1_USE_TRIPLANAR]) {
  412. code += "\tvec2 base_uv = UV;\n";
  413. }
  414. if ((features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) || (features[FEATURE_AMBIENT_OCCLUSION] && flags[FLAG_AO_ON_UV2])) {
  415. code += "\tvec2 base_uv2 = UV2;\n";
  416. }
  417. if (features[FEATURE_DEPTH_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) { //depthmap not supported with triplanar
  418. code += "\t{\n";
  419. code += "\t\tvec3 view_dir = normalize(normalize(-VERTEX)*mat3(TANGENT,-BINORMAL,NORMAL));\n"; //binormal is negative due to mikktpsace
  420. if (deep_parallax) {
  421. code += "\t\tfloat num_layers = mix(float(depth_max_layers),float(depth_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir)));\n";
  422. code += "\t\tfloat layer_depth = 1.0 / num_layers;\n";
  423. code += "\t\tfloat current_layer_depth = 0.0;\n";
  424. code += "\t\tvec2 P = view_dir.xy * depth_scale;\n";
  425. code += "\t\tvec2 delta = P / num_layers;\n";
  426. code += "\t\tvec2 ofs = base_uv;\n";
  427. code += "\t\tfloat depth = texture(texture_depth, ofs).r;\n";
  428. code += "\t\tfloat current_depth = 0.0;\n";
  429. code += "\t\twhile(current_depth < depth) {\n";
  430. code += "\t\t\tofs -= delta;\n";
  431. code += "\t\t\tdepth = texture(texture_depth, ofs).r;\n";
  432. code += "\t\t\tcurrent_depth += layer_depth;\n";
  433. code += "\t\t}\n";
  434. code += "\t\tvec2 prev_ofs = ofs + delta;\n";
  435. code += "\t\tfloat after_depth = depth - current_depth;\n";
  436. code += "\t\tfloat before_depth = texture(texture_depth, prev_ofs).r - current_depth + layer_depth;\n";
  437. code += "\t\tfloat weight = after_depth / (after_depth - before_depth);\n";
  438. code += "\t\tofs = mix(ofs,prev_ofs,weight);\n";
  439. } else {
  440. code += "\t\tfloat depth = texture(texture_depth, base_uv).r;\n";
  441. code += "\t\tvec2 ofs = base_uv - view_dir.xy / view_dir.z * (depth * depth_scale);\n";
  442. }
  443. code += "\t\tbase_uv=ofs;\n";
  444. if (features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) {
  445. code += "\t\tbase_uv2-=ofs;\n";
  446. }
  447. code += "\t}\n";
  448. }
  449. if (flags[FLAG_USE_POINT_SIZE]) {
  450. code += "\tvec4 albedo_tex = texture(texture_albedo,POINT_COORD);\n";
  451. } else {
  452. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  453. code += "\tvec4 albedo_tex = triplanar_texture(texture_albedo,uv1_power_normal,uv1_world_pos);\n";
  454. } else {
  455. code += "\tvec4 albedo_tex = texture(texture_albedo,base_uv);\n";
  456. }
  457. }
  458. if (flags[FLAG_ALBEDO_FROM_VERTEX_COLOR]) {
  459. code += "\talbedo_tex *= COLOR;\n";
  460. }
  461. code += "\tALBEDO = albedo.rgb * albedo_tex.rgb;\n";
  462. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  463. code += "\tfloat metallic_tex = triplanar_texture(texture_metallic,uv1_power_normal,uv1_world_pos).r;\n";
  464. } else {
  465. code += "\tfloat metallic_tex = texture(texture_metallic,base_uv).r;\n";
  466. }
  467. code += "\tMETALLIC = metallic_tex * metallic;\n";
  468. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  469. code += "\tfloat roughness_tex = triplanar_texture(texture_roughness,uv1_power_normal,uv1_world_pos).r;\n";
  470. } else {
  471. code += "\tfloat roughness_tex = texture(texture_roughness,base_uv).r;\n";
  472. }
  473. code += "\tROUGHNESS = roughness_tex * roughness;\n";
  474. code += "\tSPECULAR = specular;\n";
  475. if (features[FEATURE_NORMAL_MAPPING]) {
  476. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  477. code += "\tNORMALMAP = triplanar_texture(texture_normal,uv1_power_normal,uv1_world_pos).rgb;\n";
  478. } else {
  479. code += "\tNORMALMAP = texture(texture_normal,base_uv).rgb;\n";
  480. }
  481. code += "\tNORMALMAP_DEPTH = normal_scale;\n";
  482. }
  483. if (features[FEATURE_EMISSION]) {
  484. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  485. code += "\tvec3 emission_tex = triplanar_texture(texture_emission,uv1_power_normal,uv1_world_pos).rgb;\n";
  486. } else {
  487. code += "\tvec3 emission_tex = texture(texture_emission,base_uv).rgb;\n";
  488. }
  489. code += "\tEMISSION = (emission.rgb+emission_tex)*emission_energy;\n";
  490. }
  491. if (features[FEATURE_REFRACTION] && !flags[FLAG_UV1_USE_TRIPLANAR]) { //refraction not supported with triplanar
  492. if (features[FEATURE_NORMAL_MAPPING]) {
  493. code += "\tvec3 ref_normal = normalize( mix(NORMAL,TANGENT * NORMALMAP.x + BINORMAL * NORMALMAP.y + NORMAL * NORMALMAP.z,NORMALMAP_DEPTH) ) * SIDE;\n";
  494. } else {
  495. code += "\tvec3 ref_normal = NORMAL;\n";
  496. }
  497. code += "\tvec2 ref_ofs = SCREEN_UV - ref_normal.xy * texture(texture_refraction,base_uv).r * refraction;\n";
  498. code += "\tfloat ref_amount = 1.0 - albedo.a * albedo_tex.a;\n";
  499. code += "\tEMISSION += textureLod(SCREEN_TEXTURE,ref_ofs,ROUGHNESS * 8.0).rgb * ref_amount;\n";
  500. code += "\tALBEDO *= 1.0 - ref_amount;\n";
  501. code += "\tALPHA = 1.0;\n";
  502. } else if (features[FEATURE_TRANSPARENT]) {
  503. code += "\tALPHA = albedo.a * albedo_tex.a;\n";
  504. }
  505. if (features[FEATURE_RIM]) {
  506. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  507. code += "\tvec2 rim_tex = triplanar_texture(texture_rim,uv1_power_normal,uv1_world_pos).xy;\n";
  508. } else {
  509. code += "\tvec2 rim_tex = texture(texture_rim,base_uv).xy;\n";
  510. }
  511. code += "\tRIM = rim*rim_tex.x;";
  512. code += "\tRIM_TINT = rim_tint*rim_tex.y;\n";
  513. }
  514. if (features[FEATURE_CLEARCOAT]) {
  515. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  516. code += "\tvec2 clearcoat_tex = triplanar_texture(texture_clearcoat,uv1_power_normal,uv1_world_pos).xy;\n";
  517. } else {
  518. code += "\tvec2 clearcoat_tex = texture(texture_clearcoat,base_uv).xy;\n";
  519. }
  520. code += "\tCLEARCOAT = clearcoat*clearcoat_tex.x;";
  521. code += "\tCLEARCOAT_GLOSS = clearcoat_gloss*clearcoat_tex.y;\n";
  522. }
  523. if (features[FEATURE_ANISOTROPY]) {
  524. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  525. code += "\tvec3 anisotropy_tex = triplanar_texture(texture_flowmap,uv1_power_normal,uv1_world_pos).rga;\n";
  526. } else {
  527. code += "\tvec3 anisotropy_tex = texture(texture_flowmap,base_uv).rga;\n";
  528. }
  529. code += "\tANISOTROPY = anisotropy_ratio*anisotropy_tex.a;\n";
  530. code += "\tANISOTROPY_FLOW = anisotropy_tex.rg*2.0-1.0;\n";
  531. }
  532. if (features[FEATURE_AMBIENT_OCCLUSION]) {
  533. if (flags[FLAG_AO_ON_UV2]) {
  534. if (flags[FLAG_UV2_USE_TRIPLANAR]) {
  535. code += "\tAO = triplanar_texture(texture_ambient_occlusion,uv2_power_normal,uv2_world_pos).r;\n";
  536. } else {
  537. code += "\tAO = texture(texture_ambient_occlusion,base_uv2).r;\n";
  538. }
  539. } else {
  540. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  541. code += "\tAO = triplanar_texture(texture_ambient_occlusion,uv1_power_normal,uv1_world_pos).r;\n";
  542. } else {
  543. code += "\tAO = texture(texture_ambient_occlusion,base_uv).r;\n";
  544. }
  545. }
  546. }
  547. if (features[FEATURE_SUBSURACE_SCATTERING]) {
  548. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  549. code += "\tfloat sss_tex = triplanar_texture(texture_subsurface_scattering,uv1_power_normal,uv1_world_pos).r;\n";
  550. } else {
  551. code += "\tfloat sss_tex = texture(texture_subsurface_scattering,base_uv).r;\n";
  552. }
  553. code += "\tSSS_STRENGTH=subsurface_scattering_strength*sss_tex;\n";
  554. }
  555. if (features[FEATURE_DETAIL]) {
  556. bool triplanar = (flags[FLAG_UV1_USE_TRIPLANAR] && detail_uv == DETAIL_UV_1) || (flags[FLAG_UV2_USE_TRIPLANAR] && detail_uv == DETAIL_UV_2);
  557. if (triplanar) {
  558. String tp_uv = detail_uv == DETAIL_UV_1 ? "uv1" : "uv2";
  559. code += "\tvec4 detail_tex = triplanar_texture(texture_detail_albedo," + tp_uv + "_power_normal," + tp_uv + "_world_pos);\n";
  560. code += "\tvec4 detail_norm_tex = triplanar_texture(texture_detail_normal," + tp_uv + "_power_normal," + tp_uv + "_world_pos);\n";
  561. } else {
  562. String det_uv = detail_uv == DETAIL_UV_1 ? "base_uv" : "base_uv2";
  563. code += "\tvec4 detail_tex = texture(texture_detail_albedo," + det_uv + ");\n";
  564. code += "\tvec4 detail_norm_tex = texture(texture_detail_normal," + det_uv + ");\n";
  565. }
  566. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  567. code += "\tvec4 detail_mask_tex = triplanar_texture(texture_detail_mask,uv1_power_normal);\n";
  568. } else {
  569. code += "\tvec4 detail_mask_tex = texture(texture_detail_mask,base_uv);\n";
  570. }
  571. switch (detail_blend_mode) {
  572. case BLEND_MODE_MIX: {
  573. code += "\tvec3 detail = mix(ALBEDO.rgb,detail_tex.rgb,detail_tex.a);\n";
  574. } break;
  575. case BLEND_MODE_ADD: {
  576. code += "\tvec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb+detail_tex.rgb,detail_tex.a);\n";
  577. } break;
  578. case BLEND_MODE_SUB: {
  579. code += "\tvec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb-detail_tex.rgb,detail_tex.a);\n";
  580. } break;
  581. case BLEND_MODE_MUL: {
  582. code += "\tvec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb*detail_tex.rgb,detail_tex.a);\n";
  583. } break;
  584. }
  585. code += "\tvec3 detail_norm = mix(NORMALMAP,detail_norm_tex.rgb,detail_tex.a);\n";
  586. code += "\tNORMALMAP = mix(NORMALMAP,detail_norm,detail_mask_tex.r);\n";
  587. code += "\tALBEDO.rgb = mix(ALBEDO.rgb,detail,detail_mask_tex.r);\n";
  588. }
  589. code += "}\n";
  590. ShaderData shader_data;
  591. shader_data.shader = VS::get_singleton()->shader_create();
  592. shader_data.users = 1;
  593. VS::get_singleton()->shader_set_code(shader_data.shader, code);
  594. shader_map[mk] = shader_data;
  595. VS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
  596. }
  597. void SpatialMaterial::flush_changes() {
  598. if (material_mutex)
  599. material_mutex->lock();
  600. while (dirty_materials.first()) {
  601. dirty_materials.first()->self()->_update_shader();
  602. }
  603. if (material_mutex)
  604. material_mutex->unlock();
  605. }
  606. void SpatialMaterial::_queue_shader_change() {
  607. if (material_mutex)
  608. material_mutex->lock();
  609. if (!element.in_list()) {
  610. dirty_materials.add(&element);
  611. }
  612. if (material_mutex)
  613. material_mutex->unlock();
  614. }
  615. bool SpatialMaterial::_is_shader_dirty() const {
  616. bool dirty = false;
  617. if (material_mutex)
  618. material_mutex->lock();
  619. dirty = element.in_list();
  620. if (material_mutex)
  621. material_mutex->unlock();
  622. return dirty;
  623. }
  624. void SpatialMaterial::set_albedo(const Color &p_albedo) {
  625. albedo = p_albedo;
  626. VS::get_singleton()->material_set_param(_get_material(), shader_names->albedo, p_albedo);
  627. }
  628. Color SpatialMaterial::get_albedo() const {
  629. return albedo;
  630. }
  631. void SpatialMaterial::set_specular(float p_specular) {
  632. specular = p_specular;
  633. VS::get_singleton()->material_set_param(_get_material(), shader_names->specular, p_specular);
  634. }
  635. float SpatialMaterial::get_specular() const {
  636. return specular;
  637. }
  638. void SpatialMaterial::set_roughness(float p_roughness) {
  639. roughness = p_roughness;
  640. VS::get_singleton()->material_set_param(_get_material(), shader_names->roughness, p_roughness);
  641. }
  642. float SpatialMaterial::get_roughness() const {
  643. return roughness;
  644. }
  645. void SpatialMaterial::set_metallic(float p_metallic) {
  646. metallic = p_metallic;
  647. VS::get_singleton()->material_set_param(_get_material(), shader_names->metallic, p_metallic);
  648. }
  649. float SpatialMaterial::get_metallic() const {
  650. return metallic;
  651. }
  652. void SpatialMaterial::set_emission(const Color &p_emission) {
  653. emission = p_emission;
  654. VS::get_singleton()->material_set_param(_get_material(), shader_names->emission, p_emission);
  655. }
  656. Color SpatialMaterial::get_emission() const {
  657. return emission;
  658. }
  659. void SpatialMaterial::set_emission_energy(float p_emission_energy) {
  660. emission_energy = p_emission_energy;
  661. VS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy);
  662. }
  663. float SpatialMaterial::get_emission_energy() const {
  664. return emission_energy;
  665. }
  666. void SpatialMaterial::set_normal_scale(float p_normal_scale) {
  667. normal_scale = p_normal_scale;
  668. VS::get_singleton()->material_set_param(_get_material(), shader_names->normal_scale, p_normal_scale);
  669. }
  670. float SpatialMaterial::get_normal_scale() const {
  671. return normal_scale;
  672. }
  673. void SpatialMaterial::set_rim(float p_rim) {
  674. rim = p_rim;
  675. VS::get_singleton()->material_set_param(_get_material(), shader_names->rim, p_rim);
  676. }
  677. float SpatialMaterial::get_rim() const {
  678. return rim;
  679. }
  680. void SpatialMaterial::set_rim_tint(float p_rim_tint) {
  681. rim_tint = p_rim_tint;
  682. VS::get_singleton()->material_set_param(_get_material(), shader_names->rim_tint, p_rim_tint);
  683. }
  684. float SpatialMaterial::get_rim_tint() const {
  685. return rim_tint;
  686. }
  687. void SpatialMaterial::set_clearcoat(float p_clearcoat) {
  688. clearcoat = p_clearcoat;
  689. VS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat, p_clearcoat);
  690. }
  691. float SpatialMaterial::get_clearcoat() const {
  692. return clearcoat;
  693. }
  694. void SpatialMaterial::set_clearcoat_gloss(float p_clearcoat_gloss) {
  695. clearcoat_gloss = p_clearcoat_gloss;
  696. VS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat_gloss, p_clearcoat_gloss);
  697. }
  698. float SpatialMaterial::get_clearcoat_gloss() const {
  699. return clearcoat_gloss;
  700. }
  701. void SpatialMaterial::set_anisotropy(float p_anisotropy) {
  702. anisotropy = p_anisotropy;
  703. VS::get_singleton()->material_set_param(_get_material(), shader_names->anisotropy, p_anisotropy);
  704. }
  705. float SpatialMaterial::get_anisotropy() const {
  706. return anisotropy;
  707. }
  708. void SpatialMaterial::set_depth_scale(float p_depth_scale) {
  709. depth_scale = p_depth_scale;
  710. VS::get_singleton()->material_set_param(_get_material(), shader_names->depth_scale, p_depth_scale);
  711. }
  712. float SpatialMaterial::get_depth_scale() const {
  713. return depth_scale;
  714. }
  715. void SpatialMaterial::set_subsurface_scattering_strength(float p_subsurface_scattering_strength) {
  716. subsurface_scattering_strength = p_subsurface_scattering_strength;
  717. VS::get_singleton()->material_set_param(_get_material(), shader_names->subsurface_scattering_strength, subsurface_scattering_strength);
  718. }
  719. float SpatialMaterial::get_subsurface_scattering_strength() const {
  720. return subsurface_scattering_strength;
  721. }
  722. void SpatialMaterial::set_refraction(float p_refraction) {
  723. refraction = p_refraction;
  724. VS::get_singleton()->material_set_param(_get_material(), shader_names->refraction, refraction);
  725. }
  726. float SpatialMaterial::get_refraction() const {
  727. return refraction;
  728. }
  729. void SpatialMaterial::set_detail_uv(DetailUV p_detail_uv) {
  730. if (detail_uv == p_detail_uv)
  731. return;
  732. detail_uv = p_detail_uv;
  733. _queue_shader_change();
  734. }
  735. SpatialMaterial::DetailUV SpatialMaterial::get_detail_uv() const {
  736. return detail_uv;
  737. }
  738. void SpatialMaterial::set_blend_mode(BlendMode p_mode) {
  739. if (blend_mode == p_mode)
  740. return;
  741. blend_mode = p_mode;
  742. _queue_shader_change();
  743. }
  744. SpatialMaterial::BlendMode SpatialMaterial::get_blend_mode() const {
  745. return blend_mode;
  746. }
  747. void SpatialMaterial::set_detail_blend_mode(BlendMode p_mode) {
  748. detail_blend_mode = p_mode;
  749. _queue_shader_change();
  750. }
  751. SpatialMaterial::BlendMode SpatialMaterial::get_detail_blend_mode() const {
  752. return detail_blend_mode;
  753. }
  754. void SpatialMaterial::set_depth_draw_mode(DepthDrawMode p_mode) {
  755. if (depth_draw_mode == p_mode)
  756. return;
  757. depth_draw_mode = p_mode;
  758. _queue_shader_change();
  759. }
  760. SpatialMaterial::DepthDrawMode SpatialMaterial::get_depth_draw_mode() const {
  761. return depth_draw_mode;
  762. }
  763. void SpatialMaterial::set_cull_mode(CullMode p_mode) {
  764. if (cull_mode == p_mode)
  765. return;
  766. cull_mode = p_mode;
  767. _queue_shader_change();
  768. }
  769. SpatialMaterial::CullMode SpatialMaterial::get_cull_mode() const {
  770. return cull_mode;
  771. }
  772. void SpatialMaterial::set_diffuse_mode(DiffuseMode p_mode) {
  773. if (diffuse_mode == p_mode)
  774. return;
  775. diffuse_mode = p_mode;
  776. _queue_shader_change();
  777. }
  778. SpatialMaterial::DiffuseMode SpatialMaterial::get_diffuse_mode() const {
  779. return diffuse_mode;
  780. }
  781. void SpatialMaterial::set_flag(Flags p_flag, bool p_enabled) {
  782. ERR_FAIL_INDEX(p_flag, FLAG_MAX);
  783. if (flags[p_flag] == p_enabled)
  784. return;
  785. flags[p_flag] = p_enabled;
  786. _queue_shader_change();
  787. }
  788. bool SpatialMaterial::get_flag(Flags p_flag) const {
  789. ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
  790. return flags[p_flag];
  791. }
  792. void SpatialMaterial::set_feature(Feature p_feature, bool p_enabled) {
  793. ERR_FAIL_INDEX(p_feature, FEATURE_MAX);
  794. if (features[p_feature] == p_enabled)
  795. return;
  796. features[p_feature] = p_enabled;
  797. _change_notify();
  798. _queue_shader_change();
  799. }
  800. bool SpatialMaterial::get_feature(Feature p_feature) const {
  801. ERR_FAIL_INDEX_V(p_feature, FEATURE_MAX, false);
  802. return features[p_feature];
  803. }
  804. void SpatialMaterial::set_texture(TextureParam p_param, const Ref<Texture> &p_texture) {
  805. ERR_FAIL_INDEX(p_param, TEXTURE_MAX);
  806. textures[p_param] = p_texture;
  807. RID rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
  808. VS::get_singleton()->material_set_param(_get_material(), shader_names->texture_names[p_param], rid);
  809. }
  810. Ref<Texture> SpatialMaterial::get_texture(TextureParam p_param) const {
  811. ERR_FAIL_INDEX_V(p_param, TEXTURE_MAX, Ref<Texture>());
  812. return textures[p_param];
  813. }
  814. void SpatialMaterial::_validate_feature(const String &text, Feature feature, PropertyInfo &property) const {
  815. if (property.name.begins_with(text) && property.name != text + "_enabled" && !features[feature]) {
  816. property.usage = 0;
  817. }
  818. if ((property.name == "depth_min_layers" || property.name == "depth_max_layers") && !deep_parallax) {
  819. property.usage = 0;
  820. }
  821. }
  822. void SpatialMaterial::_validate_property(PropertyInfo &property) const {
  823. _validate_feature("normal", FEATURE_NORMAL_MAPPING, property);
  824. _validate_feature("emission", FEATURE_EMISSION, property);
  825. _validate_feature("rim", FEATURE_RIM, property);
  826. _validate_feature("clearcoat", FEATURE_CLEARCOAT, property);
  827. _validate_feature("anisotropy", FEATURE_ANISOTROPY, property);
  828. _validate_feature("ao", FEATURE_AMBIENT_OCCLUSION, property);
  829. _validate_feature("depth", FEATURE_DEPTH_MAPPING, property);
  830. _validate_feature("subsurf_scatter", FEATURE_SUBSURACE_SCATTERING, property);
  831. _validate_feature("refraction", FEATURE_REFRACTION, property);
  832. _validate_feature("detail", FEATURE_DETAIL, property);
  833. if (property.name.begins_with("particles_anim_") && billboard_mode != BILLBOARD_PARTICLES) {
  834. property.usage = 0;
  835. }
  836. }
  837. void SpatialMaterial::set_line_width(float p_line_width) {
  838. line_width = p_line_width;
  839. VS::get_singleton()->material_set_line_width(_get_material(), line_width);
  840. }
  841. float SpatialMaterial::get_line_width() const {
  842. return line_width;
  843. }
  844. void SpatialMaterial::set_point_size(float p_point_size) {
  845. point_size = p_point_size;
  846. VS::get_singleton()->material_set_param(_get_material(), shader_names->point_size, p_point_size);
  847. }
  848. float SpatialMaterial::get_point_size() const {
  849. return point_size;
  850. }
  851. void SpatialMaterial::set_uv1_scale(const Vector3 &p_scale) {
  852. uv1_scale = p_scale;
  853. VS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_scale, p_scale);
  854. }
  855. Vector3 SpatialMaterial::get_uv1_scale() const {
  856. return uv1_scale;
  857. }
  858. void SpatialMaterial::set_uv1_offset(const Vector3 &p_offset) {
  859. uv1_offset = p_offset;
  860. VS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_offset, p_offset);
  861. }
  862. Vector3 SpatialMaterial::get_uv1_offset() const {
  863. return uv1_offset;
  864. }
  865. void SpatialMaterial::set_uv1_triplanar_blend_sharpness(float p_sharpness) {
  866. uv1_triplanar_sharpness = p_sharpness;
  867. VS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_blend_sharpness, p_sharpness);
  868. }
  869. float SpatialMaterial::get_uv1_triplanar_blend_sharpness() const {
  870. return uv1_triplanar_sharpness;
  871. }
  872. void SpatialMaterial::set_uv2_scale(const Vector3 &p_scale) {
  873. uv2_scale = p_scale;
  874. VS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_scale, p_scale);
  875. }
  876. Vector3 SpatialMaterial::get_uv2_scale() const {
  877. return uv2_scale;
  878. }
  879. void SpatialMaterial::set_uv2_offset(const Vector3 &p_offset) {
  880. uv2_offset = p_offset;
  881. VS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_offset, p_offset);
  882. }
  883. Vector3 SpatialMaterial::get_uv2_offset() const {
  884. return uv2_offset;
  885. }
  886. void SpatialMaterial::set_uv2_triplanar_blend_sharpness(float p_sharpness) {
  887. uv2_triplanar_sharpness = p_sharpness;
  888. VS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_blend_sharpness, p_sharpness);
  889. }
  890. float SpatialMaterial::get_uv2_triplanar_blend_sharpness() const {
  891. return uv2_triplanar_sharpness;
  892. }
  893. void SpatialMaterial::set_billboard_mode(BillboardMode p_mode) {
  894. billboard_mode = p_mode;
  895. _queue_shader_change();
  896. _change_notify();
  897. }
  898. SpatialMaterial::BillboardMode SpatialMaterial::get_billboard_mode() const {
  899. return billboard_mode;
  900. }
  901. void SpatialMaterial::set_particles_anim_h_frames(int p_frames) {
  902. particles_anim_h_frames = p_frames;
  903. VS::get_singleton()->material_set_param(_get_material(), shader_names->particle_h_frames, p_frames);
  904. }
  905. int SpatialMaterial::get_particles_anim_h_frames() const {
  906. return particles_anim_h_frames;
  907. }
  908. void SpatialMaterial::set_particles_anim_v_frames(int p_frames) {
  909. particles_anim_v_frames = p_frames;
  910. VS::get_singleton()->material_set_param(_get_material(), shader_names->particle_v_frames, p_frames);
  911. }
  912. int SpatialMaterial::get_particles_anim_v_frames() const {
  913. return particles_anim_v_frames;
  914. }
  915. void SpatialMaterial::set_particles_anim_loop(int p_frames) {
  916. particles_anim_loop = p_frames;
  917. VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_loop, p_frames);
  918. }
  919. int SpatialMaterial::get_particles_anim_loop() const {
  920. return particles_anim_loop;
  921. }
  922. void SpatialMaterial::set_depth_deep_parallax(bool p_enable) {
  923. deep_parallax = p_enable;
  924. _queue_shader_change();
  925. _change_notify();
  926. }
  927. bool SpatialMaterial::is_depth_deep_parallax_enabled() const {
  928. return deep_parallax;
  929. }
  930. void SpatialMaterial::set_depth_deep_parallax_min_layers(int p_layer) {
  931. deep_parallax_min_layers = p_layer;
  932. VS::get_singleton()->material_set_param(_get_material(), shader_names->depth_min_layers, p_layer);
  933. }
  934. int SpatialMaterial::get_depth_deep_parallax_min_layers() const {
  935. return deep_parallax_min_layers;
  936. }
  937. void SpatialMaterial::set_depth_deep_parallax_max_layers(int p_layer) {
  938. deep_parallax_max_layers = p_layer;
  939. VS::get_singleton()->material_set_param(_get_material(), shader_names->depth_max_layers, p_layer);
  940. }
  941. int SpatialMaterial::get_depth_deep_parallax_max_layers() const {
  942. return deep_parallax_max_layers;
  943. }
  944. void SpatialMaterial::_bind_methods() {
  945. ClassDB::bind_method(D_METHOD("set_albedo", "albedo"), &SpatialMaterial::set_albedo);
  946. ClassDB::bind_method(D_METHOD("get_albedo"), &SpatialMaterial::get_albedo);
  947. ClassDB::bind_method(D_METHOD("set_specular", "specular"), &SpatialMaterial::set_specular);
  948. ClassDB::bind_method(D_METHOD("get_specular"), &SpatialMaterial::get_specular);
  949. ClassDB::bind_method(D_METHOD("set_metallic", "metallic"), &SpatialMaterial::set_metallic);
  950. ClassDB::bind_method(D_METHOD("get_metallic"), &SpatialMaterial::get_metallic);
  951. ClassDB::bind_method(D_METHOD("set_roughness", "roughness"), &SpatialMaterial::set_roughness);
  952. ClassDB::bind_method(D_METHOD("get_roughness"), &SpatialMaterial::get_roughness);
  953. ClassDB::bind_method(D_METHOD("set_emission", "emission"), &SpatialMaterial::set_emission);
  954. ClassDB::bind_method(D_METHOD("get_emission"), &SpatialMaterial::get_emission);
  955. ClassDB::bind_method(D_METHOD("set_emission_energy", "emission_energy"), &SpatialMaterial::set_emission_energy);
  956. ClassDB::bind_method(D_METHOD("get_emission_energy"), &SpatialMaterial::get_emission_energy);
  957. ClassDB::bind_method(D_METHOD("set_normal_scale", "normal_scale"), &SpatialMaterial::set_normal_scale);
  958. ClassDB::bind_method(D_METHOD("get_normal_scale"), &SpatialMaterial::get_normal_scale);
  959. ClassDB::bind_method(D_METHOD("set_rim", "rim"), &SpatialMaterial::set_rim);
  960. ClassDB::bind_method(D_METHOD("get_rim"), &SpatialMaterial::get_rim);
  961. ClassDB::bind_method(D_METHOD("set_rim_tint", "rim_tint"), &SpatialMaterial::set_rim_tint);
  962. ClassDB::bind_method(D_METHOD("get_rim_tint"), &SpatialMaterial::get_rim_tint);
  963. ClassDB::bind_method(D_METHOD("set_clearcoat", "clearcoat"), &SpatialMaterial::set_clearcoat);
  964. ClassDB::bind_method(D_METHOD("get_clearcoat"), &SpatialMaterial::get_clearcoat);
  965. ClassDB::bind_method(D_METHOD("set_clearcoat_gloss", "clearcoat_gloss"), &SpatialMaterial::set_clearcoat_gloss);
  966. ClassDB::bind_method(D_METHOD("get_clearcoat_gloss"), &SpatialMaterial::get_clearcoat_gloss);
  967. ClassDB::bind_method(D_METHOD("set_anisotropy", "anisotropy"), &SpatialMaterial::set_anisotropy);
  968. ClassDB::bind_method(D_METHOD("get_anisotropy"), &SpatialMaterial::get_anisotropy);
  969. ClassDB::bind_method(D_METHOD("set_depth_scale", "depth_scale"), &SpatialMaterial::set_depth_scale);
  970. ClassDB::bind_method(D_METHOD("get_depth_scale"), &SpatialMaterial::get_depth_scale);
  971. ClassDB::bind_method(D_METHOD("set_subsurface_scattering_strength", "strength"), &SpatialMaterial::set_subsurface_scattering_strength);
  972. ClassDB::bind_method(D_METHOD("get_subsurface_scattering_strength"), &SpatialMaterial::get_subsurface_scattering_strength);
  973. ClassDB::bind_method(D_METHOD("set_refraction", "refraction"), &SpatialMaterial::set_refraction);
  974. ClassDB::bind_method(D_METHOD("get_refraction"), &SpatialMaterial::get_refraction);
  975. ClassDB::bind_method(D_METHOD("set_line_width", "line_width"), &SpatialMaterial::set_line_width);
  976. ClassDB::bind_method(D_METHOD("get_line_width"), &SpatialMaterial::get_line_width);
  977. ClassDB::bind_method(D_METHOD("set_point_size", "point_size"), &SpatialMaterial::set_point_size);
  978. ClassDB::bind_method(D_METHOD("get_point_size"), &SpatialMaterial::get_point_size);
  979. ClassDB::bind_method(D_METHOD("set_detail_uv", "detail_uv"), &SpatialMaterial::set_detail_uv);
  980. ClassDB::bind_method(D_METHOD("get_detail_uv"), &SpatialMaterial::get_detail_uv);
  981. ClassDB::bind_method(D_METHOD("set_blend_mode", "blend_mode"), &SpatialMaterial::set_blend_mode);
  982. ClassDB::bind_method(D_METHOD("get_blend_mode"), &SpatialMaterial::get_blend_mode);
  983. ClassDB::bind_method(D_METHOD("set_depth_draw_mode", "depth_draw_mode"), &SpatialMaterial::set_depth_draw_mode);
  984. ClassDB::bind_method(D_METHOD("get_depth_draw_mode"), &SpatialMaterial::get_depth_draw_mode);
  985. ClassDB::bind_method(D_METHOD("set_cull_mode", "cull_mode"), &SpatialMaterial::set_cull_mode);
  986. ClassDB::bind_method(D_METHOD("get_cull_mode"), &SpatialMaterial::get_cull_mode);
  987. ClassDB::bind_method(D_METHOD("set_diffuse_mode", "diffuse_mode"), &SpatialMaterial::set_diffuse_mode);
  988. ClassDB::bind_method(D_METHOD("get_diffuse_mode"), &SpatialMaterial::get_diffuse_mode);
  989. ClassDB::bind_method(D_METHOD("set_flag", "flag", "enable"), &SpatialMaterial::set_flag);
  990. ClassDB::bind_method(D_METHOD("get_flag"), &SpatialMaterial::get_flag);
  991. ClassDB::bind_method(D_METHOD("set_feature", "feature", "enable"), &SpatialMaterial::set_feature);
  992. ClassDB::bind_method(D_METHOD("get_feature", "feature"), &SpatialMaterial::get_feature);
  993. ClassDB::bind_method(D_METHOD("set_texture", "param:Texture", "texture"), &SpatialMaterial::set_texture);
  994. ClassDB::bind_method(D_METHOD("get_texture:Texture", "param:Texture"), &SpatialMaterial::get_texture);
  995. ClassDB::bind_method(D_METHOD("set_detail_blend_mode", "detail_blend_mode"), &SpatialMaterial::set_detail_blend_mode);
  996. ClassDB::bind_method(D_METHOD("get_detail_blend_mode"), &SpatialMaterial::get_detail_blend_mode);
  997. ClassDB::bind_method(D_METHOD("set_uv1_scale", "scale"), &SpatialMaterial::set_uv1_scale);
  998. ClassDB::bind_method(D_METHOD("get_uv1_scale"), &SpatialMaterial::get_uv1_scale);
  999. ClassDB::bind_method(D_METHOD("set_uv1_offset", "offset"), &SpatialMaterial::set_uv1_offset);
  1000. ClassDB::bind_method(D_METHOD("get_uv1_offset"), &SpatialMaterial::get_uv1_offset);
  1001. ClassDB::bind_method(D_METHOD("set_uv1_triplanar_blend_sharpness", "sharpness"), &SpatialMaterial::set_uv1_triplanar_blend_sharpness);
  1002. ClassDB::bind_method(D_METHOD("get_uv1_triplanar_blend_sharpness"), &SpatialMaterial::get_uv1_triplanar_blend_sharpness);
  1003. ClassDB::bind_method(D_METHOD("set_uv2_scale", "scale"), &SpatialMaterial::set_uv2_scale);
  1004. ClassDB::bind_method(D_METHOD("get_uv2_scale"), &SpatialMaterial::get_uv2_scale);
  1005. ClassDB::bind_method(D_METHOD("set_uv2_offset", "offset"), &SpatialMaterial::set_uv2_offset);
  1006. ClassDB::bind_method(D_METHOD("get_uv2_offset"), &SpatialMaterial::get_uv2_offset);
  1007. ClassDB::bind_method(D_METHOD("set_uv2_triplanar_blend_sharpness", "sharpness"), &SpatialMaterial::set_uv2_triplanar_blend_sharpness);
  1008. ClassDB::bind_method(D_METHOD("get_uv2_triplanar_blend_sharpness"), &SpatialMaterial::get_uv2_triplanar_blend_sharpness);
  1009. ClassDB::bind_method(D_METHOD("set_billboard_mode", "mode"), &SpatialMaterial::set_billboard_mode);
  1010. ClassDB::bind_method(D_METHOD("get_billboard_mode"), &SpatialMaterial::get_billboard_mode);
  1011. ClassDB::bind_method(D_METHOD("set_particles_anim_h_frames", "frames"), &SpatialMaterial::set_particles_anim_h_frames);
  1012. ClassDB::bind_method(D_METHOD("get_particles_anim_h_frames"), &SpatialMaterial::get_particles_anim_h_frames);
  1013. ClassDB::bind_method(D_METHOD("set_particles_anim_v_frames", "frames"), &SpatialMaterial::set_particles_anim_v_frames);
  1014. ClassDB::bind_method(D_METHOD("get_particles_anim_v_frames"), &SpatialMaterial::get_particles_anim_v_frames);
  1015. ClassDB::bind_method(D_METHOD("set_particles_anim_loop", "frames"), &SpatialMaterial::set_particles_anim_loop);
  1016. ClassDB::bind_method(D_METHOD("get_particles_anim_loop"), &SpatialMaterial::get_particles_anim_loop);
  1017. ClassDB::bind_method(D_METHOD("set_depth_deep_parallax", "enable"), &SpatialMaterial::set_depth_deep_parallax);
  1018. ClassDB::bind_method(D_METHOD("is_depth_deep_parallax_enabled"), &SpatialMaterial::is_depth_deep_parallax_enabled);
  1019. ClassDB::bind_method(D_METHOD("set_depth_deep_parallax_min_layers", "layer"), &SpatialMaterial::set_depth_deep_parallax_min_layers);
  1020. ClassDB::bind_method(D_METHOD("get_depth_deep_parallax_min_layers"), &SpatialMaterial::get_depth_deep_parallax_min_layers);
  1021. ClassDB::bind_method(D_METHOD("set_depth_deep_parallax_max_layers", "layer"), &SpatialMaterial::set_depth_deep_parallax_max_layers);
  1022. ClassDB::bind_method(D_METHOD("get_depth_deep_parallax_max_layers"), &SpatialMaterial::get_depth_deep_parallax_max_layers);
  1023. ADD_GROUP("Flags", "flags_");
  1024. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_transparent"), "set_feature", "get_feature", FEATURE_TRANSPARENT);
  1025. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_unshaded"), "set_flag", "get_flag", FLAG_UNSHADED);
  1026. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_on_top"), "set_flag", "get_flag", FLAG_ONTOP);
  1027. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_use_point_size"), "set_flag", "get_flag", FLAG_USE_POINT_SIZE);
  1028. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_fixed_size"), "set_flag", "get_flag", FLAG_FIXED_SIZE);
  1029. ADD_GROUP("Vertex Color", "vertex_color");
  1030. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_use_as_albedo"), "set_flag", "get_flag", FLAG_ALBEDO_FROM_VERTEX_COLOR);
  1031. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_is_srgb"), "set_flag", "get_flag", FLAG_SRGB_VERTEX_COLOR);
  1032. ADD_GROUP("Parameters", "params_");
  1033. ADD_PROPERTY(PropertyInfo(Variant::INT, "params_diffuse_mode", PROPERTY_HINT_ENUM, "Lambert,Lambert Wrap,Oren Nayar,Burley"), "set_diffuse_mode", "get_diffuse_mode");
  1034. ADD_PROPERTY(PropertyInfo(Variant::INT, "params_blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Sub,Mul"), "set_blend_mode", "get_blend_mode");
  1035. ADD_PROPERTY(PropertyInfo(Variant::INT, "params_cull_mode", PROPERTY_HINT_ENUM, "Back,Front,Disabled"), "set_cull_mode", "get_cull_mode");
  1036. ADD_PROPERTY(PropertyInfo(Variant::INT, "params_depth_draw_mode", PROPERTY_HINT_ENUM, "Opaque Only,Always,Never,Opaque Pre-Pass"), "set_depth_draw_mode", "get_depth_draw_mode");
  1037. ADD_PROPERTY(PropertyInfo(Variant::REAL, "params_line_width", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_line_width", "get_line_width");
  1038. ADD_PROPERTY(PropertyInfo(Variant::REAL, "params_point_size", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_point_size", "get_point_size");
  1039. ADD_PROPERTY(PropertyInfo(Variant::INT, "params_billboard_mode", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particle Billboard"), "set_billboard_mode", "get_billboard_mode");
  1040. ADD_GROUP("Particles Anim", "particles_anim_");
  1041. 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");
  1042. 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");
  1043. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "particles_anim_loop"), "set_particles_anim_loop", "get_particles_anim_loop");
  1044. ADD_GROUP("Albedo", "albedo_");
  1045. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "albedo_color"), "set_albedo", "get_albedo");
  1046. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "albedo_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_ALBEDO);
  1047. ADD_GROUP("Metallic", "metallic_");
  1048. ADD_PROPERTY(PropertyInfo(Variant::REAL, "metallic", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_metallic", "get_metallic");
  1049. ADD_PROPERTY(PropertyInfo(Variant::REAL, "metallic_specular", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_specular", "get_specular");
  1050. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "metallic_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_METALLIC);
  1051. ADD_GROUP("Roughness", "roughness_");
  1052. ADD_PROPERTY(PropertyInfo(Variant::REAL, "roughness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_roughness", "get_roughness");
  1053. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "roughness_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_ROUGHNESS);
  1054. ADD_GROUP("Emission", "emission_");
  1055. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "emission_enabled"), "set_feature", "get_feature", FEATURE_EMISSION);
  1056. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "emission", PROPERTY_HINT_COLOR_NO_ALPHA), "set_emission", "get_emission");
  1057. ADD_PROPERTY(PropertyInfo(Variant::REAL, "emission_energy", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_emission_energy", "get_emission_energy");
  1058. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "emission_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_EMISSION);
  1059. ADD_GROUP("NormalMap", "normal_");
  1060. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "normal_enabled"), "set_feature", "get_feature", FEATURE_NORMAL_MAPPING);
  1061. ADD_PROPERTY(PropertyInfo(Variant::REAL, "normal_scale", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_normal_scale", "get_normal_scale");
  1062. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "normal_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_NORMAL);
  1063. ADD_GROUP("Rim", "rim_");
  1064. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "rim_enabled"), "set_feature", "get_feature", FEATURE_RIM);
  1065. ADD_PROPERTY(PropertyInfo(Variant::REAL, "rim", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_rim", "get_rim");
  1066. ADD_PROPERTY(PropertyInfo(Variant::REAL, "rim_tint", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_rim_tint", "get_rim_tint");
  1067. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "rim_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_RIM);
  1068. ADD_GROUP("Clearcoat", "clearcoat_");
  1069. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "clearcoat_enabled"), "set_feature", "get_feature", FEATURE_CLEARCOAT);
  1070. ADD_PROPERTY(PropertyInfo(Variant::REAL, "clearcoat", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat", "get_clearcoat");
  1071. ADD_PROPERTY(PropertyInfo(Variant::REAL, "clearcoat_gloss", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat_gloss", "get_clearcoat_gloss");
  1072. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "clearcoat_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_CLEARCOAT);
  1073. ADD_GROUP("Anisotropy", "anisotropy_");
  1074. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "anisotropy_enabled"), "set_feature", "get_feature", FEATURE_ANISOTROPY);
  1075. ADD_PROPERTY(PropertyInfo(Variant::REAL, "anisotropy", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_anisotropy", "get_anisotropy");
  1076. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anisotropy_flowmap", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_FLOWMAP);
  1077. ADD_GROUP("Ambient Occlusion", "ao_");
  1078. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "ao_enabled"), "set_feature", "get_feature", FEATURE_AMBIENT_OCCLUSION);
  1079. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "ao_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_AMBIENT_OCCLUSION);
  1080. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "ao_on_uv2"), "set_flag", "get_flag", FLAG_AO_ON_UV2);
  1081. ADD_GROUP("Depth", "depth_");
  1082. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "depth_enabled"), "set_feature", "get_feature", FEATURE_DEPTH_MAPPING);
  1083. ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth_scale", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_depth_scale", "get_depth_scale");
  1084. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "depth_deep_parallax"), "set_depth_deep_parallax", "is_depth_deep_parallax_enabled");
  1085. ADD_PROPERTY(PropertyInfo(Variant::INT, "depth_min_layers", PROPERTY_HINT_RANGE, "1,32,1"), "set_depth_deep_parallax_min_layers", "get_depth_deep_parallax_min_layers");
  1086. ADD_PROPERTY(PropertyInfo(Variant::INT, "depth_max_layers", PROPERTY_HINT_RANGE, "1,32,1"), "set_depth_deep_parallax_max_layers", "get_depth_deep_parallax_max_layers");
  1087. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "depth_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_DEPTH);
  1088. ADD_GROUP("Subsurf Scatter", "subsurf_scatter_");
  1089. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_enabled"), "set_feature", "get_feature", FEATURE_SUBSURACE_SCATTERING);
  1090. ADD_PROPERTY(PropertyInfo(Variant::REAL, "subsurf_scatter_strength", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_subsurface_scattering_strength", "get_subsurface_scattering_strength");
  1091. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "subsurf_scatter_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_SUBSURFACE_SCATTERING);
  1092. ADD_GROUP("Refraction", "refraction_");
  1093. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "refraction_enabled"), "set_feature", "get_feature", FEATURE_REFRACTION);
  1094. ADD_PROPERTY(PropertyInfo(Variant::REAL, "refraction_scale", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_refraction", "get_refraction");
  1095. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "refraction_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_REFRACTION);
  1096. ADD_GROUP("Detail", "detail_");
  1097. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "detail_enabled"), "set_feature", "get_feature", FEATURE_DETAIL);
  1098. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_mask", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_DETAIL_MASK);
  1099. ADD_PROPERTY(PropertyInfo(Variant::INT, "detail_blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Sub,Mul"), "set_detail_blend_mode", "get_detail_blend_mode");
  1100. ADD_PROPERTY(PropertyInfo(Variant::INT, "detail_uv_layer", PROPERTY_HINT_ENUM, "UV1,UV2"), "set_detail_uv", "get_detail_uv");
  1101. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_albedo", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_DETAIL_ALBEDO);
  1102. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_normal", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_DETAIL_NORMAL);
  1103. ADD_GROUP("UV1", "uv1_");
  1104. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv1_scale"), "set_uv1_scale", "get_uv1_scale");
  1105. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv1_offset"), "set_uv1_offset", "get_uv1_offset");
  1106. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv1_triplanar"), "set_flag", "get_flag", FLAG_UV1_USE_TRIPLANAR);
  1107. ADD_PROPERTY(PropertyInfo(Variant::REAL, "uv1_triplanar_sharpness"), "set_uv1_triplanar_blend_sharpness", "get_uv1_triplanar_blend_sharpness");
  1108. ADD_GROUP("UV2", "uv2_");
  1109. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv2_scale"), "set_uv2_scale", "get_uv2_scale");
  1110. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv2_offset"), "set_uv2_offset", "get_uv2_offset");
  1111. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv2_triplanar"), "set_flag", "get_flag", FLAG_UV2_USE_TRIPLANAR);
  1112. ADD_PROPERTY(PropertyInfo(Variant::REAL, "uv2_triplanar_sharpness"), "set_uv2_triplanar_blend_sharpness", "get_uv2_triplanar_blend_sharpness");
  1113. BIND_CONSTANT(TEXTURE_ALBEDO);
  1114. BIND_CONSTANT(TEXTURE_METALLIC);
  1115. BIND_CONSTANT(TEXTURE_ROUGHNESS);
  1116. BIND_CONSTANT(TEXTURE_EMISSION);
  1117. BIND_CONSTANT(TEXTURE_NORMAL);
  1118. BIND_CONSTANT(TEXTURE_RIM);
  1119. BIND_CONSTANT(TEXTURE_CLEARCOAT);
  1120. BIND_CONSTANT(TEXTURE_FLOWMAP);
  1121. BIND_CONSTANT(TEXTURE_AMBIENT_OCCLUSION);
  1122. BIND_CONSTANT(TEXTURE_DEPTH);
  1123. BIND_CONSTANT(TEXTURE_SUBSURFACE_SCATTERING);
  1124. BIND_CONSTANT(TEXTURE_REFRACTION);
  1125. BIND_CONSTANT(TEXTURE_DETAIL_MASK);
  1126. BIND_CONSTANT(TEXTURE_DETAIL_ALBEDO);
  1127. BIND_CONSTANT(TEXTURE_DETAIL_NORMAL);
  1128. BIND_CONSTANT(TEXTURE_MAX);
  1129. BIND_CONSTANT(DETAIL_UV_1);
  1130. BIND_CONSTANT(DETAIL_UV_2);
  1131. BIND_CONSTANT(FEATURE_TRANSPARENT);
  1132. BIND_CONSTANT(FEATURE_EMISSION);
  1133. BIND_CONSTANT(FEATURE_NORMAL_MAPPING);
  1134. BIND_CONSTANT(FEATURE_RIM);
  1135. BIND_CONSTANT(FEATURE_CLEARCOAT);
  1136. BIND_CONSTANT(FEATURE_ANISOTROPY);
  1137. BIND_CONSTANT(FEATURE_AMBIENT_OCCLUSION);
  1138. BIND_CONSTANT(FEATURE_DEPTH_MAPPING);
  1139. BIND_CONSTANT(FEATURE_SUBSURACE_SCATTERING);
  1140. BIND_CONSTANT(FEATURE_REFRACTION);
  1141. BIND_CONSTANT(FEATURE_DETAIL);
  1142. BIND_CONSTANT(FEATURE_MAX);
  1143. BIND_CONSTANT(BLEND_MODE_MIX);
  1144. BIND_CONSTANT(BLEND_MODE_ADD);
  1145. BIND_CONSTANT(BLEND_MODE_SUB);
  1146. BIND_CONSTANT(BLEND_MODE_MUL);
  1147. BIND_CONSTANT(DEPTH_DRAW_OPAQUE_ONLY);
  1148. BIND_CONSTANT(DEPTH_DRAW_ALWAYS);
  1149. BIND_CONSTANT(DEPTH_DRAW_DISABLED);
  1150. BIND_CONSTANT(DEPTH_DRAW_ALPHA_OPAQUE_PREPASS);
  1151. BIND_CONSTANT(CULL_BACK);
  1152. BIND_CONSTANT(CULL_FRONT);
  1153. BIND_CONSTANT(CULL_DISABLED);
  1154. BIND_CONSTANT(FLAG_UNSHADED);
  1155. BIND_CONSTANT(FLAG_ONTOP);
  1156. BIND_CONSTANT(FLAG_ALBEDO_FROM_VERTEX_COLOR);
  1157. BIND_CONSTANT(FLAG_SRGB_VERTEX_COLOR)
  1158. BIND_CONSTANT(FLAG_USE_POINT_SIZE)
  1159. BIND_CONSTANT(FLAG_FIXED_SIZE)
  1160. BIND_CONSTANT(FLAG_MAX);
  1161. BIND_CONSTANT(DIFFUSE_LAMBERT);
  1162. BIND_CONSTANT(DIFFUSE_HALF_LAMBERT);
  1163. BIND_CONSTANT(DIFFUSE_OREN_NAYAR);
  1164. BIND_CONSTANT(DIFFUSE_BURLEY);
  1165. BIND_CONSTANT(BILLBOARD_DISABLED);
  1166. BIND_CONSTANT(BILLBOARD_ENABLED);
  1167. BIND_CONSTANT(BILLBOARD_FIXED_Y);
  1168. BIND_CONSTANT(BILLBOARD_PARTICLES);
  1169. }
  1170. SpatialMaterial::SpatialMaterial()
  1171. : element(this) {
  1172. //initialize to right values
  1173. set_albedo(Color(0.7, 0.7, 0.7, 1.0));
  1174. set_specular(0.5);
  1175. set_roughness(0.0);
  1176. set_metallic(0.1);
  1177. set_emission(Color(0, 0, 0));
  1178. set_emission_energy(1.0);
  1179. set_normal_scale(1);
  1180. set_rim(1.0);
  1181. set_rim_tint(0.5);
  1182. set_clearcoat(1);
  1183. set_clearcoat_gloss(0.5);
  1184. set_anisotropy(0);
  1185. set_depth_scale(0.05);
  1186. set_subsurface_scattering_strength(0);
  1187. set_refraction(0.05);
  1188. set_line_width(1);
  1189. set_point_size(1);
  1190. set_uv1_offset(Vector3(0, 0, 0));
  1191. set_uv1_scale(Vector3(1, 1, 1));
  1192. set_uv1_triplanar_blend_sharpness(1);
  1193. set_uv2_offset(Vector3(0, 0, 0));
  1194. set_uv2_scale(Vector3(1, 1, 1));
  1195. set_uv2_triplanar_blend_sharpness(1);
  1196. set_billboard_mode(BILLBOARD_DISABLED);
  1197. set_particles_anim_h_frames(1);
  1198. set_particles_anim_v_frames(1);
  1199. set_particles_anim_loop(false);
  1200. deep_parallax = false;
  1201. set_depth_deep_parallax_min_layers(8);
  1202. set_depth_deep_parallax_max_layers(32);
  1203. detail_uv = DETAIL_UV_1;
  1204. blend_mode = BLEND_MODE_MIX;
  1205. detail_blend_mode = BLEND_MODE_MIX;
  1206. depth_draw_mode = DEPTH_DRAW_OPAQUE_ONLY;
  1207. cull_mode = CULL_BACK;
  1208. for (int i = 0; i < FLAG_MAX; i++) {
  1209. flags[i] = 0;
  1210. }
  1211. diffuse_mode = DIFFUSE_LAMBERT;
  1212. for (int i = 0; i < FEATURE_MAX; i++) {
  1213. features[i] = false;
  1214. }
  1215. current_key.key = 0;
  1216. current_key.invalid_key = 1;
  1217. _queue_shader_change();
  1218. }
  1219. SpatialMaterial::~SpatialMaterial() {
  1220. if (material_mutex)
  1221. material_mutex->lock();
  1222. if (shader_map.has(current_key)) {
  1223. shader_map[current_key].users--;
  1224. if (shader_map[current_key].users == 0) {
  1225. //deallocate shader, as it's no longer in use
  1226. VS::get_singleton()->free(shader_map[current_key].shader);
  1227. shader_map.erase(current_key);
  1228. }
  1229. VS::get_singleton()->material_set_shader(_get_material(), RID());
  1230. }
  1231. if (material_mutex)
  1232. material_mutex->unlock();
  1233. }