material_storage.cpp 118 KB

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