rasterizer.cpp 17 KB

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  1. /*************************************************************************/
  2. /* rasterizer.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* http://www.godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  9. /* */
  10. /* Permission is hereby granted, free of charge, to any person obtaining */
  11. /* a copy of this software and associated documentation files (the */
  12. /* "Software"), to deal in the Software without restriction, including */
  13. /* without limitation the rights to use, copy, modify, merge, publish, */
  14. /* distribute, sublicense, and/or sell copies of the Software, and to */
  15. /* permit persons to whom the Software is furnished to do so, subject to */
  16. /* the following conditions: */
  17. /* */
  18. /* The above copyright notice and this permission notice shall be */
  19. /* included in all copies or substantial portions of the Software. */
  20. /* */
  21. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  22. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  23. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  24. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  25. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  26. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  27. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  28. /*************************************************************************/
  29. #include "rasterizer.h"
  30. #include "print_string.h"
  31. #include "os/os.h"
  32. RID Rasterizer::create_default_material() {
  33. return material_create();
  34. }
  35. /* Fixed MAterial SHADER API */
  36. RID Rasterizer::_create_shader(const FixedMaterialShaderKey& p_key) {
  37. ERR_FAIL_COND_V(!p_key.valid,RID());
  38. Map<FixedMaterialShaderKey,FixedMaterialShader>::Element *E=fixed_material_shaders.find(p_key);
  39. if (E) {
  40. E->get().refcount++;
  41. return E->get().shader;
  42. }
  43. uint64_t t = OS::get_singleton()->get_ticks_usec();
  44. FixedMaterialShader fms;
  45. fms.refcount=1;
  46. fms.shader=shader_create();
  47. //create shader code
  48. int texcoords_used=0;
  49. String code;
  50. static const char* _uv_str[4]={"UV","UV2","uv_xform","uv_sphere"};
  51. #define _TEXUVSTR(m_idx) String( _uv_str[(p_key.texcoord_mask>>(m_idx*2))&0x3] )
  52. if (p_key.use_pointsize) {
  53. code+="UV=POINT_COORD;\n";
  54. }
  55. for(int i=0;i<VS::FIXED_MATERIAL_PARAM_MAX;i++) {
  56. if (p_key.texture_mask&(1<<i))
  57. texcoords_used|=(1<<((p_key.texcoord_mask>>(i*2))&0x3));
  58. }
  59. if (texcoords_used&(1<<VS::FIXED_MATERIAL_TEXCOORD_UV_TRANSFORM)) {
  60. code+="uniform mat4 fmp_uv_xform;\n";
  61. code+="vec2 uv_xform = fmp_uv_xform * UV;\n";
  62. }
  63. /* HANDLE NORMAL MAPPING */
  64. if (p_key.texture_mask&(1<<VS::FIXED_MATERIAL_PARAM_NORMAL)) {
  65. String scode;
  66. scode+="uniform float fmp_normal;\n";
  67. scode+="uniform texture fmp_normal_tex;\n";
  68. String uv_str;
  69. if ((p_key.texcoord_mask>>(VS::FIXED_MATERIAL_PARAM_NORMAL*2))&0x3==VS::FIXED_MATERIAL_TEXCOORD_SPHERE) {
  70. uv_str="uv"; //sorry not supported
  71. } else {
  72. uv_str=_TEXUVSTR(VS::FIXED_MATERIAL_PARAM_NORMAL);
  73. }
  74. scode+="vec3 normal=tex( fmp_normal_tex,"+uv_str+").xyz * 2.0 - vec3(1.0,1.0,1.0);\n";
  75. scode+="NORMAL = mix( NORMAL,mat3(TANGENT,BINORMAL,NORMAL) * normal, fmp_normal);\n";
  76. code+=scode;
  77. }
  78. //handle sphere uv if used, do it here because it needs the normal, which may be transformed by a normal map
  79. if (texcoords_used&(1<<VS::FIXED_MATERIAL_TEXCOORD_SPHERE)) {
  80. String tcode;
  81. tcode="vec3 eye_normal = normalize(VERTEX);\n";
  82. tcode+="vec3 ref = (eye_normal - 2.0*dot(NORMAL, eye_normal)*NORMAL);\n";
  83. tcode+="ref.z+=1.0;\n";
  84. tcode+="vec2 uv_sphere = ref.xy*vec2(0.5,0.0-0.5)+vec2(0.5,0.0-0.5);\n";
  85. code+=tcode;
  86. }
  87. /* HANDLE DIFFUSE LIGHTING */
  88. code+="uniform color fmp_diffuse;\n";
  89. code+="color diffuse=fmp_diffuse;\n";
  90. if (p_key.use_color_array)
  91. code+="diffuse*=COLOR;\n";
  92. if (p_key.texture_mask&(1<<VS::FIXED_MATERIAL_PARAM_DIFFUSE)) {
  93. code+="uniform texture fmp_diffuse_tex;\n";
  94. code+="diffuse*=tex( fmp_diffuse_tex,"+_TEXUVSTR(VS::FIXED_MATERIAL_PARAM_DIFFUSE)+");\n";
  95. }
  96. if (p_key.texture_mask&(1<<VS::FIXED_MATERIAL_PARAM_DETAIL)) {
  97. String dcode;
  98. dcode+="uniform texture fmp_detail_tex;\n";
  99. dcode+="uniform float fmp_detail;\n";
  100. dcode+="color detail=tex( fmp_detail_tex,"+_TEXUVSTR(VS::FIXED_MATERIAL_PARAM_DETAIL)+");\n";
  101. switch(p_key.detail_blend) {
  102. case VS::MATERIAL_BLEND_MODE_MIX:
  103. dcode+="diffuse=vec4(mix(diffuse.rgb,detail.rgb,detail.a*fmp_detail),diffuse.a);\n";
  104. break;
  105. case VS::MATERIAL_BLEND_MODE_ADD:
  106. dcode+="diffuse=vec4(diffuse.rgb+detail.rgb*fmp_detail,diffuse.a);\n";
  107. break;
  108. case VS::MATERIAL_BLEND_MODE_SUB:
  109. dcode+="diffuse=vec4(diffuse.rgb+detail.rgb*fmp_detail,diffuse.a);\n";
  110. break;
  111. case VS::MATERIAL_BLEND_MODE_MUL:
  112. dcode+="diffuse=diffuse*mix(vec4(1,1,1,1),detail,fmp_detail);\n";
  113. break;
  114. }
  115. code+=dcode;
  116. }
  117. if (p_key.use_alpha) {
  118. code+="DIFFUSE_ALPHA=diffuse;\n";
  119. } else {
  120. code+="DIFFUSE=diffuse.rgb;\n";
  121. }
  122. /* HANDLE SPECULAR LIGHTING */
  123. code+="uniform color fmp_specular;\n";
  124. code+="color specular=fmp_specular;\n";
  125. if (p_key.texture_mask&(1<<VS::FIXED_MATERIAL_PARAM_SPECULAR)) {
  126. String scode;
  127. scode+="uniform texture fmp_specular_tex;\n";
  128. scode+="specular*=tex( fmp_specular_tex,"+_TEXUVSTR(VS::FIXED_MATERIAL_PARAM_SPECULAR)+");\n";
  129. code+=scode;
  130. }
  131. code+="SPECULAR=specular.rgb;\n";
  132. code+="uniform float fmp_specular_exp;\n";
  133. code+="float specular_exp=fmp_specular_exp;\n";
  134. if (p_key.texture_mask&(1<<VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP)) {
  135. String scode;
  136. scode+="uniform texture fmp_specular_exp_tex;\n";
  137. scode+="specular_exp*=tex( fmp_specular_exp_tex,"+_TEXUVSTR(VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP)+").r;\n";
  138. code+=scode;
  139. }
  140. code+="SPEC_EXP=specular_exp;\n";
  141. /* HANDLE EMISSION LIGHTING */
  142. code+="uniform color fmp_emission;\n";
  143. code+="color emission=fmp_emission;\n";
  144. if (p_key.texture_mask&(1<<VS::FIXED_MATERIAL_PARAM_EMISSION)) {
  145. String scode;
  146. scode+="uniform texture fmp_emission_tex;\n";
  147. scode+="emission*=tex( fmp_emission_tex,"+_TEXUVSTR(VS::FIXED_MATERIAL_PARAM_EMISSION)+");\n";
  148. code+=scode;
  149. }
  150. code+="EMISSION=emission.rgb;\n";
  151. /* HANDLE GLOW */
  152. code+="uniform float fmp_glow;\n";
  153. code+="float glow=fmp_glow;\n";
  154. if (p_key.texture_mask&(1<<VS::FIXED_MATERIAL_PARAM_GLOW)) {
  155. String scode;
  156. scode+="uniform texture fmp_glow_tex;\n";
  157. scode+="glow*=tex( fmp_glow_tex,"+_TEXUVSTR(VS::FIXED_MATERIAL_PARAM_GLOW)+").r;\n";
  158. code+=scode;
  159. }
  160. code+="GLOW=glow;\n";
  161. //print_line("**FRAGMENT SHADER GENERATED code: \n"+code);
  162. String vcode;
  163. vcode="uniform float "+_fixed_material_param_names[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP]+";\n";
  164. vcode+="SPEC_EXP="+_fixed_material_param_names[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP]+";\n";
  165. if (p_key.use_pointsize) {
  166. vcode+="uniform float "+_fixed_material_point_size_name+";\n";
  167. vcode+="POINT_SIZE="+_fixed_material_point_size_name+";\n";
  168. // vcode+="POINT_SIZE=10.0;\n";
  169. }
  170. //print_line("**VERTEX SHADER GENERATED code: \n"+vcode);
  171. double tf = (OS::get_singleton()->get_ticks_usec()-t)/1000.0;
  172. // print_line("generate: "+rtos(tf));
  173. shader_set_code(fms.shader,vcode,code,0,0);
  174. fixed_material_shaders[p_key]=fms;
  175. return fms.shader;
  176. }
  177. void Rasterizer::_free_shader(const FixedMaterialShaderKey& p_key) {
  178. if (p_key.valid==0)
  179. return; //not a valid key
  180. Map<FixedMaterialShaderKey,FixedMaterialShader>::Element *E=fixed_material_shaders.find(p_key);
  181. ERR_FAIL_COND(!E);
  182. E->get().refcount--;
  183. if (E->get().refcount==0) {
  184. free(E->get().shader);
  185. fixed_material_shaders.erase(E);
  186. }
  187. }
  188. void Rasterizer::fixed_material_set_flag(RID p_material, VS::FixedMaterialFlags p_flag, bool p_enabled) {
  189. Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
  190. ERR_FAIL_COND(!E);
  191. FixedMaterial &fm=*E->get();
  192. switch(p_flag) {
  193. case VS::FIXED_MATERIAL_FLAG_USE_ALPHA: fm.use_alpha=p_enabled; break;
  194. case VS::FIXED_MATERIAL_FLAG_USE_COLOR_ARRAY: fm.use_color_array=p_enabled; break;
  195. case VS::FIXED_MATERIAL_FLAG_USE_POINT_SIZE: fm.use_pointsize=p_enabled; break;
  196. }
  197. if (!fm.dirty_list.in_list())
  198. fixed_material_dirty_list.add( &fm.dirty_list );
  199. }
  200. bool Rasterizer::fixed_material_get_flag(RID p_material, VS::FixedMaterialFlags p_flag) const{
  201. const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
  202. ERR_FAIL_COND_V(!E,false);
  203. const FixedMaterial &fm=*E->get();
  204. switch(p_flag) {
  205. case VS::FIXED_MATERIAL_FLAG_USE_ALPHA: return fm.use_alpha;; break;
  206. case VS::FIXED_MATERIAL_FLAG_USE_COLOR_ARRAY: return fm.use_color_array;; break;
  207. case VS::FIXED_MATERIAL_FLAG_USE_POINT_SIZE: return fm.use_pointsize;; break;
  208. }
  209. return false;
  210. }
  211. RID Rasterizer::fixed_material_create() {
  212. RID mat = material_create();
  213. fixed_materials[mat]=memnew( FixedMaterial() );
  214. FixedMaterial &fm=*fixed_materials[mat];
  215. fm.self=mat;
  216. fm.get_key();
  217. for(int i=0;i<VS::FIXED_MATERIAL_PARAM_MAX;i++) {
  218. material_set_param(mat,_fixed_material_param_names[i],fm.param[i]); //must be there
  219. }
  220. fixed_material_dirty_list.add(&fm.dirty_list);
  221. //print_line("FMC: "+itos(mat.get_id()));
  222. return mat;
  223. }
  224. void Rasterizer::fixed_material_set_parameter(RID p_material, VS::FixedMaterialParam p_parameter, const Variant& p_value){
  225. Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
  226. ERR_FAIL_COND(!E);
  227. FixedMaterial &fm=*E->get();
  228. RID material=E->key();
  229. ERR_FAIL_INDEX(p_parameter,VS::FIXED_MATERIAL_PARAM_MAX);
  230. if ((p_parameter==VS::FIXED_MATERIAL_PARAM_DIFFUSE || p_parameter==VS::FIXED_MATERIAL_PARAM_SPECULAR || p_parameter==VS::FIXED_MATERIAL_PARAM_EMISSION)) {
  231. if (p_value.get_type()!=Variant::COLOR) {
  232. ERR_EXPLAIN(String(_fixed_material_param_names[p_parameter])+" expects Color");
  233. ERR_FAIL();
  234. }
  235. } else {
  236. if (!p_value.is_num()) {
  237. ERR_EXPLAIN(String(_fixed_material_param_names[p_parameter])+" expects scalar");
  238. ERR_FAIL();
  239. }
  240. }
  241. fm.param[p_parameter]=p_value;
  242. VS::get_singleton()->material_set_param(material,_fixed_material_param_names[p_parameter],p_value);
  243. }
  244. Variant Rasterizer::fixed_material_get_parameter(RID p_material,VS::FixedMaterialParam p_parameter) const{
  245. const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
  246. ERR_FAIL_COND_V(!E,Variant());
  247. const FixedMaterial &fm=*E->get();
  248. ERR_FAIL_INDEX_V(p_parameter,VS::FIXED_MATERIAL_PARAM_MAX,Variant());
  249. return fm.param[p_parameter];
  250. }
  251. void Rasterizer::fixed_material_set_texture(RID p_material,VS::FixedMaterialParam p_parameter, RID p_texture){
  252. Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
  253. if (!E) {
  254. print_line("Not found: "+itos(p_material.get_id()));
  255. }
  256. ERR_FAIL_COND(!E);
  257. FixedMaterial &fm=*E->get();
  258. ERR_FAIL_INDEX(p_parameter,VS::FIXED_MATERIAL_PARAM_MAX);
  259. RID material=E->key();
  260. fm.texture[p_parameter]=p_texture;
  261. VS::get_singleton()->material_set_param(material,_fixed_material_tex_names[p_parameter],p_texture);
  262. if (!fm.dirty_list.in_list())
  263. fixed_material_dirty_list.add( &fm.dirty_list );
  264. }
  265. RID Rasterizer::fixed_material_get_texture(RID p_material,VS::FixedMaterialParam p_parameter) const{
  266. const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
  267. ERR_FAIL_COND_V(!E,RID());
  268. const FixedMaterial &fm=*E->get();
  269. ERR_FAIL_INDEX_V(p_parameter,VS::FIXED_MATERIAL_PARAM_MAX,RID());
  270. return fm.texture[p_parameter];
  271. }
  272. void Rasterizer::fixed_material_set_detail_blend_mode(RID p_material,VS::MaterialBlendMode p_mode){
  273. Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
  274. ERR_FAIL_COND(!E);
  275. FixedMaterial &fm=*E->get();
  276. fm.get_key();
  277. ERR_FAIL_INDEX(p_mode,4);
  278. fm.detail_blend=p_mode;
  279. if (!fm.dirty_list.in_list())
  280. fixed_material_dirty_list.add( &fm.dirty_list );
  281. }
  282. VS::MaterialBlendMode Rasterizer::fixed_material_get_detail_blend_mode(RID p_material) const{
  283. const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
  284. ERR_FAIL_COND_V(!E,VS::MATERIAL_BLEND_MODE_MIX);
  285. const FixedMaterial &fm=*E->get();
  286. return fm.detail_blend;
  287. }
  288. void Rasterizer::fixed_material_set_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode) {
  289. Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
  290. ERR_FAIL_COND(!E);
  291. FixedMaterial &fm=*E->get();
  292. ERR_FAIL_INDEX(p_parameter,VS::FIXED_MATERIAL_PARAM_MAX);
  293. fm.get_key();
  294. fm.texture_tc[p_parameter]=p_mode;
  295. if (!fm.dirty_list.in_list())
  296. fixed_material_dirty_list.add( &fm.dirty_list );
  297. }
  298. VS::FixedMaterialTexCoordMode Rasterizer::fixed_material_get_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter) const {
  299. const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
  300. ERR_FAIL_COND_V(!E,VS::FIXED_MATERIAL_TEXCOORD_UV);
  301. const FixedMaterial &fm=*E->get();
  302. ERR_FAIL_INDEX_V(p_parameter,VS::FIXED_MATERIAL_PARAM_MAX,VS::FIXED_MATERIAL_TEXCOORD_UV);
  303. return fm.texture_tc[p_parameter];
  304. }
  305. void Rasterizer::fixed_material_set_uv_transform(RID p_material,const Transform& p_transform) {
  306. Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
  307. ERR_FAIL_COND(!E);
  308. FixedMaterial &fm=*E->get();
  309. RID material=E->key();
  310. VS::get_singleton()->material_set_param(material,_fixed_material_uv_xform_name,p_transform);
  311. fm.uv_xform=p_transform;
  312. }
  313. Transform Rasterizer::fixed_material_get_uv_transform(RID p_material) const {
  314. const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
  315. ERR_FAIL_COND_V(!E,Transform());
  316. const FixedMaterial &fm=*E->get();
  317. return fm.uv_xform;
  318. }
  319. void Rasterizer::fixed_material_set_point_size(RID p_material,float p_size) {
  320. Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
  321. ERR_FAIL_COND(!E);
  322. FixedMaterial &fm=*E->get();
  323. RID material=E->key();
  324. VS::get_singleton()->material_set_param(material,_fixed_material_point_size_name,p_size);
  325. fm.point_size=p_size;
  326. }
  327. float Rasterizer::fixed_material_get_point_size(RID p_material) const{
  328. const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
  329. ERR_FAIL_COND_V(!E,1.0);
  330. const FixedMaterial &fm=*E->get();
  331. return fm.point_size;
  332. }
  333. void Rasterizer::_update_fixed_materials() {
  334. while(fixed_material_dirty_list.first()) {
  335. FixedMaterial &fm=*fixed_material_dirty_list.first()->self();
  336. FixedMaterialShaderKey new_key = fm.get_key();
  337. if (new_key.key!=fm.current_key.key) {
  338. _free_shader(fm.current_key);
  339. RID new_rid = _create_shader(new_key);
  340. fm.current_key=new_key;
  341. material_set_shader(fm.self,new_rid);
  342. if (fm.texture[VS::FIXED_MATERIAL_PARAM_DETAIL].is_valid()) {
  343. //send these again just in case.
  344. material_set_param(fm.self,_fixed_material_param_names[VS::FIXED_MATERIAL_PARAM_DETAIL],fm.param[VS::FIXED_MATERIAL_PARAM_DETAIL]);
  345. }
  346. if (fm.texture[VS::FIXED_MATERIAL_PARAM_NORMAL].is_valid()) {
  347. //send these again just in case.
  348. material_set_param(fm.self,_fixed_material_param_names[VS::FIXED_MATERIAL_PARAM_NORMAL],fm.param[VS::FIXED_MATERIAL_PARAM_NORMAL]);
  349. }
  350. material_set_param(fm.self,_fixed_material_uv_xform_name,fm.uv_xform);
  351. if (fm.use_pointsize)
  352. material_set_param(fm.self,_fixed_material_point_size_name,fm.point_size);
  353. }
  354. fixed_material_dirty_list.remove(fixed_material_dirty_list.first());
  355. }
  356. }
  357. void Rasterizer::_free_fixed_material(const RID& p_material) {
  358. Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material);
  359. if (E) {
  360. _free_shader(E->get()->current_key); //free shader
  361. if (E->get()->dirty_list.in_list())
  362. fixed_material_dirty_list.remove( &E->get()->dirty_list);
  363. memdelete(E->get());
  364. fixed_materials.erase(E); //free material
  365. }
  366. }
  367. void Rasterizer::flush_frame() {
  368. //not really necesary to implement
  369. }
  370. Rasterizer::Rasterizer() {
  371. static const char* fm_names[VS::FIXED_MATERIAL_PARAM_MAX]={
  372. "diffuse",
  373. "detail",
  374. "specular",
  375. "emission",
  376. "specular_exp",
  377. "glow",
  378. "normal",
  379. "shade_param"};
  380. for(int i=0;i<VS::FIXED_MATERIAL_PARAM_MAX;i++) {
  381. _fixed_material_param_names[i]=String("fmp_")+fm_names[i];
  382. _fixed_material_tex_names[i]=String("fmp_")+fm_names[i]+"_tex";
  383. }
  384. _fixed_material_uv_xform_name="fmp_uv_xform";
  385. _fixed_material_point_size_name="fmp_point_size";
  386. }
  387. RID Rasterizer::create_overdraw_debug_material() {
  388. RID mat = fixed_material_create();
  389. fixed_material_set_parameter( mat,VisualServer::FIXED_MATERIAL_PARAM_SPECULAR,Color(0,0,0) );
  390. fixed_material_set_parameter( mat,VisualServer::FIXED_MATERIAL_PARAM_DIFFUSE,Color(0.1,0.1,0.2) );
  391. fixed_material_set_parameter( mat,VisualServer::FIXED_MATERIAL_PARAM_EMISSION,Color(0,0,0) );
  392. fixed_material_set_flag( mat, VS::FIXED_MATERIAL_FLAG_USE_ALPHA, true);
  393. material_set_flag( mat, VisualServer::MATERIAL_FLAG_UNSHADED, true );
  394. material_set_blend_mode( mat,VisualServer::MATERIAL_BLEND_MODE_ADD );
  395. return mat;
  396. }