material.h 27 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939
  1. /**************************************************************************/
  2. /* material.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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. #pragma once
  31. #include "core/io/resource.h"
  32. #include "core/templates/self_list.h"
  33. #include "scene/resources/shader.h"
  34. #include "scene/resources/texture.h"
  35. #include "servers/rendering_server.h"
  36. class Material : public Resource {
  37. GDCLASS(Material, Resource);
  38. RES_BASE_EXTENSION("material")
  39. OBJ_SAVE_TYPE(Material);
  40. mutable RID material;
  41. Ref<Material> next_pass;
  42. int render_priority;
  43. enum {
  44. INIT_STATE_UNINITIALIZED,
  45. INIT_STATE_INITIALIZING,
  46. INIT_STATE_READY,
  47. } init_state = INIT_STATE_UNINITIALIZED;
  48. void inspect_native_shader_code();
  49. protected:
  50. _FORCE_INLINE_ void _set_material(RID p_material) const { material = p_material; }
  51. _FORCE_INLINE_ RID _get_material() const { return material; }
  52. static void _bind_methods();
  53. virtual bool _can_do_next_pass() const;
  54. virtual bool _can_use_render_priority() const;
  55. void _validate_property(PropertyInfo &p_property) const;
  56. void _mark_ready();
  57. void _mark_initialized(const Callable &p_add_to_dirty_list, const Callable &p_update_shader);
  58. bool _is_initialized() { return init_state == INIT_STATE_READY; }
  59. GDVIRTUAL0RC_REQUIRED(RID, _get_shader_rid)
  60. GDVIRTUAL0RC_REQUIRED(Shader::Mode, _get_shader_mode)
  61. GDVIRTUAL0RC(bool, _can_do_next_pass)
  62. GDVIRTUAL0RC(bool, _can_use_render_priority)
  63. public:
  64. enum {
  65. RENDER_PRIORITY_MAX = RS::MATERIAL_RENDER_PRIORITY_MAX,
  66. RENDER_PRIORITY_MIN = RS::MATERIAL_RENDER_PRIORITY_MIN,
  67. };
  68. void set_next_pass(const Ref<Material> &p_pass);
  69. Ref<Material> get_next_pass() const;
  70. void set_render_priority(int p_priority);
  71. int get_render_priority() const;
  72. virtual RID get_rid() const override;
  73. virtual RID get_shader_rid() const;
  74. virtual Shader::Mode get_shader_mode() const;
  75. virtual Ref<Resource> create_placeholder() const;
  76. Material();
  77. virtual ~Material();
  78. };
  79. class ShaderMaterial : public Material {
  80. GDCLASS(ShaderMaterial, Material);
  81. Ref<Shader> shader;
  82. mutable HashMap<StringName, StringName> remap_cache;
  83. mutable HashMap<StringName, Variant> param_cache;
  84. mutable Mutex material_rid_mutex;
  85. protected:
  86. bool _set(const StringName &p_name, const Variant &p_value);
  87. bool _get(const StringName &p_name, Variant &r_ret) const;
  88. void _get_property_list(List<PropertyInfo> *p_list) const;
  89. bool _property_can_revert(const StringName &p_name) const;
  90. bool _property_get_revert(const StringName &p_name, Variant &r_property) const;
  91. static void _bind_methods();
  92. #ifdef TOOLS_ENABLED
  93. void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const override;
  94. #endif
  95. virtual bool _can_do_next_pass() const override;
  96. virtual bool _can_use_render_priority() const override;
  97. void _shader_changed();
  98. void _check_material_rid() const;
  99. public:
  100. void set_shader(const Ref<Shader> &p_shader);
  101. Ref<Shader> get_shader() const;
  102. void set_shader_parameter(const StringName &p_param, const Variant &p_value);
  103. Variant get_shader_parameter(const StringName &p_param) const;
  104. virtual Shader::Mode get_shader_mode() const override;
  105. virtual RID get_rid() const override;
  106. virtual RID get_shader_rid() const override;
  107. ShaderMaterial();
  108. ~ShaderMaterial();
  109. };
  110. class StandardMaterial3D;
  111. class BaseMaterial3D : public Material {
  112. GDCLASS(BaseMaterial3D, Material);
  113. private:
  114. mutable Mutex material_rid_mutex;
  115. public:
  116. enum TextureParam {
  117. TEXTURE_ALBEDO,
  118. TEXTURE_METALLIC,
  119. TEXTURE_ROUGHNESS,
  120. TEXTURE_EMISSION,
  121. TEXTURE_NORMAL,
  122. TEXTURE_RIM,
  123. TEXTURE_CLEARCOAT,
  124. TEXTURE_FLOWMAP,
  125. TEXTURE_AMBIENT_OCCLUSION,
  126. TEXTURE_HEIGHTMAP,
  127. TEXTURE_SUBSURFACE_SCATTERING,
  128. TEXTURE_SUBSURFACE_TRANSMITTANCE,
  129. TEXTURE_BACKLIGHT,
  130. TEXTURE_REFRACTION,
  131. TEXTURE_DETAIL_MASK,
  132. TEXTURE_DETAIL_ALBEDO,
  133. TEXTURE_DETAIL_NORMAL,
  134. TEXTURE_ORM,
  135. TEXTURE_BENT_NORMAL,
  136. TEXTURE_MAX
  137. };
  138. enum TextureFilter {
  139. TEXTURE_FILTER_NEAREST,
  140. TEXTURE_FILTER_LINEAR,
  141. TEXTURE_FILTER_NEAREST_WITH_MIPMAPS,
  142. TEXTURE_FILTER_LINEAR_WITH_MIPMAPS,
  143. TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC,
  144. TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC,
  145. TEXTURE_FILTER_MAX
  146. };
  147. enum DetailUV {
  148. DETAIL_UV_1,
  149. DETAIL_UV_2,
  150. DETAIL_UV_MAX
  151. };
  152. enum Transparency {
  153. TRANSPARENCY_DISABLED,
  154. TRANSPARENCY_ALPHA,
  155. TRANSPARENCY_ALPHA_SCISSOR,
  156. TRANSPARENCY_ALPHA_HASH,
  157. TRANSPARENCY_ALPHA_DEPTH_PRE_PASS,
  158. TRANSPARENCY_MAX,
  159. };
  160. enum AlphaAntiAliasing {
  161. ALPHA_ANTIALIASING_OFF,
  162. ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE,
  163. ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE,
  164. ALPHA_ANTIALIASING_MAX
  165. };
  166. enum ShadingMode {
  167. SHADING_MODE_UNSHADED,
  168. SHADING_MODE_PER_PIXEL,
  169. SHADING_MODE_PER_VERTEX,
  170. SHADING_MODE_MAX
  171. };
  172. enum Feature {
  173. FEATURE_EMISSION,
  174. FEATURE_NORMAL_MAPPING,
  175. FEATURE_RIM,
  176. FEATURE_CLEARCOAT,
  177. FEATURE_ANISOTROPY,
  178. FEATURE_AMBIENT_OCCLUSION,
  179. FEATURE_HEIGHT_MAPPING,
  180. FEATURE_SUBSURFACE_SCATTERING,
  181. FEATURE_SUBSURFACE_TRANSMITTANCE,
  182. FEATURE_BACKLIGHT,
  183. FEATURE_REFRACTION,
  184. FEATURE_DETAIL,
  185. FEATURE_BENT_NORMAL_MAPPING,
  186. FEATURE_MAX
  187. };
  188. enum BlendMode {
  189. BLEND_MODE_MIX,
  190. BLEND_MODE_ADD,
  191. BLEND_MODE_SUB,
  192. BLEND_MODE_MUL,
  193. BLEND_MODE_PREMULT_ALPHA,
  194. BLEND_MODE_MAX
  195. };
  196. enum DepthDrawMode {
  197. DEPTH_DRAW_OPAQUE_ONLY,
  198. DEPTH_DRAW_ALWAYS,
  199. DEPTH_DRAW_DISABLED,
  200. DEPTH_DRAW_MAX
  201. };
  202. enum DepthTest {
  203. DEPTH_TEST_DEFAULT,
  204. DEPTH_TEST_INVERTED,
  205. DEPTH_TEST_MAX
  206. };
  207. enum CullMode {
  208. CULL_BACK,
  209. CULL_FRONT,
  210. CULL_DISABLED,
  211. CULL_MAX
  212. };
  213. enum Flags {
  214. FLAG_DISABLE_DEPTH_TEST,
  215. FLAG_ALBEDO_FROM_VERTEX_COLOR,
  216. FLAG_SRGB_VERTEX_COLOR,
  217. FLAG_USE_POINT_SIZE,
  218. FLAG_FIXED_SIZE,
  219. FLAG_BILLBOARD_KEEP_SCALE,
  220. FLAG_UV1_USE_TRIPLANAR,
  221. FLAG_UV2_USE_TRIPLANAR,
  222. FLAG_UV1_USE_WORLD_TRIPLANAR,
  223. FLAG_UV2_USE_WORLD_TRIPLANAR,
  224. FLAG_AO_ON_UV2,
  225. FLAG_EMISSION_ON_UV2,
  226. FLAG_ALBEDO_TEXTURE_FORCE_SRGB,
  227. FLAG_DONT_RECEIVE_SHADOWS,
  228. FLAG_DISABLE_AMBIENT_LIGHT,
  229. FLAG_USE_SHADOW_TO_OPACITY,
  230. FLAG_USE_TEXTURE_REPEAT,
  231. FLAG_INVERT_HEIGHTMAP,
  232. FLAG_SUBSURFACE_MODE_SKIN,
  233. FLAG_PARTICLE_TRAILS_MODE,
  234. FLAG_ALBEDO_TEXTURE_MSDF,
  235. FLAG_DISABLE_FOG,
  236. FLAG_DISABLE_SPECULAR_OCCLUSION,
  237. FLAG_USE_Z_CLIP_SCALE,
  238. FLAG_USE_FOV_OVERRIDE,
  239. FLAG_MAX
  240. };
  241. enum DiffuseMode {
  242. DIFFUSE_BURLEY,
  243. DIFFUSE_LAMBERT,
  244. DIFFUSE_LAMBERT_WRAP,
  245. DIFFUSE_TOON,
  246. DIFFUSE_MAX
  247. };
  248. enum SpecularMode {
  249. SPECULAR_SCHLICK_GGX,
  250. SPECULAR_TOON,
  251. SPECULAR_DISABLED,
  252. SPECULAR_MAX
  253. };
  254. enum BillboardMode {
  255. BILLBOARD_DISABLED,
  256. BILLBOARD_ENABLED,
  257. BILLBOARD_FIXED_Y,
  258. BILLBOARD_PARTICLES,
  259. BILLBOARD_MAX
  260. };
  261. enum TextureChannel {
  262. TEXTURE_CHANNEL_RED,
  263. TEXTURE_CHANNEL_GREEN,
  264. TEXTURE_CHANNEL_BLUE,
  265. TEXTURE_CHANNEL_ALPHA,
  266. TEXTURE_CHANNEL_GRAYSCALE,
  267. TEXTURE_CHANNEL_MAX
  268. };
  269. enum EmissionOperator {
  270. EMISSION_OP_ADD,
  271. EMISSION_OP_MULTIPLY,
  272. EMISSION_OP_MAX
  273. };
  274. enum DistanceFadeMode {
  275. DISTANCE_FADE_DISABLED,
  276. DISTANCE_FADE_PIXEL_ALPHA,
  277. DISTANCE_FADE_PIXEL_DITHER,
  278. DISTANCE_FADE_OBJECT_DITHER,
  279. DISTANCE_FADE_MAX
  280. };
  281. enum StencilMode {
  282. STENCIL_MODE_DISABLED,
  283. STENCIL_MODE_OUTLINE,
  284. STENCIL_MODE_XRAY,
  285. STENCIL_MODE_CUSTOM,
  286. STENCIL_MODE_MAX // Not an actual mode, just the amount of modes.
  287. };
  288. enum StencilFlags {
  289. STENCIL_FLAG_READ = 1,
  290. STENCIL_FLAG_WRITE = 2,
  291. STENCIL_FLAG_WRITE_DEPTH_FAIL = 4,
  292. STENCIL_FLAG_NUM_BITS = 3 // Not an actual mode, just the amount of bits.
  293. };
  294. enum StencilCompare {
  295. STENCIL_COMPARE_ALWAYS,
  296. STENCIL_COMPARE_LESS,
  297. STENCIL_COMPARE_EQUAL,
  298. STENCIL_COMPARE_LESS_OR_EQUAL,
  299. STENCIL_COMPARE_GREATER,
  300. STENCIL_COMPARE_NOT_EQUAL,
  301. STENCIL_COMPARE_GREATER_OR_EQUAL,
  302. STENCIL_COMPARE_MAX // Not an actual operator, just the amount of operators.
  303. };
  304. private:
  305. struct MaterialKey {
  306. // enum values
  307. uint64_t texture_filter : get_num_bits(TEXTURE_FILTER_MAX - 1);
  308. uint64_t detail_uv : get_num_bits(DETAIL_UV_MAX - 1);
  309. uint64_t transparency : get_num_bits(TRANSPARENCY_MAX - 1);
  310. uint64_t alpha_antialiasing_mode : get_num_bits(ALPHA_ANTIALIASING_MAX - 1);
  311. uint64_t shading_mode : get_num_bits(SHADING_MODE_MAX - 1);
  312. uint64_t blend_mode : get_num_bits(BLEND_MODE_MAX - 1);
  313. uint64_t depth_draw_mode : get_num_bits(DEPTH_DRAW_MAX - 1);
  314. uint64_t depth_test : get_num_bits(DEPTH_TEST_MAX - 1);
  315. uint64_t cull_mode : get_num_bits(CULL_MAX - 1);
  316. uint64_t diffuse_mode : get_num_bits(DIFFUSE_MAX - 1);
  317. uint64_t specular_mode : get_num_bits(SPECULAR_MAX - 1);
  318. uint64_t billboard_mode : get_num_bits(BILLBOARD_MAX - 1);
  319. uint64_t detail_blend_mode : get_num_bits(BLEND_MODE_MAX - 1);
  320. uint64_t roughness_channel : get_num_bits(TEXTURE_CHANNEL_MAX - 1);
  321. uint64_t emission_op : get_num_bits(EMISSION_OP_MAX - 1);
  322. uint64_t distance_fade : get_num_bits(DISTANCE_FADE_MAX - 1);
  323. // stencil
  324. uint64_t stencil_mode : get_num_bits(STENCIL_MODE_MAX - 1);
  325. uint64_t stencil_flags : STENCIL_FLAG_NUM_BITS;
  326. uint64_t stencil_compare : get_num_bits(STENCIL_COMPARE_MAX - 1);
  327. uint64_t stencil_reference : 8;
  328. // booleans
  329. uint64_t invalid_key : 1;
  330. uint64_t deep_parallax : 1;
  331. uint64_t grow : 1;
  332. uint64_t proximity_fade : 1;
  333. uint64_t orm : 1;
  334. // flag bitfield
  335. uint32_t feature_mask;
  336. uint32_t flags;
  337. MaterialKey() {
  338. memset(this, 0, sizeof(MaterialKey));
  339. }
  340. static uint32_t hash(const MaterialKey &p_key) {
  341. return hash_djb2_buffer((const uint8_t *)&p_key, sizeof(MaterialKey));
  342. }
  343. bool operator==(const MaterialKey &p_key) const {
  344. return memcmp(this, &p_key, sizeof(MaterialKey)) == 0;
  345. }
  346. bool operator<(const MaterialKey &p_key) const {
  347. return memcmp(this, &p_key, sizeof(MaterialKey)) < 0;
  348. }
  349. };
  350. struct ShaderData {
  351. RID shader;
  352. int users = 0;
  353. };
  354. static HashMap<MaterialKey, ShaderData, MaterialKey> shader_map;
  355. static Mutex shader_map_mutex;
  356. MaterialKey current_key;
  357. _FORCE_INLINE_ MaterialKey _compute_key() const {
  358. MaterialKey mk;
  359. mk.detail_uv = detail_uv;
  360. mk.blend_mode = blend_mode;
  361. mk.depth_draw_mode = depth_draw_mode;
  362. mk.depth_test = depth_test;
  363. mk.cull_mode = cull_mode;
  364. mk.texture_filter = texture_filter;
  365. mk.transparency = transparency;
  366. mk.shading_mode = shading_mode;
  367. mk.roughness_channel = roughness_texture_channel;
  368. mk.detail_blend_mode = detail_blend_mode;
  369. mk.diffuse_mode = diffuse_mode;
  370. mk.specular_mode = specular_mode;
  371. mk.billboard_mode = billboard_mode;
  372. mk.deep_parallax = deep_parallax;
  373. mk.grow = grow_enabled;
  374. mk.proximity_fade = proximity_fade_enabled;
  375. mk.distance_fade = distance_fade;
  376. mk.emission_op = emission_op;
  377. mk.alpha_antialiasing_mode = alpha_antialiasing_mode;
  378. mk.orm = orm;
  379. mk.stencil_mode = stencil_mode;
  380. mk.stencil_flags = stencil_flags;
  381. mk.stencil_compare = stencil_compare;
  382. mk.stencil_reference = stencil_reference;
  383. for (int i = 0; i < FEATURE_MAX; i++) {
  384. if (features[i]) {
  385. mk.feature_mask |= ((uint64_t)1 << i);
  386. }
  387. }
  388. for (int i = 0; i < FLAG_MAX; i++) {
  389. if (flags[i]) {
  390. mk.flags |= ((uint64_t)1 << i);
  391. }
  392. }
  393. return mk;
  394. }
  395. struct ShaderNames {
  396. StringName albedo;
  397. StringName specular;
  398. StringName metallic;
  399. StringName roughness;
  400. StringName emission;
  401. StringName emission_energy;
  402. StringName normal_scale;
  403. StringName rim;
  404. StringName rim_tint;
  405. StringName clearcoat;
  406. StringName clearcoat_roughness;
  407. StringName anisotropy;
  408. StringName heightmap_scale;
  409. StringName subsurface_scattering_strength;
  410. StringName transmittance_color;
  411. StringName transmittance_depth;
  412. StringName transmittance_boost;
  413. StringName backlight;
  414. StringName refraction;
  415. StringName point_size;
  416. StringName uv1_scale;
  417. StringName uv1_offset;
  418. StringName uv2_scale;
  419. StringName uv2_offset;
  420. StringName particles_anim_h_frames;
  421. StringName particles_anim_v_frames;
  422. StringName particles_anim_loop;
  423. StringName heightmap_min_layers;
  424. StringName heightmap_max_layers;
  425. StringName heightmap_flip;
  426. StringName uv1_blend_sharpness;
  427. StringName uv2_blend_sharpness;
  428. StringName grow;
  429. StringName proximity_fade_distance;
  430. StringName msdf_pixel_range;
  431. StringName msdf_outline_size;
  432. StringName distance_fade_min;
  433. StringName distance_fade_max;
  434. StringName ao_light_affect;
  435. StringName metallic_texture_channel;
  436. StringName ao_texture_channel;
  437. StringName clearcoat_texture_channel;
  438. StringName rim_texture_channel;
  439. StringName heightmap_texture_channel;
  440. StringName refraction_texture_channel;
  441. StringName texture_names[TEXTURE_MAX];
  442. StringName alpha_scissor_threshold;
  443. StringName alpha_hash_scale;
  444. StringName alpha_antialiasing_edge;
  445. StringName albedo_texture_size;
  446. StringName z_clip_scale;
  447. StringName fov_override;
  448. };
  449. static Mutex material_mutex;
  450. static SelfList<BaseMaterial3D>::List dirty_materials;
  451. static ShaderNames *shader_names;
  452. SelfList<BaseMaterial3D> element;
  453. void _update_shader();
  454. _FORCE_INLINE_ void _queue_shader_change();
  455. void _check_material_rid();
  456. void _material_set_param(const StringName &p_name, const Variant &p_value);
  457. bool orm;
  458. RID shader_rid;
  459. HashMap<StringName, Variant> pending_params;
  460. Color albedo;
  461. float specular = 0.0f;
  462. float metallic = 0.0f;
  463. float roughness = 0.0f;
  464. Color emission;
  465. float emission_energy_multiplier = 1.0f;
  466. float emission_intensity = 1000.0f; // In nits, equivalent to indoor lighting.
  467. float normal_scale = 0.0f;
  468. float rim = 0.0f;
  469. float rim_tint = 0.0f;
  470. float clearcoat = 0.0f;
  471. float clearcoat_roughness = 0.0f;
  472. float anisotropy = 0.0f;
  473. float heightmap_scale = 0.0f;
  474. float subsurface_scattering_strength = 0.0f;
  475. float transmittance_amount = 0.0f;
  476. Color transmittance_color;
  477. float transmittance_depth = 0.0f;
  478. float transmittance_boost = 0.0f;
  479. Color backlight;
  480. float refraction = 0.0f;
  481. float point_size = 0.0f;
  482. float alpha_scissor_threshold = 0.0f;
  483. float alpha_hash_scale = 0.0f;
  484. float alpha_antialiasing_edge = 0.0f;
  485. bool grow_enabled = false;
  486. float ao_light_affect = 0.0f;
  487. float grow = 0.0f;
  488. int particles_anim_h_frames = 0;
  489. int particles_anim_v_frames = 0;
  490. bool particles_anim_loop = false;
  491. Transparency transparency = TRANSPARENCY_DISABLED;
  492. ShadingMode shading_mode = SHADING_MODE_PER_PIXEL;
  493. TextureFilter texture_filter = TEXTURE_FILTER_LINEAR_WITH_MIPMAPS;
  494. Vector3 uv1_scale;
  495. Vector3 uv1_offset;
  496. float uv1_triplanar_sharpness = 0.0f;
  497. Vector3 uv2_scale;
  498. Vector3 uv2_offset;
  499. float uv2_triplanar_sharpness = 0.0f;
  500. DetailUV detail_uv = DETAIL_UV_1;
  501. bool deep_parallax = false;
  502. int deep_parallax_min_layers = 0;
  503. int deep_parallax_max_layers = 0;
  504. bool heightmap_parallax_flip_tangent = false;
  505. bool heightmap_parallax_flip_binormal = false;
  506. bool proximity_fade_enabled = false;
  507. float proximity_fade_distance = 0.0f;
  508. float msdf_pixel_range = 4.f;
  509. float msdf_outline_size = 0.f;
  510. DistanceFadeMode distance_fade = DISTANCE_FADE_DISABLED;
  511. float distance_fade_max_distance = 0.0f;
  512. float distance_fade_min_distance = 0.0f;
  513. BlendMode blend_mode = BLEND_MODE_MIX;
  514. BlendMode detail_blend_mode = BLEND_MODE_MIX;
  515. DepthDrawMode depth_draw_mode = DEPTH_DRAW_OPAQUE_ONLY;
  516. DepthTest depth_test = DEPTH_TEST_DEFAULT;
  517. CullMode cull_mode = CULL_BACK;
  518. bool flags[FLAG_MAX] = {};
  519. SpecularMode specular_mode = SPECULAR_SCHLICK_GGX;
  520. DiffuseMode diffuse_mode = DIFFUSE_BURLEY;
  521. BillboardMode billboard_mode;
  522. EmissionOperator emission_op = EMISSION_OP_ADD;
  523. TextureChannel metallic_texture_channel;
  524. TextureChannel roughness_texture_channel;
  525. TextureChannel ao_texture_channel;
  526. TextureChannel refraction_texture_channel;
  527. AlphaAntiAliasing alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF;
  528. float z_clip_scale = 1.0;
  529. float fov_override = 75.0;
  530. StencilMode stencil_mode = STENCIL_MODE_DISABLED;
  531. int stencil_flags = 0;
  532. StencilCompare stencil_compare = STENCIL_COMPARE_ALWAYS;
  533. int stencil_reference = 1;
  534. Color stencil_effect_color;
  535. float stencil_effect_outline_thickness = 0.01f;
  536. bool features[FEATURE_MAX] = {};
  537. Ref<Texture2D> textures[TEXTURE_MAX];
  538. void _prepare_stencil_effect();
  539. Ref<BaseMaterial3D> _get_stencil_next_pass() const;
  540. static HashMap<uint64_t, Ref<StandardMaterial3D>> materials_for_2d; //used by Sprite3D, Label3D and other stuff
  541. protected:
  542. static void _bind_methods();
  543. void _validate_property(PropertyInfo &p_property) const;
  544. virtual bool _can_do_next_pass() const override { return true; }
  545. virtual bool _can_use_render_priority() const override { return true; }
  546. public:
  547. void set_albedo(const Color &p_albedo);
  548. Color get_albedo() const;
  549. void set_specular(float p_specular);
  550. float get_specular() const;
  551. void set_metallic(float p_metallic);
  552. float get_metallic() const;
  553. void set_roughness(float p_roughness);
  554. float get_roughness() const;
  555. void set_emission(const Color &p_emission);
  556. Color get_emission() const;
  557. void set_emission_energy_multiplier(float p_emission_energy_multiplier);
  558. float get_emission_energy_multiplier() const;
  559. void set_emission_intensity(float p_emission_intensity);
  560. float get_emission_intensity() const;
  561. void set_normal_scale(float p_normal_scale);
  562. float get_normal_scale() const;
  563. void set_rim(float p_rim);
  564. float get_rim() const;
  565. void set_rim_tint(float p_rim_tint);
  566. float get_rim_tint() const;
  567. void set_ao_light_affect(float p_ao_light_affect);
  568. float get_ao_light_affect() const;
  569. void set_clearcoat(float p_clearcoat);
  570. float get_clearcoat() const;
  571. void set_clearcoat_roughness(float p_clearcoat_roughness);
  572. float get_clearcoat_roughness() const;
  573. void set_anisotropy(float p_anisotropy);
  574. float get_anisotropy() const;
  575. void set_heightmap_scale(float p_heightmap_scale);
  576. float get_heightmap_scale() const;
  577. void set_heightmap_deep_parallax(bool p_enable);
  578. bool is_heightmap_deep_parallax_enabled() const;
  579. void set_heightmap_deep_parallax_min_layers(int p_layer);
  580. int get_heightmap_deep_parallax_min_layers() const;
  581. void set_heightmap_deep_parallax_max_layers(int p_layer);
  582. int get_heightmap_deep_parallax_max_layers() const;
  583. void set_heightmap_deep_parallax_flip_tangent(bool p_flip);
  584. bool get_heightmap_deep_parallax_flip_tangent() const;
  585. void set_heightmap_deep_parallax_flip_binormal(bool p_flip);
  586. bool get_heightmap_deep_parallax_flip_binormal() const;
  587. void set_subsurface_scattering_strength(float p_subsurface_scattering_strength);
  588. float get_subsurface_scattering_strength() const;
  589. void set_transmittance_color(const Color &p_color);
  590. Color get_transmittance_color() const;
  591. void set_transmittance_depth(float p_depth);
  592. float get_transmittance_depth() const;
  593. void set_transmittance_boost(float p_boost);
  594. float get_transmittance_boost() const;
  595. void set_backlight(const Color &p_backlight);
  596. Color get_backlight() const;
  597. void set_refraction(float p_refraction);
  598. float get_refraction() const;
  599. void set_point_size(float p_point_size);
  600. float get_point_size() const;
  601. void set_transparency(Transparency p_transparency);
  602. Transparency get_transparency() const;
  603. void set_alpha_antialiasing(AlphaAntiAliasing p_alpha_aa);
  604. AlphaAntiAliasing get_alpha_antialiasing() const;
  605. void set_alpha_antialiasing_edge(float p_edge);
  606. float get_alpha_antialiasing_edge() const;
  607. void set_shading_mode(ShadingMode p_shading_mode);
  608. ShadingMode get_shading_mode() const;
  609. void set_detail_uv(DetailUV p_detail_uv);
  610. DetailUV get_detail_uv() const;
  611. void set_blend_mode(BlendMode p_mode);
  612. BlendMode get_blend_mode() const;
  613. void set_detail_blend_mode(BlendMode p_mode);
  614. BlendMode get_detail_blend_mode() const;
  615. void set_depth_draw_mode(DepthDrawMode p_mode);
  616. DepthDrawMode get_depth_draw_mode() const;
  617. void set_depth_test(DepthTest p_func);
  618. DepthTest get_depth_test() const;
  619. void set_cull_mode(CullMode p_mode);
  620. CullMode get_cull_mode() const;
  621. void set_diffuse_mode(DiffuseMode p_mode);
  622. DiffuseMode get_diffuse_mode() const;
  623. void set_specular_mode(SpecularMode p_mode);
  624. SpecularMode get_specular_mode() const;
  625. void set_flag(Flags p_flag, bool p_enabled);
  626. bool get_flag(Flags p_flag) const;
  627. void set_texture(TextureParam p_param, const Ref<Texture2D> &p_texture);
  628. Ref<Texture2D> get_texture(TextureParam p_param) const;
  629. // Used only for shader material conversion
  630. Ref<Texture2D> get_texture_by_name(const StringName &p_name) const;
  631. void set_texture_filter(TextureFilter p_filter);
  632. TextureFilter get_texture_filter() const;
  633. void set_feature(Feature p_feature, bool p_enabled);
  634. bool get_feature(Feature p_feature) const;
  635. void set_uv1_scale(const Vector3 &p_scale);
  636. Vector3 get_uv1_scale() const;
  637. void set_uv1_offset(const Vector3 &p_offset);
  638. Vector3 get_uv1_offset() const;
  639. void set_uv1_triplanar_blend_sharpness(float p_sharpness);
  640. float get_uv1_triplanar_blend_sharpness() const;
  641. void set_uv2_scale(const Vector3 &p_scale);
  642. Vector3 get_uv2_scale() const;
  643. void set_uv2_offset(const Vector3 &p_offset);
  644. Vector3 get_uv2_offset() const;
  645. void set_uv2_triplanar_blend_sharpness(float p_sharpness);
  646. float get_uv2_triplanar_blend_sharpness() const;
  647. void set_billboard_mode(BillboardMode p_mode);
  648. BillboardMode get_billboard_mode() const;
  649. void set_particles_anim_h_frames(int p_frames);
  650. int get_particles_anim_h_frames() const;
  651. void set_particles_anim_v_frames(int p_frames);
  652. int get_particles_anim_v_frames() const;
  653. void set_particles_anim_loop(bool p_loop);
  654. bool get_particles_anim_loop() const;
  655. void set_grow_enabled(bool p_enable);
  656. bool is_grow_enabled() const;
  657. void set_grow(float p_grow);
  658. float get_grow() const;
  659. void set_alpha_scissor_threshold(float p_threshold);
  660. float get_alpha_scissor_threshold() const;
  661. void set_alpha_hash_scale(float p_scale);
  662. float get_alpha_hash_scale() const;
  663. void set_on_top_of_alpha();
  664. void set_proximity_fade_enabled(bool p_enable);
  665. bool is_proximity_fade_enabled() const;
  666. void set_proximity_fade_distance(float p_distance);
  667. float get_proximity_fade_distance() const;
  668. void set_msdf_pixel_range(float p_range);
  669. float get_msdf_pixel_range() const;
  670. void set_msdf_outline_size(float p_size);
  671. float get_msdf_outline_size() const;
  672. void set_distance_fade(DistanceFadeMode p_mode);
  673. DistanceFadeMode get_distance_fade() const;
  674. void set_distance_fade_max_distance(float p_distance);
  675. float get_distance_fade_max_distance() const;
  676. void set_distance_fade_min_distance(float p_distance);
  677. float get_distance_fade_min_distance() const;
  678. void set_emission_operator(EmissionOperator p_op);
  679. EmissionOperator get_emission_operator() const;
  680. void set_stencil_mode(StencilMode p_stencil_mode);
  681. StencilMode get_stencil_mode() const;
  682. void set_stencil_flags(int p_stencil_flags);
  683. int get_stencil_flags() const;
  684. void set_stencil_compare(StencilCompare p_op);
  685. StencilCompare get_stencil_compare() const;
  686. void set_stencil_reference(int p_reference);
  687. int get_stencil_reference() const;
  688. void set_stencil_effect_color(const Color &p_color);
  689. Color get_stencil_effect_color() const;
  690. void set_stencil_effect_outline_thickness(float p_outline_thickness);
  691. float get_stencil_effect_outline_thickness() const;
  692. void set_metallic_texture_channel(TextureChannel p_channel);
  693. TextureChannel get_metallic_texture_channel() const;
  694. void set_roughness_texture_channel(TextureChannel p_channel);
  695. TextureChannel get_roughness_texture_channel() const;
  696. void set_ao_texture_channel(TextureChannel p_channel);
  697. TextureChannel get_ao_texture_channel() const;
  698. void set_refraction_texture_channel(TextureChannel p_channel);
  699. TextureChannel get_refraction_texture_channel() const;
  700. void set_z_clip_scale(float p_z_clip_scale);
  701. float get_z_clip_scale() const;
  702. void set_fov_override(float p_fov_override);
  703. float get_fov_override() const;
  704. static void init_shaders();
  705. static void finish_shaders();
  706. static void flush_changes();
  707. static Ref<Material> get_material_for_2d(bool p_shaded, Transparency p_transparency, bool p_double_sided, bool p_billboard = false, bool p_billboard_y = false, bool p_msdf = false, bool p_no_depth = false, bool p_fixed_size = false, TextureFilter p_filter = TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, AlphaAntiAliasing p_alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF, RID *r_shader_rid = nullptr);
  708. virtual RID get_rid() const override;
  709. virtual RID get_shader_rid() const override;
  710. virtual Shader::Mode get_shader_mode() const override;
  711. BaseMaterial3D(bool p_orm);
  712. virtual ~BaseMaterial3D();
  713. };
  714. VARIANT_ENUM_CAST(BaseMaterial3D::TextureParam)
  715. VARIANT_ENUM_CAST(BaseMaterial3D::TextureFilter)
  716. VARIANT_ENUM_CAST(BaseMaterial3D::ShadingMode)
  717. VARIANT_ENUM_CAST(BaseMaterial3D::Transparency)
  718. VARIANT_ENUM_CAST(BaseMaterial3D::AlphaAntiAliasing)
  719. VARIANT_ENUM_CAST(BaseMaterial3D::DetailUV)
  720. VARIANT_ENUM_CAST(BaseMaterial3D::Feature)
  721. VARIANT_ENUM_CAST(BaseMaterial3D::BlendMode)
  722. VARIANT_ENUM_CAST(BaseMaterial3D::DepthDrawMode)
  723. VARIANT_ENUM_CAST(BaseMaterial3D::DepthTest)
  724. VARIANT_ENUM_CAST(BaseMaterial3D::CullMode)
  725. VARIANT_ENUM_CAST(BaseMaterial3D::Flags)
  726. VARIANT_ENUM_CAST(BaseMaterial3D::DiffuseMode)
  727. VARIANT_ENUM_CAST(BaseMaterial3D::SpecularMode)
  728. VARIANT_ENUM_CAST(BaseMaterial3D::BillboardMode)
  729. VARIANT_ENUM_CAST(BaseMaterial3D::TextureChannel)
  730. VARIANT_ENUM_CAST(BaseMaterial3D::EmissionOperator)
  731. VARIANT_ENUM_CAST(BaseMaterial3D::DistanceFadeMode)
  732. VARIANT_ENUM_CAST(BaseMaterial3D::StencilMode)
  733. VARIANT_ENUM_CAST(BaseMaterial3D::StencilFlags)
  734. VARIANT_ENUM_CAST(BaseMaterial3D::StencilCompare)
  735. class StandardMaterial3D : public BaseMaterial3D {
  736. GDCLASS(StandardMaterial3D, BaseMaterial3D)
  737. protected:
  738. #ifndef DISABLE_DEPRECATED
  739. // Kept for compatibility from 3.x to 4.0.
  740. bool _set(const StringName &p_name, const Variant &p_value);
  741. #endif
  742. public:
  743. StandardMaterial3D() :
  744. BaseMaterial3D(false) {}
  745. };
  746. class ORMMaterial3D : public BaseMaterial3D {
  747. GDCLASS(ORMMaterial3D, BaseMaterial3D)
  748. public:
  749. ORMMaterial3D() :
  750. BaseMaterial3D(true) {}
  751. };
  752. class PlaceholderMaterial : public Material {
  753. GDCLASS(PlaceholderMaterial, Material)
  754. public:
  755. virtual RID get_shader_rid() const override { return RID(); }
  756. virtual Shader::Mode get_shader_mode() const override { return Shader::MODE_CANVAS_ITEM; }
  757. };
  758. //////////////////////