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- /**************************************************************************/
- /* material_storage.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #include "material_storage.h"
- using namespace RendererDummy;
- MaterialStorage *MaterialStorage::singleton = nullptr;
- MaterialStorage::MaterialStorage() {
- singleton = this;
- ShaderCompiler::DefaultIdentifierActions actions;
- dummy_compiler.initialize(actions);
- }
- MaterialStorage::~MaterialStorage() {
- singleton = nullptr;
- }
- RID MaterialStorage::shader_allocate() {
- return shader_owner.allocate_rid();
- }
- void MaterialStorage::shader_initialize(RID p_rid) {
- shader_owner.initialize_rid(p_rid, DummyShader());
- }
- void MaterialStorage::shader_free(RID p_rid) {
- DummyShader *shader = shader_owner.get_or_null(p_rid);
- ERR_FAIL_NULL(shader);
- shader_owner.free(p_rid);
- }
- void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) {
- DummyShader *shader = shader_owner.get_or_null(p_shader);
- ERR_FAIL_NULL(shader);
- if (p_code.is_empty()) {
- return;
- }
- String mode_string = ShaderLanguage::get_shader_type(p_code);
- RS::ShaderMode new_mode;
- if (mode_string == "canvas_item") {
- new_mode = RS::SHADER_CANVAS_ITEM;
- } else if (mode_string == "particles") {
- new_mode = RS::SHADER_PARTICLES;
- } else if (mode_string == "spatial") {
- new_mode = RS::SHADER_SPATIAL;
- } else if (mode_string == "sky") {
- new_mode = RS::SHADER_SKY;
- } else if (mode_string == "fog") {
- new_mode = RS::SHADER_FOG;
- } else {
- new_mode = RS::SHADER_MAX;
- ERR_FAIL_MSG("Shader type " + mode_string + " not supported in Dummy renderer.");
- }
- ShaderCompiler::IdentifierActions actions;
- actions.uniforms = &shader->uniforms;
- ShaderCompiler::GeneratedCode gen_code;
- Error err = MaterialStorage::get_singleton()->dummy_compiler.compile(new_mode, p_code, &actions, "", gen_code);
- ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
- }
- void MaterialStorage::get_shader_parameter_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
- DummyShader *shader = shader_owner.get_or_null(p_shader);
- ERR_FAIL_NULL(shader);
- SortArray<Pair<StringName, int>, ShaderLanguage::UniformOrderComparator> sorter;
- LocalVector<Pair<StringName, int>> filtered_uniforms;
- for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : shader->uniforms) {
- if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
- continue;
- }
- filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.prop_order));
- }
- int uniform_count = filtered_uniforms.size();
- sorter.sort(filtered_uniforms.ptr(), uniform_count);
- String last_group;
- for (int i = 0; i < uniform_count; i++) {
- const StringName &uniform_name = filtered_uniforms[i].first;
- const ShaderLanguage::ShaderNode::Uniform &uniform = shader->uniforms[uniform_name];
- String group = uniform.group;
- if (!uniform.subgroup.is_empty()) {
- group += "::" + uniform.subgroup;
- }
- if (group != last_group) {
- PropertyInfo pi;
- pi.usage = PROPERTY_USAGE_GROUP;
- pi.name = group;
- p_param_list->push_back(pi);
- last_group = group;
- }
- PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniform);
- pi.name = uniform_name;
- p_param_list->push_back(pi);
- }
- }
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