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- /*************************************************************************/
- /* material.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
- /* */
- /* 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. */
- /*************************************************************************/
- #ifndef MATERIAL_H
- #define MATERIAL_H
- #include "resource.h"
- #include "scene/resources/shader.h"
- #include "scene/resources/texture.h"
- #include "self_list.h"
- #include "servers/visual/shader_language.h"
- #include "servers/visual_server.h"
- /**
- @author Juan Linietsky <reduzio@gmail.com>
- */
- class Material : public Resource {
- GDCLASS(Material, Resource)
- RES_BASE_EXTENSION("material")
- OBJ_SAVE_TYPE(Material)
- RID material;
- Ref<Material> next_pass;
- int render_priority;
- protected:
- _FORCE_INLINE_ RID _get_material() const { return material; }
- static void _bind_methods();
- virtual bool _can_do_next_pass() const { return false; }
- void _validate_property(PropertyInfo &property) const;
- public:
- enum {
- RENDER_PRIORITY_MAX = VS::MATERIAL_RENDER_PRIORITY_MAX,
- RENDER_PRIORITY_MIN = VS::MATERIAL_RENDER_PRIORITY_MIN,
- };
- void set_next_pass(const Ref<Material> &p_pass);
- Ref<Material> get_next_pass() const;
- void set_render_priority(int p_priority);
- int get_render_priority() const;
- virtual RID get_rid() const;
- Material();
- virtual ~Material();
- };
- class ShaderMaterial : public Material {
- GDCLASS(ShaderMaterial, Material);
- Ref<Shader> shader;
- protected:
- bool _set(const StringName &p_name, const Variant &p_value);
- bool _get(const StringName &p_name, Variant &r_ret) const;
- void _get_property_list(List<PropertyInfo> *p_list) const;
- static void _bind_methods();
- void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const;
- virtual bool _can_do_next_pass() const;
- public:
- void set_shader(const Ref<Shader> &p_shader);
- Ref<Shader> get_shader() const;
- void set_shader_param(const StringName &p_param, const Variant &p_value);
- Variant get_shader_param(const StringName &p_param) const;
- ShaderMaterial();
- ~ShaderMaterial();
- };
- class SpatialMaterial : public Material {
- GDCLASS(SpatialMaterial, Material)
- public:
- enum TextureParam {
- TEXTURE_ALBEDO,
- TEXTURE_METALLIC,
- TEXTURE_ROUGHNESS,
- TEXTURE_EMISSION,
- TEXTURE_NORMAL,
- TEXTURE_RIM,
- TEXTURE_CLEARCOAT,
- TEXTURE_FLOWMAP,
- TEXTURE_AMBIENT_OCCLUSION,
- TEXTURE_DEPTH,
- TEXTURE_SUBSURFACE_SCATTERING,
- TEXTURE_TRANSMISSION,
- TEXTURE_REFRACTION,
- TEXTURE_DETAIL_MASK,
- TEXTURE_DETAIL_ALBEDO,
- TEXTURE_DETAIL_NORMAL,
- TEXTURE_MAX
- };
- enum DetailUV {
- DETAIL_UV_1,
- DETAIL_UV_2
- };
- enum Feature {
- FEATURE_TRANSPARENT,
- FEATURE_EMISSION,
- FEATURE_NORMAL_MAPPING,
- FEATURE_RIM,
- FEATURE_CLEARCOAT,
- FEATURE_ANISOTROPY,
- FEATURE_AMBIENT_OCCLUSION,
- FEATURE_DEPTH_MAPPING,
- FEATURE_SUBSURACE_SCATTERING,
- FEATURE_TRANSMISSION,
- FEATURE_REFRACTION,
- FEATURE_DETAIL,
- FEATURE_MAX
- };
- enum BlendMode {
- BLEND_MODE_MIX,
- BLEND_MODE_ADD,
- BLEND_MODE_SUB,
- BLEND_MODE_MUL,
- };
- enum DepthDrawMode {
- DEPTH_DRAW_OPAQUE_ONLY,
- DEPTH_DRAW_ALWAYS,
- DEPTH_DRAW_DISABLED,
- DEPTH_DRAW_ALPHA_OPAQUE_PREPASS
- };
- enum CullMode {
- CULL_BACK,
- CULL_FRONT,
- CULL_DISABLED
- };
- enum Flags {
- FLAG_UNSHADED,
- FLAG_USE_VERTEX_LIGHTING,
- FLAG_DISABLE_DEPTH_TEST,
- FLAG_ALBEDO_FROM_VERTEX_COLOR,
- FLAG_SRGB_VERTEX_COLOR,
- FLAG_USE_POINT_SIZE,
- FLAG_FIXED_SIZE,
- FLAG_UV1_USE_TRIPLANAR,
- FLAG_UV2_USE_TRIPLANAR,
- FLAG_TRIPLANAR_USE_WORLD,
- FLAG_AO_ON_UV2,
- FLAG_USE_ALPHA_SCISSOR,
- FLAG_MAX
- };
- enum DiffuseMode {
- DIFFUSE_BURLEY,
- DIFFUSE_LAMBERT,
- DIFFUSE_LAMBERT_WRAP,
- DIFFUSE_OREN_NAYAR,
- DIFFUSE_TOON,
- };
- enum SpecularMode {
- SPECULAR_SCHLICK_GGX,
- SPECULAR_BLINN,
- SPECULAR_PHONG,
- SPECULAR_TOON,
- SPECULAR_DISABLED,
- };
- enum BillboardMode {
- BILLBOARD_DISABLED,
- BILLBOARD_ENABLED,
- BILLBOARD_FIXED_Y,
- BILLBOARD_PARTICLES,
- };
- enum TextureChannel {
- TEXTURE_CHANNEL_RED,
- TEXTURE_CHANNEL_GREEN,
- TEXTURE_CHANNEL_BLUE,
- TEXTURE_CHANNEL_ALPHA,
- TEXTURE_CHANNEL_GRAYSCALE
- };
- private:
- union MaterialKey {
- struct {
- uint64_t feature_mask : 12;
- uint64_t detail_uv : 1;
- uint64_t blend_mode : 2;
- uint64_t depth_draw_mode : 2;
- uint64_t cull_mode : 2;
- uint64_t flags : 12;
- uint64_t detail_blend_mode : 2;
- uint64_t diffuse_mode : 3;
- uint64_t specular_mode : 2;
- uint64_t invalid_key : 1;
- uint64_t deep_parallax : 1;
- uint64_t billboard_mode : 2;
- uint64_t grow : 1;
- uint64_t proximity_fade : 1;
- uint64_t distance_fade : 1;
- };
- uint64_t key;
- bool operator<(const MaterialKey &p_key) const {
- return key < p_key.key;
- }
- };
- struct ShaderData {
- RID shader;
- int users;
- };
- static Map<MaterialKey, ShaderData> shader_map;
- MaterialKey current_key;
- _FORCE_INLINE_ MaterialKey _compute_key() const {
- MaterialKey mk;
- mk.key = 0;
- for (int i = 0; i < FEATURE_MAX; i++) {
- if (features[i]) {
- mk.feature_mask |= (1 << i);
- }
- }
- mk.detail_uv = detail_uv;
- mk.blend_mode = blend_mode;
- mk.depth_draw_mode = depth_draw_mode;
- mk.cull_mode = cull_mode;
- for (int i = 0; i < FLAG_MAX; i++) {
- if (flags[i]) {
- mk.flags |= (1 << i);
- }
- }
- mk.detail_blend_mode = detail_blend_mode;
- mk.diffuse_mode = diffuse_mode;
- mk.specular_mode = specular_mode;
- mk.billboard_mode = billboard_mode;
- mk.deep_parallax = deep_parallax ? 1 : 0;
- mk.grow = grow_enabled;
- mk.proximity_fade = proximity_fade_enabled;
- mk.distance_fade = distance_fade_enabled;
- return mk;
- }
- struct ShaderNames {
- StringName albedo;
- StringName specular;
- StringName metallic;
- StringName roughness;
- StringName emission;
- StringName emission_energy;
- StringName normal_scale;
- StringName rim;
- StringName rim_tint;
- StringName clearcoat;
- StringName clearcoat_gloss;
- StringName anisotropy;
- StringName depth_scale;
- StringName subsurface_scattering_strength;
- StringName transmission;
- StringName refraction;
- StringName point_size;
- StringName uv1_scale;
- StringName uv1_offset;
- StringName uv2_scale;
- StringName uv2_offset;
- StringName particles_anim_h_frames;
- StringName particles_anim_v_frames;
- StringName particles_anim_loop;
- StringName depth_min_layers;
- StringName depth_max_layers;
- StringName uv1_blend_sharpness;
- StringName uv2_blend_sharpness;
- StringName grow;
- StringName proximity_fade_distance;
- StringName distance_fade_min;
- StringName distance_fade_max;
- StringName ao_light_affect;
- StringName metallic_texture_channel;
- StringName roughness_texture_channel;
- StringName ao_texture_channel;
- StringName clearcoat_texture_channel;
- StringName rim_texture_channel;
- StringName depth_texture_channel;
- StringName refraction_texture_channel;
- StringName alpha_scissor_threshold;
- StringName texture_names[TEXTURE_MAX];
- };
- static Mutex *material_mutex;
- static SelfList<SpatialMaterial>::List dirty_materials;
- static ShaderNames *shader_names;
- SelfList<SpatialMaterial> element;
- void _update_shader();
- _FORCE_INLINE_ void _queue_shader_change();
- _FORCE_INLINE_ bool _is_shader_dirty() const;
- Color albedo;
- float specular;
- float metallic;
- float roughness;
- Color emission;
- float emission_energy;
- float normal_scale;
- float rim;
- float rim_tint;
- float clearcoat;
- float clearcoat_gloss;
- float anisotropy;
- float depth_scale;
- float subsurface_scattering_strength;
- Color transmission;
- float refraction;
- float line_width;
- float point_size;
- float alpha_scissor_threshold;
- bool grow_enabled;
- float ao_light_affect;
- float grow;
- int particles_anim_h_frames;
- int particles_anim_v_frames;
- bool particles_anim_loop;
- Vector3 uv1_scale;
- Vector3 uv1_offset;
- float uv1_triplanar_sharpness;
- Vector3 uv2_scale;
- Vector3 uv2_offset;
- float uv2_triplanar_sharpness;
- DetailUV detail_uv;
- bool deep_parallax;
- int deep_parallax_min_layers;
- int deep_parallax_max_layers;
- bool proximity_fade_enabled;
- float proximity_fade_distance;
- bool distance_fade_enabled;
- float distance_fade_max_distance;
- float distance_fade_min_distance;
- BlendMode blend_mode;
- BlendMode detail_blend_mode;
- DepthDrawMode depth_draw_mode;
- CullMode cull_mode;
- bool flags[FLAG_MAX];
- SpecularMode specular_mode;
- DiffuseMode diffuse_mode;
- BillboardMode billboard_mode;
- TextureChannel metallic_texture_channel;
- TextureChannel roughness_texture_channel;
- TextureChannel ao_texture_channel;
- TextureChannel refraction_texture_channel;
- bool features[FEATURE_MAX];
- Ref<Texture> textures[TEXTURE_MAX];
- _FORCE_INLINE_ void _validate_feature(const String &text, Feature feature, PropertyInfo &property) const;
- enum {
- MAX_MATERIALS_FOR_2D = 32
- };
- static Ref<SpatialMaterial> materials_for_2d[MAX_MATERIALS_FOR_2D]; //used by Sprite3D and other stuff
- protected:
- static void _bind_methods();
- void _validate_property(PropertyInfo &property) const;
- virtual bool _can_do_next_pass() const { return true; }
- public:
- void set_albedo(const Color &p_albedo);
- Color get_albedo() const;
- void set_specular(float p_specular);
- float get_specular() const;
- void set_metallic(float p_metallic);
- float get_metallic() const;
- void set_roughness(float p_roughness);
- float get_roughness() const;
- void set_emission(const Color &p_emission);
- Color get_emission() const;
- void set_emission_energy(float p_emission_energy);
- float get_emission_energy() const;
- void set_normal_scale(float p_normal_scale);
- float get_normal_scale() const;
- void set_rim(float p_rim);
- float get_rim() const;
- void set_rim_tint(float p_rim_tint);
- float get_rim_tint() const;
- void set_ao_light_affect(float p_ao_light_affect);
- float get_ao_light_affect() const;
- void set_clearcoat(float p_clearcoat);
- float get_clearcoat() const;
- void set_clearcoat_gloss(float p_clearcoat_gloss);
- float get_clearcoat_gloss() const;
- void set_anisotropy(float p_anisotropy);
- float get_anisotropy() const;
- void set_depth_scale(float p_depth_scale);
- float get_depth_scale() const;
- void set_depth_deep_parallax(bool p_enable);
- bool is_depth_deep_parallax_enabled() const;
- void set_depth_deep_parallax_min_layers(int p_layer);
- int get_depth_deep_parallax_min_layers() const;
- void set_depth_deep_parallax_max_layers(int p_layer);
- int get_depth_deep_parallax_max_layers() const;
- void set_subsurface_scattering_strength(float p_subsurface_scattering_strength);
- float get_subsurface_scattering_strength() const;
- void set_transmission(const Color &p_transmission);
- Color get_transmission() const;
- void set_refraction(float p_refraction);
- float get_refraction() const;
- void set_line_width(float p_line_width);
- float get_line_width() const;
- void set_point_size(float p_point_size);
- float get_point_size() const;
- void set_detail_uv(DetailUV p_detail_uv);
- DetailUV get_detail_uv() const;
- void set_blend_mode(BlendMode p_mode);
- BlendMode get_blend_mode() const;
- void set_detail_blend_mode(BlendMode p_mode);
- BlendMode get_detail_blend_mode() const;
- void set_depth_draw_mode(DepthDrawMode p_mode);
- DepthDrawMode get_depth_draw_mode() const;
- void set_cull_mode(CullMode p_mode);
- CullMode get_cull_mode() const;
- void set_diffuse_mode(DiffuseMode p_mode);
- DiffuseMode get_diffuse_mode() const;
- void set_specular_mode(SpecularMode p_mode);
- SpecularMode get_specular_mode() const;
- void set_flag(Flags p_flag, bool p_enabled);
- bool get_flag(Flags p_flag) const;
- void set_texture(TextureParam p_param, const Ref<Texture> &p_texture);
- Ref<Texture> get_texture(TextureParam p_param) const;
- // Used only for shader material conversion
- Ref<Texture> get_texture_by_name(StringName p_name) const;
- void set_feature(Feature p_feature, bool p_enabled);
- bool get_feature(Feature p_feature) const;
- void set_uv1_scale(const Vector3 &p_scale);
- Vector3 get_uv1_scale() const;
- void set_uv1_offset(const Vector3 &p_offset);
- Vector3 get_uv1_offset() const;
- void set_uv1_triplanar_blend_sharpness(float p_sharpness);
- float get_uv1_triplanar_blend_sharpness() const;
- void set_uv2_scale(const Vector3 &p_scale);
- Vector3 get_uv2_scale() const;
- void set_uv2_offset(const Vector3 &p_offset);
- Vector3 get_uv2_offset() const;
- void set_uv2_triplanar_blend_sharpness(float p_sharpness);
- float get_uv2_triplanar_blend_sharpness() const;
- void set_billboard_mode(BillboardMode p_mode);
- BillboardMode get_billboard_mode() const;
- void set_particles_anim_h_frames(int p_frames);
- int get_particles_anim_h_frames() const;
- void set_particles_anim_v_frames(int p_frames);
- int get_particles_anim_v_frames() const;
- void set_particles_anim_loop(int p_frames);
- int get_particles_anim_loop() const;
- void set_grow_enabled(bool p_enable);
- bool is_grow_enabled() const;
- void set_grow(float p_grow);
- float get_grow() const;
- void set_alpha_scissor_threshold(float p_treshold);
- float get_alpha_scissor_threshold() const;
- void set_on_top_of_alpha();
- void set_proximity_fade(bool p_enable);
- bool is_proximity_fade_enabled() const;
- void set_proximity_fade_distance(float p_distance);
- float get_proximity_fade_distance() const;
- void set_distance_fade(bool p_enable);
- bool is_distance_fade_enabled() const;
- void set_distance_fade_max_distance(float p_distance);
- float get_distance_fade_max_distance() const;
- void set_distance_fade_min_distance(float p_distance);
- float get_distance_fade_min_distance() const;
- void set_metallic_texture_channel(TextureChannel p_channel);
- TextureChannel get_metallic_texture_channel() const;
- void set_roughness_texture_channel(TextureChannel p_channel);
- TextureChannel get_roughness_texture_channel() const;
- void set_ao_texture_channel(TextureChannel p_channel);
- TextureChannel get_ao_texture_channel() const;
- void set_refraction_texture_channel(TextureChannel p_channel);
- TextureChannel get_refraction_texture_channel() const;
- static void init_shaders();
- static void finish_shaders();
- static void flush_changes();
- static RID get_material_rid_for_2d(bool p_shaded, bool p_transparent, bool p_double_sided, bool p_cut_alpha, bool p_opaque_prepass);
- RID get_shader_rid() const;
- SpatialMaterial();
- virtual ~SpatialMaterial();
- };
- VARIANT_ENUM_CAST(SpatialMaterial::TextureParam)
- VARIANT_ENUM_CAST(SpatialMaterial::DetailUV)
- VARIANT_ENUM_CAST(SpatialMaterial::Feature)
- VARIANT_ENUM_CAST(SpatialMaterial::BlendMode)
- VARIANT_ENUM_CAST(SpatialMaterial::DepthDrawMode)
- VARIANT_ENUM_CAST(SpatialMaterial::CullMode)
- VARIANT_ENUM_CAST(SpatialMaterial::Flags)
- VARIANT_ENUM_CAST(SpatialMaterial::DiffuseMode)
- VARIANT_ENUM_CAST(SpatialMaterial::SpecularMode)
- VARIANT_ENUM_CAST(SpatialMaterial::BillboardMode)
- VARIANT_ENUM_CAST(SpatialMaterial::TextureChannel)
- //////////////////////
- #endif
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