diff options
Diffstat (limited to 'drivers/gles3/storage/material_storage.cpp')
-rw-r--r-- | drivers/gles3/storage/material_storage.cpp | 478 |
1 files changed, 371 insertions, 107 deletions
diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp index 26441fc726..d413c2b00e 100644 --- a/drivers/gles3/storage/material_storage.cpp +++ b/drivers/gles3/storage/material_storage.cpp @@ -34,6 +34,7 @@ #include "config.h" #include "material_storage.h" +#include "particles_storage.h" #include "texture_storage.h" #include "drivers/gles3/rasterizer_canvas_gles3.h" @@ -89,7 +90,7 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy gui[j + 3] = 0; // ignored } } else { - int v = value; + uint32_t v = value; gui[0] = v & 1 ? 1 : 0; gui[1] = v & 2 ? 1 : 0; } @@ -116,7 +117,7 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy gui[j + 3] = 0; // ignored } } else { - int v = value; + uint32_t v = value; gui[0] = (v & 1) ? 1 : 0; gui[1] = (v & 2) ? 1 : 0; gui[2] = (v & 4) ? 1 : 0; @@ -145,7 +146,7 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy } } } else { - int v = value; + uint32_t v = value; gui[0] = (v & 1) ? 1 : 0; gui[1] = (v & 2) ? 1 : 0; gui[2] = (v & 4) ? 1 : 0; @@ -714,7 +715,7 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy Projection v = value; for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { - gui[i * 4 + j] = v.matrix[i][j]; + gui[i * 4 + j] = v.columns[i][j]; } } } @@ -728,7 +729,7 @@ _FORCE_INLINE_ static void _fill_std140_ubo_value(ShaderLanguage::DataType type, switch (type) { case ShaderLanguage::TYPE_BOOL: { uint32_t *gui = (uint32_t *)data; - *gui = value[0].boolean ? 1 : 0; + gui[0] = value[0].boolean ? 1 : 0; } break; case ShaderLanguage::TYPE_BVEC2: { uint32_t *gui = (uint32_t *)data; @@ -897,7 +898,9 @@ _FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type, case ShaderLanguage::TYPE_BVEC3: case ShaderLanguage::TYPE_IVEC3: case ShaderLanguage::TYPE_UVEC3: - case ShaderLanguage::TYPE_VEC3: + case ShaderLanguage::TYPE_VEC3: { + memset(data, 0, 12 * p_array_size); + } break; case ShaderLanguage::TYPE_BVEC4: case ShaderLanguage::TYPE_IVEC4: case ShaderLanguage::TYPE_UVEC4: @@ -978,7 +981,7 @@ void MaterialData::update_uniform_buffer(const HashMap<StringName, ShaderLanguag if (gv) { index = gv->buffer_index; } else { - WARN_PRINT("Shader uses global uniform '" + E.key + "', but it was removed at some point. Material will not display correctly."); + WARN_PRINT("Shader uses global parameter '" + E.key + "', but it was removed at some point. Material will not display correctly."); } uint32_t offset = p_uniform_offsets[E.value.order]; @@ -1083,13 +1086,19 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet Vector<RID> textures; + if (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE || + p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE || + p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) { + continue; + } + if (p_texture_uniforms[i].global) { uses_global_textures = true; GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(uniform_name); if (v) { if (v->buffer_index >= 0) { - WARN_PRINT("Shader uses global uniform texture '" + String(uniform_name) + "', but it changed type and is no longer a texture!."); + WARN_PRINT("Shader uses global parameter texture '" + String(uniform_name) + "', but it changed type and is no longer a texture!."); } else { HashMap<StringName, uint64_t>::Iterator E = used_global_textures.find(uniform_name); @@ -1104,7 +1113,7 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet } } else { - WARN_PRINT("Shader uses global uniform texture '" + String(uniform_name) + "', but it was removed at some point. Material will not display correctly."); + WARN_PRINT("Shader uses global parameter texture '" + String(uniform_name) + "', but it was removed at some point. Material will not display correctly."); } } else { HashMap<StringName, Variant>::ConstIterator V = p_parameters.find(uniform_name); @@ -1334,13 +1343,13 @@ MaterialStorage::MaterialStorage() { shader_data_request_func[RS::SHADER_SPATIAL] = _create_scene_shader_func; shader_data_request_func[RS::SHADER_CANVAS_ITEM] = _create_canvas_shader_func; - shader_data_request_func[RS::SHADER_PARTICLES] = nullptr; + shader_data_request_func[RS::SHADER_PARTICLES] = _create_particles_shader_func; shader_data_request_func[RS::SHADER_SKY] = _create_sky_shader_func; shader_data_request_func[RS::SHADER_FOG] = nullptr; material_data_request_func[RS::SHADER_SPATIAL] = _create_scene_material_func; material_data_request_func[RS::SHADER_CANVAS_ITEM] = _create_canvas_material_func; - material_data_request_func[RS::SHADER_PARTICLES] = nullptr; + material_data_request_func[RS::SHADER_PARTICLES] = _create_particles_material_func; material_data_request_func[RS::SHADER_SKY] = _create_sky_material_func; material_data_request_func[RS::SHADER_FOG] = nullptr; @@ -1373,9 +1382,9 @@ MaterialStorage::MaterialStorage() { actions.renames["POINT_SIZE"] = "gl_PointSize"; actions.renames["MODEL_MATRIX"] = "model_matrix"; - actions.renames["CANVAS_MATRIX"] = "canvas_data.canvas_transform"; - actions.renames["SCREEN_MATRIX"] = "canvas_data.screen_transform"; - actions.renames["TIME"] = "canvas_data.time"; + actions.renames["CANVAS_MATRIX"] = "canvas_transform"; + actions.renames["SCREEN_MATRIX"] = "screen_transform"; + actions.renames["TIME"] = "time"; actions.renames["PI"] = _MKSTR(Math_PI); actions.renames["TAU"] = _MKSTR(Math_TAU); actions.renames["E"] = _MKSTR(Math_E); @@ -1387,19 +1396,21 @@ MaterialStorage::MaterialStorage() { actions.renames["NORMAL_MAP"] = "normal_map"; actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth"; actions.renames["TEXTURE"] = "color_texture"; - actions.renames["TEXTURE_PIXEL_SIZE"] = "draw_data.color_texture_pixel_size"; + actions.renames["TEXTURE_PIXEL_SIZE"] = "color_texture_pixel_size"; actions.renames["NORMAL_TEXTURE"] = "normal_texture"; actions.renames["SPECULAR_SHININESS_TEXTURE"] = "specular_texture"; actions.renames["SPECULAR_SHININESS"] = "specular_shininess"; actions.renames["SCREEN_UV"] = "screen_uv"; actions.renames["SCREEN_TEXTURE"] = "screen_texture"; - actions.renames["SCREEN_PIXEL_SIZE"] = "canvas_data.screen_pixel_size"; + actions.renames["SCREEN_PIXEL_SIZE"] = "screen_pixel_size"; actions.renames["FRAGCOORD"] = "gl_FragCoord"; actions.renames["POINT_COORD"] = "gl_PointCoord"; actions.renames["INSTANCE_ID"] = "gl_InstanceIndex"; actions.renames["VERTEX_ID"] = "gl_VertexIndex"; actions.renames["LIGHT_POSITION"] = "light_position"; + actions.renames["LIGHT_DIRECTION"] = "light_direction"; + actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional"; actions.renames["LIGHT_COLOR"] = "light_color"; actions.renames["LIGHT_ENERGY"] = "light_energy"; actions.renames["LIGHT"] = "light"; @@ -1450,8 +1461,8 @@ MaterialStorage::MaterialStorage() { actions.renames["UV2"] = "uv2_interp"; actions.renames["COLOR"] = "color_interp"; actions.renames["POINT_SIZE"] = "gl_PointSize"; - actions.renames["INSTANCE_ID"] = "gl_InstanceIndex"; - actions.renames["VERTEX_ID"] = "gl_VertexIndex"; + actions.renames["INSTANCE_ID"] = "gl_InstanceID"; + actions.renames["VERTEX_ID"] = "gl_VertexID"; actions.renames["ALPHA_SCISSOR_THRESHOLD"] = "alpha_scissor_threshold"; actions.renames["ALPHA_HASH_SCALE"] = "alpha_hash_scale"; @@ -1492,9 +1503,9 @@ MaterialStorage::MaterialStorage() { actions.renames["POINT_COORD"] = "gl_PointCoord"; actions.renames["INSTANCE_CUSTOM"] = "instance_custom"; actions.renames["SCREEN_UV"] = "screen_uv"; - actions.renames["SCREEN_TEXTURE"] = "color_buffer"; - actions.renames["DEPTH_TEXTURE"] = "depth_buffer"; - actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer"; + //actions.renames["SCREEN_TEXTURE"] = "color_buffer"; //Not implemented in 3D yet. + //actions.renames["DEPTH_TEXTURE"] = "depth_buffer"; // Not implemented in 3D yet. + //actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer"; // Not implemented in 3D yet actions.renames["DEPTH"] = "gl_FragDepth"; actions.renames["OUTPUT_IS_SRGB"] = "true"; actions.renames["FOG"] = "fog"; @@ -1603,32 +1614,32 @@ MaterialStorage::MaterialStorage() { { // Setup Particles compiler - /* -ShaderCompiler::DefaultIdentifierActions actions; - actions.renames["COLOR"] = "PARTICLE.color"; - actions.renames["VELOCITY"] = "PARTICLE.velocity"; + ShaderCompiler::DefaultIdentifierActions actions; + + actions.renames["COLOR"] = "out_color"; + actions.renames["VELOCITY"] = "out_velocity_flags.xyz"; //actions.renames["MASS"] = "mass"; ? actions.renames["ACTIVE"] = "particle_active"; actions.renames["RESTART"] = "restart"; - actions.renames["CUSTOM"] = "PARTICLE.custom"; - for (int i = 0; i < ParticlesShader::MAX_USERDATAS; i++) { + actions.renames["CUSTOM"] = "out_custom"; + for (int i = 0; i < PARTICLES_MAX_USERDATAS; i++) { String udname = "USERDATA" + itos(i + 1); - actions.renames[udname] = "PARTICLE.userdata" + itos(i + 1); + actions.renames[udname] = "out_userdata" + itos(i + 1); actions.usage_defines[udname] = "#define USERDATA" + itos(i + 1) + "_USED\n"; } - actions.renames["TRANSFORM"] = "PARTICLE.xform"; - actions.renames["TIME"] = "frame_history.data[0].time"; + actions.renames["TRANSFORM"] = "xform"; + actions.renames["TIME"] = "time"; actions.renames["PI"] = _MKSTR(Math_PI); actions.renames["TAU"] = _MKSTR(Math_TAU); actions.renames["E"] = _MKSTR(Math_E); - actions.renames["LIFETIME"] = "params.lifetime"; + actions.renames["LIFETIME"] = "lifetime"; actions.renames["DELTA"] = "local_delta"; actions.renames["NUMBER"] = "particle_number"; actions.renames["INDEX"] = "index"; //actions.renames["GRAVITY"] = "current_gravity"; - actions.renames["EMISSION_TRANSFORM"] = "FRAME.emission_transform"; - actions.renames["RANDOM_SEED"] = "FRAME.random_seed"; + actions.renames["EMISSION_TRANSFORM"] = "emission_transform"; + actions.renames["RANDOM_SEED"] = "random_seed"; actions.renames["FLAG_EMIT_POSITION"] = "EMISSION_FLAG_HAS_POSITION"; actions.renames["FLAG_EMIT_ROT_SCALE"] = "EMISSION_FLAG_HAS_ROTATION_SCALE"; actions.renames["FLAG_EMIT_VELOCITY"] = "EMISSION_FLAG_HAS_VELOCITY"; @@ -1648,20 +1659,12 @@ ShaderCompiler::DefaultIdentifierActions actions; actions.render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n"; actions.render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n"; actions.render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n"; - actions.render_mode_defines["collision_use_scale"] = "#define USE_COLLISON_SCALE\n"; - - actions.sampler_array_name = "material_samplers"; - actions.base_texture_binding_index = 1; - actions.texture_layout_set = 3; - actions.base_uniform_string = "material."; - actions.base_varying_index = 10; + actions.render_mode_defines["collision_use_scale"] = "#define USE_COLLISION_SCALE\n"; actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP; actions.default_repeat = ShaderLanguage::REPEAT_ENABLE; - actions.global_buffer_array_variable = "global_shader_uniforms.data"; - particles_shader.compiler.initialize(actions); - */ + shaders.compiler_particles.initialize(actions); } { @@ -1709,6 +1712,7 @@ ShaderCompiler::DefaultIdentifierActions actions; actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n"; actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n"; actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n"; + actions.render_mode_defines["use_debanding"] = "#define USE_DEBANDING\n"; actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP; actions.default_repeat = ShaderLanguage::REPEAT_ENABLE; @@ -1756,7 +1760,7 @@ int32_t MaterialStorage::_global_shader_uniform_allocate(uint32_t p_elements) { return -1; } -void MaterialStorage::_global_shader_uniform_store_in_buffer(int32_t p_index, RS::GlobalShaderUniformType p_type, const Variant &p_value) { +void MaterialStorage::_global_shader_uniform_store_in_buffer(int32_t p_index, RS::GlobalShaderParameterType p_type, const Variant &p_value) { switch (p_type) { case RS::GLOBAL_VAR_TYPE_BOOL: { GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index]; @@ -2049,7 +2053,7 @@ void MaterialStorage::_global_shader_uniform_mark_buffer_dirty(int32_t p_index, } } -void MaterialStorage::global_shader_uniform_add(const StringName &p_name, RS::GlobalShaderUniformType p_type, const Variant &p_value) { +void MaterialStorage::global_shader_parameter_add(const StringName &p_name, RS::GlobalShaderParameterType p_type, const Variant &p_value) { ERR_FAIL_COND(global_shader_uniforms.variables.has(p_name)); GlobalShaderUniforms::Variable gv; gv.type = p_type; @@ -2087,7 +2091,7 @@ void MaterialStorage::global_shader_uniform_add(const StringName &p_name, RS::Gl global_shader_uniforms.variables[p_name] = gv; } -void MaterialStorage::global_shader_uniform_remove(const StringName &p_name) { +void MaterialStorage::global_shader_parameter_remove(const StringName &p_name) { if (!global_shader_uniforms.variables.has(p_name)) { return; } @@ -2103,7 +2107,7 @@ void MaterialStorage::global_shader_uniform_remove(const StringName &p_name) { global_shader_uniforms.variables.erase(p_name); } -Vector<StringName> MaterialStorage::global_shader_uniform_get_list() const { +Vector<StringName> MaterialStorage::global_shader_parameter_get_list() const { if (!Engine::get_singleton()->is_editor_hint()) { ERR_FAIL_V_MSG(Vector<StringName>(), "This function should never be used outside the editor, it can severely damage performance."); } @@ -2116,7 +2120,7 @@ Vector<StringName> MaterialStorage::global_shader_uniform_get_list() const { return names; } -void MaterialStorage::global_shader_uniform_set(const StringName &p_name, const Variant &p_value) { +void MaterialStorage::global_shader_parameter_set(const StringName &p_name, const Variant &p_value) { ERR_FAIL_COND(!global_shader_uniforms.variables.has(p_name)); GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name]; gv.value = p_value; @@ -2137,7 +2141,7 @@ void MaterialStorage::global_shader_uniform_set(const StringName &p_name, const } } -void MaterialStorage::global_shader_uniform_set_override(const StringName &p_name, const Variant &p_value) { +void MaterialStorage::global_shader_parameter_set_override(const StringName &p_name, const Variant &p_value) { if (!global_shader_uniforms.variables.has(p_name)) { return; //variable may not exist } @@ -2168,7 +2172,7 @@ void MaterialStorage::global_shader_uniform_set_override(const StringName &p_nam } } -Variant MaterialStorage::global_shader_uniform_get(const StringName &p_name) const { +Variant MaterialStorage::global_shader_parameter_get(const StringName &p_name) const { if (!Engine::get_singleton()->is_editor_hint()) { ERR_FAIL_V_MSG(Variant(), "This function should never be used outside the editor, it can severely damage performance."); } @@ -2180,7 +2184,7 @@ Variant MaterialStorage::global_shader_uniform_get(const StringName &p_name) con return global_shader_uniforms.variables[p_name].value; } -RS::GlobalShaderUniformType MaterialStorage::global_shader_uniform_get_type_internal(const StringName &p_name) const { +RS::GlobalShaderParameterType MaterialStorage::global_shader_parameter_get_type_internal(const StringName &p_name) const { if (!global_shader_uniforms.variables.has(p_name)) { return RS::GLOBAL_VAR_TYPE_MAX; } @@ -2188,22 +2192,22 @@ RS::GlobalShaderUniformType MaterialStorage::global_shader_uniform_get_type_inte return global_shader_uniforms.variables[p_name].type; } -RS::GlobalShaderUniformType MaterialStorage::global_shader_uniform_get_type(const StringName &p_name) const { +RS::GlobalShaderParameterType MaterialStorage::global_shader_parameter_get_type(const StringName &p_name) const { if (!Engine::get_singleton()->is_editor_hint()) { ERR_FAIL_V_MSG(RS::GLOBAL_VAR_TYPE_MAX, "This function should never be used outside the editor, it can severely damage performance."); } - return global_shader_uniform_get_type_internal(p_name); + return global_shader_parameter_get_type_internal(p_name); } -void MaterialStorage::global_shader_uniforms_load_settings(bool p_load_textures) { +void MaterialStorage::global_shader_parameters_load_settings(bool p_load_textures) { List<PropertyInfo> settings; ProjectSettings::get_singleton()->get_property_list(&settings); for (const PropertyInfo &E : settings) { if (E.name.begins_with("shader_globals/")) { StringName name = E.name.get_slice("/", 1); - Dictionary d = ProjectSettings::get_singleton()->get(E.name); + Dictionary d = GLOBAL_GET(E.name); ERR_CONTINUE(!d.has("type")); ERR_CONTINUE(!d.has("value")); @@ -2241,11 +2245,11 @@ void MaterialStorage::global_shader_uniforms_load_settings(bool p_load_textures) "samplerCube", }; - RS::GlobalShaderUniformType gvtype = RS::GLOBAL_VAR_TYPE_MAX; + RS::GlobalShaderParameterType gvtype = RS::GLOBAL_VAR_TYPE_MAX; for (int i = 0; i < RS::GLOBAL_VAR_TYPE_MAX; i++) { if (global_var_type_names[i] == type) { - gvtype = RS::GlobalShaderUniformType(i); + gvtype = RS::GlobalShaderParameterType(i); break; } } @@ -2269,23 +2273,23 @@ void MaterialStorage::global_shader_uniforms_load_settings(bool p_load_textures) if (global_shader_uniforms.variables.has(name)) { //has it, update it - global_shader_uniform_set(name, value); + global_shader_parameter_set(name, value); } else { - global_shader_uniform_add(name, gvtype, value); + global_shader_parameter_add(name, gvtype, value); } } } } -void MaterialStorage::global_shader_uniforms_clear() { +void MaterialStorage::global_shader_parameters_clear() { global_shader_uniforms.variables.clear(); } -GLuint MaterialStorage::global_shader_uniforms_get_uniform_buffer() const { +GLuint MaterialStorage::global_shader_parameters_get_uniform_buffer() const { return global_shader_uniforms.buffer; } -int32_t MaterialStorage::global_shader_uniforms_instance_allocate(RID p_instance) { +int32_t MaterialStorage::global_shader_parameters_instance_allocate(RID p_instance) { ERR_FAIL_COND_V(global_shader_uniforms.instance_buffer_pos.has(p_instance), -1); int32_t pos = _global_shader_uniform_allocate(ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES); global_shader_uniforms.instance_buffer_pos[p_instance] = pos; //save anyway @@ -2294,7 +2298,7 @@ int32_t MaterialStorage::global_shader_uniforms_instance_allocate(RID p_instance return pos; } -void MaterialStorage::global_shader_uniforms_instance_free(RID p_instance) { +void MaterialStorage::global_shader_parameters_instance_free(RID p_instance) { ERR_FAIL_COND(!global_shader_uniforms.instance_buffer_pos.has(p_instance)); int32_t pos = global_shader_uniforms.instance_buffer_pos[p_instance]; if (pos >= 0) { @@ -2303,7 +2307,7 @@ void MaterialStorage::global_shader_uniforms_instance_free(RID p_instance) { global_shader_uniforms.instance_buffer_pos.erase(p_instance); } -void MaterialStorage::global_shader_uniforms_instance_update(RID p_instance, int p_index, const Variant &p_value) { +void MaterialStorage::global_shader_parameters_instance_update(RID p_instance, int p_index, const Variant &p_value, int p_flags_count) { if (!global_shader_uniforms.instance_buffer_pos.has(p_instance)) { return; //just not allocated, ignore } @@ -2313,7 +2317,9 @@ void MaterialStorage::global_shader_uniforms_instance_update(RID p_instance, int return; //again, not allocated, ignore } ERR_FAIL_INDEX(p_index, ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES); - 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 + + Variant::Type value_type = p_value.get_type(); + ERR_FAIL_COND_MSG(p_value.get_type() > Variant::COLOR, "Unsupported variant type for instance parameter: " + Variant::get_type_name(value_type)); //anything greater not supported ShaderLanguage::DataType datatype_from_value[Variant::COLOR + 1] = { ShaderLanguage::TYPE_MAX, //nil @@ -2339,9 +2345,24 @@ void MaterialStorage::global_shader_uniforms_instance_update(RID p_instance, int ShaderLanguage::TYPE_VEC4 //color }; - ShaderLanguage::DataType datatype = datatype_from_value[p_value.get_type()]; + ShaderLanguage::DataType datatype = ShaderLanguage::TYPE_MAX; + if (value_type == Variant::INT && p_flags_count > 0) { + switch (p_flags_count) { + case 1: + datatype = ShaderLanguage::TYPE_BVEC2; + break; + case 2: + datatype = ShaderLanguage::TYPE_BVEC3; + break; + case 3: + datatype = ShaderLanguage::TYPE_BVEC4; + break; + } + } else { + datatype = datatype_from_value[value_type]; + } - 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 + ERR_FAIL_COND_MSG(datatype == ShaderLanguage::TYPE_MAX, "Unsupported variant type for instance parameter: " + Variant::get_type_name(value_type)); //anything greater not supported pos += p_index; @@ -2442,8 +2463,8 @@ void MaterialStorage::shader_set_code(RID p_shader, const String &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 == "particles") { + new_mode = RS::SHADER_PARTICLES; } else if (mode_string == "spatial") { new_mode = RS::SHADER_SPATIAL; } else if (mode_string == "sky") { @@ -2492,7 +2513,7 @@ void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) { if (shader->data) { for (const KeyValue<StringName, HashMap<int, RID>> &E : shader->default_texture_parameter) { for (const KeyValue<int, RID> &E2 : E.value) { - shader->data->set_default_texture_param(E.key, E2.value, E2.key); + shader->data->set_default_texture_parameter(E.key, E2.value, E2.key); } } } @@ -2514,6 +2535,9 @@ void MaterialStorage::shader_set_path_hint(RID p_shader, const String &p_path) { ERR_FAIL_COND(!shader); shader->path_hint = p_path; + if (shader->data) { + shader->data->set_path_hint(p_path); + } } String MaterialStorage::shader_get_code(RID p_shader) const { @@ -2522,7 +2546,7 @@ String MaterialStorage::shader_get_code(RID p_shader) const { return shader->code; } -void MaterialStorage::shader_get_shader_uniform_list(RID p_shader, List<PropertyInfo> *p_param_list) const { +void MaterialStorage::get_shader_parameter_list(RID p_shader, List<PropertyInfo> *p_param_list) const { GLES3::Shader *shader = shader_owner.get_or_null(p_shader); ERR_FAIL_COND(!shader); if (shader->data) { @@ -2530,7 +2554,7 @@ void MaterialStorage::shader_get_shader_uniform_list(RID p_shader, List<Property } } -void MaterialStorage::shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) { +void MaterialStorage::shader_set_default_texture_parameter(RID p_shader, const StringName &p_name, RID p_texture, int p_index) { GLES3::Shader *shader = shader_owner.get_or_null(p_shader); ERR_FAIL_COND(!shader); @@ -2549,7 +2573,7 @@ void MaterialStorage::shader_set_default_texture_param(RID p_shader, const Strin } } if (shader->data) { - shader->data->set_default_texture_param(p_name, p_texture, p_index); + shader->data->set_default_texture_parameter(p_name, p_texture, p_index); } for (Material *E : shader->owners) { Material *material = E; @@ -2557,7 +2581,7 @@ void MaterialStorage::shader_set_default_texture_param(RID p_shader, const Strin } } -RID MaterialStorage::shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const { +RID MaterialStorage::shader_get_default_texture_parameter(RID p_shader, const StringName &p_name, int p_index) const { const GLES3::Shader *shader = shader_owner.get_or_null(p_shader); ERR_FAIL_COND_V(!shader, RID()); if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) { @@ -2567,7 +2591,7 @@ RID MaterialStorage::shader_get_default_texture_param(RID p_shader, const String return RID(); } -Variant MaterialStorage::shader_get_param_default(RID p_shader, const StringName &p_param) const { +Variant MaterialStorage::shader_get_parameter_default(RID p_shader, const StringName &p_param) const { Shader *shader = shader_owner.get_or_null(p_shader); ERR_FAIL_COND_V(!shader, Variant()); if (shader->data) { @@ -2687,7 +2711,7 @@ void MaterialStorage::material_set_param(RID p_material, const StringName &p_par } if (material->shader && material->shader->data) { //shader is valid - bool is_texture = material->shader->data->is_param_texture(p_param); + bool is_texture = material->shader->data->is_parameter_texture(p_param); _material_queue_update(material, !is_texture, is_texture); } else { _material_queue_update(material, true, true); @@ -2758,14 +2782,14 @@ bool MaterialStorage::material_casts_shadows(RID p_material) { return true; //by default everything casts shadows } -void MaterialStorage::material_get_instance_shader_uniforms(RID p_material, List<InstanceShaderParam> *r_parameters) { +void MaterialStorage::material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) { GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND(!material); if (material->shader && material->shader->data) { material->shader->data->get_instance_param_list(r_parameters); if (material->next_pass.is_valid()) { - material_get_instance_shader_uniforms(material->next_pass, r_parameters); + material_get_instance_shader_parameters(material->next_pass, r_parameters); } } } @@ -2781,6 +2805,10 @@ void MaterialStorage::material_update_dependency(RID p_material, DependencyTrack /* Canvas Shader Data */ +void CanvasShaderData::set_path_hint(const String &p_path) { + path = p_path; +} + void CanvasShaderData::set_code(const String &p_code) { // compile the shader @@ -2789,6 +2817,7 @@ void CanvasShaderData::set_code(const String &p_code) { ubo_size = 0; uniforms.clear(); uses_screen_texture = false; + uses_screen_texture_mipmaps = false; uses_sdf = false; uses_time = false; @@ -2799,7 +2828,6 @@ void CanvasShaderData::set_code(const String &p_code) { ShaderCompiler::GeneratedCode gen_code; int blend_modei = BLEND_MODE_MIX; - uses_screen_texture = false; ShaderCompiler::IdentifierActions actions; actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX; @@ -2826,6 +2854,7 @@ void CanvasShaderData::set_code(const String &p_code) { } blend_mode = BlendMode(blend_modei); + uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps; #if 0 print_line("**compiling shader:"); @@ -2833,12 +2862,16 @@ void CanvasShaderData::set_code(const String &p_code) { for (int i = 0; i < gen_code.defines.size(); i++) { print_line(gen_code.defines[i]); } + + HashMap<String, String>::Iterator el = gen_code.code.begin(); + while (el) { + print_line("\n**code " + el->key + ":\n" + el->value); + ++el; + } + print_line("\n**uniforms:\n" + gen_code.uniforms); - print_line("\n**vertex_globals:\n" + gen_code.vertex_global); - print_line("\n**vertex_code:\n" + gen_code.vertex); - print_line("\n**fragment_globals:\n" + gen_code.fragment_global); - print_line("\n**fragment_code:\n" + gen_code.fragment); - print_line("\n**light_code:\n" + gen_code.light); + print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]); + print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]); #endif Vector<StringName> texture_uniform_names; @@ -2856,7 +2889,7 @@ void CanvasShaderData::set_code(const String &p_code) { valid = true; } -void CanvasShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) { +void CanvasShaderData::set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) { if (!p_texture.is_valid()) { if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) { default_texture_params[p_name].erase(p_index); @@ -2877,7 +2910,10 @@ void CanvasShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) HashMap<int, StringName> order; for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) { - if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) { + if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL || + E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE || + E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE || + E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) { continue; } if (E.value.texture_order >= 0) { @@ -2924,7 +2960,7 @@ void CanvasShaderData::get_instance_param_list(List<RendererMaterialStorage::Ins } } -bool CanvasShaderData::is_param_texture(const StringName &p_param) const { +bool CanvasShaderData::is_parameter_texture(const StringName &p_param) const { if (!uniforms.has(p_param)) { return false; } @@ -2971,7 +3007,7 @@ GLES3::ShaderData *GLES3::_create_canvas_shader_func() { } void CanvasMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { - 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); + 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); } void CanvasMaterialData::bind_uniforms() { @@ -3007,6 +3043,10 @@ GLES3::MaterialData *GLES3::_create_canvas_material_func(ShaderData *p_shader) { //////////////////////////////////////////////////////////////////////////////// // SKY SHADER +void SkyShaderData::set_path_hint(const String &p_path) { + path = p_path; +} + void SkyShaderData::set_code(const String &p_code) { //compile @@ -3070,12 +3110,16 @@ void SkyShaderData::set_code(const String &p_code) { for (int i = 0; i < gen_code.defines.size(); i++) { print_line(gen_code.defines[i]); } + + HashMap<String, String>::Iterator el = gen_code.code.begin(); + while (el) { + print_line("\n**code " + el->key + ":\n" + el->value); + ++el; + } + print_line("\n**uniforms:\n" + gen_code.uniforms); - // print_line("\n**vertex_globals:\n" + gen_code.vertex_global); - // print_line("\n**vertex_code:\n" + gen_code.vertex); - print_line("\n**fragment_globals:\n" + gen_code.fragment_global); - print_line("\n**fragment_code:\n" + gen_code.fragment); - print_line("\n**light_code:\n" + gen_code.light); + print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]); + print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]); #endif Vector<StringName> texture_uniform_names; @@ -3093,7 +3137,7 @@ void SkyShaderData::set_code(const String &p_code) { valid = true; } -void SkyShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) { +void SkyShaderData::set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) { if (!p_texture.is_valid()) { if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) { default_texture_params[p_name].erase(p_index); @@ -3162,7 +3206,7 @@ void SkyShaderData::get_instance_param_list(List<RendererMaterialStorage::Instan } } -bool SkyShaderData::is_param_texture(const StringName &p_param) const { +bool SkyShaderData::is_parameter_texture(const StringName &p_param) const { if (!uniforms.has(p_param)) { return false; } @@ -3211,7 +3255,7 @@ GLES3::ShaderData *GLES3::_create_sky_shader_func() { void SkyMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { uniform_set_updated = true; - 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); + 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); } SkyMaterialData::~SkyMaterialData() { @@ -3246,6 +3290,10 @@ void SkyMaterialData::bind_uniforms() { //////////////////////////////////////////////////////////////////////////////// // Scene SHADER +void SceneShaderData::set_path_hint(const String &p_path) { + path = p_path; +} + void SceneShaderData::set_code(const String &p_code) { //compile @@ -3253,7 +3301,6 @@ void SceneShaderData::set_code(const String &p_code) { valid = false; ubo_size = 0; uniforms.clear(); - uses_screen_texture = false; if (code.is_empty()) { return; //just invalid, but no error @@ -3319,6 +3366,9 @@ void SceneShaderData::set_code(const String &p_code) { actions.usage_flag_pointers["ALPHA"] = &uses_alpha; actions.usage_flag_pointers["ALPHA_SCISSOR_THRESHOLD"] = &uses_alpha_clip; + // Use alpha clip pipeline for alpha hash/dither. + // This prevents sorting issues inherent to alpha blending and allows such materials to cast shadows. + actions.usage_flag_pointers["ALPHA_HASH_SCALE"] = &uses_alpha_clip; actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass; actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss; @@ -3378,6 +3428,9 @@ void SceneShaderData::set_code(const String &p_code) { vertex_input_mask |= uses_custom3 << 8; vertex_input_mask |= uses_bones << 9; vertex_input_mask |= uses_weights << 10; + uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps; + uses_vertex_time = gen_code.uses_vertex_time; + uses_fragment_time = gen_code.uses_fragment_time; #if 0 print_line("**compiling shader:"); @@ -3386,11 +3439,10 @@ void SceneShaderData::set_code(const String &p_code) { print_line(gen_code.defines[i]); } - Map<String, String>::Element *el = gen_code.code.front(); + HashMap<String, String>::Iterator el = gen_code.code.begin(); while (el) { - print_line("\n**code " + el->key() + ":\n" + el->value()); - - el = el->next(); + print_line("\n**code " + el->key + ":\n" + el->value); + ++el; } print_line("\n**uniforms:\n" + gen_code.uniforms); @@ -3418,7 +3470,7 @@ void SceneShaderData::set_code(const String &p_code) { valid = true; } -void SceneShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) { +void SceneShaderData::set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) { if (!p_texture.is_valid()) { if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) { default_texture_params[p_name].erase(p_index); @@ -3439,7 +3491,10 @@ void SceneShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) RBMap<int, StringName> order; for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) { - if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) { + if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL || + E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE || + E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE || + E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) { continue; } @@ -3487,7 +3542,7 @@ void SceneShaderData::get_instance_param_list(List<RendererMaterialStorage::Inst } } -bool SceneShaderData::is_param_texture(const StringName &p_param) const { +bool SceneShaderData::is_parameter_texture(const StringName &p_param) const { if (!uniforms.has(p_param)) { return false; } @@ -3496,11 +3551,15 @@ bool SceneShaderData::is_param_texture(const StringName &p_param) const { } bool SceneShaderData::is_animated() const { - return false; + return (uses_fragment_time && uses_discard) || (uses_vertex_time && uses_vertex); } bool SceneShaderData::casts_shadows() const { - return false; + bool has_read_screen_alpha = uses_screen_texture || uses_depth_texture || uses_normal_texture; + bool has_base_alpha = (uses_alpha && !uses_alpha_clip) || has_read_screen_alpha; + bool has_alpha = has_base_alpha || uses_blend_alpha; + + return !has_alpha || (uses_depth_pre_pass && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED)); } Variant SceneShaderData::get_default_parameter(const StringName &p_parameter) const { @@ -3541,7 +3600,7 @@ void SceneMaterialData::set_next_pass(RID p_pass) { } void SceneMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { - 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); + 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); } SceneMaterialData::~SceneMaterialData() { @@ -3574,4 +3633,209 @@ void SceneMaterialData::bind_uniforms() { } } +/* Particles SHADER */ + +void ParticlesShaderData::set_path_hint(const String &p_path) { + path = p_path; +} + +void ParticlesShaderData::set_code(const String &p_code) { + //compile + + code = p_code; + valid = false; + ubo_size = 0; + uniforms.clear(); + uses_collision = false; + + if (code.is_empty()) { + return; //just invalid, but no error + } + + ShaderCompiler::GeneratedCode gen_code; + ShaderCompiler::IdentifierActions actions; + actions.entry_point_stages["start"] = ShaderCompiler::STAGE_VERTEX; + actions.entry_point_stages["process"] = ShaderCompiler::STAGE_VERTEX; + + actions.usage_flag_pointers["COLLIDED"] = &uses_collision; + + userdata_count = 0; + for (uint32_t i = 0; i < PARTICLES_MAX_USERDATAS; i++) { + userdatas_used[i] = false; + actions.usage_flag_pointers["USERDATA" + itos(i + 1)] = &userdatas_used[i]; + } + + actions.uniforms = &uniforms; + + Error err = MaterialStorage::get_singleton()->shaders.compiler_particles.compile(RS::SHADER_PARTICLES, code, &actions, path, gen_code); + ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed."); + + if (version.is_null()) { + version = MaterialStorage::get_singleton()->shaders.particles_process_shader.version_create(); + } + + for (uint32_t i = 0; i < PARTICLES_MAX_USERDATAS; i++) { + if (userdatas_used[i]) { + userdata_count++; + } + } + + Vector<StringName> texture_uniform_names; + for (int i = 0; i < gen_code.texture_uniforms.size(); i++) { + texture_uniform_names.push_back(gen_code.texture_uniforms[i].name); + } + + MaterialStorage::get_singleton()->shaders.particles_process_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); + ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.particles_process_shader.version_is_valid(version)); + + ubo_size = gen_code.uniform_total_size; + ubo_offsets = gen_code.uniform_offsets; + texture_uniforms = gen_code.texture_uniforms; + + valid = true; +} + +void ParticlesShaderData::set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) { + if (!p_texture.is_valid()) { + if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) { + default_texture_params[p_name].erase(p_index); + + if (default_texture_params[p_name].is_empty()) { + default_texture_params.erase(p_name); + } + } + } else { + if (!default_texture_params.has(p_name)) { + default_texture_params[p_name] = HashMap<int, RID>(); + } + default_texture_params[p_name][p_index] = p_texture; + } +} + +void ParticlesShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const { + HashMap<int, StringName> order; + + for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) { + if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { + continue; + } + + if (E.value.texture_order >= 0) { + order[E.value.texture_order + 100000] = E.key; + } else { + order[E.value.order] = E.key; + } + } + + String last_group; + for (const KeyValue<int, StringName> &E : order) { + String group = uniforms[E.value].group; + if (!uniforms[E.value].subgroup.is_empty()) { + group += "::" + uniforms[E.value].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(uniforms[E.value]); + pi.name = E.value; + p_param_list->push_back(pi); + } +} + +void ParticlesShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const { + for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) { + if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { + continue; + } + + RendererMaterialStorage::InstanceShaderParam p; + p.info = ShaderLanguage::uniform_to_property_info(E.value); + p.info.name = E.key; //supply name + p.index = E.value.instance_index; + p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint); + p_param_list->push_back(p); + } +} + +bool ParticlesShaderData::is_parameter_texture(const StringName &p_param) const { + if (!uniforms.has(p_param)) { + return false; + } + + return uniforms[p_param].texture_order >= 0; +} + +bool ParticlesShaderData::is_animated() const { + return false; +} + +bool ParticlesShaderData::casts_shadows() const { + return false; +} + +Variant ParticlesShaderData::get_default_parameter(const StringName &p_parameter) const { + if (uniforms.has(p_parameter)) { + ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter]; + Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value; + return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint); + } + return Variant(); +} + +RS::ShaderNativeSourceCode ParticlesShaderData::get_native_source_code() const { + return MaterialStorage::get_singleton()->shaders.particles_process_shader.version_get_native_source_code(version); +} + +ParticlesShaderData::~ParticlesShaderData() { + if (version.is_valid()) { + MaterialStorage::get_singleton()->shaders.particles_process_shader.version_free(version); + } +} + +GLES3::ShaderData *GLES3::_create_particles_shader_func() { + ParticlesShaderData *shader_data = memnew(ParticlesShaderData); + return shader_data; +} + +void ParticleProcessMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { + 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); +} + +ParticleProcessMaterialData::~ParticleProcessMaterialData() { +} + +GLES3::MaterialData *GLES3::_create_particles_material_func(ShaderData *p_shader) { + ParticleProcessMaterialData *material_data = memnew(ParticleProcessMaterialData); + material_data->shader_data = static_cast<ParticlesShaderData *>(p_shader); + //update will happen later anyway so do nothing. + return material_data; +} + +void ParticleProcessMaterialData::bind_uniforms() { + // Bind Material Uniforms + glBindBufferBase(GL_UNIFORM_BUFFER, GLES3::PARTICLES_MATERIAL_UNIFORM_LOCATION, uniform_buffer); + + RID *textures = texture_cache.ptrw(); + ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_data->texture_uniforms.ptrw(); + for (int ti = 0; ti < texture_cache.size(); ti++) { + Texture *texture = TextureStorage::get_singleton()->get_texture(textures[ti]); + glActiveTexture(GL_TEXTURE1 + ti); // Start at GL_TEXTURE1 becuase texture slot 0 is reserved for the heightmap texture. + glBindTexture(target_from_type[texture_uniforms[ti].type], texture->tex_id); + + // Set sampler state here as the same texture can be used in multiple places with different flags + // Need to convert sampler state from ShaderLanguage::Texture* to RS::CanvasItemTexture* + RS::CanvasItemTextureFilter filter = RS::CanvasItemTextureFilter((int(texture_uniforms[ti].filter) + 1) % RS::CANVAS_ITEM_TEXTURE_FILTER_MAX); + RS::CanvasItemTextureRepeat repeat = RS::CanvasItemTextureRepeat((int(texture_uniforms[ti].repeat) + 1) % RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR); + texture->gl_set_filter(filter); + texture->gl_set_repeat(repeat); + } +} + #endif // !GLES3_ENABLED |