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-rw-r--r--scene/resources/material.cpp46
1 files changed, 24 insertions, 22 deletions
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index b381096df8..27da825bfe 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -35,7 +35,6 @@
#include "core/error/error_macros.h"
#include "core/version.h"
#include "scene/main/scene_tree.h"
-#include "scene/scene_string_names.h"
void Material::set_next_pass(const Ref<Material> &p_pass) {
for (Ref<Material> pass_child = p_pass; pass_child != nullptr; pass_child = pass_child->get_next_pass()) {
@@ -82,24 +81,25 @@ void Material::_validate_property(PropertyInfo &p_property) const {
}
}
-void Material::_mark_initialized(const Callable &p_queue_shader_change_callable) {
+void Material::_mark_ready() {
+ init_state = INIT_STATE_INITIALIZING;
+}
+
+void Material::_mark_initialized(const Callable &p_add_to_dirty_list, const Callable &p_update_shader) {
// If this is happening as part of resource loading, it is not safe to queue the update
- // as an addition to the dirty list, unless the load is happening on the main thread.
- if (ResourceLoader::is_within_load() && Thread::get_caller_id() != Thread::get_main_id()) {
+ // as an addition to the dirty list. It would be if the load is happening on the main thread,
+ // but even so we'd rather perform the update directly instead of using the dirty list.
+ if (ResourceLoader::is_within_load()) {
DEV_ASSERT(init_state != INIT_STATE_READY);
if (init_state == INIT_STATE_UNINITIALIZED) { // Prevent queueing twice.
- // Let's mark this material as being initialized.
init_state = INIT_STATE_INITIALIZING;
- // Knowing that the ResourceLoader will eventually feed deferred calls into the main message queue, let's do these:
- // 1. Queue setting the init state to INIT_STATE_READY finally.
- callable_mp(this, &Material::_mark_initialized).bind(p_queue_shader_change_callable).call_deferred();
- // 2. Queue an individual update of this material.
- p_queue_shader_change_callable.call_deferred();
+ callable_mp(this, &Material::_mark_ready).call_deferred();
+ p_update_shader.call_deferred();
}
} else {
// Straightforward conditions.
init_state = INIT_STATE_READY;
- p_queue_shader_change_callable.callv(Array());
+ p_add_to_dirty_list.call();
}
}
@@ -603,8 +603,6 @@ void BaseMaterial3D::finish_shaders() {
}
void BaseMaterial3D::_update_shader() {
- dirty_materials.remove(&element);
-
MaterialKey mk = _compute_key();
if (mk == current_key) {
return; //no update required in the end
@@ -688,6 +686,9 @@ void BaseMaterial3D::_update_shader() {
case BLEND_MODE_MUL:
code += "blend_mul";
break;
+ case BLEND_MODE_PREMULT_ALPHA:
+ code += "blend_premul_alpha";
+ break;
case BLEND_MODE_MAX:
break; // Internal value, skip.
}
@@ -1819,6 +1820,11 @@ void fragment() {)";
vec3 detail = mix(ALBEDO.rgb, ALBEDO.rgb * detail_tex.rgb, detail_tex.a);
)";
} break;
+ case BLEND_MODE_PREMULT_ALPHA: {
+ // This is unlikely to ever be used for detail textures, and in order for it to function in the editor, another bit must be used in MaterialKey,
+ // but there are only 5 bits left, so I'm going to leave this disabled unless it's actually requested.
+ //code += "\tvec3 detail = (1.0-detail_tex.a)*ALBEDO.rgb+detail_tex.rgb;\n";
+ } break;
case BLEND_MODE_MAX:
break; // Internal value, skip.
}
@@ -1847,6 +1853,7 @@ void BaseMaterial3D::flush_changes() {
while (dirty_materials.first()) {
dirty_materials.first()->self()->_update_shader();
+ dirty_materials.first()->remove_from_list();
}
}
@@ -1858,12 +1865,6 @@ void BaseMaterial3D::_queue_shader_change() {
}
}
-bool BaseMaterial3D::_is_shader_dirty() const {
- MutexLock lock(material_mutex);
-
- return element.in_list();
-}
-
void BaseMaterial3D::set_albedo(const Color &p_albedo) {
albedo = p_albedo;
@@ -2816,7 +2817,7 @@ BaseMaterial3D::EmissionOperator BaseMaterial3D::get_emission_operator() const {
RID BaseMaterial3D::get_shader_rid() const {
MutexLock lock(material_mutex);
- if (element.in_list()) { // _is_shader_dirty() would create anoder mutex lock
+ if (element.in_list()) {
((BaseMaterial3D *)this)->_update_shader();
}
ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
@@ -3040,7 +3041,7 @@ void BaseMaterial3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_hash_scale", PROPERTY_HINT_RANGE, "0,2,0.01"), "set_alpha_hash_scale", "get_alpha_hash_scale");
ADD_PROPERTY(PropertyInfo(Variant::INT, "alpha_antialiasing_mode", PROPERTY_HINT_ENUM, "Disabled,Alpha Edge Blend,Alpha Edge Clip"), "set_alpha_antialiasing", "get_alpha_antialiasing");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_antialiasing_edge", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_alpha_antialiasing_edge", "get_alpha_antialiasing_edge");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Subtract,Multiply"), "set_blend_mode", "get_blend_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Subtract,Multiply,Premultiplied Alpha"), "set_blend_mode", "get_blend_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "cull_mode", PROPERTY_HINT_ENUM, "Back,Front,Disabled"), "set_cull_mode", "get_cull_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "depth_draw_mode", PROPERTY_HINT_ENUM, "Opaque Only,Always,Never"), "set_depth_draw_mode", "get_depth_draw_mode");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "no_depth_test"), "set_flag", "get_flag", FLAG_DISABLE_DEPTH_TEST);
@@ -3269,6 +3270,7 @@ void BaseMaterial3D::_bind_methods() {
BIND_ENUM_CONSTANT(BLEND_MODE_ADD);
BIND_ENUM_CONSTANT(BLEND_MODE_SUB);
BIND_ENUM_CONSTANT(BLEND_MODE_MUL);
+ BIND_ENUM_CONSTANT(BLEND_MODE_PREMULT_ALPHA);
BIND_ENUM_CONSTANT(ALPHA_ANTIALIASING_OFF);
BIND_ENUM_CONSTANT(ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE);
@@ -3403,7 +3405,7 @@ BaseMaterial3D::BaseMaterial3D(bool p_orm) :
current_key.invalid_key = 1;
- _mark_initialized(callable_mp(this, &BaseMaterial3D::_queue_shader_change));
+ _mark_initialized(callable_mp(this, &BaseMaterial3D::_queue_shader_change), callable_mp(this, &BaseMaterial3D::_update_shader));
}
BaseMaterial3D::~BaseMaterial3D() {