diff options
Diffstat (limited to 'scene/resources/material.cpp')
-rw-r--r-- | scene/resources/material.cpp | 754 |
1 files changed, 751 insertions, 3 deletions
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index 3ebe5b7800..e3df1461c7 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -45,14 +45,762 @@ Material::~Material() { } -FixedMaterial::FixedMaterial() { +///////////////////////////////// + +Mutex *FixedSpatialMaterial::material_mutex=NULL; +SelfList<FixedSpatialMaterial>::List FixedSpatialMaterial::dirty_materials; +Map<FixedSpatialMaterial::MaterialKey,FixedSpatialMaterial::ShaderData> FixedSpatialMaterial::shader_map; +FixedSpatialMaterial::ShaderNames* FixedSpatialMaterial::shader_names=NULL; + +void FixedSpatialMaterial::init_shaders() { + +#ifndef NO_THREADS + material_mutex = Mutex::create(); +#endif + + shader_names = memnew( ShaderNames ); + shader_names->albedo="albedo"; + shader_names->specular="specular"; + shader_names->roughness="roughness"; + shader_names->emission="emission"; + shader_names->normal_scale="normal_scale"; + shader_names->sheen="sheen"; + shader_names->sheen_color="sheen_color"; + shader_names->clearcoat="clearcoat"; + shader_names->clearcoat_gloss="clearcoat_gloss"; + shader_names->anisotropy="anisotropy"; + shader_names->height_scale="height_scale"; + shader_names->subsurface_scattering="subsurface_scattering"; + shader_names->refraction="refraction"; + shader_names->refraction_roughness="refraction_roughness"; + + shader_names->texture_names[TEXTURE_ALBEDO]="texture_albedo"; + shader_names->texture_names[TEXTURE_SPECULAR]="texture_specular"; + shader_names->texture_names[TEXTURE_EMISSION]="texture_emission"; + shader_names->texture_names[TEXTURE_NORMAL]="texture_normal"; + shader_names->texture_names[TEXTURE_SHEEN]="texture_sheen"; + shader_names->texture_names[TEXTURE_CLEARCOAT]="texture_clearcoat"; + shader_names->texture_names[TEXTURE_ANISOTROPY]="texture_anisotropy"; + shader_names->texture_names[TEXTURE_AMBIENT_OCCLUSION]="texture_ambient_occlusion"; + shader_names->texture_names[TEXTURE_HEIGHT]="texture_height"; + shader_names->texture_names[TEXTURE_SUBSURFACE_SCATTERING]="texture_subsurface_scattering"; + shader_names->texture_names[TEXTURE_REFRACTION]="texture_refraction"; + shader_names->texture_names[TEXTURE_REFRACTION_ROUGHNESS]="texture_refraction_roughness"; + shader_names->texture_names[TEXTURE_DETAIL_MASK]="texture_detail_mask"; + shader_names->texture_names[TEXTURE_DETAIL_ALBEDO]="texture_detail_albedo"; + shader_names->texture_names[TEXTURE_DETAIL_NORMAL]="texture_detail_normal"; } -FixedMaterial::~FixedMaterial() { +void FixedSpatialMaterial::finish_shaders(){ + +#ifndef NO_THREADS + memdelete( material_mutex ); +#endif + memdelete( shader_names ); } -///////////////////////////////// + + +void FixedSpatialMaterial::_update_shader() { + + dirty_materials.remove( &element ); + + MaterialKey mk = _compute_key(); + if (mk.key==current_key.key) + return; //no update required in the end + + if (shader_map.has(current_key)) { + shader_map[current_key].users--; + if (shader_map[current_key].users==0) { + //deallocate shader, as it's no longer in use + VS::get_singleton()->free(shader_map[current_key].shader); + shader_map.erase(current_key); + } + } + + current_key=mk; + + if (shader_map.has(mk)) { + + VS::get_singleton()->material_set_shader(_get_material(),shader_map[mk].shader); + shader_map[mk].users++; + return; + } + + //must create a shader! + + String code="render_mode "; + switch(blend_mode) { + case BLEND_MODE_MIX: code+="blend_mix"; break; + case BLEND_MODE_ADD: code+="blend_add"; break; + case BLEND_MODE_SUB: code+="blend_sub"; break; + case BLEND_MODE_MUL: code+="blend_mul"; break; + } + + switch(depth_draw_mode) { + case DEPTH_DRAW_OPAQUE_ONLY: code+=",depth_draw_opaque"; break; + case DEPTH_DRAW_ALWAYS: code+=",depth_draw_always"; break; + case DEPTH_DRAW_DISABLED: code+=",depth_draw_never"; break; + case DEPTH_DRAW_ALPHA_OPAQUE_PREPASS: code+=",depth_draw_alpha_prepass"; break; + } + + switch(cull_mode) { + case CULL_BACK: code+=",cull_back"; break; + case CULL_FRONT: code+=",cull_front"; break; + case CULL_DISABLED: code+=",cull_disable"; break; + + } + + if (flags[FLAG_UNSHADED]) { + code+=",unshaded"; + } + if (flags[FLAG_ONTOP]) { + code+=",ontop"; + } + + code+=";\n"; + + + code+="uniform vec4 albedo : hint_color;\n"; + code+="uniform sampler2D albedo_texture : hint_albedo;\n"; + code+="uniform vec4 specular : hint_color;\n"; + code+="uniform float roughness : hint_range(0,1);\n"; + code+="uniform sampler2D specular_texture : hint_white;\n"; + code+="\n\n"; + + code+="\n\n"; + code+="void fragment() {\n"; + code+="\tvec4 albedo_tex = texture(albedo_texture,UV);\n"; + + if (flags[FLAG_ALBEDO_FROM_VERTEX_COLOR]) { + code+="\talbedo_tex *= COLOR;\n"; + } + + code+="\tALBEDO = albedo.rgb * albedo_tex.rgb;\n"; + if (features[FEATURE_TRANSPARENT]) { + code+="\tALPHA = albedo.a * albedo_tex.a;\n"; + } + code+="\tvec4 specular_tex = texture(specular_texture,UV);\n"; + code+="\tSPECULAR = specular.rgb * specular_tex.rgb;\n"; + code+="\tROUGHNESS = specular.a * roughness;\n"; + code+="}\n"; + + ShaderData shader_data; + shader_data.shader = VS::get_singleton()->shader_create(VS::SHADER_SPATIAL); + shader_data.users=1; + + VS::get_singleton()->shader_set_code( shader_data.shader, code ); + + shader_map[mk]=shader_data; + + VS::get_singleton()->material_set_shader(_get_material(),shader_data.shader); + +} + +void FixedSpatialMaterial::flush_changes() { + + if (material_mutex) + material_mutex->lock(); + + while (dirty_materials.first()) { + + dirty_materials.first()->self()->_update_shader(); + } + + if (material_mutex) + material_mutex->unlock(); +} + +void FixedSpatialMaterial::_queue_shader_change() { + + if (material_mutex) + material_mutex->lock(); + + if (!element.in_list()) { + dirty_materials.add(&element); + } + + if (material_mutex) + material_mutex->unlock(); + + +} + +bool FixedSpatialMaterial::_is_shader_dirty() const { + + bool dirty=false; + + if (material_mutex) + material_mutex->lock(); + + dirty=element.in_list(); + + if (material_mutex) + material_mutex->unlock(); + + return dirty; +} +void FixedSpatialMaterial::set_albedo(const Color& p_albedo) { + + albedo=p_albedo; + + VS::get_singleton()->material_set_param(_get_material(),shader_names->albedo,p_albedo); +} + +Color FixedSpatialMaterial::get_albedo() const{ + + return albedo; +} + +void FixedSpatialMaterial::set_specular(const Color& p_specular){ + + specular=p_specular; + VS::get_singleton()->material_set_param(_get_material(),shader_names->specular,p_specular); + +} +Color FixedSpatialMaterial::get_specular() const{ + + return specular; +} + +void FixedSpatialMaterial::set_roughness(float p_roughness){ + + roughness=p_roughness; + VS::get_singleton()->material_set_param(_get_material(),shader_names->roughness,p_roughness); + +} +float FixedSpatialMaterial::get_roughness() const{ + + return roughness; +} + +void FixedSpatialMaterial::set_emission(const Color& p_emission){ + + emission=p_emission; + VS::get_singleton()->material_set_param(_get_material(),shader_names->emission,p_emission); + +} +Color FixedSpatialMaterial::get_emission() const{ + + return emission; +} + +void FixedSpatialMaterial::set_normal_scale(float p_normal_scale){ + + normal_scale=p_normal_scale; + VS::get_singleton()->material_set_param(_get_material(),shader_names->normal_scale,p_normal_scale); + +} +float FixedSpatialMaterial::get_normal_scale() const{ + + return normal_scale; +} + +void FixedSpatialMaterial::set_sheen(float p_sheen){ + + sheen=p_sheen; + VS::get_singleton()->material_set_param(_get_material(),shader_names->sheen,p_sheen); + + +} +float FixedSpatialMaterial::get_sheen() const{ + + return sheen; +} + +void FixedSpatialMaterial::set_sheen_color(const Color& p_sheen_color){ + + sheen_color=p_sheen_color; + VS::get_singleton()->material_set_param(_get_material(),shader_names->sheen_color,p_sheen_color); + +} +Color FixedSpatialMaterial::get_sheen_color() const{ + + return sheen_color; +} + +void FixedSpatialMaterial::set_clearcoat(float p_clearcoat){ + + clearcoat=p_clearcoat; + VS::get_singleton()->material_set_param(_get_material(),shader_names->clearcoat,p_clearcoat); + +} + +float FixedSpatialMaterial::get_clearcoat() const{ + + return clearcoat; +} + +void FixedSpatialMaterial::set_clearcoat_gloss(float p_clearcoat_gloss){ + + clearcoat_gloss=p_clearcoat_gloss; + VS::get_singleton()->material_set_param(_get_material(),shader_names->clearcoat_gloss,p_clearcoat_gloss); + + +} + +float FixedSpatialMaterial::get_clearcoat_gloss() const{ + + return clearcoat_gloss; +} + +void FixedSpatialMaterial::set_anisotropy(float p_anisotropy){ + + anisotropy=p_anisotropy; + VS::get_singleton()->material_set_param(_get_material(),shader_names->anisotropy,p_anisotropy); + +} +float FixedSpatialMaterial::get_anisotropy() const{ + + return anisotropy; +} + +void FixedSpatialMaterial::set_height_scale(float p_height_scale){ + + height_scale=p_height_scale; + VS::get_singleton()->material_set_param(_get_material(),shader_names->height_scale,p_height_scale); + + +} + +float FixedSpatialMaterial::get_height_scale() const{ + + return height_scale; +} + +void FixedSpatialMaterial::set_subsurface_scattering(float p_subsurface_scattering){ + + subsurface_scattering=p_subsurface_scattering; + VS::get_singleton()->material_set_param(_get_material(),shader_names->subsurface_scattering,subsurface_scattering); + + +} + +float FixedSpatialMaterial::get_subsurface_scattering() const{ + + return subsurface_scattering; +} + +void FixedSpatialMaterial::set_refraction(float p_refraction){ + + refraction=p_refraction; + VS::get_singleton()->material_set_param(_get_material(),shader_names->refraction,refraction); + +} + +float FixedSpatialMaterial::get_refraction() const { + + return refraction; +} + +void FixedSpatialMaterial::set_refraction_roughness(float p_refraction_roughness) { + + refraction_roughness=p_refraction_roughness; + VS::get_singleton()->material_set_param(_get_material(),shader_names->refraction_roughness,refraction_roughness); + + +} +float FixedSpatialMaterial::get_refraction_roughness() const { + + return refraction_roughness; +} + +void FixedSpatialMaterial::set_detail_uv(DetailUV p_detail_uv) { + + if (detail_uv==p_detail_uv) + return; + + detail_uv=p_detail_uv; + _queue_shader_change(); +} +FixedSpatialMaterial::DetailUV FixedSpatialMaterial::get_detail_uv() const { + + return detail_uv; +} + +void FixedSpatialMaterial::set_blend_mode(BlendMode p_mode) { + + if (blend_mode==p_mode) + return; + + blend_mode=p_mode; + _queue_shader_change(); +} +FixedSpatialMaterial::BlendMode FixedSpatialMaterial::get_blend_mode() const { + + return blend_mode; +} + +void FixedSpatialMaterial::set_detail_blend_mode(BlendMode p_mode) { + + detail_blend_mode=p_mode; + _queue_shader_change(); +} +FixedSpatialMaterial::BlendMode FixedSpatialMaterial::get_detail_blend_mode() const { + + return detail_blend_mode; +} + +void FixedSpatialMaterial::set_depth_draw_mode(DepthDrawMode p_mode) { + + if (depth_draw_mode==p_mode) + return; + + depth_draw_mode=p_mode; + _queue_shader_change(); +} +FixedSpatialMaterial::DepthDrawMode FixedSpatialMaterial::get_depth_draw_mode() const { + + return depth_draw_mode; +} + +void FixedSpatialMaterial::set_cull_mode(CullMode p_mode) { + + if (cull_mode==p_mode) + return; + + cull_mode=p_mode; + _queue_shader_change(); +} +FixedSpatialMaterial::CullMode FixedSpatialMaterial::get_cull_mode() const { + + return cull_mode; +} + +void FixedSpatialMaterial::set_diffuse_mode(DiffuseMode p_mode) { + + if (diffuse_mode==p_mode) + return; + + diffuse_mode=p_mode; + _queue_shader_change(); +} +FixedSpatialMaterial::DiffuseMode FixedSpatialMaterial::get_diffuse_mode() const { + + return diffuse_mode; +} + +void FixedSpatialMaterial::set_flag(Flags p_flag,bool p_enabled) { + + ERR_FAIL_INDEX(p_flag,FLAG_MAX); + + if (flags[p_flag]==p_enabled) + return; + + flags[p_flag]=p_enabled; + _queue_shader_change(); +} + +bool FixedSpatialMaterial::get_flag(Flags p_flag) const { + + ERR_FAIL_INDEX_V(p_flag,FLAG_MAX,false); + return flags[p_flag]; +} + +void FixedSpatialMaterial::set_feature(Feature p_feature,bool p_enabled) { + + ERR_FAIL_INDEX(p_feature,FEATURE_MAX); + if (features[p_feature]==p_enabled) + return; + + features[p_feature]=p_enabled; + _change_notify(); + _queue_shader_change(); + + +} + +bool FixedSpatialMaterial::get_feature(Feature p_feature) const { + + ERR_FAIL_INDEX_V(p_feature,FEATURE_MAX,false); + return features[p_feature]; +} + + + +void FixedSpatialMaterial::set_texture(TextureParam p_param, const Ref<Texture> &p_texture) { + + ERR_FAIL_INDEX(p_param,TEXTURE_MAX); + textures[p_param]=p_texture; + VS::get_singleton()->material_set_param(_get_material(),shader_names->texture_names[p_param],p_texture); +} + +Ref<Texture> FixedSpatialMaterial::get_texture(TextureParam p_param) const { + + ERR_FAIL_INDEX_V(p_param,TEXTURE_MAX,Ref<Texture>()); + return textures[p_param]; +} + + +void FixedSpatialMaterial::_validate_feature(const String& text, Feature feature,PropertyInfo& property) const { + if (property.name.begins_with(text) && property.name!=text+"/enabled" && !features[feature]) { + property.usage=0; + } +} + +void FixedSpatialMaterial::_validate_property(PropertyInfo& property) const { + _validate_feature("normal",FEATURE_NORMAL_MAPPING,property); + _validate_feature("sheen",FEATURE_SHEEN,property); + _validate_feature("clearcoat",FEATURE_CLEARCOAT,property); + _validate_feature("anisotropy",FEATURE_ANISOTROPY,property); + _validate_feature("ao",FEATURE_AMBIENT_OCCLUSION,property); + _validate_feature("height",FEATURE_HEIGHT_MAPPING,property); + _validate_feature("subsurf_scatter",FEATURE_SUBSURACE_SCATTERING,property); + _validate_feature("refraction",FEATURE_REFRACTION,property); + _validate_feature("detail",FEATURE_DETAIL,property); + +} + +void FixedSpatialMaterial::_bind_methods() { + + + ObjectTypeDB::bind_method(_MD("set_albedo","albedo"),&FixedSpatialMaterial::set_albedo); + ObjectTypeDB::bind_method(_MD("get_albedo"),&FixedSpatialMaterial::get_albedo); + + ObjectTypeDB::bind_method(_MD("set_specular","specular"),&FixedSpatialMaterial::set_specular); + ObjectTypeDB::bind_method(_MD("get_specular"),&FixedSpatialMaterial::get_specular); + + ObjectTypeDB::bind_method(_MD("set_roughness","roughness"),&FixedSpatialMaterial::set_roughness); + ObjectTypeDB::bind_method(_MD("get_roughness"),&FixedSpatialMaterial::get_roughness); + + ObjectTypeDB::bind_method(_MD("set_emission","emission"),&FixedSpatialMaterial::set_emission); + ObjectTypeDB::bind_method(_MD("get_emission"),&FixedSpatialMaterial::get_emission); + + ObjectTypeDB::bind_method(_MD("set_normal_scale","normal_scale"),&FixedSpatialMaterial::set_normal_scale); + ObjectTypeDB::bind_method(_MD("get_normal_scale"),&FixedSpatialMaterial::get_normal_scale); + + ObjectTypeDB::bind_method(_MD("set_sheen","sheen"),&FixedSpatialMaterial::set_sheen); + ObjectTypeDB::bind_method(_MD("get_sheen"),&FixedSpatialMaterial::get_sheen); + + ObjectTypeDB::bind_method(_MD("set_sheen_color","sheen_color"),&FixedSpatialMaterial::set_sheen_color); + ObjectTypeDB::bind_method(_MD("get_sheen_color"),&FixedSpatialMaterial::get_sheen_color); + + ObjectTypeDB::bind_method(_MD("set_clearcoat","clearcoat"),&FixedSpatialMaterial::set_clearcoat); + ObjectTypeDB::bind_method(_MD("get_clearcoat"),&FixedSpatialMaterial::get_clearcoat); + + ObjectTypeDB::bind_method(_MD("set_clearcoat_gloss","clearcoat_gloss"),&FixedSpatialMaterial::set_clearcoat_gloss); + ObjectTypeDB::bind_method(_MD("get_clearcoat_gloss"),&FixedSpatialMaterial::get_clearcoat_gloss); + + ObjectTypeDB::bind_method(_MD("set_anisotropy","anisotropy"),&FixedSpatialMaterial::set_anisotropy); + ObjectTypeDB::bind_method(_MD("get_anisotropy"),&FixedSpatialMaterial::get_anisotropy); + + ObjectTypeDB::bind_method(_MD("set_height_scale","height_scale"),&FixedSpatialMaterial::set_height_scale); + ObjectTypeDB::bind_method(_MD("get_height_scale"),&FixedSpatialMaterial::get_height_scale); + + ObjectTypeDB::bind_method(_MD("set_subsurface_scattering","subsurface_scattering"),&FixedSpatialMaterial::set_subsurface_scattering); + ObjectTypeDB::bind_method(_MD("get_subsurface_scattering"),&FixedSpatialMaterial::get_subsurface_scattering); + + ObjectTypeDB::bind_method(_MD("set_refraction","refraction"),&FixedSpatialMaterial::set_refraction); + ObjectTypeDB::bind_method(_MD("get_refraction"),&FixedSpatialMaterial::get_refraction); + + ObjectTypeDB::bind_method(_MD("set_refraction_roughness","refraction_roughness"),&FixedSpatialMaterial::set_refraction_roughness); + ObjectTypeDB::bind_method(_MD("get_refraction_roughness"),&FixedSpatialMaterial::get_refraction_roughness); + + ObjectTypeDB::bind_method(_MD("set_detail_uv","detail_uv"),&FixedSpatialMaterial::set_detail_uv); + ObjectTypeDB::bind_method(_MD("get_detail_uv"),&FixedSpatialMaterial::get_detail_uv); + + ObjectTypeDB::bind_method(_MD("set_blend_mode","blend_mode"),&FixedSpatialMaterial::set_blend_mode); + ObjectTypeDB::bind_method(_MD("get_blend_mode"),&FixedSpatialMaterial::get_blend_mode); + + ObjectTypeDB::bind_method(_MD("set_depth_draw_mode","depth_draw_mode"),&FixedSpatialMaterial::set_depth_draw_mode); + ObjectTypeDB::bind_method(_MD("get_depth_draw_mode"),&FixedSpatialMaterial::get_depth_draw_mode); + + ObjectTypeDB::bind_method(_MD("set_cull_mode","cull_mode"),&FixedSpatialMaterial::set_cull_mode); + ObjectTypeDB::bind_method(_MD("get_cull_mode"),&FixedSpatialMaterial::get_cull_mode); + + ObjectTypeDB::bind_method(_MD("set_diffuse_mode","diffuse_mode"),&FixedSpatialMaterial::set_diffuse_mode); + ObjectTypeDB::bind_method(_MD("get_diffuse_mode"),&FixedSpatialMaterial::get_diffuse_mode); + + ObjectTypeDB::bind_method(_MD("set_flag","flag","enable"),&FixedSpatialMaterial::set_flag); + ObjectTypeDB::bind_method(_MD("get_flag"),&FixedSpatialMaterial::get_flag); + + ObjectTypeDB::bind_method(_MD("set_feature","feature","enable"),&FixedSpatialMaterial::set_feature); + ObjectTypeDB::bind_method(_MD("get_feature","feature"),&FixedSpatialMaterial::get_feature); + + ObjectTypeDB::bind_method(_MD("set_texture","param:Texture","texture"),&FixedSpatialMaterial::set_texture); + ObjectTypeDB::bind_method(_MD("get_texture:Texture","param:Texture"),&FixedSpatialMaterial::get_texture); + + ObjectTypeDB::bind_method(_MD("set_detail_blend_mode","detail_blend_mode"),&FixedSpatialMaterial::set_detail_blend_mode); + ObjectTypeDB::bind_method(_MD("get_detail_blend_mode"),&FixedSpatialMaterial::get_detail_blend_mode); + + ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"flags/transparent"),_SCS("set_feature"),_SCS("get_feature"),FEATURE_TRANSPARENT); + ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"flags/unshaded"),_SCS("set_flag"),_SCS("get_flag"),FLAG_UNSHADED); + ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"flags/on_top"),_SCS("set_flag"),_SCS("get_flag"),FLAG_ONTOP); + ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"flags/vcol_albedo"),_SCS("set_flag"),_SCS("get_flag"),FLAG_ALBEDO_FROM_VERTEX_COLOR); + + ADD_PROPERTY(PropertyInfo(Variant::INT,"params/diffuse_mode",PROPERTY_HINT_ENUM,"Labert,Lambert Wrap,Oren Nayar,Burley"),_SCS("set_diffuse_mode"),_SCS("get_diffuse_mode")); + ADD_PROPERTY(PropertyInfo(Variant::INT,"params/blend_mode",PROPERTY_HINT_ENUM,"Mix,Add,Sub,Mul"),_SCS("set_blend_mode"),_SCS("get_blend_mode")); + ADD_PROPERTY(PropertyInfo(Variant::INT,"params/cull_mode",PROPERTY_HINT_ENUM,"Back,Front,Disabled"),_SCS("set_cull_mode"),_SCS("get_cull_mode")); + ADD_PROPERTY(PropertyInfo(Variant::INT,"params/depth_draw_mode",PROPERTY_HINT_ENUM,"Opaque Only,Always,Never,Opaque Pre-Pass"),_SCS("set_depth_draw_mode"),_SCS("get_depth_draw_mode")); + + ADD_PROPERTY(PropertyInfo(Variant::COLOR,"albedo/color"),_SCS("set_albedo"),_SCS("get_albedo")); + ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"albedo/texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_ALBEDO); + + ADD_PROPERTY(PropertyInfo(Variant::COLOR,"specular/color"),_SCS("set_specular"),_SCS("get_specular")); + ADD_PROPERTY(PropertyInfo(Variant::REAL,"specular/roughness",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_roughness"),_SCS("get_roughness")); + ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"specular/texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_SPECULAR); + + ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"normal/enabled"),_SCS("set_feature"),_SCS("get_feature"),FEATURE_NORMAL_MAPPING); + ADD_PROPERTY(PropertyInfo(Variant::REAL,"normal/scale",PROPERTY_HINT_RANGE,"-16,16,0.01"),_SCS("set_normal_scale"),_SCS("get_normal_scale")); + ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"normal/texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_NORMAL); + + ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"sheen/enabled"),_SCS("set_feature"),_SCS("get_feature"),FEATURE_SHEEN); + ADD_PROPERTY(PropertyInfo(Variant::REAL,"sheen/amount",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_sheen"),_SCS("get_sheen")); + ADD_PROPERTY(PropertyInfo(Variant::REAL,"sheen/color"),_SCS("set_sheen_color"),_SCS("get_sheen_color")); + ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"sheen/texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_SHEEN); + + ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"clearcoat/enabled"),_SCS("set_feature"),_SCS("get_feature"),FEATURE_CLEARCOAT); + ADD_PROPERTY(PropertyInfo(Variant::REAL,"clearcoat/amount",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_clearcoat"),_SCS("get_clearcoat")); + ADD_PROPERTY(PropertyInfo(Variant::REAL,"clearcoat/gloss"),_SCS("set_clearcoat_gloss"),_SCS("get_clearcoat_gloss")); + ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"clearcoat/texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_CLEARCOAT); + + ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"anisotropy/enabled"),_SCS("set_feature"),_SCS("get_feature"),FEATURE_ANISOTROPY); + ADD_PROPERTY(PropertyInfo(Variant::REAL,"anisotropy/amount",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_anisotropy"),_SCS("get_anisotropy")); + ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"anisotropy/texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_ANISOTROPY); + + ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"ao/enabled"),_SCS("set_feature"),_SCS("get_feature"),FEATURE_AMBIENT_OCCLUSION); + ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"ao/texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_AMBIENT_OCCLUSION); + + ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"height/enabled"),_SCS("set_feature"),_SCS("get_feature"),FEATURE_HEIGHT_MAPPING); + ADD_PROPERTY(PropertyInfo(Variant::REAL,"height/scale",PROPERTY_HINT_RANGE,"-16,16,0.01"),_SCS("set_height_scale"),_SCS("get_height_scale")); + ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"height/texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_HEIGHT); + + ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"subsurf_scatter/enabled"),_SCS("set_feature"),_SCS("get_feature"),FEATURE_SUBSURACE_SCATTERING); + ADD_PROPERTY(PropertyInfo(Variant::REAL,"subsurf_scatter/amount",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_subsurface_scattering"),_SCS("get_subsurface_scattering")); + ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"subsurf_scatter/texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_SUBSURFACE_SCATTERING); + + ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"refraction/enabled"),_SCS("set_feature"),_SCS("get_feature"),FEATURE_REFRACTION); + ADD_PROPERTY(PropertyInfo(Variant::REAL,"refraction/displacement",PROPERTY_HINT_RANGE,"-1,1,0.01"),_SCS("set_refraction"),_SCS("get_refraction")); + ADD_PROPERTY(PropertyInfo(Variant::REAL,"refraction/roughness",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_refraction_roughness"),_SCS("get_refraction_roughness")); + ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"refraction/texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_REFRACTION); + + ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"detail/enabled"),_SCS("set_feature"),_SCS("get_feature"),FEATURE_DETAIL); + ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"detail/mask",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_DETAIL_MASK); + ADD_PROPERTY(PropertyInfo(Variant::INT,"detail/blend_mode",PROPERTY_HINT_ENUM,"Mix,Add,Sub,Mul"),_SCS("set_detail_blend_mode"),_SCS("get_detail_blend_mode")); + ADD_PROPERTY(PropertyInfo(Variant::INT,"detail/uv_layer",PROPERTY_HINT_ENUM,"UV1,UV2"),_SCS("set_detail_uv"),_SCS("get_detail_uv")); + ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"detail/albedo",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_DETAIL_ALBEDO); + ADD_PROPERTYI(PropertyInfo(Variant::OBJECT,"detail/normal",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"),TEXTURE_DETAIL_NORMAL); + + BIND_CONSTANT( TEXTURE_ALBEDO ); + BIND_CONSTANT( TEXTURE_SPECULAR ); + BIND_CONSTANT( TEXTURE_EMISSION ); + BIND_CONSTANT( TEXTURE_NORMAL ); + BIND_CONSTANT( TEXTURE_SHEEN ); + BIND_CONSTANT( TEXTURE_CLEARCOAT ); + BIND_CONSTANT( TEXTURE_ANISOTROPY ); + BIND_CONSTANT( TEXTURE_AMBIENT_OCCLUSION ); + BIND_CONSTANT( TEXTURE_HEIGHT ); + BIND_CONSTANT( TEXTURE_SUBSURFACE_SCATTERING ); + BIND_CONSTANT( TEXTURE_REFRACTION ); + BIND_CONSTANT( TEXTURE_REFRACTION_ROUGHNESS ); + BIND_CONSTANT( TEXTURE_DETAIL_MASK ); + BIND_CONSTANT( TEXTURE_DETAIL_ALBEDO ); + BIND_CONSTANT( TEXTURE_DETAIL_NORMAL ); + BIND_CONSTANT( TEXTURE_MAX ); + + + BIND_CONSTANT( DETAIL_UV_1 ); + BIND_CONSTANT( DETAIL_UV_2 ); + + BIND_CONSTANT( FEATURE_TRANSPARENT ); + BIND_CONSTANT( FEATURE_EMISSION ); + BIND_CONSTANT( FEATURE_NORMAL_MAPPING ); + BIND_CONSTANT( FEATURE_SHEEN ); + BIND_CONSTANT( FEATURE_CLEARCOAT ); + BIND_CONSTANT( FEATURE_ANISOTROPY ); + BIND_CONSTANT( FEATURE_AMBIENT_OCCLUSION ); + BIND_CONSTANT( FEATURE_HEIGHT_MAPPING ); + BIND_CONSTANT( FEATURE_SUBSURACE_SCATTERING ); + BIND_CONSTANT( FEATURE_REFRACTION ); + BIND_CONSTANT( FEATURE_DETAIL ); + BIND_CONSTANT( FEATURE_MAX ); + + BIND_CONSTANT( BLEND_MODE_MIX ); + BIND_CONSTANT( BLEND_MODE_ADD ); + BIND_CONSTANT( BLEND_MODE_SUB ); + BIND_CONSTANT( BLEND_MODE_MUL ); + + BIND_CONSTANT( DEPTH_DRAW_OPAQUE_ONLY ); + BIND_CONSTANT( DEPTH_DRAW_ALWAYS ); + BIND_CONSTANT( DEPTH_DRAW_DISABLED ); + BIND_CONSTANT( DEPTH_DRAW_ALPHA_OPAQUE_PREPASS ); + + + BIND_CONSTANT( CULL_BACK ); + BIND_CONSTANT( CULL_FRONT ); + BIND_CONSTANT( CULL_DISABLED ); + + BIND_CONSTANT( FLAG_UNSHADED ); + BIND_CONSTANT( FLAG_ONTOP ); + BIND_CONSTANT( FLAG_ALBEDO_FROM_VERTEX_COLOR ); + BIND_CONSTANT( FLAG_MAX ); + + BIND_CONSTANT( DIFFUSE_LAMBERT ); + BIND_CONSTANT( DIFFUSE_LAMBERT_WRAP ); + BIND_CONSTANT( DIFFUSE_OREN_NAYAR ); + BIND_CONSTANT( DIFFUSE_BURLEY ); +} + + +FixedSpatialMaterial::FixedSpatialMaterial() : element(this) { + + //initialize to right values + set_albedo(Color(0.7,0.7,0.7,1.0)); + set_specular(Color(0.1,0.1,0.1)); + set_roughness(0.0); + set_emission(Color(0,0,0)); + set_normal_scale(1); + set_sheen(0); + set_sheen_color(Color(1,1,1,1)); + set_clearcoat(0); + set_clearcoat_gloss(0.5); + set_anisotropy(0); + set_height_scale(1); + set_subsurface_scattering(0); + set_refraction(0); + set_refraction_roughness(0); + + detail_uv=DETAIL_UV_1; + blend_mode=BLEND_MODE_MIX; + detail_blend_mode=BLEND_MODE_MIX; + depth_draw_mode=DEPTH_DRAW_OPAQUE_ONLY; + cull_mode=CULL_BACK; + for(int i=0;i<FLAG_MAX;i++) { + flags[i]=0; + } + diffuse_mode=DIFFUSE_LAMBERT; + + for(int i=0;i<FEATURE_MAX;i++) { + features[i]=false; + } + + current_key.key=0; + current_key.invalid_key=1; + _queue_shader_change(); +} + +FixedSpatialMaterial::~FixedSpatialMaterial() { + + if (material_mutex) + material_mutex->lock(); + + if (shader_map.has(current_key)) { + shader_map[current_key].users--; + if (shader_map[current_key].users==0) { + //deallocate shader, as it's no longer in use + VS::get_singleton()->free(shader_map[current_key].shader); + shader_map.erase(current_key); + } + + VS::get_singleton()->material_set_shader(_get_material(),RID()); + } + + + if (material_mutex) + material_mutex->unlock(); + +} |