summaryrefslogtreecommitdiffstats
path: root/scene/resources/sky_material.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'scene/resources/sky_material.cpp')
-rw-r--r--scene/resources/sky_material.cpp191
1 files changed, 191 insertions, 0 deletions
diff --git a/scene/resources/sky_material.cpp b/scene/resources/sky_material.cpp
new file mode 100644
index 0000000000..8c2b339015
--- /dev/null
+++ b/scene/resources/sky_material.cpp
@@ -0,0 +1,191 @@
+/*************************************************************************/
+/* sky_material.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 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. */
+/*************************************************************************/
+
+#include "sky_material.h"
+
+Mutex *SkyMaterial::material_mutex = NULL;
+SelfList<SkyMaterial>::List *SkyMaterial::dirty_materials = NULL;
+Map<SkyMaterial::MaterialKey, SkyMaterial::ShaderData> SkyMaterial::shader_map;
+SkyMaterial::ShaderNames *SkyMaterial::shader_names = NULL;
+
+void SkyMaterial::init_shaders() {
+
+#ifndef NO_THREADS
+ material_mutex = Mutex::create();
+#endif
+
+ dirty_materials = memnew(SelfList<SkyMaterial>::List);
+
+ shader_names = memnew(ShaderNames);
+
+ shader_names->placeholder = "placeholder";
+}
+
+void SkyMaterial::finish_shaders() {
+
+#ifndef NO_THREADS
+ memdelete(material_mutex);
+#endif
+
+ memdelete(dirty_materials);
+ dirty_materials = NULL;
+
+ memdelete(shader_names);
+}
+
+void SkyMaterial::_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 = "shader_type sky;\n";
+
+ ShaderData shader_data;
+ shader_data.shader = VS::get_singleton()->shader_create();
+ 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 SkyMaterial::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 SkyMaterial::_queue_shader_change() {
+
+ if (material_mutex)
+ material_mutex->lock();
+
+ if (!element.in_list()) {
+ dirty_materials->add(&element);
+ }
+
+ if (material_mutex)
+ material_mutex->unlock();
+}
+
+bool SkyMaterial::_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;
+}
+
+
+RID SkyMaterial::get_shader_rid() const {
+
+ ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
+ return shader_map[current_key].shader;
+}
+
+void SkyMaterial::_validate_property(PropertyInfo &property) const {
+
+}
+
+Shader::Mode SkyMaterial::get_shader_mode() const {
+
+ return Shader::MODE_SKY;
+}
+
+void SkyMaterial::_bind_methods() {
+
+}
+
+SkyMaterial::SkyMaterial() :
+ element(this) {
+
+
+ _queue_shader_change();
+}
+
+SkyMaterial::~SkyMaterial() {
+
+ 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();
+}