godot/scene/resources/material.cpp

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/*************************************************************************/
/* material.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
2016-01-01 14:50:53 +01:00
/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
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/* */
/* 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 "material.h"
#include "scene/scene_string_names.h"
RID Material::get_rid() const {
return material;
}
Material::Material() {
material=VisualServer::get_singleton()->material_create();
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}
Material::~Material() {
VisualServer::get_singleton()->free(material);
}
/////////////////////////////////
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 );
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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";
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}
void FixedSpatialMaterial::finish_shaders(){
#ifndef NO_THREADS
memdelete( material_mutex );
#endif
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memdelete( shader_names );
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}
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();
}