godot/scene/resources/material.h

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/*************************************************************************/
/* material.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
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/* 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. */
/*************************************************************************/
#ifndef MATERIAL_H
#define MATERIAL_H
#include "servers/visual_server.h"
#include "scene/resources/texture.h"
#include "scene/resources/shader.h"
#include "resource.h"
#include "servers/visual/shader_language.h"
#include "self_list.h"
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/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class Material : public Resource {
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OBJ_TYPE(Material,Resource);
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RES_BASE_EXTENSION("mtl");
OBJ_SAVE_TYPE( Material );
RID material;
protected:
_FORCE_INLINE_ RID _get_material() const { return material; }
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public:
virtual RID get_rid() const;
Material();
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virtual ~Material();
};
class FixedSpatialMaterial : public Material {
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OBJ_TYPE(FixedSpatialMaterial,Material)
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public:
enum TextureParam {
TEXTURE_ALBEDO,
TEXTURE_SPECULAR,
TEXTURE_EMISSION,
TEXTURE_NORMAL,
TEXTURE_SHEEN,
TEXTURE_CLEARCOAT,
TEXTURE_ANISOTROPY,
TEXTURE_AMBIENT_OCCLUSION,
TEXTURE_HEIGHT,
TEXTURE_SUBSURFACE_SCATTERING,
TEXTURE_REFRACTION,
TEXTURE_REFRACTION_ROUGHNESS,
TEXTURE_DETAIL_MASK,
TEXTURE_DETAIL_ALBEDO,
TEXTURE_DETAIL_NORMAL,
TEXTURE_MAX
};
enum DetailUV {
DETAIL_UV_1,
DETAIL_UV_2
};
enum Feature {
FEATURE_TRANSPARENT,
FEATURE_EMISSION,
FEATURE_NORMAL_MAPPING,
FEATURE_SHEEN,
FEATURE_CLEARCOAT,
FEATURE_ANISOTROPY,
FEATURE_AMBIENT_OCCLUSION,
FEATURE_HEIGHT_MAPPING,
FEATURE_SUBSURACE_SCATTERING,
FEATURE_REFRACTION,
FEATURE_DETAIL,
FEATURE_MAX
};
enum BlendMode {
BLEND_MODE_MIX,
BLEND_MODE_ADD,
BLEND_MODE_SUB,
BLEND_MODE_MUL,
};
enum DepthDrawMode {
DEPTH_DRAW_OPAQUE_ONLY,
DEPTH_DRAW_ALWAYS,
DEPTH_DRAW_DISABLED,
DEPTH_DRAW_ALPHA_OPAQUE_PREPASS
};
enum CullMode {
CULL_BACK,
CULL_FRONT,
CULL_DISABLED
};
enum Flags {
FLAG_UNSHADED,
FLAG_ONTOP,
FLAG_ALBEDO_FROM_VERTEX_COLOR,
FLAG_MAX
};
enum DiffuseMode {
DIFFUSE_LAMBERT,
DIFFUSE_LAMBERT_WRAP,
DIFFUSE_OREN_NAYAR,
DIFFUSE_BURLEY,
};
private:
union MaterialKey {
struct {
uint32_t feature_mask : 16;
uint32_t detail_uv : 1;
uint32_t blend_mode : 2;
uint32_t depth_draw_mode : 2;
uint32_t cull_mode : 2;
uint32_t flags : 3;
uint32_t detail_blend_mode : 2;
uint32_t diffuse_mode : 2;
uint32_t invalid_key : 1;
};
uint32_t key;
bool operator<(const MaterialKey& p_key) const {
return key < p_key.key;
}
};
struct ShaderData {
RID shader;
int users;
};
static Map<MaterialKey,ShaderData> shader_map;
MaterialKey current_key;
_FORCE_INLINE_ MaterialKey _compute_key() const {
MaterialKey mk;
mk.key=0;
for(int i=0;i<FEATURE_MAX;i++) {
if (features[i]) {
mk.feature_mask|=(1<<i);
}
}
mk.detail_uv=detail_uv;
mk.blend_mode=blend_mode;
mk.depth_draw_mode=depth_draw_mode;
mk.cull_mode=cull_mode;
for(int i=0;i<FLAG_MAX;i++) {
if (flags[i]) {
mk.flags|=(1<<i);
}
}
mk.detail_blend_mode=detail_blend_mode;
mk.diffuse_mode=diffuse_mode;
return mk;
}
struct ShaderNames {
StringName albedo;
StringName specular;
StringName roughness;
StringName emission;
StringName normal_scale;
StringName sheen;
StringName sheen_color;
StringName clearcoat;
StringName clearcoat_gloss;
StringName anisotropy;
StringName height_scale;
StringName subsurface_scattering;
StringName refraction;
StringName refraction_roughness;
StringName texture_names[TEXTURE_MAX];
};
static Mutex *material_mutex;
static SelfList<FixedSpatialMaterial>::List dirty_materials;
static ShaderNames* shader_names;
SelfList<FixedSpatialMaterial> element;
void _update_shader();
_FORCE_INLINE_ void _queue_shader_change();
_FORCE_INLINE_ bool _is_shader_dirty() const;
Color albedo;
Color specular;
float roughness;
Color emission;
float normal_scale;
float sheen;
Color sheen_color;
float clearcoat;
float clearcoat_gloss;
float anisotropy;
float height_scale;
float subsurface_scattering;
float refraction;
float refraction_roughness;
DetailUV detail_uv;
BlendMode blend_mode;
BlendMode detail_blend_mode;
DepthDrawMode depth_draw_mode;
CullMode cull_mode;
bool flags[FLAG_MAX];
DiffuseMode diffuse_mode;
bool features[FEATURE_MAX];
Ref<Texture> textures[TEXTURE_MAX];
_FORCE_INLINE_ void _validate_feature(const String& text, Feature feature,PropertyInfo& property) const;
protected:
static void _bind_methods();
void _validate_property(PropertyInfo& property) const;
public:
void set_albedo(const Color& p_albedo);
Color get_albedo() const;
void set_specular(const Color& p_specular);
Color get_specular() const;
void set_roughness(float p_roughness);
float get_roughness() const;
void set_emission(const Color& p_emission);
Color get_emission() const;
void set_normal_scale(float p_normal_scale);
float get_normal_scale() const;
void set_sheen(float p_sheen);
float get_sheen() const;
void set_sheen_color(const Color& p_sheen_color);
Color get_sheen_color() const;
void set_clearcoat(float p_clearcoat);
float get_clearcoat() const;
void set_clearcoat_gloss(float p_clearcoat_gloss);
float get_clearcoat_gloss() const;
void set_anisotropy(float p_anisotropy);
float get_anisotropy() const;
void set_height_scale(float p_height_scale);
float get_height_scale() const;
void set_subsurface_scattering(float p_subsurface_scattering);
float get_subsurface_scattering() const;
void set_refraction(float p_refraction);
float get_refraction() const;
void set_refraction_roughness(float p_refraction_roughness);
float get_refraction_roughness() const;
void set_detail_uv(DetailUV p_detail_uv);
DetailUV get_detail_uv() const;
void set_blend_mode(BlendMode p_mode);
BlendMode get_blend_mode() const;
void set_detail_blend_mode(BlendMode p_mode);
BlendMode get_detail_blend_mode() const;
void set_depth_draw_mode(DepthDrawMode p_mode);
DepthDrawMode get_depth_draw_mode() const;
void set_cull_mode(CullMode p_mode);
CullMode get_cull_mode() const;
void set_diffuse_mode(DiffuseMode p_mode);
DiffuseMode get_diffuse_mode() const;
void set_flag(Flags p_flag,bool p_enabled);
bool get_flag(Flags p_flag) const;
void set_texture(TextureParam p_param,const Ref<Texture>& p_texture);
Ref<Texture> get_texture(TextureParam p_param) const;
void set_feature(Feature p_feature,bool p_enabled);
bool get_feature(Feature p_feature) const;
static void init_shaders();
static void finish_shaders();
static void flush_changes();
FixedSpatialMaterial();
virtual ~FixedSpatialMaterial();
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};
VARIANT_ENUM_CAST( FixedSpatialMaterial::TextureParam )
VARIANT_ENUM_CAST( FixedSpatialMaterial::DetailUV )
VARIANT_ENUM_CAST( FixedSpatialMaterial::Feature )
VARIANT_ENUM_CAST( FixedSpatialMaterial::BlendMode )
VARIANT_ENUM_CAST( FixedSpatialMaterial::DepthDrawMode )
VARIANT_ENUM_CAST( FixedSpatialMaterial::CullMode )
VARIANT_ENUM_CAST( FixedSpatialMaterial::Flags )
VARIANT_ENUM_CAST( FixedSpatialMaterial::DiffuseMode )
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//////////////////////
#endif