godot/servers/rendering/instance_uniforms.cpp

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/**************************************************************************/
/* instance_uniforms.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 "instance_uniforms.h"
#include "rendering_server_globals.h"
void InstanceUniforms::free(RID p_self) {
ERR_FAIL_COND(p_self.is_null());
if (is_allocated()) {
RSG::material_storage->global_shader_parameters_instance_free(p_self);
_location = -1;
}
_invalidate_items();
}
void InstanceUniforms::materials_start() {
_invalidate_items();
}
void InstanceUniforms::materials_append(RID p_material) {
ERR_FAIL_COND(p_material.is_null());
List<RendererMaterialStorage::InstanceShaderParam> params;
RSG::material_storage->material_get_instance_shader_parameters(p_material, &params);
for (const RendererMaterialStorage::InstanceShaderParam &srcp : params) {
StringName name = srcp.info.name;
if (Item *ptr = _parameters.getptr(name); ptr) {
if (!ptr->is_valid()) {
_init_param(*ptr, srcp);
} else if (ptr->index != srcp.index) {
WARN_PRINT("More than one material in instance export the same instance shader uniform '" + srcp.info.name +
"', but they do it with different indices. Only the first one (in order) will display correctly.");
} else if (ptr->info.type != srcp.info.type) {
WARN_PRINT("More than one material in instance export the same instance shader uniform '" + srcp.info.name +
"', but they do it with different data types. Only the first one (in order) will display correctly.");
}
} else {
Item i;
_init_param(i, srcp);
_parameters[name] = i;
}
}
}
bool InstanceUniforms::materials_finish(RID p_self) {
ERR_FAIL_COND_V(p_self.is_null(), false);
if (_parameters.is_empty()) {
if (is_allocated()) {
free(p_self);
return true;
}
return false;
}
const bool should_alloc = !is_allocated();
if (should_alloc) {
_location = RSG::material_storage->global_shader_parameters_instance_allocate(p_self);
}
for (KeyValue<StringName, Item> &kv : _parameters) {
Item &i = kv.value;
if (i.is_valid()) {
RSG::material_storage->global_shader_parameters_instance_update(p_self, i.index, i.value, i.flags);
}
}
return should_alloc;
}
Variant InstanceUniforms::get(const StringName &p_name) const {
if (const Item *ptr = _parameters.getptr(p_name); ptr) {
return ptr->value;
}
return Variant();
}
void InstanceUniforms::set(RID p_self, const StringName &p_name, const Variant &p_value) {
ERR_FAIL_COND(p_self.is_null());
ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT);
if (Item *ptr = _parameters.getptr(p_name); ptr) {
ptr->value = p_value;
if (ptr->is_valid()) {
RSG::material_storage->global_shader_parameters_instance_update(p_self, ptr->index, ptr->value, ptr->flags);
}
} else {
Item i; // Initialize in materials_finish.
i.value = p_value;
_parameters[p_name] = i;
}
}
Variant InstanceUniforms::get_default(const StringName &p_name) const {
if (const Item *ptr = _parameters.getptr(p_name); ptr) {
return ptr->default_value;
}
return Variant();
}
void InstanceUniforms::get_property_list(List<PropertyInfo> &r_parameters) const {
Vector<StringName> names;
// Invalid items won't be saved, but will remain in memory in case of shader compilation failure.
for (const KeyValue<StringName, Item> &kv : _parameters) {
if (kv.value.is_valid()) {
names.push_back(kv.key);
}
}
names.sort_custom<StringName::AlphCompare>();
for (const StringName &n : names) {
PropertyInfo pinfo = _parameters[n].info;
r_parameters.push_back(pinfo);
}
}
void InstanceUniforms::_init_param(Item &r_item, const RendererMaterialStorage::InstanceShaderParam &p_param) const {
r_item.index = p_param.index;
r_item.flags = 0;
r_item.info = p_param.info;
r_item.default_value = p_param.default_value;
if (r_item.default_value.get_type() == Variant::NIL) {
Callable::CallError cerr;
Variant::construct(r_item.info.type, r_item.default_value, nullptr, 0, cerr);
}
if (r_item.value.get_type() == Variant::NIL) {
r_item.value = r_item.default_value;
}
if (r_item.info.hint == PROPERTY_HINT_FLAGS) {
// HACK: Detect boolean flags count and prevent overhead.
switch (r_item.info.hint_string.length()) {
case 3: // "x,y"
r_item.flags = 1;
break;
case 5: // "x,y,z"
r_item.flags = 2;
break;
case 7: // "x,y,z,w"
r_item.flags = 3;
break;
}
}
}
void InstanceUniforms::_invalidate_items() {
for (KeyValue<StringName, Item> &kv : _parameters) {
kv.value.index = -1;
}
}