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/*************************************************************************/
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/* canvas_item_material.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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2022-01-04 04:27:34 +08:00
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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2021-08-13 07:05:59 +08:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef CANVAS_ITEM_MATERIAL_H
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#define CANVAS_ITEM_MATERIAL_H
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#include "scene/resources/material.h"
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class CanvasItemMaterial : public Material {
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GDCLASS(CanvasItemMaterial, Material);
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public:
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enum BlendMode {
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BLEND_MODE_MIX,
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BLEND_MODE_ADD,
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BLEND_MODE_SUB,
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BLEND_MODE_MUL,
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BLEND_MODE_PREMULT_ALPHA,
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BLEND_MODE_DISABLED
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};
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enum LightMode {
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LIGHT_MODE_NORMAL,
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LIGHT_MODE_UNSHADED,
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LIGHT_MODE_LIGHT_ONLY
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};
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private:
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union MaterialKey {
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struct {
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uint32_t blend_mode : 4;
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uint32_t light_mode : 4;
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uint32_t particles_animation : 1;
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uint32_t invalid_key : 1;
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};
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uint32_t key = 0;
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static uint32_t hash(const MaterialKey &p_key) {
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return hash_murmur3_one_32(p_key.key);
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}
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bool operator==(const MaterialKey &p_key) const {
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return key == p_key.key;
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}
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};
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struct ShaderNames {
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StringName particles_anim_h_frames;
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StringName particles_anim_v_frames;
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StringName particles_anim_loop;
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};
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static ShaderNames *shader_names;
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struct ShaderData {
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RID shader;
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int users = 0;
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};
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static HashMap<MaterialKey, ShaderData, MaterialKey> shader_map;
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MaterialKey current_key;
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_FORCE_INLINE_ MaterialKey _compute_key() const {
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MaterialKey mk;
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mk.key = 0;
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mk.blend_mode = blend_mode;
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mk.light_mode = light_mode;
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mk.particles_animation = particles_animation;
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return mk;
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}
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static Mutex material_mutex;
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static SelfList<CanvasItemMaterial>::List *dirty_materials;
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SelfList<CanvasItemMaterial> element;
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void _update_shader();
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_FORCE_INLINE_ void _queue_shader_change();
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_FORCE_INLINE_ bool _is_shader_dirty() const;
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2021-09-07 23:39:37 +08:00
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bool is_initialized = false;
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BlendMode blend_mode = BLEND_MODE_MIX;
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LightMode light_mode = LIGHT_MODE_NORMAL;
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bool particles_animation = false;
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2022-05-02 22:28:25 +08:00
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// Proper values set in constructor.
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int particles_anim_h_frames = 0;
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int particles_anim_v_frames = 0;
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bool particles_anim_loop = false;
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protected:
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static void _bind_methods();
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void _validate_property(PropertyInfo &p_property) const;
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public:
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void set_blend_mode(BlendMode p_blend_mode);
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BlendMode get_blend_mode() const;
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void set_light_mode(LightMode p_light_mode);
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LightMode get_light_mode() const;
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void set_particles_animation(bool p_particles_anim);
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bool get_particles_animation() const;
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void set_particles_anim_h_frames(int p_frames);
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int get_particles_anim_h_frames() const;
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void set_particles_anim_v_frames(int p_frames);
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int get_particles_anim_v_frames() const;
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void set_particles_anim_loop(bool p_loop);
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bool get_particles_anim_loop() const;
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static void init_shaders();
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static void finish_shaders();
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static void flush_changes();
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virtual RID get_shader_rid() const override;
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virtual Shader::Mode get_shader_mode() const override;
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CanvasItemMaterial();
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virtual ~CanvasItemMaterial();
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};
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VARIANT_ENUM_CAST(CanvasItemMaterial::BlendMode)
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VARIANT_ENUM_CAST(CanvasItemMaterial::LightMode)
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#endif // CANVAS_ITEM_MATERIAL_H
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