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192 lines
5.3 KiB
C++
192 lines
5.3 KiB
C++
/*************************************************************************/
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/* sky_material.cpp */
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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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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md) */
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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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#include "sky_material.h"
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Mutex *SkyMaterial::material_mutex = NULL;
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SelfList<SkyMaterial>::List *SkyMaterial::dirty_materials = NULL;
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Map<SkyMaterial::MaterialKey, SkyMaterial::ShaderData> SkyMaterial::shader_map;
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SkyMaterial::ShaderNames *SkyMaterial::shader_names = NULL;
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void SkyMaterial::init_shaders() {
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#ifndef NO_THREADS
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material_mutex = Mutex::create();
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#endif
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dirty_materials = memnew(SelfList<SkyMaterial>::List);
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shader_names = memnew(ShaderNames);
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shader_names->placeholder = "placeholder";
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}
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void SkyMaterial::finish_shaders() {
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#ifndef NO_THREADS
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memdelete(material_mutex);
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#endif
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memdelete(dirty_materials);
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dirty_materials = NULL;
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memdelete(shader_names);
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}
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void SkyMaterial::_update_shader() {
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dirty_materials->remove(&element);
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MaterialKey mk = _compute_key();
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if (mk.key == current_key.key)
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return; //no update required in the end
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if (shader_map.has(current_key)) {
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shader_map[current_key].users--;
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if (shader_map[current_key].users == 0) {
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//deallocate shader, as it's no longer in use
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VS::get_singleton()->free(shader_map[current_key].shader);
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shader_map.erase(current_key);
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}
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}
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current_key = mk;
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if (shader_map.has(mk)) {
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VS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader);
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shader_map[mk].users++;
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return;
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}
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//must create a shader!
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String code = "shader_type sky;\n";
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ShaderData shader_data;
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shader_data.shader = VS::get_singleton()->shader_create();
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shader_data.users = 1;
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VS::get_singleton()->shader_set_code(shader_data.shader, code);
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shader_map[mk] = shader_data;
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VS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
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}
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void SkyMaterial::flush_changes() {
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if (material_mutex)
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material_mutex->lock();
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while (dirty_materials->first()) {
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dirty_materials->first()->self()->_update_shader();
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}
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if (material_mutex)
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material_mutex->unlock();
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}
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void SkyMaterial::_queue_shader_change() {
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if (material_mutex)
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material_mutex->lock();
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if (!element.in_list()) {
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dirty_materials->add(&element);
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}
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if (material_mutex)
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material_mutex->unlock();
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}
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bool SkyMaterial::_is_shader_dirty() const {
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bool dirty = false;
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if (material_mutex)
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material_mutex->lock();
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dirty = element.in_list();
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if (material_mutex)
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material_mutex->unlock();
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return dirty;
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}
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RID SkyMaterial::get_shader_rid() const {
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ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
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return shader_map[current_key].shader;
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}
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void SkyMaterial::_validate_property(PropertyInfo &property) const {
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}
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Shader::Mode SkyMaterial::get_shader_mode() const {
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return Shader::MODE_SKY;
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}
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void SkyMaterial::_bind_methods() {
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}
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SkyMaterial::SkyMaterial() :
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element(this) {
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_queue_shader_change();
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}
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SkyMaterial::~SkyMaterial() {
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if (material_mutex)
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material_mutex->lock();
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if (shader_map.has(current_key)) {
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shader_map[current_key].users--;
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if (shader_map[current_key].users == 0) {
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//deallocate shader, as it's no longer in use
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VS::get_singleton()->free(shader_map[current_key].shader);
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shader_map.erase(current_key);
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}
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VS::get_singleton()->material_set_shader(_get_material(), RID());
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}
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if (material_mutex)
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material_mutex->unlock();
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}
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