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