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- /*************************************************************************/
- /* material.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
- /* */
- /* 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 "resource.h"
- #include "scene/resources/shader.h"
- #include "scene/resources/texture.h"
- #include "servers/visual/shader_language.h"
- #include "servers/visual_server.h"
- /**
- @author Juan Linietsky <reduzio@gmail.com>
- */
- class Material : public Resource {
- OBJ_TYPE(Material, Resource);
- RES_BASE_EXTENSION("mtl");
- OBJ_SAVE_TYPE(Material);
- public:
- enum Flag {
- FLAG_VISIBLE = VS::MATERIAL_FLAG_VISIBLE,
- FLAG_DOUBLE_SIDED = VS::MATERIAL_FLAG_DOUBLE_SIDED,
- FLAG_INVERT_FACES = VS::MATERIAL_FLAG_INVERT_FACES,
- FLAG_UNSHADED = VS::MATERIAL_FLAG_UNSHADED,
- FLAG_ONTOP = VS::MATERIAL_FLAG_ONTOP,
- FLAG_LIGHTMAP_ON_UV2 = VS::MATERIAL_FLAG_LIGHTMAP_ON_UV2,
- FLAG_COLOR_ARRAY_SRGB = VS::MATERIAL_FLAG_COLOR_ARRAY_SRGB,
- FLAG_MAX = VS::MATERIAL_FLAG_MAX
- };
- enum BlendMode {
- BLEND_MODE_MIX = VS::MATERIAL_BLEND_MODE_MIX,
- BLEND_MODE_MUL = VS::MATERIAL_BLEND_MODE_MUL,
- BLEND_MODE_ADD = VS::MATERIAL_BLEND_MODE_ADD,
- BLEND_MODE_SUB = VS::MATERIAL_BLEND_MODE_SUB,
- BLEND_MODE_PREMULT_ALPHA = VS::MATERIAL_BLEND_MODE_PREMULT_ALPHA,
- };
- enum DepthDrawMode {
- DEPTH_DRAW_ALWAYS = VS::MATERIAL_DEPTH_DRAW_ALWAYS,
- DEPTH_DRAW_OPAQUE_ONLY = VS::MATERIAL_DEPTH_DRAW_OPAQUE_ONLY,
- DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA = VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA,
- DEPTH_DRAW_NEVER = VS::MATERIAL_DEPTH_DRAW_NEVER
- };
- private:
- BlendMode blend_mode;
- bool flags[VS::MATERIAL_FLAG_MAX];
- float line_width;
- DepthDrawMode depth_draw_mode;
- protected:
- RID material;
- static void _bind_methods();
- public:
- void set_flag(Flag p_flag, bool p_enabled);
- bool get_flag(Flag p_flag) const;
- void set_blend_mode(BlendMode p_blend_mode);
- BlendMode get_blend_mode() const;
- void set_depth_draw_mode(DepthDrawMode p_depth_draw_mode);
- DepthDrawMode get_depth_draw_mode() const;
- void set_line_width(float p_width);
- float get_line_width() const;
- virtual RID get_rid() const;
- Material(const RID &p_rid = RID());
- virtual ~Material();
- };
- VARIANT_ENUM_CAST(Material::Flag);
- VARIANT_ENUM_CAST(Material::DepthDrawMode);
- VARIANT_ENUM_CAST(Material::BlendMode);
- class FixedMaterial : public Material {
- OBJ_TYPE(FixedMaterial, Material);
- REVERSE_GET_PROPERTY_LIST
- public:
- enum Parameter {
- PARAM_DIFFUSE = VS::FIXED_MATERIAL_PARAM_DIFFUSE,
- PARAM_DETAIL = VS::FIXED_MATERIAL_PARAM_DETAIL,
- PARAM_SPECULAR = VS::FIXED_MATERIAL_PARAM_SPECULAR,
- PARAM_EMISSION = VS::FIXED_MATERIAL_PARAM_EMISSION,
- PARAM_SPECULAR_EXP = VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP,
- PARAM_GLOW = VS::FIXED_MATERIAL_PARAM_GLOW,
- PARAM_NORMAL = VS::FIXED_MATERIAL_PARAM_NORMAL,
- PARAM_SHADE_PARAM = VS::FIXED_MATERIAL_PARAM_SHADE_PARAM,
- PARAM_MAX = VS::FIXED_MATERIAL_PARAM_MAX
- };
- enum TexCoordMode {
- TEXCOORD_UV = VS::FIXED_MATERIAL_TEXCOORD_UV,
- TEXCOORD_UV_TRANSFORM = VS::FIXED_MATERIAL_TEXCOORD_UV_TRANSFORM,
- TEXCOORD_UV2 = VS::FIXED_MATERIAL_TEXCOORD_UV2,
- TEXCOORD_SPHERE = VS::FIXED_MATERIAL_TEXCOORD_SPHERE
- };
- enum FixedFlag {
- FLAG_USE_ALPHA = VS::FIXED_MATERIAL_FLAG_USE_ALPHA,
- FLAG_USE_COLOR_ARRAY = VS::FIXED_MATERIAL_FLAG_USE_COLOR_ARRAY,
- FLAG_USE_POINT_SIZE = VS::FIXED_MATERIAL_FLAG_USE_POINT_SIZE,
- FLAG_DISCARD_ALPHA = VS::FIXED_MATERIAL_FLAG_DISCARD_ALPHA,
- FLAG_USE_XY_NORMALMAP = VS::FIXED_MATERIAL_FLAG_USE_XY_NORMALMAP,
- FLAG_MAX = VS::FIXED_MATERIAL_FLAG_MAX
- };
- enum LightShader {
- LIGHT_SHADER_LAMBERT = VS::FIXED_MATERIAL_LIGHT_SHADER_LAMBERT,
- LIGHT_SHADER_WRAP = VS::FIXED_MATERIAL_LIGHT_SHADER_WRAP,
- LIGHT_SHADER_VELVET = VS::FIXED_MATERIAL_LIGHT_SHADER_VELVET,
- LIGHT_SHADER_TOON = VS::FIXED_MATERIAL_LIGHT_SHADER_TOON
- };
- private:
- struct Node {
- int param;
- int mult;
- int tex;
- };
- Variant param[PARAM_MAX];
- Ref<Texture> texture_param[PARAM_MAX];
- TexCoordMode texture_texcoord[PARAM_MAX];
- LightShader light_shader;
- bool fixed_flags[FLAG_MAX];
- float point_size;
- Transform uv_transform;
- protected:
- static void _bind_methods();
- public:
- void set_fixed_flag(FixedFlag p_flag, bool p_value);
- bool get_fixed_flag(FixedFlag p_flag) const;
- void set_parameter(Parameter p_parameter, const Variant &p_value);
- Variant get_parameter(Parameter p_parameter) const;
- void set_texture(Parameter p_parameter, Ref<Texture> p_texture);
- Ref<Texture> get_texture(Parameter p_parameter) const;
- void set_texcoord_mode(Parameter p_parameter, TexCoordMode p_mode);
- TexCoordMode get_texcoord_mode(Parameter p_parameter) const;
- void set_light_shader(LightShader p_shader);
- LightShader get_light_shader() const;
- void set_uv_transform(const Transform &p_transform);
- Transform get_uv_transform() const;
- void set_point_size(float p_transform);
- float get_point_size() const;
- FixedMaterial();
- ~FixedMaterial();
- };
- VARIANT_ENUM_CAST(FixedMaterial::Parameter);
- VARIANT_ENUM_CAST(FixedMaterial::TexCoordMode);
- VARIANT_ENUM_CAST(FixedMaterial::FixedFlag);
- VARIANT_ENUM_CAST(FixedMaterial::LightShader);
- class ShaderMaterial : public Material {
- OBJ_TYPE(ShaderMaterial, Material);
- Ref<Shader> shader;
- void _shader_changed();
- static void _shader_parse(void *p_self, ShaderLanguage::ProgramNode *p_node);
- protected:
- bool _set(const StringName &p_name, const Variant &p_value);
- bool _get(const StringName &p_name, Variant &r_ret) const;
- void _get_property_list(List<PropertyInfo> *p_list) const;
- static void _bind_methods();
- public:
- void set_shader(const Ref<Shader> &p_shader);
- Ref<Shader> get_shader() const;
- void set_shader_param(const StringName &p_param, const Variant &p_value);
- Variant get_shader_param(const StringName &p_param) const;
- void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const;
- ShaderMaterial();
- };
- //////////////////////
- #endif
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