material_storage.h 5.4 KB

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  1. /**************************************************************************/
  2. /* material_storage.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef MATERIAL_STORAGE_H
  31. #define MATERIAL_STORAGE_H
  32. #include "servers/rendering_server.h"
  33. #include "utilities.h"
  34. class RendererMaterialStorage {
  35. public:
  36. virtual ~RendererMaterialStorage() {}
  37. /* GLOBAL SHADER UNIFORM API */
  38. virtual void global_shader_parameter_add(const StringName &p_name, RS::GlobalShaderParameterType p_type, const Variant &p_value) = 0;
  39. virtual void global_shader_parameter_remove(const StringName &p_name) = 0;
  40. virtual Vector<StringName> global_shader_parameter_get_list() const = 0;
  41. virtual void global_shader_parameter_set(const StringName &p_name, const Variant &p_value) = 0;
  42. virtual void global_shader_parameter_set_override(const StringName &p_name, const Variant &p_value) = 0;
  43. virtual Variant global_shader_parameter_get(const StringName &p_name) const = 0;
  44. virtual RS::GlobalShaderParameterType global_shader_parameter_get_type(const StringName &p_name) const = 0;
  45. virtual void global_shader_parameters_load_settings(bool p_load_textures = true) = 0;
  46. virtual void global_shader_parameters_clear() = 0;
  47. virtual int32_t global_shader_parameters_instance_allocate(RID p_instance) = 0;
  48. virtual void global_shader_parameters_instance_free(RID p_instance) = 0;
  49. virtual void global_shader_parameters_instance_update(RID p_instance, int p_index, const Variant &p_value, int p_flags_count = 0) = 0;
  50. /* SHADER API */
  51. virtual RID shader_allocate() = 0;
  52. virtual void shader_initialize(RID p_rid) = 0;
  53. virtual void shader_free(RID p_rid) = 0;
  54. virtual void shader_set_code(RID p_shader, const String &p_code) = 0;
  55. virtual void shader_set_path_hint(RID p_shader, const String &p_path) = 0;
  56. virtual String shader_get_code(RID p_shader) const = 0;
  57. virtual void get_shader_parameter_list(RID p_shader, List<PropertyInfo> *p_param_list) const = 0;
  58. virtual void shader_set_default_texture_parameter(RID p_shader, const StringName &p_name, RID p_texture, int p_index) = 0;
  59. virtual RID shader_get_default_texture_parameter(RID p_shader, const StringName &p_name, int p_index) const = 0;
  60. virtual Variant shader_get_parameter_default(RID p_material, const StringName &p_param) const = 0;
  61. virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const = 0;
  62. /* MATERIAL API */
  63. virtual RID material_allocate() = 0;
  64. virtual void material_initialize(RID p_rid) = 0;
  65. virtual void material_free(RID p_rid) = 0;
  66. virtual void material_set_render_priority(RID p_material, int priority) = 0;
  67. virtual void material_set_shader(RID p_shader_material, RID p_shader) = 0;
  68. virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) = 0;
  69. virtual Variant material_get_param(RID p_material, const StringName &p_param) const = 0;
  70. virtual void material_set_next_pass(RID p_material, RID p_next_material) = 0;
  71. virtual bool material_is_animated(RID p_material) = 0;
  72. virtual bool material_casts_shadows(RID p_material) = 0;
  73. struct InstanceShaderParam {
  74. PropertyInfo info;
  75. int index;
  76. Variant default_value;
  77. };
  78. virtual void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) = 0;
  79. virtual void material_update_dependency(RID p_material, DependencyTracker *p_instance) = 0;
  80. };
  81. #endif // MATERIAL_STORAGE_H