godot/scene/resources/material.h

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/*************************************************************************/
/* material.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* 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"
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#include "servers/visual/shader_language.h"
#include "servers/visual_server.h"
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/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class Material : public Resource {
OBJ_TYPE(Material, Resource);
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RES_BASE_EXTENSION("mtl");
OBJ_SAVE_TYPE(Material);
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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,
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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,
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};
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
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};
private:
BlendMode blend_mode;
bool flags[VS::MATERIAL_FLAG_MAX];
float line_width;
DepthDrawMode depth_draw_mode;
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protected:
RID material;
static void _bind_methods();
public:
void set_flag(Flag p_flag, bool p_enabled);
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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;
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void set_line_width(float p_width);
float get_line_width() const;
virtual RID get_rid() const;
Material(const RID &p_rid = RID());
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virtual ~Material();
};
VARIANT_ENUM_CAST(Material::Flag);
VARIANT_ENUM_CAST(Material::DepthDrawMode);
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VARIANT_ENUM_CAST(Material::BlendMode);
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class FixedMaterial : public Material {
OBJ_TYPE(FixedMaterial, Material);
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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
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};
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
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};
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
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};
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
};
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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];
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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);
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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);
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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);
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class ShaderMaterial : public Material {
OBJ_TYPE(ShaderMaterial, Material);
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Ref<Shader> shader;
void _shader_changed();
static void _shader_parse(void *p_self, ShaderLanguage::ProgramNode *p_node);
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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;
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static void _bind_methods();
public:
void set_shader(const Ref<Shader> &p_shader);
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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;
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void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const;
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ShaderMaterial();
};
//////////////////////
#endif