/*************************************************************************/ /* material.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 "servers/visual_server.h" #include "scene/resources/texture.h" #include "scene/resources/shader.h" #include "resource.h" #include "servers/visual/shader_language.h" #include "self_list.h" /** @author Juan Linietsky */ class Material : public Resource { OBJ_TYPE(Material,Resource); RES_BASE_EXTENSION("mtl"); OBJ_SAVE_TYPE( Material ); RID material; protected: _FORCE_INLINE_ RID _get_material() const { return material; } public: virtual RID get_rid() const; Material(); virtual ~Material(); }; class FixedSpatialMaterial : public Material { OBJ_TYPE(FixedSpatialMaterial,Material) public: enum TextureParam { TEXTURE_ALBEDO, TEXTURE_SPECULAR, TEXTURE_EMISSION, TEXTURE_NORMAL, TEXTURE_RIM, TEXTURE_CLEARCOAT, TEXTURE_FLOWMAP, TEXTURE_AMBIENT_OCCLUSION, TEXTURE_HEIGHT, TEXTURE_SUBSURFACE_SCATTERING, TEXTURE_REFRACTION, TEXTURE_REFRACTION_ROUGHNESS, TEXTURE_DETAIL_MASK, TEXTURE_DETAIL_ALBEDO, TEXTURE_DETAIL_NORMAL, TEXTURE_MAX }; enum DetailUV { DETAIL_UV_1, DETAIL_UV_2 }; enum Feature { FEATURE_TRANSPARENT, FEATURE_EMISSION, FEATURE_NORMAL_MAPPING, FEATURE_RIM, FEATURE_CLEARCOAT, FEATURE_ANISOTROPY, FEATURE_AMBIENT_OCCLUSION, FEATURE_HEIGHT_MAPPING, FEATURE_SUBSURACE_SCATTERING, FEATURE_REFRACTION, FEATURE_DETAIL, FEATURE_MAX }; enum BlendMode { BLEND_MODE_MIX, BLEND_MODE_ADD, BLEND_MODE_SUB, BLEND_MODE_MUL, }; enum DepthDrawMode { DEPTH_DRAW_OPAQUE_ONLY, DEPTH_DRAW_ALWAYS, DEPTH_DRAW_DISABLED, DEPTH_DRAW_ALPHA_OPAQUE_PREPASS }; enum CullMode { CULL_BACK, CULL_FRONT, CULL_DISABLED }; enum Flags { FLAG_UNSHADED, FLAG_ONTOP, FLAG_ALBEDO_FROM_VERTEX_COLOR, FLAG_SRGB_VERTEX_COLOR, FLAG_USE_POINT_SIZE, FLAG_MAX }; enum DiffuseMode { DIFFUSE_LAMBERT, DIFFUSE_LAMBERT_WRAP, DIFFUSE_OREN_NAYAR, DIFFUSE_BURLEY, }; private: union MaterialKey { struct { uint32_t feature_mask : 15; uint32_t detail_uv : 1; uint32_t blend_mode : 2; uint32_t depth_draw_mode : 2; uint32_t cull_mode : 2; uint32_t flags : 5; uint32_t detail_blend_mode : 2; uint32_t diffuse_mode : 2; uint32_t invalid_key : 1; }; uint32_t key; bool operator<(const MaterialKey& p_key) const { return key < p_key.key; } }; struct ShaderData { RID shader; int users; }; static Map shader_map; MaterialKey current_key; _FORCE_INLINE_ MaterialKey _compute_key() const { MaterialKey mk; mk.key=0; for(int i=0;i::List dirty_materials; static ShaderNames* shader_names; SelfList element; void _update_shader(); _FORCE_INLINE_ void _queue_shader_change(); _FORCE_INLINE_ bool _is_shader_dirty() const; Color albedo; Color specular; float roughness; Color emission; float emission_energy; float normal_scale; float rim; float rim_tint; float clearcoat; float clearcoat_gloss; float anisotropy; float height_scale; float subsurface_scattering; float refraction; float refraction_roughness; float line_width; float point_size; Vector2 uv1_scale; Vector2 uv1_offset; Vector2 uv2_scale; Vector2 uv2_offset; DetailUV detail_uv; BlendMode blend_mode; BlendMode detail_blend_mode; DepthDrawMode depth_draw_mode; CullMode cull_mode; bool flags[FLAG_MAX]; DiffuseMode diffuse_mode; bool features[FEATURE_MAX]; Ref textures[TEXTURE_MAX]; _FORCE_INLINE_ void _validate_feature(const String& text, Feature feature,PropertyInfo& property) const; protected: static void _bind_methods(); void _validate_property(PropertyInfo& property) const; public: void set_albedo(const Color& p_albedo); Color get_albedo() const; void set_specular(const Color& p_specular); Color get_specular() const; void set_roughness(float p_roughness); float get_roughness() const; void set_emission(const Color& p_emission); Color get_emission() const; void set_emission_energy(float p_emission_energy); float get_emission_energy() const; void set_normal_scale(float p_normal_scale); float get_normal_scale() const; void set_rim(float p_rim); float get_rim() const; void set_rim_tint(float p_rim_tint); float get_rim_tint() const; void set_clearcoat(float p_clearcoat); float get_clearcoat() const; void set_clearcoat_gloss(float p_clearcoat_gloss); float get_clearcoat_gloss() const; void set_anisotropy(float p_anisotropy); float get_anisotropy() const; void set_height_scale(float p_height_scale); float get_height_scale() const; void set_subsurface_scattering(float p_subsurface_scattering); float get_subsurface_scattering() const; void set_refraction(float p_refraction); float get_refraction() const; void set_refraction_roughness(float p_refraction_roughness); float get_refraction_roughness() const; void set_line_width(float p_line_width); float get_line_width() const; void set_point_size(float p_point_size); float get_point_size() const; void set_detail_uv(DetailUV p_detail_uv); DetailUV get_detail_uv() const; void set_blend_mode(BlendMode p_mode); BlendMode get_blend_mode() const; void set_detail_blend_mode(BlendMode p_mode); BlendMode get_detail_blend_mode() const; void set_depth_draw_mode(DepthDrawMode p_mode); DepthDrawMode get_depth_draw_mode() const; void set_cull_mode(CullMode p_mode); CullMode get_cull_mode() const; void set_diffuse_mode(DiffuseMode p_mode); DiffuseMode get_diffuse_mode() const; void set_flag(Flags p_flag,bool p_enabled); bool get_flag(Flags p_flag) const; void set_texture(TextureParam p_param,const Ref& p_texture); Ref get_texture(TextureParam p_param) const; void set_feature(Feature p_feature,bool p_enabled); bool get_feature(Feature p_feature) const; void set_uv1_scale(const Vector2& p_scale); Vector2 get_uv1_scale() const; void set_uv1_offset(const Vector2& p_offset); Vector2 get_uv1_offset() const; void set_uv2_scale(const Vector2& p_scale); Vector2 get_uv2_scale() const; void set_uv2_offset(const Vector2& p_offset); Vector2 get_uv2_offset() const; static void init_shaders(); static void finish_shaders(); static void flush_changes(); FixedSpatialMaterial(); virtual ~FixedSpatialMaterial(); }; VARIANT_ENUM_CAST( FixedSpatialMaterial::TextureParam ) VARIANT_ENUM_CAST( FixedSpatialMaterial::DetailUV ) VARIANT_ENUM_CAST( FixedSpatialMaterial::Feature ) VARIANT_ENUM_CAST( FixedSpatialMaterial::BlendMode ) VARIANT_ENUM_CAST( FixedSpatialMaterial::DepthDrawMode ) VARIANT_ENUM_CAST( FixedSpatialMaterial::CullMode ) VARIANT_ENUM_CAST( FixedSpatialMaterial::Flags ) VARIANT_ENUM_CAST( FixedSpatialMaterial::DiffuseMode ) ////////////////////// #endif