godot/scene/resources/material.cpp

556 lines
20 KiB
C++

/*************************************************************************/
/* material.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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. */
/*************************************************************************/
#include "material.h"
#include "scene/scene_string_names.h"
static const char *_flag_names[Material::FLAG_MAX] = {
"visible",
"double_sided",
"invert_faces",
"unshaded",
"on_top",
"lightmap_on_uv2",
"colarray_is_srgb"
};
static const Material::Flag _flag_indices[Material::FLAG_MAX] = {
Material::FLAG_VISIBLE,
Material::FLAG_DOUBLE_SIDED,
Material::FLAG_INVERT_FACES,
Material::FLAG_UNSHADED,
Material::FLAG_ONTOP,
Material::FLAG_LIGHTMAP_ON_UV2,
Material::FLAG_COLOR_ARRAY_SRGB,
};
RID Material::get_rid() const {
return material;
}
void Material::set_flag(Flag p_flag, bool p_enabled) {
ERR_FAIL_INDEX(p_flag, FLAG_MAX);
flags[p_flag] = p_enabled;
VisualServer::get_singleton()->material_set_flag(material, (VS::MaterialFlag)p_flag, p_enabled);
_change_notify();
}
void Material::set_blend_mode(BlendMode p_blend_mode) {
ERR_FAIL_INDEX(p_blend_mode, 4);
blend_mode = p_blend_mode;
VisualServer::get_singleton()->material_set_blend_mode(material, (VS::MaterialBlendMode)p_blend_mode);
_change_notify();
}
Material::BlendMode Material::get_blend_mode() const {
return blend_mode;
}
void Material::set_depth_draw_mode(DepthDrawMode p_depth_draw_mode) {
depth_draw_mode = p_depth_draw_mode;
VisualServer::get_singleton()->material_set_depth_draw_mode(material, (VS::MaterialDepthDrawMode)p_depth_draw_mode);
}
Material::DepthDrawMode Material::get_depth_draw_mode() const {
return depth_draw_mode;
}
bool Material::get_flag(Flag p_flag) const {
ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
return flags[p_flag];
}
void Material::set_line_width(float p_width) {
line_width = p_width;
VisualServer::get_singleton()->material_set_line_width(material, p_width);
_change_notify("line_width");
}
float Material::get_line_width() const {
return line_width;
}
void Material::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_flag", "flag", "enable"), &Material::set_flag);
ObjectTypeDB::bind_method(_MD("get_flag", "flag"), &Material::get_flag);
ObjectTypeDB::bind_method(_MD("set_blend_mode", "mode"), &Material::set_blend_mode);
ObjectTypeDB::bind_method(_MD("get_blend_mode"), &Material::get_blend_mode);
ObjectTypeDB::bind_method(_MD("set_line_width", "width"), &Material::set_line_width);
ObjectTypeDB::bind_method(_MD("get_line_width"), &Material::get_line_width);
ObjectTypeDB::bind_method(_MD("set_depth_draw_mode", "mode"), &Material::set_depth_draw_mode);
ObjectTypeDB::bind_method(_MD("get_depth_draw_mode"), &Material::get_depth_draw_mode);
for (int i = 0; i < FLAG_MAX; i++)
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, String() + "flags/" + _flag_names[i]), _SCS("set_flag"), _SCS("get_flag"), _flag_indices[i]);
ADD_PROPERTY(PropertyInfo(Variant::INT, "params/blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Sub,PMAlpha"), _SCS("set_blend_mode"), _SCS("get_blend_mode"));
ADD_PROPERTY(PropertyInfo(Variant::INT, "params/depth_draw", PROPERTY_HINT_ENUM, "Always,Opaque Only,Pre-Pass Alpha,Never"), _SCS("set_depth_draw_mode"), _SCS("get_depth_draw_mode"));
ADD_PROPERTY(PropertyInfo(Variant::REAL, "params/line_width", PROPERTY_HINT_RANGE, "0.1,32.0,0.1"), _SCS("set_line_width"), _SCS("get_line_width"));
BIND_CONSTANT(FLAG_VISIBLE);
BIND_CONSTANT(FLAG_DOUBLE_SIDED);
BIND_CONSTANT(FLAG_INVERT_FACES);
BIND_CONSTANT(FLAG_UNSHADED);
BIND_CONSTANT(FLAG_ONTOP);
BIND_CONSTANT(FLAG_LIGHTMAP_ON_UV2);
BIND_CONSTANT(FLAG_COLOR_ARRAY_SRGB);
BIND_CONSTANT(FLAG_MAX);
BIND_CONSTANT(DEPTH_DRAW_ALWAYS);
BIND_CONSTANT(DEPTH_DRAW_OPAQUE_ONLY);
BIND_CONSTANT(DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA);
BIND_CONSTANT(DEPTH_DRAW_NEVER);
BIND_CONSTANT(BLEND_MODE_MIX);
BIND_CONSTANT(BLEND_MODE_ADD);
BIND_CONSTANT(BLEND_MODE_SUB);
BIND_CONSTANT(BLEND_MODE_MUL);
BIND_CONSTANT(BLEND_MODE_PREMULT_ALPHA);
}
Material::Material(const RID &p_material) {
material = p_material;
flags[FLAG_VISIBLE] = true;
flags[FLAG_DOUBLE_SIDED] = false;
flags[FLAG_INVERT_FACES] = false;
flags[FLAG_UNSHADED] = false;
flags[FLAG_ONTOP] = false;
flags[FLAG_LIGHTMAP_ON_UV2] = true;
flags[FLAG_COLOR_ARRAY_SRGB] = false;
depth_draw_mode = DEPTH_DRAW_OPAQUE_ONLY;
blend_mode = BLEND_MODE_MIX;
}
Material::~Material() {
VisualServer::get_singleton()->free(material);
}
static const char *_param_names[FixedMaterial::PARAM_MAX] = {
"diffuse",
"detail",
"specular",
"emission",
"specular_exp",
"glow",
"normal",
"shade_param"
};
static const char *_full_param_names[FixedMaterial::PARAM_MAX] = {
"params/diffuse",
"params/detail",
"params/specular",
"params/emission",
"params/specular_exp",
"params/glow",
"params/normal",
"params/shade_param"
};
/*
static const char*_texture_param_names[FixedMaterial::PARAM_MAX]={
"tex_diffuse",
"tex_detail",
"tex_specular",
"tex_emission",
"tex_specular_exp",
"tex_glow",
"tex_detail_mix",
"tex_normal",
"tex_shade_param"
};
*/
static const FixedMaterial::Parameter _param_indices[FixedMaterial::PARAM_MAX] = {
FixedMaterial::PARAM_DIFFUSE,
FixedMaterial::PARAM_DETAIL,
FixedMaterial::PARAM_SPECULAR,
FixedMaterial::PARAM_EMISSION,
FixedMaterial::PARAM_SPECULAR_EXP,
FixedMaterial::PARAM_GLOW,
FixedMaterial::PARAM_NORMAL,
FixedMaterial::PARAM_SHADE_PARAM,
};
void FixedMaterial::set_parameter(Parameter p_parameter, const Variant &p_value) {
ERR_FAIL_INDEX(p_parameter, PARAM_MAX);
if ((p_parameter == PARAM_DIFFUSE || p_parameter == PARAM_SPECULAR || p_parameter == PARAM_EMISSION)) {
if (p_value.get_type() != Variant::COLOR) {
ERR_EXPLAIN(String(_param_names[p_parameter]) + " expects Color");
ERR_FAIL();
}
} else {
if (!p_value.is_num()) {
ERR_EXPLAIN(String(_param_names[p_parameter]) + " expects scalar");
ERR_FAIL();
}
}
ERR_FAIL_COND((p_parameter == PARAM_DIFFUSE || p_parameter == PARAM_SPECULAR || p_parameter == PARAM_EMISSION) && p_value.get_type() != Variant::COLOR);
ERR_FAIL_COND(p_parameter != PARAM_SHADE_PARAM && p_parameter != PARAM_DIFFUSE && p_parameter != PARAM_DETAIL && p_parameter != PARAM_SPECULAR && p_parameter != PARAM_EMISSION && p_value.get_type() != Variant::REAL && p_value.get_type() != Variant::INT);
param[p_parameter] = p_value;
VisualServer::get_singleton()->fixed_material_set_param(material, (VS::FixedMaterialParam)p_parameter, p_value);
_change_notify(_full_param_names[p_parameter]);
}
Variant FixedMaterial::get_parameter(Parameter p_parameter) const {
ERR_FAIL_INDEX_V(p_parameter, PARAM_MAX, Variant());
return param[p_parameter];
}
void FixedMaterial::set_texture(Parameter p_parameter, Ref<Texture> p_texture) {
ERR_FAIL_INDEX(p_parameter, PARAM_MAX);
texture_param[p_parameter] = p_texture;
VisualServer::get_singleton()->fixed_material_set_texture(material, (VS::FixedMaterialParam)p_parameter, p_texture.is_null() ? RID() : p_texture->get_rid());
_change_notify();
}
Ref<Texture> FixedMaterial::get_texture(Parameter p_parameter) const {
ERR_FAIL_INDEX_V(p_parameter, PARAM_MAX, Ref<Texture>());
return texture_param[p_parameter];
}
void FixedMaterial::set_texcoord_mode(Parameter p_parameter, TexCoordMode p_mode) {
ERR_FAIL_INDEX(p_parameter, PARAM_MAX);
ERR_FAIL_INDEX(p_mode, 4);
if (p_mode == texture_texcoord[p_parameter])
return;
texture_texcoord[p_parameter] = p_mode;
VisualServer::get_singleton()->fixed_material_set_texcoord_mode(material, (VS::FixedMaterialParam)p_parameter, (VS::FixedMaterialTexCoordMode)p_mode);
_change_notify();
}
FixedMaterial::TexCoordMode FixedMaterial::get_texcoord_mode(Parameter p_parameter) const {
ERR_FAIL_INDEX_V(p_parameter, PARAM_MAX, TEXCOORD_UV);
return texture_texcoord[p_parameter];
}
void FixedMaterial::set_light_shader(LightShader p_shader) {
light_shader = p_shader;
VS::get_singleton()->fixed_material_set_light_shader(material, VS::FixedMaterialLightShader(p_shader));
}
FixedMaterial::LightShader FixedMaterial::get_light_shader() const {
return light_shader;
}
void FixedMaterial::set_uv_transform(const Transform &p_transform) {
uv_transform = p_transform;
VisualServer::get_singleton()->fixed_material_set_uv_transform(material, p_transform);
_change_notify();
}
Transform FixedMaterial::get_uv_transform() const {
return uv_transform;
}
void FixedMaterial::set_fixed_flag(FixedFlag p_flag, bool p_value) {
ERR_FAIL_INDEX(p_flag, 5);
fixed_flags[p_flag] = p_value;
VisualServer::get_singleton()->fixed_material_set_flag(material, (VS::FixedMaterialFlags)p_flag, p_value);
}
bool FixedMaterial::get_fixed_flag(FixedFlag p_flag) const {
ERR_FAIL_INDEX_V(p_flag, 5, false);
return fixed_flags[p_flag];
}
void FixedMaterial::set_point_size(float p_size) {
ERR_FAIL_COND(p_size < 0);
point_size = p_size;
VisualServer::get_singleton()->fixed_material_set_point_size(material, p_size);
}
float FixedMaterial::get_point_size() const {
return point_size;
}
void FixedMaterial::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_parameter", "param", "value"), &FixedMaterial::set_parameter);
ObjectTypeDB::bind_method(_MD("get_parameter", "param"), &FixedMaterial::get_parameter);
ObjectTypeDB::bind_method(_MD("set_texture", "param", "texture:Texture"), &FixedMaterial::set_texture);
ObjectTypeDB::bind_method(_MD("get_texture:Texture", "param"), &FixedMaterial::get_texture);
ObjectTypeDB::bind_method(_MD("set_texcoord_mode", "param", "mode"), &FixedMaterial::set_texcoord_mode);
ObjectTypeDB::bind_method(_MD("get_texcoord_mode", "param"), &FixedMaterial::get_texcoord_mode);
ObjectTypeDB::bind_method(_MD("set_fixed_flag", "flag", "value"), &FixedMaterial::set_fixed_flag);
ObjectTypeDB::bind_method(_MD("get_fixed_flag", "flag"), &FixedMaterial::get_fixed_flag);
ObjectTypeDB::bind_method(_MD("set_uv_transform", "transform"), &FixedMaterial::set_uv_transform);
ObjectTypeDB::bind_method(_MD("get_uv_transform"), &FixedMaterial::get_uv_transform);
ObjectTypeDB::bind_method(_MD("set_light_shader", "shader"), &FixedMaterial::set_light_shader);
ObjectTypeDB::bind_method(_MD("get_light_shader"), &FixedMaterial::get_light_shader);
ObjectTypeDB::bind_method(_MD("set_point_size", "size"), &FixedMaterial::set_point_size);
ObjectTypeDB::bind_method(_MD("get_point_size"), &FixedMaterial::get_point_size);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "fixed_flags/use_alpha"), _SCS("set_fixed_flag"), _SCS("get_fixed_flag"), FLAG_USE_ALPHA);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "fixed_flags/use_color_array"), _SCS("set_fixed_flag"), _SCS("get_fixed_flag"), FLAG_USE_COLOR_ARRAY);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "fixed_flags/use_point_size"), _SCS("set_fixed_flag"), _SCS("get_fixed_flag"), FLAG_USE_POINT_SIZE);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "fixed_flags/discard_alpha"), _SCS("set_fixed_flag"), _SCS("get_fixed_flag"), FLAG_DISCARD_ALPHA);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "fixed_flags/use_xy_normalmap"), _SCS("set_fixed_flag"), _SCS("get_fixed_flag"), FLAG_USE_XY_NORMALMAP);
ADD_PROPERTYI(PropertyInfo(Variant::COLOR, "params/diffuse"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_DIFFUSE);
ADD_PROPERTYI(PropertyInfo(Variant::COLOR, "params/specular", PROPERTY_HINT_COLOR_NO_ALPHA), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SPECULAR);
ADD_PROPERTYI(PropertyInfo(Variant::COLOR, "params/emission", PROPERTY_HINT_COLOR_NO_ALPHA), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_EMISSION);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "params/specular_exp", PROPERTY_HINT_RANGE, "1,64,0.01"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SPECULAR_EXP);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "params/detail_mix", PROPERTY_HINT_RANGE, "0,1,0.01"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_DETAIL);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "params/normal_depth", PROPERTY_HINT_RANGE, "-4,4,0.01"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_NORMAL);
ADD_PROPERTY(PropertyInfo(Variant::INT, "params/shader", PROPERTY_HINT_ENUM, "Lambert,Wrap,Velvet,Toon"), _SCS("set_light_shader"), _SCS("get_light_shader"));
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "params/shader_param", PROPERTY_HINT_RANGE, "0,1,0.01"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADE_PARAM);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "params/glow", PROPERTY_HINT_RANGE, "0,8,0.01"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_GLOW);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "params/point_size", PROPERTY_HINT_RANGE, "0,1024,1"), _SCS("set_point_size"), _SCS("get_point_size"));
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "uv_xform"), _SCS("set_uv_transform"), _SCS("get_uv_transform"));
for (int i = 0; i < PARAM_MAX; i++) {
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, String() + "textures/" + _param_names[i], PROPERTY_HINT_RESOURCE_TYPE, "Texture"), _SCS("set_texture"), _SCS("get_texture"), _param_indices[i]);
ADD_PROPERTYI(PropertyInfo(Variant::INT, String() + "textures/" + _param_names[i] + "_tc", PROPERTY_HINT_ENUM, "UV,UV Xform,UV2,Sphere"), _SCS("set_texcoord_mode"), _SCS("get_texcoord_mode"), _param_indices[i]);
}
BIND_CONSTANT(PARAM_DIFFUSE);
BIND_CONSTANT(PARAM_DETAIL);
BIND_CONSTANT(PARAM_SPECULAR);
BIND_CONSTANT(PARAM_EMISSION);
BIND_CONSTANT(PARAM_SPECULAR_EXP);
BIND_CONSTANT(PARAM_GLOW);
BIND_CONSTANT(PARAM_NORMAL);
BIND_CONSTANT(PARAM_SHADE_PARAM);
BIND_CONSTANT(PARAM_MAX);
BIND_CONSTANT(TEXCOORD_UV);
BIND_CONSTANT(TEXCOORD_UV_TRANSFORM);
BIND_CONSTANT(TEXCOORD_UV2);
BIND_CONSTANT(TEXCOORD_SPHERE);
BIND_CONSTANT(FLAG_USE_ALPHA);
BIND_CONSTANT(FLAG_USE_COLOR_ARRAY);
BIND_CONSTANT(FLAG_USE_POINT_SIZE);
BIND_CONSTANT(FLAG_DISCARD_ALPHA);
BIND_CONSTANT(LIGHT_SHADER_LAMBERT);
BIND_CONSTANT(LIGHT_SHADER_WRAP);
BIND_CONSTANT(LIGHT_SHADER_VELVET);
BIND_CONSTANT(LIGHT_SHADER_TOON);
}
FixedMaterial::FixedMaterial() :
Material(VS::get_singleton()->fixed_material_create()) {
param[PARAM_DIFFUSE] = Color(1, 1, 1);
param[PARAM_SPECULAR] = Color(0.0, 0.0, 0.0);
param[PARAM_EMISSION] = Color(0.0, 0.0, 0.0);
param[PARAM_SPECULAR_EXP] = 40;
param[PARAM_GLOW] = 0;
param[PARAM_NORMAL] = 1;
param[PARAM_SHADE_PARAM] = 0.5;
param[PARAM_DETAIL] = 1.0;
set_flag(FLAG_COLOR_ARRAY_SRGB, true);
fixed_flags[FLAG_USE_ALPHA] = false;
fixed_flags[FLAG_USE_COLOR_ARRAY] = false;
fixed_flags[FLAG_USE_POINT_SIZE] = false;
fixed_flags[FLAG_USE_XY_NORMALMAP] = false;
fixed_flags[FLAG_DISCARD_ALPHA] = false;
for (int i = 0; i < PARAM_MAX; i++) {
texture_texcoord[i] = TEXCOORD_UV;
}
light_shader = LIGHT_SHADER_LAMBERT;
point_size = 1.0;
}
FixedMaterial::~FixedMaterial() {
}
bool ShaderMaterial::_set(const StringName &p_name, const Variant &p_value) {
if (p_name == SceneStringNames::get_singleton()->shader_shader) {
set_shader(p_value);
return true;
} else {
if (shader.is_valid()) {
StringName pr = shader->remap_param(p_name);
if (!pr) {
String n = p_name;
if (n.find("param/") == 0) { //backwards compatibility
pr = n.substr(6, n.length());
}
}
if (pr) {
VisualServer::get_singleton()->material_set_param(material, pr, p_value);
return true;
}
}
}
return false;
}
bool ShaderMaterial::_get(const StringName &p_name, Variant &r_ret) const {
if (p_name == SceneStringNames::get_singleton()->shader_shader) {
r_ret = get_shader();
return true;
} else {
if (shader.is_valid()) {
StringName pr = shader->remap_param(p_name);
if (pr) {
r_ret = VisualServer::get_singleton()->material_get_param(material, pr);
return true;
}
}
}
return false;
}
void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const {
p_list->push_back(PropertyInfo(Variant::OBJECT, "shader/shader", PROPERTY_HINT_RESOURCE_TYPE, "MaterialShader,MaterialShaderGraph"));
if (!shader.is_null()) {
shader->get_param_list(p_list);
}
}
void ShaderMaterial::_shader_changed() {
_change_notify(); //also all may have changed then
}
void ShaderMaterial::set_shader(const Ref<Shader> &p_shader) {
ERR_FAIL_COND(p_shader.is_valid() && p_shader->get_mode() != Shader::MODE_MATERIAL);
if (shader.is_valid())
shader->disconnect(SceneStringNames::get_singleton()->changed, this, SceneStringNames::get_singleton()->_shader_changed);
shader = p_shader;
VS::get_singleton()->material_set_shader(material, shader.is_valid() ? shader->get_rid() : RID());
if (shader.is_valid()) {
shader->connect(SceneStringNames::get_singleton()->changed, this, SceneStringNames::get_singleton()->_shader_changed);
}
_change_notify();
}
Ref<Shader> ShaderMaterial::get_shader() const {
return shader;
}
void ShaderMaterial::set_shader_param(const StringName &p_param, const Variant &p_value) {
VisualServer::get_singleton()->material_set_param(material, p_param, p_value);
}
Variant ShaderMaterial::get_shader_param(const StringName &p_param) const {
return VisualServer::get_singleton()->material_get_param(material, p_param);
}
void ShaderMaterial::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_shader", "shader:Shader"), &ShaderMaterial::set_shader);
ObjectTypeDB::bind_method(_MD("get_shader:Shader"), &ShaderMaterial::get_shader);
ObjectTypeDB::bind_method(_MD("set_shader_param", "param", "value:Variant"), &ShaderMaterial::set_shader_param);
ObjectTypeDB::bind_method(_MD("get_shader_param:Variant", "param"), &ShaderMaterial::get_shader_param);
ObjectTypeDB::bind_method(_MD("_shader_changed"), &ShaderMaterial::_shader_changed);
}
void ShaderMaterial::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
String f = p_function.operator String();
if ((f == "get_shader_param" || f == "set_shader_param") && p_idx == 0) {
if (shader.is_valid()) {
List<PropertyInfo> pl;
shader->get_param_list(&pl);
for (List<PropertyInfo>::Element *E = pl.front(); E; E = E->next()) {
r_options->push_back("\"" + E->get().name.replace_first("shader_param/", "") + "\"");
}
}
}
Material::get_argument_options(p_function, p_idx, r_options);
}
ShaderMaterial::ShaderMaterial() :
Material(VisualServer::get_singleton()->material_create()) {
}
/////////////////////////////////