556 lines
20 KiB
C++
556 lines
20 KiB
C++
/*************************************************************************/
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/* material.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "material.h"
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#include "scene/scene_string_names.h"
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static const char *_flag_names[Material::FLAG_MAX] = {
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"visible",
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"double_sided",
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"invert_faces",
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"unshaded",
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"on_top",
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"lightmap_on_uv2",
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"colarray_is_srgb"
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};
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static const Material::Flag _flag_indices[Material::FLAG_MAX] = {
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Material::FLAG_VISIBLE,
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Material::FLAG_DOUBLE_SIDED,
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Material::FLAG_INVERT_FACES,
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Material::FLAG_UNSHADED,
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Material::FLAG_ONTOP,
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Material::FLAG_LIGHTMAP_ON_UV2,
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Material::FLAG_COLOR_ARRAY_SRGB,
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};
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RID Material::get_rid() const {
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return material;
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}
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void Material::set_flag(Flag p_flag, bool p_enabled) {
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ERR_FAIL_INDEX(p_flag, FLAG_MAX);
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flags[p_flag] = p_enabled;
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VisualServer::get_singleton()->material_set_flag(material, (VS::MaterialFlag)p_flag, p_enabled);
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_change_notify();
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}
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void Material::set_blend_mode(BlendMode p_blend_mode) {
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ERR_FAIL_INDEX(p_blend_mode, 4);
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blend_mode = p_blend_mode;
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VisualServer::get_singleton()->material_set_blend_mode(material, (VS::MaterialBlendMode)p_blend_mode);
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_change_notify();
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}
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Material::BlendMode Material::get_blend_mode() const {
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return blend_mode;
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}
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void Material::set_depth_draw_mode(DepthDrawMode p_depth_draw_mode) {
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depth_draw_mode = p_depth_draw_mode;
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VisualServer::get_singleton()->material_set_depth_draw_mode(material, (VS::MaterialDepthDrawMode)p_depth_draw_mode);
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}
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Material::DepthDrawMode Material::get_depth_draw_mode() const {
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return depth_draw_mode;
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}
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bool Material::get_flag(Flag p_flag) const {
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ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
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return flags[p_flag];
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}
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void Material::set_line_width(float p_width) {
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line_width = p_width;
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VisualServer::get_singleton()->material_set_line_width(material, p_width);
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_change_notify("line_width");
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}
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float Material::get_line_width() const {
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return line_width;
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}
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void Material::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("set_flag", "flag", "enable"), &Material::set_flag);
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ObjectTypeDB::bind_method(_MD("get_flag", "flag"), &Material::get_flag);
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ObjectTypeDB::bind_method(_MD("set_blend_mode", "mode"), &Material::set_blend_mode);
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ObjectTypeDB::bind_method(_MD("get_blend_mode"), &Material::get_blend_mode);
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ObjectTypeDB::bind_method(_MD("set_line_width", "width"), &Material::set_line_width);
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ObjectTypeDB::bind_method(_MD("get_line_width"), &Material::get_line_width);
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ObjectTypeDB::bind_method(_MD("set_depth_draw_mode", "mode"), &Material::set_depth_draw_mode);
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ObjectTypeDB::bind_method(_MD("get_depth_draw_mode"), &Material::get_depth_draw_mode);
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for (int i = 0; i < FLAG_MAX; i++)
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ADD_PROPERTYI(PropertyInfo(Variant::BOOL, String() + "flags/" + _flag_names[i]), _SCS("set_flag"), _SCS("get_flag"), _flag_indices[i]);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "params/blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Sub,PMAlpha"), _SCS("set_blend_mode"), _SCS("get_blend_mode"));
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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"));
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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"));
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BIND_CONSTANT(FLAG_VISIBLE);
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BIND_CONSTANT(FLAG_DOUBLE_SIDED);
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BIND_CONSTANT(FLAG_INVERT_FACES);
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BIND_CONSTANT(FLAG_UNSHADED);
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BIND_CONSTANT(FLAG_ONTOP);
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BIND_CONSTANT(FLAG_LIGHTMAP_ON_UV2);
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BIND_CONSTANT(FLAG_COLOR_ARRAY_SRGB);
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BIND_CONSTANT(FLAG_MAX);
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BIND_CONSTANT(DEPTH_DRAW_ALWAYS);
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BIND_CONSTANT(DEPTH_DRAW_OPAQUE_ONLY);
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BIND_CONSTANT(DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA);
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BIND_CONSTANT(DEPTH_DRAW_NEVER);
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BIND_CONSTANT(BLEND_MODE_MIX);
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BIND_CONSTANT(BLEND_MODE_ADD);
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BIND_CONSTANT(BLEND_MODE_SUB);
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BIND_CONSTANT(BLEND_MODE_MUL);
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BIND_CONSTANT(BLEND_MODE_PREMULT_ALPHA);
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}
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Material::Material(const RID &p_material) {
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material = p_material;
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flags[FLAG_VISIBLE] = true;
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flags[FLAG_DOUBLE_SIDED] = false;
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flags[FLAG_INVERT_FACES] = false;
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flags[FLAG_UNSHADED] = false;
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flags[FLAG_ONTOP] = false;
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flags[FLAG_LIGHTMAP_ON_UV2] = true;
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flags[FLAG_COLOR_ARRAY_SRGB] = false;
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depth_draw_mode = DEPTH_DRAW_OPAQUE_ONLY;
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blend_mode = BLEND_MODE_MIX;
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}
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Material::~Material() {
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VisualServer::get_singleton()->free(material);
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}
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static const char *_param_names[FixedMaterial::PARAM_MAX] = {
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"diffuse",
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"detail",
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"specular",
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"emission",
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"specular_exp",
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"glow",
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"normal",
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"shade_param"
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};
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static const char *_full_param_names[FixedMaterial::PARAM_MAX] = {
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"params/diffuse",
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"params/detail",
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"params/specular",
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"params/emission",
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"params/specular_exp",
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"params/glow",
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"params/normal",
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"params/shade_param"
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};
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/*
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static const char*_texture_param_names[FixedMaterial::PARAM_MAX]={
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"tex_diffuse",
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"tex_detail",
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"tex_specular",
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"tex_emission",
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"tex_specular_exp",
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"tex_glow",
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"tex_detail_mix",
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"tex_normal",
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"tex_shade_param"
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};
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*/
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static const FixedMaterial::Parameter _param_indices[FixedMaterial::PARAM_MAX] = {
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FixedMaterial::PARAM_DIFFUSE,
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FixedMaterial::PARAM_DETAIL,
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FixedMaterial::PARAM_SPECULAR,
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FixedMaterial::PARAM_EMISSION,
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FixedMaterial::PARAM_SPECULAR_EXP,
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FixedMaterial::PARAM_GLOW,
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FixedMaterial::PARAM_NORMAL,
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FixedMaterial::PARAM_SHADE_PARAM,
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};
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void FixedMaterial::set_parameter(Parameter p_parameter, const Variant &p_value) {
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ERR_FAIL_INDEX(p_parameter, PARAM_MAX);
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if ((p_parameter == PARAM_DIFFUSE || p_parameter == PARAM_SPECULAR || p_parameter == PARAM_EMISSION)) {
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if (p_value.get_type() != Variant::COLOR) {
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ERR_EXPLAIN(String(_param_names[p_parameter]) + " expects Color");
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ERR_FAIL();
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}
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} else {
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if (!p_value.is_num()) {
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ERR_EXPLAIN(String(_param_names[p_parameter]) + " expects scalar");
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ERR_FAIL();
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}
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}
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ERR_FAIL_COND((p_parameter == PARAM_DIFFUSE || p_parameter == PARAM_SPECULAR || p_parameter == PARAM_EMISSION) && p_value.get_type() != Variant::COLOR);
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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);
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param[p_parameter] = p_value;
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VisualServer::get_singleton()->fixed_material_set_param(material, (VS::FixedMaterialParam)p_parameter, p_value);
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_change_notify(_full_param_names[p_parameter]);
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}
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Variant FixedMaterial::get_parameter(Parameter p_parameter) const {
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ERR_FAIL_INDEX_V(p_parameter, PARAM_MAX, Variant());
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return param[p_parameter];
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}
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void FixedMaterial::set_texture(Parameter p_parameter, Ref<Texture> p_texture) {
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ERR_FAIL_INDEX(p_parameter, PARAM_MAX);
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texture_param[p_parameter] = p_texture;
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VisualServer::get_singleton()->fixed_material_set_texture(material, (VS::FixedMaterialParam)p_parameter, p_texture.is_null() ? RID() : p_texture->get_rid());
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_change_notify();
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}
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Ref<Texture> FixedMaterial::get_texture(Parameter p_parameter) const {
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ERR_FAIL_INDEX_V(p_parameter, PARAM_MAX, Ref<Texture>());
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return texture_param[p_parameter];
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}
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void FixedMaterial::set_texcoord_mode(Parameter p_parameter, TexCoordMode p_mode) {
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ERR_FAIL_INDEX(p_parameter, PARAM_MAX);
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ERR_FAIL_INDEX(p_mode, 4);
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if (p_mode == texture_texcoord[p_parameter])
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return;
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texture_texcoord[p_parameter] = p_mode;
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VisualServer::get_singleton()->fixed_material_set_texcoord_mode(material, (VS::FixedMaterialParam)p_parameter, (VS::FixedMaterialTexCoordMode)p_mode);
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_change_notify();
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}
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FixedMaterial::TexCoordMode FixedMaterial::get_texcoord_mode(Parameter p_parameter) const {
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ERR_FAIL_INDEX_V(p_parameter, PARAM_MAX, TEXCOORD_UV);
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return texture_texcoord[p_parameter];
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}
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void FixedMaterial::set_light_shader(LightShader p_shader) {
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light_shader = p_shader;
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VS::get_singleton()->fixed_material_set_light_shader(material, VS::FixedMaterialLightShader(p_shader));
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}
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FixedMaterial::LightShader FixedMaterial::get_light_shader() const {
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return light_shader;
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}
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void FixedMaterial::set_uv_transform(const Transform &p_transform) {
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uv_transform = p_transform;
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VisualServer::get_singleton()->fixed_material_set_uv_transform(material, p_transform);
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_change_notify();
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}
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Transform FixedMaterial::get_uv_transform() const {
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return uv_transform;
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}
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void FixedMaterial::set_fixed_flag(FixedFlag p_flag, bool p_value) {
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ERR_FAIL_INDEX(p_flag, 5);
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fixed_flags[p_flag] = p_value;
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VisualServer::get_singleton()->fixed_material_set_flag(material, (VS::FixedMaterialFlags)p_flag, p_value);
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}
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bool FixedMaterial::get_fixed_flag(FixedFlag p_flag) const {
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ERR_FAIL_INDEX_V(p_flag, 5, false);
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return fixed_flags[p_flag];
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}
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void FixedMaterial::set_point_size(float p_size) {
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ERR_FAIL_COND(p_size < 0);
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point_size = p_size;
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VisualServer::get_singleton()->fixed_material_set_point_size(material, p_size);
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}
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float FixedMaterial::get_point_size() const {
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return point_size;
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}
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void FixedMaterial::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("set_parameter", "param", "value"), &FixedMaterial::set_parameter);
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ObjectTypeDB::bind_method(_MD("get_parameter", "param"), &FixedMaterial::get_parameter);
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ObjectTypeDB::bind_method(_MD("set_texture", "param", "texture:Texture"), &FixedMaterial::set_texture);
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ObjectTypeDB::bind_method(_MD("get_texture:Texture", "param"), &FixedMaterial::get_texture);
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ObjectTypeDB::bind_method(_MD("set_texcoord_mode", "param", "mode"), &FixedMaterial::set_texcoord_mode);
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ObjectTypeDB::bind_method(_MD("get_texcoord_mode", "param"), &FixedMaterial::get_texcoord_mode);
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ObjectTypeDB::bind_method(_MD("set_fixed_flag", "flag", "value"), &FixedMaterial::set_fixed_flag);
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ObjectTypeDB::bind_method(_MD("get_fixed_flag", "flag"), &FixedMaterial::get_fixed_flag);
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ObjectTypeDB::bind_method(_MD("set_uv_transform", "transform"), &FixedMaterial::set_uv_transform);
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ObjectTypeDB::bind_method(_MD("get_uv_transform"), &FixedMaterial::get_uv_transform);
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ObjectTypeDB::bind_method(_MD("set_light_shader", "shader"), &FixedMaterial::set_light_shader);
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ObjectTypeDB::bind_method(_MD("get_light_shader"), &FixedMaterial::get_light_shader);
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ObjectTypeDB::bind_method(_MD("set_point_size", "size"), &FixedMaterial::set_point_size);
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ObjectTypeDB::bind_method(_MD("get_point_size"), &FixedMaterial::get_point_size);
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ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "fixed_flags/use_alpha"), _SCS("set_fixed_flag"), _SCS("get_fixed_flag"), FLAG_USE_ALPHA);
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ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "fixed_flags/use_color_array"), _SCS("set_fixed_flag"), _SCS("get_fixed_flag"), FLAG_USE_COLOR_ARRAY);
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ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "fixed_flags/use_point_size"), _SCS("set_fixed_flag"), _SCS("get_fixed_flag"), FLAG_USE_POINT_SIZE);
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ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "fixed_flags/discard_alpha"), _SCS("set_fixed_flag"), _SCS("get_fixed_flag"), FLAG_DISCARD_ALPHA);
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ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "fixed_flags/use_xy_normalmap"), _SCS("set_fixed_flag"), _SCS("get_fixed_flag"), FLAG_USE_XY_NORMALMAP);
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ADD_PROPERTYI(PropertyInfo(Variant::COLOR, "params/diffuse"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_DIFFUSE);
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ADD_PROPERTYI(PropertyInfo(Variant::COLOR, "params/specular", PROPERTY_HINT_COLOR_NO_ALPHA), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SPECULAR);
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ADD_PROPERTYI(PropertyInfo(Variant::COLOR, "params/emission", PROPERTY_HINT_COLOR_NO_ALPHA), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_EMISSION);
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ADD_PROPERTYI(PropertyInfo(Variant::REAL, "params/specular_exp", PROPERTY_HINT_RANGE, "1,64,0.01"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SPECULAR_EXP);
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ADD_PROPERTYI(PropertyInfo(Variant::REAL, "params/detail_mix", PROPERTY_HINT_RANGE, "0,1,0.01"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_DETAIL);
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ADD_PROPERTYI(PropertyInfo(Variant::REAL, "params/normal_depth", PROPERTY_HINT_RANGE, "-4,4,0.01"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_NORMAL);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "params/shader", PROPERTY_HINT_ENUM, "Lambert,Wrap,Velvet,Toon"), _SCS("set_light_shader"), _SCS("get_light_shader"));
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ADD_PROPERTYI(PropertyInfo(Variant::REAL, "params/shader_param", PROPERTY_HINT_RANGE, "0,1,0.01"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADE_PARAM);
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ADD_PROPERTYI(PropertyInfo(Variant::REAL, "params/glow", PROPERTY_HINT_RANGE, "0,8,0.01"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_GLOW);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "params/point_size", PROPERTY_HINT_RANGE, "0,1024,1"), _SCS("set_point_size"), _SCS("get_point_size"));
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ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "uv_xform"), _SCS("set_uv_transform"), _SCS("get_uv_transform"));
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for (int i = 0; i < PARAM_MAX; i++) {
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ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, String() + "textures/" + _param_names[i], PROPERTY_HINT_RESOURCE_TYPE, "Texture"), _SCS("set_texture"), _SCS("get_texture"), _param_indices[i]);
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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]);
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}
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BIND_CONSTANT(PARAM_DIFFUSE);
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BIND_CONSTANT(PARAM_DETAIL);
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BIND_CONSTANT(PARAM_SPECULAR);
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BIND_CONSTANT(PARAM_EMISSION);
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BIND_CONSTANT(PARAM_SPECULAR_EXP);
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BIND_CONSTANT(PARAM_GLOW);
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BIND_CONSTANT(PARAM_NORMAL);
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BIND_CONSTANT(PARAM_SHADE_PARAM);
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BIND_CONSTANT(PARAM_MAX);
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BIND_CONSTANT(TEXCOORD_UV);
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BIND_CONSTANT(TEXCOORD_UV_TRANSFORM);
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BIND_CONSTANT(TEXCOORD_UV2);
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BIND_CONSTANT(TEXCOORD_SPHERE);
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BIND_CONSTANT(FLAG_USE_ALPHA);
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BIND_CONSTANT(FLAG_USE_COLOR_ARRAY);
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BIND_CONSTANT(FLAG_USE_POINT_SIZE);
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BIND_CONSTANT(FLAG_DISCARD_ALPHA);
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BIND_CONSTANT(LIGHT_SHADER_LAMBERT);
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BIND_CONSTANT(LIGHT_SHADER_WRAP);
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BIND_CONSTANT(LIGHT_SHADER_VELVET);
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BIND_CONSTANT(LIGHT_SHADER_TOON);
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}
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FixedMaterial::FixedMaterial()
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: Material(VS::get_singleton()->fixed_material_create()) {
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param[PARAM_DIFFUSE] = Color(1, 1, 1);
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param[PARAM_SPECULAR] = Color(0.0, 0.0, 0.0);
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param[PARAM_EMISSION] = Color(0.0, 0.0, 0.0);
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param[PARAM_SPECULAR_EXP] = 40;
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param[PARAM_GLOW] = 0;
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param[PARAM_NORMAL] = 1;
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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()) {
|
|
}
|
|
|
|
/////////////////////////////////
|