236 lines
7.7 KiB
C++
236 lines
7.7 KiB
C++
/*************************************************************************/
|
|
/* material.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2019 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. */
|
|
/*************************************************************************/
|
|
#ifndef MATERIAL_H
|
|
#define MATERIAL_H
|
|
|
|
#include "resource.h"
|
|
#include "scene/resources/shader.h"
|
|
#include "scene/resources/texture.h"
|
|
#include "servers/visual/shader_language.h"
|
|
#include "servers/visual_server.h"
|
|
|
|
/**
|
|
@author Juan Linietsky <reduzio@gmail.com>
|
|
*/
|
|
|
|
class Material : public Resource {
|
|
|
|
OBJ_TYPE(Material, Resource);
|
|
RES_BASE_EXTENSION("mtl");
|
|
OBJ_SAVE_TYPE(Material);
|
|
|
|
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,
|
|
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,
|
|
|
|
};
|
|
|
|
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
|
|
};
|
|
|
|
private:
|
|
BlendMode blend_mode;
|
|
bool flags[VS::MATERIAL_FLAG_MAX];
|
|
float line_width;
|
|
DepthDrawMode depth_draw_mode;
|
|
|
|
protected:
|
|
RID material;
|
|
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
void set_flag(Flag p_flag, bool p_enabled);
|
|
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;
|
|
|
|
void set_line_width(float p_width);
|
|
float get_line_width() const;
|
|
|
|
virtual RID get_rid() const;
|
|
|
|
Material(const RID &p_rid = RID());
|
|
virtual ~Material();
|
|
};
|
|
|
|
VARIANT_ENUM_CAST(Material::Flag);
|
|
VARIANT_ENUM_CAST(Material::DepthDrawMode);
|
|
|
|
VARIANT_ENUM_CAST(Material::BlendMode);
|
|
|
|
class FixedMaterial : public Material {
|
|
|
|
OBJ_TYPE(FixedMaterial, Material);
|
|
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
|
|
};
|
|
|
|
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
|
|
};
|
|
|
|
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
|
|
};
|
|
|
|
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
|
|
};
|
|
|
|
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];
|
|
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);
|
|
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);
|
|
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);
|
|
|
|
class ShaderMaterial : public Material {
|
|
|
|
OBJ_TYPE(ShaderMaterial, Material);
|
|
|
|
Ref<Shader> shader;
|
|
|
|
void _shader_changed();
|
|
static void _shader_parse(void *p_self, ShaderLanguage::ProgramNode *p_node);
|
|
|
|
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;
|
|
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
void set_shader(const Ref<Shader> &p_shader);
|
|
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;
|
|
|
|
void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const;
|
|
|
|
ShaderMaterial();
|
|
};
|
|
|
|
//////////////////////
|
|
|
|
#endif
|