godot/scene/resources/material.cpp
Rémi Verschelde d8223ffa75 Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00

605 lines
20 KiB
C++

/*************************************************************************/
/* material.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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. */
/*************************************************************************/
#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()){
}
/////////////////////////////////