18fbdbb456
Main: - It's now implemented thanks to `<mutex>`. No more platform-specific implementations. - `BinaryMutex` (non-recursive) is added, as an alternative for special cases. - Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes. - Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts. - A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this. - `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`. - Thread-safe utilities are therefore simpler now. Misc.: - `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same. - Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock). - `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
719 lines
19 KiB
C++
719 lines
19 KiB
C++
/*************************************************************************/
|
|
/* material.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2020 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 "core/resource.h"
|
|
#include "core/self_list.h"
|
|
#include "scene/resources/shader.h"
|
|
#include "scene/resources/texture.h"
|
|
#include "servers/visual/shader_language.h"
|
|
#include "servers/visual_server.h"
|
|
|
|
class Material : public Resource {
|
|
|
|
GDCLASS(Material, Resource);
|
|
RES_BASE_EXTENSION("material")
|
|
OBJ_SAVE_TYPE(Material);
|
|
|
|
RID material;
|
|
Ref<Material> next_pass;
|
|
int render_priority;
|
|
|
|
protected:
|
|
_FORCE_INLINE_ RID _get_material() const { return material; }
|
|
static void _bind_methods();
|
|
virtual bool _can_do_next_pass() const { return false; }
|
|
|
|
void _validate_property(PropertyInfo &property) const;
|
|
|
|
public:
|
|
enum {
|
|
RENDER_PRIORITY_MAX = VS::MATERIAL_RENDER_PRIORITY_MAX,
|
|
RENDER_PRIORITY_MIN = VS::MATERIAL_RENDER_PRIORITY_MIN,
|
|
};
|
|
void set_next_pass(const Ref<Material> &p_pass);
|
|
Ref<Material> get_next_pass() const;
|
|
|
|
void set_render_priority(int p_priority);
|
|
int get_render_priority() const;
|
|
|
|
virtual RID get_rid() const;
|
|
|
|
virtual Shader::Mode get_shader_mode() const = 0;
|
|
Material();
|
|
virtual ~Material();
|
|
};
|
|
|
|
class ShaderMaterial : public Material {
|
|
|
|
GDCLASS(ShaderMaterial, Material);
|
|
Ref<Shader> shader;
|
|
|
|
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;
|
|
bool property_can_revert(const String &p_name);
|
|
Variant property_get_revert(const String &p_name);
|
|
|
|
static void _bind_methods();
|
|
|
|
void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const;
|
|
|
|
virtual bool _can_do_next_pass() const;
|
|
|
|
void _shader_changed();
|
|
|
|
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;
|
|
|
|
virtual Shader::Mode get_shader_mode() const;
|
|
|
|
ShaderMaterial();
|
|
~ShaderMaterial();
|
|
};
|
|
|
|
class StandardMaterial3D;
|
|
|
|
class BaseMaterial3D : public Material {
|
|
|
|
GDCLASS(BaseMaterial3D, Material);
|
|
|
|
public:
|
|
enum TextureParam {
|
|
TEXTURE_ALBEDO,
|
|
TEXTURE_METALLIC,
|
|
TEXTURE_ROUGHNESS,
|
|
TEXTURE_EMISSION,
|
|
TEXTURE_NORMAL,
|
|
TEXTURE_RIM,
|
|
TEXTURE_CLEARCOAT,
|
|
TEXTURE_FLOWMAP,
|
|
TEXTURE_AMBIENT_OCCLUSION,
|
|
TEXTURE_HEIGHTMAP,
|
|
TEXTURE_SUBSURFACE_SCATTERING,
|
|
TEXTURE_TRANSMISSION,
|
|
TEXTURE_REFRACTION,
|
|
TEXTURE_DETAIL_MASK,
|
|
TEXTURE_DETAIL_ALBEDO,
|
|
TEXTURE_DETAIL_NORMAL,
|
|
TEXTURE_ORM,
|
|
TEXTURE_MAX
|
|
|
|
};
|
|
|
|
enum TextureFilter {
|
|
TEXTURE_FILTER_NEAREST,
|
|
TEXTURE_FILTER_LINEAR,
|
|
TEXTURE_FILTER_NEAREST_WITH_MIPMAPS,
|
|
TEXTURE_FILTER_LINEAR_WITH_MIPMAPS,
|
|
TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC,
|
|
TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC,
|
|
TEXTURE_FILTER_MAX
|
|
};
|
|
|
|
enum DetailUV {
|
|
DETAIL_UV_1,
|
|
DETAIL_UV_2
|
|
};
|
|
|
|
enum Transparency {
|
|
TRANSPARENCY_DISABLED,
|
|
TRANSPARENCY_ALPHA,
|
|
TRANSPARENCY_ALPHA_SCISSOR,
|
|
TRANSPARENCY_ALPHA_DEPTH_PRE_PASS,
|
|
TRANSPARENCY_MAX,
|
|
};
|
|
|
|
enum ShadingMode {
|
|
SHADING_MODE_UNSHADED,
|
|
SHADING_MODE_PER_PIXEL,
|
|
SHADING_MODE_PER_VERTEX,
|
|
SHADING_MODE_MAX
|
|
};
|
|
|
|
enum Feature {
|
|
FEATURE_EMISSION,
|
|
FEATURE_NORMAL_MAPPING,
|
|
FEATURE_RIM,
|
|
FEATURE_CLEARCOAT,
|
|
FEATURE_ANISOTROPY,
|
|
FEATURE_AMBIENT_OCCLUSION,
|
|
FEATURE_HEIGHT_MAPPING,
|
|
FEATURE_SUBSURACE_SCATTERING,
|
|
FEATURE_TRANSMISSION,
|
|
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,
|
|
};
|
|
|
|
enum CullMode {
|
|
CULL_BACK,
|
|
CULL_FRONT,
|
|
CULL_DISABLED
|
|
};
|
|
|
|
enum Flags {
|
|
FLAG_DISABLE_DEPTH_TEST,
|
|
FLAG_ALBEDO_FROM_VERTEX_COLOR,
|
|
FLAG_SRGB_VERTEX_COLOR,
|
|
FLAG_USE_POINT_SIZE,
|
|
FLAG_FIXED_SIZE,
|
|
FLAG_BILLBOARD_KEEP_SCALE,
|
|
FLAG_UV1_USE_TRIPLANAR,
|
|
FLAG_UV2_USE_TRIPLANAR,
|
|
FLAG_UV1_USE_WORLD_TRIPLANAR,
|
|
FLAG_UV2_USE_WORLD_TRIPLANAR,
|
|
FLAG_AO_ON_UV2,
|
|
FLAG_EMISSION_ON_UV2,
|
|
FLAG_ALBEDO_TEXTURE_FORCE_SRGB,
|
|
FLAG_DONT_RECEIVE_SHADOWS,
|
|
FLAG_DISABLE_AMBIENT_LIGHT,
|
|
FLAG_USE_SHADOW_TO_OPACITY,
|
|
FLAG_USE_TEXTURE_REPEAT,
|
|
FLAG_INVERT_HEIGHTMAP,
|
|
FLAG_MAX
|
|
};
|
|
|
|
enum DiffuseMode {
|
|
DIFFUSE_BURLEY,
|
|
DIFFUSE_LAMBERT,
|
|
DIFFUSE_LAMBERT_WRAP,
|
|
DIFFUSE_OREN_NAYAR,
|
|
DIFFUSE_TOON,
|
|
};
|
|
|
|
enum SpecularMode {
|
|
SPECULAR_SCHLICK_GGX,
|
|
SPECULAR_BLINN,
|
|
SPECULAR_PHONG,
|
|
SPECULAR_TOON,
|
|
SPECULAR_DISABLED,
|
|
};
|
|
|
|
enum BillboardMode {
|
|
BILLBOARD_DISABLED,
|
|
BILLBOARD_ENABLED,
|
|
BILLBOARD_FIXED_Y,
|
|
BILLBOARD_PARTICLES,
|
|
};
|
|
|
|
enum TextureChannel {
|
|
TEXTURE_CHANNEL_RED,
|
|
TEXTURE_CHANNEL_GREEN,
|
|
TEXTURE_CHANNEL_BLUE,
|
|
TEXTURE_CHANNEL_ALPHA,
|
|
TEXTURE_CHANNEL_GRAYSCALE
|
|
};
|
|
|
|
enum EmissionOperator {
|
|
EMISSION_OP_ADD,
|
|
EMISSION_OP_MULTIPLY
|
|
};
|
|
|
|
enum DistanceFadeMode {
|
|
DISTANCE_FADE_DISABLED,
|
|
DISTANCE_FADE_PIXEL_ALPHA,
|
|
DISTANCE_FADE_PIXEL_DITHER,
|
|
DISTANCE_FADE_OBJECT_DITHER,
|
|
};
|
|
|
|
private:
|
|
union MaterialKey {
|
|
|
|
struct {
|
|
uint64_t feature_mask : FEATURE_MAX;
|
|
uint64_t detail_uv : 1;
|
|
uint64_t blend_mode : 2;
|
|
uint64_t depth_draw_mode : 2;
|
|
uint64_t cull_mode : 2;
|
|
uint64_t flags : FLAG_MAX;
|
|
uint64_t detail_blend_mode : 2;
|
|
uint64_t diffuse_mode : 3;
|
|
uint64_t specular_mode : 3;
|
|
uint64_t invalid_key : 1;
|
|
uint64_t deep_parallax : 1;
|
|
uint64_t billboard_mode : 2;
|
|
uint64_t grow : 1;
|
|
uint64_t proximity_fade : 1;
|
|
uint64_t distance_fade : 2;
|
|
uint64_t emission_op : 1;
|
|
uint64_t texture_filter : 3;
|
|
uint64_t transparency : 2;
|
|
uint64_t shading_mode : 2;
|
|
uint64_t roughness_channel : 3;
|
|
};
|
|
|
|
uint64_t key;
|
|
|
|
bool operator<(const MaterialKey &p_key) const {
|
|
return key < p_key.key;
|
|
}
|
|
};
|
|
|
|
struct ShaderData {
|
|
RID shader;
|
|
int users;
|
|
};
|
|
|
|
static Map<MaterialKey, ShaderData> shader_map;
|
|
|
|
MaterialKey current_key;
|
|
|
|
_FORCE_INLINE_ MaterialKey _compute_key() const {
|
|
|
|
MaterialKey mk;
|
|
mk.key = 0;
|
|
for (int i = 0; i < FEATURE_MAX; i++) {
|
|
if (features[i]) {
|
|
mk.feature_mask |= ((uint64_t)1 << i);
|
|
}
|
|
}
|
|
mk.detail_uv = detail_uv;
|
|
mk.blend_mode = blend_mode;
|
|
mk.depth_draw_mode = depth_draw_mode;
|
|
mk.cull_mode = cull_mode;
|
|
mk.texture_filter = texture_filter;
|
|
mk.transparency = transparency;
|
|
mk.shading_mode = shading_mode;
|
|
mk.roughness_channel = roughness_texture_channel;
|
|
for (int i = 0; i < FLAG_MAX; i++) {
|
|
if (flags[i]) {
|
|
mk.flags |= ((uint64_t)1 << i);
|
|
}
|
|
}
|
|
mk.detail_blend_mode = detail_blend_mode;
|
|
mk.diffuse_mode = diffuse_mode;
|
|
mk.specular_mode = specular_mode;
|
|
mk.billboard_mode = billboard_mode;
|
|
mk.deep_parallax = deep_parallax ? 1 : 0;
|
|
mk.grow = grow_enabled;
|
|
mk.proximity_fade = proximity_fade_enabled;
|
|
mk.distance_fade = distance_fade;
|
|
mk.emission_op = emission_op;
|
|
|
|
return mk;
|
|
}
|
|
|
|
struct ShaderNames {
|
|
StringName albedo;
|
|
StringName specular;
|
|
StringName metallic;
|
|
StringName roughness;
|
|
StringName emission;
|
|
StringName emission_energy;
|
|
StringName normal_scale;
|
|
StringName rim;
|
|
StringName rim_tint;
|
|
StringName clearcoat;
|
|
StringName clearcoat_gloss;
|
|
StringName anisotropy;
|
|
StringName heightmap_scale;
|
|
StringName subsurface_scattering_strength;
|
|
StringName transmission;
|
|
StringName refraction;
|
|
StringName point_size;
|
|
StringName uv1_scale;
|
|
StringName uv1_offset;
|
|
StringName uv2_scale;
|
|
StringName uv2_offset;
|
|
StringName particles_anim_h_frames;
|
|
StringName particles_anim_v_frames;
|
|
StringName particles_anim_loop;
|
|
StringName heightmap_min_layers;
|
|
StringName heightmap_max_layers;
|
|
StringName heightmap_flip;
|
|
StringName uv1_blend_sharpness;
|
|
StringName uv2_blend_sharpness;
|
|
StringName grow;
|
|
StringName proximity_fade_distance;
|
|
StringName distance_fade_min;
|
|
StringName distance_fade_max;
|
|
StringName ao_light_affect;
|
|
|
|
StringName metallic_texture_channel;
|
|
StringName ao_texture_channel;
|
|
StringName clearcoat_texture_channel;
|
|
StringName rim_texture_channel;
|
|
StringName heightmap_texture_channel;
|
|
StringName refraction_texture_channel;
|
|
StringName alpha_scissor_threshold;
|
|
|
|
StringName texture_names[TEXTURE_MAX];
|
|
};
|
|
|
|
static Mutex material_mutex;
|
|
static SelfList<BaseMaterial3D>::List *dirty_materials;
|
|
static ShaderNames *shader_names;
|
|
|
|
SelfList<BaseMaterial3D> element;
|
|
|
|
void _update_shader();
|
|
_FORCE_INLINE_ void _queue_shader_change();
|
|
_FORCE_INLINE_ bool _is_shader_dirty() const;
|
|
|
|
bool orm;
|
|
|
|
Color albedo;
|
|
float specular;
|
|
float metallic;
|
|
float roughness;
|
|
Color emission;
|
|
float emission_energy;
|
|
float normal_scale;
|
|
float rim;
|
|
float rim_tint;
|
|
float clearcoat;
|
|
float clearcoat_gloss;
|
|
float anisotropy;
|
|
float heightmap_scale;
|
|
float subsurface_scattering_strength;
|
|
Color transmission;
|
|
float refraction;
|
|
float point_size;
|
|
float alpha_scissor_threshold;
|
|
bool grow_enabled;
|
|
float ao_light_affect;
|
|
float grow;
|
|
int particles_anim_h_frames;
|
|
int particles_anim_v_frames;
|
|
bool particles_anim_loop;
|
|
Transparency transparency;
|
|
ShadingMode shading_mode;
|
|
|
|
TextureFilter texture_filter;
|
|
|
|
Vector3 uv1_scale;
|
|
Vector3 uv1_offset;
|
|
float uv1_triplanar_sharpness;
|
|
|
|
Vector3 uv2_scale;
|
|
Vector3 uv2_offset;
|
|
float uv2_triplanar_sharpness;
|
|
|
|
DetailUV detail_uv;
|
|
|
|
bool deep_parallax;
|
|
int deep_parallax_min_layers;
|
|
int deep_parallax_max_layers;
|
|
bool heightmap_parallax_flip_tangent;
|
|
bool heightmap_parallax_flip_binormal;
|
|
|
|
bool proximity_fade_enabled;
|
|
float proximity_fade_distance;
|
|
|
|
DistanceFadeMode distance_fade;
|
|
float distance_fade_max_distance;
|
|
float distance_fade_min_distance;
|
|
|
|
BlendMode blend_mode;
|
|
BlendMode detail_blend_mode;
|
|
DepthDrawMode depth_draw_mode;
|
|
CullMode cull_mode;
|
|
bool flags[FLAG_MAX];
|
|
SpecularMode specular_mode;
|
|
DiffuseMode diffuse_mode;
|
|
BillboardMode billboard_mode;
|
|
EmissionOperator emission_op;
|
|
|
|
TextureChannel metallic_texture_channel;
|
|
TextureChannel roughness_texture_channel;
|
|
TextureChannel ao_texture_channel;
|
|
TextureChannel refraction_texture_channel;
|
|
|
|
bool features[FEATURE_MAX];
|
|
|
|
Ref<Texture2D> textures[TEXTURE_MAX];
|
|
|
|
_FORCE_INLINE_ void _validate_feature(const String &text, Feature feature, PropertyInfo &property) const;
|
|
|
|
static const int MAX_MATERIALS_FOR_2D = 128;
|
|
|
|
static Ref<StandardMaterial3D> materials_for_2d[MAX_MATERIALS_FOR_2D]; //used by Sprite3D and other stuff
|
|
|
|
void _validate_high_end(const String &text, PropertyInfo &property) const;
|
|
|
|
protected:
|
|
static void _bind_methods();
|
|
void _validate_property(PropertyInfo &property) const;
|
|
virtual bool _can_do_next_pass() const { return true; }
|
|
|
|
public:
|
|
void set_albedo(const Color &p_albedo);
|
|
Color get_albedo() const;
|
|
|
|
void set_specular(float p_specular);
|
|
float get_specular() const;
|
|
|
|
void set_metallic(float p_metallic);
|
|
float get_metallic() 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_ao_light_affect(float p_ao_light_affect);
|
|
float get_ao_light_affect() 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_heightmap_scale(float p_heightmap_scale);
|
|
float get_heightmap_scale() const;
|
|
|
|
void set_heightmap_deep_parallax(bool p_enable);
|
|
bool is_heightmap_deep_parallax_enabled() const;
|
|
|
|
void set_heightmap_deep_parallax_min_layers(int p_layer);
|
|
int get_heightmap_deep_parallax_min_layers() const;
|
|
|
|
void set_heightmap_deep_parallax_max_layers(int p_layer);
|
|
int get_heightmap_deep_parallax_max_layers() const;
|
|
|
|
void set_heightmap_deep_parallax_flip_tangent(bool p_flip);
|
|
bool get_heightmap_deep_parallax_flip_tangent() const;
|
|
|
|
void set_heightmap_deep_parallax_flip_binormal(bool p_flip);
|
|
bool get_heightmap_deep_parallax_flip_binormal() const;
|
|
|
|
void set_subsurface_scattering_strength(float p_subsurface_scattering_strength);
|
|
float get_subsurface_scattering_strength() const;
|
|
|
|
void set_transmission(const Color &p_transmission);
|
|
Color get_transmission() const;
|
|
|
|
void set_refraction(float p_refraction);
|
|
float get_refraction() const;
|
|
|
|
void set_point_size(float p_point_size);
|
|
float get_point_size() const;
|
|
|
|
void set_transparency(Transparency p_transparency);
|
|
Transparency get_transparency() const;
|
|
|
|
void set_shading_mode(ShadingMode p_shading_mode);
|
|
ShadingMode get_shading_mode() 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_specular_mode(SpecularMode p_mode);
|
|
SpecularMode get_specular_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<Texture2D> &p_texture);
|
|
Ref<Texture2D> get_texture(TextureParam p_param) const;
|
|
// Used only for shader material conversion
|
|
Ref<Texture2D> get_texture_by_name(StringName p_name) const;
|
|
|
|
void set_texture_filter(TextureFilter p_filter);
|
|
TextureFilter get_texture_filter() const;
|
|
|
|
void set_feature(Feature p_feature, bool p_enabled);
|
|
bool get_feature(Feature p_feature) const;
|
|
|
|
void set_uv1_scale(const Vector3 &p_scale);
|
|
Vector3 get_uv1_scale() const;
|
|
|
|
void set_uv1_offset(const Vector3 &p_offset);
|
|
Vector3 get_uv1_offset() const;
|
|
|
|
void set_uv1_triplanar_blend_sharpness(float p_sharpness);
|
|
float get_uv1_triplanar_blend_sharpness() const;
|
|
|
|
void set_uv2_scale(const Vector3 &p_scale);
|
|
Vector3 get_uv2_scale() const;
|
|
|
|
void set_uv2_offset(const Vector3 &p_offset);
|
|
Vector3 get_uv2_offset() const;
|
|
|
|
void set_uv2_triplanar_blend_sharpness(float p_sharpness);
|
|
float get_uv2_triplanar_blend_sharpness() const;
|
|
|
|
void set_billboard_mode(BillboardMode p_mode);
|
|
BillboardMode get_billboard_mode() const;
|
|
|
|
void set_particles_anim_h_frames(int p_frames);
|
|
int get_particles_anim_h_frames() const;
|
|
void set_particles_anim_v_frames(int p_frames);
|
|
int get_particles_anim_v_frames() const;
|
|
|
|
void set_particles_anim_loop(bool p_loop);
|
|
bool get_particles_anim_loop() const;
|
|
|
|
void set_grow_enabled(bool p_enable);
|
|
bool is_grow_enabled() const;
|
|
|
|
void set_grow(float p_grow);
|
|
float get_grow() const;
|
|
|
|
void set_alpha_scissor_threshold(float p_threshold);
|
|
float get_alpha_scissor_threshold() const;
|
|
|
|
void set_on_top_of_alpha();
|
|
|
|
void set_proximity_fade(bool p_enable);
|
|
bool is_proximity_fade_enabled() const;
|
|
|
|
void set_proximity_fade_distance(float p_distance);
|
|
float get_proximity_fade_distance() const;
|
|
|
|
void set_distance_fade(DistanceFadeMode p_mode);
|
|
DistanceFadeMode get_distance_fade() const;
|
|
|
|
void set_distance_fade_max_distance(float p_distance);
|
|
float get_distance_fade_max_distance() const;
|
|
|
|
void set_distance_fade_min_distance(float p_distance);
|
|
float get_distance_fade_min_distance() const;
|
|
|
|
void set_emission_operator(EmissionOperator p_op);
|
|
EmissionOperator get_emission_operator() const;
|
|
|
|
void set_metallic_texture_channel(TextureChannel p_channel);
|
|
TextureChannel get_metallic_texture_channel() const;
|
|
void set_roughness_texture_channel(TextureChannel p_channel);
|
|
TextureChannel get_roughness_texture_channel() const;
|
|
void set_ao_texture_channel(TextureChannel p_channel);
|
|
TextureChannel get_ao_texture_channel() const;
|
|
void set_refraction_texture_channel(TextureChannel p_channel);
|
|
TextureChannel get_refraction_texture_channel() const;
|
|
|
|
static void init_shaders();
|
|
static void finish_shaders();
|
|
static void flush_changes();
|
|
|
|
static RID get_material_rid_for_2d(bool p_shaded, bool p_transparent, bool p_double_sided, bool p_cut_alpha, bool p_opaque_prepass, bool p_billboard = false, bool p_billboard_y = false);
|
|
|
|
RID get_shader_rid() const;
|
|
|
|
virtual Shader::Mode get_shader_mode() const;
|
|
|
|
BaseMaterial3D(bool p_orm);
|
|
virtual ~BaseMaterial3D();
|
|
};
|
|
|
|
VARIANT_ENUM_CAST(BaseMaterial3D::TextureParam)
|
|
VARIANT_ENUM_CAST(BaseMaterial3D::TextureFilter)
|
|
VARIANT_ENUM_CAST(BaseMaterial3D::ShadingMode)
|
|
VARIANT_ENUM_CAST(BaseMaterial3D::Transparency)
|
|
VARIANT_ENUM_CAST(BaseMaterial3D::DetailUV)
|
|
VARIANT_ENUM_CAST(BaseMaterial3D::Feature)
|
|
VARIANT_ENUM_CAST(BaseMaterial3D::BlendMode)
|
|
VARIANT_ENUM_CAST(BaseMaterial3D::DepthDrawMode)
|
|
VARIANT_ENUM_CAST(BaseMaterial3D::CullMode)
|
|
VARIANT_ENUM_CAST(BaseMaterial3D::Flags)
|
|
VARIANT_ENUM_CAST(BaseMaterial3D::DiffuseMode)
|
|
VARIANT_ENUM_CAST(BaseMaterial3D::SpecularMode)
|
|
VARIANT_ENUM_CAST(BaseMaterial3D::BillboardMode)
|
|
VARIANT_ENUM_CAST(BaseMaterial3D::TextureChannel)
|
|
VARIANT_ENUM_CAST(BaseMaterial3D::EmissionOperator)
|
|
VARIANT_ENUM_CAST(BaseMaterial3D::DistanceFadeMode)
|
|
|
|
class StandardMaterial3D : public BaseMaterial3D {
|
|
GDCLASS(StandardMaterial3D, BaseMaterial3D)
|
|
protected:
|
|
#ifndef DISABLE_DEPRECATED
|
|
// Kept for compatibility from 3.x to 4.0.
|
|
bool _set(const StringName &p_name, const Variant &p_value);
|
|
#endif
|
|
|
|
public:
|
|
StandardMaterial3D() :
|
|
BaseMaterial3D(false) {}
|
|
};
|
|
|
|
class ORMMaterial3D : public BaseMaterial3D {
|
|
GDCLASS(ORMMaterial3D, BaseMaterial3D)
|
|
public:
|
|
ORMMaterial3D() :
|
|
BaseMaterial3D(true) {}
|
|
};
|
|
|
|
//////////////////////
|
|
|
|
#endif
|