2af2a84a03
========== -NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk) -WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store -Feaures in the new tutorials are all present in the sourcecode -This (hopefully) should get rid of the animation list order getting corrupted -Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing? -In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource -Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
317 lines
8.3 KiB
C++
317 lines
8.3 KiB
C++
/*************************************************************************/
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/* material.h */
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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) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#ifndef MATERIAL_H
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#define MATERIAL_H
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#include "servers/visual_server.h"
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#include "scene/resources/texture.h"
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#include "scene/resources/shader.h"
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#include "resource.h"
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#include "servers/visual/shader_language.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class Material : public Resource {
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OBJ_TYPE(Material,Resource);
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RES_BASE_EXTENSION("mtl");
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OBJ_SAVE_TYPE( Material );
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public:
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enum Flag {
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FLAG_VISIBLE = VS::MATERIAL_FLAG_VISIBLE,
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FLAG_DOUBLE_SIDED = VS::MATERIAL_FLAG_DOUBLE_SIDED,
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FLAG_INVERT_FACES = VS::MATERIAL_FLAG_INVERT_FACES,
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FLAG_UNSHADED = VS::MATERIAL_FLAG_UNSHADED,
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FLAG_ONTOP = VS::MATERIAL_FLAG_ONTOP,
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FLAG_LIGHTMAP_ON_UV2 = VS::MATERIAL_FLAG_LIGHTMAP_ON_UV2,
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FLAG_MAX = VS::MATERIAL_FLAG_MAX
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};
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enum BlendMode {
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BLEND_MODE_MIX = VS::MATERIAL_BLEND_MODE_MIX,
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BLEND_MODE_MUL = VS::MATERIAL_BLEND_MODE_MUL,
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BLEND_MODE_ADD = VS::MATERIAL_BLEND_MODE_ADD,
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BLEND_MODE_SUB = VS::MATERIAL_BLEND_MODE_SUB,
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BLEND_MODE_PREMULT_ALPHA = VS::MATERIAL_BLEND_MODE_PREMULT_ALPHA,
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};
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enum DepthDrawMode {
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DEPTH_DRAW_ALWAYS = VS::MATERIAL_DEPTH_DRAW_ALWAYS,
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DEPTH_DRAW_OPAQUE_ONLY = VS::MATERIAL_DEPTH_DRAW_OPAQUE_ONLY,
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DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA = VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA,
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DEPTH_DRAW_NEVER = VS::MATERIAL_DEPTH_DRAW_NEVER
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};
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private:
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BlendMode blend_mode;
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bool flags[VS::MATERIAL_FLAG_MAX];
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float line_width;
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DepthDrawMode depth_draw_mode;
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protected:
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RID material;
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static void _bind_methods();
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public:
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void set_flag(Flag p_flag,bool p_enabled);
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bool get_flag(Flag p_flag) const;
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void set_blend_mode(BlendMode p_blend_mode);
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BlendMode get_blend_mode() const;
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void set_depth_draw_mode(DepthDrawMode p_depth_draw_mode);
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DepthDrawMode get_depth_draw_mode() const;
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void set_line_width(float p_width);
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float get_line_width() const;
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virtual RID get_rid() const;
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Material(const RID& p_rid=RID());
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virtual ~Material();
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};
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VARIANT_ENUM_CAST( Material::Flag );
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VARIANT_ENUM_CAST( Material::DepthDrawMode );
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VARIANT_ENUM_CAST( Material::BlendMode );
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class FixedMaterial : public Material {
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OBJ_TYPE( FixedMaterial, Material );
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REVERSE_GET_PROPERTY_LIST
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public:
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enum Parameter {
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PARAM_DIFFUSE=VS::FIXED_MATERIAL_PARAM_DIFFUSE,
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PARAM_DETAIL=VS::FIXED_MATERIAL_PARAM_DETAIL,
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PARAM_SPECULAR=VS::FIXED_MATERIAL_PARAM_SPECULAR,
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PARAM_EMISSION=VS::FIXED_MATERIAL_PARAM_EMISSION,
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PARAM_SPECULAR_EXP=VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP,
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PARAM_GLOW=VS::FIXED_MATERIAL_PARAM_GLOW,
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PARAM_NORMAL=VS::FIXED_MATERIAL_PARAM_NORMAL,
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PARAM_SHADE_PARAM=VS::FIXED_MATERIAL_PARAM_SHADE_PARAM,
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PARAM_MAX=VS::FIXED_MATERIAL_PARAM_MAX
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};
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enum TexCoordMode {
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TEXCOORD_UV=VS::FIXED_MATERIAL_TEXCOORD_UV,
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TEXCOORD_UV_TRANSFORM=VS::FIXED_MATERIAL_TEXCOORD_UV_TRANSFORM,
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TEXCOORD_UV2=VS::FIXED_MATERIAL_TEXCOORD_UV2,
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TEXCOORD_SPHERE=VS::FIXED_MATERIAL_TEXCOORD_SPHERE
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};
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enum FixedFlag {
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FLAG_USE_ALPHA=VS::FIXED_MATERIAL_FLAG_USE_ALPHA,
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FLAG_USE_COLOR_ARRAY=VS::FIXED_MATERIAL_FLAG_USE_COLOR_ARRAY,
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FLAG_USE_POINT_SIZE=VS::FIXED_MATERIAL_FLAG_USE_POINT_SIZE,
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FLAG_DISCARD_ALPHA=VS::FIXED_MATERIAL_FLAG_DISCARD_ALPHA
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};
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enum LightShader {
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LIGHT_SHADER_LAMBERT=VS::FIXED_MATERIAL_LIGHT_SHADER_LAMBERT,
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LIGHT_SHADER_WRAP=VS::FIXED_MATERIAL_LIGHT_SHADER_WRAP,
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LIGHT_SHADER_VELVET=VS::FIXED_MATERIAL_LIGHT_SHADER_VELVET,
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LIGHT_SHADER_TOON=VS::FIXED_MATERIAL_LIGHT_SHADER_TOON
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};
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private:
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struct Node {
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int param;
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int mult;
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int tex;
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};
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Variant param[PARAM_MAX];
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Ref<Texture> texture_param[PARAM_MAX];
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TexCoordMode texture_texcoord[PARAM_MAX];
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LightShader light_shader;
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bool fixed_flags[3];
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float point_size;
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Transform uv_transform;
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protected:
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static void _bind_methods();
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public:
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void set_fixed_flag(FixedFlag p_flag, bool p_value);
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bool get_fixed_flag(FixedFlag p_flag) const;
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void set_parameter(Parameter p_parameter, const Variant& p_value);
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Variant get_parameter(Parameter p_parameter) const;
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void set_texture(Parameter p_parameter, Ref<Texture> p_texture);
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Ref<Texture> get_texture(Parameter p_parameter) const;
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void set_texcoord_mode(Parameter p_parameter, TexCoordMode p_mode);
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TexCoordMode get_texcoord_mode(Parameter p_parameter) const;
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void set_light_shader(LightShader p_shader);
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LightShader get_light_shader() const;
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void set_uv_transform(const Transform& p_transform);
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Transform get_uv_transform() const;
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void set_point_size(float p_transform);
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float get_point_size() const;
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FixedMaterial();
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~FixedMaterial();
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};
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VARIANT_ENUM_CAST( FixedMaterial::Parameter );
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VARIANT_ENUM_CAST( FixedMaterial::TexCoordMode );
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VARIANT_ENUM_CAST( FixedMaterial::FixedFlag );
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VARIANT_ENUM_CAST( FixedMaterial::LightShader );
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class ShaderMaterial : public Material {
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OBJ_TYPE( ShaderMaterial, Material );
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Ref<Shader> shader;
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void _shader_changed();
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static void _shader_parse(void*p_self,ShaderLanguage::ProgramNode*p_node);
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protected:
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bool _set(const StringName& p_name, const Variant& p_value);
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bool _get(const StringName& p_name,Variant &r_ret) const;
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void _get_property_list( List<PropertyInfo> *p_list) const;
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static void _bind_methods();
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public:
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void set_shader(const Ref<Shader>& p_shader);
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Ref<Shader> get_shader() const;
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void set_shader_param(const StringName& p_param,const Variant& p_value);
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Variant get_shader_param(const StringName& p_param) const;
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ShaderMaterial();
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};
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//////////////////////
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class ParticleSystemMaterial : public Material {
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OBJ_TYPE( ParticleSystemMaterial, Material );
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REVERSE_GET_PROPERTY_LIST
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private:
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Ref<Texture> texture;
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protected:
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static void _bind_methods();
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public:
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void set_texture(const Ref<Texture>& p_texture);
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Ref<Texture> get_texture() const;
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ParticleSystemMaterial();
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~ParticleSystemMaterial();
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};
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///////////////////////////////////////////
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class UnshadedMaterial : public Material {
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OBJ_TYPE( UnshadedMaterial, Material );
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REVERSE_GET_PROPERTY_LIST
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private:
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bool alpha;
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bool color_array;
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Ref<Texture> texture;
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protected:
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static void _bind_methods();
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public:
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void set_texture(const Ref<Texture>& p_texture);
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Ref<Texture> get_texture() const;
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void set_use_alpha(bool p_use_alpha);
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bool is_using_alpha() const;
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void set_use_color_array(bool p_use_color_array);
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bool is_using_color_array() const;
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UnshadedMaterial();
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~UnshadedMaterial();
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};
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#endif
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