virtualx-engine/scene/resources/material.h

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2014-02-10 02:10:30 +01:00
/*************************************************************************/
/* material.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2014 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. */
/*************************************************************************/
#ifndef MATERIAL_H
#define MATERIAL_H
#include "servers/visual_server.h"
#include "scene/resources/texture.h"
#include "scene/resources/shader.h"
#include "resource.h"
#include "servers/visual/shader_language.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_WIREFRAME = VS::MATERIAL_FLAG_WIREFRAME,
FLAG_BILLBOARD_TOGGLE = VS::MATERIAL_FLAG_BILLBOARD,
FLAG_MAX = VS::MATERIAL_FLAG_MAX
};
enum ShadeModel {
SHADE_MODEL_LAMBERT,
SHADE_MODEL_LAMBERT_WRAP,
SHADE_MODEL_FRESNEL,
SHADE_MODEL_TOON,
SHADE_MODEL_CUSTOM_0,
SHADE_MODEL_CUSTOM_1,
SHADE_MODEL_CUSTOM_2,
SHADE_MODEL_CUSTOM_3
};
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,
};
enum Hint {
HINT_DECAL=VS::MATERIAL_HINT_DECAL,
HINT_OPAQUE_PRE_PASS=VS::MATERIAL_HINT_OPAQUE_PRE_PASS,
HINT_NO_SHADOW=VS::MATERIAL_HINT_NO_SHADOW,
HINT_NO_DEPTH_DRAW=VS::MATERIAL_HINT_NO_DEPTH_DRAW,
HINT_MAX=VS::MATERIAL_HINT_MAX
};
private:
BlendMode blend_mode;
bool flags[VS::MATERIAL_FLAG_MAX];
bool hints[VS::MATERIAL_HINT_MAX];
ShadeModel shade_model;
float line_width;
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_hint(Hint p_hint,bool p_enabled);
bool get_hint(Hint p_hint) const;
void set_blend_mode(BlendMode p_blend_mode);
BlendMode get_blend_mode() const;
void set_line_width(float p_width);
float get_line_width() const;
void set_shade_model(ShadeModel p_model);
ShadeModel get_shade_model() const;
virtual RID get_rid() const;
Material(const RID& p_rid=RID());
virtual ~Material();
};
VARIANT_ENUM_CAST( Material::Flag );
VARIANT_ENUM_CAST( Material::Hint );
VARIANT_ENUM_CAST( Material::ShadeModel);
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,
};
private:
struct Node {
int param;
int mult;
int tex;
};
BlendMode detail_blend_mode;
Variant param[PARAM_MAX];
Ref<Texture> texture_param[PARAM_MAX];
TexCoordMode texture_texcoord[PARAM_MAX];
bool fixed_flags[3];
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_uv_transform(const Transform& p_transform);
Transform get_uv_transform() const;
void set_point_size(float p_transform);
float get_point_size() const;
void set_detail_blend_mode(BlendMode p_mode);
BlendMode get_detail_blend_mode() const;
FixedMaterial();
~FixedMaterial();
};
VARIANT_ENUM_CAST( FixedMaterial::Parameter );
VARIANT_ENUM_CAST( FixedMaterial::TexCoordMode );
VARIANT_ENUM_CAST( FixedMaterial::FixedFlag );
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;
ShaderMaterial();
};
//////////////////////
class ParticleSystemMaterial : public Material {
OBJ_TYPE( ParticleSystemMaterial, Material );
REVERSE_GET_PROPERTY_LIST
private:
Ref<Texture> texture;
protected:
static void _bind_methods();
public:
void set_texture(const Ref<Texture>& p_texture);
Ref<Texture> get_texture() const;
ParticleSystemMaterial();
~ParticleSystemMaterial();
};
///////////////////////////////////////////
class UnshadedMaterial : public Material {
OBJ_TYPE( UnshadedMaterial, Material );
REVERSE_GET_PROPERTY_LIST
private:
bool alpha;
bool color_array;
Ref<Texture> texture;
protected:
static void _bind_methods();
public:
void set_texture(const Ref<Texture>& p_texture);
Ref<Texture> get_texture() const;
void set_use_alpha(bool p_use_alpha);
bool is_using_alpha() const;
void set_use_color_array(bool p_use_color_array);
bool is_using_color_array() const;
UnshadedMaterial();
~UnshadedMaterial();
};
#endif