virtualx-engine/scene/resources/material.h

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/**************************************************************************/
/* material.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
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#ifndef MATERIAL_H
#define MATERIAL_H
#include "core/io/resource.h"
#include "core/templates/self_list.h"
#include "scene/resources/shader.h"
#include "scene/resources/texture.h"
#include "servers/rendering_server.h"
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class Material : public Resource {
GDCLASS(Material, Resource);
RES_BASE_EXTENSION("material")
OBJ_SAVE_TYPE(Material);
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RID material;
Ref<Material> next_pass;
int render_priority;
enum {
INIT_STATE_UNINITIALIZED,
INIT_STATE_INITIALIZING,
INIT_STATE_READY,
} init_state = INIT_STATE_UNINITIALIZED;
void inspect_native_shader_code();
protected:
_FORCE_INLINE_ RID _get_material() const { return material; }
static void _bind_methods();
virtual bool _can_do_next_pass() const;
virtual bool _can_use_render_priority() const;
void _validate_property(PropertyInfo &p_property) const;
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void _mark_initialized(const Callable &p_queue_shader_change_callable);
bool _is_initialized() { return init_state == INIT_STATE_READY; }
GDVIRTUAL0RC(RID, _get_shader_rid)
GDVIRTUAL0RC(Shader::Mode, _get_shader_mode)
GDVIRTUAL0RC(bool, _can_do_next_pass)
GDVIRTUAL0RC(bool, _can_use_render_priority)
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public:
enum {
RENDER_PRIORITY_MAX = RS::MATERIAL_RENDER_PRIORITY_MAX,
RENDER_PRIORITY_MIN = RS::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;
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virtual RID get_rid() const override;
virtual RID get_shader_rid() const;
virtual Shader::Mode get_shader_mode() const;
virtual Ref<Resource> create_placeholder() const;
Material();
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virtual ~Material();
};
class ShaderMaterial : public Material {
GDCLASS(ShaderMaterial, Material);
Ref<Shader> shader;
mutable HashMap<StringName, StringName> remap_cache;
mutable HashMap<StringName, Variant> param_cache;
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 StringName &p_name) const;
bool _property_get_revert(const StringName &p_name, Variant &r_property) const;
static void _bind_methods();
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void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const override;
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virtual bool _can_do_next_pass() const override;
virtual bool _can_use_render_priority() const override;
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void _shader_changed();
public:
void set_shader(const Ref<Shader> &p_shader);
Ref<Shader> get_shader() const;
void set_shader_parameter(const StringName &p_param, const Variant &p_value);
Variant get_shader_parameter(const StringName &p_param) const;
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virtual Shader::Mode get_shader_mode() const override;
virtual RID get_shader_rid() const override;
ShaderMaterial();
~ShaderMaterial();
};
class StandardMaterial3D;
class BaseMaterial3D : public Material {
GDCLASS(BaseMaterial3D, Material);
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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_SUBSURFACE_TRANSMITTANCE,
TEXTURE_BACKLIGHT,
TEXTURE_REFRACTION,
TEXTURE_DETAIL_MASK,
TEXTURE_DETAIL_ALBEDO,
TEXTURE_DETAIL_NORMAL,
TEXTURE_ORM,
TEXTURE_MAX
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};
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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,
DETAIL_UV_MAX
};
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enum Transparency {
TRANSPARENCY_DISABLED,
TRANSPARENCY_ALPHA,
TRANSPARENCY_ALPHA_SCISSOR,
TRANSPARENCY_ALPHA_HASH,
TRANSPARENCY_ALPHA_DEPTH_PRE_PASS,
TRANSPARENCY_MAX,
};
enum AlphaAntiAliasing {
ALPHA_ANTIALIASING_OFF,
ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE,
ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE,
ALPHA_ANTIALIASING_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_SUBSURFACE_SCATTERING,
FEATURE_SUBSURFACE_TRANSMITTANCE,
FEATURE_BACKLIGHT,
FEATURE_REFRACTION,
FEATURE_DETAIL,
FEATURE_MAX
};
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enum BlendMode {
BLEND_MODE_MIX,
BLEND_MODE_ADD,
BLEND_MODE_SUB,
BLEND_MODE_MUL,
BLEND_MODE_MAX
};
enum DepthDrawMode {
DEPTH_DRAW_OPAQUE_ONLY,
DEPTH_DRAW_ALWAYS,
DEPTH_DRAW_DISABLED,
DEPTH_DRAW_MAX
};
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enum CullMode {
CULL_BACK,
CULL_FRONT,
CULL_DISABLED,
CULL_MAX
};
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enum Flags {
FLAG_DISABLE_DEPTH_TEST,
FLAG_ALBEDO_FROM_VERTEX_COLOR,
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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,
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FLAG_USE_SHADOW_TO_OPACITY,
FLAG_USE_TEXTURE_REPEAT,
FLAG_INVERT_HEIGHTMAP,
FLAG_SUBSURFACE_MODE_SKIN,
FLAG_PARTICLE_TRAILS_MODE,
FLAG_ALBEDO_TEXTURE_MSDF,
FLAG_MAX
};
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enum DiffuseMode {
DIFFUSE_BURLEY,
DIFFUSE_LAMBERT,
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DIFFUSE_LAMBERT_WRAP,
DIFFUSE_TOON,
DIFFUSE_MAX
};
enum SpecularMode {
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SPECULAR_SCHLICK_GGX,
SPECULAR_TOON,
SPECULAR_DISABLED,
SPECULAR_MAX
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};
enum BillboardMode {
BILLBOARD_DISABLED,
BILLBOARD_ENABLED,
BILLBOARD_FIXED_Y,
BILLBOARD_PARTICLES,
BILLBOARD_MAX
};
enum TextureChannel {
TEXTURE_CHANNEL_RED,
TEXTURE_CHANNEL_GREEN,
TEXTURE_CHANNEL_BLUE,
TEXTURE_CHANNEL_ALPHA,
TEXTURE_CHANNEL_GRAYSCALE,
TEXTURE_CHANNEL_MAX
};
enum EmissionOperator {
EMISSION_OP_ADD,
EMISSION_OP_MULTIPLY,
EMISSION_OP_MAX
};
enum DistanceFadeMode {
DISTANCE_FADE_DISABLED,
DISTANCE_FADE_PIXEL_ALPHA,
DISTANCE_FADE_PIXEL_DITHER,
DISTANCE_FADE_OBJECT_DITHER,
DISTANCE_FADE_MAX
};
private:
struct MaterialKey {
// enum values
uint64_t texture_filter : get_num_bits(TEXTURE_FILTER_MAX - 1);
uint64_t detail_uv : get_num_bits(DETAIL_UV_MAX - 1);
uint64_t transparency : get_num_bits(TRANSPARENCY_MAX - 1);
uint64_t alpha_antialiasing_mode : get_num_bits(ALPHA_ANTIALIASING_MAX - 1);
uint64_t shading_mode : get_num_bits(SHADING_MODE_MAX - 1);
uint64_t blend_mode : get_num_bits(BLEND_MODE_MAX - 1);
uint64_t depth_draw_mode : get_num_bits(DEPTH_DRAW_MAX - 1);
uint64_t cull_mode : get_num_bits(CULL_MAX - 1);
uint64_t diffuse_mode : get_num_bits(DIFFUSE_MAX - 1);
uint64_t specular_mode : get_num_bits(SPECULAR_MAX - 1);
uint64_t billboard_mode : get_num_bits(BILLBOARD_MAX - 1);
uint64_t detail_blend_mode : get_num_bits(BLEND_MODE_MAX - 1);
uint64_t roughness_channel : get_num_bits(TEXTURE_CHANNEL_MAX - 1);
uint64_t emission_op : get_num_bits(EMISSION_OP_MAX - 1);
uint64_t distance_fade : get_num_bits(DISTANCE_FADE_MAX - 1);
// booleans
uint64_t deep_parallax : 1;
uint64_t grow : 1;
uint64_t proximity_fade : 1;
uint64_t orm : 1;
// flag bitfield
uint32_t feature_mask;
uint32_t flags;
MaterialKey() {
memset(this, 0, sizeof(MaterialKey));
}
static uint32_t hash(const MaterialKey &p_key) {
return hash_djb2_buffer((const uint8_t *)&p_key, sizeof(MaterialKey));
}
bool operator==(const MaterialKey &p_key) const {
return memcmp(this, &p_key, sizeof(MaterialKey)) == 0;
}
bool operator<(const MaterialKey &p_key) const {
return memcmp(this, &p_key, sizeof(MaterialKey)) < 0;
}
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};
struct ShaderData {
RID shader;
int users = 0;
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};
static HashMap<MaterialKey, ShaderData, MaterialKey> shader_map;
MaterialKey current_key;
_FORCE_INLINE_ MaterialKey _compute_key() const {
MaterialKey mk;
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;
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;
mk.grow = grow_enabled;
mk.proximity_fade = proximity_fade_enabled;
mk.distance_fade = distance_fade;
mk.emission_op = emission_op;
mk.alpha_antialiasing_mode = alpha_antialiasing_mode;
mk.orm = orm;
for (int i = 0; i < FEATURE_MAX; i++) {
if (features[i]) {
mk.feature_mask |= ((uint64_t)1 << i);
}
}
for (int i = 0; i < FLAG_MAX; i++) {
if (flags[i]) {
mk.flags |= ((uint64_t)1 << i);
}
}
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_roughness;
StringName anisotropy;
StringName heightmap_scale;
StringName subsurface_scattering_strength;
StringName transmittance_color;
StringName transmittance_depth;
StringName transmittance_boost;
StringName backlight;
StringName refraction;
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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 msdf_pixel_range;
StringName msdf_outline_size;
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 texture_names[TEXTURE_MAX];
StringName alpha_scissor_threshold;
StringName alpha_hash_scale;
StringName alpha_antialiasing_edge;
StringName albedo_texture_size;
};
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 = 0.0f;
float metallic = 0.0f;
float roughness = 0.0f;
Color emission;
float emission_energy_multiplier = 1.0f;
float emission_intensity = 1000.0f; // In nits, equivalent to indoor lighting.
float normal_scale = 0.0f;
float rim = 0.0f;
float rim_tint = 0.0f;
float clearcoat = 0.0f;
float clearcoat_roughness = 0.0f;
float anisotropy = 0.0f;
float heightmap_scale = 0.0f;
float subsurface_scattering_strength = 0.0f;
float transmittance_amount = 0.0f;
Color transmittance_color;
float transmittance_depth = 0.0f;
float transmittance_boost = 0.0f;
Color backlight;
float refraction = 0.0f;
float point_size = 0.0f;
float alpha_scissor_threshold = 0.0f;
float alpha_hash_scale = 0.0f;
float alpha_antialiasing_edge = 0.0f;
bool grow_enabled = false;
float ao_light_affect = 0.0f;
float grow = 0.0f;
int particles_anim_h_frames = 0;
int particles_anim_v_frames = 0;
bool particles_anim_loop = false;
Transparency transparency = TRANSPARENCY_DISABLED;
ShadingMode shading_mode = SHADING_MODE_PER_PIXEL;
TextureFilter texture_filter = TEXTURE_FILTER_LINEAR_WITH_MIPMAPS;
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Vector3 uv1_scale;
Vector3 uv1_offset;
float uv1_triplanar_sharpness = 0.0f;
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Vector3 uv2_scale;
Vector3 uv2_offset;
float uv2_triplanar_sharpness = 0.0f;
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DetailUV detail_uv = DETAIL_UV_1;
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bool deep_parallax = false;
int deep_parallax_min_layers = 0;
int deep_parallax_max_layers = 0;
bool heightmap_parallax_flip_tangent = false;
bool heightmap_parallax_flip_binormal = false;
bool proximity_fade_enabled = false;
float proximity_fade_distance = 0.0f;
float msdf_pixel_range = 4.f;
float msdf_outline_size = 0.f;
DistanceFadeMode distance_fade = DISTANCE_FADE_DISABLED;
float distance_fade_max_distance = 0.0f;
float distance_fade_min_distance = 0.0f;
BlendMode blend_mode = BLEND_MODE_MIX;
BlendMode detail_blend_mode = BLEND_MODE_MIX;
DepthDrawMode depth_draw_mode = DEPTH_DRAW_OPAQUE_ONLY;
CullMode cull_mode = CULL_BACK;
bool flags[FLAG_MAX] = {};
SpecularMode specular_mode = SPECULAR_SCHLICK_GGX;
DiffuseMode diffuse_mode = DIFFUSE_BURLEY;
BillboardMode billboard_mode;
EmissionOperator emission_op = EMISSION_OP_ADD;
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TextureChannel metallic_texture_channel;
TextureChannel roughness_texture_channel;
TextureChannel ao_texture_channel;
TextureChannel refraction_texture_channel;
AlphaAntiAliasing alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF;
bool features[FEATURE_MAX] = {};
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Ref<Texture2D> textures[TEXTURE_MAX];
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_FORCE_INLINE_ void _validate_feature(const String &text, Feature feature, PropertyInfo &property) const;
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static HashMap<uint64_t, Ref<StandardMaterial3D>> materials_for_2d; //used by Sprite3D, Label3D and other stuff
protected:
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static void _bind_methods();
void _validate_property(PropertyInfo &p_property) const;
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virtual bool _can_do_next_pass() const override { return true; }
virtual bool _can_use_render_priority() const override { return true; }
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public:
void set_albedo(const Color &p_albedo);
Color get_albedo() const;
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void set_specular(float p_specular);
float get_specular() const;
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void set_metallic(float p_metallic);
float get_metallic() const;
void set_roughness(float p_roughness);
float get_roughness() const;
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void set_emission(const Color &p_emission);
Color get_emission() const;
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void set_emission_energy_multiplier(float p_emission_energy_multiplier);
float get_emission_energy_multiplier() const;
void set_emission_intensity(float p_emission_intensity);
float get_emission_intensity() const;
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void set_normal_scale(float p_normal_scale);
float get_normal_scale() const;
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void set_rim(float p_rim);
float get_rim() const;
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void set_rim_tint(float p_rim_tint);
float get_rim_tint() const;
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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;
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void set_clearcoat_roughness(float p_clearcoat_roughness);
float get_clearcoat_roughness() const;
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void set_anisotropy(float p_anisotropy);
float get_anisotropy() const;
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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;
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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;
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void set_transmittance_color(const Color &p_color);
Color get_transmittance_color() const;
void set_transmittance_depth(float p_depth);
float get_transmittance_depth() const;
void set_transmittance_boost(float p_boost);
float get_transmittance_boost() const;
void set_backlight(const Color &p_backlight);
Color get_backlight() const;
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void set_refraction(float p_refraction);
float get_refraction() const;
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void set_point_size(float p_point_size);
float get_point_size() const;
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void set_transparency(Transparency p_transparency);
Transparency get_transparency() const;
void set_alpha_antialiasing(AlphaAntiAliasing p_alpha_aa);
AlphaAntiAliasing get_alpha_antialiasing() const;
void set_alpha_antialiasing_edge(float p_edge);
float get_alpha_antialiasing_edge() 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;
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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;
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void set_cull_mode(CullMode p_mode);
CullMode get_cull_mode() const;
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void set_diffuse_mode(DiffuseMode p_mode);
DiffuseMode get_diffuse_mode() const;
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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;
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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_alpha_hash_scale(float p_scale);
float get_alpha_hash_scale() const;
void set_on_top_of_alpha();
void set_proximity_fade_enabled(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_msdf_pixel_range(float p_range);
float get_msdf_pixel_range() const;
void set_msdf_outline_size(float p_size);
float get_msdf_outline_size() 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 Ref<Material> get_material_for_2d(bool p_shaded, Transparency p_transparency, bool p_double_sided, bool p_billboard = false, bool p_billboard_y = false, bool p_msdf = false, bool p_no_depth = false, bool p_fixed_size = false, TextureFilter p_filter = TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, AlphaAntiAliasing p_alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF, RID *r_shader_rid = nullptr);
virtual RID get_shader_rid() const override;
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virtual Shader::Mode get_shader_mode() const override;
BaseMaterial3D(bool p_orm);
virtual ~BaseMaterial3D();
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};
VARIANT_ENUM_CAST(BaseMaterial3D::TextureParam)
VARIANT_ENUM_CAST(BaseMaterial3D::TextureFilter)
VARIANT_ENUM_CAST(BaseMaterial3D::ShadingMode)
VARIANT_ENUM_CAST(BaseMaterial3D::Transparency)
VARIANT_ENUM_CAST(BaseMaterial3D::AlphaAntiAliasing)
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) {}
};
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class PlaceholderMaterial : public Material {
GDCLASS(PlaceholderMaterial, Material)
public:
virtual RID get_shader_rid() const override { return RID(); }
virtual Shader::Mode get_shader_mode() const override { return Shader::MODE_CANVAS_ITEM; }
};
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//////////////////////
#endif // MATERIAL_H