/*************************************************************************/ /* 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 */ 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_LIGHTMAP_ON_UV2 = VS::MATERIAL_FLAG_LIGHTMAP_ON_UV2, FLAG_MAX = VS::MATERIAL_FLAG_MAX }; 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, BLEND_MODE_PREMULT_ALPHA = VS::MATERIAL_BLEND_MODE_PREMULT_ALPHA, }; enum DepthDrawMode { DEPTH_DRAW_ALWAYS = VS::MATERIAL_DEPTH_DRAW_ALWAYS, DEPTH_DRAW_OPAQUE_ONLY = VS::MATERIAL_DEPTH_DRAW_OPAQUE_ONLY, DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA = VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA, DEPTH_DRAW_NEVER = VS::MATERIAL_DEPTH_DRAW_NEVER }; private: BlendMode blend_mode; bool flags[VS::MATERIAL_FLAG_MAX]; float line_width; DepthDrawMode depth_draw_mode; 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_blend_mode(BlendMode p_blend_mode); BlendMode get_blend_mode() const; void set_depth_draw_mode(DepthDrawMode p_depth_draw_mode); DepthDrawMode get_depth_draw_mode() const; void set_line_width(float p_width); float get_line_width() const; virtual RID get_rid() const; Material(const RID& p_rid=RID()); virtual ~Material(); }; VARIANT_ENUM_CAST( Material::Flag ); VARIANT_ENUM_CAST( Material::DepthDrawMode ); 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, FLAG_DISCARD_ALPHA=VS::FIXED_MATERIAL_FLAG_DISCARD_ALPHA }; enum LightShader { LIGHT_SHADER_LAMBERT=VS::FIXED_MATERIAL_LIGHT_SHADER_LAMBERT, LIGHT_SHADER_WRAP=VS::FIXED_MATERIAL_LIGHT_SHADER_WRAP, LIGHT_SHADER_VELVET=VS::FIXED_MATERIAL_LIGHT_SHADER_VELVET, LIGHT_SHADER_TOON=VS::FIXED_MATERIAL_LIGHT_SHADER_TOON }; private: struct Node { int param; int mult; int tex; }; Variant param[PARAM_MAX]; Ref texture_param[PARAM_MAX]; TexCoordMode texture_texcoord[PARAM_MAX]; LightShader light_shader; 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 p_texture); Ref 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_light_shader(LightShader p_shader); LightShader get_light_shader() 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; FixedMaterial(); ~FixedMaterial(); }; VARIANT_ENUM_CAST( FixedMaterial::Parameter ); VARIANT_ENUM_CAST( FixedMaterial::TexCoordMode ); VARIANT_ENUM_CAST( FixedMaterial::FixedFlag ); VARIANT_ENUM_CAST( FixedMaterial::LightShader ); class ShaderMaterial : public Material { OBJ_TYPE( ShaderMaterial, Material ); Ref 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 *p_list) const; static void _bind_methods(); public: void set_shader(const Ref& p_shader); Ref 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; protected: static void _bind_methods(); public: void set_texture(const Ref& p_texture); Ref 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; protected: static void _bind_methods(); public: void set_texture(const Ref& p_texture); Ref 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