/*************************************************************************/ /* material.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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/io/resource.h" #include "core/templates/self_list.h" #include "scene/resources/shader.h" #include "scene/resources/texture.h" #include "servers/rendering_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; 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; GDVIRTUAL0RC(RID, _get_shader_rid) GDVIRTUAL0RC(Shader::Mode, _get_shader_mode) GDVIRTUAL0RC(bool, _can_do_next_pass) GDVIRTUAL0RC(bool, _can_use_render_priority) 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; virtual RID get_rid() const override; virtual RID get_shader_rid() const; virtual Shader::Mode get_shader_mode() const; Material(); virtual ~Material(); }; class ShaderMaterial : public Material { GDCLASS(ShaderMaterial, Material); Ref<Shader> shader; 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(); void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const override; virtual bool _can_do_next_pass() const override; virtual bool _can_use_render_priority() const override; 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; 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); 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 }; 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 }; 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 }; 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 }; enum CullMode { CULL_BACK, CULL_FRONT, CULL_DISABLED, CULL_MAX }; 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_SUBSURFACE_MODE_SKIN, FLAG_PARTICLE_TRAILS_MODE, FLAG_ALBEDO_TEXTURE_MSDF, FLAG_MAX }; enum DiffuseMode { DIFFUSE_BURLEY, DIFFUSE_LAMBERT, DIFFUSE_LAMBERT_WRAP, DIFFUSE_TOON, DIFFUSE_MAX }; enum SpecularMode { SPECULAR_SCHLICK_GGX, SPECULAR_TOON, SPECULAR_DISABLED, SPECULAR_MAX }; 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; // 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; } }; struct ShaderData { RID shader; int users = 0; }; 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; 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; 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 is_initialized = false; 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; Vector3 uv1_scale; Vector3 uv1_offset; float uv1_triplanar_sharpness = 0.0f; Vector3 uv2_scale; Vector3 uv2_offset; float uv2_triplanar_sharpness = 0.0f; DetailUV detail_uv = DETAIL_UV_1; 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; 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] = {}; Ref<Texture2D> textures[TEXTURE_MAX]; _FORCE_INLINE_ void _validate_feature(const String &text, Feature feature, PropertyInfo &property) const; static HashMap<uint64_t, Ref<StandardMaterial3D>> materials_for_2d; //used by Sprite3D, Label3D and other stuff void _validate_high_end(const String &text, PropertyInfo &property) const; protected: static void _bind_methods(); void _validate_property(PropertyInfo &p_property) const; virtual bool _can_do_next_pass() const override { return true; } virtual bool _can_use_render_priority() const override { 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_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; 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_roughness(float p_clearcoat_roughness); float get_clearcoat_roughness() 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_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; 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_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; 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_alpha_hash_scale(float p_scale); float get_alpha_hash_scale() 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_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, bool p_transparent, bool p_double_sided, bool p_cut_alpha, bool p_opaque_prepass, 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, RID *r_shader_rid = nullptr); virtual RID get_shader_rid() const override; virtual Shader::Mode get_shader_mode() const override; 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::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) {} }; 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; } }; ////////////////////// #endif // MATERIAL_H