948fd83cdd
-=-=-=-=-=- -fix duplicate function bug when creating script callback in editor -fix bug where hiding lights does not work -fix 2D audio listener bug (romulox_x reported) -fix exported properties with inheritance bug -fix timer autostart (make it not work on editor) -reactivate first camara found if viewport runs out of active camera -option to hide gizmos in viewport -changed skeleton gizmo because it sucks -Make convex shapes using CollisionShape visible (use quickhull class) -fix up menu when editing a mesh, to export collision, navmesh, convex, etc. from it. -make a menu option to show SRGB in 3D editor views by default -make option to edit default light direction in viewport settings -make option to edit default ambient light in viewport settings -make software conversion of linear->RGB if hardware support not found
319 lines
8.5 KiB
C++
319 lines
8.5 KiB
C++
/*************************************************************************/
|
|
/* 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_LIGHTMAP_ON_UV2 = VS::MATERIAL_FLAG_LIGHTMAP_ON_UV2,
|
|
FLAG_COLOR_ARRAY_SRGB = VS::MATERIAL_FLAG_COLOR_ARRAY_SRGB,
|
|
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,
|
|
FLAG_USE_XY_NORMALMAP=VS::FIXED_MATERIAL_FLAG_USE_XY_NORMALMAP,
|
|
FLAG_MAX=VS::FIXED_MATERIAL_FLAG_MAX
|
|
};
|
|
|
|
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> texture_param[PARAM_MAX];
|
|
TexCoordMode texture_texcoord[PARAM_MAX];
|
|
LightShader light_shader;
|
|
bool fixed_flags[FLAG_MAX];
|
|
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_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> 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
|