virtualx-engine/scene/resources/material.h
Rémi Verschelde d8223ffa75 Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00

258 lines
7.6 KiB
C++

/*************************************************************************/
/* material.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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;
void get_argument_options(const StringName& p_function,int p_idx,List<String>*r_options) const;
ShaderMaterial();
};
//////////////////////
#endif