virtualx-engine/scene/resources/canvas_item_material.h
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00

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4.9 KiB
C++

/*************************************************************************/
/* canvas_item_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 CANVAS_ITEM_MATERIAL_H
#define CANVAS_ITEM_MATERIAL_H
#include "scene/resources/material.h"
class CanvasItemMaterial : public Material {
GDCLASS(CanvasItemMaterial, Material);
public:
enum BlendMode {
BLEND_MODE_MIX,
BLEND_MODE_ADD,
BLEND_MODE_SUB,
BLEND_MODE_MUL,
BLEND_MODE_PREMULT_ALPHA,
BLEND_MODE_DISABLED
};
enum LightMode {
LIGHT_MODE_NORMAL,
LIGHT_MODE_UNSHADED,
LIGHT_MODE_LIGHT_ONLY
};
private:
union MaterialKey {
struct {
uint32_t blend_mode : 4;
uint32_t light_mode : 4;
uint32_t particles_animation : 1;
uint32_t invalid_key : 1;
};
uint32_t key = 0;
bool operator<(const MaterialKey &p_key) const {
return key < p_key.key;
}
};
struct ShaderNames {
StringName particles_anim_h_frames;
StringName particles_anim_v_frames;
StringName particles_anim_loop;
};
static ShaderNames *shader_names;
struct ShaderData {
RID shader;
int users = 0;
};
static Map<MaterialKey, ShaderData> shader_map;
MaterialKey current_key;
_FORCE_INLINE_ MaterialKey _compute_key() const {
MaterialKey mk;
mk.key = 0;
mk.blend_mode = blend_mode;
mk.light_mode = light_mode;
mk.particles_animation = particles_animation;
return mk;
}
static Mutex material_mutex;
static SelfList<CanvasItemMaterial>::List *dirty_materials;
SelfList<CanvasItemMaterial> element;
void _update_shader();
_FORCE_INLINE_ void _queue_shader_change();
_FORCE_INLINE_ bool _is_shader_dirty() const;
bool is_initialized = false;
BlendMode blend_mode = BLEND_MODE_MIX;
LightMode light_mode = LIGHT_MODE_NORMAL;
bool particles_animation = false;
// Initialized in the constructor.
int particles_anim_h_frames;
int particles_anim_v_frames;
bool particles_anim_loop;
protected:
static void _bind_methods();
void _validate_property(PropertyInfo &property) const override;
public:
void set_blend_mode(BlendMode p_blend_mode);
BlendMode get_blend_mode() const;
void set_light_mode(LightMode p_light_mode);
LightMode get_light_mode() const;
void set_particles_animation(bool p_particles_anim);
bool get_particles_animation() 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;
static void init_shaders();
static void finish_shaders();
static void flush_changes();
virtual RID get_shader_rid() const override;
virtual Shader::Mode get_shader_mode() const override;
CanvasItemMaterial();
virtual ~CanvasItemMaterial();
};
VARIANT_ENUM_CAST(CanvasItemMaterial::BlendMode)
VARIANT_ENUM_CAST(CanvasItemMaterial::LightMode)
#endif // CANVAS_ITEM_MATERIAL_H