material.h 8.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316
  1. /*************************************************************************/
  2. /* material.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* http://www.godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  9. /* */
  10. /* Permission is hereby granted, free of charge, to any person obtaining */
  11. /* a copy of this software and associated documentation files (the */
  12. /* "Software"), to deal in the Software without restriction, including */
  13. /* without limitation the rights to use, copy, modify, merge, publish, */
  14. /* distribute, sublicense, and/or sell copies of the Software, and to */
  15. /* permit persons to whom the Software is furnished to do so, subject to */
  16. /* the following conditions: */
  17. /* */
  18. /* The above copyright notice and this permission notice shall be */
  19. /* included in all copies or substantial portions of the Software. */
  20. /* */
  21. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  22. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  23. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  24. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  25. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  26. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  27. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  28. /*************************************************************************/
  29. #ifndef MATERIAL_H
  30. #define MATERIAL_H
  31. #include "servers/visual_server.h"
  32. #include "scene/resources/texture.h"
  33. #include "scene/resources/shader.h"
  34. #include "resource.h"
  35. #include "servers/visual/shader_language.h"
  36. /**
  37. @author Juan Linietsky <[email protected]>
  38. */
  39. class Material : public Resource {
  40. OBJ_TYPE(Material,Resource);
  41. RES_BASE_EXTENSION("mtl");
  42. OBJ_SAVE_TYPE( Material );
  43. public:
  44. enum Flag {
  45. FLAG_VISIBLE = VS::MATERIAL_FLAG_VISIBLE,
  46. FLAG_DOUBLE_SIDED = VS::MATERIAL_FLAG_DOUBLE_SIDED,
  47. FLAG_INVERT_FACES = VS::MATERIAL_FLAG_INVERT_FACES,
  48. FLAG_UNSHADED = VS::MATERIAL_FLAG_UNSHADED,
  49. FLAG_ONTOP = VS::MATERIAL_FLAG_ONTOP,
  50. FLAG_LIGHTMAP_ON_UV2 = VS::MATERIAL_FLAG_LIGHTMAP_ON_UV2,
  51. FLAG_MAX = VS::MATERIAL_FLAG_MAX
  52. };
  53. enum BlendMode {
  54. BLEND_MODE_MIX = VS::MATERIAL_BLEND_MODE_MIX,
  55. BLEND_MODE_MUL = VS::MATERIAL_BLEND_MODE_MUL,
  56. BLEND_MODE_ADD = VS::MATERIAL_BLEND_MODE_ADD,
  57. BLEND_MODE_SUB = VS::MATERIAL_BLEND_MODE_SUB,
  58. BLEND_MODE_PREMULT_ALPHA = VS::MATERIAL_BLEND_MODE_PREMULT_ALPHA,
  59. };
  60. enum DepthDrawMode {
  61. DEPTH_DRAW_ALWAYS = VS::MATERIAL_DEPTH_DRAW_ALWAYS,
  62. DEPTH_DRAW_OPAQUE_ONLY = VS::MATERIAL_DEPTH_DRAW_OPAQUE_ONLY,
  63. DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA = VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA,
  64. DEPTH_DRAW_NEVER = VS::MATERIAL_DEPTH_DRAW_NEVER
  65. };
  66. private:
  67. BlendMode blend_mode;
  68. bool flags[VS::MATERIAL_FLAG_MAX];
  69. float line_width;
  70. DepthDrawMode depth_draw_mode;
  71. protected:
  72. RID material;
  73. static void _bind_methods();
  74. public:
  75. void set_flag(Flag p_flag,bool p_enabled);
  76. bool get_flag(Flag p_flag) const;
  77. void set_blend_mode(BlendMode p_blend_mode);
  78. BlendMode get_blend_mode() const;
  79. void set_depth_draw_mode(DepthDrawMode p_depth_draw_mode);
  80. DepthDrawMode get_depth_draw_mode() const;
  81. void set_line_width(float p_width);
  82. float get_line_width() const;
  83. virtual RID get_rid() const;
  84. Material(const RID& p_rid=RID());
  85. virtual ~Material();
  86. };
  87. VARIANT_ENUM_CAST( Material::Flag );
  88. VARIANT_ENUM_CAST( Material::DepthDrawMode );
  89. VARIANT_ENUM_CAST( Material::BlendMode );
  90. class FixedMaterial : public Material {
  91. OBJ_TYPE( FixedMaterial, Material );
  92. REVERSE_GET_PROPERTY_LIST
  93. public:
  94. enum Parameter {
  95. PARAM_DIFFUSE=VS::FIXED_MATERIAL_PARAM_DIFFUSE,
  96. PARAM_DETAIL=VS::FIXED_MATERIAL_PARAM_DETAIL,
  97. PARAM_SPECULAR=VS::FIXED_MATERIAL_PARAM_SPECULAR,
  98. PARAM_EMISSION=VS::FIXED_MATERIAL_PARAM_EMISSION,
  99. PARAM_SPECULAR_EXP=VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP,
  100. PARAM_GLOW=VS::FIXED_MATERIAL_PARAM_GLOW,
  101. PARAM_NORMAL=VS::FIXED_MATERIAL_PARAM_NORMAL,
  102. PARAM_SHADE_PARAM=VS::FIXED_MATERIAL_PARAM_SHADE_PARAM,
  103. PARAM_MAX=VS::FIXED_MATERIAL_PARAM_MAX
  104. };
  105. enum TexCoordMode {
  106. TEXCOORD_UV=VS::FIXED_MATERIAL_TEXCOORD_UV,
  107. TEXCOORD_UV_TRANSFORM=VS::FIXED_MATERIAL_TEXCOORD_UV_TRANSFORM,
  108. TEXCOORD_UV2=VS::FIXED_MATERIAL_TEXCOORD_UV2,
  109. TEXCOORD_SPHERE=VS::FIXED_MATERIAL_TEXCOORD_SPHERE
  110. };
  111. enum FixedFlag {
  112. FLAG_USE_ALPHA=VS::FIXED_MATERIAL_FLAG_USE_ALPHA,
  113. FLAG_USE_COLOR_ARRAY=VS::FIXED_MATERIAL_FLAG_USE_COLOR_ARRAY,
  114. FLAG_USE_POINT_SIZE=VS::FIXED_MATERIAL_FLAG_USE_POINT_SIZE,
  115. FLAG_DISCARD_ALPHA=VS::FIXED_MATERIAL_FLAG_DISCARD_ALPHA
  116. };
  117. enum LightShader {
  118. LIGHT_SHADER_LAMBERT=VS::FIXED_MATERIAL_LIGHT_SHADER_LAMBERT,
  119. LIGHT_SHADER_WRAP=VS::FIXED_MATERIAL_LIGHT_SHADER_WRAP,
  120. LIGHT_SHADER_VELVET=VS::FIXED_MATERIAL_LIGHT_SHADER_VELVET,
  121. LIGHT_SHADER_TOON=VS::FIXED_MATERIAL_LIGHT_SHADER_TOON
  122. };
  123. private:
  124. struct Node {
  125. int param;
  126. int mult;
  127. int tex;
  128. };
  129. Variant param[PARAM_MAX];
  130. Ref<Texture> texture_param[PARAM_MAX];
  131. TexCoordMode texture_texcoord[PARAM_MAX];
  132. LightShader light_shader;
  133. bool fixed_flags[3];
  134. float point_size;
  135. Transform uv_transform;
  136. protected:
  137. static void _bind_methods();
  138. public:
  139. void set_fixed_flag(FixedFlag p_flag, bool p_value);
  140. bool get_fixed_flag(FixedFlag p_flag) const;
  141. void set_parameter(Parameter p_parameter, const Variant& p_value);
  142. Variant get_parameter(Parameter p_parameter) const;
  143. void set_texture(Parameter p_parameter, Ref<Texture> p_texture);
  144. Ref<Texture> get_texture(Parameter p_parameter) const;
  145. void set_texcoord_mode(Parameter p_parameter, TexCoordMode p_mode);
  146. TexCoordMode get_texcoord_mode(Parameter p_parameter) const;
  147. void set_light_shader(LightShader p_shader);
  148. LightShader get_light_shader() const;
  149. void set_uv_transform(const Transform& p_transform);
  150. Transform get_uv_transform() const;
  151. void set_point_size(float p_transform);
  152. float get_point_size() const;
  153. FixedMaterial();
  154. ~FixedMaterial();
  155. };
  156. VARIANT_ENUM_CAST( FixedMaterial::Parameter );
  157. VARIANT_ENUM_CAST( FixedMaterial::TexCoordMode );
  158. VARIANT_ENUM_CAST( FixedMaterial::FixedFlag );
  159. VARIANT_ENUM_CAST( FixedMaterial::LightShader );
  160. class ShaderMaterial : public Material {
  161. OBJ_TYPE( ShaderMaterial, Material );
  162. Ref<Shader> shader;
  163. void _shader_changed();
  164. static void _shader_parse(void*p_self,ShaderLanguage::ProgramNode*p_node);
  165. protected:
  166. bool _set(const StringName& p_name, const Variant& p_value);
  167. bool _get(const StringName& p_name,Variant &r_ret) const;
  168. void _get_property_list( List<PropertyInfo> *p_list) const;
  169. static void _bind_methods();
  170. public:
  171. void set_shader(const Ref<Shader>& p_shader);
  172. Ref<Shader> get_shader() const;
  173. void set_shader_param(const StringName& p_param,const Variant& p_value);
  174. Variant get_shader_param(const StringName& p_param) const;
  175. ShaderMaterial();
  176. };
  177. //////////////////////
  178. class ParticleSystemMaterial : public Material {
  179. OBJ_TYPE( ParticleSystemMaterial, Material );
  180. REVERSE_GET_PROPERTY_LIST
  181. private:
  182. Ref<Texture> texture;
  183. protected:
  184. static void _bind_methods();
  185. public:
  186. void set_texture(const Ref<Texture>& p_texture);
  187. Ref<Texture> get_texture() const;
  188. ParticleSystemMaterial();
  189. ~ParticleSystemMaterial();
  190. };
  191. ///////////////////////////////////////////
  192. class UnshadedMaterial : public Material {
  193. OBJ_TYPE( UnshadedMaterial, Material );
  194. REVERSE_GET_PROPERTY_LIST
  195. private:
  196. bool alpha;
  197. bool color_array;
  198. Ref<Texture> texture;
  199. protected:
  200. static void _bind_methods();
  201. public:
  202. void set_texture(const Ref<Texture>& p_texture);
  203. Ref<Texture> get_texture() const;
  204. void set_use_alpha(bool p_use_alpha);
  205. bool is_using_alpha() const;
  206. void set_use_color_array(bool p_use_color_array);
  207. bool is_using_color_array() const;
  208. UnshadedMaterial();
  209. ~UnshadedMaterial();
  210. };
  211. #endif