pandemonium_engine/modules/material_maker/nodes/mm_node.h

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#ifndef MAT_MAKER_NODE_H
#define MAT_MAKER_NODE_H
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#include "core/image.h"
#include "core/math/vector2.h"
#include "core/math/vector3.h"
#include "core/variant.h"
#include "core/resource.h"
class MMMaterial;
class MMNodeUniversalProperty;
class MMNode : public Resource {
GDCLASS(MMNode, Resource);
public:
Vector2 get_graph_position();
void set_graph_position(const Vector2 &val);
bool get_properties_initialized() const;
void set_properties_initialized(const bool val);
bool get_dirty() const;
void set_dirty(const bool val);
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bool render(const Ref<MMMaterial> &material);
void _render(const Ref<MMMaterial> &material);
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Ref<Image> render_image(const Ref<MMMaterial> &material);
Color get_value_for(const Vector2 &uv, const int pseed);
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void init_properties();
void _init_properties();
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void register_methods(const Variant &mm_graph_node);
void _register_methods(const Variant &mm_graph_node);
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void register_input_property(const Ref<MMNodeUniversalProperty> &prop);
void unregister_input_property(const Ref<MMNodeUniversalProperty> &prop);
void register_output_property(const Ref<MMNodeUniversalProperty> &prop);
void unregister_output_property(const Ref<MMNodeUniversalProperty> &prop);
void on_input_property_changed();
Variant get_property_value(const Vector2 &uv);
virtual Variant _get_property_value(const Vector2 &uv);
Vector2 get_property_value_sdf3d(const Vector3 &uv3);
virtual Vector2 _get_property_value_sdf3d(const Vector3 &uv3);
MMNode();
~MMNode();
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Vector2 graph_position;
Vector<Ref<MMNodeUniversalProperty>> input_properties;
Vector<Ref<MMNodeUniversalProperty>> output_properties;
bool properties_initialized;
bool dirty;
protected:
static void _bind_methods();
};
#endif