pandemonium_engine/modules/material_maker/nodes/mm_material.h

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#ifndef MAT_MAKER_MATERIAL_H
#define MAT_MAKER_MATERIAL_H
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/*************************************************************************/
/* mm_material.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 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. */
/*************************************************************************/
#include "core/containers/vector.h"
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#include "core/io/image.h"
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#include "core/math/vector2.h"
#include "core/math/vector3.h"
#include "core/object/reference.h"
#include "core/variant/variant.h"
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#include "core/object/resource.h"
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class MMNode;
class ThreadPoolExecuteJob;
class MMMaterial : public Resource {
GDCLASS(MMMaterial, Resource);
public:
Vector2 get_image_size();
void set_image_size(const Vector2 &val);
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Vector<Variant> get_nodes();
void set_nodes(const Vector<Variant> &val);
bool get_initialized() const;
void set_initialized(const bool val);
bool get_rendering() const;
void set_rendering(const bool val);
bool get_queued_render() const;
void set_queued_render(const bool val);
void initialize();
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void add_node(const Ref<MMNode> &node);
void remove_node(const Ref<MMNode> &node);
void render();
void render_non_threaded();
void render_threaded();
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void _thread_func();
void cancel_render_and_wait();
void on_node_changed();
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MMMaterial();
~MMMaterial();
Vector2 image_size;
Vector<Ref<MMNode>> nodes;
protected:
static void _bind_methods();
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//TODO detect if threadpool is enabled.
bool USE_THREADS;
bool initialized;
bool rendering;
bool queued_render;
Ref<ThreadPoolExecuteJob> job;
};
#endif