#ifndef MATERIAL_H #define MATERIAL_H /*************************************************************************/ /* 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/self_list.h" #include "core/object/resource.h" #include "scene/resources/shader.h" #include "servers/rendering_server.h" class Material : public Resource { GDCLASS(Material, Resource); RES_BASE_EXTENSION("material") OBJ_SAVE_TYPE(Material); RID material; Ref next_pass; int render_priority; protected: _FORCE_INLINE_ RID _get_material() const { return material; } static void _bind_methods(); virtual bool _can_do_next_pass() const { return false; } void _validate_property(PropertyInfo &property) const; public: enum { RENDER_PRIORITY_MAX = RS::MATERIAL_RENDER_PRIORITY_MAX, RENDER_PRIORITY_MIN = RS::MATERIAL_RENDER_PRIORITY_MIN, }; void set_next_pass(const Ref &p_pass); Ref get_next_pass() const; void set_render_priority(int p_priority); int get_render_priority() const; virtual RID get_rid() const; virtual Shader::Mode get_shader_mode() const = 0; Material(); virtual ~Material(); }; #endif