#ifndef SHADER_MATERIAL_H #define SHADER_MATERIAL_H /*************************************************************************/ /* shader_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/material/material.h" #include "scene/resources/shader.h" #include "servers/rendering_server.h" class Texture; class ShaderMaterial : public Material { GDCLASS(ShaderMaterial, Material); Ref shader; protected: bool _set(const StringName &p_name, const Variant &p_value); bool _get(const StringName &p_name, Variant &r_ret) const; void _get_property_list(List *p_list) const; bool property_can_revert(const String &p_name); Variant property_get_revert(const String &p_name); static void _bind_methods(); void get_argument_options(const StringName &p_function, int p_idx, List *r_options, const String "e_style) const; virtual bool _can_do_next_pass() const; void _shader_changed(); public: void set_shader(const Ref &p_shader); Ref get_shader() const; void set_shader_param(const StringName &p_param, const Variant &p_value); Variant get_shader_param(const StringName &p_param) const; virtual Shader::Mode get_shader_mode() const; ShaderMaterial(); ~ShaderMaterial(); }; #endif