#ifndef MAT_MAKER_MATERIAL_H #define MAT_MAKER_MATERIAL_H /*************************************************************************/ /* 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" #include "core/io/image.h" #include "core/math/vector2.h" #include "core/math/vector3.h" #include "core/object/reference.h" #include "core/variant/variant.h" #include "core/object/resource.h" class MMNode; class ThreadPoolExecuteJob; class MMMaterial : public Resource { GDCLASS(MMMaterial, Resource); public: Vector2 get_image_size(); void set_image_size(const Vector2 &val); Vector get_nodes(); void set_nodes(const Vector &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(); void add_node(const Ref &node); void remove_node(const Ref &node); void render(); void render_non_threaded(); void render_threaded(); void _thread_func(); void cancel_render_and_wait(); void on_node_changed(); MMMaterial(); ~MMMaterial(); Vector2 image_size; Vector> nodes; protected: static void _bind_methods(); //TODO detect if threadpool is enabled. bool USE_THREADS; bool initialized; bool rendering; bool queued_render; Ref job; }; #endif