#ifndef MAT_MAKER_NODE_H #define MAT_MAKER_NODE_H /*************************************************************************/ /* mm_node.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/io/image.h" #include "core/math/vector2.h" #include "core/math/vector3.h" #include "core/variant/variant.h" #include "core/object/resource.h" class Node; class MMMaterial; class MMNodeUniversalProperty; class MMGraphNode; class MMNode : public Resource { GDCLASS(MMNode, Resource); public: Vector2 get_graph_position(); void set_graph_position(const Vector2 &val); Vector get_input_properties(); void set_input_properties(const Vector &val); Vector get_output_properties(); void set_output_properties(const Vector &val); bool get_properties_initialized() const; void set_properties_initialized(const bool val); bool get_dirty() const; void set_dirty(const bool val); bool render(const Ref &material); virtual void _render(const Ref &material); Ref render_image(const Ref &material); virtual Ref _render_image(const Ref &material); Color get_value_for(const Vector2 &uv, const int pseed); virtual Color _get_value_for(const Vector2 &uv, const int pseed); void init_properties(); virtual void _init_properties(); void register_methods(Node *mm_graph_node); virtual void _register_methods_bind(Node *mm_graph_node); virtual void _register_methods(MMGraphNode *mm_graph_node); void register_input_property(const Ref &prop); void unregister_input_property(const Ref &prop); void register_output_property(const Ref &prop); void unregister_output_property(const Ref &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(); Vector2 graph_position; Vector> input_properties; Vector> output_properties; bool properties_initialized; bool dirty; protected: static void _bind_methods(); }; #endif