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https://github.com/Relintai/pandemonium_engine.git
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73 lines
3.2 KiB
C++
73 lines
3.2 KiB
C++
#ifndef MATERIAL_H
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#define MATERIAL_H
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/*************************************************************************/
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/* material.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "core/object/resource.h"
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#include "core/containers/self_list.h"
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#include "scene/resources/shader.h"
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#include "core/servers/rendering/rendering_server.h"
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class Material : public Resource {
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GDCLASS(Material, Resource);
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RES_BASE_EXTENSION("material")
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OBJ_SAVE_TYPE(Material);
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RID material;
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Ref<Material> next_pass;
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int render_priority;
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protected:
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_FORCE_INLINE_ RID _get_material() const { return material; }
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static void _bind_methods();
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virtual bool _can_do_next_pass() const { return false; }
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void _validate_property(PropertyInfo &property) const;
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public:
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enum {
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RENDER_PRIORITY_MAX = RS::MATERIAL_RENDER_PRIORITY_MAX,
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RENDER_PRIORITY_MIN = RS::MATERIAL_RENDER_PRIORITY_MIN,
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};
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void set_next_pass(const Ref<Material> &p_pass);
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Ref<Material> get_next_pass() const;
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void set_render_priority(int p_priority);
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int get_render_priority() const;
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virtual RID get_rid() const;
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virtual Shader::Mode get_shader_mode() const = 0;
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Material();
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virtual ~Material();
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};
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#endif
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