pandemonium_engine/modules/material_maker/nodes/mm_material.h

58 lines
1.3 KiB
C++

#ifndef MM_MATERIAL_H
#define MM_MATERIAL_H
class MMMateial : public Resource {
GDCLASS(MMMateial, Resource);
public:
Vector2 get_image_size();
void set_image_size(const Vector2 &val);
Array get_nodes();
void set_nodes(const Array &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);
Ref<ThreadPoolExecuteJob> get_job();
void set_job(const Ref<ThreadPoolExecuteJob> &val);
void initialize();
void add_node(const MMNode &node);
void remove_node(const MMNode &node);
void render();
void render_non_threaded();
void render_threaded();
void _thread_func();
void cancel_render_and_wait();
void on_node_changed();
MMMateial();
~MMMateial();
protected:
static void _bind_methods();
//tool
//threads are implemented using my thread pool engine module.
//if you want to use this without that module in your engine set this to false,
//and comment out the lines that give errors
const USE_THREADS = true;
//export(Vector2)
Vector2 image_size = Vector2(128, 128);
//export(Array)
Array nodes = ;
bool initialized = false;
bool rendering = false;
bool queued_render = false;
Ref<ThreadPoolExecuteJob> job = ThreadPoolExecuteJob.new();
};
#endif