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97 lines
3.5 KiB
C++
97 lines
3.5 KiB
C++
#ifndef MAT_MAKER_MATERIAL_H
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#define MAT_MAKER_MATERIAL_H
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/*************************************************************************/
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/* mm_material.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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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/containers/vector.h"
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#include "core/io/image.h"
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#include "core/math/vector2.h"
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#include "core/math/vector3.h"
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#include "core/object/reference.h"
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#include "core/variant/variant.h"
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#include "core/object/resource.h"
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class MMNode;
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class ThreadPoolExecuteJob;
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class MMMaterial : public Resource {
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GDCLASS(MMMaterial, Resource);
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public:
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Vector2 get_image_size();
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void set_image_size(const Vector2 &val);
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Vector<Variant> get_nodes();
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void set_nodes(const Vector<Variant> &val);
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bool get_initialized() const;
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void set_initialized(const bool val);
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bool get_rendering() const;
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void set_rendering(const bool val);
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bool get_queued_render() const;
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void set_queued_render(const bool val);
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void initialize();
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void add_node(const Ref<MMNode> &node);
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void remove_node(const Ref<MMNode> &node);
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void render();
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void render_non_threaded();
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void render_threaded();
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void _thread_func();
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void cancel_render_and_wait();
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void on_node_changed();
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MMMaterial();
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~MMMaterial();
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Vector2 image_size;
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Vector<Ref<MMNode>> nodes;
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protected:
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static void _bind_methods();
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//TODO detect if threadpool is enabled.
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bool USE_THREADS;
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bool initialized;
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bool rendering;
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bool queued_render;
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Ref<ThreadPoolExecuteJob> job;
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};
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#endif
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