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110 lines
4.4 KiB
C++
110 lines
4.4 KiB
C++
#ifndef MAT_MAKER_NODE_H
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#define MAT_MAKER_NODE_H
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/*************************************************************************/
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/* mm_node.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/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/variant/variant.h"
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#include "core/object/resource.h"
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class Node;
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class MMMaterial;
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class MMNodeUniversalProperty;
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class MMGraphNode;
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class MMNode : public Resource {
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GDCLASS(MMNode, Resource);
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public:
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Vector2 get_graph_position();
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void set_graph_position(const Vector2 &val);
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Vector<Variant> get_input_properties();
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void set_input_properties(const Vector<Variant> &val);
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Vector<Variant> get_output_properties();
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void set_output_properties(const Vector<Variant> &val);
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bool get_properties_initialized() const;
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void set_properties_initialized(const bool val);
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bool get_dirty() const;
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void set_dirty(const bool val);
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bool render(const Ref<MMMaterial> &material);
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virtual void _render(const Ref<MMMaterial> &material);
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Ref<Image> render_image(const Ref<MMMaterial> &material);
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virtual Ref<Image> _render_image(const Ref<MMMaterial> &material);
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Color get_value_for(const Vector2 &uv, const int pseed);
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virtual Color _get_value_for(const Vector2 &uv, const int pseed);
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void init_properties();
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virtual void _init_properties();
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void register_methods(Node *mm_graph_node);
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virtual void _register_methods_bind(Node *mm_graph_node);
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virtual void _register_methods(MMGraphNode *mm_graph_node);
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void register_input_property(const Ref<MMNodeUniversalProperty> &prop);
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void unregister_input_property(const Ref<MMNodeUniversalProperty> &prop);
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void register_output_property(const Ref<MMNodeUniversalProperty> &prop);
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void unregister_output_property(const Ref<MMNodeUniversalProperty> &prop);
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void on_input_property_changed();
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Variant get_property_value(const Vector2 &uv);
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virtual Variant _get_property_value(const Vector2 &uv);
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Vector2 get_property_value_sdf3d(const Vector3 &uv3);
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virtual Vector2 _get_property_value_sdf3d(const Vector3 &uv3);
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MMNode();
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~MMNode();
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Vector2 graph_position;
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Vector<Ref<MMNodeUniversalProperty>> input_properties;
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Vector<Ref<MMNodeUniversalProperty>> output_properties;
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bool properties_initialized;
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bool dirty;
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protected:
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static void _bind_methods();
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};
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#endif
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