pandemonium_engine/modules/material_maker/nodes/mm_node.h

110 lines
4.4 KiB
C++

#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<Variant> get_input_properties();
void set_input_properties(const Vector<Variant> &val);
Vector<Variant> get_output_properties();
void set_output_properties(const Vector<Variant> &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<MMMaterial> &material);
virtual void _render(const Ref<MMMaterial> &material);
Ref<Image> render_image(const Ref<MMMaterial> &material);
virtual Ref<Image> _render_image(const Ref<MMMaterial> &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<MMNodeUniversalProperty> &prop);
void unregister_input_property(const Ref<MMNodeUniversalProperty> &prop);
void register_output_property(const Ref<MMNodeUniversalProperty> &prop);
void unregister_output_property(const Ref<MMNodeUniversalProperty> &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<Ref<MMNodeUniversalProperty>> input_properties;
Vector<Ref<MMNodeUniversalProperty>> output_properties;
bool properties_initialized;
bool dirty;
protected:
static void _bind_methods();
};
#endif