mirror of
https://github.com/Relintai/pandemonium_engine.git
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97 lines
4.3 KiB
C++
97 lines
4.3 KiB
C++
/*************************************************************************/
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/* material.cpp */
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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 "material.h"
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void Material::set_next_pass(const Ref<Material> &p_pass) {
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for (Ref<Material> pass_child = p_pass; pass_child != nullptr; pass_child = pass_child->get_next_pass()) {
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ERR_FAIL_COND_MSG(pass_child == this, "Can't set as next_pass one of its parents to prevent crashes due to recursive loop.");
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}
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if (next_pass == p_pass) {
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return;
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}
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next_pass = p_pass;
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RID next_pass_rid;
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if (next_pass.is_valid()) {
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next_pass_rid = next_pass->get_rid();
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}
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RS::get_singleton()->material_set_next_pass(material, next_pass_rid);
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}
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Ref<Material> Material::get_next_pass() const {
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return next_pass;
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}
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void Material::set_render_priority(int p_priority) {
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ERR_FAIL_COND(p_priority < RENDER_PRIORITY_MIN);
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ERR_FAIL_COND(p_priority > RENDER_PRIORITY_MAX);
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render_priority = p_priority;
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RS::get_singleton()->material_set_render_priority(material, p_priority);
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}
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int Material::get_render_priority() const {
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return render_priority;
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}
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RID Material::get_rid() const {
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return material;
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}
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void Material::_validate_property(PropertyInfo &property) const {
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if (!_can_do_next_pass() && property.name == "next_pass") {
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property.usage = 0;
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}
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}
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void Material::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_next_pass", "next_pass"), &Material::set_next_pass);
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ClassDB::bind_method(D_METHOD("get_next_pass"), &Material::get_next_pass);
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ClassDB::bind_method(D_METHOD("set_render_priority", "priority"), &Material::set_render_priority);
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ClassDB::bind_method(D_METHOD("get_render_priority"), &Material::get_render_priority);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "render_priority", PROPERTY_HINT_RANGE, itos(RENDER_PRIORITY_MIN) + "," + itos(RENDER_PRIORITY_MAX) + ",1"), "set_render_priority", "get_render_priority");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "next_pass", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_next_pass", "get_next_pass");
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BIND_CONSTANT(RENDER_PRIORITY_MAX);
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BIND_CONSTANT(RENDER_PRIORITY_MIN);
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}
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Material::Material() {
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material = RID_PRIME(RenderingServer::get_singleton()->material_create());
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render_priority = 0;
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}
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Material::~Material() {
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RenderingServer::get_singleton()->free(material);
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}
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