pandemonium_engine_minimal/scene/resources/material/material.h

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2023-12-14 21:54:22 +01:00
#ifndef MATERIAL_H
#define MATERIAL_H
/*************************************************************************/
/* material.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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/object/resource.h"
#include "core/containers/self_list.h"
#include "scene/resources/shader.h"
#include "servers/rendering_server.h"
class Material : public Resource {
GDCLASS(Material, Resource);
RES_BASE_EXTENSION("material")
OBJ_SAVE_TYPE(Material);
RID material;
Ref<Material> next_pass;
int render_priority;
protected:
_FORCE_INLINE_ RID _get_material() const { return material; }
static void _bind_methods();
virtual bool _can_do_next_pass() const { return false; }
void _validate_property(PropertyInfo &property) const;
public:
enum {
RENDER_PRIORITY_MAX = RS::MATERIAL_RENDER_PRIORITY_MAX,
RENDER_PRIORITY_MIN = RS::MATERIAL_RENDER_PRIORITY_MIN,
};
void set_next_pass(const Ref<Material> &p_pass);
Ref<Material> get_next_pass() const;
void set_render_priority(int p_priority);
int get_render_priority() const;
virtual RID get_rid() const;
virtual Shader::Mode get_shader_mode() const = 0;
Material();
virtual ~Material();
};
#endif