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https://github.com/Relintai/pandemonium_engine_minimal.git
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77 lines
3.3 KiB
C++
77 lines
3.3 KiB
C++
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#ifndef SHADER_MATERIAL_H
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#define SHADER_MATERIAL_H
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/*************************************************************************/
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/* material.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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/object/resource.h"
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#include "core/containers/self_list.h"
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#include "scene/resources/material/material.h"
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#include "scene/resources/shader.h"
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#include "servers/rendering_server.h"
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class Texture;
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class ShaderMaterial : public Material {
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GDCLASS(ShaderMaterial, Material);
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Ref<Shader> shader;
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protected:
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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bool property_can_revert(const String &p_name);
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Variant property_get_revert(const String &p_name);
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static void _bind_methods();
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void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options, const String "e_style) const;
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virtual bool _can_do_next_pass() const;
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void _shader_changed();
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public:
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void set_shader(const Ref<Shader> &p_shader);
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Ref<Shader> get_shader() const;
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void set_shader_param(const StringName &p_param, const Variant &p_value);
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Variant get_shader_param(const StringName &p_param) const;
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virtual Shader::Mode get_shader_mode() const;
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ShaderMaterial();
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~ShaderMaterial();
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};
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#endif
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