#ifndef MATERIAL_H #define MATERIAL_H /* material.h */ #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 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 &p_pass); Ref 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