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d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
103 lines
5.4 KiB
C++
103 lines
5.4 KiB
C++
/**************************************************************************/
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/* material_storage.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 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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#ifndef MATERIAL_STORAGE_H
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#define MATERIAL_STORAGE_H
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#include "servers/rendering_server.h"
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#include "utilities.h"
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class RendererMaterialStorage {
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public:
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virtual ~RendererMaterialStorage(){};
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/* GLOBAL SHADER UNIFORM API */
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virtual void global_shader_parameter_add(const StringName &p_name, RS::GlobalShaderParameterType p_type, const Variant &p_value) = 0;
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virtual void global_shader_parameter_remove(const StringName &p_name) = 0;
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virtual Vector<StringName> global_shader_parameter_get_list() const = 0;
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virtual void global_shader_parameter_set(const StringName &p_name, const Variant &p_value) = 0;
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virtual void global_shader_parameter_set_override(const StringName &p_name, const Variant &p_value) = 0;
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virtual Variant global_shader_parameter_get(const StringName &p_name) const = 0;
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virtual RS::GlobalShaderParameterType global_shader_parameter_get_type(const StringName &p_name) const = 0;
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virtual void global_shader_parameters_load_settings(bool p_load_textures = true) = 0;
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virtual void global_shader_parameters_clear() = 0;
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virtual int32_t global_shader_parameters_instance_allocate(RID p_instance) = 0;
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virtual void global_shader_parameters_instance_free(RID p_instance) = 0;
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virtual void global_shader_parameters_instance_update(RID p_instance, int p_index, const Variant &p_value, int p_flags_count = 0) = 0;
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/* SHADER API */
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virtual RID shader_allocate() = 0;
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virtual void shader_initialize(RID p_rid) = 0;
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virtual void shader_free(RID p_rid) = 0;
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virtual void shader_set_code(RID p_shader, const String &p_code) = 0;
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virtual void shader_set_path_hint(RID p_shader, const String &p_path) = 0;
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virtual String shader_get_code(RID p_shader) const = 0;
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virtual void get_shader_parameter_list(RID p_shader, List<PropertyInfo> *p_param_list) const = 0;
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virtual void shader_set_default_texture_parameter(RID p_shader, const StringName &p_name, RID p_texture, int p_index) = 0;
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virtual RID shader_get_default_texture_parameter(RID p_shader, const StringName &p_name, int p_index) const = 0;
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virtual Variant shader_get_parameter_default(RID p_material, const StringName &p_param) const = 0;
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virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const = 0;
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/* MATERIAL API */
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virtual RID material_allocate() = 0;
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virtual void material_initialize(RID p_rid) = 0;
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virtual void material_free(RID p_rid) = 0;
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virtual void material_set_render_priority(RID p_material, int priority) = 0;
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virtual void material_set_shader(RID p_shader_material, RID p_shader) = 0;
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virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) = 0;
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virtual Variant material_get_param(RID p_material, const StringName &p_param) const = 0;
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virtual void material_set_next_pass(RID p_material, RID p_next_material) = 0;
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virtual bool material_is_animated(RID p_material) = 0;
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virtual bool material_casts_shadows(RID p_material) = 0;
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struct InstanceShaderParam {
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PropertyInfo info;
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int index;
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Variant default_value;
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};
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virtual void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) = 0;
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virtual void material_update_dependency(RID p_material, DependencyTracker *p_instance) = 0;
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};
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#endif // MATERIAL_STORAGE_H
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