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103 lines
5.3 KiB
C++
103 lines
5.3 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) 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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#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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