/*************************************************************************/ /* material.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 "material.h" #include "scene/scene_string_names.h" static const char*_flag_names[Material::FLAG_MAX]={ "visible", "double_sided", "invert_faces", "unshaded", "on_top", "lightmap_on_uv2", "colarray_is_srgb" }; static const Material::Flag _flag_indices[Material::FLAG_MAX]={ Material::FLAG_VISIBLE, Material::FLAG_DOUBLE_SIDED, Material::FLAG_INVERT_FACES, Material::FLAG_UNSHADED, Material::FLAG_ONTOP, Material::FLAG_LIGHTMAP_ON_UV2, Material::FLAG_COLOR_ARRAY_SRGB, }; RID Material::get_rid() const { return material; } void Material::set_flag(Flag p_flag,bool p_enabled) { ERR_FAIL_INDEX(p_flag,FLAG_MAX); flags[p_flag]=p_enabled; VisualServer::get_singleton()->material_set_flag(material,(VS::MaterialFlag)p_flag,p_enabled); _change_notify(); } void Material::set_blend_mode(BlendMode p_blend_mode) { ERR_FAIL_INDEX(p_blend_mode,3); blend_mode=p_blend_mode; VisualServer::get_singleton()->material_set_blend_mode(material,(VS::MaterialBlendMode)p_blend_mode); _change_notify(); } Material::BlendMode Material::get_blend_mode() const { return blend_mode; } void Material::set_depth_draw_mode(DepthDrawMode p_depth_draw_mode) { depth_draw_mode=p_depth_draw_mode; VisualServer::get_singleton()->material_set_depth_draw_mode(material,(VS::MaterialDepthDrawMode)p_depth_draw_mode); } Material::DepthDrawMode Material::get_depth_draw_mode() const { return depth_draw_mode; } bool Material::get_flag(Flag p_flag) const { ERR_FAIL_INDEX_V(p_flag,FLAG_MAX,false); return flags[p_flag]; } void Material::set_line_width(float p_width) { line_width=p_width; VisualServer::get_singleton()->material_set_line_width(material,p_width); _change_notify("line_width"); } float Material::get_line_width() const { return line_width; } void Material::_bind_methods() { ObjectTypeDB::bind_method(_MD("set_flag","flag","enable"),&Material::set_flag); ObjectTypeDB::bind_method(_MD("get_flag","flag"),&Material::get_flag); ObjectTypeDB::bind_method(_MD("set_blend_mode","mode"),&Material::set_blend_mode); ObjectTypeDB::bind_method(_MD("get_blend_mode"),&Material::get_blend_mode); ObjectTypeDB::bind_method(_MD("set_line_width","width"),&Material::set_line_width); ObjectTypeDB::bind_method(_MD("get_line_width"),&Material::get_line_width); ObjectTypeDB::bind_method(_MD("set_depth_draw_mode","mode"),&Material::set_depth_draw_mode); ObjectTypeDB::bind_method(_MD("get_depth_draw_mode"),&Material::get_depth_draw_mode); for(int i=0;ifree(material); } static const char*_param_names[FixedMaterial::PARAM_MAX]={ "diffuse", "detail", "specular", "emission", "specular_exp", "glow", "normal", "shade_param" }; static const char*_full_param_names[FixedMaterial::PARAM_MAX]={ "params/diffuse", "params/detail", "params/specular", "params/emission", "params/specular_exp", "params/glow", "params/normal", "params/shade_param" }; /* static const char*_texture_param_names[FixedMaterial::PARAM_MAX]={ "tex_diffuse", "tex_detail", "tex_specular", "tex_emission", "tex_specular_exp", "tex_glow", "tex_detail_mix", "tex_normal", "tex_shade_param" }; */ static const FixedMaterial::Parameter _param_indices[FixedMaterial::PARAM_MAX]={ FixedMaterial::PARAM_DIFFUSE, FixedMaterial::PARAM_DETAIL, FixedMaterial::PARAM_SPECULAR, FixedMaterial::PARAM_EMISSION, FixedMaterial::PARAM_SPECULAR_EXP, FixedMaterial::PARAM_GLOW, FixedMaterial::PARAM_NORMAL, FixedMaterial::PARAM_SHADE_PARAM, }; void FixedMaterial::set_parameter(Parameter p_parameter, const Variant& p_value) { ERR_FAIL_INDEX(p_parameter,PARAM_MAX); if ((p_parameter==PARAM_DIFFUSE || p_parameter==PARAM_SPECULAR || p_parameter==PARAM_EMISSION)) { if (p_value.get_type()!=Variant::COLOR) { ERR_EXPLAIN(String(_param_names[p_parameter])+" expects Color"); ERR_FAIL(); } } else { if (!p_value.is_num()) { ERR_EXPLAIN(String(_param_names[p_parameter])+" expects scalar"); ERR_FAIL(); } } ERR_FAIL_COND( (p_parameter==PARAM_DIFFUSE || p_parameter==PARAM_SPECULAR || p_parameter==PARAM_EMISSION) && p_value.get_type()!=Variant::COLOR ); ERR_FAIL_COND( p_parameter!=PARAM_SHADE_PARAM && p_parameter!=PARAM_DIFFUSE && p_parameter!=PARAM_DETAIL && p_parameter!=PARAM_SPECULAR && p_parameter!=PARAM_EMISSION && p_value.get_type()!=Variant::REAL && p_value.get_type()!=Variant::INT ); param[p_parameter]=p_value; VisualServer::get_singleton()->fixed_material_set_param(material,(VS::FixedMaterialParam)p_parameter,p_value); _change_notify(_full_param_names[p_parameter]); } Variant FixedMaterial::get_parameter(Parameter p_parameter) const { ERR_FAIL_INDEX_V(p_parameter,PARAM_MAX,Variant()); return param[p_parameter]; } void FixedMaterial::set_texture(Parameter p_parameter, Ref p_texture) { ERR_FAIL_INDEX(p_parameter,PARAM_MAX); texture_param[p_parameter]=p_texture; VisualServer::get_singleton()->fixed_material_set_texture(material,(VS::FixedMaterialParam)p_parameter,p_texture.is_null()?RID():p_texture->get_rid()); _change_notify(); } Ref FixedMaterial::get_texture(Parameter p_parameter) const { ERR_FAIL_INDEX_V(p_parameter,PARAM_MAX,Ref()); return texture_param[p_parameter]; } void FixedMaterial::set_texcoord_mode(Parameter p_parameter, TexCoordMode p_mode) { ERR_FAIL_INDEX(p_parameter,PARAM_MAX); ERR_FAIL_INDEX(p_mode,4); if (p_mode==texture_texcoord[p_parameter]) return; texture_texcoord[p_parameter]=p_mode; VisualServer::get_singleton()->fixed_material_set_texcoord_mode(material,(VS::FixedMaterialParam)p_parameter,(VS::FixedMaterialTexCoordMode)p_mode); _change_notify(); } FixedMaterial::TexCoordMode FixedMaterial::get_texcoord_mode(Parameter p_parameter) const { ERR_FAIL_INDEX_V(p_parameter,PARAM_MAX,TEXCOORD_UV); return texture_texcoord[p_parameter]; } void FixedMaterial::set_light_shader(LightShader p_shader) { light_shader=p_shader; VS::get_singleton()->fixed_material_set_light_shader(material,VS::FixedMaterialLightShader(p_shader)); } FixedMaterial::LightShader FixedMaterial::get_light_shader() const { return light_shader; } void FixedMaterial::set_uv_transform(const Transform& p_transform) { uv_transform=p_transform; VisualServer::get_singleton()->fixed_material_set_uv_transform(material, p_transform ); _change_notify(); } Transform FixedMaterial::get_uv_transform() const { return uv_transform; } void FixedMaterial::set_fixed_flag(FixedFlag p_flag, bool p_value) { ERR_FAIL_INDEX(p_flag,5); fixed_flags[p_flag]=p_value; VisualServer::get_singleton()->fixed_material_set_flag(material,(VS::FixedMaterialFlags)p_flag,p_value); } bool FixedMaterial::get_fixed_flag(FixedFlag p_flag) const { ERR_FAIL_INDEX_V(p_flag,5,false); return fixed_flags[p_flag]; } void FixedMaterial::set_point_size(float p_size) { ERR_FAIL_COND(p_size<0); point_size=p_size; VisualServer::get_singleton()->fixed_material_set_point_size(material,p_size); } float FixedMaterial::get_point_size() const{ return point_size; } void FixedMaterial::_bind_methods() { ObjectTypeDB::bind_method(_MD("set_parameter","param","value"),&FixedMaterial::set_parameter); ObjectTypeDB::bind_method(_MD("get_parameter","param"),&FixedMaterial::get_parameter); ObjectTypeDB::bind_method(_MD("set_texture","param","texture:Texture"),&FixedMaterial::set_texture); ObjectTypeDB::bind_method(_MD("get_texture:Texture","param"),&FixedMaterial::get_texture); ObjectTypeDB::bind_method(_MD("set_texcoord_mode","param","mode"),&FixedMaterial::set_texcoord_mode); ObjectTypeDB::bind_method(_MD("get_texcoord_mode","param"),&FixedMaterial::get_texcoord_mode); ObjectTypeDB::bind_method(_MD("set_fixed_flag","flag","value"),&FixedMaterial::set_fixed_flag); ObjectTypeDB::bind_method(_MD("get_fixed_flag","flag"),&FixedMaterial::get_fixed_flag); ObjectTypeDB::bind_method(_MD("set_uv_transform","transform"),&FixedMaterial::set_uv_transform); ObjectTypeDB::bind_method(_MD("get_uv_transform"),&FixedMaterial::get_uv_transform); ObjectTypeDB::bind_method(_MD("set_light_shader","shader"),&FixedMaterial::set_light_shader); ObjectTypeDB::bind_method(_MD("get_light_shader"),&FixedMaterial::get_light_shader); ObjectTypeDB::bind_method(_MD("set_point_size","size"),&FixedMaterial::set_point_size); ObjectTypeDB::bind_method(_MD("get_point_size"),&FixedMaterial::get_point_size); ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "fixed_flags/use_alpha" ), _SCS("set_fixed_flag"), _SCS("get_fixed_flag"), FLAG_USE_ALPHA); ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "fixed_flags/use_color_array" ), _SCS("set_fixed_flag"), _SCS("get_fixed_flag"), FLAG_USE_COLOR_ARRAY); ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "fixed_flags/use_point_size" ), _SCS("set_fixed_flag"), _SCS("get_fixed_flag"), FLAG_USE_POINT_SIZE); ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "fixed_flags/discard_alpha" ), _SCS("set_fixed_flag"), _SCS("get_fixed_flag"), FLAG_DISCARD_ALPHA); ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "fixed_flags/use_xy_normalmap" ), _SCS("set_fixed_flag"), _SCS("get_fixed_flag"), FLAG_USE_XY_NORMALMAP); ADD_PROPERTYI( PropertyInfo( Variant::COLOR, "params/diffuse" ), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_DIFFUSE); ADD_PROPERTYI( PropertyInfo( Variant::COLOR, "params/specular", PROPERTY_HINT_COLOR_NO_ALPHA ), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SPECULAR ); ADD_PROPERTYI( PropertyInfo( Variant::COLOR, "params/emission", PROPERTY_HINT_COLOR_NO_ALPHA ), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_EMISSION ); ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/specular_exp", PROPERTY_HINT_RANGE,"1,64,0.01" ), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SPECULAR_EXP ); ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/detail_mix", PROPERTY_HINT_RANGE,"0,1,0.01" ), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_DETAIL ); ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/normal_depth", PROPERTY_HINT_RANGE,"-4,4,0.01" ), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_NORMAL ); ADD_PROPERTY( PropertyInfo( Variant::INT, "params/shader", PROPERTY_HINT_ENUM,"Lambert,Wrap,Velvet,Toon" ), _SCS("set_light_shader"), _SCS("get_light_shader") ); ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/shader_param", PROPERTY_HINT_RANGE,"0,1,0.01" ), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADE_PARAM ); ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/glow", PROPERTY_HINT_RANGE,"0,8,0.01" ), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_GLOW ); ADD_PROPERTY( PropertyInfo( Variant::REAL, "params/point_size", PROPERTY_HINT_RANGE,"0,1024,1" ), _SCS("set_point_size"), _SCS("get_point_size")); ADD_PROPERTY( PropertyInfo( Variant::TRANSFORM, "uv_xform"), _SCS("set_uv_transform"), _SCS("get_uv_transform") ); for(int i=0;ifixed_material_create()) { param[PARAM_DIFFUSE]=Color(1,1,1); param[PARAM_SPECULAR]=Color(0.0,0.0,0.0); param[PARAM_EMISSION]=Color(0.0,0.0,0.0); param[PARAM_SPECULAR_EXP]=40; param[PARAM_GLOW]=0; param[PARAM_NORMAL]=1; param[PARAM_SHADE_PARAM]=0.5; param[PARAM_DETAIL]=1.0; set_flag(FLAG_COLOR_ARRAY_SRGB,true); fixed_flags[FLAG_USE_ALPHA]=false; fixed_flags[FLAG_USE_COLOR_ARRAY]=false; fixed_flags[FLAG_USE_POINT_SIZE]=false; fixed_flags[FLAG_USE_XY_NORMALMAP]=false; fixed_flags[FLAG_DISCARD_ALPHA]=false; for(int i=0;ishader_shader) { set_shader(p_value); return true; } else { String n = p_name; if (n.begins_with("param/")) { VisualServer::get_singleton()->material_set_param(material,String(n.ptr()+6),p_value); return true; } } return false; } bool ShaderMaterial::_get(const StringName& p_name,Variant &r_ret) const { if (p_name==SceneStringNames::get_singleton()->shader_shader) { r_ret=get_shader(); return true; } else { String n = p_name; if (n.begins_with("param/")) { r_ret=VisualServer::get_singleton()->material_get_param(material,String(n.ptr()+6)); return true; } } return false; } void ShaderMaterial::_get_property_list( List *p_list) const { p_list->push_back( PropertyInfo( Variant::OBJECT, "shader/shader", PROPERTY_HINT_RESOURCE_TYPE,"MaterialShader,MaterialShaderGraph" ) ); if (!shader.is_null()) { shader->get_param_list(p_list); } } void ShaderMaterial::_shader_changed() { _change_notify(); //also all may have changed then } void ShaderMaterial::set_shader(const Ref& p_shader) { if (shader.is_valid()) shader->disconnect(SceneStringNames::get_singleton()->changed,this,SceneStringNames::get_singleton()->_shader_changed); shader=p_shader; VS::get_singleton()->material_set_shader(material,shader->get_rid()); if (shader.is_valid()) { shader->connect(SceneStringNames::get_singleton()->changed,this,SceneStringNames::get_singleton()->_shader_changed); } _change_notify(); } Ref ShaderMaterial::get_shader() const { return shader; } void ShaderMaterial::set_shader_param(const StringName& p_param,const Variant& p_value) { VisualServer::get_singleton()->material_set_param(material,p_param,p_value); } Variant ShaderMaterial::get_shader_param(const StringName& p_param) const{ return VisualServer::get_singleton()->material_get_param(material,p_param); } void ShaderMaterial::_bind_methods() { ObjectTypeDB::bind_method(_MD("set_shader","shader:Shader"), &ShaderMaterial::set_shader ); ObjectTypeDB::bind_method(_MD("get_shader:Shader"), &ShaderMaterial::get_shader ); ObjectTypeDB::bind_method(_MD("set_shader_param","param","value:var"), &ShaderMaterial::set_shader_param); ObjectTypeDB::bind_method(_MD("get_shader_param:var","param"), &ShaderMaterial::get_shader_param); ObjectTypeDB::bind_method(_MD("_shader_changed"), &ShaderMaterial::_shader_changed ); } void ShaderMaterial::get_argument_options(const StringName& p_function,int p_idx,List*r_options) const { String f = p_function.operator String(); if ((f=="get_shader_param" || f=="set_shader_param") && p_idx==0) { if (shader.is_valid()) { List pl; shader->get_param_list(&pl); for (List::Element *E=pl.front();E;E=E->next()) { r_options->push_back(E->get().name); } } } Material::get_argument_options(p_function,p_idx,r_options); } ShaderMaterial::ShaderMaterial() :Material(VisualServer::get_singleton()->material_create()){ } ///////////////////////////////// void ParticleSystemMaterial::_bind_methods() { ObjectTypeDB::bind_method(_MD("set_texture","texture"),&ParticleSystemMaterial::set_texture); ObjectTypeDB::bind_method(_MD("get_texture:Texture"),&ParticleSystemMaterial::get_texture); ADD_PROPERTY( PropertyInfo( Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE,"Texture" ), _SCS("set_texture"), _SCS("get_texture")); } void ParticleSystemMaterial::set_texture(const Ref& p_texture) { texture=p_texture; RID rid; if (texture.is_valid()) rid=texture->get_rid(); VS::get_singleton()->fixed_material_set_texture(material,VS::FIXED_MATERIAL_PARAM_DIFFUSE,rid); } Ref ParticleSystemMaterial::get_texture() const { return texture; } ParticleSystemMaterial::ParticleSystemMaterial() :Material(VisualServer::get_singleton()->fixed_material_create()){ set_flag(FLAG_DOUBLE_SIDED,true); set_flag(FLAG_UNSHADED,true); set_depth_draw_mode(DEPTH_DRAW_NEVER); VisualServer::get_singleton()->fixed_material_set_flag(material,VS::FIXED_MATERIAL_FLAG_USE_ALPHA,true); VisualServer::get_singleton()->fixed_material_set_flag(material,VS::FIXED_MATERIAL_FLAG_USE_COLOR_ARRAY,true); set_flag(FLAG_COLOR_ARRAY_SRGB,true); } ParticleSystemMaterial::~ParticleSystemMaterial() { } ////////////////////////////// void UnshadedMaterial::_bind_methods() { ObjectTypeDB::bind_method(_MD("set_texture","texture"),&UnshadedMaterial::set_texture); ObjectTypeDB::bind_method(_MD("get_texture:Texture"),&UnshadedMaterial::get_texture); ObjectTypeDB::bind_method(_MD("set_use_alpha","enable"),&UnshadedMaterial::set_use_alpha); ObjectTypeDB::bind_method(_MD("is_using_alpha"),&UnshadedMaterial::is_using_alpha); ObjectTypeDB::bind_method(_MD("set_use_color_array","enable"),&UnshadedMaterial::set_use_color_array); ObjectTypeDB::bind_method(_MD("is_using_color_array"),&UnshadedMaterial::is_using_color_array); ADD_PROPERTY( PropertyInfo( Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE,"Texture" ), _SCS("set_texture"), _SCS("get_texture")); ADD_PROPERTY( PropertyInfo( Variant::BOOL, "alpha" ), _SCS("set_use_alpha"), _SCS("is_using_alpha")); ADD_PROPERTY( PropertyInfo( Variant::BOOL, "color_array" ), _SCS("set_use_color_array"), _SCS("is_using_color_array")); } void UnshadedMaterial::set_texture(const Ref& p_texture) { RID rid; if (texture.is_valid()) rid=texture->get_rid(); VS::get_singleton()->fixed_material_set_texture(material,VS::FIXED_MATERIAL_PARAM_DIFFUSE,rid); } Ref UnshadedMaterial::get_texture() const { return texture; } void UnshadedMaterial::set_use_alpha(bool p_use_alpha) { alpha=p_use_alpha; VS::get_singleton()->fixed_material_set_flag(material,VS::FIXED_MATERIAL_FLAG_USE_ALPHA,p_use_alpha); //set_depth_draw_mode(); //set_hint(HINT,p_use_alpha); } bool UnshadedMaterial::is_using_alpha() const{ return alpha; } void UnshadedMaterial::set_use_color_array(bool p_use_color_array){ color_array=p_use_color_array; VS::get_singleton()->fixed_material_set_flag(material,VS::FIXED_MATERIAL_FLAG_USE_COLOR_ARRAY,p_use_color_array); } bool UnshadedMaterial::is_using_color_array() const{ return color_array; } UnshadedMaterial::UnshadedMaterial() :Material(VisualServer::get_singleton()->fixed_material_create()){ set_flag(FLAG_UNSHADED,true); set_use_alpha(true); set_flag(FLAG_COLOR_ARRAY_SRGB,true); } UnshadedMaterial::~UnshadedMaterial() { }