material.cpp 20 KB

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  1. /*************************************************************************/
  2. /* material.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "material.h"
  31. #include "scene/scene_string_names.h"
  32. static const char *_flag_names[Material::FLAG_MAX] = {
  33. "visible",
  34. "double_sided",
  35. "invert_faces",
  36. "unshaded",
  37. "on_top",
  38. "lightmap_on_uv2",
  39. "colarray_is_srgb"
  40. };
  41. static const Material::Flag _flag_indices[Material::FLAG_MAX] = {
  42. Material::FLAG_VISIBLE,
  43. Material::FLAG_DOUBLE_SIDED,
  44. Material::FLAG_INVERT_FACES,
  45. Material::FLAG_UNSHADED,
  46. Material::FLAG_ONTOP,
  47. Material::FLAG_LIGHTMAP_ON_UV2,
  48. Material::FLAG_COLOR_ARRAY_SRGB,
  49. };
  50. RID Material::get_rid() const {
  51. return material;
  52. }
  53. void Material::set_flag(Flag p_flag, bool p_enabled) {
  54. ERR_FAIL_INDEX(p_flag, FLAG_MAX);
  55. flags[p_flag] = p_enabled;
  56. VisualServer::get_singleton()->material_set_flag(material, (VS::MaterialFlag)p_flag, p_enabled);
  57. _change_notify();
  58. }
  59. void Material::set_blend_mode(BlendMode p_blend_mode) {
  60. ERR_FAIL_INDEX(p_blend_mode, 4);
  61. blend_mode = p_blend_mode;
  62. VisualServer::get_singleton()->material_set_blend_mode(material, (VS::MaterialBlendMode)p_blend_mode);
  63. _change_notify();
  64. }
  65. Material::BlendMode Material::get_blend_mode() const {
  66. return blend_mode;
  67. }
  68. void Material::set_depth_draw_mode(DepthDrawMode p_depth_draw_mode) {
  69. depth_draw_mode = p_depth_draw_mode;
  70. VisualServer::get_singleton()->material_set_depth_draw_mode(material, (VS::MaterialDepthDrawMode)p_depth_draw_mode);
  71. }
  72. Material::DepthDrawMode Material::get_depth_draw_mode() const {
  73. return depth_draw_mode;
  74. }
  75. bool Material::get_flag(Flag p_flag) const {
  76. ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
  77. return flags[p_flag];
  78. }
  79. void Material::set_line_width(float p_width) {
  80. line_width = p_width;
  81. VisualServer::get_singleton()->material_set_line_width(material, p_width);
  82. _change_notify("line_width");
  83. }
  84. float Material::get_line_width() const {
  85. return line_width;
  86. }
  87. void Material::_bind_methods() {
  88. ObjectTypeDB::bind_method(_MD("set_flag", "flag", "enable"), &Material::set_flag);
  89. ObjectTypeDB::bind_method(_MD("get_flag", "flag"), &Material::get_flag);
  90. ObjectTypeDB::bind_method(_MD("set_blend_mode", "mode"), &Material::set_blend_mode);
  91. ObjectTypeDB::bind_method(_MD("get_blend_mode"), &Material::get_blend_mode);
  92. ObjectTypeDB::bind_method(_MD("set_line_width", "width"), &Material::set_line_width);
  93. ObjectTypeDB::bind_method(_MD("get_line_width"), &Material::get_line_width);
  94. ObjectTypeDB::bind_method(_MD("set_depth_draw_mode", "mode"), &Material::set_depth_draw_mode);
  95. ObjectTypeDB::bind_method(_MD("get_depth_draw_mode"), &Material::get_depth_draw_mode);
  96. for (int i = 0; i < FLAG_MAX; i++)
  97. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, String() + "flags/" + _flag_names[i]), _SCS("set_flag"), _SCS("get_flag"), _flag_indices[i]);
  98. ADD_PROPERTY(PropertyInfo(Variant::INT, "params/blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Sub,PMAlpha"), _SCS("set_blend_mode"), _SCS("get_blend_mode"));
  99. ADD_PROPERTY(PropertyInfo(Variant::INT, "params/depth_draw", PROPERTY_HINT_ENUM, "Always,Opaque Only,Pre-Pass Alpha,Never"), _SCS("set_depth_draw_mode"), _SCS("get_depth_draw_mode"));
  100. ADD_PROPERTY(PropertyInfo(Variant::REAL, "params/line_width", PROPERTY_HINT_RANGE, "0.1,32.0,0.1"), _SCS("set_line_width"), _SCS("get_line_width"));
  101. BIND_CONSTANT(FLAG_VISIBLE);
  102. BIND_CONSTANT(FLAG_DOUBLE_SIDED);
  103. BIND_CONSTANT(FLAG_INVERT_FACES);
  104. BIND_CONSTANT(FLAG_UNSHADED);
  105. BIND_CONSTANT(FLAG_ONTOP);
  106. BIND_CONSTANT(FLAG_LIGHTMAP_ON_UV2);
  107. BIND_CONSTANT(FLAG_COLOR_ARRAY_SRGB);
  108. BIND_CONSTANT(FLAG_MAX);
  109. BIND_CONSTANT(DEPTH_DRAW_ALWAYS);
  110. BIND_CONSTANT(DEPTH_DRAW_OPAQUE_ONLY);
  111. BIND_CONSTANT(DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA);
  112. BIND_CONSTANT(DEPTH_DRAW_NEVER);
  113. BIND_CONSTANT(BLEND_MODE_MIX);
  114. BIND_CONSTANT(BLEND_MODE_ADD);
  115. BIND_CONSTANT(BLEND_MODE_SUB);
  116. BIND_CONSTANT(BLEND_MODE_MUL);
  117. BIND_CONSTANT(BLEND_MODE_PREMULT_ALPHA);
  118. }
  119. Material::Material(const RID &p_material) {
  120. material = p_material;
  121. flags[FLAG_VISIBLE] = true;
  122. flags[FLAG_DOUBLE_SIDED] = false;
  123. flags[FLAG_INVERT_FACES] = false;
  124. flags[FLAG_UNSHADED] = false;
  125. flags[FLAG_ONTOP] = false;
  126. flags[FLAG_LIGHTMAP_ON_UV2] = true;
  127. flags[FLAG_COLOR_ARRAY_SRGB] = false;
  128. depth_draw_mode = DEPTH_DRAW_OPAQUE_ONLY;
  129. blend_mode = BLEND_MODE_MIX;
  130. }
  131. Material::~Material() {
  132. VisualServer::get_singleton()->free(material);
  133. }
  134. static const char *_param_names[FixedMaterial::PARAM_MAX] = {
  135. "diffuse",
  136. "detail",
  137. "specular",
  138. "emission",
  139. "specular_exp",
  140. "glow",
  141. "normal",
  142. "shade_param"
  143. };
  144. static const char *_full_param_names[FixedMaterial::PARAM_MAX] = {
  145. "params/diffuse",
  146. "params/detail",
  147. "params/specular",
  148. "params/emission",
  149. "params/specular_exp",
  150. "params/glow",
  151. "params/normal",
  152. "params/shade_param"
  153. };
  154. /*
  155. static const char*_texture_param_names[FixedMaterial::PARAM_MAX]={
  156. "tex_diffuse",
  157. "tex_detail",
  158. "tex_specular",
  159. "tex_emission",
  160. "tex_specular_exp",
  161. "tex_glow",
  162. "tex_detail_mix",
  163. "tex_normal",
  164. "tex_shade_param"
  165. };
  166. */
  167. static const FixedMaterial::Parameter _param_indices[FixedMaterial::PARAM_MAX] = {
  168. FixedMaterial::PARAM_DIFFUSE,
  169. FixedMaterial::PARAM_DETAIL,
  170. FixedMaterial::PARAM_SPECULAR,
  171. FixedMaterial::PARAM_EMISSION,
  172. FixedMaterial::PARAM_SPECULAR_EXP,
  173. FixedMaterial::PARAM_GLOW,
  174. FixedMaterial::PARAM_NORMAL,
  175. FixedMaterial::PARAM_SHADE_PARAM,
  176. };
  177. void FixedMaterial::set_parameter(Parameter p_parameter, const Variant &p_value) {
  178. ERR_FAIL_INDEX(p_parameter, PARAM_MAX);
  179. if ((p_parameter == PARAM_DIFFUSE || p_parameter == PARAM_SPECULAR || p_parameter == PARAM_EMISSION)) {
  180. if (p_value.get_type() != Variant::COLOR) {
  181. ERR_EXPLAIN(String(_param_names[p_parameter]) + " expects Color");
  182. ERR_FAIL();
  183. }
  184. } else {
  185. if (!p_value.is_num()) {
  186. ERR_EXPLAIN(String(_param_names[p_parameter]) + " expects scalar");
  187. ERR_FAIL();
  188. }
  189. }
  190. ERR_FAIL_COND((p_parameter == PARAM_DIFFUSE || p_parameter == PARAM_SPECULAR || p_parameter == PARAM_EMISSION) && p_value.get_type() != Variant::COLOR);
  191. 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);
  192. param[p_parameter] = p_value;
  193. VisualServer::get_singleton()->fixed_material_set_param(material, (VS::FixedMaterialParam)p_parameter, p_value);
  194. _change_notify(_full_param_names[p_parameter]);
  195. }
  196. Variant FixedMaterial::get_parameter(Parameter p_parameter) const {
  197. ERR_FAIL_INDEX_V(p_parameter, PARAM_MAX, Variant());
  198. return param[p_parameter];
  199. }
  200. void FixedMaterial::set_texture(Parameter p_parameter, Ref<Texture> p_texture) {
  201. ERR_FAIL_INDEX(p_parameter, PARAM_MAX);
  202. texture_param[p_parameter] = p_texture;
  203. VisualServer::get_singleton()->fixed_material_set_texture(material, (VS::FixedMaterialParam)p_parameter, p_texture.is_null() ? RID() : p_texture->get_rid());
  204. _change_notify();
  205. }
  206. Ref<Texture> FixedMaterial::get_texture(Parameter p_parameter) const {
  207. ERR_FAIL_INDEX_V(p_parameter, PARAM_MAX, Ref<Texture>());
  208. return texture_param[p_parameter];
  209. }
  210. void FixedMaterial::set_texcoord_mode(Parameter p_parameter, TexCoordMode p_mode) {
  211. ERR_FAIL_INDEX(p_parameter, PARAM_MAX);
  212. ERR_FAIL_INDEX(p_mode, 4);
  213. if (p_mode == texture_texcoord[p_parameter])
  214. return;
  215. texture_texcoord[p_parameter] = p_mode;
  216. VisualServer::get_singleton()->fixed_material_set_texcoord_mode(material, (VS::FixedMaterialParam)p_parameter, (VS::FixedMaterialTexCoordMode)p_mode);
  217. _change_notify();
  218. }
  219. FixedMaterial::TexCoordMode FixedMaterial::get_texcoord_mode(Parameter p_parameter) const {
  220. ERR_FAIL_INDEX_V(p_parameter, PARAM_MAX, TEXCOORD_UV);
  221. return texture_texcoord[p_parameter];
  222. }
  223. void FixedMaterial::set_light_shader(LightShader p_shader) {
  224. light_shader = p_shader;
  225. VS::get_singleton()->fixed_material_set_light_shader(material, VS::FixedMaterialLightShader(p_shader));
  226. }
  227. FixedMaterial::LightShader FixedMaterial::get_light_shader() const {
  228. return light_shader;
  229. }
  230. void FixedMaterial::set_uv_transform(const Transform &p_transform) {
  231. uv_transform = p_transform;
  232. VisualServer::get_singleton()->fixed_material_set_uv_transform(material, p_transform);
  233. _change_notify();
  234. }
  235. Transform FixedMaterial::get_uv_transform() const {
  236. return uv_transform;
  237. }
  238. void FixedMaterial::set_fixed_flag(FixedFlag p_flag, bool p_value) {
  239. ERR_FAIL_INDEX(p_flag, 5);
  240. fixed_flags[p_flag] = p_value;
  241. VisualServer::get_singleton()->fixed_material_set_flag(material, (VS::FixedMaterialFlags)p_flag, p_value);
  242. }
  243. bool FixedMaterial::get_fixed_flag(FixedFlag p_flag) const {
  244. ERR_FAIL_INDEX_V(p_flag, 5, false);
  245. return fixed_flags[p_flag];
  246. }
  247. void FixedMaterial::set_point_size(float p_size) {
  248. ERR_FAIL_COND(p_size < 0);
  249. point_size = p_size;
  250. VisualServer::get_singleton()->fixed_material_set_point_size(material, p_size);
  251. }
  252. float FixedMaterial::get_point_size() const {
  253. return point_size;
  254. }
  255. void FixedMaterial::_bind_methods() {
  256. ObjectTypeDB::bind_method(_MD("set_parameter", "param", "value"), &FixedMaterial::set_parameter);
  257. ObjectTypeDB::bind_method(_MD("get_parameter", "param"), &FixedMaterial::get_parameter);
  258. ObjectTypeDB::bind_method(_MD("set_texture", "param", "texture:Texture"), &FixedMaterial::set_texture);
  259. ObjectTypeDB::bind_method(_MD("get_texture:Texture", "param"), &FixedMaterial::get_texture);
  260. ObjectTypeDB::bind_method(_MD("set_texcoord_mode", "param", "mode"), &FixedMaterial::set_texcoord_mode);
  261. ObjectTypeDB::bind_method(_MD("get_texcoord_mode", "param"), &FixedMaterial::get_texcoord_mode);
  262. ObjectTypeDB::bind_method(_MD("set_fixed_flag", "flag", "value"), &FixedMaterial::set_fixed_flag);
  263. ObjectTypeDB::bind_method(_MD("get_fixed_flag", "flag"), &FixedMaterial::get_fixed_flag);
  264. ObjectTypeDB::bind_method(_MD("set_uv_transform", "transform"), &FixedMaterial::set_uv_transform);
  265. ObjectTypeDB::bind_method(_MD("get_uv_transform"), &FixedMaterial::get_uv_transform);
  266. ObjectTypeDB::bind_method(_MD("set_light_shader", "shader"), &FixedMaterial::set_light_shader);
  267. ObjectTypeDB::bind_method(_MD("get_light_shader"), &FixedMaterial::get_light_shader);
  268. ObjectTypeDB::bind_method(_MD("set_point_size", "size"), &FixedMaterial::set_point_size);
  269. ObjectTypeDB::bind_method(_MD("get_point_size"), &FixedMaterial::get_point_size);
  270. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "fixed_flags/use_alpha"), _SCS("set_fixed_flag"), _SCS("get_fixed_flag"), FLAG_USE_ALPHA);
  271. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "fixed_flags/use_color_array"), _SCS("set_fixed_flag"), _SCS("get_fixed_flag"), FLAG_USE_COLOR_ARRAY);
  272. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "fixed_flags/use_point_size"), _SCS("set_fixed_flag"), _SCS("get_fixed_flag"), FLAG_USE_POINT_SIZE);
  273. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "fixed_flags/discard_alpha"), _SCS("set_fixed_flag"), _SCS("get_fixed_flag"), FLAG_DISCARD_ALPHA);
  274. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "fixed_flags/use_xy_normalmap"), _SCS("set_fixed_flag"), _SCS("get_fixed_flag"), FLAG_USE_XY_NORMALMAP);
  275. ADD_PROPERTYI(PropertyInfo(Variant::COLOR, "params/diffuse"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_DIFFUSE);
  276. ADD_PROPERTYI(PropertyInfo(Variant::COLOR, "params/specular", PROPERTY_HINT_COLOR_NO_ALPHA), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SPECULAR);
  277. ADD_PROPERTYI(PropertyInfo(Variant::COLOR, "params/emission", PROPERTY_HINT_COLOR_NO_ALPHA), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_EMISSION);
  278. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "params/specular_exp", PROPERTY_HINT_RANGE, "1,64,0.01"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SPECULAR_EXP);
  279. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "params/detail_mix", PROPERTY_HINT_RANGE, "0,1,0.01"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_DETAIL);
  280. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "params/normal_depth", PROPERTY_HINT_RANGE, "-4,4,0.01"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_NORMAL);
  281. ADD_PROPERTY(PropertyInfo(Variant::INT, "params/shader", PROPERTY_HINT_ENUM, "Lambert,Wrap,Velvet,Toon"), _SCS("set_light_shader"), _SCS("get_light_shader"));
  282. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "params/shader_param", PROPERTY_HINT_RANGE, "0,1,0.01"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADE_PARAM);
  283. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "params/glow", PROPERTY_HINT_RANGE, "0,8,0.01"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_GLOW);
  284. ADD_PROPERTY(PropertyInfo(Variant::REAL, "params/point_size", PROPERTY_HINT_RANGE, "0,1024,1"), _SCS("set_point_size"), _SCS("get_point_size"));
  285. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "uv_xform"), _SCS("set_uv_transform"), _SCS("get_uv_transform"));
  286. for (int i = 0; i < PARAM_MAX; i++) {
  287. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, String() + "textures/" + _param_names[i], PROPERTY_HINT_RESOURCE_TYPE, "Texture"), _SCS("set_texture"), _SCS("get_texture"), _param_indices[i]);
  288. ADD_PROPERTYI(PropertyInfo(Variant::INT, String() + "textures/" + _param_names[i] + "_tc", PROPERTY_HINT_ENUM, "UV,UV Xform,UV2,Sphere"), _SCS("set_texcoord_mode"), _SCS("get_texcoord_mode"), _param_indices[i]);
  289. }
  290. BIND_CONSTANT(PARAM_DIFFUSE);
  291. BIND_CONSTANT(PARAM_DETAIL);
  292. BIND_CONSTANT(PARAM_SPECULAR);
  293. BIND_CONSTANT(PARAM_EMISSION);
  294. BIND_CONSTANT(PARAM_SPECULAR_EXP);
  295. BIND_CONSTANT(PARAM_GLOW);
  296. BIND_CONSTANT(PARAM_NORMAL);
  297. BIND_CONSTANT(PARAM_SHADE_PARAM);
  298. BIND_CONSTANT(PARAM_MAX);
  299. BIND_CONSTANT(TEXCOORD_UV);
  300. BIND_CONSTANT(TEXCOORD_UV_TRANSFORM);
  301. BIND_CONSTANT(TEXCOORD_UV2);
  302. BIND_CONSTANT(TEXCOORD_SPHERE);
  303. BIND_CONSTANT(FLAG_USE_ALPHA);
  304. BIND_CONSTANT(FLAG_USE_COLOR_ARRAY);
  305. BIND_CONSTANT(FLAG_USE_POINT_SIZE);
  306. BIND_CONSTANT(FLAG_DISCARD_ALPHA);
  307. BIND_CONSTANT(LIGHT_SHADER_LAMBERT);
  308. BIND_CONSTANT(LIGHT_SHADER_WRAP);
  309. BIND_CONSTANT(LIGHT_SHADER_VELVET);
  310. BIND_CONSTANT(LIGHT_SHADER_TOON);
  311. }
  312. FixedMaterial::FixedMaterial() :
  313. Material(VS::get_singleton()->fixed_material_create()) {
  314. param[PARAM_DIFFUSE] = Color(1, 1, 1);
  315. param[PARAM_SPECULAR] = Color(0.0, 0.0, 0.0);
  316. param[PARAM_EMISSION] = Color(0.0, 0.0, 0.0);
  317. param[PARAM_SPECULAR_EXP] = 40;
  318. param[PARAM_GLOW] = 0;
  319. param[PARAM_NORMAL] = 1;
  320. param[PARAM_SHADE_PARAM] = 0.5;
  321. param[PARAM_DETAIL] = 1.0;
  322. set_flag(FLAG_COLOR_ARRAY_SRGB, true);
  323. fixed_flags[FLAG_USE_ALPHA] = false;
  324. fixed_flags[FLAG_USE_COLOR_ARRAY] = false;
  325. fixed_flags[FLAG_USE_POINT_SIZE] = false;
  326. fixed_flags[FLAG_USE_XY_NORMALMAP] = false;
  327. fixed_flags[FLAG_DISCARD_ALPHA] = false;
  328. for (int i = 0; i < PARAM_MAX; i++) {
  329. texture_texcoord[i] = TEXCOORD_UV;
  330. }
  331. light_shader = LIGHT_SHADER_LAMBERT;
  332. point_size = 1.0;
  333. }
  334. FixedMaterial::~FixedMaterial() {
  335. }
  336. bool ShaderMaterial::_set(const StringName &p_name, const Variant &p_value) {
  337. if (p_name == SceneStringNames::get_singleton()->shader_shader) {
  338. set_shader(p_value);
  339. return true;
  340. } else {
  341. if (shader.is_valid()) {
  342. StringName pr = shader->remap_param(p_name);
  343. if (!pr) {
  344. String n = p_name;
  345. if (n.find("param/") == 0) { //backwards compatibility
  346. pr = n.substr(6, n.length());
  347. }
  348. }
  349. if (pr) {
  350. VisualServer::get_singleton()->material_set_param(material, pr, p_value);
  351. return true;
  352. }
  353. }
  354. }
  355. return false;
  356. }
  357. bool ShaderMaterial::_get(const StringName &p_name, Variant &r_ret) const {
  358. if (p_name == SceneStringNames::get_singleton()->shader_shader) {
  359. r_ret = get_shader();
  360. return true;
  361. } else {
  362. if (shader.is_valid()) {
  363. StringName pr = shader->remap_param(p_name);
  364. if (pr) {
  365. r_ret = VisualServer::get_singleton()->material_get_param(material, pr);
  366. return true;
  367. }
  368. }
  369. }
  370. return false;
  371. }
  372. void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const {
  373. p_list->push_back(PropertyInfo(Variant::OBJECT, "shader/shader", PROPERTY_HINT_RESOURCE_TYPE, "MaterialShader,MaterialShaderGraph"));
  374. if (!shader.is_null()) {
  375. shader->get_param_list(p_list);
  376. }
  377. }
  378. void ShaderMaterial::_shader_changed() {
  379. _change_notify(); //also all may have changed then
  380. }
  381. void ShaderMaterial::set_shader(const Ref<Shader> &p_shader) {
  382. ERR_FAIL_COND(p_shader.is_valid() && p_shader->get_mode() != Shader::MODE_MATERIAL);
  383. if (shader.is_valid())
  384. shader->disconnect(SceneStringNames::get_singleton()->changed, this, SceneStringNames::get_singleton()->_shader_changed);
  385. shader = p_shader;
  386. VS::get_singleton()->material_set_shader(material, shader.is_valid() ? shader->get_rid() : RID());
  387. if (shader.is_valid()) {
  388. shader->connect(SceneStringNames::get_singleton()->changed, this, SceneStringNames::get_singleton()->_shader_changed);
  389. }
  390. _change_notify();
  391. }
  392. Ref<Shader> ShaderMaterial::get_shader() const {
  393. return shader;
  394. }
  395. void ShaderMaterial::set_shader_param(const StringName &p_param, const Variant &p_value) {
  396. VisualServer::get_singleton()->material_set_param(material, p_param, p_value);
  397. }
  398. Variant ShaderMaterial::get_shader_param(const StringName &p_param) const {
  399. return VisualServer::get_singleton()->material_get_param(material, p_param);
  400. }
  401. void ShaderMaterial::_bind_methods() {
  402. ObjectTypeDB::bind_method(_MD("set_shader", "shader:Shader"), &ShaderMaterial::set_shader);
  403. ObjectTypeDB::bind_method(_MD("get_shader:Shader"), &ShaderMaterial::get_shader);
  404. ObjectTypeDB::bind_method(_MD("set_shader_param", "param", "value:Variant"), &ShaderMaterial::set_shader_param);
  405. ObjectTypeDB::bind_method(_MD("get_shader_param:Variant", "param"), &ShaderMaterial::get_shader_param);
  406. ObjectTypeDB::bind_method(_MD("_shader_changed"), &ShaderMaterial::_shader_changed);
  407. }
  408. void ShaderMaterial::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
  409. String f = p_function.operator String();
  410. if ((f == "get_shader_param" || f == "set_shader_param") && p_idx == 0) {
  411. if (shader.is_valid()) {
  412. List<PropertyInfo> pl;
  413. shader->get_param_list(&pl);
  414. for (List<PropertyInfo>::Element *E = pl.front(); E; E = E->next()) {
  415. r_options->push_back("\"" + E->get().name.replace_first("shader_param/", "") + "\"");
  416. }
  417. }
  418. }
  419. Material::get_argument_options(p_function, p_idx, r_options);
  420. }
  421. ShaderMaterial::ShaderMaterial() :
  422. Material(VisualServer::get_singleton()->material_create()) {
  423. }
  424. /////////////////////////////////