/*************************************************************************/ /* material_storage.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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. */ /*************************************************************************/ #ifndef MATERIAL_STORAGE_H #define MATERIAL_STORAGE_H #include "servers/rendering_server.h" #include "utilities.h" class RendererMaterialStorage { public: virtual ~RendererMaterialStorage(){}; /* GLOBAL SHADER UNIFORM API */ virtual void global_shader_uniform_add(const StringName &p_name, RS::GlobalShaderUniformType p_type, const Variant &p_value) = 0; virtual void global_shader_uniform_remove(const StringName &p_name) = 0; virtual Vector global_shader_uniform_get_list() const = 0; virtual void global_shader_uniform_set(const StringName &p_name, const Variant &p_value) = 0; virtual void global_shader_uniform_set_override(const StringName &p_name, const Variant &p_value) = 0; virtual Variant global_shader_uniform_get(const StringName &p_name) const = 0; virtual RS::GlobalShaderUniformType global_shader_uniform_get_type(const StringName &p_name) const = 0; virtual void global_shader_uniforms_load_settings(bool p_load_textures = true) = 0; virtual void global_shader_uniforms_clear() = 0; virtual int32_t global_shader_uniforms_instance_allocate(RID p_instance) = 0; virtual void global_shader_uniforms_instance_free(RID p_instance) = 0; virtual void global_shader_uniforms_instance_update(RID p_instance, int p_index, const Variant &p_value) = 0; /* SHADER API */ virtual RID shader_allocate() = 0; virtual void shader_initialize(RID p_rid) = 0; virtual void shader_free(RID p_rid) = 0; virtual void shader_set_code(RID p_shader, const String &p_code) = 0; virtual void shader_set_path_hint(RID p_shader, const String &p_path) = 0; virtual String shader_get_code(RID p_shader) const = 0; virtual void shader_get_param_list(RID p_shader, List *p_param_list) const = 0; virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) = 0; virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const = 0; virtual Variant shader_get_param_default(RID p_material, const StringName &p_param) const = 0; virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const = 0; /* MATERIAL API */ virtual RID material_allocate() = 0; virtual void material_initialize(RID p_rid) = 0; virtual void material_free(RID p_rid) = 0; virtual void material_set_render_priority(RID p_material, int priority) = 0; virtual void material_set_shader(RID p_shader_material, RID p_shader) = 0; virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) = 0; virtual Variant material_get_param(RID p_material, const StringName &p_param) const = 0; virtual void material_set_next_pass(RID p_material, RID p_next_material) = 0; virtual bool material_is_animated(RID p_material) = 0; virtual bool material_casts_shadows(RID p_material) = 0; struct InstanceShaderParam { PropertyInfo info; int index; Variant default_value; }; virtual void material_get_instance_shader_parameters(RID p_material, List *r_parameters) = 0; virtual void material_update_dependency(RID p_material, DependencyTracker *p_instance) = 0; }; #endif // MATERIAL_STORAGE_H