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/*************************************************************************/
/* material.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2016 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. */
/*************************************************************************/
#ifndef MATERIAL_H
#define MATERIAL_H
#include "servers/visual_server.h"
#include "scene/resources/texture.h"
#include "scene/resources/shader.h"
#include "resource.h"
#include "servers/visual/shader_language.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class Material : public Resource {
OBJ_TYPE(Material,Resource);
RES_BASE_EXTENSION("mtl");
OBJ_SAVE_TYPE( Material );
RID material;
protected:
_FORCE_INLINE_ RID _get_material() const { return material; }
public:
virtual RID get_rid() const;
Material();
virtual ~Material();
};
class FixedMaterial : public Material {
OBJ_TYPE(FixedMaterial,Resource);
public:
FixedMaterial();
virtual ~FixedMaterial();
};
//////////////////////
#endif
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