1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
|
/*************************************************************************/
/* material.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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_H
#define MATERIAL_H
#include "core/resource.h"
#include "core/self_list.h"
#include "scene/resources/shader.h"
#include "scene/resources/texture.h"
#include "servers/visual/shader_language.h"
#include "servers/visual_server.h"
class Material : public Resource {
GDCLASS(Material, Resource);
RES_BASE_EXTENSION("material")
OBJ_SAVE_TYPE(Material);
RID material;
Ref<Material> next_pass;
int render_priority;
protected:
_FORCE_INLINE_ RID _get_material() const { return material; }
static void _bind_methods();
virtual bool _can_do_next_pass() const { return false; }
void _validate_property(PropertyInfo &property) const;
public:
enum {
RENDER_PRIORITY_MAX = VS::MATERIAL_RENDER_PRIORITY_MAX,
RENDER_PRIORITY_MIN = VS::MATERIAL_RENDER_PRIORITY_MIN,
};
void set_next_pass(const Ref<Material> &p_pass);
Ref<Material> get_next_pass() const;
void set_render_priority(int p_priority);
int get_render_priority() const;
virtual RID get_rid() const;
virtual Shader::Mode get_shader_mode() const = 0;
Material();
virtual ~Material();
};
class ShaderMaterial : public Material {
GDCLASS(ShaderMaterial, Material);
Ref<Shader> shader;
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
bool property_can_revert(const String &p_name);
Variant property_get_revert(const String &p_name);
static void _bind_methods();
void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const;
virtual bool _can_do_next_pass() const;
void _shader_changed();
public:
void set_shader(const Ref<Shader> &p_shader);
Ref<Shader> get_shader() const;
void set_shader_param(const StringName &p_param, const Variant &p_value);
Variant get_shader_param(const StringName &p_param) const;
virtual Shader::Mode get_shader_mode() const;
ShaderMaterial();
~ShaderMaterial();
};
class StandardMaterial3D;
class BaseMaterial3D : public Material {
GDCLASS(BaseMaterial3D, Material);
public:
enum TextureParam {
TEXTURE_ALBEDO,
TEXTURE_METALLIC,
TEXTURE_ROUGHNESS,
TEXTURE_EMISSION,
TEXTURE_NORMAL,
TEXTURE_RIM,
TEXTURE_CLEARCOAT,
TEXTURE_FLOWMAP,
TEXTURE_AMBIENT_OCCLUSION,
TEXTURE_HEIGHTMAP,
TEXTURE_SUBSURFACE_SCATTERING,
TEXTURE_TRANSMISSION,
TEXTURE_REFRACTION,
TEXTURE_DETAIL_MASK,
TEXTURE_DETAIL_ALBEDO,
TEXTURE_DETAIL_NORMAL,
TEXTURE_ORM,
TEXTURE_MAX
};
enum TextureFilter {
TEXTURE_FILTER_NEAREST,
TEXTURE_FILTER_LINEAR,
TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS,
TEXTURE_FILTER_LINEAR_WITH_MIPMAPS,
TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS_ANISOTROPIC,
TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC,
TEXTURE_FILTER_MAX
};
enum DetailUV {
DETAIL_UV_1,
DETAIL_UV_2
};
enum Transparency {
TRANSPARENCY_DISABLED,
TRANSPARENCY_ALPHA,
TRANSPARENCY_ALPHA_SCISSOR,
TRANSPARENCY_ALPHA_DEPTH_PRE_PASS,
TRANSPARENCY_MAX,
};
enum ShadingMode {
SHADING_MODE_UNSHADED,
SHADING_MODE_PER_PIXEL,
SHADING_MODE_PER_VERTEX,
SHADING_MODE_MAX
};
enum Feature {
FEATURE_EMISSION,
FEATURE_NORMAL_MAPPING,
FEATURE_RIM,
FEATURE_CLEARCOAT,
FEATURE_ANISOTROPY,
FEATURE_AMBIENT_OCCLUSION,
FEATURE_HEIGHT_MAPPING,
FEATURE_SUBSURACE_SCATTERING,
FEATURE_TRANSMISSION,
FEATURE_REFRACTION,
FEATURE_DETAIL,
FEATURE_MAX
};
enum BlendMode {
BLEND_MODE_MIX,
BLEND_MODE_ADD,
BLEND_MODE_SUB,
BLEND_MODE_MUL,
};
enum DepthDrawMode {
DEPTH_DRAW_OPAQUE_ONLY,
DEPTH_DRAW_ALWAYS,
DEPTH_DRAW_DISABLED,
};
enum CullMode {
CULL_BACK,
CULL_FRONT,
CULL_DISABLED
};
enum Flags {
FLAG_DISABLE_DEPTH_TEST,
FLAG_ALBEDO_FROM_VERTEX_COLOR,
FLAG_SRGB_VERTEX_COLOR,
FLAG_USE_POINT_SIZE,
FLAG_FIXED_SIZE,
FLAG_BILLBOARD_KEEP_SCALE,
FLAG_UV1_USE_TRIPLANAR,
FLAG_UV2_USE_TRIPLANAR,
FLAG_UV1_USE_WORLD_TRIPLANAR,
FLAG_UV2_USE_WORLD_TRIPLANAR,
FLAG_AO_ON_UV2,
FLAG_EMISSION_ON_UV2,
FLAG_ALBEDO_TEXTURE_FORCE_SRGB,
FLAG_DONT_RECEIVE_SHADOWS,
FLAG_DISABLE_AMBIENT_LIGHT,
FLAG_USE_SHADOW_TO_OPACITY,
FLAG_USE_TEXTURE_REPEAT,
FLAG_INVERT_HEIGHTMAP,
FLAG_MAX
};
enum DiffuseMode {
DIFFUSE_BURLEY,
DIFFUSE_LAMBERT,
DIFFUSE_LAMBERT_WRAP,
DIFFUSE_OREN_NAYAR,
DIFFUSE_TOON,
};
enum SpecularMode {
SPECULAR_SCHLICK_GGX,
SPECULAR_BLINN,
SPECULAR_PHONG,
SPECULAR_TOON,
SPECULAR_DISABLED,
};
enum BillboardMode {
BILLBOARD_DISABLED,
BILLBOARD_ENABLED,
BILLBOARD_FIXED_Y,
BILLBOARD_PARTICLES,
};
enum TextureChannel {
TEXTURE_CHANNEL_RED,
TEXTURE_CHANNEL_GREEN,
TEXTURE_CHANNEL_BLUE,
TEXTURE_CHANNEL_ALPHA,
TEXTURE_CHANNEL_GRAYSCALE
};
enum EmissionOperator {
EMISSION_OP_ADD,
EMISSION_OP_MULTIPLY
};
enum DistanceFadeMode {
DISTANCE_FADE_DISABLED,
DISTANCE_FADE_PIXEL_ALPHA,
DISTANCE_FADE_PIXEL_DITHER,
DISTANCE_FADE_OBJECT_DITHER,
};
private:
union MaterialKey {
struct {
uint64_t feature_mask : FEATURE_MAX;
uint64_t detail_uv : 1;
uint64_t blend_mode : 2;
uint64_t depth_draw_mode : 2;
uint64_t cull_mode : 2;
uint64_t flags : FLAG_MAX;
uint64_t detail_blend_mode : 2;
uint64_t diffuse_mode : 3;
uint64_t specular_mode : 3;
uint64_t invalid_key : 1;
uint64_t deep_parallax : 1;
uint64_t billboard_mode : 2;
uint64_t grow : 1;
uint64_t proximity_fade : 1;
uint64_t distance_fade : 2;
uint64_t emission_op : 1;
uint64_t texture_filter : 3;
uint64_t transparency : 2;
uint64_t shading_mode : 2;
uint64_t roughness_channel : 3;
};
uint64_t key;
bool operator<(const MaterialKey &p_key) const {
return key < p_key.key;
}
};
struct ShaderData {
RID shader;
int users;
};
static Map<MaterialKey, ShaderData> shader_map;
MaterialKey current_key;
_FORCE_INLINE_ MaterialKey _compute_key() const {
MaterialKey mk;
mk.key = 0;
for (int i = 0; i < FEATURE_MAX; i++) {
if (features[i]) {
mk.feature_mask |= ((uint64_t)1 << i);
}
}
mk.detail_uv = detail_uv;
mk.blend_mode = blend_mode;
mk.depth_draw_mode = depth_draw_mode;
mk.cull_mode = cull_mode;
mk.texture_filter = texture_filter;
mk.transparency = transparency;
mk.shading_mode = shading_mode;
mk.roughness_channel = roughness_texture_channel;
for (int i = 0; i < FLAG_MAX; i++) {
if (flags[i]) {
mk.flags |= ((uint64_t)1 << i);
}
}
mk.detail_blend_mode = detail_blend_mode;
mk.diffuse_mode = diffuse_mode;
mk.specular_mode = specular_mode;
mk.billboard_mode = billboard_mode;
mk.deep_parallax = deep_parallax ? 1 : 0;
mk.grow = grow_enabled;
mk.proximity_fade = proximity_fade_enabled;
mk.distance_fade = distance_fade;
mk.emission_op = emission_op;
return mk;
}
struct ShaderNames {
StringName albedo;
StringName specular;
StringName metallic;
StringName roughness;
StringName emission;
StringName emission_energy;
StringName normal_scale;
StringName rim;
StringName rim_tint;
StringName clearcoat;
StringName clearcoat_gloss;
StringName anisotropy;
StringName heightmap_scale;
StringName subsurface_scattering_strength;
StringName transmission;
StringName refraction;
StringName point_size;
StringName uv1_scale;
StringName uv1_offset;
StringName uv2_scale;
StringName uv2_offset;
StringName particles_anim_h_frames;
StringName particles_anim_v_frames;
StringName particles_anim_loop;
StringName heightmap_min_layers;
StringName heightmap_max_layers;
StringName heightmap_flip;
StringName uv1_blend_sharpness;
StringName uv2_blend_sharpness;
StringName grow;
StringName proximity_fade_distance;
StringName distance_fade_min;
StringName distance_fade_max;
StringName ao_light_affect;
StringName metallic_texture_channel;
StringName ao_texture_channel;
StringName clearcoat_texture_channel;
StringName rim_texture_channel;
StringName heightmap_texture_channel;
StringName refraction_texture_channel;
StringName alpha_scissor_threshold;
StringName texture_names[TEXTURE_MAX];
};
static Mutex *material_mutex;
static SelfList<BaseMaterial3D>::List *dirty_materials;
static ShaderNames *shader_names;
SelfList<BaseMaterial3D> element;
void _update_shader();
_FORCE_INLINE_ void _queue_shader_change();
_FORCE_INLINE_ bool _is_shader_dirty() const;
bool orm;
Color albedo;
float specular;
float metallic;
float roughness;
Color emission;
float emission_energy;
float normal_scale;
float rim;
float rim_tint;
float clearcoat;
float clearcoat_gloss;
float anisotropy;
float heightmap_scale;
float subsurface_scattering_strength;
Color transmission;
float refraction;
float point_size;
float alpha_scissor_threshold;
bool grow_enabled;
float ao_light_affect;
float grow;
int particles_anim_h_frames;
int particles_anim_v_frames;
bool particles_anim_loop;
Transparency transparency;
ShadingMode shading_mode;
TextureFilter texture_filter;
Vector3 uv1_scale;
Vector3 uv1_offset;
float uv1_triplanar_sharpness;
Vector3 uv2_scale;
Vector3 uv2_offset;
float uv2_triplanar_sharpness;
DetailUV detail_uv;
bool deep_parallax;
int deep_parallax_min_layers;
int deep_parallax_max_layers;
bool heightmap_parallax_flip_tangent;
bool heightmap_parallax_flip_binormal;
bool proximity_fade_enabled;
float proximity_fade_distance;
DistanceFadeMode distance_fade;
float distance_fade_max_distance;
float distance_fade_min_distance;
BlendMode blend_mode;
BlendMode detail_blend_mode;
DepthDrawMode depth_draw_mode;
CullMode cull_mode;
bool flags[FLAG_MAX];
SpecularMode specular_mode;
DiffuseMode diffuse_mode;
BillboardMode billboard_mode;
EmissionOperator emission_op;
TextureChannel metallic_texture_channel;
TextureChannel roughness_texture_channel;
TextureChannel ao_texture_channel;
TextureChannel refraction_texture_channel;
bool features[FEATURE_MAX];
Ref<Texture2D> textures[TEXTURE_MAX];
_FORCE_INLINE_ void _validate_feature(const String &text, Feature feature, PropertyInfo &property) const;
static const int MAX_MATERIALS_FOR_2D = 128;
static Ref<StandardMaterial3D> materials_for_2d[MAX_MATERIALS_FOR_2D]; //used by Sprite3D and other stuff
void _validate_high_end(const String &text, PropertyInfo &property) const;
protected:
static void _bind_methods();
void _validate_property(PropertyInfo &property) const;
virtual bool _can_do_next_pass() const { return true; }
public:
void set_albedo(const Color &p_albedo);
Color get_albedo() const;
void set_specular(float p_specular);
float get_specular() const;
void set_metallic(float p_metallic);
float get_metallic() const;
void set_roughness(float p_roughness);
float get_roughness() const;
void set_emission(const Color &p_emission);
Color get_emission() const;
void set_emission_energy(float p_emission_energy);
float get_emission_energy() const;
void set_normal_scale(float p_normal_scale);
float get_normal_scale() const;
void set_rim(float p_rim);
float get_rim() const;
void set_rim_tint(float p_rim_tint);
float get_rim_tint() const;
void set_ao_light_affect(float p_ao_light_affect);
float get_ao_light_affect() const;
void set_clearcoat(float p_clearcoat);
float get_clearcoat() const;
void set_clearcoat_gloss(float p_clearcoat_gloss);
float get_clearcoat_gloss() const;
void set_anisotropy(float p_anisotropy);
float get_anisotropy() const;
void set_heightmap_scale(float p_heightmap_scale);
float get_heightmap_scale() const;
void set_heightmap_deep_parallax(bool p_enable);
bool is_heightmap_deep_parallax_enabled() const;
void set_heightmap_deep_parallax_min_layers(int p_layer);
int get_heightmap_deep_parallax_min_layers() const;
void set_heightmap_deep_parallax_max_layers(int p_layer);
int get_heightmap_deep_parallax_max_layers() const;
void set_heightmap_deep_parallax_flip_tangent(bool p_flip);
bool get_heightmap_deep_parallax_flip_tangent() const;
void set_heightmap_deep_parallax_flip_binormal(bool p_flip);
bool get_heightmap_deep_parallax_flip_binormal() const;
void set_subsurface_scattering_strength(float p_subsurface_scattering_strength);
float get_subsurface_scattering_strength() const;
void set_transmission(const Color &p_transmission);
Color get_transmission() const;
void set_refraction(float p_refraction);
float get_refraction() const;
void set_point_size(float p_point_size);
float get_point_size() const;
void set_transparency(Transparency p_transparency);
Transparency get_transparency() const;
void set_shading_mode(ShadingMode p_shading_mode);
ShadingMode get_shading_mode() const;
void set_detail_uv(DetailUV p_detail_uv);
DetailUV get_detail_uv() const;
void set_blend_mode(BlendMode p_mode);
BlendMode get_blend_mode() const;
void set_detail_blend_mode(BlendMode p_mode);
BlendMode get_detail_blend_mode() const;
void set_depth_draw_mode(DepthDrawMode p_mode);
DepthDrawMode get_depth_draw_mode() const;
void set_cull_mode(CullMode p_mode);
CullMode get_cull_mode() const;
void set_diffuse_mode(DiffuseMode p_mode);
DiffuseMode get_diffuse_mode() const;
void set_specular_mode(SpecularMode p_mode);
SpecularMode get_specular_mode() const;
void set_flag(Flags p_flag, bool p_enabled);
bool get_flag(Flags p_flag) const;
void set_texture(TextureParam p_param, const Ref<Texture2D> &p_texture);
Ref<Texture2D> get_texture(TextureParam p_param) const;
// Used only for shader material conversion
Ref<Texture2D> get_texture_by_name(StringName p_name) const;
void set_texture_filter(TextureFilter p_filter);
TextureFilter get_texture_filter() const;
void set_feature(Feature p_feature, bool p_enabled);
bool get_feature(Feature p_feature) const;
void set_uv1_scale(const Vector3 &p_scale);
Vector3 get_uv1_scale() const;
void set_uv1_offset(const Vector3 &p_offset);
Vector3 get_uv1_offset() const;
void set_uv1_triplanar_blend_sharpness(float p_sharpness);
float get_uv1_triplanar_blend_sharpness() const;
void set_uv2_scale(const Vector3 &p_scale);
Vector3 get_uv2_scale() const;
void set_uv2_offset(const Vector3 &p_offset);
Vector3 get_uv2_offset() const;
void set_uv2_triplanar_blend_sharpness(float p_sharpness);
float get_uv2_triplanar_blend_sharpness() const;
void set_billboard_mode(BillboardMode p_mode);
BillboardMode get_billboard_mode() const;
void set_particles_anim_h_frames(int p_frames);
int get_particles_anim_h_frames() const;
void set_particles_anim_v_frames(int p_frames);
int get_particles_anim_v_frames() const;
void set_particles_anim_loop(bool p_loop);
bool get_particles_anim_loop() const;
void set_grow_enabled(bool p_enable);
bool is_grow_enabled() const;
void set_grow(float p_grow);
float get_grow() const;
void set_alpha_scissor_threshold(float p_threshold);
float get_alpha_scissor_threshold() const;
void set_on_top_of_alpha();
void set_proximity_fade(bool p_enable);
bool is_proximity_fade_enabled() const;
void set_proximity_fade_distance(float p_distance);
float get_proximity_fade_distance() const;
void set_distance_fade(DistanceFadeMode p_mode);
DistanceFadeMode get_distance_fade() const;
void set_distance_fade_max_distance(float p_distance);
float get_distance_fade_max_distance() const;
void set_distance_fade_min_distance(float p_distance);
float get_distance_fade_min_distance() const;
void set_emission_operator(EmissionOperator p_op);
EmissionOperator get_emission_operator() const;
void set_metallic_texture_channel(TextureChannel p_channel);
TextureChannel get_metallic_texture_channel() const;
void set_roughness_texture_channel(TextureChannel p_channel);
TextureChannel get_roughness_texture_channel() const;
void set_ao_texture_channel(TextureChannel p_channel);
TextureChannel get_ao_texture_channel() const;
void set_refraction_texture_channel(TextureChannel p_channel);
TextureChannel get_refraction_texture_channel() const;
static void init_shaders();
static void finish_shaders();
static void flush_changes();
static RID get_material_rid_for_2d(bool p_shaded, bool p_transparent, bool p_double_sided, bool p_cut_alpha, bool p_opaque_prepass, bool p_billboard = false, bool p_billboard_y = false);
RID get_shader_rid() const;
virtual Shader::Mode get_shader_mode() const;
BaseMaterial3D(bool p_orm);
virtual ~BaseMaterial3D();
};
VARIANT_ENUM_CAST(BaseMaterial3D::TextureParam)
VARIANT_ENUM_CAST(BaseMaterial3D::TextureFilter)
VARIANT_ENUM_CAST(BaseMaterial3D::ShadingMode)
VARIANT_ENUM_CAST(BaseMaterial3D::Transparency)
VARIANT_ENUM_CAST(BaseMaterial3D::DetailUV)
VARIANT_ENUM_CAST(BaseMaterial3D::Feature)
VARIANT_ENUM_CAST(BaseMaterial3D::BlendMode)
VARIANT_ENUM_CAST(BaseMaterial3D::DepthDrawMode)
VARIANT_ENUM_CAST(BaseMaterial3D::CullMode)
VARIANT_ENUM_CAST(BaseMaterial3D::Flags)
VARIANT_ENUM_CAST(BaseMaterial3D::DiffuseMode)
VARIANT_ENUM_CAST(BaseMaterial3D::SpecularMode)
VARIANT_ENUM_CAST(BaseMaterial3D::BillboardMode)
VARIANT_ENUM_CAST(BaseMaterial3D::TextureChannel)
VARIANT_ENUM_CAST(BaseMaterial3D::EmissionOperator)
VARIANT_ENUM_CAST(BaseMaterial3D::DistanceFadeMode)
class StandardMaterial3D : public BaseMaterial3D {
GDCLASS(StandardMaterial3D, BaseMaterial3D)
protected:
#ifndef DISABLE_DEPRECATED
bool _set(const StringName &p_name, const Variant &p_value);
#endif
public:
StandardMaterial3D() :
BaseMaterial3D(false) {}
};
class ORMMaterial3D : public BaseMaterial3D {
GDCLASS(ORMMaterial3D, BaseMaterial3D)
public:
ORMMaterial3D() :
BaseMaterial3D(true) {}
};
//////////////////////
#endif
|