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	========== -NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk) -WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store -Feaures in the new tutorials are all present in the sourcecode -This (hopefully) should get rid of the animation list order getting corrupted -Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing? -In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource -Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
		
			
				
	
	
		
			663 lines
		
	
	
	
		
			21 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			663 lines
		
	
	
	
		
			21 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  material.cpp                                                         */
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/*************************************************************************/
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/*                       This file is part of:                           */
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/*                           GODOT ENGINE                                */
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/*                    http://www.godotengine.org                         */
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/*************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                 */
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/*                                                                       */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the       */
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/* "Software"), to deal in the Software without restriction, including   */
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/* without limitation the rights to use, copy, modify, merge, publish,   */
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/* distribute, sublicense, and/or sell copies of the Software, and to    */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions:                                             */
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/*                                                                       */
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/* The above copyright notice and this permission notice shall be        */
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/* included in all copies or substantial portions of the Software.       */
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/*                                                                       */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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/*************************************************************************/
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#include "material.h"
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#include "scene/scene_string_names.h"
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static const char*_flag_names[Material::FLAG_MAX]={
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	"visible",
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	"double_sided",
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	"invert_faces",
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	"unshaded",
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	"on_top",
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	"lightmap_on_uv2"
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};
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static const Material::Flag _flag_indices[Material::FLAG_MAX]={
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	Material::FLAG_VISIBLE,
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	Material::FLAG_DOUBLE_SIDED,
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	Material::FLAG_INVERT_FACES,
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	Material::FLAG_UNSHADED,
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	Material::FLAG_ONTOP,
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	Material::FLAG_LIGHTMAP_ON_UV2
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};
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RID Material::get_rid() const {
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	return material;
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}
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void Material::set_flag(Flag p_flag,bool p_enabled) {
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	ERR_FAIL_INDEX(p_flag,FLAG_MAX);
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	flags[p_flag]=p_enabled;
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	VisualServer::get_singleton()->material_set_flag(material,(VS::MaterialFlag)p_flag,p_enabled);
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	_change_notify();
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}
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void Material::set_blend_mode(BlendMode p_blend_mode) {
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	ERR_FAIL_INDEX(p_blend_mode,3);
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	blend_mode=p_blend_mode;
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	VisualServer::get_singleton()->material_set_blend_mode(material,(VS::MaterialBlendMode)p_blend_mode);
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	_change_notify();
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}
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Material::BlendMode Material::get_blend_mode() const {
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	return blend_mode;
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}
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void Material::set_depth_draw_mode(DepthDrawMode p_depth_draw_mode) {
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	depth_draw_mode=p_depth_draw_mode;
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	VisualServer::get_singleton()->material_set_depth_draw_mode(material,(VS::MaterialDepthDrawMode)p_depth_draw_mode);
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}
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Material::DepthDrawMode Material::get_depth_draw_mode() const {
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	return depth_draw_mode;
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}
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bool Material::get_flag(Flag p_flag) const {
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	ERR_FAIL_INDEX_V(p_flag,FLAG_MAX,false);
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	return flags[p_flag];
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}
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void Material::set_line_width(float p_width) {
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	line_width=p_width;
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	VisualServer::get_singleton()->material_set_line_width(material,p_width);
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	_change_notify("line_width");
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}
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float Material::get_line_width() const {
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	return line_width;
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}
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void Material::_bind_methods() {
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	ObjectTypeDB::bind_method(_MD("set_flag","flag","enable"),&Material::set_flag);
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	ObjectTypeDB::bind_method(_MD("get_flag","flag"),&Material::get_flag);
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	ObjectTypeDB::bind_method(_MD("set_blend_mode","mode"),&Material::set_blend_mode);
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	ObjectTypeDB::bind_method(_MD("get_blend_mode"),&Material::get_blend_mode);
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	ObjectTypeDB::bind_method(_MD("set_line_width","width"),&Material::set_line_width);
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	ObjectTypeDB::bind_method(_MD("get_line_width"),&Material::get_line_width);
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	ObjectTypeDB::bind_method(_MD("set_depth_draw_mode","mode"),&Material::set_depth_draw_mode);
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	ObjectTypeDB::bind_method(_MD("get_depth_draw_mode"),&Material::get_depth_draw_mode);
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	for(int i=0;i<FLAG_MAX;i++)
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		ADD_PROPERTYI( PropertyInfo( Variant::BOOL, String()+"flags/"+_flag_names[i] ),_SCS("set_flag"),_SCS("get_flag"),_flag_indices[i]);
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	ADD_PROPERTY( PropertyInfo( Variant::INT, "params/blend_mode",PROPERTY_HINT_ENUM,"Mix,Add,Sub,PMAlpha" ), _SCS("set_blend_mode"),_SCS("get_blend_mode"));
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	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"));
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	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"));
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	BIND_CONSTANT( FLAG_VISIBLE );
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	BIND_CONSTANT( FLAG_DOUBLE_SIDED );
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	BIND_CONSTANT( FLAG_INVERT_FACES );
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	BIND_CONSTANT( FLAG_UNSHADED );
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	BIND_CONSTANT( FLAG_ONTOP );
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	BIND_CONSTANT( FLAG_MAX );
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	BIND_CONSTANT( DEPTH_DRAW_ALWAYS );
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	BIND_CONSTANT( DEPTH_DRAW_OPAQUE_ONLY );
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	BIND_CONSTANT( DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA );
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	BIND_CONSTANT( DEPTH_DRAW_NEVER );
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	BIND_CONSTANT( BLEND_MODE_MIX );
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	BIND_CONSTANT( BLEND_MODE_ADD );
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	BIND_CONSTANT( BLEND_MODE_SUB );
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	BIND_CONSTANT( BLEND_MODE_MUL );
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	BIND_CONSTANT( BLEND_MODE_PREMULT_ALPHA );
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}
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Material::Material(const RID& p_material) {
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	material=p_material;
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	flags[FLAG_VISIBLE]=true;
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	flags[FLAG_DOUBLE_SIDED]=false;
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	flags[FLAG_INVERT_FACES]=false;
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	flags[FLAG_UNSHADED]=false;
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	flags[FLAG_ONTOP]=false;
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	depth_draw_mode=DEPTH_DRAW_OPAQUE_ONLY;
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	blend_mode=BLEND_MODE_MIX;
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}
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Material::~Material() {
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	VisualServer::get_singleton()->free(material);
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}
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static const char*_param_names[FixedMaterial::PARAM_MAX]={
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	"diffuse",
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	"detail",
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	"specular",
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	"emission",
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	"specular_exp",
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	"glow",
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	"normal",
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	"shade_param"
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};
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static const char*_full_param_names[FixedMaterial::PARAM_MAX]={
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	"params/diffuse",
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	"params/detail",
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	"params/specular",
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	"params/emission",
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	"params/specular_exp",
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	"params/glow",
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	"params/normal",
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	"params/shade_param"
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};
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/*
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static const char*_texture_param_names[FixedMaterial::PARAM_MAX]={
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	"tex_diffuse",
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	"tex_detail",
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	"tex_specular",
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	"tex_emission",
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	"tex_specular_exp",
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	"tex_glow",
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	"tex_detail_mix",
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	"tex_normal",
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	"tex_shade_param"
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};
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*/
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static const FixedMaterial::Parameter _param_indices[FixedMaterial::PARAM_MAX]={
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	FixedMaterial::PARAM_DIFFUSE,
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	FixedMaterial::PARAM_DETAIL,
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	FixedMaterial::PARAM_SPECULAR,
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	FixedMaterial::PARAM_EMISSION,
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	FixedMaterial::PARAM_SPECULAR_EXP,
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	FixedMaterial::PARAM_GLOW,
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	FixedMaterial::PARAM_NORMAL,
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	FixedMaterial::PARAM_SHADE_PARAM,
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};
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void FixedMaterial::set_parameter(Parameter p_parameter, const Variant& p_value) {
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	ERR_FAIL_INDEX(p_parameter,PARAM_MAX);
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	if ((p_parameter==PARAM_DIFFUSE || p_parameter==PARAM_SPECULAR || p_parameter==PARAM_EMISSION)) {
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		if (p_value.get_type()!=Variant::COLOR) {
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			ERR_EXPLAIN(String(_param_names[p_parameter])+" expects Color");
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			ERR_FAIL();
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		}
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	} else {
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		if (!p_value.is_num()) {
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			ERR_EXPLAIN(String(_param_names[p_parameter])+" expects scalar");
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			ERR_FAIL();
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		}
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	}
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	ERR_FAIL_COND( (p_parameter==PARAM_DIFFUSE || p_parameter==PARAM_SPECULAR || p_parameter==PARAM_EMISSION) && p_value.get_type()!=Variant::COLOR );
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	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 );
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	param[p_parameter]=p_value;
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	VisualServer::get_singleton()->fixed_material_set_param(material,(VS::FixedMaterialParam)p_parameter,p_value);
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	_change_notify(_full_param_names[p_parameter]);
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}
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Variant FixedMaterial::get_parameter(Parameter p_parameter) const {
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	ERR_FAIL_INDEX_V(p_parameter,PARAM_MAX,Variant());
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	return param[p_parameter];
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}
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void FixedMaterial::set_texture(Parameter p_parameter, Ref<Texture> p_texture) {
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	ERR_FAIL_INDEX(p_parameter,PARAM_MAX);
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	texture_param[p_parameter]=p_texture;
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	VisualServer::get_singleton()->fixed_material_set_texture(material,(VS::FixedMaterialParam)p_parameter,p_texture.is_null()?RID():p_texture->get_rid());
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	_change_notify();
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}
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Ref<Texture> FixedMaterial::get_texture(Parameter p_parameter) const {
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	ERR_FAIL_INDEX_V(p_parameter,PARAM_MAX,Ref<Texture>());
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	return texture_param[p_parameter];
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}
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void FixedMaterial::set_texcoord_mode(Parameter p_parameter, TexCoordMode p_mode) {
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	ERR_FAIL_INDEX(p_parameter,PARAM_MAX);
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	ERR_FAIL_INDEX(p_mode,4);
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	if (p_mode==texture_texcoord[p_parameter])
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		return;
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	texture_texcoord[p_parameter]=p_mode;
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	VisualServer::get_singleton()->fixed_material_set_texcoord_mode(material,(VS::FixedMaterialParam)p_parameter,(VS::FixedMaterialTexCoordMode)p_mode);
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	_change_notify();
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}
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FixedMaterial::TexCoordMode FixedMaterial::get_texcoord_mode(Parameter p_parameter) const {
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	ERR_FAIL_INDEX_V(p_parameter,PARAM_MAX,TEXCOORD_UV);
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	return texture_texcoord[p_parameter];
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}
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void FixedMaterial::set_light_shader(LightShader p_shader) {
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	light_shader=p_shader;
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	VS::get_singleton()->fixed_material_set_light_shader(material,VS::FixedMaterialLightShader(p_shader));
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}
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FixedMaterial::LightShader FixedMaterial::get_light_shader() const {
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	return light_shader;
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}
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void FixedMaterial::set_uv_transform(const Transform& p_transform) {
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	uv_transform=p_transform;
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	VisualServer::get_singleton()->fixed_material_set_uv_transform(material, p_transform );
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	_change_notify();
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}
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Transform FixedMaterial::get_uv_transform() const {
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	return uv_transform;
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}
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void FixedMaterial::set_fixed_flag(FixedFlag p_flag, bool p_value) {
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	ERR_FAIL_INDEX(p_flag,4);
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	fixed_flags[p_flag]=p_value;
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	VisualServer::get_singleton()->fixed_material_set_flag(material,(VS::FixedMaterialFlags)p_flag,p_value);
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}
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bool FixedMaterial::get_fixed_flag(FixedFlag p_flag) const {
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	ERR_FAIL_INDEX_V(p_flag,4,false);
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	return fixed_flags[p_flag];
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}
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void FixedMaterial::set_point_size(float p_size) {
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	ERR_FAIL_COND(p_size<0);
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	point_size=p_size;
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	VisualServer::get_singleton()->fixed_material_set_point_size(material,p_size);
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}
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float FixedMaterial::get_point_size() const{
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	return point_size;
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}
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void FixedMaterial::_bind_methods() {
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	ObjectTypeDB::bind_method(_MD("set_parameter","param","value"),&FixedMaterial::set_parameter);
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	ObjectTypeDB::bind_method(_MD("get_parameter","param"),&FixedMaterial::get_parameter);
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	ObjectTypeDB::bind_method(_MD("set_texture","param","texture:Texture"),&FixedMaterial::set_texture);
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	ObjectTypeDB::bind_method(_MD("get_texture:Texture","param"),&FixedMaterial::get_texture);
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	ObjectTypeDB::bind_method(_MD("set_texcoord_mode","param","mode"),&FixedMaterial::set_texcoord_mode);
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	ObjectTypeDB::bind_method(_MD("get_texcoord_mode","param"),&FixedMaterial::get_texcoord_mode);
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	ObjectTypeDB::bind_method(_MD("set_fixed_flag","flag","value"),&FixedMaterial::set_fixed_flag);
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	ObjectTypeDB::bind_method(_MD("get_fixed_flag","flag"),&FixedMaterial::get_fixed_flag);
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	ObjectTypeDB::bind_method(_MD("set_uv_transform","transform"),&FixedMaterial::set_uv_transform);
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	ObjectTypeDB::bind_method(_MD("get_uv_transform"),&FixedMaterial::get_uv_transform);
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	ObjectTypeDB::bind_method(_MD("set_light_shader","shader"),&FixedMaterial::set_light_shader);
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	ObjectTypeDB::bind_method(_MD("get_light_shader"),&FixedMaterial::get_light_shader);
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	ObjectTypeDB::bind_method(_MD("set_point_size","size"),&FixedMaterial::set_point_size);
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	ObjectTypeDB::bind_method(_MD("get_point_size"),&FixedMaterial::get_point_size);
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	ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "fixed_flags/use_alpha" ), _SCS("set_fixed_flag"), _SCS("get_fixed_flag"), FLAG_USE_ALPHA);
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	ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "fixed_flags/use_color_array" ), _SCS("set_fixed_flag"), _SCS("get_fixed_flag"), FLAG_USE_COLOR_ARRAY);
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	ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "fixed_flags/use_point_size" ), _SCS("set_fixed_flag"), _SCS("get_fixed_flag"), FLAG_USE_POINT_SIZE);
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	ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "fixed_flags/discard_alpha" ), _SCS("set_fixed_flag"), _SCS("get_fixed_flag"), FLAG_DISCARD_ALPHA);
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	ADD_PROPERTYI( PropertyInfo( Variant::COLOR, "params/diffuse" ), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_DIFFUSE);
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	ADD_PROPERTYI( PropertyInfo( Variant::COLOR, "params/specular", PROPERTY_HINT_COLOR_NO_ALPHA ), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SPECULAR );
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	ADD_PROPERTYI( PropertyInfo( Variant::COLOR, "params/emission", PROPERTY_HINT_COLOR_NO_ALPHA ), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_EMISSION );
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	ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/specular_exp", PROPERTY_HINT_RANGE,"1,64,0.01" ), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SPECULAR_EXP );
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	ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/detail_mix", PROPERTY_HINT_RANGE,"0,1,0.01" ), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_DETAIL );
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	ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/normal_depth", PROPERTY_HINT_RANGE,"-4,4,0.01" ), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_NORMAL );
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	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;i<PARAM_MAX;i++) {
 | 
						|
		ADD_PROPERTYI( PropertyInfo( Variant::OBJECT, String()+"textures/"+_param_names[i],PROPERTY_HINT_RESOURCE_TYPE,"Texture" ), _SCS("set_texture"), _SCS("get_texture"), _param_indices[i]);
 | 
						|
		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] );
 | 
						|
	}
 | 
						|
 | 
						|
 | 
						|
	BIND_CONSTANT( PARAM_DIFFUSE );
 | 
						|
	BIND_CONSTANT( PARAM_DETAIL );
 | 
						|
	BIND_CONSTANT( PARAM_SPECULAR );
 | 
						|
	BIND_CONSTANT( PARAM_EMISSION );
 | 
						|
	BIND_CONSTANT( PARAM_SPECULAR_EXP );
 | 
						|
	BIND_CONSTANT( PARAM_GLOW );
 | 
						|
	BIND_CONSTANT( PARAM_NORMAL );
 | 
						|
	BIND_CONSTANT( PARAM_SHADE_PARAM );
 | 
						|
	BIND_CONSTANT( PARAM_MAX );
 | 
						|
 | 
						|
 | 
						|
	BIND_CONSTANT( TEXCOORD_SPHERE );
 | 
						|
	BIND_CONSTANT( TEXCOORD_UV );
 | 
						|
	BIND_CONSTANT( TEXCOORD_UV_TRANSFORM );
 | 
						|
	BIND_CONSTANT( TEXCOORD_UV2 );
 | 
						|
 | 
						|
	BIND_CONSTANT( FLAG_USE_ALPHA );
 | 
						|
	BIND_CONSTANT( FLAG_USE_COLOR_ARRAY );
 | 
						|
	BIND_CONSTANT( FLAG_USE_POINT_SIZE );
 | 
						|
	BIND_CONSTANT( FLAG_DISCARD_ALPHA );
 | 
						|
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
FixedMaterial::FixedMaterial() : Material(VS::get_singleton()->fixed_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;
 | 
						|
 | 
						|
 | 
						|
 | 
						|
	fixed_flags[FLAG_USE_ALPHA]=false;
 | 
						|
	fixed_flags[FLAG_USE_COLOR_ARRAY]=false;
 | 
						|
	fixed_flags[FLAG_USE_POINT_SIZE]=false;
 | 
						|
 | 
						|
	for(int i=0;i<PARAM_MAX;i++) {
 | 
						|
 | 
						|
		texture_texcoord[i]=TEXCOORD_UV;
 | 
						|
	}
 | 
						|
 | 
						|
	light_shader=LIGHT_SHADER_LAMBERT;
 | 
						|
 | 
						|
	point_size=1.0;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
FixedMaterial::~FixedMaterial() {
 | 
						|
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
bool ShaderMaterial::_set(const StringName& p_name, const Variant& p_value) {
 | 
						|
 | 
						|
	if (p_name==SceneStringNames::get_singleton()->shader_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<PropertyInfo> *p_list) const {
 | 
						|
 | 
						|
	p_list->push_back( PropertyInfo( Variant::OBJECT, "shader/shader", PROPERTY_HINT_RESOURCE_TYPE,"Shader" ) );
 | 
						|
 | 
						|
	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<Shader>& 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<Shader> 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("_shader_changed"), &ShaderMaterial::_shader_changed );
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
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<Texture>& 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<Texture> 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);
 | 
						|
}
 | 
						|
 | 
						|
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<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<Texture> 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);
 | 
						|
}
 | 
						|
 | 
						|
UnshadedMaterial::~UnshadedMaterial() {
 | 
						|
 | 
						|
 | 
						|
}
 |