#ifndef GODOT_CPP_SPATIALMATERIAL_HPP #define GODOT_CPP_SPATIALMATERIAL_HPP #include #include #include #include #include "SpatialMaterial.hpp" #include "Material.hpp" namespace godot { class Texture; class SpatialMaterial : public Material { public: static void *___get_type_tag(); static void *___get_base_type_tag(); static inline const char *___get_class_name() { return (const char *) "SpatialMaterial"; } static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o); } // enums enum EmissionOperator { EMISSION_OP_MULTIPLY = 1, EMISSION_OP_ADD = 0, }; enum DiffuseMode { DIFFUSE_OREN_NAYAR = 3, DIFFUSE_TOON = 4, DIFFUSE_LAMBERT = 1, DIFFUSE_BURLEY = 0, DIFFUSE_LAMBERT_WRAP = 2, }; enum SpecularMode { SPECULAR_SCHLICK_GGX = 0, SPECULAR_PHONG = 2, SPECULAR_BLINN = 1, SPECULAR_TOON = 3, SPECULAR_DISABLED = 4, }; enum Feature { FEATURE_CLEARCOAT = 4, FEATURE_TRANSMISSION = 9, FEATURE_NORMAL_MAPPING = 2, FEATURE_RIM = 3, FEATURE_SUBSURACE_SCATTERING = 8, FEATURE_DEPTH_MAPPING = 7, FEATURE_AMBIENT_OCCLUSION = 6, FEATURE_MAX = 12, FEATURE_TRANSPARENT = 0, FEATURE_DETAIL = 11, FEATURE_REFRACTION = 10, FEATURE_EMISSION = 1, FEATURE_ANISOTROPY = 5, }; enum Flags { FLAG_SRGB_VERTEX_COLOR = 4, FLAG_UV1_USE_TRIPLANAR = 7, FLAG_USE_VERTEX_LIGHTING = 1, FLAG_USE_POINT_SIZE = 5, FLAG_MAX = 15, FLAG_ALBEDO_TEXTURE_FORCE_SRGB = 13, FLAG_EMISSION_ON_UV2 = 11, FLAG_DONT_RECEIVE_SHADOWS = 14, FLAG_FIXED_SIZE = 6, FLAG_UV2_USE_TRIPLANAR = 8, FLAG_ALBEDO_FROM_VERTEX_COLOR = 3, FLAG_UNSHADED = 0, FLAG_TRIPLANAR_USE_WORLD = 9, FLAG_USE_ALPHA_SCISSOR = 12, FLAG_AO_ON_UV2 = 10, FLAG_DISABLE_DEPTH_TEST = 2, }; enum CullMode { CULL_BACK = 0, CULL_DISABLED = 2, CULL_FRONT = 1, }; enum DetailUV { DETAIL_UV_1 = 0, DETAIL_UV_2 = 1, }; enum BillboardMode { BILLBOARD_PARTICLES = 3, BILLBOARD_FIXED_Y = 2, BILLBOARD_ENABLED = 1, BILLBOARD_DISABLED = 0, }; enum DepthDrawMode { DEPTH_DRAW_OPAQUE_ONLY = 0, DEPTH_DRAW_ALPHA_OPAQUE_PREPASS = 3, DEPTH_DRAW_DISABLED = 2, DEPTH_DRAW_ALWAYS = 1, }; enum TextureChannel { TEXTURE_CHANNEL_BLUE = 2, TEXTURE_CHANNEL_ALPHA = 3, TEXTURE_CHANNEL_GREEN = 1, TEXTURE_CHANNEL_RED = 0, TEXTURE_CHANNEL_GRAYSCALE = 4, }; enum BlendMode { BLEND_MODE_SUB = 2, BLEND_MODE_MUL = 3, BLEND_MODE_MIX = 0, BLEND_MODE_ADD = 1, }; enum TextureParam { TEXTURE_DETAIL_ALBEDO = 14, TEXTURE_ALBEDO = 0, TEXTURE_METALLIC = 1, TEXTURE_TRANSMISSION = 11, TEXTURE_DEPTH = 9, TEXTURE_FLOWMAP = 7, TEXTURE_SUBSURFACE_SCATTERING = 10, TEXTURE_EMISSION = 3, TEXTURE_ROUGHNESS = 2, TEXTURE_NORMAL = 4, TEXTURE_CLEARCOAT = 6, TEXTURE_REFRACTION = 12, TEXTURE_AMBIENT_OCCLUSION = 8, TEXTURE_MAX = 16, TEXTURE_DETAIL_NORMAL = 15, TEXTURE_DETAIL_MASK = 13, TEXTURE_RIM = 5, }; // constants static SpatialMaterial *_new(); // methods void set_albedo(const Color albedo); Color get_albedo() const; void set_specular(const double specular); double get_specular() const; void set_metallic(const double metallic); double get_metallic() const; void set_roughness(const double roughness); double get_roughness() const; void set_emission(const Color emission); Color get_emission() const; void set_emission_energy(const double emission_energy); double get_emission_energy() const; void set_normal_scale(const double normal_scale); double get_normal_scale() const; void set_rim(const double rim); double get_rim() const; void set_rim_tint(const double rim_tint); double get_rim_tint() const; void set_clearcoat(const double clearcoat); double get_clearcoat() const; void set_clearcoat_gloss(const double clearcoat_gloss); double get_clearcoat_gloss() const; void set_anisotropy(const double anisotropy); double get_anisotropy() const; void set_depth_scale(const double depth_scale); double get_depth_scale() const; void set_subsurface_scattering_strength(const double strength); double get_subsurface_scattering_strength() const; void set_transmission(const Color transmission); Color get_transmission() const; void set_refraction(const double refraction); double get_refraction() const; void set_line_width(const double line_width); double get_line_width() const; void set_point_size(const double point_size); double get_point_size() const; void set_detail_uv(const int64_t detail_uv); SpatialMaterial::DetailUV get_detail_uv() const; void set_blend_mode(const int64_t blend_mode); SpatialMaterial::BlendMode get_blend_mode() const; void set_depth_draw_mode(const int64_t depth_draw_mode); SpatialMaterial::DepthDrawMode get_depth_draw_mode() const; void set_cull_mode(const int64_t cull_mode); SpatialMaterial::CullMode get_cull_mode() const; void set_diffuse_mode(const int64_t diffuse_mode); SpatialMaterial::DiffuseMode get_diffuse_mode() const; void set_specular_mode(const int64_t specular_mode); SpatialMaterial::SpecularMode get_specular_mode() const; void set_flag(const int64_t flag, const bool enable); bool get_flag(const int64_t flag) const; void set_feature(const int64_t feature, const bool enable); bool get_feature(const int64_t feature) const; void set_texture(const int64_t param, const Ref texture); Ref get_texture(const int64_t param) const; void set_detail_blend_mode(const int64_t detail_blend_mode); SpatialMaterial::BlendMode get_detail_blend_mode() const; void set_uv1_scale(const Vector3 scale); Vector3 get_uv1_scale() const; void set_uv1_offset(const Vector3 offset); Vector3 get_uv1_offset() const; void set_uv1_triplanar_blend_sharpness(const double sharpness); double get_uv1_triplanar_blend_sharpness() const; void set_uv2_scale(const Vector3 scale); Vector3 get_uv2_scale() const; void set_uv2_offset(const Vector3 offset); Vector3 get_uv2_offset() const; void set_uv2_triplanar_blend_sharpness(const double sharpness); double get_uv2_triplanar_blend_sharpness() const; void set_billboard_mode(const int64_t mode); SpatialMaterial::BillboardMode get_billboard_mode() const; void set_particles_anim_h_frames(const int64_t frames); int64_t get_particles_anim_h_frames() const; void set_particles_anim_v_frames(const int64_t frames); int64_t get_particles_anim_v_frames() const; void set_particles_anim_loop(const int64_t frames); int64_t get_particles_anim_loop() const; void set_depth_deep_parallax(const bool enable); bool is_depth_deep_parallax_enabled() const; void set_depth_deep_parallax_min_layers(const int64_t layer); int64_t get_depth_deep_parallax_min_layers() const; void set_depth_deep_parallax_max_layers(const int64_t layer); int64_t get_depth_deep_parallax_max_layers() const; void set_grow(const double amount); double get_grow() const; void set_emission_operator(const int64_t _operator); SpatialMaterial::EmissionOperator get_emission_operator() const; void set_ao_light_affect(const double amount); double get_ao_light_affect() const; void set_alpha_scissor_threshold(const double threshold); double get_alpha_scissor_threshold() const; void set_grow_enabled(const bool enable); bool is_grow_enabled() const; void set_metallic_texture_channel(const int64_t channel); SpatialMaterial::TextureChannel get_metallic_texture_channel() const; void set_roughness_texture_channel(const int64_t channel); SpatialMaterial::TextureChannel get_roughness_texture_channel() const; void set_ao_texture_channel(const int64_t channel); SpatialMaterial::TextureChannel get_ao_texture_channel() const; void set_refraction_texture_channel(const int64_t channel); SpatialMaterial::TextureChannel get_refraction_texture_channel() const; void set_proximity_fade(const bool enabled); bool is_proximity_fade_enabled() const; void set_proximity_fade_distance(const double distance); double get_proximity_fade_distance() const; void set_distance_fade(const bool enabled); bool is_distance_fade_enabled() const; void set_distance_fade_max_distance(const double distance); double get_distance_fade_max_distance() const; void set_distance_fade_min_distance(const double distance); double get_distance_fade_min_distance() const; }; } #endif