/**************************************************************************/ /* material.hpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 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. */ /**************************************************************************/ // THIS FILE IS GENERATED. EDITS WILL BE LOST. #pragma once #include #include #include #include #include #include namespace godot { class Material : public Resource { GDEXTENSION_CLASS(Material, Resource) public: static const int RENDER_PRIORITY_MAX = 127; static const int RENDER_PRIORITY_MIN = -128; void set_next_pass(const Ref &p_next_pass); Ref get_next_pass() const; void set_render_priority(int32_t p_priority); int32_t get_render_priority() const; void inspect_native_shader_code(); Ref create_placeholder() const; virtual RID _get_shader_rid() const; virtual Shader::Mode _get_shader_mode() const; virtual bool _can_do_next_pass() const; virtual bool _can_use_render_priority() const; protected: template static void register_virtuals() { Resource::register_virtuals(); if constexpr (!std::is_same_v) { BIND_VIRTUAL_METHOD(T, _get_shader_rid, 2944877500); } if constexpr (!std::is_same_v) { BIND_VIRTUAL_METHOD(T, _get_shader_mode, 3392948163); } if constexpr (!std::is_same_v) { BIND_VIRTUAL_METHOD(T, _can_do_next_pass, 36873697); } if constexpr (!std::is_same_v) { BIND_VIRTUAL_METHOD(T, _can_use_render_priority, 36873697); } } public: }; } // namespace godot