/**************************************************************************/ /* material.cpp */ /**************************************************************************/ /* 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. #include #include #include #include namespace godot { void Material::set_next_pass(const Ref &p_next_pass) { static GDExtensionMethodBindPtr _gde_method_bind = ::godot::gdextension_interface::classdb_get_method_bind(Material::get_class_static()._native_ptr(), StringName("set_next_pass")._native_ptr(), 2757459619); CHECK_METHOD_BIND(_gde_method_bind); ::godot::internal::_call_native_mb_no_ret(_gde_method_bind, _owner, (p_next_pass != nullptr ? &p_next_pass->_owner : nullptr)); } Ref Material::get_next_pass() const { static GDExtensionMethodBindPtr _gde_method_bind = ::godot::gdextension_interface::classdb_get_method_bind(Material::get_class_static()._native_ptr(), StringName("get_next_pass")._native_ptr(), 5934680); CHECK_METHOD_BIND_RET(_gde_method_bind, (Ref())); return Ref::_gde_internal_constructor(::godot::internal::_call_native_mb_ret_obj(_gde_method_bind, _owner)); } void Material::set_render_priority(int32_t p_priority) { static GDExtensionMethodBindPtr _gde_method_bind = ::godot::gdextension_interface::classdb_get_method_bind(Material::get_class_static()._native_ptr(), StringName("set_render_priority")._native_ptr(), 1286410249); CHECK_METHOD_BIND(_gde_method_bind); int64_t p_priority_encoded; PtrToArg::encode(p_priority, &p_priority_encoded); ::godot::internal::_call_native_mb_no_ret(_gde_method_bind, _owner, &p_priority_encoded); } int32_t Material::get_render_priority() const { static GDExtensionMethodBindPtr _gde_method_bind = ::godot::gdextension_interface::classdb_get_method_bind(Material::get_class_static()._native_ptr(), StringName("get_render_priority")._native_ptr(), 3905245786); CHECK_METHOD_BIND_RET(_gde_method_bind, (0)); return ::godot::internal::_call_native_mb_ret(_gde_method_bind, _owner); } void Material::inspect_native_shader_code() { static GDExtensionMethodBindPtr _gde_method_bind = ::godot::gdextension_interface::classdb_get_method_bind(Material::get_class_static()._native_ptr(), StringName("inspect_native_shader_code")._native_ptr(), 3218959716); CHECK_METHOD_BIND(_gde_method_bind); ::godot::internal::_call_native_mb_no_ret(_gde_method_bind, _owner); } Ref Material::create_placeholder() const { static GDExtensionMethodBindPtr _gde_method_bind = ::godot::gdextension_interface::classdb_get_method_bind(Material::get_class_static()._native_ptr(), StringName("create_placeholder")._native_ptr(), 121922552); CHECK_METHOD_BIND_RET(_gde_method_bind, (Ref())); return Ref::_gde_internal_constructor(::godot::internal::_call_native_mb_ret_obj(_gde_method_bind, _owner)); } RID Material::_get_shader_rid() const { return RID(); } Shader::Mode Material::_get_shader_mode() const { return Shader::Mode(0); } bool Material::_can_do_next_pass() const { return false; } bool Material::_can_use_render_priority() const { return false; } } // namespace godot