mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-11-24 01:47:20 +01:00
343 lines
15 KiB
C++
343 lines
15 KiB
C++
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/*
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Copyright (c) 2019-2022 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "terrain_2d_library.h"
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#include "../world/terrain_2d_chunk.h"
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#include "terrain_2d_material_cache.h"
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#ifdef PROPS_2D_PRESENT
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#include "../../props_2d/props/prop_2d_data.h"
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#endif
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#include "scene/resources/packed_scene.h"
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#include "../defines.h"
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bool Terrain2DLibrary::get_initialized() const {
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return _initialized;
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}
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void Terrain2DLibrary::set_initialized(const bool value) {
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_initialized = value;
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}
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bool Terrain2DLibrary::supports_caching() {
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RETURN_CALLD(bool, false, _supports_caching);
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}
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bool Terrain2DLibrary::_supports_caching() {
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return false;
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}
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//Textures
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Ref<Texture> Terrain2DLibrary::texture_get() {
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return _texture;
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}
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void Terrain2DLibrary::texture_set(const Ref<Texture> &value) {
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_texture = value;
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}
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Ref<Texture> Terrain2DLibrary::liquid_texture_get() {
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return _liquid_texture;
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}
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void Terrain2DLibrary::liquid_texture_set(const Ref<Texture> &value) {
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_liquid_texture = value;
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}
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Ref<Texture> Terrain2DLibrary::prop_texture_get() {
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return _prop_texture;
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}
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void Terrain2DLibrary::prop_texture_set(const Ref<Texture> &value) {
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_prop_texture = value;
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}
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//Materials
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void Terrain2DLibrary::material_cache_get_key(Ref<Terrain2DChunk> chunk) {
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CALL(_material_cache_get_key, chunk);
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}
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void Terrain2DLibrary::_material_cache_get_key(Ref<Terrain2DChunk> chunk) {
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}
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Ref<Terrain2DMaterialCache> Terrain2DLibrary::material_cache_get(const int key) {
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RETURN_CALLP(Ref<Terrain2DMaterialCache>, _material_cache_get, key);
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}
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Ref<Terrain2DMaterialCache> Terrain2DLibrary::_material_cache_get(const int key) {
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ERR_FAIL_V_MSG(Ref<Terrain2DMaterialCache>(), "This Terrain2DLibrary doesn't support cached materials!");
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}
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void Terrain2DLibrary::material_cache_unref(const int key) {
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CALL(_material_cache_unref, key);
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}
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void Terrain2DLibrary::_material_cache_unref(const int key) {
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}
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Ref<Material> Terrain2DLibrary::material_get() {
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return _material;
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}
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void Terrain2DLibrary::material_set(const Ref<Material> &value) {
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_material = value;
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}
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//Liquid Materials
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void Terrain2DLibrary::liquid_material_cache_get_key(Ref<Terrain2DChunk> chunk) {
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CALL(_liquid_material_cache_get_key, chunk);
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}
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void Terrain2DLibrary::_liquid_material_cache_get_key(Ref<Terrain2DChunk> chunk) {
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}
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Ref<Terrain2DMaterialCache> Terrain2DLibrary::liquid_material_cache_get(const int key) {
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RETURN_CALLP(Ref<Terrain2DMaterialCache>, _liquid_material_cache_get, key);
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}
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Ref<Terrain2DMaterialCache> Terrain2DLibrary::_liquid_material_cache_get(const int key) {
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ERR_FAIL_V_MSG(Ref<Terrain2DMaterialCache>(), "This Terrain2DLibrary doesn't support cached liquid materials!");
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}
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void Terrain2DLibrary::liquid_material_cache_unref(const int key) {
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CALL(_liquid_material_cache_unref, key);
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}
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void Terrain2DLibrary::_liquid_material_cache_unref(const int key) {
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}
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Ref<Material> Terrain2DLibrary::liquid_material_get() {
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return _liquid_material;
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}
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void Terrain2DLibrary::liquid_material_set(const Ref<Material> &value) {
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_liquid_material = value;
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}
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//Prop2D Materials
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void Terrain2DLibrary::prop_material_cache_get_key(Ref<Terrain2DChunk> chunk) {
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CALL(_prop_material_cache_get_key, chunk);
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}
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void Terrain2DLibrary::_prop_material_cache_get_key(Ref<Terrain2DChunk> chunk) {
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}
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Ref<Terrain2DMaterialCache> Terrain2DLibrary::prop_material_cache_get(const int key) {
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RETURN_CALLP(Ref<Terrain2DMaterialCache>, _prop_material_cache_get, key);
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}
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Ref<Terrain2DMaterialCache> Terrain2DLibrary::_prop_material_cache_get(const int key) {
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ERR_FAIL_V_MSG(Ref<Terrain2DMaterialCache>(), "This Terrain2DLibrary doesn't support cached prop materials!");
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}
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void Terrain2DLibrary::prop_material_cache_unref(const int key) {
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CALL(_prop_material_cache_unref, key);
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}
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void Terrain2DLibrary::_prop_material_cache_unref(const int key) {
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}
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Ref<Material> Terrain2DLibrary::prop_material_get() {
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return _prop_material;
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}
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void Terrain2DLibrary::prop_material_set(const Ref<Material> &value) {
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_prop_material = value;
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}
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//Surfaces
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Ref<Terrain2DSurface> Terrain2DLibrary::terra_surface_get(const int index) {
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return Ref<Terrain2DSurface>();
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}
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void Terrain2DLibrary::terra_surface_add(Ref<Terrain2DSurface> value) {
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}
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void Terrain2DLibrary::terra_surface_set(int index, Ref<Terrain2DSurface> value) {
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}
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void Terrain2DLibrary::terra_surface_remove(const int index) {
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}
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int Terrain2DLibrary::terra_surface_get_num() const {
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return 0;
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}
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void Terrain2DLibrary::terra_surfaces_clear() {
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}
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Ref<PackedScene> Terrain2DLibrary::scene_get(const int id) {
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return Ref<PackedScene>();
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}
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void Terrain2DLibrary::scene_add(Ref<PackedScene> value) {
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}
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void Terrain2DLibrary::scene_set(int id, Ref<PackedScene> value) {
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}
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void Terrain2DLibrary::scene_remove(const int id) {
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}
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int Terrain2DLibrary::scene_get_num() const {
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return 0;
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}
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void Terrain2DLibrary::scenes_clear() {
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}
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#ifdef PROPS_2D_PRESENT
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Ref<Prop2DData> Terrain2DLibrary::prop_get(const int id) {
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return Ref<Prop2DData>();
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}
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void Terrain2DLibrary::prop_add(Ref<Prop2DData> value) {
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}
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bool Terrain2DLibrary::prop_has(const Ref<Prop2DData> &value) const {
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return false;
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}
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void Terrain2DLibrary::prop_set(int id, Ref<Prop2DData> value) {
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}
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void Terrain2DLibrary::prop_remove(const int id) {
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}
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int Terrain2DLibrary::prop_get_num() const {
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return 0;
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}
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void Terrain2DLibrary::props_clear() {
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}
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Rect2 Terrain2DLibrary::get_prop_uv_rect(const Ref<Texture> &texture) {
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return Rect2(0, 0, 1, 1);
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}
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#endif
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//Rects
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void Terrain2DLibrary::refresh_rects() {
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_initialized = true;
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}
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void Terrain2DLibrary::setup_material_albedo(int material_index, Ref<Texture> texture) {
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if (has_method("_setup_material_albedo")) {
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CALL(_setup_material_albedo, material_index, texture);
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}
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}
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Terrain2DLibrary::Terrain2DLibrary() {
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_initialized = false;
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}
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Terrain2DLibrary::~Terrain2DLibrary() {
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_material.unref();
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_liquid_material.unref();
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_prop_material.unref();
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}
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void Terrain2DLibrary::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_initialized"), &Terrain2DLibrary::get_initialized);
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ClassDB::bind_method(D_METHOD("set_initialized", "value"), &Terrain2DLibrary::set_initialized);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "initialized", PROPERTY_HINT_NONE, "", 0), "set_initialized", "get_initialized");
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BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::BOOL, "ret"), "_supports_caching"));
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ClassDB::bind_method(D_METHOD("_supports_caching"), &Terrain2DLibrary::_supports_caching);
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ClassDB::bind_method(D_METHOD("supports_caching"), &Terrain2DLibrary::supports_caching);
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ClassDB::bind_method(D_METHOD("texture_get"), &Terrain2DLibrary::texture_get);
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ClassDB::bind_method(D_METHOD("texture_set", "value"), &Terrain2DLibrary::texture_set);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "texture_set", "texture_get");
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ClassDB::bind_method(D_METHOD("liquid_texture_get"), &Terrain2DLibrary::liquid_texture_get);
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ClassDB::bind_method(D_METHOD("liquid_texture_set", "value"), &Terrain2DLibrary::liquid_texture_set);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "liquid_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "liquid_texture_set", "liquid_texture_get");
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ClassDB::bind_method(D_METHOD("prop_texture_get"), &Terrain2DLibrary::prop_texture_get);
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ClassDB::bind_method(D_METHOD("prop_texture_set", "value"), &Terrain2DLibrary::prop_texture_set);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "prop_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "prop_texture_set", "prop_texture_get");
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BIND_VMETHOD(MethodInfo("_setup_material_albedo", PropertyInfo(Variant::INT, "material_index"), PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture")));
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BIND_VMETHOD(MethodInfo("_material_cache_get_key", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "Terrain2DChunk")));
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BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::OBJECT, "ret", PROPERTY_HINT_RESOURCE_TYPE, "Terrain2DMaterialCache"), "_material_cache_get", PropertyInfo(Variant::INT, "key")));
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BIND_VMETHOD(MethodInfo("_material_cache_unref", PropertyInfo(Variant::INT, "key")));
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ClassDB::bind_method(D_METHOD("material_cache_get_key", "chunk"), &Terrain2DLibrary::material_cache_get_key);
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ClassDB::bind_method(D_METHOD("_material_cache_get_key", "chunk"), &Terrain2DLibrary::_material_cache_get_key);
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ClassDB::bind_method(D_METHOD("material_cache_get", "key"), &Terrain2DLibrary::material_cache_get);
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ClassDB::bind_method(D_METHOD("_material_cache_get", "key"), &Terrain2DLibrary::_material_cache_get);
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ClassDB::bind_method(D_METHOD("material_cache_unref", "key"), &Terrain2DLibrary::material_cache_unref);
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ClassDB::bind_method(D_METHOD("_material_cache_unref", "key"), &Terrain2DLibrary::_material_cache_unref);
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ClassDB::bind_method(D_METHOD("material_get"), &Terrain2DLibrary::material_get);
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ClassDB::bind_method(D_METHOD("material_set", "value"), &Terrain2DLibrary::material_set);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "material_set", "material_get");
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BIND_VMETHOD(MethodInfo("_liquid_material_cache_get_key", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "Terrain2DChunk")));
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BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::OBJECT, "ret", PROPERTY_HINT_RESOURCE_TYPE, "Terrain2DMaterialCache"), "_liquid_material_cache_get", PropertyInfo(Variant::INT, "key")));
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BIND_VMETHOD(MethodInfo("_liquid_material_cache_unref", PropertyInfo(Variant::INT, "key")));
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ClassDB::bind_method(D_METHOD("liquid_material_cache_get_key", "chunk"), &Terrain2DLibrary::liquid_material_cache_get_key);
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ClassDB::bind_method(D_METHOD("_liquid_material_cache_get_key", "chunk"), &Terrain2DLibrary::_liquid_material_cache_get_key);
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ClassDB::bind_method(D_METHOD("liquid_material_cache_get", "key"), &Terrain2DLibrary::liquid_material_cache_get);
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ClassDB::bind_method(D_METHOD("_liquid_material_cache_get", "key"), &Terrain2DLibrary::_liquid_material_cache_get);
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ClassDB::bind_method(D_METHOD("liquid_material_cache_unref", "key"), &Terrain2DLibrary::liquid_material_cache_unref);
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ClassDB::bind_method(D_METHOD("_liquid_material_cache_unref", "key"), &Terrain2DLibrary::_liquid_material_cache_unref);
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ClassDB::bind_method(D_METHOD("liquid_material_get"), &Terrain2DLibrary::liquid_material_get);
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ClassDB::bind_method(D_METHOD("liquid_material_set", "value"), &Terrain2DLibrary::liquid_material_set);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "liquid_material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "liquid_material_set", "liquid_material_get");
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BIND_VMETHOD(MethodInfo("_prop_material_cache_get_key", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "Terrain2DChunk")));
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BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::OBJECT, "ret", PROPERTY_HINT_RESOURCE_TYPE, "Terrain2DMaterialCache"), "_prop_material_cache_get", PropertyInfo(Variant::INT, "key")));
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BIND_VMETHOD(MethodInfo("_prop_material_cache_unref", PropertyInfo(Variant::INT, "key")));
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ClassDB::bind_method(D_METHOD("prop_material_cache_get_key", "chunk"), &Terrain2DLibrary::prop_material_cache_get_key);
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ClassDB::bind_method(D_METHOD("_prop_material_cache_get_key", "chunk"), &Terrain2DLibrary::_prop_material_cache_get_key);
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ClassDB::bind_method(D_METHOD("prop_material_cache_get", "key"), &Terrain2DLibrary::prop_material_cache_get);
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ClassDB::bind_method(D_METHOD("_prop_material_cache_get", "key"), &Terrain2DLibrary::_prop_material_cache_get);
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ClassDB::bind_method(D_METHOD("prop_material_cache_unref", "key"), &Terrain2DLibrary::prop_material_cache_unref);
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ClassDB::bind_method(D_METHOD("_prop_material_cache_unref", "key"), &Terrain2DLibrary::_prop_material_cache_unref);
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ClassDB::bind_method(D_METHOD("prop_material_get"), &Terrain2DLibrary::prop_material_get);
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ClassDB::bind_method(D_METHOD("prop_material_set", "value"), &Terrain2DLibrary::prop_material_set);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "prop_material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "prop_material_set", "prop_material_get");
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ClassDB::bind_method(D_METHOD("terra_surface_get", "index"), &Terrain2DLibrary::terra_surface_get);
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ClassDB::bind_method(D_METHOD("terra_surface_add", "value"), &Terrain2DLibrary::terra_surface_add);
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ClassDB::bind_method(D_METHOD("terra_surface_set", "index", "surface"), &Terrain2DLibrary::terra_surface_set);
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ClassDB::bind_method(D_METHOD("terra_surface_remove", "index"), &Terrain2DLibrary::terra_surface_remove);
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ClassDB::bind_method(D_METHOD("terra_surface_get_num"), &Terrain2DLibrary::terra_surface_get_num);
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ClassDB::bind_method(D_METHOD("terra_surfaces_clear"), &Terrain2DLibrary::terra_surfaces_clear);
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ClassDB::bind_method(D_METHOD("scene_get", "index"), &Terrain2DLibrary::scene_get);
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ClassDB::bind_method(D_METHOD("scene_add", "value"), &Terrain2DLibrary::scene_add);
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ClassDB::bind_method(D_METHOD("scene_set", "index", "value"), &Terrain2DLibrary::scene_set);
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ClassDB::bind_method(D_METHOD("scene_remove", "index"), &Terrain2DLibrary::scene_remove);
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ClassDB::bind_method(D_METHOD("scene_get_num"), &Terrain2DLibrary::scene_get_num);
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ClassDB::bind_method(D_METHOD("scenes_clear"), &Terrain2DLibrary::scenes_clear);
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#ifdef PROPS_2D_PRESENT
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ClassDB::bind_method(D_METHOD("prop_get", "id"), &Terrain2DLibrary::prop_get);
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ClassDB::bind_method(D_METHOD("prop_add", "value"), &Terrain2DLibrary::prop_add);
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ClassDB::bind_method(D_METHOD("prop_has", "prop"), &Terrain2DLibrary::prop_has);
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ClassDB::bind_method(D_METHOD("prop_set", "id", "surface"), &Terrain2DLibrary::prop_set);
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ClassDB::bind_method(D_METHOD("prop_remove", "id"), &Terrain2DLibrary::prop_remove);
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ClassDB::bind_method(D_METHOD("prop_get_num"), &Terrain2DLibrary::prop_get_num);
|
||
|
ClassDB::bind_method(D_METHOD("props_clear"), &Terrain2DLibrary::props_clear);
|
||
|
#endif
|
||
|
|
||
|
ClassDB::bind_method(D_METHOD("refresh_rects"), &Terrain2DLibrary::refresh_rects);
|
||
|
|
||
|
ClassDB::bind_method(D_METHOD("setup_material_albedo", "material_index", "texture"), &Terrain2DLibrary::setup_material_albedo);
|
||
|
|
||
|
BIND_CONSTANT(MATERIAL_INDEX_TERRAIN);
|
||
|
BIND_CONSTANT(MATERIAL_INDEX_LIQUID);
|
||
|
BIND_CONSTANT(MATERIAL_INDEX_PROP);
|
||
|
}
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