pandemonium_engine/modules/terraman/world/terrain_environment_data.cpp

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/*************************************************************************/
/* terrain_environment_data.cpp */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 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. */
/*************************************************************************/
#include "terrain_environment_data.h"
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#include "scene/resources/environment_3d.h"
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Ref<Environment3D> TerrainEnvironmentData::get_environment() {
return _environment;
}
void TerrainEnvironmentData::set_environment(const Ref<Environment3D> &value) {
_environment = value;
}
Color TerrainEnvironmentData::get_color(const int index) {
ERR_FAIL_INDEX_V(index, LIGHT_COUNT, Color());
return _colors[index];
}
void TerrainEnvironmentData::set_color(const int index, const Color &value) {
ERR_FAIL_INDEX(index, LIGHT_COUNT);
_colors[index] = value;
}
float TerrainEnvironmentData::get_energy(const int index) {
ERR_FAIL_INDEX_V(index, LIGHT_COUNT, 0);
return _energies[index];
}
void TerrainEnvironmentData::set_energy(const int index, const float value) {
ERR_FAIL_INDEX(index, LIGHT_COUNT);
_energies[index] = value;
}
float TerrainEnvironmentData::get_indirect_energy(const int index) {
ERR_FAIL_INDEX_V(index, LIGHT_COUNT, 0);
return _indirect_energies[index];
}
void TerrainEnvironmentData::set_indirect_energy(const int index, const float value) {
ERR_FAIL_INDEX(index, LIGHT_COUNT);
_indirect_energies[index] = value;
}
void TerrainEnvironmentData::setup(WorldEnvironment3D *world_environment, DirectionalLight *primary_light, DirectionalLight *secondary_light) {
if (has_method("_setup")) {
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call("_setup", world_environment, primary_light, secondary_light);
}
}
void TerrainEnvironmentData::setup_bind(Node *world_environment, Node *primary_light, Node *secondary_light) {
setup(Object::cast_to<WorldEnvironment3D>(world_environment), Object::cast_to<DirectionalLight>(primary_light), Object::cast_to<DirectionalLight>(secondary_light));
}
TerrainEnvironmentData::TerrainEnvironmentData() {
_colors[0] = Color(1, 1, 1, 1);
_colors[1] = Color(1, 1, 1, 1);
_energies[0] = 1;
_energies[1] = 1;
_indirect_energies[0] = 1;
_indirect_energies[1] = 1;
}
TerrainEnvironmentData::~TerrainEnvironmentData() {
_environment.unref();
}
void TerrainEnvironmentData::_bind_methods() {
BIND_VMETHOD(MethodInfo("_setup", PropertyInfo(Variant::OBJECT, "world_environment", PROPERTY_HINT_RESOURCE_TYPE, "WorldEnvironment3D"), PropertyInfo(Variant::OBJECT, "primary_light", PROPERTY_HINT_RESOURCE_TYPE, "DirectionalLight"), PropertyInfo(Variant::OBJECT, "secondary_light", PROPERTY_HINT_RESOURCE_TYPE, "DirectionalLight")));
ClassDB::bind_method(D_METHOD("get_environment"), &TerrainEnvironmentData::get_environment);
ClassDB::bind_method(D_METHOD("set_environment", "value"), &TerrainEnvironmentData::set_environment);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment3D"), "set_environment", "get_environment");
ClassDB::bind_method(D_METHOD("get_color", "index"), &TerrainEnvironmentData::get_color);
ClassDB::bind_method(D_METHOD("set_color", "index", "value"), &TerrainEnvironmentData::set_color);
ClassDB::bind_method(D_METHOD("get_energy", "index"), &TerrainEnvironmentData::get_energy);
ClassDB::bind_method(D_METHOD("set_energy", "index", "value"), &TerrainEnvironmentData::set_energy);
ClassDB::bind_method(D_METHOD("get_indirect_energy", "index"), &TerrainEnvironmentData::get_indirect_energy);
ClassDB::bind_method(D_METHOD("set_indirect_energy", "index", "value"), &TerrainEnvironmentData::set_indirect_energy);
ADD_PROPERTYI(PropertyInfo(Variant::COLOR, "primary_light_color"), "set_color", "get_color", 0);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "primary_light_energy"), "set_energy", "get_energy", 0);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "primary_light_indirect_energy"), "set_indirect_energy", "get_indirect_energy", 0);
ADD_PROPERTYI(PropertyInfo(Variant::COLOR, "secondary_light_color"), "set_color", "get_color", 1);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "secondary_light_energy"), "set_energy", "get_energy", 1);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "secondary_light_indirect_energy"), "set_indirect_energy", "get_indirect_energy", 1);
ClassDB::bind_method(D_METHOD("setup", "world_environment", "primary_light", "secondary_light"), &TerrainEnvironmentData::setup_bind);
BIND_CONSTANT(LIGHT_COUNT);
}