pandemonium_engine/modules/props/material_cache/prop_material_cache.h

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#ifndef PROP_MATERIAL_CACHE_H
#define PROP_MATERIAL_CACHE_H
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#include "core/math/color.h"
#include "core/object/resource.h"
#include "core/containers/vector.h"
#include "core/math/rect2.h"
#include "core/os/mutex.h"
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#include "scene/resources/material/material.h"
class PropData;
class PropMaterialCache : public Resource {
GDCLASS(PropMaterialCache, Resource)
public:
bool get_initialized();
void set_initialized(const bool value);
bool mutex_locked();
void mutex_lock();
void mutex_unlock();
int get_ref_count();
void set_ref_count(const int value);
void inc_ref_count();
void dec_ref_count();
Ref<Material> material_get(const int index);
Ref<Material> material_lod_get(const int index);
void material_add(const Ref<Material> &value);
void material_set(const int index, const Ref<Material> &value);
void material_remove(const int index);
int material_get_num() const;
void materials_clear();
Vector<Variant> materials_get();
void materials_set(const Vector<Variant> &materials);
virtual void texture_add(const Ref<Texture> &texture);
virtual void texture_remove(const Ref<Texture> &texture);
virtual void texture_remove_index(const int index);
virtual void textures_clear();
virtual int texture_count();
virtual Ref<Texture> texture_get(const int index);
virtual Ref<AtlasTexture> texture_get_atlas(const int index);
virtual Ref<AtlasTexture> texture_get_atlas_tex(const Ref<Texture> &texture);
virtual Rect2 texture_get_uv_rect(const Ref<Texture> &texture);
void prop_add_textures(const Ref<PropData> &prop);
void prop_remove_textures(const Ref<PropData> &prop);
virtual void refresh_rects();
virtual void initial_setup_default();
void setup_material_albedo(Ref<Texture> texture);
PropMaterialCache();
~PropMaterialCache();
protected:
static void _bind_methods();
bool _locked;
bool _initialized;
Vector<Ref<Material>> _materials;
Vector<Ref<Texture>> _textures;
int _ref_count;
Mutex _mutex;
};
#endif