2022-03-17 22:33:22 +01:00
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#ifndef TERRAIN_ENVIRONMENT_DATA_H
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#define TERRAIN_ENVIRONMENT_DATA_H
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2022-03-15 13:29:32 +01:00
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2022-08-17 11:38:15 +02:00
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#include "core/math/color.h"
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2022-08-17 13:45:14 +02:00
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#include "core/object/resource.h"
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#include "../defines.h"
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2022-03-18 04:10:09 +01:00
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#include "scene/3d/light.h"
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2022-03-15 13:29:32 +01:00
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2022-08-29 17:33:10 +02:00
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#include "scene/3d/world_environment_3d.h"
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2022-03-15 13:29:32 +01:00
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#include "scene/main/node.h"
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class TerrainEnvironmentData : public Resource {
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GDCLASS(TerrainEnvironmentData, Resource);
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public:
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2022-08-29 17:21:40 +02:00
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Ref<Environment3D> get_environment();
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void set_environment(const Ref<Environment3D> &value);
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Color get_color(const int index);
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void set_color(const int index, const Color &value);
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float get_energy(const int index);
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void set_energy(const int index, const float value);
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float get_indirect_energy(const int index);
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void set_indirect_energy(const int index, const float value);
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2022-08-29 17:21:40 +02:00
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void setup(WorldEnvironment3D *world_environment, DirectionalLight *primary_light, DirectionalLight *secondary_light);
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void setup_bind(Node *world_environment, Node *primary_light, Node *secondary_light);
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TerrainEnvironmentData();
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~TerrainEnvironmentData();
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public:
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enum {
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LIGHT_COUNT = 2,
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};
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protected:
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static void _bind_methods();
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private:
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Ref<Environment3D> _environment;
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2022-03-15 13:29:32 +01:00
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Color _colors[LIGHT_COUNT];
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float _energies[LIGHT_COUNT];
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float _indirect_energies[LIGHT_COUNT];
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};
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#endif
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