pandemonium_engine/modules/voxelman/world/environment_data.h

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#ifndef ENVIRONMENT_DATA_H
#define ENVIRONMENT_DATA_H
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/*************************************************************************/
/* environment_data.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
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#include "core/math/color.h"
#include "core/object/resource.h"
#include "../defines.h"
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#include "scene/3d/light.h"
#include "core/object/reference.h"
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#include "scene/3d/world_environment_3d.h"
#include "scene/main/node.h"
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class Environment;
class EnvironmentData : public Resource {
GDCLASS(EnvironmentData, Resource);
public:
Ref<Environment3D> get_environment();
void set_environment(const Ref<Environment3D> &value);
Color get_color(const int index);
void set_color(const int index, const Color &value);
float get_energy(const int index);
void set_energy(const int index, const float value);
float get_indirect_energy(const int index);
void set_indirect_energy(const int index, const float value);
void setup(WorldEnvironment3D *world_environment, DirectionalLight *primary_light, DirectionalLight *secondary_light);
void setup_bind(Node *world_environment, Node *primary_light, Node *secondary_light);
EnvironmentData();
~EnvironmentData();
public:
enum {
LIGHT_COUNT = 2,
};
protected:
static void _bind_methods();
private:
Ref<Environment3D> _environment;
Color _colors[LIGHT_COUNT];
float _energies[LIGHT_COUNT];
float _indirect_energies[LIGHT_COUNT];
};
#endif