pandemonium_engine/modules/terraman/library/terrain_library.h

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#ifndef TERRAIN_LIBRARY_H
#define TERRAIN_LIBRARY_H
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/*************************************************************************/
/* terrain_library.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. */
/*************************************************************************/
#include "core/object/resource.h"
#include "core/math/rect2.h"
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#include "scene/resources/material/material.h"
#include "../data/terrain_light.h"
#include "terrain_surface.h"
#include "modules/modules_enabled.gen.h"
class TerrainMaterialCache;
class TerrainSurface;
class TerrainMesher;
class PackedScene;
class TerrainChunk;
#ifdef MODULE_PROPS_ENABLED
class PropData;
#endif
class TerrainLibrary : public Resource {
GDCLASS(TerrainLibrary, Resource)
public:
enum {
MATERIAL_INDEX_TERRAIN = 0,
MATERIAL_INDEX_LIQUID = 1,
MATERIAL_INDEX_PROP = 2,
};
public:
bool get_initialized() const;
void set_initialized(const bool value);
bool supports_caching();
virtual bool _supports_caching();
Ref<Material> material_get(const int index);
Ref<Material> material_lod_get(const int index);
void material_cache_get_key(Ref<TerrainChunk> chunk);
virtual void _material_cache_get_key(Ref<TerrainChunk> chunk);
Ref<TerrainMaterialCache> material_cache_get(const int key);
virtual Ref<TerrainMaterialCache> _material_cache_get(const int key);
void material_cache_unref(const int key);
virtual void _material_cache_unref(const int key);
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);
Ref<Material> liquid_material_get(const int index);
Ref<Material> liquid_material_lod_get(const int index);
void liquid_material_cache_get_key(Ref<TerrainChunk> chunk);
virtual void _liquid_material_cache_get_key(Ref<TerrainChunk> chunk);
Ref<TerrainMaterialCache> liquid_material_cache_get(const int key);
virtual Ref<TerrainMaterialCache> _liquid_material_cache_get(const int key);
void liquid_material_cache_unref(const int key);
virtual void _liquid_material_cache_unref(const int key);
void liquid_material_add(const Ref<Material> &value);
void liquid_material_set(const int index, const Ref<Material> &value);
void liquid_material_remove(const int index);
int liquid_material_get_num() const;
void liquid_materials_clear();
Vector<Variant> liquid_materials_get();
void liquid_materials_set(const Vector<Variant> &materials);
Ref<Material> prop_material_get(const int index);
Ref<Material> prop_material_lod_get(const int index);
void prop_material_cache_get_key(Ref<TerrainChunk> chunk);
virtual void _prop_material_cache_get_key(Ref<TerrainChunk> chunk);
Ref<TerrainMaterialCache> prop_material_cache_get(const int key);
virtual Ref<TerrainMaterialCache> _prop_material_cache_get(const int key);
void prop_material_cache_unref(const int key);
virtual void _prop_material_cache_unref(const int key);
void prop_material_add(const Ref<Material> &value);
void prop_material_set(const int index, const Ref<Material> &value);
void prop_material_remove(const int index);
int prop_material_get_num() const;
void prop_materials_clear();
Vector<Variant> prop_materials_get();
void prop_materials_set(const Vector<Variant> &materials);
virtual Ref<TerrainSurface> terra_surface_get(const int index);
virtual void terra_surface_add(Ref<TerrainSurface> value);
virtual void terra_surface_set(const int index, Ref<TerrainSurface> value);
virtual void terra_surface_remove(const int index);
virtual int terra_surface_get_num() const;
virtual void terra_surfaces_clear();
virtual Ref<PackedScene> scene_get(const int id);
virtual void scene_add(Ref<PackedScene> value);
virtual void scene_set(const int id, Ref<PackedScene> value);
virtual void scene_remove(const int id);
virtual int scene_get_num() const;
virtual void scenes_clear();
#ifdef MODULE_PROPS_ENABLED
virtual Ref<PropData> prop_get(const int id);
virtual void prop_add(Ref<PropData> value);
virtual bool prop_has(const Ref<PropData> &value) const;
virtual void prop_set(const int id, Ref<PropData> value);
virtual void prop_remove(const int id);
virtual int prop_get_num() const;
virtual void props_clear();
virtual Rect2 get_prop_uv_rect(const Ref<Texture> &texture);
#endif
virtual void refresh_rects();
void setup_material_albedo(int material_index, Ref<Texture> texture);
TerrainLibrary();
~TerrainLibrary();
protected:
static void _bind_methods();
bool _initialized;
Vector<Ref<Material>> _materials;
Vector<Ref<Material>> _liquid_materials;
Vector<Ref<Material>> _prop_materials;
};
#endif // TERRAIN_LIBRARY_H