#ifndef TERRAIN_LIBRARY_H #define TERRAIN_LIBRARY_H /*************************************************************************/ /* 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" #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_get(const int index); Ref material_lod_get(const int index); void material_cache_get_key(Ref chunk); virtual void _material_cache_get_key(Ref chunk); Ref material_cache_get(const int key); virtual Ref _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 &value); void material_set(const int index, const Ref &value); void material_remove(const int index); int material_get_num() const; void materials_clear(); Vector materials_get(); void materials_set(const Vector &materials); Ref liquid_material_get(const int index); Ref liquid_material_lod_get(const int index); void liquid_material_cache_get_key(Ref chunk); virtual void _liquid_material_cache_get_key(Ref chunk); Ref liquid_material_cache_get(const int key); virtual Ref _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 &value); void liquid_material_set(const int index, const Ref &value); void liquid_material_remove(const int index); int liquid_material_get_num() const; void liquid_materials_clear(); Vector liquid_materials_get(); void liquid_materials_set(const Vector &materials); Ref prop_material_get(const int index); Ref prop_material_lod_get(const int index); void prop_material_cache_get_key(Ref chunk); virtual void _prop_material_cache_get_key(Ref chunk); Ref prop_material_cache_get(const int key); virtual Ref _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 &value); void prop_material_set(const int index, const Ref &value); void prop_material_remove(const int index); int prop_material_get_num() const; void prop_materials_clear(); Vector prop_materials_get(); void prop_materials_set(const Vector &materials); virtual Ref terra_surface_get(const int index); virtual void terra_surface_add(Ref value); virtual void terra_surface_set(const int index, Ref value); virtual void terra_surface_remove(const int index); virtual int terra_surface_get_num() const; virtual void terra_surfaces_clear(); virtual Ref scene_get(const int id); virtual void scene_add(Ref value); virtual void scene_set(const int id, Ref value); virtual void scene_remove(const int id); virtual int scene_get_num() const; virtual void scenes_clear(); #ifdef MODULE_PROPS_ENABLED virtual Ref prop_get(const int id); virtual void prop_add(Ref value); virtual bool prop_has(const Ref &value) const; virtual void prop_set(const int id, Ref 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); #endif virtual void refresh_rects(); void setup_material_albedo(int material_index, Ref texture); TerrainLibrary(); ~TerrainLibrary(); protected: static void _bind_methods(); bool _initialized; Vector> _materials; Vector> _liquid_materials; Vector> _prop_materials; }; #endif // TERRAIN_LIBRARY_H