#ifndef GLTF_SPEC_GLOSS_H #define GLTF_SPEC_GLOSS_H /*************************************************************************/ /* gltf_spec_gloss.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 "../gltf_defines.h" #include "core/io/image.h" #include "core/object/resource.h" class GLTFSpecGloss : public Resource { GDCLASS(GLTFSpecGloss, Resource); friend class GLTFDocument; private: Ref diffuse_img = nullptr; Color diffuse_factor = Color(1.0f, 1.0f, 1.0f); float gloss_factor = 1.0f; Color specular_factor = Color(1.0f, 1.0f, 1.0f); Ref spec_gloss_img = nullptr; protected: static void _bind_methods(); public: Ref get_diffuse_img(); void set_diffuse_img(Ref p_diffuse_img); Color get_diffuse_factor(); void set_diffuse_factor(Color p_diffuse_factor); float get_gloss_factor(); void set_gloss_factor(float p_gloss_factor); Color get_specular_factor(); void set_specular_factor(Color p_specular_factor); Ref get_spec_gloss_img(); void set_spec_gloss_img(Ref p_spec_gloss_img); }; #endif // GLTF_SPEC_GLOSS_H