#ifndef PROP_MATERIAL_CACHE_H #define PROP_MATERIAL_CACHE_H /*************************************************************************/ /* prop_material_cache.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/containers/vector.h" #include "core/math/color.h" #include "core/object/resource.h" #include "core/math/rect2.h" #include "core/os/mutex.h" #include "scene/resources/material/material.h" class PropData; class PropMaterialCache : public Resource { GDCLASS(PropMaterialCache, Resource) public: bool get_initialized(); void set_initialized(const bool value); bool mutex_locked(); void mutex_lock(); void mutex_unlock(); int get_ref_count(); void set_ref_count(const int value); void inc_ref_count(); void dec_ref_count(); Ref material_get(const int index); Ref material_lod_get(const int index); 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); virtual void texture_add(const Ref &texture); virtual void texture_remove(const Ref &texture); virtual void texture_remove_index(const int index); virtual void textures_clear(); virtual int texture_count(); virtual Ref texture_get(const int index); virtual Ref texture_get_atlas(const int index); virtual Ref texture_get_atlas_tex(const Ref &texture); virtual Rect2 texture_get_uv_rect(const Ref &texture); void prop_add_textures(const Ref &prop); void prop_remove_textures(const Ref &prop); virtual void refresh_rects(); virtual void initial_setup_default(); void setup_material_albedo(Ref texture); PropMaterialCache(); ~PropMaterialCache(); protected: static void _bind_methods(); bool _locked; bool _initialized; Vector> _materials; Vector> _textures; int _ref_count; Mutex _mutex; }; #endif