#ifndef TERRAIN_ENVIRONMENT_DATA_H #define TERRAIN_ENVIRONMENT_DATA_H /*************************************************************************/ /* terrain_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. */ /*************************************************************************/ #include "core/math/color.h" #include "core/object/resource.h" #include "../defines.h" #include "scene/3d/light.h" #include "scene/3d/world_environment_3d.h" #include "scene/main/node.h" class TerrainEnvironmentData : public Resource { GDCLASS(TerrainEnvironmentData, Resource); public: Ref get_environment(); void set_environment(const Ref &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); TerrainEnvironmentData(); ~TerrainEnvironmentData(); public: enum { LIGHT_COUNT = 2, }; protected: static void _bind_methods(); private: Ref _environment; Color _colors[LIGHT_COUNT]; float _energies[LIGHT_COUNT]; float _indirect_energies[LIGHT_COUNT]; }; #endif