#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,  */
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/* 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<Environment3D> get_environment();
	void set_environment(const Ref<Environment3D> &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<Environment3D> _environment;

	Color _colors[LIGHT_COUNT];
	float _energies[LIGHT_COUNT];
	float _indirect_energies[LIGHT_COUNT];
};

#endif