mirror of
https://github.com/Relintai/pandemonium_engine.git
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137 lines
4.1 KiB
C++
137 lines
4.1 KiB
C++
#ifndef TERRAIN_LIBRARY_MERGER_PCM_H
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#define TERRAIN_LIBRARY_MERGER_PCM_H
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/*
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Copyright (c) 2019-2022 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "core/map.h"
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#include "core/resource.h"
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#include "terrain_library.h"
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#include "scene/resources/material.h"
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#include "../data/terrain_light.h"
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#include "terrain_surface_merger.h"
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#include "core/os/mutex.h"
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class TerrainSurfaceSimple;
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class TerrainMesher;
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class PackedScene;
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class TerrainMaterialCachePCM;
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class TexturePacker;
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//pcm = per chunk material
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class TerrainLibraryMergerPCM : public TerrainLibrary {
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GDCLASS(TerrainLibraryMergerPCM, TerrainLibrary);
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public:
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bool _supports_caching();
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void _material_cache_get_key(Ref<TerrainChunk> chunk);
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Ref<TerrainMaterialCache> _material_cache_get(const int key);
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void _material_cache_unref(const int key);
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void _liquid_material_cache_get_key(Ref<TerrainChunk> chunk);
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Ref<TerrainMaterialCache> _liquid_material_cache_get(const int key);
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void _liquid_material_cache_unref(const int key);
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void _prop_material_cache_get_key(Ref<TerrainChunk> chunk);
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Ref<TerrainMaterialCache> _prop_material_cache_get(const int key);
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void _prop_material_cache_unref(const int key);
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int get_texture_flags() const;
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void set_texture_flags(const int flags);
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int get_max_atlas_size() const;
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void set_max_atlas_size(const int size);
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bool get_keep_original_atlases() const;
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void set_keep_original_atlases(const bool value);
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Color get_background_color() const;
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void set_background_color(const Color &color);
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int get_margin() const;
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void set_margin(const int margin);
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Ref<TerrainSurface> terra_surface_get(const int index);
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void terra_surface_add(Ref<TerrainSurface> value);
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void terra_surface_set(const int index, Ref<TerrainSurface> value);
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void terra_surface_remove(const int index);
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int terra_surface_get_num() const;
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void terra_surfaces_clear();
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Vector<Variant> get_terra_surfaces();
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void set_terra_surfaces(const Vector<Variant> &surfaces);
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#ifdef PROPS_PRESENT
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Ref<PropData> get_prop(const int index);
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void add_prop(Ref<PropData> value);
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bool has_prop(const Ref<PropData> &value) const;
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void set_prop(const int index, const Ref<PropData> &value);
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void remove_prop(const int index);
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int get_num_props() const;
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void clear_props();
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Vector<Variant> get_props();
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void set_props(const Vector<Variant> &props);
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Rect2 get_prop_uv_rect(const Ref<Texture> &texture);
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Ref<TexturePacker> get_prop_packer();
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#endif
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void refresh_rects();
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void _setup_material_albedo(const int material_index, const Ref<Texture> &texture);
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TerrainLibraryMergerPCM();
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~TerrainLibraryMergerPCM();
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protected:
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#ifdef PROPS_PRESENT
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bool process_prop_textures(Ref<PropData> prop);
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#endif
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static void _bind_methods();
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Map<int, Ref<TerrainMaterialCachePCM>> _material_cache;
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Map<int, Ref<TerrainMaterialCachePCM>> _liquid_material_cache;
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Map<int, Ref<TerrainMaterialCachePCM>> _prop_material_cache;
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Vector<Ref<TerrainSurfaceMerger>> _terra_surfaces;
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#ifdef PROPS_PRESENT
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Vector<Ref<PropData>> _props;
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#endif
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//todo remove these
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Ref<TexturePacker> _packer;
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Ref<TexturePacker> _prop_packer;
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Mutex _material_cache_mutex;
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Mutex _liquid_material_cache_mutex;
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Mutex _prop_material_cache_mutex;
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};
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#endif
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