pandemonium_engine/modules/props/material_cache/prop_material_cache.h

109 lines
4.1 KiB
C++

#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> material_get(const int index);
Ref<Material> material_lod_get(const int index);
void material_add(const Ref<Material> &value);
void material_set(const int index, const Ref<Material> &value);
void material_remove(const int index);
int material_get_num() const;
void materials_clear();
Vector<Variant> materials_get();
void materials_set(const Vector<Variant> &materials);
virtual void texture_add(const Ref<Texture> &texture);
virtual void texture_remove(const Ref<Texture> &texture);
virtual void texture_remove_index(const int index);
virtual void textures_clear();
virtual int texture_count();
virtual Ref<Texture> texture_get(const int index);
virtual Ref<AtlasTexture> texture_get_atlas(const int index);
virtual Ref<AtlasTexture> texture_get_atlas_tex(const Ref<Texture> &texture);
virtual Rect2 texture_get_uv_rect(const Ref<Texture> &texture);
void prop_add_textures(const Ref<PropData> &prop);
void prop_remove_textures(const Ref<PropData> &prop);
virtual void refresh_rects();
virtual void initial_setup_default();
void setup_material_albedo(Ref<Texture> texture);
PropMaterialCache();
~PropMaterialCache();
protected:
static void _bind_methods();
bool _locked;
bool _initialized;
Vector<Ref<Material>> _materials;
Vector<Ref<Texture>> _textures;
int _ref_count;
Mutex _mutex;
};
#endif