mirror of
https://github.com/Relintai/pandemonium_engine.git
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109 lines
4.1 KiB
C++
109 lines
4.1 KiB
C++
#ifndef PROP_MATERIAL_CACHE_H
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#define PROP_MATERIAL_CACHE_H
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/*************************************************************************/
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/* prop_material_cache.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "core/containers/vector.h"
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#include "core/math/color.h"
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#include "core/object/resource.h"
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#include "core/math/rect2.h"
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#include "core/os/mutex.h"
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#include "scene/resources/material/material.h"
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class PropData;
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class PropMaterialCache : public Resource {
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GDCLASS(PropMaterialCache, Resource)
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public:
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bool get_initialized();
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void set_initialized(const bool value);
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bool mutex_locked();
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void mutex_lock();
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void mutex_unlock();
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int get_ref_count();
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void set_ref_count(const int value);
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void inc_ref_count();
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void dec_ref_count();
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Ref<Material> material_get(const int index);
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Ref<Material> material_lod_get(const int index);
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void material_add(const Ref<Material> &value);
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void material_set(const int index, const Ref<Material> &value);
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void material_remove(const int index);
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int material_get_num() const;
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void materials_clear();
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Vector<Variant> materials_get();
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void materials_set(const Vector<Variant> &materials);
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virtual void texture_add(const Ref<Texture> &texture);
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virtual void texture_remove(const Ref<Texture> &texture);
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virtual void texture_remove_index(const int index);
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virtual void textures_clear();
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virtual int texture_count();
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virtual Ref<Texture> texture_get(const int index);
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virtual Ref<AtlasTexture> texture_get_atlas(const int index);
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virtual Ref<AtlasTexture> texture_get_atlas_tex(const Ref<Texture> &texture);
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virtual Rect2 texture_get_uv_rect(const Ref<Texture> &texture);
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void prop_add_textures(const Ref<PropData> &prop);
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void prop_remove_textures(const Ref<PropData> &prop);
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virtual void refresh_rects();
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virtual void initial_setup_default();
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void setup_material_albedo(Ref<Texture> texture);
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PropMaterialCache();
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~PropMaterialCache();
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protected:
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static void _bind_methods();
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bool _locked;
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bool _initialized;
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Vector<Ref<Material>> _materials;
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Vector<Ref<Texture>> _textures;
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int _ref_count;
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Mutex _mutex;
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};
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#endif
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