pandemonium_engine/modules/props/material_cache/prop_material_cache_pcm.h

85 lines
3.4 KiB
C++

#ifndef PROP_MATERIAL_CACHE_PCM_H
#define PROP_MATERIAL_CACHE_PCM_H
/*************************************************************************/
/* prop_material_cache_pcm.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 "prop_material_cache.h"
#include "core/containers/vector.h"
#include "core/math/color.h"
#include "core/object/resource.h"
#include "core/math/rect2.h"
#include "scene/resources/material/material.h"
class TexturePacker;
class PropData;
class PropMaterialCachePCM : public PropMaterialCache {
GDCLASS(PropMaterialCachePCM, PropMaterialCache);
public:
int get_texture_flags() const;
void set_texture_flags(const int flags);
int get_max_atlas_size() const;
void set_max_atlas_size(const int size);
bool get_keep_original_atlases() const;
void set_keep_original_atlases(const bool value);
Color get_background_color() const;
void set_background_color(const Color &color);
int get_margin() const;
void set_margin(const int margin);
Ref<AtlasTexture> texture_get_atlas_tex(const Ref<Texture> &texture);
Rect2 texture_get_uv_rect(const Ref<Texture> &texture);
void refresh_rects();
void initial_setup_default();
void _setup_material_albedo(Ref<Texture> texture);
PropMaterialCachePCM();
~PropMaterialCachePCM();
protected:
static void _bind_methods();
Ref<TexturePacker> _packer;
};
#endif