mirror of
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126 lines
6.3 KiB
C++
126 lines
6.3 KiB
C++
/*************************************************************************/
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/* terrain_environment_data.cpp */
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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 "terrain_environment_data.h"
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#include "scene/resources/environment_3d.h"
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Ref<Environment3D> TerrainEnvironmentData::get_environment() {
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return _environment;
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}
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void TerrainEnvironmentData::set_environment(const Ref<Environment3D> &value) {
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_environment = value;
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}
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Color TerrainEnvironmentData::get_color(const int index) {
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ERR_FAIL_INDEX_V(index, LIGHT_COUNT, Color());
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return _colors[index];
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}
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void TerrainEnvironmentData::set_color(const int index, const Color &value) {
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ERR_FAIL_INDEX(index, LIGHT_COUNT);
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_colors[index] = value;
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}
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float TerrainEnvironmentData::get_energy(const int index) {
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ERR_FAIL_INDEX_V(index, LIGHT_COUNT, 0);
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return _energies[index];
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}
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void TerrainEnvironmentData::set_energy(const int index, const float value) {
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ERR_FAIL_INDEX(index, LIGHT_COUNT);
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_energies[index] = value;
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}
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float TerrainEnvironmentData::get_indirect_energy(const int index) {
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ERR_FAIL_INDEX_V(index, LIGHT_COUNT, 0);
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return _indirect_energies[index];
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}
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void TerrainEnvironmentData::set_indirect_energy(const int index, const float value) {
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ERR_FAIL_INDEX(index, LIGHT_COUNT);
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_indirect_energies[index] = value;
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}
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void TerrainEnvironmentData::setup(WorldEnvironment3D *world_environment, DirectionalLight *primary_light, DirectionalLight *secondary_light) {
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if (has_method("_setup")) {
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call("_setup", world_environment, primary_light, secondary_light);
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}
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}
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void TerrainEnvironmentData::setup_bind(Node *world_environment, Node *primary_light, Node *secondary_light) {
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setup(Object::cast_to<WorldEnvironment3D>(world_environment), Object::cast_to<DirectionalLight>(primary_light), Object::cast_to<DirectionalLight>(secondary_light));
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}
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TerrainEnvironmentData::TerrainEnvironmentData() {
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_colors[0] = Color(1, 1, 1, 1);
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_colors[1] = Color(1, 1, 1, 1);
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_energies[0] = 1;
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_energies[1] = 1;
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_indirect_energies[0] = 1;
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_indirect_energies[1] = 1;
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}
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TerrainEnvironmentData::~TerrainEnvironmentData() {
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_environment.unref();
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}
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void TerrainEnvironmentData::_bind_methods() {
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BIND_VMETHOD(MethodInfo("_setup", PropertyInfo(Variant::OBJECT, "world_environment", PROPERTY_HINT_RESOURCE_TYPE, "WorldEnvironment3D"), PropertyInfo(Variant::OBJECT, "primary_light", PROPERTY_HINT_RESOURCE_TYPE, "DirectionalLight"), PropertyInfo(Variant::OBJECT, "secondary_light", PROPERTY_HINT_RESOURCE_TYPE, "DirectionalLight")));
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ClassDB::bind_method(D_METHOD("get_environment"), &TerrainEnvironmentData::get_environment);
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ClassDB::bind_method(D_METHOD("set_environment", "value"), &TerrainEnvironmentData::set_environment);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment3D"), "set_environment", "get_environment");
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ClassDB::bind_method(D_METHOD("get_color", "index"), &TerrainEnvironmentData::get_color);
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ClassDB::bind_method(D_METHOD("set_color", "index", "value"), &TerrainEnvironmentData::set_color);
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ClassDB::bind_method(D_METHOD("get_energy", "index"), &TerrainEnvironmentData::get_energy);
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ClassDB::bind_method(D_METHOD("set_energy", "index", "value"), &TerrainEnvironmentData::set_energy);
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ClassDB::bind_method(D_METHOD("get_indirect_energy", "index"), &TerrainEnvironmentData::get_indirect_energy);
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ClassDB::bind_method(D_METHOD("set_indirect_energy", "index", "value"), &TerrainEnvironmentData::set_indirect_energy);
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ADD_PROPERTYI(PropertyInfo(Variant::COLOR, "primary_light_color"), "set_color", "get_color", 0);
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ADD_PROPERTYI(PropertyInfo(Variant::REAL, "primary_light_energy"), "set_energy", "get_energy", 0);
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ADD_PROPERTYI(PropertyInfo(Variant::REAL, "primary_light_indirect_energy"), "set_indirect_energy", "get_indirect_energy", 0);
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ADD_PROPERTYI(PropertyInfo(Variant::COLOR, "secondary_light_color"), "set_color", "get_color", 1);
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ADD_PROPERTYI(PropertyInfo(Variant::REAL, "secondary_light_energy"), "set_energy", "get_energy", 1);
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ADD_PROPERTYI(PropertyInfo(Variant::REAL, "secondary_light_indirect_energy"), "set_indirect_energy", "get_indirect_energy", 1);
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ClassDB::bind_method(D_METHOD("setup", "world_environment", "primary_light", "secondary_light"), &TerrainEnvironmentData::setup_bind);
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BIND_CONSTANT(LIGHT_COUNT);
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}
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