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72 lines
2.3 KiB
C++
72 lines
2.3 KiB
C++
#ifndef TERRAIN_ENVIRONMENT_DATA_H
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#define TERRAIN_ENVIRONMENT_DATA_H
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/*
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Copyright (c) 2019-2023 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/math/color.h"
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#include "core/object/resource.h"
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#include "../defines.h"
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#include "scene/3d/light.h"
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#include "scene/3d/world_environment_3d.h"
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#include "scene/main/node.h"
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class TerrainEnvironmentData : public Resource {
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GDCLASS(TerrainEnvironmentData, Resource);
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public:
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Ref<Environment3D> get_environment();
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void set_environment(const Ref<Environment3D> &value);
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Color get_color(const int index);
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void set_color(const int index, const Color &value);
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float get_energy(const int index);
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void set_energy(const int index, const float value);
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float get_indirect_energy(const int index);
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void set_indirect_energy(const int index, const float value);
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void setup(WorldEnvironment3D *world_environment, DirectionalLight *primary_light, DirectionalLight *secondary_light);
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void setup_bind(Node *world_environment, Node *primary_light, Node *secondary_light);
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TerrainEnvironmentData();
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~TerrainEnvironmentData();
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public:
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enum {
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LIGHT_COUNT = 2,
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};
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protected:
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static void _bind_methods();
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private:
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Ref<Environment3D> _environment;
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Color _colors[LIGHT_COUNT];
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float _energies[LIGHT_COUNT];
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float _indirect_energies[LIGHT_COUNT];
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};
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#endif
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