mirror of
https://github.com/Relintai/pandemonium_engine.git
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159 lines
5.4 KiB
C++
159 lines
5.4 KiB
C++
#ifndef TERRAIN_LIBRARY_H
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#define TERRAIN_LIBRARY_H
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/*
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Copyright (c) 2019-2022 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/resource.h"
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#include "core/math/rect2.h"
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#include "scene/resources/material.h"
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#include "../data/terrain_light.h"
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#include "terrain_surface.h"
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class TerrainMaterialCache;
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class TerrainSurface;
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class TerrainMesher;
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class PackedScene;
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class TerrainChunk;
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#ifdef PROPS_PRESENT
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class PropData;
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#endif
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class TerrainLibrary : public Resource {
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GDCLASS(TerrainLibrary, Resource)
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public:
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enum {
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MATERIAL_INDEX_TERRAIN = 0,
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MATERIAL_INDEX_LIQUID = 1,
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MATERIAL_INDEX_PROP = 2,
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};
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public:
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bool get_initialized() const;
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void set_initialized(const bool value);
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bool supports_caching();
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virtual bool _supports_caching();
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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_cache_get_key(Ref<TerrainChunk> chunk);
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virtual void _material_cache_get_key(Ref<TerrainChunk> chunk);
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Ref<TerrainMaterialCache> material_cache_get(const int key);
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virtual Ref<TerrainMaterialCache> _material_cache_get(const int key);
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void material_cache_unref(const int key);
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virtual void _material_cache_unref(const int key);
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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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Ref<Material> liquid_material_get(const int index);
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Ref<Material> liquid_material_lod_get(const int index);
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void liquid_material_cache_get_key(Ref<TerrainChunk> chunk);
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virtual void _liquid_material_cache_get_key(Ref<TerrainChunk> chunk);
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Ref<TerrainMaterialCache> liquid_material_cache_get(const int key);
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virtual Ref<TerrainMaterialCache> _liquid_material_cache_get(const int key);
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void liquid_material_cache_unref(const int key);
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virtual void _liquid_material_cache_unref(const int key);
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void liquid_material_add(const Ref<Material> &value);
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void liquid_material_set(const int index, const Ref<Material> &value);
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void liquid_material_remove(const int index);
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int liquid_material_get_num() const;
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void liquid_materials_clear();
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Vector<Variant> liquid_materials_get();
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void liquid_materials_set(const Vector<Variant> &materials);
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Ref<Material> prop_material_get(const int index);
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Ref<Material> prop_material_lod_get(const int index);
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void prop_material_cache_get_key(Ref<TerrainChunk> chunk);
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virtual void _prop_material_cache_get_key(Ref<TerrainChunk> chunk);
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Ref<TerrainMaterialCache> prop_material_cache_get(const int key);
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virtual Ref<TerrainMaterialCache> _prop_material_cache_get(const int key);
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void prop_material_cache_unref(const int key);
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virtual void _prop_material_cache_unref(const int key);
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void prop_material_add(const Ref<Material> &value);
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void prop_material_set(const int index, const Ref<Material> &value);
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void prop_material_remove(const int index);
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int prop_material_get_num() const;
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void prop_materials_clear();
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Vector<Variant> prop_materials_get();
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void prop_materials_set(const Vector<Variant> &materials);
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virtual Ref<TerrainSurface> terra_surface_get(const int index);
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virtual void terra_surface_add(Ref<TerrainSurface> value);
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virtual void terra_surface_set(const int index, Ref<TerrainSurface> value);
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virtual void terra_surface_remove(const int index);
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virtual int terra_surface_get_num() const;
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virtual void terra_surfaces_clear();
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virtual Ref<PackedScene> scene_get(const int id);
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virtual void scene_add(Ref<PackedScene> value);
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virtual void scene_set(const int id, Ref<PackedScene> value);
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virtual void scene_remove(const int id);
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virtual int scene_get_num() const;
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virtual void scenes_clear();
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#ifdef PROPS_PRESENT
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virtual Ref<PropData> prop_get(const int id);
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virtual void prop_add(Ref<PropData> value);
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virtual bool prop_has(const Ref<PropData> &value) const;
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virtual void prop_set(const int id, Ref<PropData> value);
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virtual void prop_remove(const int id);
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virtual int prop_get_num() const;
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virtual void props_clear();
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virtual Rect2 get_prop_uv_rect(const Ref<Texture> &texture);
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#endif
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virtual void refresh_rects();
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void setup_material_albedo(int material_index, Ref<Texture> texture);
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TerrainLibrary();
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~TerrainLibrary();
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protected:
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static void _bind_methods();
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bool _initialized;
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Vector<Ref<Material>> _materials;
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Vector<Ref<Material>> _liquid_materials;
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Vector<Ref<Material>> _prop_materials;
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};
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#endif // TERRAIN_LIBRARY_H
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