mirror of
https://github.com/Relintai/pandemonium_engine.git
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115 lines
3.5 KiB
C++
115 lines
3.5 KiB
C++
/*
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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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#ifndef TERRAIN_2D_MATERIAL_CACHE_H
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#define TERRAIN_2D_MATERIAL_CACHE_H
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#include "core/version.h"
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#if VERSION_MAJOR > 3
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#include "core/io/resource.h"
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#include "core/math/color.h"
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#include "core/templates/vector.h"
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#else
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#include "core/color.h"
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#include "core/resource.h"
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#include "core/vector.h"
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#endif
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#include "core/math/rect2.h"
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#include "scene/resources/material.h"
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#include "terrain_2d_library.h"
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#include "../defines.h"
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class Terrain2DLibrary;
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class Terrain2DMaterialCache : public Resource {
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GDCLASS(Terrain2DMaterialCache, 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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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();
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void material_set(const Ref<Material> &value);
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virtual Ref<Terrain2DSurface> surface_get(const int index);
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virtual Ref<Terrain2DSurface> surface_id_get(const int id);
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virtual void surface_add(Ref<Terrain2DSurface> value);
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virtual void surface_set(const int index, Ref<Terrain2DSurface> value);
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virtual void surface_remove(const int index);
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virtual int surface_get_num() const;
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virtual void surfaces_clear();
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virtual void additional_texture_add(const Ref<Texture> &texture);
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virtual void additional_texture_remove(const Ref<Texture> &texture);
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virtual void additional_texture_remove_index(const int index);
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virtual void additional_textures_clear();
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virtual int additional_texture_count();
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virtual Ref<Texture> additional_texture_get(const int index);
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virtual Ref<AtlasTexture> additional_texture_get_atlas(const int index);
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virtual Ref<AtlasTexture> additional_texture_get_atlas_tex(const Ref<Texture> &texture);
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virtual Rect2 additional_texture_get_rect(const Ref<Texture> &texture);
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virtual Rect2 additional_texture_get_uv_rect(const Ref<Texture> &texture);
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//todo rename to get texture, and make it a property.
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//mergers set it themselves
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//Also do it for props
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virtual Ref<Texture> texture_get_merged();
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#ifdef PROPS_2D_PRESENT
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void prop_add_textures(const Ref<Prop2DData> &prop);
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void prop_remove_textures(const Ref<Prop2DData> &prop);
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#endif
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virtual void refresh_rects();
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void setup_material_albedo(Ref<Texture> texture);
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#if VERSION_MAJOR >= 4
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GDVIRTUAL1(_setup_material_albedo, Ref<Texture>);
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#endif
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Terrain2DMaterialCache();
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~Terrain2DMaterialCache();
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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<Terrain2DSurface>> _surfaces;
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Ref<Material> _material;
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Vector<Ref<Texture>> _additional_textures;
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int _ref_count;
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};
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#endif
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