mirror of
https://github.com/Relintai/pandemonium_engine.git
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117 lines
5.1 KiB
C++
117 lines
5.1 KiB
C++
/*
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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 "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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