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Added an EnvironmentData class.
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@ -19,6 +19,7 @@ env.add_source_files(env.modules_sources,"world/voxel_buffer.cpp")
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env.add_source_files(env.modules_sources,"world/voxel_world.cpp")
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env.add_source_files(env.modules_sources,"world/voxel_chunk.cpp")
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env.add_source_files(env.modules_sources,"world/voxel_structure.cpp")
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env.add_source_files(env.modules_sources,"world/environment_data.cpp")
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env.add_source_files(env.modules_sources,"meshers/cubic_mesher/voxel_mesher_cubic.cpp")
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@ -13,6 +13,7 @@
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#include "world/voxel_world.h"
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#include "world/voxel_chunk.h"
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#include "world/voxel_structure.h"
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#include "world/environment_data.h"
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#include "meshers/cubic_mesher/voxel_mesher_cubic.h"
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#include "meshers/cubic_mesher/voxel_cube_points.h"
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@ -40,6 +41,7 @@ void register_voxelman_types() {
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ClassDB::register_class<VoxelWorld>();
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ClassDB::register_class<VoxelChunk>();
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ClassDB::register_class<VoxelStructure>();
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ClassDB::register_class<EnvironmentData>();
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ClassDB::register_class<VoxelMesherCubic>();
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ClassDB::register_class<VoxelCubePoints>();
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91
world/environment_data.cpp
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91
world/environment_data.cpp
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@ -0,0 +1,91 @@
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#include "environment_data.h"
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Ref<Environment> EnvironmentData::get_environment() {
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return _environment;
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}
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void EnvironmentData::set_environment(Ref<Environment> value) {
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_environment = value;
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}
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Color EnvironmentData::get_color(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 EnvironmentData::set_color(int index, 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 EnvironmentData::get_energy(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 EnvironmentData::set_energy(int index, 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 EnvironmentData::get_indirect_energy(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 EnvironmentData::set_indirect_energy(int index, 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 EnvironmentData::setup(WorldEnvironment *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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void EnvironmentData::setup_bind(Node *world_environment, Node *primary_light, Node *secondary_light) {
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setup(Object::cast_to<WorldEnvironment>(world_environment), Object::cast_to<DirectionalLight>(primary_light), Object::cast_to<DirectionalLight>(secondary_light));
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}
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EnvironmentData::EnvironmentData() {
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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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EnvironmentData::~EnvironmentData() {
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_environment.unref();
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}
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void EnvironmentData::_bind_methods() {
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BIND_VMETHOD(MethodInfo("_setup", PropertyInfo(Variant::OBJECT, "world_environment", PROPERTY_HINT_RESOURCE_TYPE, "WorldEnvironment"), 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"), &EnvironmentData::get_environment);
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ClassDB::bind_method(D_METHOD("set_environment", "value"), &EnvironmentData::set_environment);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"), "set_environment", "get_environment");
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ClassDB::bind_method(D_METHOD("get_color", "index"), &EnvironmentData::get_color);
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ClassDB::bind_method(D_METHOD("set_color", "index", "value"), &EnvironmentData::set_color);
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ClassDB::bind_method(D_METHOD("get_energy", "index"), &EnvironmentData::get_energy);
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ClassDB::bind_method(D_METHOD("set_energy", "index", "value"), &EnvironmentData::set_energy);
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ClassDB::bind_method(D_METHOD("get_indirect_energy", "index"), &EnvironmentData::get_indirect_energy);
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ClassDB::bind_method(D_METHOD("set_indirect_energy", "index", "value"), &EnvironmentData::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"), &EnvironmentData::setup_bind);
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BIND_CONSTANT(LIGHT_COUNT);
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}
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46
world/environment_data.h
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46
world/environment_data.h
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@ -0,0 +1,46 @@
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#ifndef ENVIRONMENT_DATA_H
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#define ENVIRONMENT_DATA_H
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#include "core/resource.h"
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#include "core/color.h"
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#include "scene/main/node.h"
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#include "scene/3d/world_environment.h"
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#include "scene/3d/light.h"
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class EnvironmentData : public Resource {
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GDCLASS(EnvironmentData, Resource);
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public:
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Ref<Environment> get_environment();
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void set_environment(Ref<Environment> value);
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Color get_color(int index);
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void set_color(int index, Color value);
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float get_energy(int index);
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void set_energy(int index, float value);
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float get_indirect_energy(int index);
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void set_indirect_energy(int index, float value);
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void setup(WorldEnvironment *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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EnvironmentData();
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~EnvironmentData();
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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<Environment> _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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