godot/scene/3d/baked_light_instance.h

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#ifndef BAKED_LIGHT_INSTANCE_H
#define BAKED_LIGHT_INSTANCE_H
#include "scene/3d/visual_instance.h"
#include "scene/resources/baked_light.h"
class BakedLightBaker;
class BakedLightInstance : public VisualInstance {
OBJ_TYPE(BakedLightInstance,VisualInstance);
Ref<BakedLight> baked_light;
protected:
static void _bind_methods();
public:
RID get_baked_light_instance() const;
void set_baked_light(const Ref<BakedLight>& baked_light);
Ref<BakedLight> get_baked_light() const;
virtual AABB get_aabb() const;
virtual DVector<Face3> get_faces(uint32_t p_usage_flags) const;
BakedLightInstance();
};
class BakedLightSampler : public VisualInstance {
OBJ_TYPE(BakedLightSampler,VisualInstance);
public:
enum Param {
PARAM_RADIUS=VS::BAKED_LIGHT_SAMPLER_RADIUS,
PARAM_STRENGTH=VS::BAKED_LIGHT_SAMPLER_STRENGTH,
PARAM_ATTENUATION=VS::BAKED_LIGHT_SAMPLER_ATTENUATION,
PARAM_DETAIL_RATIO=VS::BAKED_LIGHT_SAMPLER_DETAIL_RATIO,
PARAM_MAX=VS::BAKED_LIGHT_SAMPLER_MAX
};
protected:
RID base;
float params[PARAM_MAX];
int resolution;
static void _bind_methods();
public:
virtual AABB get_aabb() const;
virtual DVector<Face3> get_faces(uint32_t p_usage_flags) const;
void set_param(Param p_param,float p_value);
float get_param(Param p_param) const;
void set_resolution(int p_resolution);
int get_resolution() const;
BakedLightSampler();
~BakedLightSampler();
};
VARIANT_ENUM_CAST( BakedLightSampler::Param );
#endif // BAKED_LIGHT_H