9b8696d3dd
-=-=-=-=-=-= -Support for lightmap baker, have fun figuring out how it works before tutorial is published.
85 lines
1.5 KiB
C++
85 lines
1.5 KiB
C++
#ifndef BAKED_LIGHT_EDITOR_PLUGIN_H
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#define BAKED_LIGHT_EDITOR_PLUGIN_H
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#include "tools/editor/editor_plugin.h"
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#include "tools/editor/editor_node.h"
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#include "tools/editor/plugins/baked_light_baker.h"
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#include "scene/gui/spin_box.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class MeshInstance;
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class BakedLightEditor : public Control {
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OBJ_TYPE(BakedLightEditor, Control );
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float update_timeout;
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DVector<uint8_t> octree_texture;
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BakedLightBaker *baker;
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AcceptDialog *err_dialog;
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HBoxContainer *bake_hbox;
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Button *button_bake;
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Button *button_reset;
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Label *bake_info;
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BakedLightInstance *node;
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enum Menu {
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MENU_OPTION_BAKE,
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MENU_OPTION_CLEAR
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};
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void _bake_pressed();
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void _clear_pressed();
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void _end_baking();
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void _menu_option(int);
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friend class BakedLightEditorPlugin;
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protected:
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void _node_removed(Node *p_node);
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static void _bind_methods();
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void _notification(int p_what);
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public:
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void edit(BakedLightInstance *p_baked_light);
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BakedLightEditor();
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~BakedLightEditor();
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};
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class BakedLightEditorPlugin : public EditorPlugin {
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OBJ_TYPE( BakedLightEditorPlugin, EditorPlugin );
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BakedLightEditor *baked_light_editor;
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EditorNode *editor;
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public:
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virtual String get_name() const { return "BakedLight"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_node);
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virtual bool handles(Object *p_node) const;
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virtual void make_visible(bool p_visible);
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BakedLightEditorPlugin(EditorNode *p_node);
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~BakedLightEditorPlugin();
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};
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#endif // MULTIMESH_EDITOR_PLUGIN_H
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