godot/scene/resources/baked_light.h
Rémi Verschelde a7fc04626a Add missing license headers in our source files (#5255)
Also removes a couple wrong Godot headers from third-party source files.
2016-06-18 14:46:12 +02:00

200 lines
5.7 KiB
C++

/*************************************************************************/
/* baked_light.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef BAKED_LIGHT_H
#define BAKED_LIGHT_H
#include "resource.h"
#include "scene/resources/texture.h"
class BakedLight : public Resource {
OBJ_TYPE( BakedLight, Resource);
public:
enum Mode {
MODE_OCTREE,
MODE_LIGHTMAPS
};
enum Format {
FORMAT_RGB,
FORMAT_HDR8,
FORMAT_HDR16
};
enum BakeFlags {
BAKE_DIFFUSE,
BAKE_SPECULAR,
BAKE_TRANSLUCENT,
BAKE_CONSERVE_ENERGY,
BAKE_LINEAR_COLOR,
BAKE_MAX
};
private:
RID baked_light;
Mode mode;
struct LightMap {
Size2i gen_size;
Ref<Texture> texture;
};
Vector< LightMap> lightmaps;
//bake vars
int cell_subdiv;
int lattice_subdiv;
float plot_size;
float energy_multiply;
float gamma_adjust;
float cell_extra_margin;
float edge_damp;
float normal_damp;
float tint;
float ao_radius;
float ao_strength;
float saturation;
int bounces;
bool transfer_only_uv2;
Format format;
bool flags[BAKE_MAX];
void _update_lightmaps();
Array _get_lightmap_data() const;
void _set_lightmap_data(Array p_array);
protected:
bool _set(const StringName& p_name, const Variant& p_value);
bool _get(const StringName& p_name,Variant &r_ret) const;
void _get_property_list( List<PropertyInfo> *p_list) const;
static void _bind_methods();
public:
void set_cell_subdivision(int p_subdiv);
int get_cell_subdivision() const;
void set_initial_lattice_subdiv(int p_size);
int get_initial_lattice_subdiv() const;
void set_plot_size(float p_size);
float get_plot_size() const;
void set_bounces(int p_size);
int get_bounces() const;
void set_energy_multiplier(float p_multiplier);
float get_energy_multiplier() const;
void set_gamma_adjust(float p_adjust);
float get_gamma_adjust() const;
void set_cell_extra_margin(float p_margin);
float get_cell_extra_margin() const;
void set_edge_damp(float p_margin);
float get_edge_damp() const;
void set_normal_damp(float p_margin);
float get_normal_damp() const;
void set_tint(float p_margin);
float get_tint() const;
void set_saturation(float p_saturation);
float get_saturation() const;
void set_ao_radius(float p_ao_radius);
float get_ao_radius() const;
void set_ao_strength(float p_ao_strength);
float get_ao_strength() const;
void set_realtime_color_enabled(const bool p_enabled);
bool get_realtime_color_enabled() const;
void set_realtime_color(const Color& p_realtime_color);
Color get_realtime_color() const;
void set_realtime_energy(const float p_realtime_energy);
float get_realtime_energy() const;
void set_bake_flag(BakeFlags p_flags,bool p_enable);
bool get_bake_flag(BakeFlags p_flags) const;
void set_format(Format p_margin);
Format get_format() const;
void set_transfer_lightmaps_only_to_uv2(bool p_enable);
bool get_transfer_lightmaps_only_to_uv2() const;
void set_mode(Mode p_mode);
Mode get_mode() const;
void set_octree(const DVector<uint8_t>& p_octree);
DVector<uint8_t> get_octree() const;
void set_light(const DVector<uint8_t>& p_light);
DVector<uint8_t> get_light() const;
void set_sampler_octree(const DVector<int>& p_sampler_octree);
DVector<int> get_sampler_octree() const;
void add_lightmap(const Ref<Texture> &p_texture,Size2 p_gen_size=Size2(256,256));
void set_lightmap_gen_size(int p_idx,const Size2& p_size);
Size2 get_lightmap_gen_size(int p_idx) const;
void set_lightmap_texture(int p_idx,const Ref<Texture> &p_texture);
Ref<Texture> get_lightmap_texture(int p_idx) const;
void erase_lightmap(int p_idx);
int get_lightmaps_count() const;
void clear_lightmaps();
virtual RID get_rid() const;
BakedLight();
~BakedLight();
};
VARIANT_ENUM_CAST(BakedLight::Format);
VARIANT_ENUM_CAST(BakedLight::Mode);
VARIANT_ENUM_CAST(BakedLight::BakeFlags);
#endif // BAKED_LIGHT_H