godot/modules/gltf/gltf_spec_gloss.h

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3.0 KiB
C++

/*************************************************************************/
/* gltf_spec_gloss.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 GLTF_SPEC_GLOSS_H
#define GLTF_SPEC_GLOSS_H
#include "core/image.h"
#include "core/resource.h"
class GLTFSpecGloss : public Resource {
GDCLASS(GLTFSpecGloss, Resource);
friend class GLTFDocument;
private:
Ref<Image> diffuse_img = nullptr;
Color diffuse_factor = Color(1.0f, 1.0f, 1.0f);
float gloss_factor = 1.0f;
Color specular_factor = Color(1.0f, 1.0f, 1.0f);
Ref<Image> spec_gloss_img = nullptr;
protected:
static void _bind_methods();
public:
Ref<Image> get_diffuse_img();
void set_diffuse_img(Ref<Image> p_diffuse_img);
Color get_diffuse_factor();
void set_diffuse_factor(Color p_diffuse_factor);
float get_gloss_factor();
void set_gloss_factor(float p_gloss_factor);
Color get_specular_factor();
void set_specular_factor(Color p_specular_factor);
Ref<Image> get_spec_gloss_img();
void set_spec_gloss_img(Ref<Image> p_spec_gloss_img);
};
#endif // GLTF_SPEC_GLOSS_H