virtualx-engine/tools/editor/plugins/baked_light_editor_plugin.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

120 lines
3.7 KiB
C++

/*************************************************************************/
/* baked_light_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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_EDITOR_PLUGIN_H
#define BAKED_LIGHT_EDITOR_PLUGIN_H
#include "tools/editor/editor_plugin.h"
#include "tools/editor/editor_node.h"
#include "tools/editor/plugins/baked_light_baker.h"
#include "scene/gui/spin_box.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class MeshInstance;
class BakedLightEditor : public Control {
OBJ_TYPE(BakedLightEditor, Control );
float update_timeout;
DVector<uint8_t> octree_texture;
DVector<uint8_t> light_texture;
DVector<int> octree_sampler;
BakedLightBaker *baker;
AcceptDialog *err_dialog;
HBoxContainer *bake_hbox;
Button *button_bake;
Button *button_reset;
Button *button_make_lightmaps;
Label *bake_info;
uint64_t last_rays_time;
BakedLightInstance *node;
enum Menu {
MENU_OPTION_BAKE,
MENU_OPTION_CLEAR
};
void _bake_lightmaps();
void _bake_pressed();
void _clear_pressed();
void _end_baking();
void _menu_option(int);
friend class BakedLightEditorPlugin;
protected:
void _node_removed(Node *p_node);
static void _bind_methods();
void _notification(int p_what);
public:
void edit(BakedLightInstance *p_baked_light);
BakedLightEditor();
~BakedLightEditor();
};
class BakedLightEditorPlugin : public EditorPlugin {
OBJ_TYPE( BakedLightEditorPlugin, EditorPlugin );
BakedLightEditor *baked_light_editor;
EditorNode *editor;
public:
virtual String get_name() const { return "BakedLight"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_node);
virtual bool handles(Object *p_node) const;
virtual void make_visible(bool p_visible);
BakedLightEditorPlugin(EditorNode *p_node);
~BakedLightEditorPlugin();
};
#endif // MULTIMESH_EDITOR_PLUGIN_H