c7bc44d5ad
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!
120 lines
3.7 KiB
C++
120 lines
3.7 KiB
C++
/*************************************************************************/
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/* baked_light_editor_plugin.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#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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DVector<uint8_t> light_texture;
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DVector<int> octree_sampler;
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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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Button *button_make_lightmaps;
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Label *bake_info;
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uint64_t last_rays_time;
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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_lightmaps();
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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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