Rename GI Classes
* GIProbe is now VoxelGI * BakedLightmap is now LightmapGI As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
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editor/plugins/voxel_gi_editor_plugin.h
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editor/plugins/voxel_gi_editor_plugin.h
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/*************************************************************************/
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/* voxel_gi_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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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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 VOXEL_GIEDITORPLUGIN_H
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#define VOXEL_GIEDITORPLUGIN_H
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#include "editor/editor_node.h"
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#include "editor/editor_plugin.h"
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#include "scene/3d/voxel_gi.h"
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#include "scene/resources/material.h"
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class VoxelGIEditorPlugin : public EditorPlugin {
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GDCLASS(VoxelGIEditorPlugin, EditorPlugin);
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VoxelGI *voxel_gi;
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HBoxContainer *bake_hb;
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Label *bake_info;
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Button *bake;
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EditorNode *editor;
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EditorFileDialog *probe_file;
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static EditorProgress *tmp_progress;
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static void bake_func_begin(int p_steps);
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static void bake_func_step(int p_step, const String &p_description);
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static void bake_func_end();
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void _bake();
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void _voxel_gi_save_path_and_bake(const String &p_path);
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protected:
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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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virtual String get_name() const override { return "VoxelGI"; }
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bool has_main_screen() const override { return false; }
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virtual void edit(Object *p_object) override;
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virtual bool handles(Object *p_object) const override;
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virtual void make_visible(bool p_visible) override;
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VoxelGIEditorPlugin(EditorNode *p_node);
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~VoxelGIEditorPlugin();
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};
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#endif // VOXEL_GIEDITORPLUGIN_H
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