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https://github.com/Relintai/godot-lportal.git
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82 lines
2.9 KiB
C++
82 lines
2.9 KiB
C++
#pragma once
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// Copyright (c) 2019 Lawnjelly
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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#include "lvector.h"
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class LSource;
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class LRoomManager;
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class LRoom;
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class LLight;
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namespace Lawn {class LBitField_Dynamic;}
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class LTrace
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{
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public:
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enum eTraceFlags
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{
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CULL_SOBS = 1 << 0,
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CULL_DOBS = 1 << 1,
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TOUCH_ROOMS = 1 << 2,
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MAKE_ROOM_VISIBLE = 1 << 3,
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DONT_TRACE_PORTALS = 1 << 4,
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};
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enum eLightRun
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{
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LR_ALL, // runtime find all shadow casters
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LR_ROOMS, // find affected rooms
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LR_CONVERT, // initial conversion
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};
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void Trace_Prepare(LRoomManager &manager, const LSource &cam, Lawn::LBitField_Dynamic &BF_SOBs, Lawn::LBitField_Dynamic &BF_Rooms, LVector<int> &visible_SOBs, LVector<int> &visible_Rooms);
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// void Trace_Prepare(LRoomManager &manager, const LCamera &cam, Lawn::LBitField_Dynamic &BF_SOBs, Lawn::LBitField_Dynamic &BF_DOBs, Lawn::LBitField_Dynamic &BF_Rooms, LVector<int> &visible_SOBs, LVector<int> &visible_DOBs, LVector<int> &visible_Rooms);
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void Trace_SetFlags(unsigned int flags) {m_TraceFlags = flags;}
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void Trace_Begin(LRoom &room, LVector<Plane> &planes);
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// simpler method of doing a trace for lights, no need to call prepare and begin
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bool Trace_Light(LRoomManager &manager, const LLight &light, eLightRun eRun);
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private:
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void AddSpotlightPlanes(LVector<Plane> &planes) const;
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void Trace_Recursive(int depth, LRoom &room, const LVector<Plane> &planes, int first_portal_plane);
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void CullSOBs(LRoom &room, const LVector<Plane> &planes);
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void CullDOBs(LRoom &room, const LVector<Plane> &planes);
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void FirstTouch(LRoom &room);
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void DetectFirstTouch(LRoom &room);
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LRoomManager * m_pManager;
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const LSource * m_pCamera;
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Lawn::LBitField_Dynamic * m_pBF_SOBs;
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//Lawn::LBitField_Dynamic * m_pBF_DOBs;
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Lawn::LBitField_Dynamic * m_pBF_Rooms;
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LVector<int> * m_pVisible_SOBs;
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//LVector<int> * m_pVisible_DOBs;
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LVector<int> * m_pVisible_Rooms;
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unsigned int m_TraceFlags;
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};
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