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#ifndef VERTEX_LIGHT_3D_H
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#define VERTEX_LIGHT_3D_H
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/*************************************************************************/
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2024-04-21 15:27:36 +02:00
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/* vertex_light_3d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 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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#include "scene/main/spatial.h"
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#include "core/containers/hash_map.h"
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#include "core/containers/vector.h"
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#include "core/math/color.h"
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#include "core/math/vector2i.h"
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#include "vertex_lights_3d_server.h"
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class VertexLight3D : public Spatial {
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GDCLASS(VertexLight3D, Spatial);
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public:
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enum VertexLight3DMode {
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VERTEX_LIGHT_3D_MODE_ADD = VertexLights3DServer::VERTEX_LIGHT_3D_MODE_ADD,
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VERTEX_LIGHT_3D_MODE_SUB = VertexLights3DServer::VERTEX_LIGHT_3D_MODE_SUB,
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VERTEX_LIGHT_3D_MODE_MIX = VertexLights3DServer::VERTEX_LIGHT_3D_MODE_MIX,
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//VERTEX_LIGHT_3D_MODE_MASK = VertexLights3DServer::VERTEX_LIGHT_3D_MODE_MASK
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};
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bool get_is_enabled();
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void set_enabled(const bool p_enabled);
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real_t get_range();
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void set_range(const real_t p_range);
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real_t get_attenuation();
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void set_attenuation(const real_t p_attenuation);
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Color get_color();
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void set_color(const Color &p_color);
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VertexLight3D::VertexLight3DMode get_mode();
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void set_mode(const VertexLight3D::VertexLight3DMode p_mode);
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int get_item_cull_mask();
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void set_item_cull_mask(const int p_item_cull_mask);
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VertexLight3D();
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~VertexLight3D();
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protected:
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void _notification(int p_what);
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void _update_light_visibility();
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static void _bind_methods();
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RID _vertex_light;
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bool _enabled;
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real_t _range;
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real_t _attenuation;
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Color _color;
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VertexLight3DMode _mode;
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int _item_cull_mask;
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};
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VARIANT_ENUM_CAST(VertexLight3D::VertexLight3DMode);
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#endif
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