pandemonium_engine/modules/vertex_lights_2d/vertex_light_data.h

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#ifndef VERTEX_LIGHT_DATA_H
#define VERTEX_LIGHT_DATA_H
/*************************************************************************/
/* vertex_light_data.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 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. */
/*************************************************************************/
#include "core/containers/hash_map.h"
#include "core/containers/list.h"
#include "core/containers/rid.h"
#include "core/containers/vector.h"
#include "core/math/color.h"
#include "core/math/vector2i.h"
#include "vertex_lights_2d_server.h"
class VertexLightMap2D;
class VertexLightQuadrant2D;
class VertexLightData2D;
class VertexLightData2D : public RID_Data {
public:
Vector2 position;
Color color;
VertexLights2DServer::VertexLight2DMode mode;
Vector2i z_range;
Vector2i layer_range;
int item_cull_mask;
VertexLightMap2D *map;
VertexLightQuadrant2D *quadrant;
RID self;
VertexLightData2D() {
map = NULL;
quadrant = NULL;
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color = Color(1, 1, 1, 1);
item_cull_mask = 1;
z_range = Vector2i(-1024, 1024);
mode = VertexLights2DServer::VERTEX_LIGHT_2D_MODE_ADD;
}
};
class VertexLightQuadrant2D {
public:
Vector2i position;
LocalVector<VertexLightData2D *> lights;
VertexLightMap2D *map;
void get_lights(List<VertexLightData2D *> *p_lights);
VertexLightQuadrant2D() {
map = NULL;
}
};
class VertexLightMap2D : public RID_Data {
public:
HashMap<Vector2i, VertexLightQuadrant2D *> quadrants;
Vector2i quadrant_size;
RID self;
void recreate_quadrants();
void get_lights(List<VertexLightData2D *> *p_lights);
void add_light(VertexLightData2D *p_light);
void remove_light(VertexLightData2D *p_light);
VertexLightQuadrant2D *get_quadrant_for_position(const Vector2 &p_position);
void set_light_position(VertexLightData2D *p_light, const Vector2 &p_position);
void clear();
_FORCE_INLINE_ Vector2i to_quadrant_position(const Vector2 &p_position) {
return Vector2i(p_position.x / quadrant_size.x, p_position.y / quadrant_size.y);
}
_FORCE_INLINE_ Vector2 to_position(const Vector2i &p_quadrant_position) {
return Vector2(p_quadrant_position.x * quadrant_size.x, p_quadrant_position.y * quadrant_size.y);
}
};
#endif