pandemonium_engine/modules/vertex_lights_3d/vertex_lights_3d_server.h

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#ifndef VERTEX_LIGHT_3D_SERVER_H
#define VERTEX_LIGHT_3D_SERVER_H
/*************************************************************************/
/* vertex_lights_3d.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/object/object.h"
#include "core/containers/hash_map.h"
#include "core/containers/hash_set.h"
#include "core/containers/list.h"
#include "core/containers/rid.h"
#include "core/containers/vector.h"
#include "core/math/color.h"
#include "core/math/vector3i.h"
class VertexLights3DServer : public Object {
GDCLASS(VertexLights3DServer, Object);
public:
enum VertexLight3DMode {
VERTEX_LIGHT_3D_MODE_ADD = 0,
VERTEX_LIGHT_3D_MODE_SUB,
VERTEX_LIGHT_3D_MODE_MIX,
//VERTEX_LIGHT_3D_MODE_MASK
};
// Defaults
Vector3i get_default_quadrant_size() const;
void set_default_quadrant_size(const Vector3i &p_size);
// Maps
RID map_create();
Vector3i map_get_quadrant_size(RID p_map) const;
void map_set_quadrant_size(RID p_map, const Vector3i &p_size);
Color map_get_base_color(RID p_map) const;
void map_set_base_color(RID p_map, const Color &p_base_color);
Array map_get_lights(RID p_map) const;
void map_clear(RID p_map);
// Lights
RID light_create();
RID light_get_map(RID p_light);
void light_set_map(RID p_light, RID p_map);
bool light_get_is_enabled(RID p_light);
void light_set_enabled(RID p_light, const bool p_enabled);
Vector3 light_get_position(RID p_light);
void light_set_position(RID p_light, const Vector3 &p_position);
real_t light_get_range(RID p_light);
void light_set_range(RID p_light, const real_t p_range);
real_t light_get_attenuation(RID p_light);
void light_set_attenuation(RID p_light, const real_t p_attenuation);
Color light_get_color(RID p_light);
void light_set_color(RID p_light, const Color &p_color);
VertexLights3DServer::VertexLight3DMode light_get_mode(RID p_light);
void light_set_mode(RID p_light, const VertexLights3DServer::VertexLight3DMode p_mode);
int light_get_item_cull_mask(RID p_light);
void light_set_item_cull_mask(RID p_light, const int p_item_cull_mask);
// Sampling
Color sample_light_value(RID p_map, const Vector3 &p_position, const int p_item_cull_mask = 1);
Color sample_light(RID p_map, const Vector3 &p_position, const Vector3 &p_normal, const int p_item_cull_mask = 1);
// Rest
void free(RID p_rid);
void init();
void flush_notifications();
_FORCE_INLINE_ static VertexLights3DServer *get_singleton() {
return _self;
}
VertexLights3DServer();
~VertexLights3DServer();
protected:
void register_update();
void unregister_update();
static void _bind_methods();
class VertexLightMap3D;
class VertexLightQuadrant3D;
class VertexLightData3D;
class VertexLightData3D : public RID_Data {
public:
bool enabled;
Vector3 position;
real_t range;
real_t attenuation;
Color color;
VertexLights3DServer::VertexLight3DMode mode;
int item_cull_mask;
VertexLightMap3D *map;
VertexLightQuadrant3D *quadrant;
RID self;
VertexLightData3D() {
map = NULL;
quadrant = NULL;
enabled = true;
range = 5;
attenuation = 1;
color = Color(1, 1, 1, 1);
item_cull_mask = 1;
mode = VertexLights3DServer::VERTEX_LIGHT_3D_MODE_ADD;
}
};
class VertexLightQuadrant3D {
public:
Vector3i position;
LocalVector<VertexLightData3D *> lights;
VertexLightMap3D *map;
void get_lights(List<VertexLightData3D *> *p_lights);
Color sample_light_value(const Color &p_current_color, const Vector3 &p_position, const int p_item_cull_mask);
Color sample_light(const Color &p_current_color, const Vector3 &p_position, const Vector3 &p_normal, const int p_item_cull_mask);
VertexLightQuadrant3D() {
map = NULL;
}
};
class VertexLightMap3D : public RID_Data {
public:
HashMap<Vector3i, VertexLightQuadrant3D *> quadrants;
Vector3i quadrant_size;
Color base_color;
RID self;
void recreate_quadrants();
void get_lights(List<VertexLightData3D *> *p_lights);
void add_light(VertexLightData3D *p_light);
void remove_light(VertexLightData3D *p_light);
VertexLightQuadrant3D *get_quadrant_for_position(const Vector3 &p_position);
void set_light_position(VertexLightData3D *p_light, const Vector3 &p_position);
void clear();
Color sample_light_value(const Vector3 &p_position, const int p_item_cull_mask);
Color sample_light(const Vector3 &p_position, const Vector3 &p_normal, const int p_item_cull_mask);
_FORCE_INLINE_ Vector3i to_quadrant_position(const Vector3 &p_position) {
return Vector3i(p_position.x / quadrant_size.x, p_position.y / quadrant_size.y, p_position.z / quadrant_size.z);
}
_FORCE_INLINE_ Vector3 to_position(const Vector3i &p_quadrant_position) {
return Vector3(p_quadrant_position.x * quadrant_size.x, p_quadrant_position.y * quadrant_size.y, p_quadrant_position.z * quadrant_size.z);
}
};
_FORCE_INLINE_ void _light_changed(const VertexLightData3D *p_light) const {
if (p_light && p_light->enabled && p_light->map) {
_changed_maps.insert(p_light->map->self);
}
}
_FORCE_INLINE_ void _light_enabled_changed(const VertexLightData3D *p_light) const {
if (p_light && p_light->map) {
_changed_maps.insert(p_light->map->self);
}
}
_FORCE_INLINE_ void _map_changed(const VertexLightMap3D *p_map) const {
if (p_map) {
_changed_maps.insert(p_map->self);
}
}
mutable RID_Owner<VertexLightMap3D> map_owner;
mutable RID_Owner<VertexLightData3D> light_owner;
Vector3i _default_quadrant_size;
// Maybe an api could be adde that's per quadrant
mutable HashSet<RID> _changed_maps;
StringName _map_changed_name;
static VertexLights3DServer *_self;
};
VARIANT_ENUM_CAST(VertexLights3DServer::VertexLight3DMode);
#endif