pandemonium_engine/modules/vertex_lights_2d/vertex_lights_2d.h

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#ifndef VERTEX_LIGHTS_2D_H
#define VERTEX_LIGHTS_2D_H
/*************************************************************************/
/* vertex_lights_2d.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/vector.h"
#include "core/math/color.h"
#include "core/math/vector2i.h"
class VertexLightMap2D;
class VertexLightQuadrant2D;
class VertexLightData2D;
class VertexLights2D : public Object {
GDCLASS(VertexLights2D, Object);
public:
enum VertexLight2DMode {
VERTEX_LIGHT_2D_MODE_ADD = 0,
VERTEX_LIGHT_2D_MODE_SUB,
VERTEX_LIGHT_2D_MODE_MIX,
//VERTEX_LIGHT_2D_MODE_MASK
};
/*
Transform get_transform() const;
void set_transform(const Transform &p_transform);
real_t get_range() const;
void set_range(const real_t value);
real_t get_attenuation() const;
void set_attenuation(const real_t value);
Color get_color() const;
void set_color(const Color value);
real_t get_energy() const;
void set_energy(const real_t value);
real_t get_indirect_energy() const;
void set_indirect_energy(const real_t value);
bool get_negative() const;
void set_negative(const bool value);
real_t get_specular() const;
void set_specular(const real_t value);
*/
_FORCE_INLINE_ static VertexLights2D *get_singleton() {
return _self;
}
VertexLights2D();
~VertexLights2D();
protected:
static void _bind_methods();
mutable RID_Owner<VertexLightMap2D> map_owner;
mutable RID_Owner<VertexLightQuadrant2D> quadrant_owner;
mutable RID_Owner<VertexLightData2D> light_data_owner;
Vector2i _default_quadrant_size;
static VertexLights2D *_self;
};
VARIANT_ENUM_CAST(VertexLights2D::VertexLight2DMode);
#endif