mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-23 04:16:50 +01:00
Allow setting abase color per map for vertex light 2ds. Also added VertexLight2DEnvironment Node so it can be changed easily using the SceneTree.
This commit is contained in:
parent
b353267679
commit
59a4fcfc70
@ -8,3 +8,4 @@ module_env.add_source_files(env.modules_sources,"register_types.cpp")
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module_env.add_source_files(env.modules_sources,"vertex_lights_2d_server.cpp")
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module_env.add_source_files(env.modules_sources,"vertex_lights_2d_server.cpp")
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module_env.add_source_files(env.modules_sources,"vertex_light_data.cpp")
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module_env.add_source_files(env.modules_sources,"vertex_light_data.cpp")
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module_env.add_source_files(env.modules_sources,"vertex_light_2d.cpp")
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module_env.add_source_files(env.modules_sources,"vertex_light_2d.cpp")
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module_env.add_source_files(env.modules_sources,"vertex_light_2d_environment.cpp")
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@ -12,6 +12,7 @@ def get_doc_classes():
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return [
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return [
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"VertexLights2DServer",
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"VertexLights2DServer",
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"VertexLight2D",
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"VertexLight2D",
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"VertexLight2DEnvironment",
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]
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]
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def get_doc_path():
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def get_doc_path():
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@ -34,6 +34,7 @@
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#include "core/config/engine.h"
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#include "core/config/engine.h"
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#include "vertex_light_2d.h"
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#include "vertex_light_2d.h"
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#include "vertex_light_2d_environment.h"
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#include "vertex_lights_2d_server.h"
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#include "vertex_lights_2d_server.h"
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VertexLights2DServer *vertex_lights_2d_server = NULL;
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VertexLights2DServer *vertex_lights_2d_server = NULL;
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@ -45,6 +46,7 @@ void register_vertex_lights_2d_types(ModuleRegistrationLevel p_level) {
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Engine::get_singleton()->add_singleton(Engine::Singleton("VertexLights2DServer", VertexLights2DServer::get_singleton()));
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Engine::get_singleton()->add_singleton(Engine::Singleton("VertexLights2DServer", VertexLights2DServer::get_singleton()));
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} else if (p_level == MODULE_REGISTRATION_LEVEL_SCENE) {
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} else if (p_level == MODULE_REGISTRATION_LEVEL_SCENE) {
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ClassDB::register_class<VertexLight2D>();
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ClassDB::register_class<VertexLight2D>();
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ClassDB::register_class<VertexLight2DEnvironment>();
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} else if (p_level == MODULE_REGISTRATION_LEVEL_FINALIZE) {
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} else if (p_level == MODULE_REGISTRATION_LEVEL_FINALIZE) {
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vertex_lights_2d_server->init();
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vertex_lights_2d_server->init();
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}
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}
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96
modules/vertex_lights_2d/vertex_light_2d_environment.cpp
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96
modules/vertex_lights_2d/vertex_light_2d_environment.cpp
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@ -0,0 +1,96 @@
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/*************************************************************************/
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/* vertex_light_2d.cpp */
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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 "vertex_light_2d_environment.h"
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#include "core/config/engine.h"
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#include "scene/resources/world_2d.h"
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#include "vertex_lights_2d_server.h"
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bool VertexLight2DEnvironment::get_is_enabled() {
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return _enabled;
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}
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void VertexLight2DEnvironment::set_enabled(const bool p_enabled) {
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_enabled = p_enabled;
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_update_light_visibility();
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}
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Color VertexLight2DEnvironment::get_color() {
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return _color;
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}
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void VertexLight2DEnvironment::set_color(const Color &p_color) {
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_color = p_color;
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_update_light_visibility();
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}
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VertexLight2DEnvironment::VertexLight2DEnvironment() {
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_enabled = true;
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}
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VertexLight2DEnvironment::~VertexLight2DEnvironment() {
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}
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void VertexLight2DEnvironment::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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_update_light_visibility();
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} break;
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case NOTIFICATION_VISIBILITY_CHANGED: {
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_update_light_visibility();
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} break;
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}
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}
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void VertexLight2DEnvironment::_update_light_visibility() {
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if (!is_inside_tree() || !_enabled || !is_visible_in_tree()) {
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return;
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}
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Ref<World2D> world = get_world_2d();
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ERR_FAIL_COND(!world.is_valid());
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RID map = world->get_vertex_lights_2d_map();
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VertexLights2DServer::get_singleton()->map_set_base_color(map, _color);
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}
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void VertexLight2DEnvironment::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_is_enabled"), &VertexLight2DEnvironment::get_is_enabled);
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ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &VertexLight2DEnvironment::set_enabled);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "get_is_enabled");
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ClassDB::bind_method(D_METHOD("get_color"), &VertexLight2DEnvironment::get_color);
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ClassDB::bind_method(D_METHOD("set_color", "color"), &VertexLight2DEnvironment::set_color);
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
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}
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66
modules/vertex_lights_2d/vertex_light_2d_environment.h
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66
modules/vertex_lights_2d/vertex_light_2d_environment.h
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@ -0,0 +1,66 @@
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#ifndef VERTEX_LIGHT_2D_ENVIRONMENT_H
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#define VERTEX_LIGHT_2D_ENVIRONMENT_H
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/*************************************************************************/
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/* vertex_2d.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/node_2d.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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class VertexLight2DEnvironment : public Node2D {
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GDCLASS(VertexLight2DEnvironment, Node2D);
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public:
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bool get_is_enabled();
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void set_enabled(const bool p_enabled);
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Color get_color();
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void set_color(const Color &p_color);
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VertexLight2DEnvironment();
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~VertexLight2DEnvironment();
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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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bool _enabled;
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Color _color;
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};
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#endif
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@ -186,7 +186,7 @@ void VertexLights2DServer::VertexLightMap2D::clear() {
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}
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}
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Color VertexLights2DServer::VertexLightMap2D::sample_light(const Vector2 &p_position, const int p_item_cull_mask, const int p_layer) {
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Color VertexLights2DServer::VertexLightMap2D::sample_light(const Vector2 &p_position, const int p_item_cull_mask, const int p_layer) {
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Color c = Color();
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Color c = base_color;
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Vector2i quadrant_position = to_quadrant_position(p_position);
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Vector2i quadrant_position = to_quadrant_position(p_position);
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@ -68,6 +68,22 @@ void VertexLights2DServer::map_set_quadrant_size(RID p_map, const Vector2i &p_si
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_map_changed(map);
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_map_changed(map);
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}
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}
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Color VertexLights2DServer::map_get_base_color(RID p_map) const {
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const VertexLightMap2D *map = map_owner.getornull(p_map);
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ERR_FAIL_COND_V(map == NULL, Color());
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return map->base_color;
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}
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void VertexLights2DServer::map_set_base_color(RID p_map, const Color &p_base_color) {
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VertexLightMap2D *map = map_owner.getornull(p_map);
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ERR_FAIL_COND(map == NULL);
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map->base_color = p_base_color;
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_map_changed(map);
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}
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Array VertexLights2DServer::map_get_lights(RID p_map) const {
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Array VertexLights2DServer::map_get_lights(RID p_map) const {
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VertexLightMap2D *map = map_owner.getornull(p_map);
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VertexLightMap2D *map = map_owner.getornull(p_map);
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ERR_FAIL_COND_V(map == NULL, Array());
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ERR_FAIL_COND_V(map == NULL, Array());
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@ -362,6 +378,9 @@ void VertexLights2DServer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("map_get_quadrant_size", "map"), &VertexLights2DServer::map_get_quadrant_size);
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ClassDB::bind_method(D_METHOD("map_get_quadrant_size", "map"), &VertexLights2DServer::map_get_quadrant_size);
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ClassDB::bind_method(D_METHOD("map_set_quadrant_size", "map", "size"), &VertexLights2DServer::map_set_quadrant_size);
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ClassDB::bind_method(D_METHOD("map_set_quadrant_size", "map", "size"), &VertexLights2DServer::map_set_quadrant_size);
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ClassDB::bind_method(D_METHOD("map_get_base_color", "map"), &VertexLights2DServer::map_get_base_color);
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ClassDB::bind_method(D_METHOD("map_set_base_color", "map", "base_color"), &VertexLights2DServer::map_set_base_color);
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ClassDB::bind_method(D_METHOD("map_get_lights", "map"), &VertexLights2DServer::map_get_lights);
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ClassDB::bind_method(D_METHOD("map_get_lights", "map"), &VertexLights2DServer::map_get_lights);
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ClassDB::bind_method(D_METHOD("map_clear", "map"), &VertexLights2DServer::map_clear);
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ClassDB::bind_method(D_METHOD("map_clear", "map"), &VertexLights2DServer::map_clear);
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@ -65,6 +65,9 @@ public:
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Vector2i map_get_quadrant_size(RID p_map) const;
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Vector2i map_get_quadrant_size(RID p_map) const;
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void map_set_quadrant_size(RID p_map, const Vector2i &p_size);
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void map_set_quadrant_size(RID p_map, const Vector2i &p_size);
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Color map_get_base_color(RID p_map) const;
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void map_set_base_color(RID p_map, const Color &p_base_color);
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Array map_get_lights(RID p_map) const;
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Array map_get_lights(RID p_map) const;
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void map_clear(RID p_map);
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void map_clear(RID p_map);
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@ -185,6 +188,7 @@ protected:
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public:
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public:
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HashMap<Vector2i, VertexLightQuadrant2D *> quadrants;
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HashMap<Vector2i, VertexLightQuadrant2D *> quadrants;
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Vector2i quadrant_size;
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Vector2i quadrant_size;
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Color base_color;
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RID self;
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RID self;
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