Implemented api and data storage for the VertexLights2D singleton.

This commit is contained in:
Relintai 2024-03-24 20:57:35 +01:00
parent e3c63958d7
commit 66a2d798b3
7 changed files with 559 additions and 92 deletions

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@ -119,6 +119,8 @@
</member>
<member name="UserDB" type="UserDB" setter="" getter="">
</member>
<member name="VertexLights2D" type="VertexLights2D" setter="" getter="">
</member>
</members>
<constants>
<constant name="MARGIN_LEFT" value="0" enum="Margin">

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@ -2121,6 +2121,8 @@
</member>
<member name="thread_pool/use_threads" type="bool" setter="" getter="" default="true">
</member>
<member name="vertex_lights_2d/default_quadrant_size" type="Vector2i" setter="" getter="" default="Vector2i( 256, 256 )">
</member>
<member name="world/2d/cell_size" type="int" setter="" getter="" default="100">
Cell size used for the 2D hash grid that [VisibilityNotifier2D] uses (in pixels).
</member>

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@ -0,0 +1,162 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VertexLights2D" inherits="Object" version="4.3">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<methods>
<method name="free">
<return type="void" />
<argument index="0" name="rid" type="RID" />
<description>
</description>
</method>
<method name="get_default_quadrant_size" qualifiers="const">
<return type="Vector2i" />
<description>
</description>
</method>
<method name="light_create">
<return type="RID" />
<description>
</description>
</method>
<method name="light_get_color">
<return type="Color" />
<argument index="0" name="light" type="RID" />
<description>
</description>
</method>
<method name="light_get_item_cull_mask">
<return type="int" />
<argument index="0" name="light" type="RID" />
<description>
</description>
</method>
<method name="light_get_layer_range">
<return type="Vector2i" />
<argument index="0" name="light" type="RID" />
<description>
</description>
</method>
<method name="light_get_map">
<return type="RID" />
<argument index="0" name="light" type="RID" />
<description>
</description>
</method>
<method name="light_get_mode">
<return type="int" enum="VertexLights2D.VertexLight2DMode" />
<argument index="0" name="light" type="RID" />
<description>
</description>
</method>
<method name="light_get_position">
<return type="Vector2" />
<argument index="0" name="light" type="RID" />
<description>
</description>
</method>
<method name="light_get_z_range">
<return type="Vector2i" />
<argument index="0" name="light" type="RID" />
<description>
</description>
</method>
<method name="light_set_color">
<return type="void" />
<argument index="0" name="light" type="RID" />
<argument index="1" name="color" type="Color" />
<description>
</description>
</method>
<method name="light_set_item_cull_mask">
<return type="void" />
<argument index="0" name="light" type="RID" />
<argument index="1" name="item_cull_mask" type="int" />
<description>
</description>
</method>
<method name="light_set_layer_range">
<return type="void" />
<argument index="0" name="light" type="RID" />
<argument index="1" name="layer_range" type="Vector2i" />
<description>
</description>
</method>
<method name="light_set_map">
<return type="void" />
<argument index="0" name="light" type="RID" />
<argument index="1" name="map" type="RID" />
<description>
</description>
</method>
<method name="light_set_mode">
<return type="void" />
<argument index="0" name="light" type="RID" />
<argument index="1" name="mode" type="int" enum="VertexLights2D.VertexLight2DMode" />
<description>
</description>
</method>
<method name="light_set_position">
<return type="void" />
<argument index="0" name="light" type="RID" />
<argument index="1" name="position" type="Vector2" />
<description>
</description>
</method>
<method name="light_set_z_range">
<return type="void" />
<argument index="0" name="light" type="RID" />
<argument index="1" name="z_range" type="Vector2i" />
<description>
</description>
</method>
<method name="map_clear">
<return type="void" />
<argument index="0" name="map" type="RID" />
<description>
</description>
</method>
<method name="map_create">
<return type="RID" />
<description>
</description>
</method>
<method name="map_get_lights" qualifiers="const">
<return type="Array" />
<argument index="0" name="map" type="RID" />
<description>
</description>
</method>
<method name="map_get_quadrant_size" qualifiers="const">
<return type="Vector2i" />
<argument index="0" name="map" type="RID" />
<description>
</description>
</method>
<method name="map_set_quadrant_size">
<return type="void" />
<argument index="0" name="map" type="RID" />
<argument index="1" name="size" type="Vector2i" />
<description>
</description>
</method>
<method name="set_default_quadrant_size">
<return type="void" />
<argument index="0" name="size" type="Vector2i" />
<description>
</description>
</method>
</methods>
<constants>
<constant name="VERTEX_LIGHT_2D_MODE_ADD" value="0" enum="VertexLight2DMode">
</constant>
<constant name="VERTEX_LIGHT_2D_MODE_SUB" value="1" enum="VertexLight2DMode">
</constant>
<constant name="VERTEX_LIGHT_2D_MODE_MIX" value="2" enum="VertexLight2DMode">
</constant>
</constants>
</class>

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@ -31,3 +31,96 @@
#include "vertex_light_data.h"
//VertexLightQuadrant2D
void VertexLightQuadrant2D::get_lights(List<VertexLightData2D *> *p_lights) {
for (uint32_t i = 0; i < lights.size(); ++i) {
p_lights->push_back(lights[i]);
}
}
//VertexLightMap2D
void VertexLightMap2D::recreate_quadrants() {
List<VertexLightData2D *> lights;
get_lights(&lights);
for (HashMap<Vector2i, VertexLightQuadrant2D *>::Element *E = quadrants.front(); E; E = E->next) {
memdelete(E->value());
}
quadrants.clear();
for (List<VertexLightData2D *>::Element *E = lights.front(); E; E = E->next()) {
VertexLightData2D *l = E->get();
add_light(l);
}
}
void VertexLightMap2D::get_lights(List<VertexLightData2D *> *p_lights) {
for (HashMap<Vector2i, VertexLightQuadrant2D *>::Element *E = quadrants.front(); E; E = E->next) {
E->value()->get_lights(p_lights);
}
}
void VertexLightMap2D::add_light(VertexLightData2D *p_light) {
VertexLightQuadrant2D *quadrant = get_quadrant_for_position(p_light->position);
p_light->map = this;
p_light->quadrant = quadrant;
quadrant->lights.push_back(p_light);
}
void VertexLightMap2D::remove_light(VertexLightData2D *p_light) {
p_light->map = NULL;
VertexLightQuadrant2D *quadrant = p_light->quadrant;
// Quadrant wan not updated properly somewhere!
ERR_FAIL_NULL(quadrant);
quadrant->lights.erase(p_light);
p_light->quadrant = NULL;
if (quadrant->lights.size() == 0) {
quadrants.erase(quadrant->position);
memdelete(quadrant);
}
}
VertexLightQuadrant2D *VertexLightMap2D::get_quadrant_for_position(const Vector2 &p_position) {
Vector2i quadrant_position = to_quadrant_position(p_position);
if (!quadrants.has(quadrant_position)) {
VertexLightQuadrant2D *quadrant = memnew(VertexLightQuadrant2D);
quadrant->position = quadrant_position;
quadrants[quadrant_position] = quadrant;
return quadrant;
}
return quadrants[quadrant_position];
}
void VertexLightMap2D::set_light_position(VertexLightData2D *p_light, const Vector2 &p_position) {
remove_light(p_light);
add_light(p_light);
}
void VertexLightMap2D::clear() {
List<VertexLightData2D *> lights;
get_lights(&lights);
for (HashMap<Vector2i, VertexLightQuadrant2D *>::Element *E = quadrants.front(); E; E = E->next) {
memdelete(E->value());
}
quadrants.clear();
for (List<VertexLightData2D *>::Element *E = lights.front(); E; E = E->next()) {
VertexLightData2D *l = E->get();
l->map = NULL;
l->quadrant = NULL;
}
}

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@ -33,6 +33,7 @@
/*************************************************************************/
#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"
@ -56,19 +57,27 @@ public:
VertexLightMap2D *map;
VertexLightQuadrant2D *quadrant;
RID self;
VertexLightData2D() {
item_cull_mask = 1;
map = NULL;
quadrant = NULL;
item_cull_mask = 1;
z_range = Vector2i(-1024, 1024);
mode = VertexLights2D::VERTEX_LIGHT_2D_MODE_ADD;
}
};
class VertexLightQuadrant2D : public RID_Data {
class VertexLightQuadrant2D {
public:
Vector2i position;
LocalVector<VertexLightData2D *> lights;
VertexLightMap2D *map;
void get_lights(List<VertexLightData2D *> *p_lights);
VertexLightQuadrant2D() {
map = NULL;
}
@ -78,6 +87,29 @@ 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

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@ -35,63 +35,211 @@
#include "vertex_light_data.h"
/*
Transform VertexLights2D::get_transform() const {
return _transform;
// Defaults
Vector2i VertexLights2D::get_default_quadrant_size() const {
return _default_quadrant_size;
}
void VertexLights2D::set_transform(const Transform &p_transform) {
_transform = p_transform;
void VertexLights2D::set_default_quadrant_size(const Vector2i &p_size) {
_default_quadrant_size = p_size;
}
real_t VertexLights2D::get_range() const {
return _range;
}
void VertexLights2D::set_range(const real_t value) {
_range = value;
// Maps
RID VertexLights2D::map_create() {
VertexLightMap2D *map = memnew(VertexLightMap2D);
RID rid = map_owner.make_rid(map);
map->self = rid;
return rid;
}
real_t VertexLights2D::get_attenuation() const {
return _attenuation;
Vector2i VertexLights2D::map_get_quadrant_size(RID p_map) const {
const VertexLightMap2D *map = map_owner.getornull(p_map);
ERR_FAIL_COND_V(map == NULL, Vector2i());
return map->quadrant_size;
}
void VertexLights2D::set_attenuation(const real_t value) {
_attenuation = value;
void VertexLights2D::map_set_quadrant_size(RID p_map, const Vector2i &p_size) {
VertexLightMap2D *map = map_owner.getornull(p_map);
ERR_FAIL_COND(map == NULL);
map->quadrant_size = p_size;
map->recreate_quadrants();
}
Color VertexLights2D::get_color() const {
return _color;
}
void VertexLights2D::set_color(const Color value) {
_color = value;
Array VertexLights2D::map_get_lights(RID p_map) const {
VertexLightMap2D *map = map_owner.getornull(p_map);
ERR_FAIL_COND_V(map == NULL, Array());
List<VertexLightData2D *> lights;
map->get_lights(&lights);
Array arr;
arr.resize(lights.size());
int i = 0;
for (List<VertexLightData2D *>::Element *E = lights.front(); E; E = E->next()) {
arr[i++] = E->get()->self;
}
return arr;
}
real_t VertexLights2D::get_energy() const {
return _energy;
}
void VertexLights2D::set_energy(const real_t value) {
_energy = value;
void VertexLights2D::map_clear(RID p_map) {
VertexLightMap2D *map = map_owner.getornull(p_map);
ERR_FAIL_COND(map == NULL);
map->clear();
}
real_t VertexLights2D::get_indirect_energy() const {
return _indirect_energy;
}
void VertexLights2D::set_indirect_energy(const real_t value) {
_indirect_energy = value;
// Lights
RID VertexLights2D::light_create() {
VertexLightData2D *light = memnew(VertexLightData2D);
RID rid = light_owner.make_rid(light);
light->self = rid;
return rid;
}
bool VertexLights2D::get_negative() const {
return _negative;
RID VertexLights2D::light_get_map(RID p_light) {
const VertexLightData2D *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(light == NULL, RID());
if (!light->map) {
return RID();
}
return light->map->self;
}
void VertexLights2D::set_negative(const bool value) {
_negative = value;
void VertexLights2D::light_set_map(RID p_light, RID p_map) {
VertexLightData2D *light = light_owner.getornull(p_light);
ERR_FAIL_COND(light == NULL);
VertexLightMap2D *map = map_owner.getornull(p_map);
if (light->map) {
light->map->remove_light(light);
}
if (map) {
map->add_light(light);
}
}
real_t VertexLights2D::get_specular() const {
return _specular;
Vector2 VertexLights2D::light_get_position(RID p_light) {
const VertexLightData2D *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(light == NULL, Vector2());
return light->position;
}
void VertexLights2D::set_specular(const real_t value) {
_specular = value;
void VertexLights2D::light_set_position(RID p_light, const Vector2 &p_position) {
VertexLightData2D *light = light_owner.getornull(p_light);
ERR_FAIL_COND(light == NULL);
if (light->map) {
// This ensure the light gets moved to the proper quadrant
light->map->set_light_position(light, p_position);
return;
}
light->position = p_position;
}
Color VertexLights2D::light_get_color(RID p_light) {
const VertexLightData2D *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(light == NULL, Color());
return light->color;
}
void VertexLights2D::light_set_color(RID p_light, const Color &p_color) {
VertexLightData2D *light = light_owner.getornull(p_light);
ERR_FAIL_COND(light == NULL);
light->color = p_color;
}
VertexLights2D::VertexLight2DMode VertexLights2D::light_get_mode(RID p_light) {
const VertexLightData2D *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(light == NULL, VertexLights2D::VERTEX_LIGHT_2D_MODE_ADD);
return light->mode;
}
void VertexLights2D::light_set_mode(RID p_light, const VertexLights2D::VertexLight2DMode p_mode) {
VertexLightData2D *light = light_owner.getornull(p_light);
ERR_FAIL_COND(light == NULL);
light->mode = p_mode;
}
Vector2i VertexLights2D::light_get_z_range(RID p_light) {
const VertexLightData2D *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(light == NULL, Vector2i());
return light->z_range;
}
void VertexLights2D::light_set_z_range(RID p_light, const Vector2i &p_z_range) {
VertexLightData2D *light = light_owner.getornull(p_light);
ERR_FAIL_COND(light == NULL);
light->z_range = p_z_range;
}
Vector2i VertexLights2D::light_get_layer_range(RID p_light) {
const VertexLightData2D *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(light == NULL, Vector2i());
return light->layer_range;
}
void VertexLights2D::light_set_layer_range(RID p_light, const Vector2i &p_layer_range) {
VertexLightData2D *light = light_owner.getornull(p_light);
ERR_FAIL_COND(light == NULL);
light->layer_range = p_layer_range;
}
int VertexLights2D::light_get_item_cull_mask(RID p_light) {
const VertexLightData2D *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(light == NULL, 0);
return light->item_cull_mask;
}
void VertexLights2D::light_set_item_cull_mask(RID p_light, const int p_item_cull_mask) {
VertexLightData2D *light = light_owner.getornull(p_light);
ERR_FAIL_COND(light == NULL);
light->item_cull_mask = p_item_cull_mask;
}
// Rest
void VertexLights2D::free(RID p_rid) {
if (!p_rid.is_valid()) {
ERR_FAIL_MSG("Invalid RID.");
return;
}
if (map_owner.owns(p_rid)) {
VertexLightMap2D *map = map_owner.get(p_rid);
map->clear();
map->self = RID();
map_owner.free(p_rid);
memdelete(map);
} else if (light_owner.owns(p_rid)) {
VertexLightData2D *light = light_owner.get(p_rid);
if (light->map) {
light->map->remove_light(light);
}
light->self = RID();
light_owner.free(p_rid);
memdelete(light);
} else {
ERR_FAIL_MSG("Invalid RID.");
}
}
*/
VertexLights2D::VertexLights2D() {
ERR_FAIL_COND(_self);
@ -107,39 +255,50 @@ VertexLights2D::~VertexLights2D() {
}
void VertexLights2D::_bind_methods() {
/*
ClassDB::bind_method(D_METHOD("get_transform"), &VertexLights2D::get_transform);
ClassDB::bind_method(D_METHOD("set_transform", "transform"), &VertexLights2D::set_transform);
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "transform"), "set_transform", "get_transform");
ClassDB::bind_method(D_METHOD("get_default_quadrant_size"), &VertexLights2D::get_default_quadrant_size);
ClassDB::bind_method(D_METHOD("set_default_quadrant_size", "size"), &VertexLights2D::set_default_quadrant_size);
ClassDB::bind_method(D_METHOD("get_range"), &VertexLights2D::get_range);
ClassDB::bind_method(D_METHOD("set_range", "value"), &VertexLights2D::set_range);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_range"), "set_range", "get_range");
ClassDB::bind_method(D_METHOD("map_create"), &VertexLights2D::map_create);
ClassDB::bind_method(D_METHOD("get_attenuation"), &VertexLights2D::get_attenuation);
ClassDB::bind_method(D_METHOD("set_attenuation", "value"), &VertexLights2D::set_attenuation);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_attenuation"), "set_attenuation", "get_attenuation");
ClassDB::bind_method(D_METHOD("map_get_quadrant_size", "map"), &VertexLights2D::map_get_quadrant_size);
ClassDB::bind_method(D_METHOD("map_set_quadrant_size", "map", "size"), &VertexLights2D::map_set_quadrant_size);
ClassDB::bind_method(D_METHOD("get_color"), &VertexLights2D::get_color);
ClassDB::bind_method(D_METHOD("set_color", "value"), &VertexLights2D::set_color);
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "light_color"), "set_color", "get_color");
ClassDB::bind_method(D_METHOD("map_get_lights", "map"), &VertexLights2D::map_get_lights);
ClassDB::bind_method(D_METHOD("get_energy"), &VertexLights2D::get_energy);
ClassDB::bind_method(D_METHOD("set_energy", "value"), &VertexLights2D::set_energy);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_energy"), "set_energy", "get_energy");
ClassDB::bind_method(D_METHOD("map_clear", "map"), &VertexLights2D::map_clear);
ClassDB::bind_method(D_METHOD("get_indirect_energy"), &VertexLights2D::get_indirect_energy);
ClassDB::bind_method(D_METHOD("set_indirect_energy", "value"), &VertexLights2D::set_indirect_energy);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_indirect_energy"), "set_indirect_energy", "get_indirect_energy");
// Lights
ClassDB::bind_method(D_METHOD("get_negative"), &VertexLights2D::get_negative);
ClassDB::bind_method(D_METHOD("set_negative", "value"), &VertexLights2D::set_negative);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "light_negative"), "set_negative", "get_negative");
ClassDB::bind_method(D_METHOD("light_create"), &VertexLights2D::light_create);
ClassDB::bind_method(D_METHOD("get_specular"), &VertexLights2D::get_specular);
ClassDB::bind_method(D_METHOD("set_specular", "value"), &VertexLights2D::set_specular);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_specular"), "set_specular", "get_specular");
*/
ClassDB::bind_method(D_METHOD("light_get_map", "light"), &VertexLights2D::light_get_map);
ClassDB::bind_method(D_METHOD("light_set_map", "light", "map"), &VertexLights2D::light_set_map);
ClassDB::bind_method(D_METHOD("light_get_position", "light"), &VertexLights2D::light_get_position);
ClassDB::bind_method(D_METHOD("light_set_position", "light", "position"), &VertexLights2D::light_set_position);
ClassDB::bind_method(D_METHOD("light_get_color", "light"), &VertexLights2D::light_get_color);
ClassDB::bind_method(D_METHOD("light_set_color", "light", "color"), &VertexLights2D::light_set_color);
ClassDB::bind_method(D_METHOD("light_get_mode", "light"), &VertexLights2D::light_get_mode);
ClassDB::bind_method(D_METHOD("light_set_mode", "light", "mode"), &VertexLights2D::light_set_mode);
ClassDB::bind_method(D_METHOD("light_get_z_range", "light"), &VertexLights2D::light_get_z_range);
ClassDB::bind_method(D_METHOD("light_set_z_range", "light", "z_range"), &VertexLights2D::light_set_z_range);
ClassDB::bind_method(D_METHOD("light_get_layer_range", "light"), &VertexLights2D::light_get_layer_range);
ClassDB::bind_method(D_METHOD("light_set_layer_range", "light", "layer_range"), &VertexLights2D::light_set_layer_range);
ClassDB::bind_method(D_METHOD("light_get_item_cull_mask", "light"), &VertexLights2D::light_get_item_cull_mask);
ClassDB::bind_method(D_METHOD("light_set_item_cull_mask", "light", "item_cull_mask"), &VertexLights2D::light_set_item_cull_mask);
// Rest
ClassDB::bind_method(D_METHOD("free", "rid"), &VertexLights2D::free);
BIND_ENUM_CONSTANT(VERTEX_LIGHT_2D_MODE_ADD);
BIND_ENUM_CONSTANT(VERTEX_LIGHT_2D_MODE_SUB);
BIND_ENUM_CONSTANT(VERTEX_LIGHT_2D_MODE_MIX);
}
VertexLights2D *VertexLights2D::_self = NULL;

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@ -43,7 +43,6 @@ class VertexLightMap2D;
class VertexLightQuadrant2D;
class VertexLightData2D;
class VertexLights2D : public Object {
GDCLASS(VertexLights2D, Object);
@ -55,31 +54,50 @@ public:
//VERTEX_LIGHT_2D_MODE_MASK
};
/*
Transform get_transform() const;
void set_transform(const Transform &p_transform);
// Defaults
real_t get_range() const;
void set_range(const real_t value);
Vector2i get_default_quadrant_size() const;
void set_default_quadrant_size(const Vector2i &p_size);
real_t get_attenuation() const;
void set_attenuation(const real_t value);
// Maps
Color get_color() const;
void set_color(const Color value);
RID map_create();
real_t get_energy() const;
void set_energy(const real_t value);
Vector2i map_get_quadrant_size(RID p_map) const;
void map_set_quadrant_size(RID p_map, const Vector2i &p_size);
real_t get_indirect_energy() const;
void set_indirect_energy(const real_t value);
Array map_get_lights(RID p_map) const;
bool get_negative() const;
void set_negative(const bool value);
void map_clear(RID p_map);
real_t get_specular() const;
void set_specular(const real_t value);
*/
// Lights
RID light_create();
RID light_get_map(RID p_light);
void light_set_map(RID p_light, RID p_map);
Vector2 light_get_position(RID p_light);
void light_set_position(RID p_light, const Vector2 &p_position);
Color light_get_color(RID p_light);
void light_set_color(RID p_light, const Color &p_color);
VertexLights2D::VertexLight2DMode light_get_mode(RID p_light);
void light_set_mode(RID p_light, const VertexLights2D::VertexLight2DMode p_mode);
Vector2i light_get_z_range(RID p_light);
void light_set_z_range(RID p_light, const Vector2i &p_z_range);
Vector2i light_get_layer_range(RID p_light);
void light_set_layer_range(RID p_light, const Vector2i &p_layer_range);
int light_get_item_cull_mask(RID p_light);
void light_set_item_cull_mask(RID p_light, const int p_item_cull_mask);
// Rest
void free(RID p_rid);
_FORCE_INLINE_ static VertexLights2D *get_singleton() {
return _self;
@ -92,8 +110,7 @@ protected:
static void _bind_methods();
mutable RID_Owner<VertexLightMap2D> map_owner;
mutable RID_Owner<VertexLightQuadrant2D> quadrant_owner;
mutable RID_Owner<VertexLightData2D> light_data_owner;
mutable RID_Owner<VertexLightData2D> light_owner;
Vector2i _default_quadrant_size;