Fix windows build.

This commit is contained in:
Relintai 2024-03-25 08:10:36 +01:00
parent 8a567fdfa5
commit d08718051d
4 changed files with 90 additions and 138 deletions

View File

@ -29,11 +29,11 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/ /*************************************************************************/
#include "vertex_light_data.h" #include "vertex_lights_2d_server.h"
//VertexLightQuadrant2D //VertexLightQuadrant2D
void VertexLightQuadrant2D::get_lights(List<VertexLightData2D *> *p_lights) { void VertexLights2DServer::VertexLightQuadrant2D::get_lights(List<VertexLightData2D *> *p_lights) {
for (uint32_t i = 0; i < lights.size(); ++i) { for (uint32_t i = 0; i < lights.size(); ++i) {
p_lights->push_back(lights[i]); p_lights->push_back(lights[i]);
} }
@ -41,7 +41,7 @@ void VertexLightQuadrant2D::get_lights(List<VertexLightData2D *> *p_lights) {
//VertexLightMap2D //VertexLightMap2D
void VertexLightMap2D::recreate_quadrants() { void VertexLights2DServer::VertexLightMap2D::recreate_quadrants() {
List<VertexLightData2D *> lights; List<VertexLightData2D *> lights;
get_lights(&lights); get_lights(&lights);
@ -57,13 +57,13 @@ void VertexLightMap2D::recreate_quadrants() {
} }
} }
void VertexLightMap2D::get_lights(List<VertexLightData2D *> *p_lights) { void VertexLights2DServer::VertexLightMap2D::get_lights(List<VertexLightData2D *> *p_lights) {
for (HashMap<Vector2i, VertexLightQuadrant2D *>::Element *E = quadrants.front(); E; E = E->next) { for (HashMap<Vector2i, VertexLightQuadrant2D *>::Element *E = quadrants.front(); E; E = E->next) {
E->value()->get_lights(p_lights); E->value()->get_lights(p_lights);
} }
} }
void VertexLightMap2D::add_light(VertexLightData2D *p_light) { void VertexLights2DServer::VertexLightMap2D::add_light(VertexLightData2D *p_light) {
VertexLightQuadrant2D *quadrant = get_quadrant_for_position(p_light->position); VertexLightQuadrant2D *quadrant = get_quadrant_for_position(p_light->position);
p_light->map = this; p_light->map = this;
@ -71,7 +71,7 @@ void VertexLightMap2D::add_light(VertexLightData2D *p_light) {
quadrant->lights.push_back(p_light); quadrant->lights.push_back(p_light);
} }
void VertexLightMap2D::remove_light(VertexLightData2D *p_light) { void VertexLights2DServer::VertexLightMap2D::remove_light(VertexLightData2D *p_light) {
p_light->map = NULL; p_light->map = NULL;
VertexLightQuadrant2D *quadrant = p_light->quadrant; VertexLightQuadrant2D *quadrant = p_light->quadrant;
@ -89,7 +89,7 @@ void VertexLightMap2D::remove_light(VertexLightData2D *p_light) {
} }
} }
VertexLightQuadrant2D *VertexLightMap2D::get_quadrant_for_position(const Vector2 &p_position) { VertexLights2DServer::VertexLightQuadrant2D *VertexLights2DServer::VertexLightMap2D::get_quadrant_for_position(const Vector2 &p_position) {
Vector2i quadrant_position = to_quadrant_position(p_position); Vector2i quadrant_position = to_quadrant_position(p_position);
if (!quadrants.has(quadrant_position)) { if (!quadrants.has(quadrant_position)) {
@ -102,12 +102,12 @@ VertexLightQuadrant2D *VertexLightMap2D::get_quadrant_for_position(const Vector2
return quadrants[quadrant_position]; return quadrants[quadrant_position];
} }
void VertexLightMap2D::set_light_position(VertexLightData2D *p_light, const Vector2 &p_position) { void VertexLights2DServer::VertexLightMap2D::set_light_position(VertexLightData2D *p_light, const Vector2 &p_position) {
remove_light(p_light); remove_light(p_light);
add_light(p_light); add_light(p_light);
} }
void VertexLightMap2D::clear() { void VertexLights2DServer::VertexLightMap2D::clear() {
List<VertexLightData2D *> lights; List<VertexLightData2D *> lights;
get_lights(&lights); get_lights(&lights);

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@ -1,118 +0,0 @@
#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:
bool enabled;
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;
enabled = true;
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

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@ -33,8 +33,6 @@
#include "core/config/project_settings.h" #include "core/config/project_settings.h"
#include "vertex_light_data.h"
// Defaults // Defaults
Vector2i VertexLights2DServer::get_default_quadrant_size() const { Vector2i VertexLights2DServer::get_default_quadrant_size() const {
return _default_quadrant_size; return _default_quadrant_size;

View File

@ -35,14 +35,12 @@
#include "core/object/object.h" #include "core/object/object.h"
#include "core/containers/hash_map.h" #include "core/containers/hash_map.h"
#include "core/containers/list.h"
#include "core/containers/rid.h"
#include "core/containers/vector.h" #include "core/containers/vector.h"
#include "core/math/color.h" #include "core/math/color.h"
#include "core/math/vector2i.h" #include "core/math/vector2i.h"
class VertexLightMap2D;
class VertexLightQuadrant2D;
class VertexLightData2D;
class VertexLights2DServer : public Object { class VertexLights2DServer : public Object {
GDCLASS(VertexLights2DServer, Object); GDCLASS(VertexLights2DServer, Object);
@ -112,6 +110,80 @@ public:
protected: protected:
static void _bind_methods(); static void _bind_methods();
class VertexLightMap2D;
class VertexLightQuadrant2D;
class VertexLightData2D;
class VertexLightData2D : public RID_Data {
public:
bool enabled;
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;
enabled = true;
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);
}
};
mutable RID_Owner<VertexLightMap2D> map_owner; mutable RID_Owner<VertexLightMap2D> map_owner;
mutable RID_Owner<VertexLightData2D> light_owner; mutable RID_Owner<VertexLightData2D> light_owner;