mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-23 12:26:59 +01:00
Fix windows build.
This commit is contained in:
parent
8a567fdfa5
commit
d08718051d
@ -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);
|
||||||
|
|
||||||
|
@ -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
|
|
@ -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;
|
||||||
|
@ -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);
|
||||||
|
|
||||||
@ -55,28 +53,28 @@ public:
|
|||||||
};
|
};
|
||||||
|
|
||||||
// Defaults
|
// Defaults
|
||||||
|
|
||||||
Vector2i get_default_quadrant_size() const;
|
Vector2i get_default_quadrant_size() const;
|
||||||
void set_default_quadrant_size(const Vector2i &p_size);
|
void set_default_quadrant_size(const Vector2i &p_size);
|
||||||
|
|
||||||
// Maps
|
// Maps
|
||||||
|
|
||||||
RID map_create();
|
RID map_create();
|
||||||
|
|
||||||
Vector2i map_get_quadrant_size(RID p_map) const;
|
Vector2i map_get_quadrant_size(RID p_map) const;
|
||||||
void map_set_quadrant_size(RID p_map, const Vector2i &p_size);
|
void map_set_quadrant_size(RID p_map, const Vector2i &p_size);
|
||||||
|
|
||||||
Array map_get_lights(RID p_map) const;
|
Array map_get_lights(RID p_map) const;
|
||||||
|
|
||||||
void map_clear(RID p_map);
|
void map_clear(RID p_map);
|
||||||
|
|
||||||
// Lights
|
// Lights
|
||||||
|
|
||||||
RID light_create();
|
RID light_create();
|
||||||
|
|
||||||
RID light_get_map(RID p_light);
|
RID light_get_map(RID p_light);
|
||||||
void light_set_map(RID p_light, RID p_map);
|
void light_set_map(RID p_light, RID p_map);
|
||||||
|
|
||||||
bool light_get_is_enabled(RID p_light);
|
bool light_get_is_enabled(RID p_light);
|
||||||
void light_set_enabled(RID p_light, const bool p_enabled);
|
void light_set_enabled(RID p_light, const bool p_enabled);
|
||||||
|
|
||||||
@ -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;
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user