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https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-23 12:26:59 +01:00
Fix windows build.
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8a567fdfa5
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@ -29,11 +29,11 @@
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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_data.h"
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#include "vertex_lights_2d_server.h"
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//VertexLightQuadrant2D
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void VertexLightQuadrant2D::get_lights(List<VertexLightData2D *> *p_lights) {
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void VertexLights2DServer::VertexLightQuadrant2D::get_lights(List<VertexLightData2D *> *p_lights) {
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for (uint32_t i = 0; i < lights.size(); ++i) {
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p_lights->push_back(lights[i]);
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}
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@ -41,7 +41,7 @@ void VertexLightQuadrant2D::get_lights(List<VertexLightData2D *> *p_lights) {
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//VertexLightMap2D
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void VertexLightMap2D::recreate_quadrants() {
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void VertexLights2DServer::VertexLightMap2D::recreate_quadrants() {
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List<VertexLightData2D *> lights;
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get_lights(&lights);
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@ -57,13 +57,13 @@ void VertexLightMap2D::recreate_quadrants() {
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}
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}
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void VertexLightMap2D::get_lights(List<VertexLightData2D *> *p_lights) {
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void VertexLights2DServer::VertexLightMap2D::get_lights(List<VertexLightData2D *> *p_lights) {
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for (HashMap<Vector2i, VertexLightQuadrant2D *>::Element *E = quadrants.front(); E; E = E->next) {
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E->value()->get_lights(p_lights);
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}
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}
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void VertexLightMap2D::add_light(VertexLightData2D *p_light) {
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void VertexLights2DServer::VertexLightMap2D::add_light(VertexLightData2D *p_light) {
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VertexLightQuadrant2D *quadrant = get_quadrant_for_position(p_light->position);
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p_light->map = this;
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@ -71,7 +71,7 @@ void VertexLightMap2D::add_light(VertexLightData2D *p_light) {
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quadrant->lights.push_back(p_light);
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}
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void VertexLightMap2D::remove_light(VertexLightData2D *p_light) {
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void VertexLights2DServer::VertexLightMap2D::remove_light(VertexLightData2D *p_light) {
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p_light->map = NULL;
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VertexLightQuadrant2D *quadrant = p_light->quadrant;
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@ -89,7 +89,7 @@ void VertexLightMap2D::remove_light(VertexLightData2D *p_light) {
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}
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}
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VertexLightQuadrant2D *VertexLightMap2D::get_quadrant_for_position(const Vector2 &p_position) {
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VertexLights2DServer::VertexLightQuadrant2D *VertexLights2DServer::VertexLightMap2D::get_quadrant_for_position(const Vector2 &p_position) {
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Vector2i quadrant_position = to_quadrant_position(p_position);
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if (!quadrants.has(quadrant_position)) {
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@ -102,12 +102,12 @@ VertexLightQuadrant2D *VertexLightMap2D::get_quadrant_for_position(const Vector2
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return quadrants[quadrant_position];
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}
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void VertexLightMap2D::set_light_position(VertexLightData2D *p_light, const Vector2 &p_position) {
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void VertexLights2DServer::VertexLightMap2D::set_light_position(VertexLightData2D *p_light, const Vector2 &p_position) {
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remove_light(p_light);
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add_light(p_light);
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}
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void VertexLightMap2D::clear() {
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void VertexLights2DServer::VertexLightMap2D::clear() {
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List<VertexLightData2D *> lights;
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get_lights(&lights);
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@ -1,118 +0,0 @@
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#ifndef VERTEX_LIGHT_DATA_H
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#define VERTEX_LIGHT_DATA_H
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/*************************************************************************/
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/* vertex_light_data.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 "core/containers/hash_map.h"
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#include "core/containers/list.h"
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#include "core/containers/rid.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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#include "vertex_lights_2d_server.h"
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class VertexLightMap2D;
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class VertexLightQuadrant2D;
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class VertexLightData2D;
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class VertexLightData2D : public RID_Data {
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public:
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bool enabled;
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Vector2 position;
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Color color;
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VertexLights2DServer::VertexLight2DMode mode;
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Vector2i z_range;
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Vector2i layer_range;
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int item_cull_mask;
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VertexLightMap2D *map;
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VertexLightQuadrant2D *quadrant;
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RID self;
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VertexLightData2D() {
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map = NULL;
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quadrant = NULL;
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enabled = true;
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color = Color(1, 1, 1, 1);
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item_cull_mask = 1;
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z_range = Vector2i(-1024, 1024);
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mode = VertexLights2DServer::VERTEX_LIGHT_2D_MODE_ADD;
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}
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};
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class VertexLightQuadrant2D {
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public:
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Vector2i position;
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LocalVector<VertexLightData2D *> lights;
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VertexLightMap2D *map;
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void get_lights(List<VertexLightData2D *> *p_lights);
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VertexLightQuadrant2D() {
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map = NULL;
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}
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};
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class VertexLightMap2D : public RID_Data {
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public:
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HashMap<Vector2i, VertexLightQuadrant2D *> quadrants;
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Vector2i quadrant_size;
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RID self;
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void recreate_quadrants();
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void get_lights(List<VertexLightData2D *> *p_lights);
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void add_light(VertexLightData2D *p_light);
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void remove_light(VertexLightData2D *p_light);
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VertexLightQuadrant2D *get_quadrant_for_position(const Vector2 &p_position);
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void set_light_position(VertexLightData2D *p_light, const Vector2 &p_position);
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void clear();
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_FORCE_INLINE_ Vector2i to_quadrant_position(const Vector2 &p_position) {
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return Vector2i(p_position.x / quadrant_size.x, p_position.y / quadrant_size.y);
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}
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_FORCE_INLINE_ Vector2 to_position(const Vector2i &p_quadrant_position) {
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return Vector2(p_quadrant_position.x * quadrant_size.x, p_quadrant_position.y * quadrant_size.y);
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}
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};
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#endif
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@ -33,8 +33,6 @@
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#include "core/config/project_settings.h"
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#include "vertex_light_data.h"
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// Defaults
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Vector2i VertexLights2DServer::get_default_quadrant_size() const {
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return _default_quadrant_size;
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#include "core/object/object.h"
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#include "core/containers/hash_map.h"
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#include "core/containers/list.h"
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#include "core/containers/rid.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 VertexLightMap2D;
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class VertexLightQuadrant2D;
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class VertexLightData2D;
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class VertexLights2DServer : public Object {
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GDCLASS(VertexLights2DServer, Object);
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@ -112,6 +110,80 @@ public:
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protected:
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static void _bind_methods();
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class VertexLightMap2D;
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class VertexLightQuadrant2D;
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class VertexLightData2D;
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class VertexLightData2D : public RID_Data {
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public:
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bool enabled;
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Vector2 position;
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Color color;
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VertexLights2DServer::VertexLight2DMode mode;
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Vector2i z_range;
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Vector2i layer_range;
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int item_cull_mask;
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VertexLightMap2D *map;
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VertexLightQuadrant2D *quadrant;
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RID self;
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VertexLightData2D() {
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map = NULL;
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quadrant = NULL;
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enabled = true;
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color = Color(1, 1, 1, 1);
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item_cull_mask = 1;
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z_range = Vector2i(-1024, 1024);
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mode = VertexLights2DServer::VERTEX_LIGHT_2D_MODE_ADD;
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}
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};
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class VertexLightQuadrant2D {
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public:
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Vector2i position;
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LocalVector<VertexLightData2D *> lights;
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VertexLightMap2D *map;
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void get_lights(List<VertexLightData2D *> *p_lights);
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VertexLightQuadrant2D() {
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map = NULL;
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}
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};
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class VertexLightMap2D : public RID_Data {
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public:
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HashMap<Vector2i, VertexLightQuadrant2D *> quadrants;
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Vector2i quadrant_size;
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RID self;
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void recreate_quadrants();
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void get_lights(List<VertexLightData2D *> *p_lights);
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void add_light(VertexLightData2D *p_light);
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void remove_light(VertexLightData2D *p_light);
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VertexLightQuadrant2D *get_quadrant_for_position(const Vector2 &p_position);
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void set_light_position(VertexLightData2D *p_light, const Vector2 &p_position);
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void clear();
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_FORCE_INLINE_ Vector2i to_quadrant_position(const Vector2 &p_position) {
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return Vector2i(p_position.x / quadrant_size.x, p_position.y / quadrant_size.y);
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}
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_FORCE_INLINE_ Vector2 to_position(const Vector2i &p_quadrant_position) {
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return Vector2(p_quadrant_position.x * quadrant_size.x, p_quadrant_position.y * quadrant_size.y);
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}
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};
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mutable RID_Owner<VertexLightMap2D> map_owner;
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mutable RID_Owner<VertexLightData2D> light_owner;
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