VertexLights2D singleton better data setup.

This commit is contained in:
Relintai 2024-03-24 18:02:13 +01:00
parent fb032a2f20
commit e3c63958d7
5 changed files with 133 additions and 24 deletions

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@ -6,3 +6,4 @@ module_env = env.Clone()
module_env.add_source_files(env.modules_sources,"register_types.cpp")
module_env.add_source_files(env.modules_sources,"vertex_lights_2d.cpp")
module_env.add_source_files(env.modules_sources,"vertex_light_data.cpp")

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@ -0,0 +1,33 @@
/*************************************************************************/
/* vertex_light_data.cpp */
/*************************************************************************/
/* 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 "vertex_light_data.h"

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@ -0,0 +1,83 @@
#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/rid.h"
#include "core/containers/vector.h"
#include "core/math/color.h"
#include "core/math/vector2i.h"
#include "vertex_lights_2d.h"
class VertexLightMap2D;
class VertexLightQuadrant2D;
class VertexLightData2D;
class VertexLightData2D : public RID_Data {
public:
Vector2 position;
Color color;
VertexLights2D::VertexLight2DMode mode;
Vector2i z_range;
Vector2i layer_range;
int item_cull_mask;
VertexLightMap2D *map;
VertexLightQuadrant2D *quadrant;
VertexLightData2D() {
item_cull_mask = 1;
map = NULL;
quadrant = NULL;
}
};
class VertexLightQuadrant2D : public RID_Data {
public:
LocalVector<VertexLightData2D *> lights;
VertexLightMap2D *map;
VertexLightQuadrant2D() {
map = NULL;
}
};
class VertexLightMap2D : public RID_Data {
public:
HashMap<Vector2i, VertexLightQuadrant2D *> quadrants;
Vector2i quadrant_size;
};
#endif

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@ -31,6 +31,10 @@
#include "vertex_lights_2d.h"
#include "core/config/project_settings.h"
#include "vertex_light_data.h"
/*
Transform VertexLights2D::get_transform() const {
return _transform;
@ -93,6 +97,9 @@ VertexLights2D::VertexLights2D() {
ERR_FAIL_COND(_self);
_self = this;
GLOBAL_DEF("vertex_lights_2d/default_quadrant_size", Vector2i(256, 256));
_default_quadrant_size = GLOBAL_GET("vertex_lights_2d/default_quadrant_size");
}
VertexLights2D::~VertexLights2D() {

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@ -37,8 +37,12 @@
#include "core/containers/hash_map.h"
#include "core/containers/vector.h"
#include "core/math/color.h"
#include "core/math/vector2i.h"
class VertexLightMap2D;
class VertexLightQuadrant2D;
class VertexLightData2D;
#include "core/math/transform.h"
class VertexLights2D : public Object {
GDCLASS(VertexLights2D, Object);
@ -87,29 +91,10 @@ public:
protected:
static void _bind_methods();
struct VertexLightData2D {
Vector2 position;
Color color;
VertexLight2DMode mode;
Vector2i z_range;
Vector2i layer_range;
int item_cull_mask;
VertexLightData2D() {
item_cull_mask = 1;
}
};
struct VertexLightQuadrant2D {
HashMap<RID, VertexLightData2D*> lights;
Vector2i size;
};
struct VertexLightMap2D {
HashMap<Vector2i, VertexLightQuadrant2D*> quadrants;
};
HashMap<RID, VertexLightMap2D*> _maps;
mutable RID_Owner<VertexLightMap2D> map_owner;
mutable RID_Owner<VertexLightQuadrant2D> quadrant_owner;
mutable RID_Owner<VertexLightData2D> light_data_owner;
Vector2i _default_quadrant_size;
static VertexLights2D *_self;