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synced 2025-02-02 14:25:55 +01:00
VertexLights2D singleton better data setup.
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fb032a2f20
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@ -6,3 +6,4 @@ module_env = env.Clone()
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module_env.add_source_files(env.modules_sources,"register_types.cpp")
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module_env.add_source_files(env.modules_sources,"vertex_lights_2d.cpp")
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module_env.add_source_files(env.modules_sources,"vertex_light_data.cpp")
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33
modules/vertex_lights_2d/vertex_light_data.cpp
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33
modules/vertex_lights_2d/vertex_light_data.cpp
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@ -0,0 +1,33 @@
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/*************************************************************************/
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/* vertex_light_data.cpp */
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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 "vertex_light_data.h"
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83
modules/vertex_lights_2d/vertex_light_data.h
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83
modules/vertex_lights_2d/vertex_light_data.h
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@ -0,0 +1,83 @@
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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/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.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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Vector2 position;
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Color color;
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VertexLights2D::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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VertexLightData2D() {
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item_cull_mask = 1;
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map = NULL;
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quadrant = NULL;
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}
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};
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class VertexLightQuadrant2D : public RID_Data {
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public:
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LocalVector<VertexLightData2D *> lights;
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VertexLightMap2D *map;
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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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};
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#endif
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@ -31,6 +31,10 @@
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#include "vertex_lights_2d.h"
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#include "core/config/project_settings.h"
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#include "vertex_light_data.h"
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/*
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Transform VertexLights2D::get_transform() const {
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return _transform;
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@ -93,6 +97,9 @@ VertexLights2D::VertexLights2D() {
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ERR_FAIL_COND(_self);
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_self = this;
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GLOBAL_DEF("vertex_lights_2d/default_quadrant_size", Vector2i(256, 256));
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_default_quadrant_size = GLOBAL_GET("vertex_lights_2d/default_quadrant_size");
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}
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VertexLights2D::~VertexLights2D() {
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@ -37,8 +37,12 @@
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#include "core/containers/hash_map.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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#include "core/math/transform.h"
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class VertexLights2D : public Object {
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GDCLASS(VertexLights2D, Object);
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@ -87,29 +91,10 @@ public:
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protected:
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static void _bind_methods();
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struct VertexLightData2D {
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Vector2 position;
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Color color;
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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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mutable RID_Owner<VertexLightMap2D> map_owner;
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mutable RID_Owner<VertexLightQuadrant2D> quadrant_owner;
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mutable RID_Owner<VertexLightData2D> light_data_owner;
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VertexLightData2D() {
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item_cull_mask = 1;
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}
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};
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struct VertexLightQuadrant2D {
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HashMap<RID, VertexLightData2D*> lights;
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Vector2i size;
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};
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struct VertexLightMap2D {
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HashMap<Vector2i, VertexLightQuadrant2D*> quadrants;
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};
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HashMap<RID, VertexLightMap2D*> _maps;
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Vector2i _default_quadrant_size;
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static VertexLights2D *_self;
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