VertexLights2D Singleton initial setup.

This commit is contained in:
Relintai 2024-03-24 17:11:10 +01:00
parent 0d23e04aff
commit fb032a2f20
6 changed files with 377 additions and 0 deletions

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import os
Import('env')
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")

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def can_build(env, platform):
return True
def configure(env):
pass
def get_doc_classes():
return [
"VertexLights2D",
]
def get_doc_path():
return "doc_classes"

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/*************************************************************************/
/* register_types.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 "register_types.h"
#include "core/config/engine.h"
#include "vertex_lights_2d.h"
VertexLights2D *vertex_lights_2d = NULL;
void register_vertex_lights_2d_types(ModuleRegistrationLevel p_level) {
if (p_level == MODULE_REGISTRATION_LEVEL_SCENE) {
vertex_lights_2d = memnew(VertexLights2D);
ClassDB::register_class<VertexLights2D>();
Engine::get_singleton()->add_singleton(Engine::Singleton("VertexLights2D", VertexLights2D::get_singleton()));
}
}
void unregister_vertex_lights_2d_types(ModuleRegistrationLevel p_level) {
if (p_level == MODULE_REGISTRATION_LEVEL_SINGLETON) {
if (vertex_lights_2d) {
memdelete(vertex_lights_2d);
}
}
}

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#ifndef VERTEX_LIGHTS_2D_REGISTER_TYPES_H
#define VERTEX_LIGHTS_2D_REGISTER_TYPES_H
/*************************************************************************/
/* register_types.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 "modules/register_module_types.h"
void register_vertex_lights_2d_types(ModuleRegistrationLevel p_level);
void unregister_vertex_lights_2d_types(ModuleRegistrationLevel p_level);
#endif

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/*************************************************************************/
/* vertex_lights_2d.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_lights_2d.h"
/*
Transform VertexLights2D::get_transform() const {
return _transform;
}
void VertexLights2D::set_transform(const Transform &p_transform) {
_transform = p_transform;
}
real_t VertexLights2D::get_range() const {
return _range;
}
void VertexLights2D::set_range(const real_t value) {
_range = value;
}
real_t VertexLights2D::get_attenuation() const {
return _attenuation;
}
void VertexLights2D::set_attenuation(const real_t value) {
_attenuation = value;
}
Color VertexLights2D::get_color() const {
return _color;
}
void VertexLights2D::set_color(const Color value) {
_color = value;
}
real_t VertexLights2D::get_energy() const {
return _energy;
}
void VertexLights2D::set_energy(const real_t value) {
_energy = value;
}
real_t VertexLights2D::get_indirect_energy() const {
return _indirect_energy;
}
void VertexLights2D::set_indirect_energy(const real_t value) {
_indirect_energy = value;
}
bool VertexLights2D::get_negative() const {
return _negative;
}
void VertexLights2D::set_negative(const bool value) {
_negative = value;
}
real_t VertexLights2D::get_specular() const {
return _specular;
}
void VertexLights2D::set_specular(const real_t value) {
_specular = value;
}
*/
VertexLights2D::VertexLights2D() {
ERR_FAIL_COND(_self);
_self = this;
}
VertexLights2D::~VertexLights2D() {
_self = NULL;
}
void VertexLights2D::_bind_methods() {
/*
ClassDB::bind_method(D_METHOD("get_transform"), &VertexLights2D::get_transform);
ClassDB::bind_method(D_METHOD("set_transform", "transform"), &VertexLights2D::set_transform);
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "transform"), "set_transform", "get_transform");
ClassDB::bind_method(D_METHOD("get_range"), &VertexLights2D::get_range);
ClassDB::bind_method(D_METHOD("set_range", "value"), &VertexLights2D::set_range);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_range"), "set_range", "get_range");
ClassDB::bind_method(D_METHOD("get_attenuation"), &VertexLights2D::get_attenuation);
ClassDB::bind_method(D_METHOD("set_attenuation", "value"), &VertexLights2D::set_attenuation);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_attenuation"), "set_attenuation", "get_attenuation");
ClassDB::bind_method(D_METHOD("get_color"), &VertexLights2D::get_color);
ClassDB::bind_method(D_METHOD("set_color", "value"), &VertexLights2D::set_color);
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "light_color"), "set_color", "get_color");
ClassDB::bind_method(D_METHOD("get_energy"), &VertexLights2D::get_energy);
ClassDB::bind_method(D_METHOD("set_energy", "value"), &VertexLights2D::set_energy);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_energy"), "set_energy", "get_energy");
ClassDB::bind_method(D_METHOD("get_indirect_energy"), &VertexLights2D::get_indirect_energy);
ClassDB::bind_method(D_METHOD("set_indirect_energy", "value"), &VertexLights2D::set_indirect_energy);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_indirect_energy"), "set_indirect_energy", "get_indirect_energy");
ClassDB::bind_method(D_METHOD("get_negative"), &VertexLights2D::get_negative);
ClassDB::bind_method(D_METHOD("set_negative", "value"), &VertexLights2D::set_negative);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "light_negative"), "set_negative", "get_negative");
ClassDB::bind_method(D_METHOD("get_specular"), &VertexLights2D::get_specular);
ClassDB::bind_method(D_METHOD("set_specular", "value"), &VertexLights2D::set_specular);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_specular"), "set_specular", "get_specular");
*/
}
VertexLights2D *VertexLights2D::_self = NULL;

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#ifndef VERTEX_LIGHTS_2D_H
#define VERTEX_LIGHTS_2D_H
/*************************************************************************/
/* vertex_lights_2d.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/object/object.h"
#include "core/containers/hash_map.h"
#include "core/containers/vector.h"
#include "core/math/color.h"
#include "core/math/transform.h"
class VertexLights2D : public Object {
GDCLASS(VertexLights2D, Object);
public:
enum VertexLight2DMode {
VERTEX_LIGHT_2D_MODE_ADD = 0,
VERTEX_LIGHT_2D_MODE_SUB,
VERTEX_LIGHT_2D_MODE_MIX,
//VERTEX_LIGHT_2D_MODE_MASK
};
/*
Transform get_transform() const;
void set_transform(const Transform &p_transform);
real_t get_range() const;
void set_range(const real_t value);
real_t get_attenuation() const;
void set_attenuation(const real_t value);
Color get_color() const;
void set_color(const Color value);
real_t get_energy() const;
void set_energy(const real_t value);
real_t get_indirect_energy() const;
void set_indirect_energy(const real_t value);
bool get_negative() const;
void set_negative(const bool value);
real_t get_specular() const;
void set_specular(const real_t value);
*/
_FORCE_INLINE_ static VertexLights2D *get_singleton() {
return _self;
}
VertexLights2D();
~VertexLights2D();
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;
Vector2i _default_quadrant_size;
static VertexLights2D *_self;
};
VARIANT_ENUM_CAST(VertexLights2D::VertexLight2DMode);
#endif