mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2025-02-03 22:55:55 +01:00
VertexLights2D Singleton initial setup.
This commit is contained in:
parent
0d23e04aff
commit
fb032a2f20
8
modules/vertex_lights_2d/SCsub
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8
modules/vertex_lights_2d/SCsub
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import os
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Import('env')
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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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17
modules/vertex_lights_2d/config.py
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modules/vertex_lights_2d/config.py
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def can_build(env, platform):
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return True
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def configure(env):
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pass
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def get_doc_classes():
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return [
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"VertexLights2D",
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]
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def get_doc_path():
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return "doc_classes"
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54
modules/vertex_lights_2d/register_types.cpp
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54
modules/vertex_lights_2d/register_types.cpp
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/*************************************************************************/
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/* register_types.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 "register_types.h"
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#include "core/config/engine.h"
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#include "vertex_lights_2d.h"
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VertexLights2D *vertex_lights_2d = NULL;
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void register_vertex_lights_2d_types(ModuleRegistrationLevel p_level) {
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if (p_level == MODULE_REGISTRATION_LEVEL_SCENE) {
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vertex_lights_2d = memnew(VertexLights2D);
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ClassDB::register_class<VertexLights2D>();
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Engine::get_singleton()->add_singleton(Engine::Singleton("VertexLights2D", VertexLights2D::get_singleton()));
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}
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}
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void unregister_vertex_lights_2d_types(ModuleRegistrationLevel p_level) {
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if (p_level == MODULE_REGISTRATION_LEVEL_SINGLETON) {
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if (vertex_lights_2d) {
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memdelete(vertex_lights_2d);
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}
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}
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}
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40
modules/vertex_lights_2d/register_types.h
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40
modules/vertex_lights_2d/register_types.h
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#ifndef VERTEX_LIGHTS_2D_REGISTER_TYPES_H
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#define VERTEX_LIGHTS_2D_REGISTER_TYPES_H
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/*************************************************************************/
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/* register_types.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 "modules/register_module_types.h"
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void register_vertex_lights_2d_types(ModuleRegistrationLevel p_level);
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void unregister_vertex_lights_2d_types(ModuleRegistrationLevel p_level);
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#endif
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138
modules/vertex_lights_2d/vertex_lights_2d.cpp
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138
modules/vertex_lights_2d/vertex_lights_2d.cpp
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/*************************************************************************/
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/* vertex_lights_2d.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_lights_2d.h"
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/*
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Transform VertexLights2D::get_transform() const {
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return _transform;
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}
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void VertexLights2D::set_transform(const Transform &p_transform) {
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_transform = p_transform;
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}
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real_t VertexLights2D::get_range() const {
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return _range;
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}
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void VertexLights2D::set_range(const real_t value) {
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_range = value;
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}
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real_t VertexLights2D::get_attenuation() const {
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return _attenuation;
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}
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void VertexLights2D::set_attenuation(const real_t value) {
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_attenuation = value;
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}
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Color VertexLights2D::get_color() const {
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return _color;
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}
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void VertexLights2D::set_color(const Color value) {
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_color = value;
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}
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real_t VertexLights2D::get_energy() const {
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return _energy;
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}
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void VertexLights2D::set_energy(const real_t value) {
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_energy = value;
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}
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real_t VertexLights2D::get_indirect_energy() const {
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return _indirect_energy;
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}
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void VertexLights2D::set_indirect_energy(const real_t value) {
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_indirect_energy = value;
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}
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bool VertexLights2D::get_negative() const {
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return _negative;
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}
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void VertexLights2D::set_negative(const bool value) {
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_negative = value;
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}
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real_t VertexLights2D::get_specular() const {
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return _specular;
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}
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void VertexLights2D::set_specular(const real_t value) {
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_specular = value;
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}
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*/
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VertexLights2D::VertexLights2D() {
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ERR_FAIL_COND(_self);
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_self = this;
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}
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VertexLights2D::~VertexLights2D() {
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_self = NULL;
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}
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void VertexLights2D::_bind_methods() {
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/*
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ClassDB::bind_method(D_METHOD("get_transform"), &VertexLights2D::get_transform);
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ClassDB::bind_method(D_METHOD("set_transform", "transform"), &VertexLights2D::set_transform);
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ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "transform"), "set_transform", "get_transform");
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ClassDB::bind_method(D_METHOD("get_range"), &VertexLights2D::get_range);
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ClassDB::bind_method(D_METHOD("set_range", "value"), &VertexLights2D::set_range);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_range"), "set_range", "get_range");
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ClassDB::bind_method(D_METHOD("get_attenuation"), &VertexLights2D::get_attenuation);
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ClassDB::bind_method(D_METHOD("set_attenuation", "value"), &VertexLights2D::set_attenuation);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_attenuation"), "set_attenuation", "get_attenuation");
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ClassDB::bind_method(D_METHOD("get_color"), &VertexLights2D::get_color);
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ClassDB::bind_method(D_METHOD("set_color", "value"), &VertexLights2D::set_color);
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "light_color"), "set_color", "get_color");
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ClassDB::bind_method(D_METHOD("get_energy"), &VertexLights2D::get_energy);
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ClassDB::bind_method(D_METHOD("set_energy", "value"), &VertexLights2D::set_energy);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_energy"), "set_energy", "get_energy");
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ClassDB::bind_method(D_METHOD("get_indirect_energy"), &VertexLights2D::get_indirect_energy);
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ClassDB::bind_method(D_METHOD("set_indirect_energy", "value"), &VertexLights2D::set_indirect_energy);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_indirect_energy"), "set_indirect_energy", "get_indirect_energy");
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ClassDB::bind_method(D_METHOD("get_negative"), &VertexLights2D::get_negative);
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ClassDB::bind_method(D_METHOD("set_negative", "value"), &VertexLights2D::set_negative);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "light_negative"), "set_negative", "get_negative");
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ClassDB::bind_method(D_METHOD("get_specular"), &VertexLights2D::get_specular);
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ClassDB::bind_method(D_METHOD("set_specular", "value"), &VertexLights2D::set_specular);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_specular"), "set_specular", "get_specular");
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*/
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}
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VertexLights2D *VertexLights2D::_self = NULL;
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120
modules/vertex_lights_2d/vertex_lights_2d.h
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120
modules/vertex_lights_2d/vertex_lights_2d.h
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#ifndef VERTEX_LIGHTS_2D_H
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#define VERTEX_LIGHTS_2D_H
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/*************************************************************************/
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/* vertex_lights_2d.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, */
|
||||||
|
/* 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 */
|
||||||
|
/* included in all copies or substantial portions of the Software. */
|
||||||
|
/* */
|
||||||
|
/* 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 */
|
||||||
|
/* 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/object/object.h"
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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/transform.h"
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class VertexLights2D : public Object {
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GDCLASS(VertexLights2D, Object);
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public:
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enum VertexLight2DMode {
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VERTEX_LIGHT_2D_MODE_ADD = 0,
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VERTEX_LIGHT_2D_MODE_SUB,
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VERTEX_LIGHT_2D_MODE_MIX,
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//VERTEX_LIGHT_2D_MODE_MASK
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};
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/*
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Transform get_transform() const;
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void set_transform(const Transform &p_transform);
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real_t get_range() const;
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void set_range(const real_t value);
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real_t get_attenuation() const;
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void set_attenuation(const real_t value);
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Color get_color() const;
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void set_color(const Color value);
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real_t get_energy() const;
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void set_energy(const real_t value);
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real_t get_indirect_energy() const;
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void set_indirect_energy(const real_t value);
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bool get_negative() const;
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void set_negative(const bool value);
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real_t get_specular() const;
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void set_specular(const real_t value);
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*/
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_FORCE_INLINE_ static VertexLights2D *get_singleton() {
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return _self;
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}
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VertexLights2D();
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~VertexLights2D();
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|
|
||||||
|
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
|
Loading…
Reference in New Issue
Block a user