/*************************************************************************/ /* vertex_lights_3d_server.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_3d_server.h" #include "core/config/project_settings.h" #include "scene/main/scene_tree.h" // Defaults Vector3i VertexLights3DServer::get_default_octant_size() const { return _default_octant_size; } void VertexLights3DServer::set_default_octant_size(const Vector3i &p_size) { _default_octant_size = p_size; } // Maps RID VertexLights3DServer::map_create() { VertexLightMap3D *map = memnew(VertexLightMap3D); RID rid = map_owner.make_rid(map); map->self = rid; map->octant_size = _default_octant_size; return rid; } Vector3i VertexLights3DServer::map_get_octant_size(RID p_map) const { const VertexLightMap3D *map = map_owner.getornull(p_map); ERR_FAIL_COND_V(map == NULL, Vector3i()); return map->octant_size; } void VertexLights3DServer::map_set_octant_size(RID p_map, const Vector3i &p_size) { VertexLightMap3D *map = map_owner.getornull(p_map); ERR_FAIL_COND(map == NULL); map->octant_size = p_size; map->recreate_octants(); _map_changed(map); } Color VertexLights3DServer::map_get_base_color(RID p_map) const { const VertexLightMap3D *map = map_owner.getornull(p_map); ERR_FAIL_COND_V(map == NULL, Color()); return map->base_color; } void VertexLights3DServer::map_set_base_color(RID p_map, const Color &p_base_color) { VertexLightMap3D *map = map_owner.getornull(p_map); ERR_FAIL_COND(map == NULL); map->base_color = p_base_color; _map_changed(map); } Array VertexLights3DServer::map_get_lights(RID p_map) const { VertexLightMap3D *map = map_owner.getornull(p_map); ERR_FAIL_COND_V(map == NULL, Array()); List lights; map->get_lights(&lights); Array arr; arr.resize(lights.size()); int i = 0; for (List::Element *E = lights.front(); E; E = E->next()) { arr[i++] = E->get()->self; } return arr; } void VertexLights3DServer::map_clear(RID p_map) { VertexLightMap3D *map = map_owner.getornull(p_map); ERR_FAIL_COND(map == NULL); map->clear(); _map_changed(map); } // Lights RID VertexLights3DServer::light_create() { VertexLightData3D *light = memnew(VertexLightData3D); RID rid = light_owner.make_rid(light); light->self = rid; return rid; } RID VertexLights3DServer::light_get_map(RID p_light) { const VertexLightData3D *light = light_owner.getornull(p_light); ERR_FAIL_COND_V(light == NULL, RID()); if (!light->map) { return RID(); } return light->map->self; } void VertexLights3DServer::light_set_map(RID p_light, RID p_map) { VertexLightData3D *light = light_owner.getornull(p_light); ERR_FAIL_COND(light == NULL); VertexLightMap3D *map = map_owner.getornull(p_map); if (light->map) { _light_changed(light); light->map->remove_light(light); } if (map) { map->add_light(light); _light_changed(light); } } bool VertexLights3DServer::light_get_is_enabled(RID p_light) { const VertexLightData3D *light = light_owner.getornull(p_light); ERR_FAIL_COND_V(light == NULL, false); return light->enabled; } void VertexLights3DServer::light_set_enabled(RID p_light, const bool p_enabled) { VertexLightData3D *light = light_owner.getornull(p_light); ERR_FAIL_COND(light == NULL); if (light->enabled == p_enabled) { return; } light->enabled = p_enabled; _light_enabled_changed(light); } Vector3 VertexLights3DServer::light_get_position(RID p_light) { const VertexLightData3D *light = light_owner.getornull(p_light); ERR_FAIL_COND_V(light == NULL, Vector3()); return light->position; } void VertexLights3DServer::light_set_position(RID p_light, const Vector3 &p_position) { VertexLightData3D *light = light_owner.getornull(p_light); ERR_FAIL_COND(light == NULL); if (light->map) { // This ensure the light gets moved to the proper octant light->map->set_light_position(light, p_position); _light_changed(light); return; } light->position = p_position; _light_changed(light); } real_t VertexLights3DServer::light_get_range(RID p_light) { const VertexLightData3D *light = light_owner.getornull(p_light); ERR_FAIL_COND_V(light == NULL, 0); return light->range; } void VertexLights3DServer::light_set_range(RID p_light, const real_t p_range) { VertexLightData3D *light = light_owner.getornull(p_light); ERR_FAIL_COND(light == NULL); light->range = p_range; _light_changed(light); } real_t VertexLights3DServer::light_get_attenuation(RID p_light) { const VertexLightData3D *light = light_owner.getornull(p_light); ERR_FAIL_COND_V(light == NULL, 0); return light->attenuation; } void VertexLights3DServer::light_set_attenuation(RID p_light, const real_t p_attenuation) { VertexLightData3D *light = light_owner.getornull(p_light); ERR_FAIL_COND(light == NULL); light->attenuation = p_attenuation; _light_changed(light); } Color VertexLights3DServer::light_get_color(RID p_light) { const VertexLightData3D *light = light_owner.getornull(p_light); ERR_FAIL_COND_V(light == NULL, Color()); return light->color; } void VertexLights3DServer::light_set_color(RID p_light, const Color &p_color) { VertexLightData3D *light = light_owner.getornull(p_light); ERR_FAIL_COND(light == NULL); light->color = p_color; _light_changed(light); } VertexLights3DServer::VertexLight3DMode VertexLights3DServer::light_get_mode(RID p_light) { const VertexLightData3D *light = light_owner.getornull(p_light); ERR_FAIL_COND_V(light == NULL, VertexLights3DServer::VERTEX_LIGHT_3D_MODE_ADD); return light->mode; } void VertexLights3DServer::light_set_mode(RID p_light, const VertexLights3DServer::VertexLight3DMode p_mode) { VertexLightData3D *light = light_owner.getornull(p_light); ERR_FAIL_COND(light == NULL); light->mode = p_mode; _light_changed(light); } int VertexLights3DServer::light_get_item_cull_mask(RID p_light) { const VertexLightData3D *light = light_owner.getornull(p_light); ERR_FAIL_COND_V(light == NULL, 0); return light->item_cull_mask; } void VertexLights3DServer::light_set_item_cull_mask(RID p_light, const int p_item_cull_mask) { VertexLightData3D *light = light_owner.getornull(p_light); ERR_FAIL_COND(light == NULL); light->item_cull_mask = p_item_cull_mask; _light_changed(light); } // Sampling Color VertexLights3DServer::sample_light_value(RID p_map, const Vector3 &p_position, const int p_item_cull_mask) { VertexLightMap3D *map = map_owner.getornull(p_map); ERR_FAIL_COND_V(map == NULL, Color()); return map->sample_light_value(p_position, p_item_cull_mask); } Color VertexLights3DServer::sample_light(RID p_map, const Vector3 &p_position, const Vector3 &p_normal, const int p_item_cull_mask) { VertexLightMap3D *map = map_owner.getornull(p_map); ERR_FAIL_COND_V(map == NULL, Color()); return map->sample_light(p_position, p_normal, p_item_cull_mask); } // Rest void VertexLights3DServer::free(RID p_rid) { if (!p_rid.is_valid()) { ERR_FAIL_MSG("Invalid RID."); return; } if (map_owner.owns(p_rid)) { VertexLightMap3D *map = map_owner.get(p_rid); map->clear(); map->self = RID(); map_owner.free(p_rid); memdelete(map); } else if (light_owner.owns(p_rid)) { VertexLightData3D *light = light_owner.get(p_rid); if (light->map) { _light_changed(light); light->map->remove_light(light); } light->self = RID(); light_owner.free(p_rid); memdelete(light); } else { ERR_FAIL_MSG("Invalid RID."); } } void VertexLights3DServer::init() { call_deferred("_register_update"); } void VertexLights3DServer::register_update() { if (SceneTree::get_singleton()) { if (!SceneTree::get_singleton()->is_connected("idle_frame", this, "flush_notifications")) { SceneTree::get_singleton()->connect("idle_frame", this, "flush_notifications"); } } } void VertexLights3DServer::unregister_update() { if (SceneTree::get_singleton()) { if (SceneTree::get_singleton()->is_connected("idle_frame", this, "flush_notifications")) { SceneTree::get_singleton()->disconnect("idle_frame", this, "flush_notifications"); } } } void VertexLights3DServer::flush_notifications() { for (HashSet::Iterator iter = _changed_maps.begin(); iter; ++iter) { emit_signal(_map_changed_name, iter.key()); } _changed_maps.clear(); } VertexLights3DServer::VertexLights3DServer() { ERR_FAIL_COND(_self); _self = this; GLOBAL_DEF("vertex_lights_3d/default_octant_size", Vector3i(32, 32, 32)); _default_octant_size = GLOBAL_GET("vertex_lights_3d/default_octant_size"); _map_changed_name = "map_changed"; } VertexLights3DServer::~VertexLights3DServer() { _self = NULL; } void VertexLights3DServer::_bind_methods() { ADD_SIGNAL(MethodInfo("map_changed", PropertyInfo(Variant::RID, "map"))); ClassDB::bind_method(D_METHOD("get_default_octant_size"), &VertexLights3DServer::get_default_octant_size); ClassDB::bind_method(D_METHOD("set_default_octant_size", "size"), &VertexLights3DServer::set_default_octant_size); ClassDB::bind_method(D_METHOD("map_create"), &VertexLights3DServer::map_create); ClassDB::bind_method(D_METHOD("map_get_octant_size", "map"), &VertexLights3DServer::map_get_octant_size); ClassDB::bind_method(D_METHOD("map_set_octant_size", "map", "size"), &VertexLights3DServer::map_set_octant_size); ClassDB::bind_method(D_METHOD("map_get_base_color", "map"), &VertexLights3DServer::map_get_base_color); ClassDB::bind_method(D_METHOD("map_set_base_color", "map", "base_color"), &VertexLights3DServer::map_set_base_color); ClassDB::bind_method(D_METHOD("map_get_lights", "map"), &VertexLights3DServer::map_get_lights); ClassDB::bind_method(D_METHOD("map_clear", "map"), &VertexLights3DServer::map_clear); // Lights ClassDB::bind_method(D_METHOD("light_create"), &VertexLights3DServer::light_create); ClassDB::bind_method(D_METHOD("light_get_map", "light"), &VertexLights3DServer::light_get_map); ClassDB::bind_method(D_METHOD("light_set_map", "light", "map"), &VertexLights3DServer::light_set_map); ClassDB::bind_method(D_METHOD("light_get_is_enabled", "light"), &VertexLights3DServer::light_get_is_enabled); ClassDB::bind_method(D_METHOD("light_set_enabled", "light", "enabled"), &VertexLights3DServer::light_set_enabled); ClassDB::bind_method(D_METHOD("light_get_position", "light"), &VertexLights3DServer::light_get_position); ClassDB::bind_method(D_METHOD("light_set_position", "light", "position"), &VertexLights3DServer::light_set_position); ClassDB::bind_method(D_METHOD("light_get_range", "light"), &VertexLights3DServer::light_get_range); ClassDB::bind_method(D_METHOD("light_set_range", "light", "range"), &VertexLights3DServer::light_set_range); ClassDB::bind_method(D_METHOD("light_get_attenuation", "light"), &VertexLights3DServer::light_get_attenuation); ClassDB::bind_method(D_METHOD("light_set_attenuation", "light", "attenuation"), &VertexLights3DServer::light_set_attenuation); ClassDB::bind_method(D_METHOD("light_get_color", "light"), &VertexLights3DServer::light_get_color); ClassDB::bind_method(D_METHOD("light_set_color", "light", "color"), &VertexLights3DServer::light_set_color); ClassDB::bind_method(D_METHOD("light_get_mode", "light"), &VertexLights3DServer::light_get_mode); ClassDB::bind_method(D_METHOD("light_set_mode", "light", "mode"), &VertexLights3DServer::light_set_mode); ClassDB::bind_method(D_METHOD("light_get_item_cull_mask", "light"), &VertexLights3DServer::light_get_item_cull_mask); ClassDB::bind_method(D_METHOD("light_set_item_cull_mask", "light", "item_cull_mask"), &VertexLights3DServer::light_set_item_cull_mask); // Sampling ClassDB::bind_method(D_METHOD("sample_light_value", "map", "position", "item_cull_mask"), &VertexLights3DServer::sample_light_value, DEFVAL(1)); ClassDB::bind_method(D_METHOD("sample_light", "map", "position", "normal", "item_cull_mask"), &VertexLights3DServer::sample_light, DEFVAL(1)); // Rest, DEFVAL(0) ClassDB::bind_method(D_METHOD("free", "rid"), &VertexLights3DServer::free); ClassDB::bind_method(D_METHOD("_register_update"), &VertexLights3DServer::register_update); ClassDB::bind_method(D_METHOD("flush_notifications"), &VertexLights3DServer::flush_notifications); BIND_ENUM_CONSTANT(VERTEX_LIGHT_3D_MODE_ADD); BIND_ENUM_CONSTANT(VERTEX_LIGHT_3D_MODE_SUB); BIND_ENUM_CONSTANT(VERTEX_LIGHT_3D_MODE_MIX); } VertexLights3DServer *VertexLights3DServer::_self = NULL;