/*************************************************************************/ /* 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_lights_3d_server.h" //VertexLightQuadrant3D void VertexLights3DServer::VertexLightQuadrant3D::get_lights(List *p_lights) { for (uint32_t i = 0; i < lights.size(); ++i) { p_lights->push_back(lights[i]); } } Color VertexLights3DServer::VertexLightQuadrant3D::sample_light_value(const Color &p_current_color, const Vector3 &p_position, const int p_item_cull_mask) { Color c = p_current_color; for (uint32_t i = 0; i < lights.size(); ++i) { VertexLightData3D *l = lights[i]; if (!l->enabled) { continue; } if (l->range == 0) { continue; } if ((l->item_cull_mask & p_item_cull_mask) == 0) { continue; } Vector3 light_to_pos = p_position - l->position; Vector3 light_to_pos_normal_space = light_to_pos; light_to_pos_normal_space.x /= l->range; light_to_pos_normal_space.y /= l->range; light_to_pos_normal_space.z /= l->range; real_t ltpnsl = light_to_pos_normal_space.length(); // Position is outside the light's range. if (ltpnsl >= 1) { continue; } real_t attenuation = pow(1.0 - ltpnsl, l->attenuation); Color ac = l->color * attenuation; switch (l->mode) { case VertexLights3DServer::VERTEX_LIGHT_3D_MODE_ADD: { c += ac; } break; case VertexLights3DServer::VERTEX_LIGHT_3D_MODE_SUB: { c -= ac; } break; case VertexLights3DServer::VERTEX_LIGHT_3D_MODE_MIX: { c = c.blend(ac); } break; } c = c.clamp(); } return c; } Color VertexLights3DServer::VertexLightQuadrant3D::sample_light(const Color &p_current_color, const Vector3 &p_position, const Vector3 &p_normal, const int p_item_cull_mask) { Color c = p_current_color; for (uint32_t i = 0; i < lights.size(); ++i) { VertexLightData3D *l = lights[i]; if (!l->enabled) { continue; } if (l->range == 0) { continue; } if ((l->item_cull_mask & p_item_cull_mask) == 0) { continue; } Vector3 light_to_pos = p_position - l->position; Vector3 light_to_pos_normal_space = light_to_pos; light_to_pos_normal_space.x /= l->range; light_to_pos_normal_space.y /= l->range; light_to_pos_normal_space.z /= l->range; real_t ltpnsl = light_to_pos_normal_space.length(); // Position is outside the light's range. if (ltpnsl >= 1) { continue; } real_t attenuation = pow(1.0 - ltpnsl, l->attenuation); Color ac = l->color * attenuation; switch (l->mode) { case VertexLights3DServer::VERTEX_LIGHT_3D_MODE_ADD: { c += ac; } break; case VertexLights3DServer::VERTEX_LIGHT_3D_MODE_SUB: { c -= ac; } break; case VertexLights3DServer::VERTEX_LIGHT_3D_MODE_MIX: { c = c.blend(ac); } break; } c = c.clamp(); } return c; } //VertexLightMap3D void VertexLights3DServer::VertexLightMap3D::recreate_quadrants() { List lights; get_lights(&lights); for (HashMap::Element *E = quadrants.front(); E; E = E->next) { memdelete(E->value()); } quadrants.clear(); for (List::Element *E = lights.front(); E; E = E->next()) { VertexLightData3D *l = E->get(); add_light(l); } } void VertexLights3DServer::VertexLightMap3D::get_lights(List *p_lights) { for (HashMap::Element *E = quadrants.front(); E; E = E->next) { E->value()->get_lights(p_lights); } } void VertexLights3DServer::VertexLightMap3D::add_light(VertexLightData3D *p_light) { VertexLightQuadrant3D *quadrant = get_quadrant_for_position(p_light->position); p_light->map = this; p_light->quadrant = quadrant; quadrant->lights.push_back(p_light); } void VertexLights3DServer::VertexLightMap3D::remove_light(VertexLightData3D *p_light) { p_light->map = NULL; VertexLightQuadrant3D *quadrant = p_light->quadrant; // Quadrant wan not updated properly somewhere! ERR_FAIL_NULL(quadrant); quadrant->lights.erase(p_light); p_light->quadrant = NULL; if (quadrant->lights.size() == 0) { quadrants.erase(quadrant->position); memdelete(quadrant); } } VertexLights3DServer::VertexLightQuadrant3D *VertexLights3DServer::VertexLightMap3D::get_quadrant_for_position(const Vector3 &p_position) { Vector3i quadrant_position = to_quadrant_position(p_position); if (!quadrants.has(quadrant_position)) { VertexLightQuadrant3D *quadrant = memnew(VertexLightQuadrant3D); quadrant->position = quadrant_position; quadrants[quadrant_position] = quadrant; return quadrant; } return quadrants[quadrant_position]; } void VertexLights3DServer::VertexLightMap3D::set_light_position(VertexLightData3D *p_light, const Vector3 &p_position) { remove_light(p_light); p_light->position = p_position; add_light(p_light); } void VertexLights3DServer::VertexLightMap3D::clear() { List lights; get_lights(&lights); for (HashMap::Element *E = quadrants.front(); E; E = E->next) { memdelete(E->value()); } quadrants.clear(); for (List::Element *E = lights.front(); E; E = E->next()) { VertexLightData3D *l = E->get(); l->map = NULL; l->quadrant = NULL; } } Color VertexLights3DServer::VertexLightMap3D::sample_light_value(const Vector3 &p_position, const int p_item_cull_mask) { Color c = base_color; Vector3i quadrant_position = to_quadrant_position(p_position); for (int x = quadrant_position.x - 1; x <= quadrant_position.x + 1; ++x) { for (int y = quadrant_position.y - 1; y <= quadrant_position.y + 1; ++y) { for (int z = quadrant_position.z - 1; z <= quadrant_position.z + 1; ++z) { Vector3i qp = Vector3i(x, y, z); if (quadrants.has(qp)) { VertexLightQuadrant3D *q = quadrants[qp]; c = q->sample_light_value(c, p_position, p_item_cull_mask); } } } } return c; } Color VertexLights3DServer::VertexLightMap3D::sample_light(const Vector3 &p_position, const Vector3 &p_normal, const int p_item_cull_mask) { Color c = base_color; Vector3i quadrant_position = to_quadrant_position(p_position); for (int x = quadrant_position.x - 1; x <= quadrant_position.x + 1; ++x) { for (int y = quadrant_position.y - 1; y <= quadrant_position.y + 1; ++y) { for (int z = quadrant_position.z - 1; z <= quadrant_position.z + 1; ++z) { Vector3i qp = Vector3i(x, y, z); if (quadrants.has(qp)) { VertexLightQuadrant3D *q = quadrants[qp]; c = q->sample_light(c, p_position, p_normal, p_item_cull_mask); } } } } return c; }