#ifndef VERTEX_LIGHT_2D_SERVER_H #define VERTEX_LIGHT_2D_SERVER_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/hash_set.h" #include "core/containers/list.h" #include "core/containers/rid.h" #include "core/containers/vector.h" #include "core/math/color.h" #include "core/math/vector2i.h" class VertexLights2DServer : public Object { GDCLASS(VertexLights2DServer, 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 }; // Defaults Vector2i get_default_quadrant_size() const; void set_default_quadrant_size(const Vector2i &p_size); // Maps RID map_create(); Vector2i map_get_quadrant_size(RID p_map) const; void map_set_quadrant_size(RID p_map, const Vector2i &p_size); Color map_get_base_color(RID p_map) const; void map_set_base_color(RID p_map, const Color &p_base_color); Array map_get_lights(RID p_map) const; void map_clear(RID p_map); // Lights RID light_create(); RID light_get_map(RID p_light); void light_set_map(RID p_light, RID p_map); bool light_get_is_enabled(RID p_light); void light_set_enabled(RID p_light, const bool p_enabled); Vector2 light_get_position(RID p_light); void light_set_position(RID p_light, const Vector2 &p_position); Vector2i light_get_range(RID p_light); void light_set_range(RID p_light, const Vector2i &p_range); real_t light_get_attenuation(RID p_light); void light_set_attenuation(RID p_light, const real_t p_attenuation); Color light_get_color(RID p_light); void light_set_color(RID p_light, const Color &p_color); VertexLights2DServer::VertexLight2DMode light_get_mode(RID p_light); void light_set_mode(RID p_light, const VertexLights2DServer::VertexLight2DMode p_mode); Vector2i light_get_z_range(RID p_light); void light_set_z_range(RID p_light, const Vector2i &p_z_range); Vector2i light_get_layer_range(RID p_light); void light_set_layer_range(RID p_light, const Vector2i &p_layer_range); int light_get_item_cull_mask(RID p_light); void light_set_item_cull_mask(RID p_light, const int p_item_cull_mask); // Sampling Color sample_light(RID p_map, const Vector2 &p_position, const int p_item_cull_mask = 1, const int p_layer = 0, const int p_z_index = 0); // Rest void free(RID p_rid); void init(); void flush_notifications(); _FORCE_INLINE_ static VertexLights2DServer *get_singleton() { return _self; } VertexLights2DServer(); ~VertexLights2DServer(); protected: void register_update(); void unregister_update(); static void _bind_methods(); class VertexLightMap2D; class VertexLightQuadrant2D; class VertexLightData2D; class VertexLightData2D : public RID_Data { public: bool enabled; Vector2 position; Vector2i range; real_t attenuation; Color color; VertexLights2DServer::VertexLight2DMode mode; Vector2i z_range; Vector2i layer_range; int item_cull_mask; VertexLightMap2D *map; VertexLightQuadrant2D *quadrant; RID self; VertexLightData2D() { map = NULL; quadrant = NULL; enabled = true; range = Vector2i(32, 32); attenuation = 1; color = Color(1, 1, 1, 1); item_cull_mask = 1; z_range = Vector2i(-1024, 1024); layer_range = Vector2i(-512, 512); mode = VertexLights2DServer::VERTEX_LIGHT_2D_MODE_ADD; } }; class VertexLightQuadrant2D { public: Vector2i position; LocalVector lights; VertexLightMap2D *map; void get_lights(List *p_lights); Color sample_light(const Color &p_current_color, const Vector2 &p_local_position, const int p_item_cull_mask, const int p_layer, const int p_z_index); VertexLightQuadrant2D() { map = NULL; } }; class VertexLightMap2D : public RID_Data { public: HashMap quadrants; Vector2i quadrant_size; Color base_color; RID self; void recreate_quadrants(); void get_lights(List *p_lights); void add_light(VertexLightData2D *p_light); void remove_light(VertexLightData2D *p_light); VertexLightQuadrant2D *get_quadrant_for_position(const Vector2 &p_position); void set_light_position(VertexLightData2D *p_light, const Vector2 &p_position); void clear(); Color sample_light(const Vector2 &p_position, const int p_item_cull_mask = 1, const int p_layer = 0, const int p_z_index = 0); _FORCE_INLINE_ Vector2i to_quadrant_position(const Vector2 &p_position) { return Vector2i(p_position.x / quadrant_size.x, p_position.y / quadrant_size.y); } _FORCE_INLINE_ Vector2 to_position(const Vector2i &p_quadrant_position) { return Vector2(p_quadrant_position.x * quadrant_size.x, p_quadrant_position.y * quadrant_size.y); } }; _FORCE_INLINE_ void _light_changed(const VertexLightData2D *p_light) const { if (p_light && p_light->enabled && p_light->map) { _changed_maps.insert(p_light->map->self); } } _FORCE_INLINE_ void _light_enabled_changed(const VertexLightData2D *p_light) const { if (p_light && p_light->map) { _changed_maps.insert(p_light->map->self); } } _FORCE_INLINE_ void _map_changed(const VertexLightMap2D *p_map) const { if (p_map) { _changed_maps.insert(p_map->self); } } mutable RID_Owner map_owner; mutable RID_Owner light_owner; Vector2i _default_quadrant_size; // Maybe an api could be adde that's per quadrant mutable HashSet _changed_maps; StringName _map_changed_name; static VertexLights2DServer *_self; }; VARIANT_ENUM_CAST(VertexLights2DServer::VertexLight2DMode); #endif