#ifndef VERTEX_LIGHT_DATA_H #define VERTEX_LIGHT_DATA_H /*************************************************************************/ /* vertex_light_data.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/containers/hash_map.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" #include "vertex_lights_2d_server.h" class VertexLightMap2D; class VertexLightQuadrant2D; class VertexLightData2D; class VertexLightData2D : public RID_Data { public: Vector2 position; 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; item_cull_mask = 1; z_range = Vector2i(-1024, 1024); mode = VertexLights2DServer::VERTEX_LIGHT_2D_MODE_ADD; } }; class VertexLightQuadrant2D { public: Vector2i position; LocalVector lights; VertexLightMap2D *map; void get_lights(List *p_lights); VertexLightQuadrant2D() { map = NULL; } }; class VertexLightMap2D : public RID_Data { public: HashMap quadrants; Vector2i quadrant_size; 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(); _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); } }; #endif