#ifndef VERTEX_LIGHT_3D_SERVER_H #define VERTEX_LIGHT_3D_SERVER_H /*************************************************************************/ /* vertex_lights_3d_server.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/vector3i.h" class VertexLights3DServer : public Object { GDCLASS(VertexLights3DServer, Object); public: enum VertexLight3DMode { VERTEX_LIGHT_3D_MODE_ADD = 0, VERTEX_LIGHT_3D_MODE_SUB, VERTEX_LIGHT_3D_MODE_MIX, //VERTEX_LIGHT_3D_MODE_MASK }; // Defaults Vector3i get_default_octant_size() const; void set_default_octant_size(const Vector3i &p_size); // Maps RID map_create(); Vector3i map_get_octant_size(RID p_map) const; void map_set_octant_size(RID p_map, const Vector3i &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); Vector3 light_get_position(RID p_light); void light_set_position(RID p_light, const Vector3 &p_position); real_t light_get_range(RID p_light); void light_set_range(RID p_light, const real_t 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); VertexLights3DServer::VertexLight3DMode light_get_mode(RID p_light); void light_set_mode(RID p_light, const VertexLights3DServer::VertexLight3DMode p_mode); 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_value(RID p_map, const Vector3 &p_position, const int p_item_cull_mask = 1); Color sample_light(RID p_map, const Vector3 &p_position, const Vector3 &p_normal, const int p_item_cull_mask = 1); // Rest void free(RID p_rid); void init(); void flush_notifications(); _FORCE_INLINE_ static VertexLights3DServer *get_singleton() { return _self; } VertexLights3DServer(); ~VertexLights3DServer(); protected: void register_update(); void unregister_update(); static void _bind_methods(); class VertexLightMap3D; class VertexLightQuadrant3D; class VertexLightData3D; class VertexLightData3D : public RID_Data { public: bool enabled; Vector3 position; real_t range; real_t attenuation; Color color; VertexLights3DServer::VertexLight3DMode mode; int item_cull_mask; VertexLightMap3D *map; VertexLightQuadrant3D *octant; RID self; VertexLightData3D() { map = NULL; octant = NULL; enabled = true; range = 5; attenuation = 1; color = Color(1, 1, 1, 1); item_cull_mask = 1; mode = VertexLights3DServer::VERTEX_LIGHT_3D_MODE_ADD; } }; class VertexLightQuadrant3D { public: Vector3i position; LocalVector lights; VertexLightMap3D *map; void get_lights(List *p_lights); Color sample_light_value(const Color &p_current_color, const Vector3 &p_position, const int p_item_cull_mask); Color sample_light(const Color &p_current_color, const Vector3 &p_position, const Vector3 &p_normal, const int p_item_cull_mask); VertexLightQuadrant3D() { map = NULL; } }; class VertexLightMap3D : public RID_Data { public: HashMap octants; Vector3i octant_size; Color base_color; RID self; void recreate_octants(); void get_lights(List *p_lights); void add_light(VertexLightData3D *p_light); void remove_light(VertexLightData3D *p_light); VertexLightQuadrant3D *get_octant_for_position(const Vector3 &p_position); void set_light_position(VertexLightData3D *p_light, const Vector3 &p_position); void clear(); Color sample_light_value(const Vector3 &p_position, const int p_item_cull_mask); Color sample_light(const Vector3 &p_position, const Vector3 &p_normal, const int p_item_cull_mask); _FORCE_INLINE_ Vector3i to_octant_position(const Vector3 &p_position) { return Vector3i(p_position.x / octant_size.x, p_position.y / octant_size.y, p_position.z / octant_size.z); } _FORCE_INLINE_ Vector3 to_position(const Vector3i &p_octant_position) { return Vector3(p_octant_position.x * octant_size.x, p_octant_position.y * octant_size.y, p_octant_position.z * octant_size.z); } }; _FORCE_INLINE_ void _light_changed(const VertexLightData3D *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 VertexLightData3D *p_light) const { if (p_light && p_light->map) { _changed_maps.insert(p_light->map->self); } } _FORCE_INLINE_ void _map_changed(const VertexLightMap3D *p_map) const { if (p_map) { _changed_maps.insert(p_map->self); } } mutable RID_Owner map_owner; mutable RID_Owner light_owner; Vector3i _default_octant_size; // Maybe an api could be adde that's per octant mutable HashSet _changed_maps; StringName _map_changed_name; static VertexLights3DServer *_self; }; VARIANT_ENUM_CAST(VertexLights3DServer::VertexLight3DMode); #endif