#ifndef VERTEX_LIGHTS_2D_H #define VERTEX_LIGHTS_2D_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/vector.h" #include "core/math/color.h" #include "core/math/transform.h" class VertexLights2D : public Object { GDCLASS(VertexLights2D, 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 }; /* Transform get_transform() const; void set_transform(const Transform &p_transform); real_t get_range() const; void set_range(const real_t value); real_t get_attenuation() const; void set_attenuation(const real_t value); Color get_color() const; void set_color(const Color value); real_t get_energy() const; void set_energy(const real_t value); real_t get_indirect_energy() const; void set_indirect_energy(const real_t value); bool get_negative() const; void set_negative(const bool value); real_t get_specular() const; void set_specular(const real_t value); */ _FORCE_INLINE_ static VertexLights2D *get_singleton() { return _self; } VertexLights2D(); ~VertexLights2D(); protected: static void _bind_methods(); struct VertexLightData2D { Vector2 position; Color color; VertexLight2DMode mode; Vector2i z_range; Vector2i layer_range; int item_cull_mask; VertexLightData2D() { item_cull_mask = 1; } }; struct VertexLightQuadrant2D { HashMap lights; Vector2i size; }; struct VertexLightMap2D { HashMap quadrants; }; HashMap _maps; Vector2i _default_quadrant_size; static VertexLights2D *_self; }; VARIANT_ENUM_CAST(VertexLights2D::VertexLight2DMode); #endif