pandemonium_engine/modules/vertex_lights_2d/vertex_light_data.cpp

209 lines
6.8 KiB
C++

/*************************************************************************/
/* 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_2d_server.h"
//VertexLightQuadrant2D
void VertexLights2DServer::VertexLightQuadrant2D::get_lights(List<VertexLightData2D *> *p_lights) {
for (uint32_t i = 0; i < lights.size(); ++i) {
p_lights->push_back(lights[i]);
}
}
Color VertexLights2DServer::VertexLightQuadrant2D::sample_light(const Color &p_current_color, const Vector2 &p_position, const int p_item_cull_mask, const int p_layer, const int p_z_index) {
Color c = p_current_color;
for (uint32_t i = 0; i < lights.size(); ++i) {
VertexLightData2D *l = lights[i];
if (!l->enabled) {
continue;
}
if (l->range.x == 0 || l->range.y == 0) {
continue;
}
if ((l->item_cull_mask & p_item_cull_mask) == 0) {
continue;
}
if (p_layer < l->layer_range.x || p_layer > l->layer_range.y) {
continue;
}
if (p_z_index < l->z_range.x || p_z_index > l->z_range.y) {
continue;
}
Vector2 light_to_pos = p_position - l->position;
Vector2 light_to_pos_normal_space = light_to_pos;
light_to_pos_normal_space.x /= static_cast<real_t>(l->range.x);
light_to_pos_normal_space.y /= static_cast<real_t>(l->range.y);
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 VertexLights2DServer::VERTEX_LIGHT_2D_MODE_ADD: {
c += ac;
} break;
case VertexLights2DServer::VERTEX_LIGHT_2D_MODE_SUB: {
c -= ac;
} break;
case VertexLights2DServer::VERTEX_LIGHT_2D_MODE_MIX: {
c = c.blend(ac);
} break;
}
c = c.clamp();
}
return c;
}
//VertexLightMap2D
void VertexLights2DServer::VertexLightMap2D::recreate_quadrants() {
List<VertexLightData2D *> lights;
get_lights(&lights);
for (HashMap<Vector2i, VertexLightQuadrant2D *>::Element *E = quadrants.front(); E; E = E->next) {
memdelete(E->value());
}
quadrants.clear();
for (List<VertexLightData2D *>::Element *E = lights.front(); E; E = E->next()) {
VertexLightData2D *l = E->get();
add_light(l);
}
}
void VertexLights2DServer::VertexLightMap2D::get_lights(List<VertexLightData2D *> *p_lights) {
for (HashMap<Vector2i, VertexLightQuadrant2D *>::Element *E = quadrants.front(); E; E = E->next) {
E->value()->get_lights(p_lights);
}
}
void VertexLights2DServer::VertexLightMap2D::add_light(VertexLightData2D *p_light) {
VertexLightQuadrant2D *quadrant = get_quadrant_for_position(p_light->position);
p_light->map = this;
p_light->quadrant = quadrant;
quadrant->lights.push_back(p_light);
}
void VertexLights2DServer::VertexLightMap2D::remove_light(VertexLightData2D *p_light) {
p_light->map = NULL;
VertexLightQuadrant2D *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);
}
}
VertexLights2DServer::VertexLightQuadrant2D *VertexLights2DServer::VertexLightMap2D::get_quadrant_for_position(const Vector2 &p_position) {
Vector2i quadrant_position = to_quadrant_position(p_position);
if (!quadrants.has(quadrant_position)) {
VertexLightQuadrant2D *quadrant = memnew(VertexLightQuadrant2D);
quadrant->position = quadrant_position;
quadrants[quadrant_position] = quadrant;
return quadrant;
}
return quadrants[quadrant_position];
}
void VertexLights2DServer::VertexLightMap2D::set_light_position(VertexLightData2D *p_light, const Vector2 &p_position) {
remove_light(p_light);
p_light->position = p_position;
add_light(p_light);
}
void VertexLights2DServer::VertexLightMap2D::clear() {
List<VertexLightData2D *> lights;
get_lights(&lights);
for (HashMap<Vector2i, VertexLightQuadrant2D *>::Element *E = quadrants.front(); E; E = E->next) {
memdelete(E->value());
}
quadrants.clear();
for (List<VertexLightData2D *>::Element *E = lights.front(); E; E = E->next()) {
VertexLightData2D *l = E->get();
l->map = NULL;
l->quadrant = NULL;
}
}
Color VertexLights2DServer::VertexLightMap2D::sample_light(const Vector2 &p_position, const int p_item_cull_mask, const int p_layer, const int p_z_index) {
Color c = base_color;
Vector2i 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) {
Vector2i qp = Vector2i(x, y);
if (quadrants.has(qp)) {
VertexLightQuadrant2D *q = quadrants[qp];
c = q->sample_light(c, p_position, p_item_cull_mask, p_layer, p_z_index);
}
}
}
return c;
}