pandemonium_engine/modules/vertex_lights_2d/vertex_lights_2d_server.h

250 lines
7.7 KiB
C++

#ifndef VERTEX_LIGHT_2D_SERVER_H
#define VERTEX_LIGHT_2D_SERVER_H
/*************************************************************************/
/* vertex_lights_2d_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/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<VertexLightData2D *> lights;
VertexLightMap2D *map;
void get_lights(List<VertexLightData2D *> *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<Vector2i, VertexLightQuadrant2D *> quadrants;
Vector2i quadrant_size;
Color base_color;
RID self;
void recreate_quadrants();
void get_lights(List<VertexLightData2D *> *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<VertexLightMap2D> map_owner;
mutable RID_Owner<VertexLightData2D> light_owner;
Vector2i _default_quadrant_size;
// Maybe an api could be adde that's per quadrant
mutable HashSet<RID> _changed_maps;
StringName _map_changed_name;
static VertexLights2DServer *_self;
};
VARIANT_ENUM_CAST(VertexLights2DServer::VertexLight2DMode);
#endif