pandemonium_engine/modules/vertex_lights_3d/vertex_light_data.cpp

280 lines
8.4 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_3d_server.h"
//VertexLightQuadrant3D
void VertexLights3DServer::VertexLightQuadrant3D::get_lights(List<VertexLightData3D *> *p_lights) {
for (uint32_t i = 0; i < lights.size(); ++i) {
p_lights->push_back(lights[i]);
}
}
Color VertexLights3DServer::VertexLightQuadrant3D::sample_light_value(const Color &p_current_color, const Vector3 &p_position, const int p_item_cull_mask) {
Color c = p_current_color;
for (uint32_t i = 0; i < lights.size(); ++i) {
VertexLightData3D *l = lights[i];
if (!l->enabled) {
continue;
}
if (l->range == 0) {
continue;
}
if ((l->item_cull_mask & p_item_cull_mask) == 0) {
continue;
}
Vector3 light_to_pos = p_position - l->position;
Vector3 light_to_pos_normal_space = light_to_pos;
light_to_pos_normal_space.x /= l->range;
light_to_pos_normal_space.y /= l->range;
light_to_pos_normal_space.z /= l->range;
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 VertexLights3DServer::VERTEX_LIGHT_3D_MODE_ADD: {
c += ac;
} break;
case VertexLights3DServer::VERTEX_LIGHT_3D_MODE_SUB: {
c -= ac;
} break;
case VertexLights3DServer::VERTEX_LIGHT_3D_MODE_MIX: {
c = c.blend(ac);
} break;
}
c = c.clamp();
}
return c;
}
Color VertexLights3DServer::VertexLightQuadrant3D::sample_light(const Color &p_current_color, const Vector3 &p_position, const Vector3 &p_normal, const int p_item_cull_mask) {
Color c = p_current_color;
for (uint32_t i = 0; i < lights.size(); ++i) {
VertexLightData3D *l = lights[i];
if (!l->enabled) {
continue;
}
if (l->range == 0) {
continue;
}
if ((l->item_cull_mask & p_item_cull_mask) == 0) {
continue;
}
Vector3 light_to_pos = p_position - l->position;
Vector3 light_to_pos_normal_space = light_to_pos;
light_to_pos_normal_space.x /= l->range;
light_to_pos_normal_space.y /= l->range;
light_to_pos_normal_space.z /= l->range;
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 VertexLights3DServer::VERTEX_LIGHT_3D_MODE_ADD: {
c += ac;
} break;
case VertexLights3DServer::VERTEX_LIGHT_3D_MODE_SUB: {
c -= ac;
} break;
case VertexLights3DServer::VERTEX_LIGHT_3D_MODE_MIX: {
c = c.blend(ac);
} break;
}
c = c.clamp();
}
return c;
}
//VertexLightMap3D
void VertexLights3DServer::VertexLightMap3D::recreate_octants() {
List<VertexLightData3D *> lights;
get_lights(&lights);
for (HashMap<Vector3i, VertexLightQuadrant3D *>::Element *E = octants.front(); E; E = E->next) {
memdelete(E->value());
}
octants.clear();
for (List<VertexLightData3D *>::Element *E = lights.front(); E; E = E->next()) {
VertexLightData3D *l = E->get();
add_light(l);
}
}
void VertexLights3DServer::VertexLightMap3D::get_lights(List<VertexLightData3D *> *p_lights) {
for (HashMap<Vector3i, VertexLightQuadrant3D *>::Element *E = octants.front(); E; E = E->next) {
E->value()->get_lights(p_lights);
}
}
void VertexLights3DServer::VertexLightMap3D::add_light(VertexLightData3D *p_light) {
VertexLightQuadrant3D *octant = get_octant_for_position(p_light->position);
p_light->map = this;
p_light->octant = octant;
octant->lights.push_back(p_light);
}
void VertexLights3DServer::VertexLightMap3D::remove_light(VertexLightData3D *p_light) {
p_light->map = NULL;
VertexLightQuadrant3D *octant = p_light->octant;
// Quadrant wan not updated properly somewhere!
ERR_FAIL_NULL(octant);
octant->lights.erase(p_light);
p_light->octant = NULL;
if (octant->lights.size() == 0) {
octants.erase(octant->position);
memdelete(octant);
}
}
VertexLights3DServer::VertexLightQuadrant3D *VertexLights3DServer::VertexLightMap3D::get_octant_for_position(const Vector3 &p_position) {
Vector3i octant_position = to_octant_position(p_position);
if (!octants.has(octant_position)) {
VertexLightQuadrant3D *octant = memnew(VertexLightQuadrant3D);
octant->position = octant_position;
octants[octant_position] = octant;
return octant;
}
return octants[octant_position];
}
void VertexLights3DServer::VertexLightMap3D::set_light_position(VertexLightData3D *p_light, const Vector3 &p_position) {
remove_light(p_light);
p_light->position = p_position;
add_light(p_light);
}
void VertexLights3DServer::VertexLightMap3D::clear() {
List<VertexLightData3D *> lights;
get_lights(&lights);
for (HashMap<Vector3i, VertexLightQuadrant3D *>::Element *E = octants.front(); E; E = E->next) {
memdelete(E->value());
}
octants.clear();
for (List<VertexLightData3D *>::Element *E = lights.front(); E; E = E->next()) {
VertexLightData3D *l = E->get();
l->map = NULL;
l->octant = NULL;
}
}
Color VertexLights3DServer::VertexLightMap3D::sample_light_value(const Vector3 &p_position, const int p_item_cull_mask) {
Color c = base_color;
Vector3i octant_position = to_octant_position(p_position);
for (int x = octant_position.x - 1; x <= octant_position.x + 1; ++x) {
for (int y = octant_position.y - 1; y <= octant_position.y + 1; ++y) {
for (int z = octant_position.z - 1; z <= octant_position.z + 1; ++z) {
Vector3i qp = Vector3i(x, y, z);
if (octants.has(qp)) {
VertexLightQuadrant3D *q = octants[qp];
c = q->sample_light_value(c, p_position, p_item_cull_mask);
}
}
}
}
return c;
}
Color VertexLights3DServer::VertexLightMap3D::sample_light(const Vector3 &p_position, const Vector3 &p_normal, const int p_item_cull_mask) {
Color c = base_color;
Vector3i octant_position = to_octant_position(p_position);
for (int x = octant_position.x - 1; x <= octant_position.x + 1; ++x) {
for (int y = octant_position.y - 1; y <= octant_position.y + 1; ++y) {
for (int z = octant_position.z - 1; z <= octant_position.z + 1; ++z) {
Vector3i qp = Vector3i(x, y, z);
if (octants.has(qp)) {
VertexLightQuadrant3D *q = octants[qp];
c = q->sample_light(c, p_position, p_normal, p_item_cull_mask);
}
}
}
}
return c;
}