mirror of
https://github.com/Relintai/pandemonium_engine.git
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243 lines
7.6 KiB
C++
243 lines
7.6 KiB
C++
#ifndef VERTEX_LIGHT_3D_SERVER_H
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#define VERTEX_LIGHT_3D_SERVER_H
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/*************************************************************************/
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/* vertex_lights_3d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "core/object/object.h"
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#include "core/containers/hash_map.h"
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#include "core/containers/hash_set.h"
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#include "core/containers/list.h"
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#include "core/containers/rid.h"
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#include "core/containers/vector.h"
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#include "core/math/color.h"
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#include "core/math/vector3i.h"
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class VertexLights3DServer : public Object {
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GDCLASS(VertexLights3DServer, Object);
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public:
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enum VertexLight3DMode {
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VERTEX_LIGHT_3D_MODE_ADD = 0,
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VERTEX_LIGHT_3D_MODE_SUB,
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VERTEX_LIGHT_3D_MODE_MIX,
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//VERTEX_LIGHT_3D_MODE_MASK
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};
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// Defaults
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Vector3i get_default_octant_size() const;
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void set_default_octant_size(const Vector3i &p_size);
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// Maps
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RID map_create();
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Vector3i map_get_octant_size(RID p_map) const;
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void map_set_octant_size(RID p_map, const Vector3i &p_size);
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Color map_get_base_color(RID p_map) const;
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void map_set_base_color(RID p_map, const Color &p_base_color);
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Array map_get_lights(RID p_map) const;
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void map_clear(RID p_map);
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// Lights
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RID light_create();
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RID light_get_map(RID p_light);
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void light_set_map(RID p_light, RID p_map);
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bool light_get_is_enabled(RID p_light);
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void light_set_enabled(RID p_light, const bool p_enabled);
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Vector3 light_get_position(RID p_light);
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void light_set_position(RID p_light, const Vector3 &p_position);
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real_t light_get_range(RID p_light);
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void light_set_range(RID p_light, const real_t p_range);
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real_t light_get_attenuation(RID p_light);
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void light_set_attenuation(RID p_light, const real_t p_attenuation);
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Color light_get_color(RID p_light);
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void light_set_color(RID p_light, const Color &p_color);
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VertexLights3DServer::VertexLight3DMode light_get_mode(RID p_light);
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void light_set_mode(RID p_light, const VertexLights3DServer::VertexLight3DMode p_mode);
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int light_get_item_cull_mask(RID p_light);
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void light_set_item_cull_mask(RID p_light, const int p_item_cull_mask);
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// Sampling
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Color sample_light_value(RID p_map, const Vector3 &p_position, const int p_item_cull_mask = 1);
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Color sample_light(RID p_map, const Vector3 &p_position, const Vector3 &p_normal, const int p_item_cull_mask = 1);
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// Rest
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void free(RID p_rid);
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void init();
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void flush_notifications();
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_FORCE_INLINE_ static VertexLights3DServer *get_singleton() {
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return _self;
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}
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VertexLights3DServer();
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~VertexLights3DServer();
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protected:
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void register_update();
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void unregister_update();
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static void _bind_methods();
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class VertexLightMap3D;
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class VertexLightQuadrant3D;
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class VertexLightData3D;
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class VertexLightData3D : public RID_Data {
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public:
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bool enabled;
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Vector3 position;
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real_t range;
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real_t attenuation;
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Color color;
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VertexLights3DServer::VertexLight3DMode mode;
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int item_cull_mask;
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VertexLightMap3D *map;
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VertexLightQuadrant3D *octant;
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RID self;
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VertexLightData3D() {
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map = NULL;
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octant = NULL;
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enabled = true;
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range = 5;
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attenuation = 1;
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color = Color(1, 1, 1, 1);
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item_cull_mask = 1;
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mode = VertexLights3DServer::VERTEX_LIGHT_3D_MODE_ADD;
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}
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};
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class VertexLightQuadrant3D {
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public:
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Vector3i position;
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LocalVector<VertexLightData3D *> lights;
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VertexLightMap3D *map;
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void get_lights(List<VertexLightData3D *> *p_lights);
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Color sample_light_value(const Color &p_current_color, const Vector3 &p_position, const int p_item_cull_mask);
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Color sample_light(const Color &p_current_color, const Vector3 &p_position, const Vector3 &p_normal, const int p_item_cull_mask);
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VertexLightQuadrant3D() {
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map = NULL;
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}
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};
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class VertexLightMap3D : public RID_Data {
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public:
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HashMap<Vector3i, VertexLightQuadrant3D *> octants;
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Vector3i octant_size;
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Color base_color;
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RID self;
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void recreate_octants();
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void get_lights(List<VertexLightData3D *> *p_lights);
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void add_light(VertexLightData3D *p_light);
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void remove_light(VertexLightData3D *p_light);
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VertexLightQuadrant3D *get_octant_for_position(const Vector3 &p_position);
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void set_light_position(VertexLightData3D *p_light, const Vector3 &p_position);
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void clear();
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Color sample_light_value(const Vector3 &p_position, const int p_item_cull_mask);
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Color sample_light(const Vector3 &p_position, const Vector3 &p_normal, const int p_item_cull_mask);
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_FORCE_INLINE_ Vector3i to_octant_position(const Vector3 &p_position) {
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return Vector3i(p_position.x / octant_size.x, p_position.y / octant_size.y, p_position.z / octant_size.z);
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}
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_FORCE_INLINE_ Vector3 to_position(const Vector3i &p_octant_position) {
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return Vector3(p_octant_position.x * octant_size.x, p_octant_position.y * octant_size.y, p_octant_position.z * octant_size.z);
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}
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};
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_FORCE_INLINE_ void _light_changed(const VertexLightData3D *p_light) const {
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if (p_light && p_light->enabled && p_light->map) {
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_changed_maps.insert(p_light->map->self);
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}
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}
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_FORCE_INLINE_ void _light_enabled_changed(const VertexLightData3D *p_light) const {
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if (p_light && p_light->map) {
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_changed_maps.insert(p_light->map->self);
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}
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}
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_FORCE_INLINE_ void _map_changed(const VertexLightMap3D *p_map) const {
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if (p_map) {
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_changed_maps.insert(p_map->self);
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}
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}
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mutable RID_Owner<VertexLightMap3D> map_owner;
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mutable RID_Owner<VertexLightData3D> light_owner;
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Vector3i _default_octant_size;
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// Maybe an api could be adde that's per octant
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mutable HashSet<RID> _changed_maps;
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StringName _map_changed_name;
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static VertexLights3DServer *_self;
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};
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VARIANT_ENUM_CAST(VertexLights3DServer::VertexLight3DMode);
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#endif
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