mirror of
https://github.com/Relintai/pandemonium_engine.git
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69 lines
4.1 KiB
C++
69 lines
4.1 KiB
C++
/*************************************************************************/
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/* portal_resources.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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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#ifndef PORTAL_RESOURCES_H
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#define PORTAL_RESOURCES_H
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#include "core/math/geometry.h"
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#include "portal_types.h"
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// Although the portal renderer is owned by a scenario,
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// resources are not associated with a scenario and can be shared
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// potentially across multiple scenarios. They must therefore be held in
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// some form of global.
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class PortalResources {
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friend class PortalRenderer;
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public:
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OccluderResourceHandle occluder_resource_create();
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void occluder_resource_prepare(OccluderResourceHandle p_handle, VSOccluder_Instance::Type p_type);
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void occluder_resource_update_spheres(OccluderResourceHandle p_handle, const Vector<Plane> &p_spheres);
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void occluder_resource_update_mesh(OccluderResourceHandle p_handle, const Geometry::OccluderMeshData &p_mesh_data);
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void occluder_resource_destroy(OccluderResourceHandle p_handle);
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const VSOccluder_Resource &get_pool_occluder_resource(uint32_t p_pool_id) const { return _occluder_resource_pool[p_pool_id]; }
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VSOccluder_Resource &get_pool_occluder_resource(uint32_t p_pool_id) { return _occluder_resource_pool[p_pool_id]; }
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// Local space is shared resources
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const VSOccluder_Sphere &get_pool_occluder_local_sphere(uint32_t p_pool_id) const { return _occluder_local_sphere_pool[p_pool_id]; }
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const VSOccluder_Poly &get_pool_occluder_local_poly(uint32_t p_pool_id) const { return _occluder_local_poly_pool[p_pool_id]; }
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const VSOccluder_Hole &get_pool_occluder_local_hole(uint32_t p_pool_id) const { return _occluder_local_hole_pool[p_pool_id]; }
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VSOccluder_Hole &get_pool_occluder_local_hole(uint32_t p_pool_id) { return _occluder_local_hole_pool[p_pool_id]; }
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private:
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TrackedPooledList<VSOccluder_Resource> _occluder_resource_pool;
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TrackedPooledList<VSOccluder_Sphere, uint32_t, true> _occluder_local_sphere_pool;
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TrackedPooledList<VSOccluder_Poly, uint32_t, true> _occluder_local_poly_pool;
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TrackedPooledList<VSOccluder_Hole, uint32_t, true> _occluder_local_hole_pool;
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};
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#endif // PORTAL_RESOURCES_H
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