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123 lines
4.4 KiB
C++
123 lines
4.4 KiB
C++
#ifndef VERTEX_LIGHT_2D_SERVER_H
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#define VERTEX_LIGHT_2D_SERVER_H
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/*************************************************************************/
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/* vertex_lights_2d.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/vector.h"
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#include "core/math/color.h"
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#include "core/math/vector2i.h"
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class VertexLightMap2D;
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class VertexLightQuadrant2D;
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class VertexLightData2D;
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class VertexLights2DServer : public Object {
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GDCLASS(VertexLights2DServer, Object);
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public:
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enum VertexLight2DMode {
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VERTEX_LIGHT_2D_MODE_ADD = 0,
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VERTEX_LIGHT_2D_MODE_SUB,
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VERTEX_LIGHT_2D_MODE_MIX,
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//VERTEX_LIGHT_2D_MODE_MASK
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};
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// Defaults
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Vector2i get_default_quadrant_size() const;
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void set_default_quadrant_size(const Vector2i &p_size);
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// Maps
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RID map_create();
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Vector2i map_get_quadrant_size(RID p_map) const;
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void map_set_quadrant_size(RID p_map, const Vector2i &p_size);
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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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Vector2 light_get_position(RID p_light);
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void light_set_position(RID p_light, const Vector2 &p_position);
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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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VertexLights2DServer::VertexLight2DMode light_get_mode(RID p_light);
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void light_set_mode(RID p_light, const VertexLights2DServer::VertexLight2DMode p_mode);
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Vector2i light_get_z_range(RID p_light);
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void light_set_z_range(RID p_light, const Vector2i &p_z_range);
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Vector2i light_get_layer_range(RID p_light);
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void light_set_layer_range(RID p_light, const Vector2i &p_layer_range);
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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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// Rest
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void free(RID p_rid);
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_FORCE_INLINE_ static VertexLights2DServer *get_singleton() {
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return _self;
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}
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VertexLights2DServer();
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~VertexLights2DServer();
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protected:
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static void _bind_methods();
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mutable RID_Owner<VertexLightMap2D> map_owner;
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mutable RID_Owner<VertexLightData2D> light_owner;
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Vector2i _default_quadrant_size;
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static VertexLights2DServer *_self;
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};
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VARIANT_ENUM_CAST(VertexLights2DServer::VertexLight2DMode);
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#endif
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