mirror of
https://github.com/Relintai/pandemonium_engine.git
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244 lines
7.5 KiB
C++
244 lines
7.5 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/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/vector2i.h"
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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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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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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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Vector2i light_get_range(RID p_light);
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void light_set_range(RID p_light, const Vector2i &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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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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// Sampling
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Color sample_light(RID p_map, const Vector2 &p_position, const int p_item_cull_mask = 1, const int p_layer = 0);
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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 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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void register_update();
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void unregister_update();
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static void _bind_methods();
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class VertexLightMap2D;
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class VertexLightQuadrant2D;
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class VertexLightData2D;
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class VertexLightData2D : public RID_Data {
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public:
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bool enabled;
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Vector2 position;
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Vector2i range;
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real_t attenuation;
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Color color;
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VertexLights2DServer::VertexLight2DMode mode;
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Vector2i z_range;
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Vector2i layer_range;
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int item_cull_mask;
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VertexLightMap2D *map;
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VertexLightQuadrant2D *quadrant;
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RID self;
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VertexLightData2D() {
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map = NULL;
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quadrant = NULL;
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enabled = true;
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range = Vector2i(32, 32);
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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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z_range = Vector2i(-1024, 1024);
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layer_range = Vector2i(-512, 512);
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mode = VertexLights2DServer::VERTEX_LIGHT_2D_MODE_ADD;
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}
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};
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class VertexLightQuadrant2D {
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public:
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Vector2i position;
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LocalVector<VertexLightData2D *> lights;
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VertexLightMap2D *map;
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void get_lights(List<VertexLightData2D *> *p_lights);
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Color sample_light(const Color &p_current_color, const Vector2 &p_local_position, const int p_item_cull_mask, const int p_layer);
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VertexLightQuadrant2D() {
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map = NULL;
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}
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};
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class VertexLightMap2D : public RID_Data {
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public:
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HashMap<Vector2i, VertexLightQuadrant2D *> quadrants;
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Vector2i quadrant_size;
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Color base_color;
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RID self;
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void recreate_quadrants();
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void get_lights(List<VertexLightData2D *> *p_lights);
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void add_light(VertexLightData2D *p_light);
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void remove_light(VertexLightData2D *p_light);
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VertexLightQuadrant2D *get_quadrant_for_position(const Vector2 &p_position);
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void set_light_position(VertexLightData2D *p_light, const Vector2 &p_position);
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void clear();
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Color sample_light(const Vector2 &p_position, const int p_item_cull_mask = 1, const int p_layer = 0);
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_FORCE_INLINE_ Vector2i to_quadrant_position(const Vector2 &p_position) {
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return Vector2i(p_position.x / quadrant_size.x, p_position.y / quadrant_size.y);
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}
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_FORCE_INLINE_ Vector2 to_position(const Vector2i &p_quadrant_position) {
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return Vector2(p_quadrant_position.x * quadrant_size.x, p_quadrant_position.y * quadrant_size.y);
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}
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};
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_FORCE_INLINE_ void _light_changed(const VertexLightData2D *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 VertexLightMap2D *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<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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// Maybe an api could be adde that's per quadrant
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mutable HashSet<RID> _changed_maps;
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StringName _map_changed_name;
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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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