mirror of
https://github.com/Relintai/pandemonium_engine.git
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202 lines
6.7 KiB
C++
202 lines
6.7 KiB
C++
/*************************************************************************/
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/* vertex_light_data.cpp */
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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 "vertex_lights_2d_server.h"
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//VertexLightQuadrant2D
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void VertexLights2DServer::VertexLightQuadrant2D::get_lights(List<VertexLightData2D *> *p_lights) {
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for (uint32_t i = 0; i < lights.size(); ++i) {
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p_lights->push_back(lights[i]);
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}
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}
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Color VertexLights2DServer::VertexLightQuadrant2D::sample_light(const Color &p_current_color, const Vector2 &p_position, const int p_item_cull_mask, const int p_layer) {
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Color c = p_current_color;
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for (uint32_t i = 0; i < lights.size(); ++i) {
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VertexLightData2D *l = lights[i];
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if (!l->enabled) {
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continue;
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}
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if (l->range.x == 0 || l->range.y == 0) {
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continue;
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}
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if ((l->item_cull_mask & p_item_cull_mask) == 0) {
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continue;
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}
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if (p_layer < l->z_range.x || p_layer > l->z_range.y) {
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continue;
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}
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Vector2 light_to_pos = p_position - l->position;
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Vector2 light_to_pos_normal_space = light_to_pos;
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light_to_pos_normal_space.x /= static_cast<real_t>(l->range.x);
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light_to_pos_normal_space.y /= static_cast<real_t>(l->range.y);
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real_t ltpnsl = light_to_pos_normal_space.length();
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// Position is outside the light's range.
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if (ltpnsl >= 1) {
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continue;
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}
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real_t attenuation = pow(1.0 - ltpnsl, l->attenuation);
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Color ac = l->color * attenuation;
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switch (l->mode) {
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case VertexLights2DServer::VERTEX_LIGHT_2D_MODE_ADD: {
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c += ac;
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} break;
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case VertexLights2DServer::VERTEX_LIGHT_2D_MODE_SUB: {
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c -= ac;
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} break;
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case VertexLights2DServer::VERTEX_LIGHT_2D_MODE_MIX: {
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c = c.blend(ac);
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} break;
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}
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}
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return c;
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}
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//VertexLightMap2D
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void VertexLights2DServer::VertexLightMap2D::recreate_quadrants() {
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List<VertexLightData2D *> lights;
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get_lights(&lights);
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for (HashMap<Vector2i, VertexLightQuadrant2D *>::Element *E = quadrants.front(); E; E = E->next) {
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memdelete(E->value());
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}
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quadrants.clear();
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for (List<VertexLightData2D *>::Element *E = lights.front(); E; E = E->next()) {
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VertexLightData2D *l = E->get();
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add_light(l);
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}
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}
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void VertexLights2DServer::VertexLightMap2D::get_lights(List<VertexLightData2D *> *p_lights) {
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for (HashMap<Vector2i, VertexLightQuadrant2D *>::Element *E = quadrants.front(); E; E = E->next) {
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E->value()->get_lights(p_lights);
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}
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}
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void VertexLights2DServer::VertexLightMap2D::add_light(VertexLightData2D *p_light) {
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VertexLightQuadrant2D *quadrant = get_quadrant_for_position(p_light->position);
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p_light->map = this;
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p_light->quadrant = quadrant;
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quadrant->lights.push_back(p_light);
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}
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void VertexLights2DServer::VertexLightMap2D::remove_light(VertexLightData2D *p_light) {
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p_light->map = NULL;
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VertexLightQuadrant2D *quadrant = p_light->quadrant;
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// Quadrant wan not updated properly somewhere!
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ERR_FAIL_NULL(quadrant);
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quadrant->lights.erase(p_light);
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p_light->quadrant = NULL;
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if (quadrant->lights.size() == 0) {
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quadrants.erase(quadrant->position);
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memdelete(quadrant);
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}
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}
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VertexLights2DServer::VertexLightQuadrant2D *VertexLights2DServer::VertexLightMap2D::get_quadrant_for_position(const Vector2 &p_position) {
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Vector2i quadrant_position = to_quadrant_position(p_position);
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if (!quadrants.has(quadrant_position)) {
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VertexLightQuadrant2D *quadrant = memnew(VertexLightQuadrant2D);
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quadrant->position = quadrant_position;
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quadrants[quadrant_position] = quadrant;
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return quadrant;
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}
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return quadrants[quadrant_position];
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}
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void VertexLights2DServer::VertexLightMap2D::set_light_position(VertexLightData2D *p_light, const Vector2 &p_position) {
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remove_light(p_light);
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add_light(p_light);
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}
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void VertexLights2DServer::VertexLightMap2D::clear() {
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List<VertexLightData2D *> lights;
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get_lights(&lights);
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for (HashMap<Vector2i, VertexLightQuadrant2D *>::Element *E = quadrants.front(); E; E = E->next) {
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memdelete(E->value());
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}
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quadrants.clear();
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for (List<VertexLightData2D *>::Element *E = lights.front(); E; E = E->next()) {
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VertexLightData2D *l = E->get();
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l->map = NULL;
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l->quadrant = NULL;
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}
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}
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Color VertexLights2DServer::VertexLightMap2D::sample_light(const Vector2 &p_position, const int p_item_cull_mask, const int p_layer) {
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Color c = Color();
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Vector2i quadrant_position = to_quadrant_position(p_position);
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for (int x = quadrant_position.x - 1; x <= quadrant_position.x + 1; ++x) {
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for (int y = quadrant_position.y - 1; y <= quadrant_position.y + 1; ++y) {
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Vector2i qp = Vector2i(x, y);
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if (quadrants.has(qp)) {
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VertexLightQuadrant2D *q = quadrants[qp];
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c = q->sample_light(c, p_position, p_item_cull_mask, p_layer);
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}
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}
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}
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return c;
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}
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