virtualx-engine/servers/visual/portals/portal_resources.h

69 lines
4.1 KiB
C++
Raw Normal View History

/**************************************************************************/
/* portal_resources.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef PORTAL_RESOURCES_H
#define PORTAL_RESOURCES_H
#include "core/math/geometry.h"
#include "portal_types.h"
// Although the portal renderer is owned by a scenario,
// resources are not associated with a scenario and can be shared
// potentially across multiple scenarios. They must therefore be held in
// some form of global.
class PortalResources {
friend class PortalRenderer;
public:
OccluderResourceHandle occluder_resource_create();
void occluder_resource_prepare(OccluderResourceHandle p_handle, VSOccluder_Instance::Type p_type);
void occluder_resource_update_spheres(OccluderResourceHandle p_handle, const Vector<Plane> &p_spheres);
void occluder_resource_update_mesh(OccluderResourceHandle p_handle, const Geometry::OccluderMeshData &p_mesh_data);
void occluder_resource_destroy(OccluderResourceHandle p_handle);
const VSOccluder_Resource &get_pool_occluder_resource(uint32_t p_pool_id) const { return _occluder_resource_pool[p_pool_id]; }
VSOccluder_Resource &get_pool_occluder_resource(uint32_t p_pool_id) { return _occluder_resource_pool[p_pool_id]; }
// Local space is shared resources
const VSOccluder_Sphere &get_pool_occluder_local_sphere(uint32_t p_pool_id) const { return _occluder_local_sphere_pool[p_pool_id]; }
const VSOccluder_Poly &get_pool_occluder_local_poly(uint32_t p_pool_id) const { return _occluder_local_poly_pool[p_pool_id]; }
const VSOccluder_Hole &get_pool_occluder_local_hole(uint32_t p_pool_id) const { return _occluder_local_hole_pool[p_pool_id]; }
VSOccluder_Hole &get_pool_occluder_local_hole(uint32_t p_pool_id) { return _occluder_local_hole_pool[p_pool_id]; }
private:
TrackedPooledList<VSOccluder_Resource> _occluder_resource_pool;
TrackedPooledList<VSOccluder_Sphere, uint32_t, true> _occluder_local_sphere_pool;
TrackedPooledList<VSOccluder_Poly, uint32_t, true> _occluder_local_poly_pool;
TrackedPooledList<VSOccluder_Hole, uint32_t, true> _occluder_local_hole_pool;
};
#endif // PORTAL_RESOURCES_H