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22d83bc9f6
-Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
159 lines
4.7 KiB
C++
159 lines
4.7 KiB
C++
/*************************************************************************/
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/* light_2d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2016 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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#ifndef LIGHT_2D_H
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#define LIGHT_2D_H
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#include "scene/2d/node_2d.h"
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class Light2D : public Node2D {
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OBJ_TYPE(Light2D,Node2D);
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public:
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enum Mode {
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MODE_ADD,
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MODE_SUB,
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MODE_MIX,
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MODE_MASK,
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};
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enum ShadowFilter {
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SHADOW_FILTER_NONE,
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SHADOW_FILTER_PCF3,
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SHADOW_FILTER_PCF5,
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SHADOW_FILTER_PCF9,
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SHADOW_FILTER_PCF13,
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};
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private:
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RID canvas_light;
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bool enabled;
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bool shadow;
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Color color;
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Color shadow_color;
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float height;
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float _scale;
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float energy;
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int z_min;
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int z_max;
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int layer_min;
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int layer_max;
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int item_mask;
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int item_shadow_mask;
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int shadow_buffer_size;
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float shadow_gradient_length;
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Mode mode;
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Ref<Texture> texture;
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Vector2 texture_offset;
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ShadowFilter shadow_filter;
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void _update_light_visibility();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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virtual void edit_set_pivot(const Point2& p_pivot);
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virtual Point2 edit_get_pivot() const;
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virtual bool edit_has_pivot() const;
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void set_enabled( bool p_enabled);
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bool is_enabled() const;
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void set_texture( const Ref<Texture>& p_texture);
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Ref<Texture> get_texture() const;
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void set_texture_offset( const Vector2& p_offset);
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Vector2 get_texture_offset() const;
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void set_color( const Color& p_color);
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Color get_color() const;
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void set_height( float p_height);
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float get_height() const;
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void set_energy( float p_energy);
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float get_energy() const;
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void set_texture_scale( float p_scale);
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float get_texture_scale() const;
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void set_z_range_min( int p_min_z);
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int get_z_range_min() const;
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void set_z_range_max( int p_max_z);
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int get_z_range_max() const;
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void set_layer_range_min( int p_min_layer);
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int get_layer_range_min() const;
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void set_layer_range_max( int p_max_layer);
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int get_layer_range_max() const;
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void set_item_cull_mask( int p_mask);
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int get_item_cull_mask() const;
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void set_item_shadow_cull_mask( int p_mask);
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int get_item_shadow_cull_mask() const;
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void set_mode( Mode p_mode );
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Mode get_mode() const;
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void set_shadow_enabled( bool p_enabled);
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bool is_shadow_enabled() const;
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void set_shadow_buffer_size( int p_size );
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int get_shadow_buffer_size() const;
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void set_shadow_gradient_length( float p_multiplier);
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float get_shadow_gradient_length() const;
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void set_shadow_filter( ShadowFilter p_filter);
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ShadowFilter get_shadow_filter() const;
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void set_shadow_color( const Color& p_shadow_color);
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Color get_shadow_color() const;
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virtual Rect2 get_item_rect() const;
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String get_configuration_warning() const;
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Light2D();
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~Light2D();
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};
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VARIANT_ENUM_CAST(Light2D::Mode);
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VARIANT_ENUM_CAST(Light2D::ShadowFilter);
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#endif // LIGHT_2D_H
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