godot/scene/2d/light_2d.h
Juan Linietsky a6f96f46b7 small optimizations to isometric light demo
should work faster, and even faster if exported.. as textures have been
optimized.
2015-03-10 21:05:49 -03:00

95 lines
1.9 KiB
C++

#ifndef LIGHT_2D_H
#define LIGHT_2D_H
#include "scene/2d/node_2d.h"
class Light2D : public Node2D {
OBJ_TYPE(Light2D,Node2D);
private:
RID canvas_light;
bool enabled;
bool shadow;
Color color;
float height;
float scale;
int z_min;
int z_max;
int layer_min;
int layer_max;
int item_mask;
int item_shadow_mask;
int shadow_buffer_size;
float shadow_esm_multiplier;
bool subtract_mode;
Ref<Texture> texture;
Vector2 texture_offset;
protected:
void _notification(int p_what);
static void _bind_methods();
public:
virtual void edit_set_pivot(const Point2& p_pivot);
virtual Point2 edit_get_pivot() const;
virtual bool edit_has_pivot() const;
void set_enabled( bool p_enabled);
bool is_enabled() const;
void set_texture( const Ref<Texture>& p_texture);
Ref<Texture> get_texture() const;
void set_texture_offset( const Vector2& p_offset);
Vector2 get_texture_offset() const;
void set_color( const Color& p_color);
Color get_color() const;
void set_height( float p_height);
float get_height() const;
void set_scale( float p_scale);
float get_scale() const;
void set_z_range_min( int p_min_z);
int get_z_range_min() const;
void set_z_range_max( int p_max_z);
int get_z_range_max() const;
void set_layer_range_min( int p_min_layer);
int get_layer_range_min() const;
void set_layer_range_max( int p_max_layer);
int get_layer_range_max() const;
void set_item_mask( int p_mask);
int get_item_mask() const;
void set_item_shadow_mask( int p_mask);
int get_item_shadow_mask() const;
void set_subtract_mode( bool p_enable );
bool get_subtract_mode() const;
void set_shadow_enabled( bool p_enabled);
bool is_shadow_enabled() const;
void set_shadow_buffer_size( int p_size );
int get_shadow_buffer_size() const;
void set_shadow_esm_multiplier( float p_multiplier);
float get_shadow_esm_multiplier() const;
virtual Rect2 get_item_rect() const;
Light2D();
~Light2D();
};
#endif // LIGHT_2D_H