godot/scene/2d/light_occluder_2d.cpp
Juan Linietsky 09489e3a78 lot of work on 2D lighting and isometric maps
added a new demo, isometric_light that does full isometric sorting,
lights, shadows, etc.
2015-03-09 02:34:56 -03:00

203 lines
5.3 KiB
C++

#include "light_occluder_2d.h"
void OccluderPolygon2D::set_polygon(const DVector<Vector2>& p_polygon) {
polygon=p_polygon;
VS::get_singleton()->canvas_occluder_polygon_set_shape(occ_polygon,p_polygon,closed);
emit_changed();
}
DVector<Vector2> OccluderPolygon2D::get_polygon() const{
return polygon;
}
void OccluderPolygon2D::set_closed(bool p_closed) {
if (closed==p_closed)
return;
closed=p_closed;
if (polygon.size())
VS::get_singleton()->canvas_occluder_polygon_set_shape(occ_polygon,polygon,closed);
emit_changed();
}
bool OccluderPolygon2D::is_closed() const{
return closed;
}
void OccluderPolygon2D::set_cull_mode(CullMode p_mode){
cull=p_mode;
VS::get_singleton()->canvas_occluder_polygon_set_cull_mode(occ_polygon,VS::CanvasOccluderPolygonCullMode(p_mode));
}
OccluderPolygon2D::CullMode OccluderPolygon2D::get_cull_mode() const{
return cull;
}
RID OccluderPolygon2D::get_rid() const {
return occ_polygon;
}
void OccluderPolygon2D::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_closed","closed"),&OccluderPolygon2D::set_closed);
ObjectTypeDB::bind_method(_MD("is_closed"),&OccluderPolygon2D::is_closed);
ObjectTypeDB::bind_method(_MD("set_cull_mode","cull_mode"),&OccluderPolygon2D::set_cull_mode);
ObjectTypeDB::bind_method(_MD("get_cull_mode"),&OccluderPolygon2D::get_cull_mode);
ObjectTypeDB::bind_method(_MD("set_polygon","polygon"),&OccluderPolygon2D::set_polygon);
ObjectTypeDB::bind_method(_MD("get_polygon"),&OccluderPolygon2D::get_polygon);
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"closed"),_SCS("set_closed"),_SCS("is_closed"));
ADD_PROPERTY( PropertyInfo(Variant::INT,"cull_mode",PROPERTY_HINT_ENUM,"Disabled,ClockWise,CounterClockWise"),_SCS("set_cull_mode"),_SCS("get_cull_mode"));
ADD_PROPERTY( PropertyInfo(Variant::VECTOR2_ARRAY,"polygon"),_SCS("set_polygon"),_SCS("get_polygon"));
BIND_CONSTANT(CULL_DISABLED);
BIND_CONSTANT(CULL_CLOCKWISE);
BIND_CONSTANT(CULL_COUNTER_CLOCKWISE);
}
OccluderPolygon2D::OccluderPolygon2D() {
occ_polygon=VS::get_singleton()->canvas_occluder_polygon_create();
closed=true;
cull=CULL_DISABLED;
}
OccluderPolygon2D::~OccluderPolygon2D() {
VS::get_singleton()->free(occ_polygon);
}
#ifdef DEBUG_ENABLED
void LightOccluder2D::_poly_changed() {
update();
}
#endif
void LightOccluder2D::_notification(int p_what) {
if (p_what==NOTIFICATION_ENTER_CANVAS) {
VS::get_singleton()->canvas_light_occluder_attach_to_canvas(occluder,get_canvas());
VS::get_singleton()->canvas_light_occluder_set_transform(occluder,get_global_transform());
}
if (p_what==NOTIFICATION_TRANSFORM_CHANGED) {
VS::get_singleton()->canvas_light_occluder_set_transform(occluder,get_global_transform());
}
if (p_what==NOTIFICATION_DRAW) {
if (get_tree()->is_editor_hint()) {
if (occluder_polygon.is_valid()) {
DVector<Vector2> poly = occluder_polygon->get_polygon();
if (poly.size()) {
if (occluder_polygon->is_closed()) {
Vector<Color> color;
color.push_back(Color(0,0,0,0.6));
draw_polygon(Variant(poly),color);
} else {
int ps=poly.size();
DVector<Vector2>::Read r = poly.read();
for(int i=0;i<ps-1;i++) {
draw_line(r[i],r[i+1],Color(0,0,0,0.6),3);
}
}
}
}
}
}
if (p_what==NOTIFICATION_EXIT_CANVAS) {
VS::get_singleton()->canvas_light_occluder_attach_to_canvas(occluder,RID());
}
}
void LightOccluder2D::set_occluder_polygon(const Ref<OccluderPolygon2D>& p_polygon) {
#ifdef DEBUG_ENABLED
if (occluder_polygon.is_valid())
occluder_polygon->disconnect("changed",this,"_poly_changed");
#endif
occluder_polygon=p_polygon;
if (occluder_polygon.is_valid())
VS::get_singleton()->canvas_light_occluder_set_polygon(occluder,occluder_polygon->get_rid());
else
VS::get_singleton()->canvas_light_occluder_set_polygon(occluder,RID());
#ifdef DEBUG_ENABLED
if (occluder_polygon.is_valid())
occluder_polygon->connect("changed",this,"_poly_changed");
update();
#endif
}
Ref<OccluderPolygon2D> LightOccluder2D::get_occluder_polygon() const {
return occluder_polygon;
}
void LightOccluder2D::set_occluder_light_mask(int p_mask) {
mask=p_mask;
VS::get_singleton()->canvas_light_occluder_set_light_mask(occluder,mask);
}
int LightOccluder2D::get_occluder_light_mask() const{
return mask;
}
void LightOccluder2D::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_occluder_polygon","polygon:OccluderPolygon2D"),&LightOccluder2D::set_occluder_polygon);
ObjectTypeDB::bind_method(_MD("get_occluder_polygon:OccluderPolygon2D"),&LightOccluder2D::get_occluder_polygon);
ObjectTypeDB::bind_method(_MD("set_occluder_light_mask","mask"),&LightOccluder2D::set_occluder_light_mask);
ObjectTypeDB::bind_method(_MD("get_occluder_light_mask"),&LightOccluder2D::get_occluder_light_mask);
#ifdef DEBUG_ENABLED
ObjectTypeDB::bind_method("_poly_changed",&LightOccluder2D::_poly_changed);
#endif
ADD_PROPERTY( PropertyInfo(Variant::OBJECT,"occluder",PROPERTY_HINT_RESOURCE_TYPE,"OccluderPolygon2D"),_SCS("set_occluder_polygon"),_SCS("get_occluder_polygon"));
ADD_PROPERTY( PropertyInfo(Variant::INT,"light_mask",PROPERTY_HINT_ALL_FLAGS),_SCS("set_occluder_light_mask"),_SCS("get_occluder_light_mask"));
}
LightOccluder2D::LightOccluder2D() {
occluder=VS::get_singleton()->canvas_light_occluder_create();
mask=1;
}
LightOccluder2D::~LightOccluder2D() {
VS::get_singleton()->free(occluder);
}