mirror of
https://github.com/godotengine/godot.git
synced 2024-11-27 09:16:35 +08:00
a1f715a4da
Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader.
74 lines
1.3 KiB
C++
74 lines
1.3 KiB
C++
#ifndef LIGHTOCCLUDER2D_H
|
|
#define LIGHTOCCLUDER2D_H
|
|
|
|
#include "scene/2d/node_2d.h"
|
|
|
|
class OccluderPolygon2D : public Resource {
|
|
|
|
OBJ_TYPE(OccluderPolygon2D,Resource);
|
|
public:
|
|
|
|
enum CullMode {
|
|
CULL_DISABLED,
|
|
CULL_CLOCKWISE,
|
|
CULL_COUNTER_CLOCKWISE
|
|
};
|
|
private:
|
|
|
|
|
|
RID occ_polygon;
|
|
DVector<Vector2> polygon;
|
|
bool closed;
|
|
CullMode cull;
|
|
|
|
protected:
|
|
|
|
static void _bind_methods();
|
|
public:
|
|
|
|
void set_polygon(const DVector<Vector2>& p_polygon);
|
|
DVector<Vector2> get_polygon() const;
|
|
|
|
void set_closed(bool p_closed);
|
|
bool is_closed() const;
|
|
|
|
void set_cull_mode(CullMode p_mode);
|
|
CullMode get_cull_mode() const;
|
|
|
|
virtual RID get_rid() const;
|
|
OccluderPolygon2D();
|
|
~OccluderPolygon2D();
|
|
|
|
};
|
|
|
|
VARIANT_ENUM_CAST(OccluderPolygon2D::CullMode);
|
|
|
|
class LightOccluder2D : public Node2D {
|
|
OBJ_TYPE(LightOccluder2D,Node2D);
|
|
|
|
RID occluder;
|
|
bool enabled;
|
|
int mask;
|
|
Ref<OccluderPolygon2D> occluder_polygon;
|
|
|
|
#ifdef DEBUG_ENABLED
|
|
void _poly_changed();
|
|
#endif
|
|
|
|
protected:
|
|
void _notification(int p_what);
|
|
static void _bind_methods();
|
|
public:
|
|
|
|
void set_occluder_polygon(const Ref<OccluderPolygon2D>& p_polygon);
|
|
Ref<OccluderPolygon2D> get_occluder_polygon() const;
|
|
|
|
void set_occluder_light_mask(int p_mask);
|
|
int get_occluder_light_mask() const;
|
|
|
|
LightOccluder2D();
|
|
~LightOccluder2D();
|
|
};
|
|
|
|
#endif // LIGHTOCCLUDER2D_H
|