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0e3d625737
Lots of internal API changes and some docstrings were lost in the conversion. I manually salvaged many of them but for all the rendering-related ones, an additional pass is needed. Added missing enum bindings in BaseMaterial3D and VisualServer.
101 lines
5.5 KiB
XML
101 lines
5.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Light2D" inherits="Node2D" version="4.0">
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<brief_description>
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Casts light in a 2D environment.
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</brief_description>
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<description>
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Casts light in a 2D environment. Light is defined by a (usually grayscale) texture, a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related).
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[b]Note:[/b] Light2D can also be used as a mask.
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</description>
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<tutorials>
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<link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link>
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</tutorials>
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<methods>
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</methods>
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<members>
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<member name="color" type="Color" setter="set_color" getter="get_color" default="Color( 1, 1, 1, 1 )">
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The Light2D's [Color].
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</member>
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<member name="editor_only" type="bool" setter="set_editor_only" getter="is_editor_only" default="false">
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If [code]true[/code], Light2D will only appear when editing the scene.
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</member>
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<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true">
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If [code]true[/code], Light2D will emit light.
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</member>
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<member name="energy" type="float" setter="set_energy" getter="get_energy" default="1.0">
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The Light2D's energy value. The larger the value, the stronger the light.
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</member>
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<member name="mode" type="int" setter="set_mode" getter="get_mode" enum="Light2D.Mode" default="0">
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The Light2D's mode. See [enum Mode] constants for values.
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</member>
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<member name="offset" type="Vector2" setter="set_texture_offset" getter="get_texture_offset" default="Vector2( 0, 0 )">
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The offset of the Light2D's [code]texture[/code].
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</member>
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<member name="range_height" type="float" setter="set_height" getter="get_height" default="0.0">
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The height of the Light2D. Used with 2D normal mapping.
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</member>
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<member name="range_item_cull_mask" type="int" setter="set_item_cull_mask" getter="get_item_cull_mask" default="1">
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The layer mask. Only objects with a matching mask will be affected by the Light2D.
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</member>
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<member name="range_layer_max" type="int" setter="set_layer_range_max" getter="get_layer_range_max" default="0">
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Maximum layer value of objects that are affected by the Light2D.
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</member>
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<member name="range_layer_min" type="int" setter="set_layer_range_min" getter="get_layer_range_min" default="0">
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Minimum layer value of objects that are affected by the Light2D.
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</member>
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<member name="range_z_max" type="int" setter="set_z_range_max" getter="get_z_range_max" default="1024">
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Maximum [code]z[/code] value of objects that are affected by the Light2D.
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</member>
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<member name="range_z_min" type="int" setter="set_z_range_min" getter="get_z_range_min" default="-1024">
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Minimum [code]z[/code] value of objects that are affected by the Light2D.
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</member>
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<member name="shadow_buffer_size" type="int" setter="set_shadow_buffer_size" getter="get_shadow_buffer_size" default="2048">
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Shadow buffer size.
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</member>
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<member name="shadow_color" type="Color" setter="set_shadow_color" getter="get_shadow_color" default="Color( 0, 0, 0, 0 )">
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[Color] of shadows cast by the Light2D.
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</member>
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<member name="shadow_enabled" type="bool" setter="set_shadow_enabled" getter="is_shadow_enabled" default="false">
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If [code]true[/code], the Light2D will cast shadows.
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</member>
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<member name="shadow_filter" type="int" setter="set_shadow_filter" getter="get_shadow_filter" enum="Light2D.ShadowFilter" default="0">
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Shadow filter type. See [enum ShadowFilter] for possible values.
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</member>
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<member name="shadow_filter_smooth" type="float" setter="set_shadow_smooth" getter="get_shadow_smooth" default="0.0">
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Smoothing value for shadows.
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</member>
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<member name="shadow_item_cull_mask" type="int" setter="set_item_shadow_cull_mask" getter="get_item_shadow_cull_mask" default="1">
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The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders with a matching light mask will cast shadows.
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</member>
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<member name="texture" type="Texture2D" setter="set_texture" getter="get_texture">
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[Texture2D] used for the Light2D's appearance.
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</member>
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<member name="texture_scale" type="float" setter="set_texture_scale" getter="get_texture_scale" default="1.0">
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The [code]texture[/code]'s scale factor.
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</member>
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</members>
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<constants>
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<constant name="MODE_ADD" value="0" enum="Mode">
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Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behavior of a light.
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</constant>
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<constant name="MODE_SUB" value="1" enum="Mode">
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Subtracts the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect.
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</constant>
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<constant name="MODE_MIX" value="2" enum="Mode">
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Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation.
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</constant>
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<constant name="MODE_MASK" value="3" enum="Mode">
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The light texture of the Light2D is used as a mask, hiding or revealing parts of the screen underneath depending on the value of each pixel of the light (mask) texture.
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</constant>
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<constant name="SHADOW_FILTER_NONE" value="0" enum="ShadowFilter">
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No filter applies to the shadow map. See [member shadow_filter].
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</constant>
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<constant name="SHADOW_FILTER_PCF5" value="1" enum="ShadowFilter">
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Percentage closer filtering (5 samples) applies to the shadow map. See [member shadow_filter].
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</constant>
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<constant name="SHADOW_FILTER_PCF13" value="2" enum="ShadowFilter">
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Percentage closer filtering (13 samples) applies to the shadow map. See [member shadow_filter].
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</constant>
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</constants>
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</class>
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