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authorreduz <juan@okamstudio.com>2015-02-16 14:45:11 -0300
committerreduz <juan@okamstudio.com>2015-02-16 14:45:11 -0300
commit2bea642583efeb68886e71950384f297f2d7ee12 (patch)
tree4156e1805c34c1358aec26a93c87bbba7e562f5e /scene/2d/light_2d.cpp
parentd7ea20c1664a23bb8606bff85028c01f3b123fde (diff)
-Some more work on 2D Lights (NOT FUNCTIONAL YET!)
Diffstat (limited to 'scene/2d/light_2d.cpp')
-rw-r--r--scene/2d/light_2d.cpp182
1 files changed, 182 insertions, 0 deletions
diff --git a/scene/2d/light_2d.cpp b/scene/2d/light_2d.cpp
new file mode 100644
index 0000000000..073e3a1645
--- /dev/null
+++ b/scene/2d/light_2d.cpp
@@ -0,0 +1,182 @@
+#include "light_2d.h"
+#include "servers/visual_server.h"
+
+void Light2D::set_enabled( bool p_enabled) {
+
+ VS::get_singleton()->canvas_light_set_enabled(canvas_light,p_enabled);
+ enabled=p_enabled;
+}
+
+bool Light2D::is_enabled() const {
+
+ return enabled;
+}
+
+void Light2D::set_texture( const Ref<Texture>& p_texture) {
+
+ texture=p_texture;
+ if (texture.is_valid())
+ VS::get_singleton()->canvas_light_set_texture(canvas_light,texture->get_rid());
+ else
+ VS::get_singleton()->canvas_light_set_texture(canvas_light,RID());
+}
+
+Ref<Texture> Light2D::get_texture() const {
+
+ return texture;
+}
+
+void Light2D::set_texture_offset( const Vector2& p_offset) {
+
+ texture_offset=p_offset;
+ VS::get_singleton()->canvas_light_set_texture_offset(canvas_light,texture_offset);
+}
+
+Vector2 Light2D::get_texture_offset() const {
+
+ return texture_offset;
+}
+
+void Light2D::set_color( const Color& p_color) {
+
+ color=p_color;
+ VS::get_singleton()->canvas_light_set_color(canvas_light,color);
+
+}
+Color Light2D::get_color() const {
+
+ return color;
+}
+
+void Light2D::set_height( float p_height) {
+
+ height=p_height;
+ VS::get_singleton()->canvas_light_set_height(canvas_light,height);
+
+}
+float Light2D::get_height() const {
+
+ return height;
+}
+
+void Light2D::set_z_range_min( int p_min_z) {
+
+ z_min=p_min_z;
+ VS::get_singleton()->canvas_light_set_z_range(canvas_light,z_min,z_max);
+
+}
+int Light2D::get_z_range_min() const {
+
+ return z_min;
+}
+
+void Light2D::set_z_range_max( int p_max_z) {
+
+ z_max=p_max_z;
+ VS::get_singleton()->canvas_light_set_z_range(canvas_light,z_min,z_max);
+
+}
+int Light2D::get_z_range_max() const {
+
+ return z_max;
+}
+
+void Light2D::set_item_mask( int p_mask) {
+
+ item_mask=p_mask;
+ VS::get_singleton()->canvas_light_set_item_mask(canvas_light,item_mask);
+
+}
+
+int Light2D::get_item_mask() const {
+
+ return item_mask;
+}
+
+void Light2D::set_blend_mode( LightBlendMode p_blend_mode ) {
+
+ blend_mode=p_blend_mode;
+ VS::get_singleton()->canvas_light_set_blend_mode(canvas_light,VS::CanvasLightBlendMode(blend_mode));
+}
+
+Light2D::LightBlendMode Light2D::get_blend_mode() const {
+
+ return blend_mode;
+}
+
+void Light2D::set_shadow_enabled( bool p_enabled) {
+
+ shadow=p_enabled;
+ VS::get_singleton()->canvas_light_set_shadow_enabled(canvas_light,shadow);
+
+}
+bool Light2D::is_shadow_enabled() const {
+
+ return shadow;
+}
+
+void Light2D::_bind_methods() {
+
+
+ ObjectTypeDB::bind_method(_MD("set_enabled","enabled"),&Light2D::set_enabled);
+ ObjectTypeDB::bind_method(_MD("is_enabled"),&Light2D::is_enabled);
+
+ ObjectTypeDB::bind_method(_MD("set_texture","texture"),&Light2D::set_texture);
+ ObjectTypeDB::bind_method(_MD("get_texture"),&Light2D::get_texture);
+
+ ObjectTypeDB::bind_method(_MD("set_texture_offset","texture_offset"),&Light2D::set_texture_offset);
+ ObjectTypeDB::bind_method(_MD("get_texture_offset"),&Light2D::get_texture_offset);
+
+ ObjectTypeDB::bind_method(_MD("set_color","color"),&Light2D::set_color);
+ ObjectTypeDB::bind_method(_MD("get_color"),&Light2D::get_color);
+
+ ObjectTypeDB::bind_method(_MD("set_height","height"),&Light2D::set_height);
+ ObjectTypeDB::bind_method(_MD("get_height"),&Light2D::get_height);
+
+ ObjectTypeDB::bind_method(_MD("set_z_range_min","z"),&Light2D::set_z_range_min);
+ ObjectTypeDB::bind_method(_MD("get_z_range_min"),&Light2D::get_z_range_min);
+
+ ObjectTypeDB::bind_method(_MD("set_z_range_max","z"),&Light2D::set_z_range_max);
+ ObjectTypeDB::bind_method(_MD("get_z_range_max"),&Light2D::get_z_range_max);
+
+ ObjectTypeDB::bind_method(_MD("set_item_mask","item_mask"),&Light2D::set_item_mask);
+ ObjectTypeDB::bind_method(_MD("get_item_mask"),&Light2D::get_item_mask);
+
+ ObjectTypeDB::bind_method(_MD("set_blend_mode","blend_mode"),&Light2D::set_blend_mode);
+ ObjectTypeDB::bind_method(_MD("get_blend_mode"),&Light2D::get_blend_mode);
+
+ ObjectTypeDB::bind_method(_MD("set_shadow_enabled","enabled"),&Light2D::set_shadow_enabled);
+ ObjectTypeDB::bind_method(_MD("is_shadow_enabled"),&Light2D::is_shadow_enabled);
+
+ ADD_PROPERTY( PropertyInfo(Variant::BOOL,"enabled"),_SCS("set_enabled"),_SCS("is_enabled"));
+ ADD_PROPERTY( PropertyInfo(Variant::OBJECT,"texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"));
+ ADD_PROPERTY( PropertyInfo(Variant::VECTOR2,"texture_offset"),_SCS("set_texture_offset"),_SCS("get_texture_offset"));
+ ADD_PROPERTY( PropertyInfo(Variant::COLOR,"color"),_SCS("set_color"),_SCS("get_color"));
+ ADD_PROPERTY( PropertyInfo(Variant::REAL,"height"),_SCS("set_height"),_SCS("get_height"));
+ ADD_PROPERTY( PropertyInfo(Variant::INT,"z_range_min",PROPERTY_HINT_RANGE,itos(VS::CANVAS_ITEM_Z_MIN)+","+itos(VS::CANVAS_ITEM_Z_MAX)+",1"),_SCS("set_z_range_min"),_SCS("get_z_range_min"));
+ ADD_PROPERTY( PropertyInfo(Variant::INT,"z_range_max",PROPERTY_HINT_RANGE,itos(VS::CANVAS_ITEM_Z_MIN)+","+itos(VS::CANVAS_ITEM_Z_MAX)+",1"),_SCS("set_z_range_max"),_SCS("get_z_range_max"));
+ ADD_PROPERTY( PropertyInfo(Variant::INT,"item_mask",PROPERTY_HINT_ALL_FLAGS),_SCS("set_item_mask"),_SCS("get_item_mask"));
+ ADD_PROPERTY( PropertyInfo(Variant::INT,"blend_mode",PROPERTY_HINT_ENUM,"Add,Sub,Mul,Dodge,Burn,Lighten,Darken,Overlay,Screen"),_SCS("set_blend_mode"),_SCS("get_blend_mode"));
+ ADD_PROPERTY( PropertyInfo(Variant::BOOL,"shadow_enabled"),_SCS("set_shadow_enabled"),_SCS("is_shadow_enabled"));
+
+
+}
+
+Light2D::Light2D() {
+
+ canvas_light=VisualServer::get_singleton()->canvas_light_create();
+ enabled=true;
+ shadow=false;
+ color=Color(1,1,1);
+ height=0;
+ z_min=-1024;
+ z_max=1024;
+ item_mask=1;
+ blend_mode=LIGHT_BLEND_ADD;
+
+}
+
+Light2D::~Light2D() {
+
+ VisualServer::get_singleton()->free(canvas_light);
+}