diff options
Diffstat (limited to 'scene/2d/light_2d.cpp')
-rw-r--r-- | scene/2d/light_2d.cpp | 363 |
1 files changed, 165 insertions, 198 deletions
diff --git a/scene/2d/light_2d.cpp b/scene/2d/light_2d.cpp index d7f5a890e8..7cf98c8c09 100644 --- a/scene/2d/light_2d.cpp +++ b/scene/2d/light_2d.cpp @@ -29,10 +29,9 @@ #include "light_2d.h" #include "servers/visual_server.h" -void Light2D::edit_set_pivot(const Point2& p_pivot) { +void Light2D::edit_set_pivot(const Point2 &p_pivot) { set_texture_offset(p_pivot); - } Point2 Light2D::edit_get_pivot() const { @@ -47,49 +46,47 @@ bool Light2D::edit_has_pivot() const { Rect2 Light2D::get_item_rect() const { if (texture.is_null()) - return Rect2(0,0,1,1); + return Rect2(0, 0, 1, 1); Size2i s; - s = texture->get_size()*_scale; - Point2i ofs=texture_offset; - ofs-=s/2; + s = texture->get_size() * _scale; + Point2i ofs = texture_offset; + ofs -= s / 2; - if (s==Size2(0,0)) - s=Size2(1,1); + if (s == Size2(0, 0)) + s = Size2(1, 1); - return Rect2(ofs,s); + return Rect2(ofs, s); } - void Light2D::_update_light_visibility() { if (!is_inside_tree()) return; - bool editor_ok=true; + bool editor_ok = true; #ifdef TOOLS_ENABLED if (editor_only) { if (!get_tree()->is_editor_hint()) { - editor_ok=false; + editor_ok = false; } else { - editor_ok = (get_tree()->get_edited_scene_root() && (this==get_tree()->get_edited_scene_root() || get_owner()==get_tree()->get_edited_scene_root())); + editor_ok = (get_tree()->get_edited_scene_root() && (this == get_tree()->get_edited_scene_root() || get_owner() == get_tree()->get_edited_scene_root())); } } #else if (editor_only) { - editor_ok=false; + editor_ok = false; } #endif - VS::get_singleton()->canvas_light_set_enabled(canvas_light,enabled && is_visible_in_tree() && editor_ok); + VS::get_singleton()->canvas_light_set_enabled(canvas_light, enabled && is_visible_in_tree() && editor_ok); } -void Light2D::set_enabled( bool p_enabled) { - +void Light2D::set_enabled(bool p_enabled) { - enabled=p_enabled; + enabled = p_enabled; _update_light_visibility(); } @@ -100,22 +97,22 @@ bool Light2D::is_enabled() const { void Light2D::set_editor_only(bool p_editor_only) { - editor_only=p_editor_only; + editor_only = p_editor_only; _update_light_visibility(); } -bool Light2D::is_editor_only() const{ +bool Light2D::is_editor_only() const { return editor_only; } -void Light2D::set_texture( const Ref<Texture>& p_texture) { +void Light2D::set_texture(const Ref<Texture> &p_texture) { - texture=p_texture; + texture = p_texture; if (texture.is_valid()) - VS::get_singleton()->canvas_light_set_texture(canvas_light,texture->get_rid()); + VS::get_singleton()->canvas_light_set_texture(canvas_light, texture->get_rid()); else - VS::get_singleton()->canvas_light_set_texture(canvas_light,RID()); + VS::get_singleton()->canvas_light_set_texture(canvas_light, RID()); update_configuration_warning(); } @@ -125,12 +122,11 @@ Ref<Texture> Light2D::get_texture() const { return texture; } -void Light2D::set_texture_offset( const Vector2& p_offset) { +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); + texture_offset = p_offset; + VS::get_singleton()->canvas_light_set_texture_offset(canvas_light, texture_offset); item_rect_changed(); - } Vector2 Light2D::get_texture_offset() const { @@ -138,108 +134,94 @@ 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); +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); +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_energy( float p_energy) { - - energy=p_energy; - VS::get_singleton()->canvas_light_set_energy(canvas_light,energy); +void Light2D::set_energy(float p_energy) { + energy = p_energy; + VS::get_singleton()->canvas_light_set_energy(canvas_light, energy); } - float Light2D::get_energy() const { return energy; } +void Light2D::set_texture_scale(float p_scale) { - -void Light2D::set_texture_scale( float p_scale) { - - _scale=p_scale; - VS::get_singleton()->canvas_light_set_scale(canvas_light,_scale); + _scale = p_scale; + VS::get_singleton()->canvas_light_set_scale(canvas_light, _scale); item_rect_changed(); - } - float Light2D::get_texture_scale() const { return _scale; } -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); +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); +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_layer_range_min( int p_min_layer) { - - layer_min=p_min_layer; - VS::get_singleton()->canvas_light_set_layer_range(canvas_light,layer_min,layer_max); +void Light2D::set_layer_range_min(int p_min_layer) { + layer_min = p_min_layer; + VS::get_singleton()->canvas_light_set_layer_range(canvas_light, layer_min, layer_max); } int Light2D::get_layer_range_min() const { return layer_min; } -void Light2D::set_layer_range_max( int p_max_layer) { - - layer_max=p_max_layer; - VS::get_singleton()->canvas_light_set_layer_range(canvas_light,layer_min,layer_max); +void Light2D::set_layer_range_max(int p_max_layer) { + layer_max = p_max_layer; + VS::get_singleton()->canvas_light_set_layer_range(canvas_light, layer_min, layer_max); } int Light2D::get_layer_range_max() const { return layer_max; } -void Light2D::set_item_cull_mask( int p_mask) { - - item_mask=p_mask; - VS::get_singleton()->canvas_light_set_item_cull_mask(canvas_light,item_mask); +void Light2D::set_item_cull_mask(int p_mask) { + item_mask = p_mask; + VS::get_singleton()->canvas_light_set_item_cull_mask(canvas_light, item_mask); } int Light2D::get_item_cull_mask() const { @@ -247,11 +229,10 @@ int Light2D::get_item_cull_mask() const { return item_mask; } -void Light2D::set_item_shadow_cull_mask( int p_mask) { - - item_shadow_mask=p_mask; - VS::get_singleton()->canvas_light_set_item_shadow_cull_mask(canvas_light,item_shadow_mask); +void Light2D::set_item_shadow_cull_mask(int p_mask) { + item_shadow_mask = p_mask; + VS::get_singleton()->canvas_light_set_item_shadow_cull_mask(canvas_light, item_shadow_mask); } int Light2D::get_item_shadow_cull_mask() const { @@ -259,10 +240,10 @@ int Light2D::get_item_shadow_cull_mask() const { return item_shadow_mask; } -void Light2D::set_mode( Mode p_mode ) { +void Light2D::set_mode(Mode p_mode) { - mode=p_mode; - VS::get_singleton()->canvas_light_set_mode(canvas_light,VS::CanvasLightMode(p_mode)); + mode = p_mode; + VS::get_singleton()->canvas_light_set_mode(canvas_light, VS::CanvasLightMode(p_mode)); } Light2D::Mode Light2D::get_mode() const { @@ -270,21 +251,20 @@ Light2D::Mode Light2D::get_mode() const { return mode; } -void Light2D::set_shadow_enabled( bool p_enabled) { - - shadow=p_enabled; - VS::get_singleton()->canvas_light_set_shadow_enabled(canvas_light,shadow); +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::set_shadow_buffer_size( int p_size ) { +void Light2D::set_shadow_buffer_size(int p_size) { - shadow_buffer_size=p_size; - VS::get_singleton()->canvas_light_set_shadow_buffer_size(canvas_light,shadow_buffer_size); + shadow_buffer_size = p_size; + VS::get_singleton()->canvas_light_set_shadow_buffer_size(canvas_light, shadow_buffer_size); } int Light2D::get_shadow_buffer_size() const { @@ -292,21 +272,20 @@ int Light2D::get_shadow_buffer_size() const { return shadow_buffer_size; } -void Light2D::set_shadow_gradient_length( float p_multiplier) { +void Light2D::set_shadow_gradient_length(float p_multiplier) { - shadow_gradient_length=p_multiplier; - VS::get_singleton()->canvas_light_set_shadow_gradient_length(canvas_light,p_multiplier); + shadow_gradient_length = p_multiplier; + VS::get_singleton()->canvas_light_set_shadow_gradient_length(canvas_light, p_multiplier); } -float Light2D::get_shadow_gradient_length() const{ +float Light2D::get_shadow_gradient_length() const { return shadow_gradient_length; } - -void Light2D::set_shadow_filter( ShadowFilter p_filter) { - shadow_filter=p_filter; - VS::get_singleton()->canvas_light_set_shadow_filter(canvas_light,VS::CanvasLightShadowFilter(p_filter )); +void Light2D::set_shadow_filter(ShadowFilter p_filter) { + shadow_filter = p_filter; + VS::get_singleton()->canvas_light_set_shadow_filter(canvas_light, VS::CanvasLightShadowFilter(p_filter)); } Light2D::ShadowFilter Light2D::get_shadow_filter() const { @@ -314,42 +293,37 @@ Light2D::ShadowFilter Light2D::get_shadow_filter() const { return shadow_filter; } - - -void Light2D::set_shadow_color( const Color& p_shadow_color) { - shadow_color=p_shadow_color; - VS::get_singleton()->canvas_light_set_shadow_color(canvas_light,shadow_color); +void Light2D::set_shadow_color(const Color &p_shadow_color) { + shadow_color = p_shadow_color; + VS::get_singleton()->canvas_light_set_shadow_color(canvas_light, shadow_color); } Color Light2D::get_shadow_color() const { return shadow_color; } - - void Light2D::_notification(int p_what) { - if (p_what==NOTIFICATION_ENTER_TREE) { + if (p_what == NOTIFICATION_ENTER_TREE) { - VS::get_singleton()->canvas_light_attach_to_canvas( canvas_light, get_canvas() ); + VS::get_singleton()->canvas_light_attach_to_canvas(canvas_light, get_canvas()); _update_light_visibility(); } - if (p_what==NOTIFICATION_TRANSFORM_CHANGED) { + if (p_what == NOTIFICATION_TRANSFORM_CHANGED) { - VS::get_singleton()->canvas_light_set_transform( canvas_light, get_global_transform()); + VS::get_singleton()->canvas_light_set_transform(canvas_light, get_global_transform()); } - if (p_what==NOTIFICATION_VISIBILITY_CHANGED) { + if (p_what == NOTIFICATION_VISIBILITY_CHANGED) { _update_light_visibility(); } - if (p_what==NOTIFICATION_EXIT_TREE) { + if (p_what == NOTIFICATION_EXIT_TREE) { - VS::get_singleton()->canvas_light_attach_to_canvas( canvas_light, RID() ); + VS::get_singleton()->canvas_light_attach_to_canvas(canvas_light, RID()); _update_light_visibility(); } - } String Light2D::get_configuration_warning() const { @@ -361,126 +335,119 @@ String Light2D::get_configuration_warning() const { return String(); } - void Light2D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &Light2D::set_enabled); + ClassDB::bind_method(D_METHOD("is_enabled"), &Light2D::is_enabled); - ClassDB::bind_method(D_METHOD("set_enabled","enabled"),&Light2D::set_enabled); - ClassDB::bind_method(D_METHOD("is_enabled"),&Light2D::is_enabled); - - ClassDB::bind_method(D_METHOD("set_editor_only","editor_only"), &Light2D::set_editor_only ); - ClassDB::bind_method(D_METHOD("is_editor_only"), &Light2D::is_editor_only ); - - ClassDB::bind_method(D_METHOD("set_texture","texture"),&Light2D::set_texture); - ClassDB::bind_method(D_METHOD("get_texture"),&Light2D::get_texture); - - ClassDB::bind_method(D_METHOD("set_texture_offset","texture_offset"),&Light2D::set_texture_offset); - ClassDB::bind_method(D_METHOD("get_texture_offset"),&Light2D::get_texture_offset); - - ClassDB::bind_method(D_METHOD("set_color","color"),&Light2D::set_color); - ClassDB::bind_method(D_METHOD("get_color"),&Light2D::get_color); - - ClassDB::bind_method(D_METHOD("set_height","height"),&Light2D::set_height); - ClassDB::bind_method(D_METHOD("get_height"),&Light2D::get_height); - - ClassDB::bind_method(D_METHOD("set_energy","energy"),&Light2D::set_energy); - ClassDB::bind_method(D_METHOD("get_energy"),&Light2D::get_energy); + ClassDB::bind_method(D_METHOD("set_editor_only", "editor_only"), &Light2D::set_editor_only); + ClassDB::bind_method(D_METHOD("is_editor_only"), &Light2D::is_editor_only); - ClassDB::bind_method(D_METHOD("set_texture_scale","texture_scale"),&Light2D::set_texture_scale); - ClassDB::bind_method(D_METHOD("get_texture_scale"),&Light2D::get_texture_scale); + ClassDB::bind_method(D_METHOD("set_texture", "texture"), &Light2D::set_texture); + ClassDB::bind_method(D_METHOD("get_texture"), &Light2D::get_texture); + ClassDB::bind_method(D_METHOD("set_texture_offset", "texture_offset"), &Light2D::set_texture_offset); + ClassDB::bind_method(D_METHOD("get_texture_offset"), &Light2D::get_texture_offset); - ClassDB::bind_method(D_METHOD("set_z_range_min","z"),&Light2D::set_z_range_min); - ClassDB::bind_method(D_METHOD("get_z_range_min"),&Light2D::get_z_range_min); + ClassDB::bind_method(D_METHOD("set_color", "color"), &Light2D::set_color); + ClassDB::bind_method(D_METHOD("get_color"), &Light2D::get_color); - ClassDB::bind_method(D_METHOD("set_z_range_max","z"),&Light2D::set_z_range_max); - ClassDB::bind_method(D_METHOD("get_z_range_max"),&Light2D::get_z_range_max); + ClassDB::bind_method(D_METHOD("set_height", "height"), &Light2D::set_height); + ClassDB::bind_method(D_METHOD("get_height"), &Light2D::get_height); - ClassDB::bind_method(D_METHOD("set_layer_range_min","layer"),&Light2D::set_layer_range_min); - ClassDB::bind_method(D_METHOD("get_layer_range_min"),&Light2D::get_layer_range_min); + ClassDB::bind_method(D_METHOD("set_energy", "energy"), &Light2D::set_energy); + ClassDB::bind_method(D_METHOD("get_energy"), &Light2D::get_energy); - ClassDB::bind_method(D_METHOD("set_layer_range_max","layer"),&Light2D::set_layer_range_max); - ClassDB::bind_method(D_METHOD("get_layer_range_max"),&Light2D::get_layer_range_max); + ClassDB::bind_method(D_METHOD("set_texture_scale", "texture_scale"), &Light2D::set_texture_scale); + ClassDB::bind_method(D_METHOD("get_texture_scale"), &Light2D::get_texture_scale); + ClassDB::bind_method(D_METHOD("set_z_range_min", "z"), &Light2D::set_z_range_min); + ClassDB::bind_method(D_METHOD("get_z_range_min"), &Light2D::get_z_range_min); - ClassDB::bind_method(D_METHOD("set_item_cull_mask","item_cull_mask"),&Light2D::set_item_cull_mask); - ClassDB::bind_method(D_METHOD("get_item_cull_mask"),&Light2D::get_item_cull_mask); + ClassDB::bind_method(D_METHOD("set_z_range_max", "z"), &Light2D::set_z_range_max); + ClassDB::bind_method(D_METHOD("get_z_range_max"), &Light2D::get_z_range_max); - ClassDB::bind_method(D_METHOD("set_item_shadow_cull_mask","item_shadow_cull_mask"),&Light2D::set_item_shadow_cull_mask); - ClassDB::bind_method(D_METHOD("get_item_shadow_cull_mask"),&Light2D::get_item_shadow_cull_mask); + ClassDB::bind_method(D_METHOD("set_layer_range_min", "layer"), &Light2D::set_layer_range_min); + ClassDB::bind_method(D_METHOD("get_layer_range_min"), &Light2D::get_layer_range_min); - ClassDB::bind_method(D_METHOD("set_mode","mode"),&Light2D::set_mode); - ClassDB::bind_method(D_METHOD("get_mode"),&Light2D::get_mode); + ClassDB::bind_method(D_METHOD("set_layer_range_max", "layer"), &Light2D::set_layer_range_max); + ClassDB::bind_method(D_METHOD("get_layer_range_max"), &Light2D::get_layer_range_max); - ClassDB::bind_method(D_METHOD("set_shadow_enabled","enabled"),&Light2D::set_shadow_enabled); - ClassDB::bind_method(D_METHOD("is_shadow_enabled"),&Light2D::is_shadow_enabled); + ClassDB::bind_method(D_METHOD("set_item_cull_mask", "item_cull_mask"), &Light2D::set_item_cull_mask); + ClassDB::bind_method(D_METHOD("get_item_cull_mask"), &Light2D::get_item_cull_mask); - ClassDB::bind_method(D_METHOD("set_shadow_buffer_size","size"),&Light2D::set_shadow_buffer_size); - ClassDB::bind_method(D_METHOD("get_shadow_buffer_size"),&Light2D::get_shadow_buffer_size); + ClassDB::bind_method(D_METHOD("set_item_shadow_cull_mask", "item_shadow_cull_mask"), &Light2D::set_item_shadow_cull_mask); + ClassDB::bind_method(D_METHOD("get_item_shadow_cull_mask"), &Light2D::get_item_shadow_cull_mask); - ClassDB::bind_method(D_METHOD("set_shadow_gradient_length","multiplier"),&Light2D::set_shadow_gradient_length); - ClassDB::bind_method(D_METHOD("get_shadow_gradient_length"),&Light2D::get_shadow_gradient_length); + ClassDB::bind_method(D_METHOD("set_mode", "mode"), &Light2D::set_mode); + ClassDB::bind_method(D_METHOD("get_mode"), &Light2D::get_mode); - ClassDB::bind_method(D_METHOD("set_shadow_filter","filter"),&Light2D::set_shadow_filter); - ClassDB::bind_method(D_METHOD("get_shadow_filter"),&Light2D::get_shadow_filter); + ClassDB::bind_method(D_METHOD("set_shadow_enabled", "enabled"), &Light2D::set_shadow_enabled); + ClassDB::bind_method(D_METHOD("is_shadow_enabled"), &Light2D::is_shadow_enabled); - ClassDB::bind_method(D_METHOD("set_shadow_color","shadow_color"),&Light2D::set_shadow_color); - ClassDB::bind_method(D_METHOD("get_shadow_color"),&Light2D::get_shadow_color); + ClassDB::bind_method(D_METHOD("set_shadow_buffer_size", "size"), &Light2D::set_shadow_buffer_size); + ClassDB::bind_method(D_METHOD("get_shadow_buffer_size"), &Light2D::get_shadow_buffer_size); + ClassDB::bind_method(D_METHOD("set_shadow_gradient_length", "multiplier"), &Light2D::set_shadow_gradient_length); + ClassDB::bind_method(D_METHOD("get_shadow_gradient_length"), &Light2D::get_shadow_gradient_length); - ADD_PROPERTY( PropertyInfo(Variant::BOOL,"enabled"),"set_enabled","is_enabled"); - ADD_PROPERTY( PropertyInfo(Variant::BOOL, "editor_only"),"set_editor_only","is_editor_only"); - ADD_PROPERTY( PropertyInfo(Variant::OBJECT,"texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),"set_texture","get_texture"); - ADD_PROPERTY( PropertyInfo(Variant::VECTOR2,"offset"),"set_texture_offset","get_texture_offset"); - ADD_PROPERTY( PropertyInfo(Variant::REAL,"scale",PROPERTY_HINT_RANGE,"0.01,50,0.01"),"set_texture_scale","get_texture_scale"); - ADD_PROPERTY( PropertyInfo(Variant::COLOR,"color"),"set_color","get_color"); - ADD_PROPERTY( PropertyInfo(Variant::REAL,"energy",PROPERTY_HINT_RANGE,"0.01,100,0.01"),"set_energy","get_energy"); - ADD_PROPERTY( PropertyInfo(Variant::INT,"mode",PROPERTY_HINT_ENUM,"Add,Sub,Mix,Mask"),"set_mode","get_mode"); - ADD_GROUP("Range","range_"); - ADD_PROPERTY( PropertyInfo(Variant::REAL,"range_height",PROPERTY_HINT_RANGE,"-100,100,0.1"),"set_height","get_height"); - ADD_PROPERTY( PropertyInfo(Variant::INT,"range_z_min",PROPERTY_HINT_RANGE,itos(VS::CANVAS_ITEM_Z_MIN)+","+itos(VS::CANVAS_ITEM_Z_MAX)+",1"),"set_z_range_min","get_z_range_min"); - ADD_PROPERTY( PropertyInfo(Variant::INT,"range_z_max",PROPERTY_HINT_RANGE,itos(VS::CANVAS_ITEM_Z_MIN)+","+itos(VS::CANVAS_ITEM_Z_MAX)+",1"),"set_z_range_max","get_z_range_max"); - ADD_PROPERTY( PropertyInfo(Variant::INT,"range_layer_min",PROPERTY_HINT_RANGE,"-512,512,1"),"set_layer_range_min","get_layer_range_min"); - ADD_PROPERTY( PropertyInfo(Variant::INT,"range_layer_max",PROPERTY_HINT_RANGE,"-512,512,1"),"set_layer_range_max","get_layer_range_max"); - ADD_PROPERTY( PropertyInfo(Variant::INT,"range_item_cull_mask",PROPERTY_HINT_LAYERS_2D_RENDER),"set_item_cull_mask","get_item_cull_mask"); + ClassDB::bind_method(D_METHOD("set_shadow_filter", "filter"), &Light2D::set_shadow_filter); + ClassDB::bind_method(D_METHOD("get_shadow_filter"), &Light2D::get_shadow_filter); - ADD_GROUP("Shadow","shadow_"); - ADD_PROPERTY( PropertyInfo(Variant::BOOL,"shadow_enabled"),"set_shadow_enabled","is_shadow_enabled"); - ADD_PROPERTY( PropertyInfo(Variant::COLOR,"shadow_color"),"set_shadow_color","get_shadow_color"); - ADD_PROPERTY( PropertyInfo(Variant::INT,"shadow_buffer_size",PROPERTY_HINT_RANGE,"32,16384,1"),"set_shadow_buffer_size","get_shadow_buffer_size"); - ADD_PROPERTY( PropertyInfo(Variant::REAL,"shadow_gradient_length",PROPERTY_HINT_RANGE,"1,4096,0.1"),"set_shadow_gradient_length","get_shadow_gradient_length"); - ADD_PROPERTY( PropertyInfo(Variant::REAL,"shadow_filter",PROPERTY_HINT_ENUM,"None,PCF3,PCF5,PCF9,PCF13"),"set_shadow_filter","get_shadow_filter"); - ADD_PROPERTY( PropertyInfo(Variant::INT,"shadow_item_cull_mask",PROPERTY_HINT_LAYERS_2D_RENDER),"set_item_shadow_cull_mask","get_item_shadow_cull_mask"); + ClassDB::bind_method(D_METHOD("set_shadow_color", "shadow_color"), &Light2D::set_shadow_color); + ClassDB::bind_method(D_METHOD("get_shadow_color"), &Light2D::get_shadow_color); - BIND_CONSTANT( MODE_ADD ); - BIND_CONSTANT( MODE_SUB ); - BIND_CONSTANT( MODE_MIX ); - BIND_CONSTANT( MODE_MASK ); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editor_only"), "set_editor_only", "is_editor_only"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_texture_offset", "get_texture_offset"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "scale", PROPERTY_HINT_RANGE, "0.01,50,0.01"), "set_texture_scale", "get_texture_scale"); + ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "energy", PROPERTY_HINT_RANGE, "0.01,100,0.01"), "set_energy", "get_energy"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Add,Sub,Mix,Mask"), "set_mode", "get_mode"); + ADD_GROUP("Range", "range_"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "range_height", PROPERTY_HINT_RANGE, "-100,100,0.1"), "set_height", "get_height"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "range_z_min", PROPERTY_HINT_RANGE, itos(VS::CANVAS_ITEM_Z_MIN) + "," + itos(VS::CANVAS_ITEM_Z_MAX) + ",1"), "set_z_range_min", "get_z_range_min"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "range_z_max", PROPERTY_HINT_RANGE, itos(VS::CANVAS_ITEM_Z_MIN) + "," + itos(VS::CANVAS_ITEM_Z_MAX) + ",1"), "set_z_range_max", "get_z_range_max"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "range_layer_min", PROPERTY_HINT_RANGE, "-512,512,1"), "set_layer_range_min", "get_layer_range_min"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "range_layer_max", PROPERTY_HINT_RANGE, "-512,512,1"), "set_layer_range_max", "get_layer_range_max"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "range_item_cull_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_item_cull_mask", "get_item_cull_mask"); + ADD_GROUP("Shadow", "shadow_"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_enabled"), "set_shadow_enabled", "is_shadow_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::COLOR, "shadow_color"), "set_shadow_color", "get_shadow_color"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_buffer_size", PROPERTY_HINT_RANGE, "32,16384,1"), "set_shadow_buffer_size", "get_shadow_buffer_size"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "shadow_gradient_length", PROPERTY_HINT_RANGE, "1,4096,0.1"), "set_shadow_gradient_length", "get_shadow_gradient_length"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "shadow_filter", PROPERTY_HINT_ENUM, "None,PCF3,PCF5,PCF9,PCF13"), "set_shadow_filter", "get_shadow_filter"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_item_cull_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_item_shadow_cull_mask", "get_item_shadow_cull_mask"); + BIND_CONSTANT(MODE_ADD); + BIND_CONSTANT(MODE_SUB); + BIND_CONSTANT(MODE_MIX); + BIND_CONSTANT(MODE_MASK); } Light2D::Light2D() { - canvas_light=VisualServer::get_singleton()->canvas_light_create(); - enabled=true; - editor_only=false; - shadow=false; - color=Color(1,1,1); - height=0; - _scale=1.0; - z_min=-1024; - z_max=1024; - layer_min=0; - layer_max=0; - item_mask=1; - item_shadow_mask=1; - mode=MODE_ADD; - shadow_buffer_size=2048; - shadow_gradient_length=0; - energy=1.0; - shadow_color=Color(0,0,0,0); - shadow_filter=SHADOW_FILTER_NONE; + canvas_light = VisualServer::get_singleton()->canvas_light_create(); + enabled = true; + editor_only = false; + shadow = false; + color = Color(1, 1, 1); + height = 0; + _scale = 1.0; + z_min = -1024; + z_max = 1024; + layer_min = 0; + layer_max = 0; + item_mask = 1; + item_shadow_mask = 1; + mode = MODE_ADD; + shadow_buffer_size = 2048; + shadow_gradient_length = 0; + energy = 1.0; + shadow_color = Color(0, 0, 0, 0); + shadow_filter = SHADOW_FILTER_NONE; set_notify_transform(true); } |