#include "light_2d.h" #include "servers/visual_server.h" void Light2D::edit_set_pivot(const Point2& p_pivot) { set_texture_offset(p_pivot); } Point2 Light2D::edit_get_pivot() const { return get_texture_offset(); } bool Light2D::edit_has_pivot() const { return true; } Rect2 Light2D::get_item_rect() const { if (texture.is_null()) return Rect2(0,0,1,1); Size2i s; s = texture->get_size(); Point2i ofs=texture_offset; ofs-=s/2; if (s==Size2(0,0)) s=Size2(1,1); return Rect2(ofs,s); } 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& 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 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_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); } int Light2D::get_layer_range_max() const { return layer_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_subtract_mode( bool p_enable ) { subtract_mode=p_enable; VS::get_singleton()->canvas_light_set_subtract_mode(canvas_light,p_enable); } bool Light2D::get_subtract_mode() const { return subtract_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::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); } int Light2D::get_shadow_buffer_size() const { return shadow_buffer_size; } void Light2D::set_shadow_esm_multiplier( float p_multiplier) { shadow_esm_multiplier=p_multiplier; VS::get_singleton()->canvas_light_set_shadow_esm_multiplier(canvas_light,p_multiplier); } float Light2D::get_shadow_esm_multiplier() const{ return shadow_esm_multiplier; } void Light2D::_notification(int p_what) { if (p_what==NOTIFICATION_ENTER_TREE) { VS::get_singleton()->canvas_light_attach_to_canvas( canvas_light, get_canvas() ); } if (p_what==NOTIFICATION_TRANSFORM_CHANGED) { VS::get_singleton()->canvas_light_set_transform( canvas_light, get_global_transform()); } if (p_what==NOTIFICATION_EXIT_TREE) { VS::get_singleton()->canvas_light_attach_to_canvas( canvas_light, RID() ); } } 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_layer_range_min","layer"),&Light2D::set_layer_range_min); ObjectTypeDB::bind_method(_MD("get_layer_range_min"),&Light2D::get_layer_range_min); ObjectTypeDB::bind_method(_MD("set_layer_range_max","layer"),&Light2D::set_layer_range_max); ObjectTypeDB::bind_method(_MD("get_layer_range_max"),&Light2D::get_layer_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_subtract_mode","enable"),&Light2D::set_subtract_mode); ObjectTypeDB::bind_method(_MD("get_subtract_mode"),&Light2D::get_subtract_mode); ObjectTypeDB::bind_method(_MD("set_shadow_enabled","enabled"),&Light2D::set_shadow_enabled); ObjectTypeDB::bind_method(_MD("is_shadow_enabled"),&Light2D::is_shadow_enabled); ObjectTypeDB::bind_method(_MD("set_shadow_buffer_size","size"),&Light2D::set_shadow_buffer_size); ObjectTypeDB::bind_method(_MD("get_shadow_buffer_size"),&Light2D::get_shadow_buffer_size); ObjectTypeDB::bind_method(_MD("set_shadow_esm_multiplier","multiplier"),&Light2D::set_shadow_esm_multiplier); ObjectTypeDB::bind_method(_MD("get_shadow_esm_multiplier"),&Light2D::get_shadow_esm_multiplier); 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,"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::BOOL,"subtract"),_SCS("set_subtract_mode"),_SCS("get_subtract_mode")); ADD_PROPERTY( PropertyInfo(Variant::REAL,"range/height"),_SCS("set_height"),_SCS("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"),_SCS("set_z_range_min"),_SCS("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"),_SCS("set_z_range_max"),_SCS("get_z_range_max")); ADD_PROPERTY( PropertyInfo(Variant::INT,"range/layer_min",PROPERTY_HINT_RANGE,"-512,512,1"),_SCS("set_layer_range_min"),_SCS("get_layer_range_min")); ADD_PROPERTY( PropertyInfo(Variant::INT,"range/layer_max",PROPERTY_HINT_RANGE,"-512,512,1"),_SCS("set_layer_range_max"),_SCS("get_layer_range_max")); ADD_PROPERTY( PropertyInfo(Variant::INT,"range/item_mask",PROPERTY_HINT_ALL_FLAGS),_SCS("set_item_mask"),_SCS("get_item_mask")); ADD_PROPERTY( PropertyInfo(Variant::BOOL,"shadow/enabled"),_SCS("set_shadow_enabled"),_SCS("is_shadow_enabled")); ADD_PROPERTY( PropertyInfo(Variant::INT,"shadow/buffer_size",PROPERTY_HINT_RANGE,"32,16384,1"),_SCS("set_shadow_buffer_size"),_SCS("get_shadow_buffer_size")); ADD_PROPERTY( PropertyInfo(Variant::REAL,"shadow/esm_multiplier",PROPERTY_HINT_RANGE,"1,4096,0.1"),_SCS("set_shadow_esm_multiplier"),_SCS("get_shadow_esm_multiplier")); } 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; layer_min=0; layer_max=0; item_mask=1; subtract_mode=false; shadow_buffer_size=2048; shadow_esm_multiplier=80; } Light2D::~Light2D() { VisualServer::get_singleton()->free(canvas_light); }