/*************************************************************************/ /* light_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #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()*_scale; Point2i ofs=texture_offset; ofs-=s/2; if (s==Size2(0,0)) s=Size2(1,1); return Rect2(ofs,s); } void Light2D::_update_light_visibility() { if (!is_inside_tree()) return; bool editor_ok=true; #ifdef TOOLS_ENABLED if (editor_only) { if (!get_tree()->is_editor_hint()) { 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())); } } #else if (editor_only) { editor_ok=false; } #endif VS::get_singleton()->canvas_light_set_enabled(canvas_light,enabled && is_visible_in_tree() && editor_ok); } void Light2D::set_enabled( bool p_enabled) { enabled=p_enabled; _update_light_visibility(); } bool Light2D::is_enabled() const { return enabled; } void Light2D::set_editor_only(bool p_editor_only) { editor_only=p_editor_only; _update_light_visibility(); } bool Light2D::is_editor_only() const{ return editor_only; } 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()); update_configuration_warning(); } 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); item_rect_changed(); } 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_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) { _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); } 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_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 { 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); } int Light2D::get_item_shadow_cull_mask() const { return item_shadow_mask; } void Light2D::set_mode( Mode p_mode ) { mode=p_mode; VS::get_singleton()->canvas_light_set_mode(canvas_light,VS::CanvasLightMode(p_mode)); } 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); } 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_gradient_length( float 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{ 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 )); } 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); } Color Light2D::get_shadow_color() const { return shadow_color; } void Light2D::_notification(int p_what) { if (p_what==NOTIFICATION_ENTER_TREE) { VS::get_singleton()->canvas_light_attach_to_canvas( canvas_light, get_canvas() ); _update_light_visibility(); } if (p_what==NOTIFICATION_TRANSFORM_CHANGED) { VS::get_singleton()->canvas_light_set_transform( canvas_light, get_global_transform()); } if (p_what==NOTIFICATION_VISIBILITY_CHANGED) { _update_light_visibility(); } if (p_what==NOTIFICATION_EXIT_TREE) { VS::get_singleton()->canvas_light_attach_to_canvas( canvas_light, RID() ); _update_light_visibility(); } } String Light2D::get_configuration_warning() const { if (!texture.is_valid()) { return TTR("A texture with the shape of the light must be supplied to the 'texture' property."); } return String(); } void Light2D::_bind_methods() { ClassDB::bind_method(_MD("set_enabled","enabled"),&Light2D::set_enabled); ClassDB::bind_method(_MD("is_enabled"),&Light2D::is_enabled); ClassDB::bind_method(_MD("set_editor_only","editor_only"), &Light2D::set_editor_only ); ClassDB::bind_method(_MD("is_editor_only"), &Light2D::is_editor_only ); ClassDB::bind_method(_MD("set_texture","texture"),&Light2D::set_texture); ClassDB::bind_method(_MD("get_texture"),&Light2D::get_texture); ClassDB::bind_method(_MD("set_texture_offset","texture_offset"),&Light2D::set_texture_offset); ClassDB::bind_method(_MD("get_texture_offset"),&Light2D::get_texture_offset); ClassDB::bind_method(_MD("set_color","color"),&Light2D::set_color); ClassDB::bind_method(_MD("get_color"),&Light2D::get_color); ClassDB::bind_method(_MD("set_height","height"),&Light2D::set_height); ClassDB::bind_method(_MD("get_height"),&Light2D::get_height); ClassDB::bind_method(_MD("set_energy","energy"),&Light2D::set_energy); ClassDB::bind_method(_MD("get_energy"),&Light2D::get_energy); ClassDB::bind_method(_MD("set_texture_scale","texture_scale"),&Light2D::set_texture_scale); ClassDB::bind_method(_MD("get_texture_scale"),&Light2D::get_texture_scale); ClassDB::bind_method(_MD("set_z_range_min","z"),&Light2D::set_z_range_min); ClassDB::bind_method(_MD("get_z_range_min"),&Light2D::get_z_range_min); ClassDB::bind_method(_MD("set_z_range_max","z"),&Light2D::set_z_range_max); ClassDB::bind_method(_MD("get_z_range_max"),&Light2D::get_z_range_max); ClassDB::bind_method(_MD("set_layer_range_min","layer"),&Light2D::set_layer_range_min); ClassDB::bind_method(_MD("get_layer_range_min"),&Light2D::get_layer_range_min); ClassDB::bind_method(_MD("set_layer_range_max","layer"),&Light2D::set_layer_range_max); ClassDB::bind_method(_MD("get_layer_range_max"),&Light2D::get_layer_range_max); ClassDB::bind_method(_MD("set_item_cull_mask","item_cull_mask"),&Light2D::set_item_cull_mask); ClassDB::bind_method(_MD("get_item_cull_mask"),&Light2D::get_item_cull_mask); ClassDB::bind_method(_MD("set_item_shadow_cull_mask","item_shadow_cull_mask"),&Light2D::set_item_shadow_cull_mask); ClassDB::bind_method(_MD("get_item_shadow_cull_mask"),&Light2D::get_item_shadow_cull_mask); ClassDB::bind_method(_MD("set_mode","mode"),&Light2D::set_mode); ClassDB::bind_method(_MD("get_mode"),&Light2D::get_mode); ClassDB::bind_method(_MD("set_shadow_enabled","enabled"),&Light2D::set_shadow_enabled); ClassDB::bind_method(_MD("is_shadow_enabled"),&Light2D::is_shadow_enabled); ClassDB::bind_method(_MD("set_shadow_buffer_size","size"),&Light2D::set_shadow_buffer_size); ClassDB::bind_method(_MD("get_shadow_buffer_size"),&Light2D::get_shadow_buffer_size); ClassDB::bind_method(_MD("set_shadow_gradient_length","multiplier"),&Light2D::set_shadow_gradient_length); ClassDB::bind_method(_MD("get_shadow_gradient_length"),&Light2D::get_shadow_gradient_length); ClassDB::bind_method(_MD("set_shadow_filter","filter"),&Light2D::set_shadow_filter); ClassDB::bind_method(_MD("get_shadow_filter"),&Light2D::get_shadow_filter); ClassDB::bind_method(_MD("set_shadow_color","shadow_color"),&Light2D::set_shadow_color); ClassDB::bind_method(_MD("get_shadow_color"),&Light2D::get_shadow_color); ADD_PROPERTY( PropertyInfo(Variant::BOOL,"enabled"),_SCS("set_enabled"),_SCS("is_enabled")); ADD_PROPERTY( PropertyInfo(Variant::BOOL, "editor_only"),_SCS("set_editor_only"),_SCS("is_editor_only")); 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::REAL,"scale",PROPERTY_HINT_RANGE,"0.01,50,0.01"),_SCS("set_texture_scale"),_SCS("get_texture_scale")); ADD_PROPERTY( PropertyInfo(Variant::COLOR,"color"),_SCS("set_color"),_SCS("get_color")); ADD_PROPERTY( PropertyInfo(Variant::REAL,"energy",PROPERTY_HINT_RANGE,"0.01,100,0.01"),_SCS("set_energy"),_SCS("get_energy")); ADD_PROPERTY( PropertyInfo(Variant::INT,"mode",PROPERTY_HINT_ENUM,"Add,Sub,Mix,Mask"),_SCS("set_mode"),_SCS("get_mode")); ADD_GROUP("Range","range_"); ADD_PROPERTY( PropertyInfo(Variant::REAL,"range_height",PROPERTY_HINT_RANGE,"-100,100,0.1"),_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_cull_mask",PROPERTY_HINT_LAYERS_2D_RENDER),_SCS("set_item_cull_mask"),_SCS("get_item_cull_mask")); ADD_GROUP("Shadow","shadow_"); ADD_PROPERTY( PropertyInfo(Variant::BOOL,"shadow_enabled"),_SCS("set_shadow_enabled"),_SCS("is_shadow_enabled")); ADD_PROPERTY( PropertyInfo(Variant::COLOR,"shadow_color"),_SCS("set_shadow_color"),_SCS("get_shadow_color")); 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_gradient_length",PROPERTY_HINT_RANGE,"1,4096,0.1"),_SCS("set_shadow_gradient_length"),_SCS("get_shadow_gradient_length")); ADD_PROPERTY( PropertyInfo(Variant::REAL,"shadow_filter",PROPERTY_HINT_ENUM,"None,PCF3,PCF5,PCF9,PCF13"),_SCS("set_shadow_filter"),_SCS("get_shadow_filter")); ADD_PROPERTY( PropertyInfo(Variant::INT,"shadow_item_cull_mask",PROPERTY_HINT_LAYERS_2D_RENDER),_SCS("set_item_shadow_cull_mask"),_SCS("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; set_notify_transform(true); } Light2D::~Light2D() { VisualServer::get_singleton()->free(canvas_light); }