/*************************************************************************/ /* light_2d.h */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #ifndef LIGHT_2D_H #define LIGHT_2D_H #include "scene/2d/node_2d.h" class Light2D : public Node2D { OBJ_TYPE(Light2D,Node2D); public: enum Mode { MODE_ADD, MODE_SUB, MODE_MIX, MODE_MASK, }; enum ShadowFilter { SHADOW_FILTER_NONE, SHADOW_FILTER_PCF3, SHADOW_FILTER_PCF5, SHADOW_FILTER_PCF9, SHADOW_FILTER_PCF13, }; private: RID canvas_light; bool enabled; bool editor_only; bool shadow; Color color; Color shadow_color; float height; float _scale; float energy; int z_min; int z_max; int layer_min; int layer_max; int item_mask; int item_shadow_mask; int shadow_buffer_size; float shadow_gradient_length; Mode mode; Ref texture; Vector2 texture_offset; ShadowFilter shadow_filter; void _update_light_visibility(); protected: void _notification(int p_what); static void _bind_methods(); public: virtual void edit_set_pivot(const Point2& p_pivot); virtual Point2 edit_get_pivot() const; virtual bool edit_has_pivot() const; void set_enabled( bool p_enabled); bool is_enabled() const; void set_editor_only(bool p_editor_only); bool is_editor_only() const; void set_texture( const Ref& p_texture); Ref get_texture() const; void set_texture_offset( const Vector2& p_offset); Vector2 get_texture_offset() const; void set_color( const Color& p_color); Color get_color() const; void set_height( float p_height); float get_height() const; void set_energy( float p_energy); float get_energy() const; void set_texture_scale( float p_scale); float get_texture_scale() const; void set_z_range_min( int p_min_z); int get_z_range_min() const; void set_z_range_max( int p_max_z); int get_z_range_max() const; void set_layer_range_min( int p_min_layer); int get_layer_range_min() const; void set_layer_range_max( int p_max_layer); int get_layer_range_max() const; void set_item_cull_mask( int p_mask); int get_item_cull_mask() const; void set_item_shadow_cull_mask( int p_mask); int get_item_shadow_cull_mask() const; void set_mode( Mode p_mode ); Mode get_mode() const; void set_shadow_enabled( bool p_enabled); bool is_shadow_enabled() const; void set_shadow_buffer_size( int p_size ); int get_shadow_buffer_size() const; void set_shadow_gradient_length( float p_multiplier); float get_shadow_gradient_length() const; void set_shadow_filter( ShadowFilter p_filter); ShadowFilter get_shadow_filter() const; void set_shadow_color( const Color& p_shadow_color); Color get_shadow_color() const; virtual Rect2 get_item_rect() const; String get_configuration_warning() const; Light2D(); ~Light2D(); }; VARIANT_ENUM_CAST(Light2D::Mode); VARIANT_ENUM_CAST(Light2D::ShadowFilter); #endif // LIGHT_2D_H