virtualx-engine/scene/2d/light_2d.h

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/*************************************************************************/
/* light_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 {
GDCLASS(Light2D, Node2D);
public:
enum ShadowFilter {
SHADOW_FILTER_NONE,
SHADOW_FILTER_PCF5,
SHADOW_FILTER_PCF13,
SHADOW_FILTER_MAX
};
enum BlendMode {
BLEND_MODE_ADD,
BLEND_MODE_SUB,
BLEND_MODE_MIX,
};
private:
RID canvas_light;
bool enabled = true;
bool editor_only = false;
bool shadow = false;
Color color = Color(1, 1, 1);
Color shadow_color = Color(0, 0, 0, 0);
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real_t height = 0.0;
real_t energy = 1.0;
int z_min = -1024;
int z_max = 1024;
int layer_min = 0;
int layer_max = 0;
int item_mask = 1;
int item_shadow_mask = 1;
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real_t shadow_smooth = 0.0;
Ref<Texture2D> texture;
Vector2 texture_offset;
ShadowFilter shadow_filter = SHADOW_FILTER_NONE;
BlendMode blend_mode = BLEND_MODE_ADD;
void _update_light_visibility();
virtual void owner_changed_notify() override;
protected:
_FORCE_INLINE_ RID _get_light() const { return canvas_light; }
void _notification(int p_what);
static void _bind_methods();
void _validate_property(PropertyInfo &property) const override;
public:
void set_enabled(bool p_enabled);
bool is_enabled() const;
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void set_editor_only(bool p_editor_only);
bool is_editor_only() const;
void set_color(const Color &p_color);
Color get_color() const;
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void set_height(real_t p_height);
real_t get_height() const;
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void set_energy(real_t p_energy);
real_t get_energy() 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_shadow_enabled(bool p_enabled);
bool is_shadow_enabled() 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;
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void set_shadow_smooth(real_t p_amount);
real_t get_shadow_smooth() const;
void set_blend_mode(BlendMode p_mode);
BlendMode get_blend_mode() const;
Light2D();
~Light2D();
};
VARIANT_ENUM_CAST(Light2D::ShadowFilter);
VARIANT_ENUM_CAST(Light2D::BlendMode);
class PointLight2D : public Light2D {
GDCLASS(PointLight2D, Light2D);
private:
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real_t _scale = 1.0;
Ref<Texture2D> texture;
Vector2 texture_offset;
protected:
static void _bind_methods();
public:
#ifdef TOOLS_ENABLED
virtual Dictionary _edit_get_state() const override;
virtual void _edit_set_state(const Dictionary &p_state) override;
virtual void _edit_set_pivot(const Point2 &p_pivot) override;
virtual Point2 _edit_get_pivot() const override;
virtual bool _edit_use_pivot() const override;
virtual Rect2 _edit_get_rect() const override;
virtual bool _edit_use_rect() const override;
#endif
virtual Rect2 get_anchorable_rect() const override;
void set_texture(const Ref<Texture2D> &p_texture);
Ref<Texture2D> get_texture() const;
void set_texture_offset(const Vector2 &p_offset);
Vector2 get_texture_offset() const;
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void set_texture_scale(real_t p_scale);
real_t get_texture_scale() const;
TypedArray<String> get_configuration_warnings() const override;
PointLight2D();
};
class DirectionalLight2D : public Light2D {
GDCLASS(DirectionalLight2D, Light2D);
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real_t max_distance = 10000.0;
protected:
static void _bind_methods();
public:
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void set_max_distance(real_t p_distance);
real_t get_max_distance() const;
DirectionalLight2D();
};
#endif // LIGHT_2D_H