ability to change shadow color in light2d
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48f1d02da4
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52308aba68
9 changed files with 41 additions and 1 deletions
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@ -9536,6 +9536,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
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canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_TEXTURE,max_texture_units-3);
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canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX,light->shadow_matrix_cache);
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canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult);
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canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR,light->shadow_color);
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}
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@ -152,6 +152,7 @@ uniform vec4 modulate;
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uniform sampler2D light_texture;
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uniform vec4 light_color;
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uniform vec4 light_shadow_color;
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uniform float light_height;
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varying vec4 light_uv_interp;
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@ -379,7 +380,8 @@ LIGHT_SHADER_CODE
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#if defined(USE_LIGHT_SHADOW_COLOR)
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color=mix(shadow_color,color,shadow_attenuation);
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#else
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color*=shadow_attenuation;
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//color*=shadow_attenuation;
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color=mix(light_shadow_color,color,shadow_attenuation);
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#endif
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//use shadows
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#endif
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@ -237,6 +237,16 @@ float Light2D::get_shadow_esm_multiplier() const{
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return shadow_esm_multiplier;
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}
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void Light2D::set_shadow_color( const Color& p_shadow_color) {
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shadow_color=p_shadow_color;
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VS::get_singleton()->canvas_light_set_shadow_color(canvas_light,shadow_color);
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}
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Color Light2D::get_shadow_color() const {
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return shadow_color;
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}
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void Light2D::_notification(int p_what) {
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@ -313,6 +323,10 @@ void Light2D::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("set_shadow_esm_multiplier","multiplier"),&Light2D::set_shadow_esm_multiplier);
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ObjectTypeDB::bind_method(_MD("get_shadow_esm_multiplier"),&Light2D::get_shadow_esm_multiplier);
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ObjectTypeDB::bind_method(_MD("set_shadow_color","shadow_color"),&Light2D::set_shadow_color);
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ObjectTypeDB::bind_method(_MD("get_shadow_color"),&Light2D::get_shadow_color);
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ADD_PROPERTY( PropertyInfo(Variant::BOOL,"enabled"),_SCS("set_enabled"),_SCS("is_enabled"));
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ADD_PROPERTY( PropertyInfo(Variant::OBJECT,"texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"));
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ADD_PROPERTY( PropertyInfo(Variant::VECTOR2,"offset"),_SCS("set_texture_offset"),_SCS("get_texture_offset"));
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@ -327,6 +341,7 @@ void Light2D::_bind_methods() {
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ADD_PROPERTY( PropertyInfo(Variant::INT,"range/layer_max",PROPERTY_HINT_RANGE,"-512,512,1"),_SCS("set_layer_range_max"),_SCS("get_layer_range_max"));
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ADD_PROPERTY( PropertyInfo(Variant::INT,"range/item_mask",PROPERTY_HINT_ALL_FLAGS),_SCS("set_item_mask"),_SCS("get_item_mask"));
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ADD_PROPERTY( PropertyInfo(Variant::BOOL,"shadow/enabled"),_SCS("set_shadow_enabled"),_SCS("is_shadow_enabled"));
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ADD_PROPERTY( PropertyInfo(Variant::COLOR,"shadow/color"),_SCS("set_shadow_color"),_SCS("get_shadow_color"));
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ADD_PROPERTY( PropertyInfo(Variant::INT,"shadow/buffer_size",PROPERTY_HINT_RANGE,"32,16384,1"),_SCS("set_shadow_buffer_size"),_SCS("get_shadow_buffer_size"));
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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"));
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ADD_PROPERTY( PropertyInfo(Variant::INT,"shadow/item_mask",PROPERTY_HINT_ALL_FLAGS),_SCS("set_item_shadow_mask"),_SCS("get_item_shadow_mask"));
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@ -356,6 +371,7 @@ Light2D::Light2D() {
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shadow_buffer_size=2048;
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shadow_esm_multiplier=80;
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energy=1.0;
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shadow_color=Color(0,0,0,0);
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}
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@ -18,6 +18,7 @@ private:
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bool enabled;
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bool shadow;
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Color color;
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Color shadow_color;
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float height;
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float _scale;
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float energy;
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@ -95,6 +96,10 @@ public:
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void set_shadow_esm_multiplier( float p_multiplier);
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float get_shadow_esm_multiplier() const;
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void set_shadow_color( const Color& p_shadow_color);
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Color get_shadow_color() const;
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virtual Rect2 get_item_rect() const;
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Light2D();
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@ -592,6 +592,7 @@ public:
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RID shadow_buffer;
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int shadow_buffer_size;
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float shadow_esm_mult;
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Color shadow_color;
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void *texture_cache; // implementation dependent
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@ -610,6 +611,7 @@ public:
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CanvasLight() {
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enabled=true;
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color=Color(1,1,1);
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shadow_color=Color(0,0,0,0);
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height=0;
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z_min=-1024;
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z_max=1024;
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@ -4071,6 +4071,15 @@ void VisualServerRaster::canvas_light_set_shadow_esm_multiplier(RID p_light, flo
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}
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void VisualServerRaster::canvas_light_set_shadow_color(RID p_light, const Color& p_color) {
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Rasterizer::CanvasLight *clight = canvas_light_owner.get(p_light);
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ERR_FAIL_COND(!clight);
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clight->shadow_color=p_color;
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}
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/****** CANVAS LIGHT OCCLUDER ******/
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RID VisualServerRaster::canvas_light_occluder_create() {
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@ -1180,6 +1180,8 @@ public:
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virtual void canvas_light_set_shadow_enabled(RID p_light, bool p_enabled);
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virtual void canvas_light_set_shadow_buffer_size(RID p_light, int p_size);
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virtual void canvas_light_set_shadow_esm_multiplier(RID p_light, float p_multiplier);
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virtual void canvas_light_set_shadow_color(RID p_light, const Color& p_color);
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virtual RID canvas_light_occluder_create();
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@ -626,6 +626,8 @@ public:
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FUNC2(canvas_light_set_shadow_enabled,RID,bool);
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FUNC2(canvas_light_set_shadow_buffer_size,RID,int);
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FUNC2(canvas_light_set_shadow_esm_multiplier,RID,float);
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FUNC2(canvas_light_set_shadow_color,RID,const Color&);
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/* CANVAS OCCLUDER */
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@ -1032,6 +1032,7 @@ public:
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virtual void canvas_light_set_shadow_enabled(RID p_light, bool p_enabled)=0;
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virtual void canvas_light_set_shadow_buffer_size(RID p_light, int p_size)=0;
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virtual void canvas_light_set_shadow_esm_multiplier(RID p_light, float p_multiplier)=0;
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virtual void canvas_light_set_shadow_color(RID p_light, const Color& p_color)=0;
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