/**************************************************************************/ /* light_2d.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 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 "core/engine.h" #include "servers/visual_server.h" #ifdef TOOLS_ENABLED Dictionary Light2D::_edit_get_state() const { Dictionary state = Node2D::_edit_get_state(); state["offset"] = get_texture_offset(); return state; } void Light2D::_edit_set_state(const Dictionary &p_state) { Node2D::_edit_set_state(p_state); set_texture_offset(p_state["offset"]); } void Light2D::_edit_set_pivot(const Point2 &p_pivot) { set_position(get_transform().xform(p_pivot)); set_texture_offset(get_texture_offset() - p_pivot); } Point2 Light2D::_edit_get_pivot() const { return Vector2(); } bool Light2D::_edit_use_pivot() const { return true; } Rect2 Light2D::_edit_get_rect() const { if (texture.is_null()) { return Rect2(); } Size2 s = texture->get_size() * _scale; return Rect2(texture_offset - s / 2.0, s); } bool Light2D::_edit_use_rect() const { return !texture.is_null(); } #endif Rect2 Light2D::get_anchorable_rect() const { if (texture.is_null()) { return Rect2(); } Size2 s = texture->get_size() * _scale; return Rect2(texture_offset - s / 2.0, s); } void Light2D::owner_changed_notify() { // For cases where owner changes _after_ entering tree (as example, editor editing). _update_light_visibility(); } void Light2D::_update_light_visibility() { if (!is_inside_tree()) { return; } bool editor_ok = true; #ifdef TOOLS_ENABLED if (editor_only) { if (!Engine::get_singleton()->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 &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 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(); _change_notify("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_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; // Avoid having 0 scale values, can lead to errors in physics and rendering. if (_scale == 0) { _scale = CMP_EPSILON; } 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::_physics_interpolated_changed() { VisualServer::get_singleton()->canvas_light_set_interpolated(canvas_light, is_physics_interpolated()); } void Light2D::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { VS::get_singleton()->canvas_light_attach_to_canvas(canvas_light, get_canvas()); _update_light_visibility(); } break; case NOTIFICATION_EXIT_TREE: { VS::get_singleton()->canvas_light_attach_to_canvas(canvas_light, RID()); _update_light_visibility(); } break; case NOTIFICATION_TRANSFORM_CHANGED: { VS::get_singleton()->canvas_light_set_transform(canvas_light, get_global_transform()); } break; case NOTIFICATION_VISIBILITY_CHANGED: { _update_light_visibility(); } break; case NOTIFICATION_RESET_PHYSICS_INTERPOLATION: { if (is_visible_in_tree() && is_physics_interpolated()) { // Explicitly make sure the transform is up to date in VisualServer before // resetting. This is necessary because NOTIFICATION_TRANSFORM_CHANGED // is normally deferred, and a client change to transform will not always be sent // before the reset, so we need to guarantee this. VS::get_singleton()->canvas_light_set_transform(canvas_light, get_global_transform()); VS::get_singleton()->canvas_light_reset_physics_interpolation(canvas_light); } } break; } } String Light2D::get_configuration_warning() const { String warning = Node2D::get_configuration_warning(); if (!texture.is_valid()) { if (warning != String()) { warning += "\n\n"; } warning += TTR("A texture with the shape of the light must be supplied to the \"Texture\" property."); } return warning; } void Light2D::set_shadow_smooth(float p_amount) { shadow_smooth = p_amount; VS::get_singleton()->canvas_light_set_shadow_smooth(canvas_light, shadow_smooth); } float Light2D::get_shadow_smooth() const { return shadow_smooth; } void Light2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &Light2D::set_enabled); ClassDB::bind_method(D_METHOD("is_enabled"), &Light2D::is_enabled); ClassDB::bind_method(D_METHOD("set_editor_only", "editor_only"), &Light2D::set_editor_only); ClassDB::bind_method(D_METHOD("is_editor_only"), &Light2D::is_editor_only); ClassDB::bind_method(D_METHOD("set_texture", "texture"), &Light2D::set_texture); ClassDB::bind_method(D_METHOD("get_texture"), &Light2D::get_texture); ClassDB::bind_method(D_METHOD("set_texture_offset", "texture_offset"), &Light2D::set_texture_offset); ClassDB::bind_method(D_METHOD("get_texture_offset"), &Light2D::get_texture_offset); ClassDB::bind_method(D_METHOD("set_color", "color"), &Light2D::set_color); ClassDB::bind_method(D_METHOD("get_color"), &Light2D::get_color); ClassDB::bind_method(D_METHOD("set_height", "height"), &Light2D::set_height); ClassDB::bind_method(D_METHOD("get_height"), &Light2D::get_height); ClassDB::bind_method(D_METHOD("set_energy", "energy"), &Light2D::set_energy); ClassDB::bind_method(D_METHOD("get_energy"), &Light2D::get_energy); ClassDB::bind_method(D_METHOD("set_texture_scale", "texture_scale"), &Light2D::set_texture_scale); ClassDB::bind_method(D_METHOD("get_texture_scale"), &Light2D::get_texture_scale); ClassDB::bind_method(D_METHOD("set_z_range_min", "z"), &Light2D::set_z_range_min); ClassDB::bind_method(D_METHOD("get_z_range_min"), &Light2D::get_z_range_min); ClassDB::bind_method(D_METHOD("set_z_range_max", "z"), &Light2D::set_z_range_max); ClassDB::bind_method(D_METHOD("get_z_range_max"), &Light2D::get_z_range_max); ClassDB::bind_method(D_METHOD("set_layer_range_min", "layer"), &Light2D::set_layer_range_min); ClassDB::bind_method(D_METHOD("get_layer_range_min"), &Light2D::get_layer_range_min); ClassDB::bind_method(D_METHOD("set_layer_range_max", "layer"), &Light2D::set_layer_range_max); ClassDB::bind_method(D_METHOD("get_layer_range_max"), &Light2D::get_layer_range_max); ClassDB::bind_method(D_METHOD("set_item_cull_mask", "item_cull_mask"), &Light2D::set_item_cull_mask); ClassDB::bind_method(D_METHOD("get_item_cull_mask"), &Light2D::get_item_cull_mask); ClassDB::bind_method(D_METHOD("set_item_shadow_cull_mask", "item_shadow_cull_mask"), &Light2D::set_item_shadow_cull_mask); ClassDB::bind_method(D_METHOD("get_item_shadow_cull_mask"), &Light2D::get_item_shadow_cull_mask); ClassDB::bind_method(D_METHOD("set_mode", "mode"), &Light2D::set_mode); ClassDB::bind_method(D_METHOD("get_mode"), &Light2D::get_mode); ClassDB::bind_method(D_METHOD("set_shadow_enabled", "enabled"), &Light2D::set_shadow_enabled); ClassDB::bind_method(D_METHOD("is_shadow_enabled"), &Light2D::is_shadow_enabled); ClassDB::bind_method(D_METHOD("set_shadow_buffer_size", "size"), &Light2D::set_shadow_buffer_size); ClassDB::bind_method(D_METHOD("get_shadow_buffer_size"), &Light2D::get_shadow_buffer_size); ClassDB::bind_method(D_METHOD("set_shadow_smooth", "smooth"), &Light2D::set_shadow_smooth); ClassDB::bind_method(D_METHOD("get_shadow_smooth"), &Light2D::get_shadow_smooth); ClassDB::bind_method(D_METHOD("set_shadow_gradient_length", "multiplier"), &Light2D::set_shadow_gradient_length); ClassDB::bind_method(D_METHOD("get_shadow_gradient_length"), &Light2D::get_shadow_gradient_length); ClassDB::bind_method(D_METHOD("set_shadow_filter", "filter"), &Light2D::set_shadow_filter); ClassDB::bind_method(D_METHOD("get_shadow_filter"), &Light2D::get_shadow_filter); ClassDB::bind_method(D_METHOD("set_shadow_color", "shadow_color"), &Light2D::set_shadow_color); ClassDB::bind_method(D_METHOD("get_shadow_color"), &Light2D::get_shadow_color); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editor_only"), "set_editor_only", "is_editor_only"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_texture_offset", "get_texture_offset"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "texture_scale", PROPERTY_HINT_RANGE, "0.01,50,0.01"), "set_texture_scale", "get_texture_scale"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "energy", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_energy", "get_energy"); ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Add,Sub,Mix,Mask"), "set_mode", "get_mode"); ADD_GROUP("Range", "range_"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "range_height", PROPERTY_HINT_RANGE, "-2048,2048,0.1,or_lesser,or_greater"), "set_height", "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"), "set_z_range_min", "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"), "set_z_range_max", "get_z_range_max"); ADD_PROPERTY(PropertyInfo(Variant::INT, "range_layer_min", PROPERTY_HINT_RANGE, "-512,512,1"), "set_layer_range_min", "get_layer_range_min"); ADD_PROPERTY(PropertyInfo(Variant::INT, "range_layer_max", PROPERTY_HINT_RANGE, "-512,512,1"), "set_layer_range_max", "get_layer_range_max"); ADD_PROPERTY(PropertyInfo(Variant::INT, "range_item_cull_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_item_cull_mask", "get_item_cull_mask"); ADD_GROUP("Shadow", "shadow_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_enabled"), "set_shadow_enabled", "is_shadow_enabled"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "shadow_color"), "set_shadow_color", "get_shadow_color"); ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_buffer_size", PROPERTY_HINT_RANGE, "32,16384,1"), "set_shadow_buffer_size", "get_shadow_buffer_size"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "shadow_gradient_length", PROPERTY_HINT_RANGE, "0,4096,0.1"), "set_shadow_gradient_length", "get_shadow_gradient_length"); ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_filter", PROPERTY_HINT_ENUM, "None,PCF3,PCF5,PCF7,PCF9,PCF13"), "set_shadow_filter", "get_shadow_filter"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "shadow_filter_smooth", PROPERTY_HINT_RANGE, "0,64,0.1"), "set_shadow_smooth", "get_shadow_smooth"); ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_item_cull_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_item_shadow_cull_mask", "get_item_shadow_cull_mask"); BIND_ENUM_CONSTANT(MODE_ADD); BIND_ENUM_CONSTANT(MODE_SUB); BIND_ENUM_CONSTANT(MODE_MIX); BIND_ENUM_CONSTANT(MODE_MASK); BIND_ENUM_CONSTANT(SHADOW_FILTER_NONE); BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF3); BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF5); BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF7); BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF9); BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF13); } Light2D::Light2D() { canvas_light = RID_PRIME(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; shadow_smooth = 0; set_notify_transform(true); } Light2D::~Light2D() { VisualServer::get_singleton()->free(canvas_light); }