virtualx-engine/scene/2d/light_2d.cpp
Hein-Pieter van Braam 411ee71b4d Rename the _MD macro to D_METHOD
This new name also makes its purpose a little clearer

This is a step towards fixing #56
2017-02-13 12:50:02 +01:00

491 lines
15 KiB
C++

/*************************************************************************/
/* 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(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_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,"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,"0.01,100,0.01"),"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,"-100,100,0.1"),"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,"1,4096,0.1"),"set_shadow_gradient_length","get_shadow_gradient_length");
ADD_PROPERTY( PropertyInfo(Variant::REAL,"shadow_filter",PROPERTY_HINT_ENUM,"None,PCF3,PCF5,PCF9,PCF13"),"set_shadow_filter","get_shadow_filter");
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_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);
}