virtualx-engine/scene/2d/light_occluder_2d.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

103 lines
3.4 KiB
C++

/*************************************************************************/
/* light_occluder_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 LIGHTOCCLUDER2D_H
#define LIGHTOCCLUDER2D_H
#include "scene/2d/node_2d.h"
class OccluderPolygon2D : public Resource {
OBJ_TYPE(OccluderPolygon2D,Resource);
public:
enum CullMode {
CULL_DISABLED,
CULL_CLOCKWISE,
CULL_COUNTER_CLOCKWISE
};
private:
RID occ_polygon;
DVector<Vector2> polygon;
bool closed;
CullMode cull;
protected:
static void _bind_methods();
public:
void set_polygon(const DVector<Vector2>& p_polygon);
DVector<Vector2> get_polygon() const;
void set_closed(bool p_closed);
bool is_closed() const;
void set_cull_mode(CullMode p_mode);
CullMode get_cull_mode() const;
virtual RID get_rid() const;
OccluderPolygon2D();
~OccluderPolygon2D();
};
VARIANT_ENUM_CAST(OccluderPolygon2D::CullMode);
class LightOccluder2D : public Node2D {
OBJ_TYPE(LightOccluder2D,Node2D);
RID occluder;
bool enabled;
int mask;
Ref<OccluderPolygon2D> occluder_polygon;
#ifdef DEBUG_ENABLED
void _poly_changed();
#endif
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_occluder_polygon(const Ref<OccluderPolygon2D>& p_polygon);
Ref<OccluderPolygon2D> get_occluder_polygon() const;
void set_occluder_light_mask(int p_mask);
int get_occluder_light_mask() const;
String get_configuration_warning() const;
LightOccluder2D();
~LightOccluder2D();
};
#endif // LIGHTOCCLUDER2D_H