f8438601ef
It turns out `NOTIFICATION_TRANSFORM_CHANGED` is deferred for these nodes, which can mean the transform is not set in the `VisualServer` until after the reset has been sent, even if the transform is set before the reset in script. This prevented the reset from acting correctly. Here we explicitly set the transform prior to each reset, to ensure the `VisualServer` is up to date.
483 lines
18 KiB
C++
483 lines
18 KiB
C++
/**************************************************************************/
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/* light_2d.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "light_2d.h"
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#include "core/engine.h"
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#include "servers/visual_server.h"
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#ifdef TOOLS_ENABLED
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Dictionary Light2D::_edit_get_state() const {
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Dictionary state = Node2D::_edit_get_state();
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state["offset"] = get_texture_offset();
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return state;
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}
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void Light2D::_edit_set_state(const Dictionary &p_state) {
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Node2D::_edit_set_state(p_state);
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set_texture_offset(p_state["offset"]);
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}
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void Light2D::_edit_set_pivot(const Point2 &p_pivot) {
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set_position(get_transform().xform(p_pivot));
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set_texture_offset(get_texture_offset() - p_pivot);
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}
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Point2 Light2D::_edit_get_pivot() const {
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return Vector2();
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}
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bool Light2D::_edit_use_pivot() const {
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return true;
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}
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Rect2 Light2D::_edit_get_rect() const {
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if (texture.is_null()) {
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return Rect2();
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}
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Size2 s = texture->get_size() * _scale;
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return Rect2(texture_offset - s / 2.0, s);
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}
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bool Light2D::_edit_use_rect() const {
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return !texture.is_null();
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}
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#endif
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Rect2 Light2D::get_anchorable_rect() const {
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if (texture.is_null()) {
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return Rect2();
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}
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Size2 s = texture->get_size() * _scale;
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return Rect2(texture_offset - s / 2.0, s);
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}
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void Light2D::owner_changed_notify() {
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// For cases where owner changes _after_ entering tree (as example, editor editing).
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_update_light_visibility();
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}
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void Light2D::_update_light_visibility() {
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if (!is_inside_tree()) {
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return;
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}
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bool editor_ok = true;
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#ifdef TOOLS_ENABLED
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if (editor_only) {
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if (!Engine::get_singleton()->is_editor_hint()) {
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editor_ok = false;
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} else {
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editor_ok = (get_tree()->get_edited_scene_root() && (this == get_tree()->get_edited_scene_root() || get_owner() == get_tree()->get_edited_scene_root()));
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}
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}
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#else
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if (editor_only) {
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editor_ok = false;
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}
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#endif
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VS::get_singleton()->canvas_light_set_enabled(canvas_light, enabled && is_visible_in_tree() && editor_ok);
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}
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void Light2D::set_enabled(bool p_enabled) {
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enabled = p_enabled;
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_update_light_visibility();
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}
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bool Light2D::is_enabled() const {
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return enabled;
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}
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void Light2D::set_editor_only(bool p_editor_only) {
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editor_only = p_editor_only;
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_update_light_visibility();
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}
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bool Light2D::is_editor_only() const {
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return editor_only;
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}
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void Light2D::set_texture(const Ref<Texture> &p_texture) {
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texture = p_texture;
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if (texture.is_valid()) {
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VS::get_singleton()->canvas_light_set_texture(canvas_light, texture->get_rid());
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} else {
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VS::get_singleton()->canvas_light_set_texture(canvas_light, RID());
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}
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update_configuration_warning();
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}
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Ref<Texture> Light2D::get_texture() const {
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return texture;
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}
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void Light2D::set_texture_offset(const Vector2 &p_offset) {
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texture_offset = p_offset;
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VS::get_singleton()->canvas_light_set_texture_offset(canvas_light, texture_offset);
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item_rect_changed();
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_change_notify("offset");
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}
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Vector2 Light2D::get_texture_offset() const {
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return texture_offset;
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}
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void Light2D::set_color(const Color &p_color) {
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color = p_color;
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VS::get_singleton()->canvas_light_set_color(canvas_light, color);
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}
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Color Light2D::get_color() const {
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return color;
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}
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void Light2D::set_height(float p_height) {
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height = p_height;
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VS::get_singleton()->canvas_light_set_height(canvas_light, height);
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}
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float Light2D::get_height() const {
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return height;
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}
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void Light2D::set_energy(float p_energy) {
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energy = p_energy;
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VS::get_singleton()->canvas_light_set_energy(canvas_light, energy);
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}
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float Light2D::get_energy() const {
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return energy;
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}
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void Light2D::set_texture_scale(float p_scale) {
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_scale = p_scale;
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// Avoid having 0 scale values, can lead to errors in physics and rendering.
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if (_scale == 0) {
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_scale = CMP_EPSILON;
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}
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VS::get_singleton()->canvas_light_set_scale(canvas_light, _scale);
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item_rect_changed();
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}
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float Light2D::get_texture_scale() const {
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return _scale;
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}
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void Light2D::set_z_range_min(int p_min_z) {
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z_min = p_min_z;
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VS::get_singleton()->canvas_light_set_z_range(canvas_light, z_min, z_max);
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}
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int Light2D::get_z_range_min() const {
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return z_min;
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}
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void Light2D::set_z_range_max(int p_max_z) {
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z_max = p_max_z;
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VS::get_singleton()->canvas_light_set_z_range(canvas_light, z_min, z_max);
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}
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int Light2D::get_z_range_max() const {
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return z_max;
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}
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void Light2D::set_layer_range_min(int p_min_layer) {
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layer_min = p_min_layer;
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VS::get_singleton()->canvas_light_set_layer_range(canvas_light, layer_min, layer_max);
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}
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int Light2D::get_layer_range_min() const {
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return layer_min;
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}
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void Light2D::set_layer_range_max(int p_max_layer) {
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layer_max = p_max_layer;
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VS::get_singleton()->canvas_light_set_layer_range(canvas_light, layer_min, layer_max);
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}
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int Light2D::get_layer_range_max() const {
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return layer_max;
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}
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void Light2D::set_item_cull_mask(int p_mask) {
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item_mask = p_mask;
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VS::get_singleton()->canvas_light_set_item_cull_mask(canvas_light, item_mask);
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}
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int Light2D::get_item_cull_mask() const {
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return item_mask;
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}
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void Light2D::set_item_shadow_cull_mask(int p_mask) {
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item_shadow_mask = p_mask;
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VS::get_singleton()->canvas_light_set_item_shadow_cull_mask(canvas_light, item_shadow_mask);
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}
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int Light2D::get_item_shadow_cull_mask() const {
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return item_shadow_mask;
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}
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void Light2D::set_mode(Mode p_mode) {
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mode = p_mode;
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VS::get_singleton()->canvas_light_set_mode(canvas_light, VS::CanvasLightMode(p_mode));
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}
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Light2D::Mode Light2D::get_mode() const {
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return mode;
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}
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void Light2D::set_shadow_enabled(bool p_enabled) {
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shadow = p_enabled;
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VS::get_singleton()->canvas_light_set_shadow_enabled(canvas_light, shadow);
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}
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bool Light2D::is_shadow_enabled() const {
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return shadow;
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}
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void Light2D::set_shadow_buffer_size(int p_size) {
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shadow_buffer_size = p_size;
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VS::get_singleton()->canvas_light_set_shadow_buffer_size(canvas_light, shadow_buffer_size);
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}
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int Light2D::get_shadow_buffer_size() const {
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return shadow_buffer_size;
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}
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void Light2D::set_shadow_gradient_length(float p_multiplier) {
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shadow_gradient_length = p_multiplier;
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VS::get_singleton()->canvas_light_set_shadow_gradient_length(canvas_light, p_multiplier);
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}
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float Light2D::get_shadow_gradient_length() const {
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return shadow_gradient_length;
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}
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void Light2D::set_shadow_filter(ShadowFilter p_filter) {
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shadow_filter = p_filter;
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VS::get_singleton()->canvas_light_set_shadow_filter(canvas_light, VS::CanvasLightShadowFilter(p_filter));
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}
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Light2D::ShadowFilter Light2D::get_shadow_filter() const {
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return shadow_filter;
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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::_physics_interpolated_changed() {
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VisualServer::get_singleton()->canvas_light_set_interpolated(canvas_light, is_physics_interpolated());
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}
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void Light2D::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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VS::get_singleton()->canvas_light_attach_to_canvas(canvas_light, get_canvas());
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_update_light_visibility();
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} break;
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case NOTIFICATION_EXIT_TREE: {
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VS::get_singleton()->canvas_light_attach_to_canvas(canvas_light, RID());
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_update_light_visibility();
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} break;
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case NOTIFICATION_TRANSFORM_CHANGED: {
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VS::get_singleton()->canvas_light_set_transform(canvas_light, get_global_transform());
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} break;
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case NOTIFICATION_VISIBILITY_CHANGED: {
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_update_light_visibility();
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} break;
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case NOTIFICATION_RESET_PHYSICS_INTERPOLATION: {
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if (is_visible_in_tree() && is_physics_interpolated()) {
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// Explicitly make sure the transform is up to date in VisualServer before
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// resetting. This is necessary because NOTIFICATION_TRANSFORM_CHANGED
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// is normally deferred, and a client change to transform will not always be sent
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// before the reset, so we need to guarantee this.
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VS::get_singleton()->canvas_light_set_transform(canvas_light, get_global_transform());
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VS::get_singleton()->canvas_light_reset_physics_interpolation(canvas_light);
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}
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} break;
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}
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}
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String Light2D::get_configuration_warning() const {
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String warning = Node2D::get_configuration_warning();
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if (!texture.is_valid()) {
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if (warning != String()) {
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warning += "\n\n";
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}
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warning += TTR("A texture with the shape of the light must be supplied to the \"Texture\" property.");
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}
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return warning;
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}
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void Light2D::set_shadow_smooth(float p_amount) {
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shadow_smooth = p_amount;
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VS::get_singleton()->canvas_light_set_shadow_smooth(canvas_light, shadow_smooth);
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}
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float Light2D::get_shadow_smooth() const {
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return shadow_smooth;
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}
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void Light2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &Light2D::set_enabled);
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ClassDB::bind_method(D_METHOD("is_enabled"), &Light2D::is_enabled);
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ClassDB::bind_method(D_METHOD("set_editor_only", "editor_only"), &Light2D::set_editor_only);
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ClassDB::bind_method(D_METHOD("is_editor_only"), &Light2D::is_editor_only);
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ClassDB::bind_method(D_METHOD("set_texture", "texture"), &Light2D::set_texture);
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ClassDB::bind_method(D_METHOD("get_texture"), &Light2D::get_texture);
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ClassDB::bind_method(D_METHOD("set_texture_offset", "texture_offset"), &Light2D::set_texture_offset);
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ClassDB::bind_method(D_METHOD("get_texture_offset"), &Light2D::get_texture_offset);
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ClassDB::bind_method(D_METHOD("set_color", "color"), &Light2D::set_color);
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ClassDB::bind_method(D_METHOD("get_color"), &Light2D::get_color);
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ClassDB::bind_method(D_METHOD("set_height", "height"), &Light2D::set_height);
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ClassDB::bind_method(D_METHOD("get_height"), &Light2D::get_height);
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ClassDB::bind_method(D_METHOD("set_energy", "energy"), &Light2D::set_energy);
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ClassDB::bind_method(D_METHOD("get_energy"), &Light2D::get_energy);
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ClassDB::bind_method(D_METHOD("set_texture_scale", "texture_scale"), &Light2D::set_texture_scale);
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ClassDB::bind_method(D_METHOD("get_texture_scale"), &Light2D::get_texture_scale);
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ClassDB::bind_method(D_METHOD("set_z_range_min", "z"), &Light2D::set_z_range_min);
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ClassDB::bind_method(D_METHOD("get_z_range_min"), &Light2D::get_z_range_min);
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ClassDB::bind_method(D_METHOD("set_z_range_max", "z"), &Light2D::set_z_range_max);
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ClassDB::bind_method(D_METHOD("get_z_range_max"), &Light2D::get_z_range_max);
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ClassDB::bind_method(D_METHOD("set_layer_range_min", "layer"), &Light2D::set_layer_range_min);
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ClassDB::bind_method(D_METHOD("get_layer_range_min"), &Light2D::get_layer_range_min);
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ClassDB::bind_method(D_METHOD("set_layer_range_max", "layer"), &Light2D::set_layer_range_max);
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ClassDB::bind_method(D_METHOD("get_layer_range_max"), &Light2D::get_layer_range_max);
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ClassDB::bind_method(D_METHOD("set_item_cull_mask", "item_cull_mask"), &Light2D::set_item_cull_mask);
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ClassDB::bind_method(D_METHOD("get_item_cull_mask"), &Light2D::get_item_cull_mask);
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ClassDB::bind_method(D_METHOD("set_item_shadow_cull_mask", "item_shadow_cull_mask"), &Light2D::set_item_shadow_cull_mask);
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ClassDB::bind_method(D_METHOD("get_item_shadow_cull_mask"), &Light2D::get_item_shadow_cull_mask);
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ClassDB::bind_method(D_METHOD("set_mode", "mode"), &Light2D::set_mode);
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ClassDB::bind_method(D_METHOD("get_mode"), &Light2D::get_mode);
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ClassDB::bind_method(D_METHOD("set_shadow_enabled", "enabled"), &Light2D::set_shadow_enabled);
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ClassDB::bind_method(D_METHOD("is_shadow_enabled"), &Light2D::is_shadow_enabled);
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ClassDB::bind_method(D_METHOD("set_shadow_buffer_size", "size"), &Light2D::set_shadow_buffer_size);
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ClassDB::bind_method(D_METHOD("get_shadow_buffer_size"), &Light2D::get_shadow_buffer_size);
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ClassDB::bind_method(D_METHOD("set_shadow_smooth", "smooth"), &Light2D::set_shadow_smooth);
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ClassDB::bind_method(D_METHOD("get_shadow_smooth"), &Light2D::get_shadow_smooth);
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ClassDB::bind_method(D_METHOD("set_shadow_gradient_length", "multiplier"), &Light2D::set_shadow_gradient_length);
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ClassDB::bind_method(D_METHOD("get_shadow_gradient_length"), &Light2D::get_shadow_gradient_length);
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ClassDB::bind_method(D_METHOD("set_shadow_filter", "filter"), &Light2D::set_shadow_filter);
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ClassDB::bind_method(D_METHOD("get_shadow_filter"), &Light2D::get_shadow_filter);
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ClassDB::bind_method(D_METHOD("set_shadow_color", "shadow_color"), &Light2D::set_shadow_color);
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ClassDB::bind_method(D_METHOD("get_shadow_color"), &Light2D::get_shadow_color);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editor_only"), "set_editor_only", "is_editor_only");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_texture_offset", "get_texture_offset");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "texture_scale", PROPERTY_HINT_RANGE, "0.01,50,0.01"), "set_texture_scale", "get_texture_scale");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "energy", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_energy", "get_energy");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Add,Sub,Mix,Mask"), "set_mode", "get_mode");
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ADD_GROUP("Range", "range_");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "range_height", PROPERTY_HINT_RANGE, "-2048,2048,0.1,or_lesser,or_greater"), "set_height", "get_height");
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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");
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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);
|
|
}
|