81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
95 lines
5.9 KiB
XML
95 lines
5.9 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Light2D" inherits="Node2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Casts light in a 2D environment.
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</brief_description>
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<description>
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Casts light in a 2D environment. A light is defined as a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related).
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</description>
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<tutorials>
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<link title="2D lights and shadows">$DOCS_URL/tutorials/2d/2d_lights_and_shadows.html</link>
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</tutorials>
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<methods>
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<method name="get_height" qualifiers="const">
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<return type="float" />
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<description>
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Returns the light's height, which is used in 2D normal mapping. See [member PointLight2D.height] and [member DirectionalLight2D.height].
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</description>
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</method>
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<method name="set_height">
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<return type="void" />
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<param index="0" name="height" type="float" />
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<description>
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Sets the light's height, which is used in 2D normal mapping. See [member PointLight2D.height] and [member DirectionalLight2D.height].
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</description>
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</method>
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</methods>
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<members>
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<member name="blend_mode" type="int" setter="set_blend_mode" getter="get_blend_mode" enum="Light2D.BlendMode" default="0">
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The Light2D's blend mode. See [enum BlendMode] constants for values.
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</member>
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<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(1, 1, 1, 1)">
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The Light2D's [Color].
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</member>
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<member name="editor_only" type="bool" setter="set_editor_only" getter="is_editor_only" default="false">
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If [code]true[/code], Light2D will only appear when editing the scene.
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</member>
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<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true">
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If [code]true[/code], Light2D will emit light.
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</member>
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<member name="energy" type="float" setter="set_energy" getter="get_energy" default="1.0">
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The Light2D's energy value. The larger the value, the stronger the light.
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</member>
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<member name="range_item_cull_mask" type="int" setter="set_item_cull_mask" getter="get_item_cull_mask" default="1">
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The layer mask. Only objects with a matching [member CanvasItem.light_mask] will be affected by the Light2D. See also [member shadow_item_cull_mask], which affects which objects can cast shadows.
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[b]Note:[/b] [member range_item_cull_mask] is ignored by [DirectionalLight2D], which will always light a 2D node regardless of the 2D node's [member CanvasItem.light_mask].
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</member>
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<member name="range_layer_max" type="int" setter="set_layer_range_max" getter="get_layer_range_max" default="0">
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Maximum layer value of objects that are affected by the Light2D.
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</member>
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<member name="range_layer_min" type="int" setter="set_layer_range_min" getter="get_layer_range_min" default="0">
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Minimum layer value of objects that are affected by the Light2D.
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</member>
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<member name="range_z_max" type="int" setter="set_z_range_max" getter="get_z_range_max" default="1024">
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Maximum [code]z[/code] value of objects that are affected by the Light2D.
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</member>
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<member name="range_z_min" type="int" setter="set_z_range_min" getter="get_z_range_min" default="-1024">
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Minimum [code]z[/code] value of objects that are affected by the Light2D.
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</member>
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<member name="shadow_color" type="Color" setter="set_shadow_color" getter="get_shadow_color" default="Color(0, 0, 0, 0)">
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[Color] of shadows cast by the Light2D.
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</member>
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<member name="shadow_enabled" type="bool" setter="set_shadow_enabled" getter="is_shadow_enabled" default="false">
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If [code]true[/code], the Light2D will cast shadows.
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</member>
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<member name="shadow_filter" type="int" setter="set_shadow_filter" getter="get_shadow_filter" enum="Light2D.ShadowFilter" default="0">
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Shadow filter type. See [enum ShadowFilter] for possible values.
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</member>
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<member name="shadow_filter_smooth" type="float" setter="set_shadow_smooth" getter="get_shadow_smooth" default="0.0">
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Smoothing value for shadows. Higher values will result in softer shadows, at the cost of visible streaks that can appear in shadow rendering. [member shadow_filter_smooth] only has an effect if [member shadow_filter] is [constant SHADOW_FILTER_PCF5] or [constant SHADOW_FILTER_PCF13].
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</member>
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<member name="shadow_item_cull_mask" type="int" setter="set_item_shadow_cull_mask" getter="get_item_shadow_cull_mask" default="1">
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The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders with a matching [member CanvasItem.light_mask] will cast shadows. See also [member range_item_cull_mask], which affects which objects can [i]receive[/i] the light.
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</member>
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</members>
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<constants>
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<constant name="SHADOW_FILTER_NONE" value="0" enum="ShadowFilter">
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No filter applies to the shadow map. This provides hard shadow edges and is the fastest to render. See [member shadow_filter].
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</constant>
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<constant name="SHADOW_FILTER_PCF5" value="1" enum="ShadowFilter">
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Percentage closer filtering (5 samples) applies to the shadow map. This is slower compared to hard shadow rendering. See [member shadow_filter].
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</constant>
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<constant name="SHADOW_FILTER_PCF13" value="2" enum="ShadowFilter">
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Percentage closer filtering (13 samples) applies to the shadow map. This is the slowest shadow filtering mode, and should be used sparingly. See [member shadow_filter].
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</constant>
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<constant name="BLEND_MODE_ADD" value="0" enum="BlendMode">
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Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behavior of a light.
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</constant>
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<constant name="BLEND_MODE_SUB" value="1" enum="BlendMode">
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Subtracts the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect.
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</constant>
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<constant name="BLEND_MODE_MIX" value="2" enum="BlendMode">
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Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation.
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</constant>
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</constants>
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</class>
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