godot/scene/2d/light_2d.cpp

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/*************************************************************************/
/* light_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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() && 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_mask(int p_mask) {
item_mask = p_mask;
VS::get_singleton()->canvas_light_set_item_mask(canvas_light, item_mask);
}
int Light2D::get_item_mask() const {
return item_mask;
}
void Light2D::set_item_shadow_mask(int p_mask) {
item_shadow_mask = p_mask;
VS::get_singleton()->canvas_light_set_item_shadow_mask(canvas_light, item_shadow_mask);
}
int Light2D::get_item_shadow_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_esm_multiplier(float p_multiplier) {
shadow_esm_multiplier = p_multiplier;
VS::get_singleton()->canvas_light_set_shadow_esm_multiplier(canvas_light, p_multiplier);
}
float Light2D::get_shadow_esm_multiplier() const {
return shadow_esm_multiplier;
}
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() {
ObjectTypeDB::bind_method(_MD("set_enabled", "enabled"), &Light2D::set_enabled);
ObjectTypeDB::bind_method(_MD("is_enabled"), &Light2D::is_enabled);
ObjectTypeDB::bind_method(_MD("set_editor_only", "editor_only"), &Light2D::set_editor_only);
ObjectTypeDB::bind_method(_MD("is_editor_only"), &Light2D::is_editor_only);
ObjectTypeDB::bind_method(_MD("set_texture", "texture"), &Light2D::set_texture);
ObjectTypeDB::bind_method(_MD("get_texture"), &Light2D::get_texture);
ObjectTypeDB::bind_method(_MD("set_texture_offset", "texture_offset"), &Light2D::set_texture_offset);
ObjectTypeDB::bind_method(_MD("get_texture_offset"), &Light2D::get_texture_offset);
ObjectTypeDB::bind_method(_MD("set_color", "color"), &Light2D::set_color);
ObjectTypeDB::bind_method(_MD("get_color"), &Light2D::get_color);
ObjectTypeDB::bind_method(_MD("set_height", "height"), &Light2D::set_height);
ObjectTypeDB::bind_method(_MD("get_height"), &Light2D::get_height);
ObjectTypeDB::bind_method(_MD("set_energy", "energy"), &Light2D::set_energy);
ObjectTypeDB::bind_method(_MD("get_energy"), &Light2D::get_energy);
ObjectTypeDB::bind_method(_MD("set_texture_scale", "texture_scale"), &Light2D::set_texture_scale);
ObjectTypeDB::bind_method(_MD("get_texture_scale"), &Light2D::get_texture_scale);
ObjectTypeDB::bind_method(_MD("set_z_range_min", "z"), &Light2D::set_z_range_min);
ObjectTypeDB::bind_method(_MD("get_z_range_min"), &Light2D::get_z_range_min);
ObjectTypeDB::bind_method(_MD("set_z_range_max", "z"), &Light2D::set_z_range_max);
ObjectTypeDB::bind_method(_MD("get_z_range_max"), &Light2D::get_z_range_max);
ObjectTypeDB::bind_method(_MD("set_layer_range_min", "layer"), &Light2D::set_layer_range_min);
ObjectTypeDB::bind_method(_MD("get_layer_range_min"), &Light2D::get_layer_range_min);
ObjectTypeDB::bind_method(_MD("set_layer_range_max", "layer"), &Light2D::set_layer_range_max);
ObjectTypeDB::bind_method(_MD("get_layer_range_max"), &Light2D::get_layer_range_max);
ObjectTypeDB::bind_method(_MD("set_item_mask", "item_mask"), &Light2D::set_item_mask);
ObjectTypeDB::bind_method(_MD("get_item_mask"), &Light2D::get_item_mask);
ObjectTypeDB::bind_method(_MD("set_item_shadow_mask", "item_shadow_mask"), &Light2D::set_item_shadow_mask);
ObjectTypeDB::bind_method(_MD("get_item_shadow_mask"), &Light2D::get_item_shadow_mask);
ObjectTypeDB::bind_method(_MD("set_mode", "mode"), &Light2D::set_mode);
ObjectTypeDB::bind_method(_MD("get_mode"), &Light2D::get_mode);
ObjectTypeDB::bind_method(_MD("set_shadow_enabled", "enabled"), &Light2D::set_shadow_enabled);
ObjectTypeDB::bind_method(_MD("is_shadow_enabled"), &Light2D::is_shadow_enabled);
ObjectTypeDB::bind_method(_MD("set_shadow_buffer_size", "size"), &Light2D::set_shadow_buffer_size);
ObjectTypeDB::bind_method(_MD("get_shadow_buffer_size"), &Light2D::get_shadow_buffer_size);
ObjectTypeDB::bind_method(_MD("set_shadow_esm_multiplier", "multiplier"), &Light2D::set_shadow_esm_multiplier);
ObjectTypeDB::bind_method(_MD("get_shadow_esm_multiplier"), &Light2D::get_shadow_esm_multiplier);
ObjectTypeDB::bind_method(_MD("set_shadow_color", "shadow_color"), &Light2D::set_shadow_color);
ObjectTypeDB::bind_method(_MD("get_shadow_color"), &Light2D::get_shadow_color);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), _SCS("set_enabled"), _SCS("is_enabled"));
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editor_only"), _SCS("set_editor_only"), _SCS("is_editor_only"));
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), _SCS("set_texture"), _SCS("get_texture"));
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), _SCS("set_texture_offset"), _SCS("get_texture_offset"));
ADD_PROPERTY(PropertyInfo(Variant::REAL, "scale", PROPERTY_HINT_RANGE, "0.01,50,0.01"), _SCS("set_texture_scale"), _SCS("get_texture_scale"));
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), _SCS("set_color"), _SCS("get_color"));
ADD_PROPERTY(PropertyInfo(Variant::REAL, "energy", PROPERTY_HINT_RANGE, "0.01,100,0.01"), _SCS("set_energy"), _SCS("get_energy"));
ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Add,Sub,Mix,Mask"), _SCS("set_mode"), _SCS("get_mode"));
ADD_PROPERTY(PropertyInfo(Variant::REAL, "range/height", PROPERTY_HINT_RANGE, "-100,100,0.1"), _SCS("set_height"), _SCS("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"), _SCS("set_z_range_min"), _SCS("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"), _SCS("set_z_range_max"), _SCS("get_z_range_max"));
ADD_PROPERTY(PropertyInfo(Variant::INT, "range/layer_min", PROPERTY_HINT_RANGE, "-512,512,1"), _SCS("set_layer_range_min"), _SCS("get_layer_range_min"));
ADD_PROPERTY(PropertyInfo(Variant::INT, "range/layer_max", PROPERTY_HINT_RANGE, "-512,512,1"), _SCS("set_layer_range_max"), _SCS("get_layer_range_max"));
ADD_PROPERTY(PropertyInfo(Variant::INT, "range/item_mask", PROPERTY_HINT_ALL_FLAGS), _SCS("set_item_mask"), _SCS("get_item_mask"));
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow/enabled"), _SCS("set_shadow_enabled"), _SCS("is_shadow_enabled"));
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "shadow/color"), _SCS("set_shadow_color"), _SCS("get_shadow_color"));
ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow/buffer_size", PROPERTY_HINT_RANGE, "32,16384,1"), _SCS("set_shadow_buffer_size"), _SCS("get_shadow_buffer_size"));
ADD_PROPERTY(PropertyInfo(Variant::REAL, "shadow/esm_multiplier", PROPERTY_HINT_RANGE, "1,4096,0.1"), _SCS("set_shadow_esm_multiplier"), _SCS("get_shadow_esm_multiplier"));
ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow/item_mask", PROPERTY_HINT_ALL_FLAGS), _SCS("set_item_shadow_mask"), _SCS("get_item_shadow_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_esm_multiplier = 80;
energy = 1.0;
shadow_color = Color(0, 0, 0, 0);
}
Light2D::~Light2D() {
VisualServer::get_singleton()->free(canvas_light);
}