/*************************************************************************/ /* light_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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 &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 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); }