22d83bc9f6
-Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
128 lines
3.4 KiB
C++
128 lines
3.4 KiB
C++
/*************************************************************************/
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/* light.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2016 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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#ifndef LIGHT_H
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#define LIGHT_H
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#include "scene/3d/visual_instance.h"
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#include "scene/resources/texture.h"
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#include "servers/visual_server.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class Light : public VisualInstance {
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OBJ_TYPE( Light, VisualInstance );
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OBJ_CATEGORY("3D Light Nodes");
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public:
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private:
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VS::LightType type;
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bool editor_only;
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void _update_visibility();
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// bind helpers
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protected:
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RID light;
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virtual bool _can_gizmo_scale() const;
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static void _bind_methods();
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void _notification(int p_what);
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Light(VisualServer::LightType p_type);
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public:
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VS::LightType get_light_type() const { return type; }
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void set_editor_only(bool p_editor_only);
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bool is_editor_only() const;
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virtual AABB get_aabb() const;
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virtual DVector<Face3> get_faces(uint32_t p_usage_flags) const;
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Light();
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~Light();
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};
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class DirectionalLight : public Light {
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OBJ_TYPE( DirectionalLight, Light );
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public:
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private:
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protected:
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static void _bind_methods();
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public:
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DirectionalLight();
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};
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class OmniLight : public Light {
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OBJ_TYPE( OmniLight, Light );
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protected:
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static void _bind_methods();
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public:
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OmniLight() : Light( VisualServer::LIGHT_OMNI ) { }
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};
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class SpotLight : public Light {
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OBJ_TYPE( SpotLight, Light );
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protected:
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static void _bind_methods();
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public:
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SpotLight() : Light( VisualServer::LIGHT_SPOT ) {}
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};
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#endif
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