d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
471 lines
17 KiB
C++
471 lines
17 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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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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RS::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_color(const Color &p_color) {
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color = p_color;
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RS::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(real_t p_height) {
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height = p_height;
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RS::get_singleton()->canvas_light_set_height(canvas_light, height);
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}
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real_t Light2D::get_height() const {
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return height;
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}
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void Light2D::set_energy(real_t p_energy) {
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energy = p_energy;
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RS::get_singleton()->canvas_light_set_energy(canvas_light, energy);
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}
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real_t Light2D::get_energy() const {
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return energy;
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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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RS::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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RS::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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RS::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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RS::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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RS::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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RS::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_shadow_enabled(bool p_enabled) {
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shadow = p_enabled;
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RS::get_singleton()->canvas_light_set_shadow_enabled(canvas_light, shadow);
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notify_property_list_changed();
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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_filter(ShadowFilter p_filter) {
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ERR_FAIL_INDEX(p_filter, SHADOW_FILTER_MAX);
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shadow_filter = p_filter;
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RS::get_singleton()->canvas_light_set_shadow_filter(canvas_light, RS::CanvasLightShadowFilter(p_filter));
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notify_property_list_changed();
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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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RS::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::set_blend_mode(BlendMode p_mode) {
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blend_mode = p_mode;
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RS::get_singleton()->canvas_light_set_blend_mode(_get_light(), RS::CanvasLightBlendMode(p_mode));
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}
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Light2D::BlendMode Light2D::get_blend_mode() const {
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return blend_mode;
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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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RS::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_TRANSFORM_CHANGED: {
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RS::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_EXIT_TREE: {
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RS::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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}
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}
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void Light2D::set_shadow_smooth(real_t p_amount) {
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shadow_smooth = p_amount;
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RS::get_singleton()->canvas_light_set_shadow_smooth(canvas_light, shadow_smooth);
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}
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real_t Light2D::get_shadow_smooth() const {
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return shadow_smooth;
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}
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void Light2D::_validate_property(PropertyInfo &p_property) const {
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if (!shadow && (p_property.name == "shadow_color" || p_property.name == "shadow_filter" || p_property.name == "shadow_filter_smooth" || p_property.name == "shadow_item_cull_mask")) {
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p_property.usage = PROPERTY_USAGE_NO_EDITOR;
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}
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if (shadow && p_property.name == "shadow_filter_smooth" && shadow_filter == SHADOW_FILTER_NONE) {
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p_property.usage = PROPERTY_USAGE_NO_EDITOR;
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}
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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_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_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_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_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_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_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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ClassDB::bind_method(D_METHOD("set_blend_mode", "mode"), &Light2D::set_blend_mode);
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ClassDB::bind_method(D_METHOD("get_blend_mode"), &Light2D::get_blend_mode);
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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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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::COLOR, "color"), "set_color", "get_color");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "energy", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_energy", "get_energy");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "blend_mode", PROPERTY_HINT_ENUM, "Add,Subtract,Mix"), "set_blend_mode", "get_blend_mode");
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ADD_GROUP("Range", "range_");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "range_z_min", PROPERTY_HINT_RANGE, itos(RS::CANVAS_ITEM_Z_MIN) + "," + itos(RS::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(RS::CANVAS_ITEM_Z_MIN) + "," + itos(RS::CANVAS_ITEM_Z_MAX) + ",1"), "set_z_range_max", "get_z_range_max");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "range_layer_min", PROPERTY_HINT_RANGE, "-512,512,1"), "set_layer_range_min", "get_layer_range_min");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "range_layer_max", PROPERTY_HINT_RANGE, "-512,512,1"), "set_layer_range_max", "get_layer_range_max");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "range_item_cull_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_item_cull_mask", "get_item_cull_mask");
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ADD_GROUP("Shadow", "shadow_");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_enabled"), "set_shadow_enabled", "is_shadow_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "shadow_color"), "set_shadow_color", "get_shadow_color");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_filter", PROPERTY_HINT_ENUM, "None (Fast),PCF5 (Average),PCF13 (Slow)"), "set_shadow_filter", "get_shadow_filter");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "shadow_filter_smooth", PROPERTY_HINT_RANGE, "0,64,0.1"), "set_shadow_smooth", "get_shadow_smooth");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_item_cull_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_item_shadow_cull_mask", "get_item_shadow_cull_mask");
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BIND_ENUM_CONSTANT(SHADOW_FILTER_NONE);
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BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF5);
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BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF13);
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BIND_ENUM_CONSTANT(BLEND_MODE_ADD);
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BIND_ENUM_CONSTANT(BLEND_MODE_SUB);
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BIND_ENUM_CONSTANT(BLEND_MODE_MIX);
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}
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Light2D::Light2D() {
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canvas_light = RenderingServer::get_singleton()->canvas_light_create();
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set_notify_transform(true);
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}
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Light2D::~Light2D() {
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ERR_FAIL_NULL(RenderingServer::get_singleton());
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RenderingServer::get_singleton()->free(canvas_light);
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}
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//////////////////////////////
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#ifdef TOOLS_ENABLED
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Dictionary PointLight2D::_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 PointLight2D::_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 PointLight2D::_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 PointLight2D::_edit_get_pivot() const {
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return Vector2();
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}
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bool PointLight2D::_edit_use_pivot() const {
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return true;
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}
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Rect2 PointLight2D::_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 PointLight2D::_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 PointLight2D::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 PointLight2D::set_texture(const Ref<Texture2D> &p_texture) {
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texture = p_texture;
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if (texture.is_valid()) {
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RS::get_singleton()->canvas_light_set_texture(_get_light(), texture->get_rid());
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} else {
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RS::get_singleton()->canvas_light_set_texture(_get_light(), RID());
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}
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update_configuration_warnings();
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}
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Ref<Texture2D> PointLight2D::get_texture() const {
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return texture;
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}
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void PointLight2D::set_texture_offset(const Vector2 &p_offset) {
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texture_offset = p_offset;
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RS::get_singleton()->canvas_light_set_texture_offset(_get_light(), texture_offset);
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item_rect_changed();
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}
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Vector2 PointLight2D::get_texture_offset() const {
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return texture_offset;
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}
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PackedStringArray PointLight2D::get_configuration_warnings() const {
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PackedStringArray warnings = Node::get_configuration_warnings();
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if (!texture.is_valid()) {
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warnings.push_back(RTR("A texture with the shape of the light must be supplied to the \"Texture\" property."));
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}
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return warnings;
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}
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void PointLight2D::set_texture_scale(real_t 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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RS::get_singleton()->canvas_light_set_texture_scale(_get_light(), _scale);
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item_rect_changed();
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}
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real_t PointLight2D::get_texture_scale() const {
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return _scale;
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}
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void PointLight2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_texture", "texture"), &PointLight2D::set_texture);
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ClassDB::bind_method(D_METHOD("get_texture"), &PointLight2D::get_texture);
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ClassDB::bind_method(D_METHOD("set_texture_offset", "texture_offset"), &PointLight2D::set_texture_offset);
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ClassDB::bind_method(D_METHOD("get_texture_offset"), &PointLight2D::get_texture_offset);
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ClassDB::bind_method(D_METHOD("set_texture_scale", "texture_scale"), &PointLight2D::set_texture_scale);
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ClassDB::bind_method(D_METHOD("get_texture_scale"), &PointLight2D::get_texture_scale);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset", PROPERTY_HINT_NONE, "suffix:px"), "set_texture_offset", "get_texture_offset");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "texture_scale", PROPERTY_HINT_RANGE, "0.01,50,0.01"), "set_texture_scale", "get_texture_scale");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height", PROPERTY_HINT_RANGE, "0,1024,1,or_greater,suffix:px"), "set_height", "get_height");
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}
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PointLight2D::PointLight2D() {
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RS::get_singleton()->canvas_light_set_mode(_get_light(), RS::CANVAS_LIGHT_MODE_POINT);
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}
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//////////
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void DirectionalLight2D::set_max_distance(real_t p_distance) {
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max_distance = p_distance;
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RS::get_singleton()->canvas_light_set_directional_distance(_get_light(), max_distance);
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}
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real_t DirectionalLight2D::get_max_distance() const {
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return max_distance;
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}
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void DirectionalLight2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_max_distance", "pixels"), &DirectionalLight2D::set_max_distance);
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ClassDB::bind_method(D_METHOD("get_max_distance"), &DirectionalLight2D::get_max_distance);
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_height", "get_height");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max_distance", PROPERTY_HINT_RANGE, "0,16384.0,1.0,or_greater,suffix:px"), "set_max_distance", "get_max_distance");
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}
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DirectionalLight2D::DirectionalLight2D() {
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RS::get_singleton()->canvas_light_set_mode(_get_light(), RS::CANVAS_LIGHT_MODE_DIRECTIONAL);
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set_max_distance(max_distance); // Update RenderingServer.
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}
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