465 lines
17 KiB
C++
465 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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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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}
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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 &property) const {
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if (!shadow && (property.name == "shadow_color" || property.name == "shadow_filter" || property.name == "shadow_filter_smooth" || property.name == "shadow_item_cull_mask")) {
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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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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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TypedArray<String> PointLight2D::get_configuration_warnings() const {
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TypedArray<String> 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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|
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height", PROPERTY_HINT_RANGE, "0,1,0.01,suffix:px"), "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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