godot/scene/2d/light_2d.cpp

479 lines
18 KiB
C++

/**************************************************************************/
/* light_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 "core/engine.h"
#include "servers/visual_server.h"
#ifdef TOOLS_ENABLED
Dictionary Light2D::_edit_get_state() const {
Dictionary state = Node2D::_edit_get_state();
state["offset"] = get_texture_offset();
return state;
}
void Light2D::_edit_set_state(const Dictionary &p_state) {
Node2D::_edit_set_state(p_state);
set_texture_offset(p_state["offset"]);
}
void Light2D::_edit_set_pivot(const Point2 &p_pivot) {
set_position(get_transform().xform(p_pivot));
set_texture_offset(get_texture_offset() - p_pivot);
}
Point2 Light2D::_edit_get_pivot() const {
return Vector2();
}
bool Light2D::_edit_use_pivot() const {
return true;
}
Rect2 Light2D::_edit_get_rect() const {
if (texture.is_null()) {
return Rect2();
}
Size2 s = texture->get_size() * _scale;
return Rect2(texture_offset - s / 2.0, s);
}
bool Light2D::_edit_use_rect() const {
return !texture.is_null();
}
#endif
Rect2 Light2D::get_anchorable_rect() const {
if (texture.is_null()) {
return Rect2();
}
Size2 s = texture->get_size() * _scale;
return Rect2(texture_offset - s / 2.0, s);
}
void Light2D::owner_changed_notify() {
// For cases where owner changes _after_ entering tree (as example, editor editing).
_update_light_visibility();
}
void Light2D::_update_light_visibility() {
if (!is_inside_tree()) {
return;
}
bool editor_ok = true;
#ifdef TOOLS_ENABLED
if (editor_only) {
if (!Engine::get_singleton()->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_in_tree() && editor_ok);
}
void Light2D::set_enabled(bool p_enabled) {
enabled = p_enabled;
_update_light_visibility();
}
bool Light2D::is_enabled() const {
return enabled;
}
void Light2D::set_editor_only(bool p_editor_only) {
editor_only = p_editor_only;
_update_light_visibility();
}
bool Light2D::is_editor_only() const {
return editor_only;
}
void Light2D::set_texture(const Ref<Texture> &p_texture) {
texture = p_texture;
if (texture.is_valid()) {
VS::get_singleton()->canvas_light_set_texture(canvas_light, texture->get_rid());
} else {
VS::get_singleton()->canvas_light_set_texture(canvas_light, RID());
}
update_configuration_warning();
}
Ref<Texture> Light2D::get_texture() const {
return texture;
}
void Light2D::set_texture_offset(const Vector2 &p_offset) {
texture_offset = p_offset;
VS::get_singleton()->canvas_light_set_texture_offset(canvas_light, texture_offset);
item_rect_changed();
_change_notify("offset");
}
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;
// Avoid having 0 scale values, can lead to errors in physics and rendering.
if (_scale == 0) {
_scale = CMP_EPSILON;
}
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_cull_mask(int p_mask) {
item_mask = p_mask;
VS::get_singleton()->canvas_light_set_item_cull_mask(canvas_light, item_mask);
}
int Light2D::get_item_cull_mask() const {
return item_mask;
}
void Light2D::set_item_shadow_cull_mask(int p_mask) {
item_shadow_mask = p_mask;
VS::get_singleton()->canvas_light_set_item_shadow_cull_mask(canvas_light, item_shadow_mask);
}
int Light2D::get_item_shadow_cull_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_gradient_length(float p_multiplier) {
shadow_gradient_length = p_multiplier;
VS::get_singleton()->canvas_light_set_shadow_gradient_length(canvas_light, p_multiplier);
}
float Light2D::get_shadow_gradient_length() const {
return shadow_gradient_length;
}
void Light2D::set_shadow_filter(ShadowFilter p_filter) {
shadow_filter = p_filter;
VS::get_singleton()->canvas_light_set_shadow_filter(canvas_light, VS::CanvasLightShadowFilter(p_filter));
}
Light2D::ShadowFilter Light2D::get_shadow_filter() const {
return shadow_filter;
}
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::_physics_interpolated_changed() {
VisualServer::get_singleton()->canvas_light_set_interpolated(canvas_light, is_physics_interpolated());
}
void Light2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
VS::get_singleton()->canvas_light_attach_to_canvas(canvas_light, get_canvas());
_update_light_visibility();
} break;
case NOTIFICATION_EXIT_TREE: {
VS::get_singleton()->canvas_light_attach_to_canvas(canvas_light, RID());
_update_light_visibility();
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
VS::get_singleton()->canvas_light_set_transform(canvas_light, get_global_transform());
} break;
case NOTIFICATION_VISIBILITY_CHANGED: {
_update_light_visibility();
} break;
case NOTIFICATION_RESET_PHYSICS_INTERPOLATION: {
if (is_visible_in_tree() && is_physics_interpolated()) {
VisualServer::get_singleton()->canvas_light_reset_physics_interpolation(canvas_light);
}
} break;
}
}
String Light2D::get_configuration_warning() const {
String warning = Node2D::get_configuration_warning();
if (!texture.is_valid()) {
if (warning != String()) {
warning += "\n\n";
}
warning += TTR("A texture with the shape of the light must be supplied to the \"Texture\" property.");
}
return warning;
}
void Light2D::set_shadow_smooth(float p_amount) {
shadow_smooth = p_amount;
VS::get_singleton()->canvas_light_set_shadow_smooth(canvas_light, shadow_smooth);
}
float Light2D::get_shadow_smooth() const {
return shadow_smooth;
}
void Light2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &Light2D::set_enabled);
ClassDB::bind_method(D_METHOD("is_enabled"), &Light2D::is_enabled);
ClassDB::bind_method(D_METHOD("set_editor_only", "editor_only"), &Light2D::set_editor_only);
ClassDB::bind_method(D_METHOD("is_editor_only"), &Light2D::is_editor_only);
ClassDB::bind_method(D_METHOD("set_texture", "texture"), &Light2D::set_texture);
ClassDB::bind_method(D_METHOD("get_texture"), &Light2D::get_texture);
ClassDB::bind_method(D_METHOD("set_texture_offset", "texture_offset"), &Light2D::set_texture_offset);
ClassDB::bind_method(D_METHOD("get_texture_offset"), &Light2D::get_texture_offset);
ClassDB::bind_method(D_METHOD("set_color", "color"), &Light2D::set_color);
ClassDB::bind_method(D_METHOD("get_color"), &Light2D::get_color);
ClassDB::bind_method(D_METHOD("set_height", "height"), &Light2D::set_height);
ClassDB::bind_method(D_METHOD("get_height"), &Light2D::get_height);
ClassDB::bind_method(D_METHOD("set_energy", "energy"), &Light2D::set_energy);
ClassDB::bind_method(D_METHOD("get_energy"), &Light2D::get_energy);
ClassDB::bind_method(D_METHOD("set_texture_scale", "texture_scale"), &Light2D::set_texture_scale);
ClassDB::bind_method(D_METHOD("get_texture_scale"), &Light2D::get_texture_scale);
ClassDB::bind_method(D_METHOD("set_z_range_min", "z"), &Light2D::set_z_range_min);
ClassDB::bind_method(D_METHOD("get_z_range_min"), &Light2D::get_z_range_min);
ClassDB::bind_method(D_METHOD("set_z_range_max", "z"), &Light2D::set_z_range_max);
ClassDB::bind_method(D_METHOD("get_z_range_max"), &Light2D::get_z_range_max);
ClassDB::bind_method(D_METHOD("set_layer_range_min", "layer"), &Light2D::set_layer_range_min);
ClassDB::bind_method(D_METHOD("get_layer_range_min"), &Light2D::get_layer_range_min);
ClassDB::bind_method(D_METHOD("set_layer_range_max", "layer"), &Light2D::set_layer_range_max);
ClassDB::bind_method(D_METHOD("get_layer_range_max"), &Light2D::get_layer_range_max);
ClassDB::bind_method(D_METHOD("set_item_cull_mask", "item_cull_mask"), &Light2D::set_item_cull_mask);
ClassDB::bind_method(D_METHOD("get_item_cull_mask"), &Light2D::get_item_cull_mask);
ClassDB::bind_method(D_METHOD("set_item_shadow_cull_mask", "item_shadow_cull_mask"), &Light2D::set_item_shadow_cull_mask);
ClassDB::bind_method(D_METHOD("get_item_shadow_cull_mask"), &Light2D::get_item_shadow_cull_mask);
ClassDB::bind_method(D_METHOD("set_mode", "mode"), &Light2D::set_mode);
ClassDB::bind_method(D_METHOD("get_mode"), &Light2D::get_mode);
ClassDB::bind_method(D_METHOD("set_shadow_enabled", "enabled"), &Light2D::set_shadow_enabled);
ClassDB::bind_method(D_METHOD("is_shadow_enabled"), &Light2D::is_shadow_enabled);
ClassDB::bind_method(D_METHOD("set_shadow_buffer_size", "size"), &Light2D::set_shadow_buffer_size);
ClassDB::bind_method(D_METHOD("get_shadow_buffer_size"), &Light2D::get_shadow_buffer_size);
ClassDB::bind_method(D_METHOD("set_shadow_smooth", "smooth"), &Light2D::set_shadow_smooth);
ClassDB::bind_method(D_METHOD("get_shadow_smooth"), &Light2D::get_shadow_smooth);
ClassDB::bind_method(D_METHOD("set_shadow_gradient_length", "multiplier"), &Light2D::set_shadow_gradient_length);
ClassDB::bind_method(D_METHOD("get_shadow_gradient_length"), &Light2D::get_shadow_gradient_length);
ClassDB::bind_method(D_METHOD("set_shadow_filter", "filter"), &Light2D::set_shadow_filter);
ClassDB::bind_method(D_METHOD("get_shadow_filter"), &Light2D::get_shadow_filter);
ClassDB::bind_method(D_METHOD("set_shadow_color", "shadow_color"), &Light2D::set_shadow_color);
ClassDB::bind_method(D_METHOD("get_shadow_color"), &Light2D::get_shadow_color);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editor_only"), "set_editor_only", "is_editor_only");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_texture_offset", "get_texture_offset");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "texture_scale", PROPERTY_HINT_RANGE, "0.01,50,0.01"), "set_texture_scale", "get_texture_scale");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "energy", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_energy", "get_energy");
ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Add,Sub,Mix,Mask"), "set_mode", "get_mode");
ADD_GROUP("Range", "range_");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "range_height", PROPERTY_HINT_RANGE, "-2048,2048,0.1,or_lesser,or_greater"), "set_height", "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"), "set_z_range_min", "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"), "set_z_range_max", "get_z_range_max");
ADD_PROPERTY(PropertyInfo(Variant::INT, "range_layer_min", PROPERTY_HINT_RANGE, "-512,512,1"), "set_layer_range_min", "get_layer_range_min");
ADD_PROPERTY(PropertyInfo(Variant::INT, "range_layer_max", PROPERTY_HINT_RANGE, "-512,512,1"), "set_layer_range_max", "get_layer_range_max");
ADD_PROPERTY(PropertyInfo(Variant::INT, "range_item_cull_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_item_cull_mask", "get_item_cull_mask");
ADD_GROUP("Shadow", "shadow_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_enabled"), "set_shadow_enabled", "is_shadow_enabled");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "shadow_color"), "set_shadow_color", "get_shadow_color");
ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_buffer_size", PROPERTY_HINT_RANGE, "32,16384,1"), "set_shadow_buffer_size", "get_shadow_buffer_size");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "shadow_gradient_length", PROPERTY_HINT_RANGE, "0,4096,0.1"), "set_shadow_gradient_length", "get_shadow_gradient_length");
ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_filter", PROPERTY_HINT_ENUM, "None,PCF3,PCF5,PCF7,PCF9,PCF13"), "set_shadow_filter", "get_shadow_filter");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "shadow_filter_smooth", PROPERTY_HINT_RANGE, "0,64,0.1"), "set_shadow_smooth", "get_shadow_smooth");
ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_item_cull_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_item_shadow_cull_mask", "get_item_shadow_cull_mask");
BIND_ENUM_CONSTANT(MODE_ADD);
BIND_ENUM_CONSTANT(MODE_SUB);
BIND_ENUM_CONSTANT(MODE_MIX);
BIND_ENUM_CONSTANT(MODE_MASK);
BIND_ENUM_CONSTANT(SHADOW_FILTER_NONE);
BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF3);
BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF5);
BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF7);
BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF9);
BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF13);
}
Light2D::Light2D() {
canvas_light = RID_PRIME(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_gradient_length = 0;
energy = 1.0;
shadow_color = Color(0, 0, 0, 0);
shadow_filter = SHADOW_FILTER_NONE;
shadow_smooth = 0;
set_notify_transform(true);
}
Light2D::~Light2D() {
VisualServer::get_singleton()->free(canvas_light);
}