c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
470 lines
14 KiB
C++
470 lines
14 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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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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#include "servers/visual_server.h"
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void Light2D::edit_set_pivot(const Point2& p_pivot) {
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set_texture_offset(p_pivot);
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}
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Point2 Light2D::edit_get_pivot() const {
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return get_texture_offset();
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}
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bool Light2D::edit_has_pivot() const {
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return true;
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}
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Rect2 Light2D::get_item_rect() const {
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if (texture.is_null())
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return Rect2(0,0,1,1);
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Size2i s;
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s = texture->get_size()*_scale;
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Point2i ofs=texture_offset;
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ofs-=s/2;
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if (s==Size2(0,0))
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s=Size2(1,1);
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return Rect2(ofs,s);
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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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bool editor_ok=true;
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#ifdef TOOLS_ENABLED
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if (editor_only) {
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if (!get_tree()->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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VS::get_singleton()->canvas_light_set_enabled(canvas_light,enabled && is_visible() && 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_texture( const Ref<Texture>& p_texture) {
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texture=p_texture;
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if (texture.is_valid())
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VS::get_singleton()->canvas_light_set_texture(canvas_light,texture->get_rid());
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else
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VS::get_singleton()->canvas_light_set_texture(canvas_light,RID());
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update_configuration_warning();
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}
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Ref<Texture> Light2D::get_texture() const {
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return texture;
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}
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void Light2D::set_texture_offset( const Vector2& p_offset) {
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texture_offset=p_offset;
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VS::get_singleton()->canvas_light_set_texture_offset(canvas_light,texture_offset);
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item_rect_changed();
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}
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Vector2 Light2D::get_texture_offset() const {
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return texture_offset;
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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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VS::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( float p_height) {
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height=p_height;
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VS::get_singleton()->canvas_light_set_height(canvas_light,height);
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}
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float Light2D::get_height() const {
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return height;
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}
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void Light2D::set_energy( float p_energy) {
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energy=p_energy;
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VS::get_singleton()->canvas_light_set_energy(canvas_light,energy);
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}
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float Light2D::get_energy() const {
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return energy;
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}
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void Light2D::set_texture_scale( float p_scale) {
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_scale=p_scale;
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VS::get_singleton()->canvas_light_set_scale(canvas_light,_scale);
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item_rect_changed();
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}
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float Light2D::get_texture_scale() const {
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return _scale;
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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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VS::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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VS::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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VS::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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VS::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_mask( int p_mask) {
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item_mask=p_mask;
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VS::get_singleton()->canvas_light_set_item_mask(canvas_light,item_mask);
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}
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int Light2D::get_item_mask() const {
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return item_mask;
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}
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void Light2D::set_item_shadow_mask( int p_mask) {
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item_shadow_mask=p_mask;
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VS::get_singleton()->canvas_light_set_item_shadow_mask(canvas_light,item_shadow_mask);
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}
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int Light2D::get_item_shadow_mask() const {
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return item_shadow_mask;
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}
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void Light2D::set_mode( Mode p_mode ) {
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mode=p_mode;
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VS::get_singleton()->canvas_light_set_mode(canvas_light,VS::CanvasLightMode(p_mode));
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}
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Light2D::Mode Light2D::get_mode() const {
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return mode;
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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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VS::get_singleton()->canvas_light_set_shadow_enabled(canvas_light,shadow);
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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_buffer_size( int p_size ) {
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shadow_buffer_size=p_size;
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VS::get_singleton()->canvas_light_set_shadow_buffer_size(canvas_light,shadow_buffer_size);
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}
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int Light2D::get_shadow_buffer_size() const {
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return shadow_buffer_size;
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}
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void Light2D::set_shadow_esm_multiplier( float p_multiplier) {
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shadow_esm_multiplier=p_multiplier;
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VS::get_singleton()->canvas_light_set_shadow_esm_multiplier(canvas_light,p_multiplier);
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}
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float Light2D::get_shadow_esm_multiplier() const{
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return shadow_esm_multiplier;
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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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VS::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::_notification(int p_what) {
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if (p_what==NOTIFICATION_ENTER_TREE) {
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VS::get_singleton()->canvas_light_attach_to_canvas( canvas_light, get_canvas() );
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_update_light_visibility();
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}
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if (p_what==NOTIFICATION_TRANSFORM_CHANGED) {
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VS::get_singleton()->canvas_light_set_transform( canvas_light, get_global_transform());
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}
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if (p_what==NOTIFICATION_VISIBILITY_CHANGED) {
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_update_light_visibility();
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}
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if (p_what==NOTIFICATION_EXIT_TREE) {
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VS::get_singleton()->canvas_light_attach_to_canvas( canvas_light, RID() );
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_update_light_visibility();
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}
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}
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String Light2D::get_configuration_warning() const {
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if (!texture.is_valid()) {
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return TTR("A texture with the shape of the light must be supplied to the 'texture' property.");
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}
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return String();
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}
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void Light2D::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("set_enabled","enabled"),&Light2D::set_enabled);
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ObjectTypeDB::bind_method(_MD("is_enabled"),&Light2D::is_enabled);
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ObjectTypeDB::bind_method(_MD("set_editor_only","editor_only"), &Light2D::set_editor_only );
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ObjectTypeDB::bind_method(_MD("is_editor_only"), &Light2D::is_editor_only );
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ObjectTypeDB::bind_method(_MD("set_texture","texture"),&Light2D::set_texture);
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ObjectTypeDB::bind_method(_MD("get_texture"),&Light2D::get_texture);
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ObjectTypeDB::bind_method(_MD("set_texture_offset","texture_offset"),&Light2D::set_texture_offset);
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ObjectTypeDB::bind_method(_MD("get_texture_offset"),&Light2D::get_texture_offset);
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ObjectTypeDB::bind_method(_MD("set_color","color"),&Light2D::set_color);
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ObjectTypeDB::bind_method(_MD("get_color"),&Light2D::get_color);
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ObjectTypeDB::bind_method(_MD("set_height","height"),&Light2D::set_height);
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ObjectTypeDB::bind_method(_MD("get_height"),&Light2D::get_height);
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ObjectTypeDB::bind_method(_MD("set_energy","energy"),&Light2D::set_energy);
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ObjectTypeDB::bind_method(_MD("get_energy"),&Light2D::get_energy);
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ObjectTypeDB::bind_method(_MD("set_texture_scale","texture_scale"),&Light2D::set_texture_scale);
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ObjectTypeDB::bind_method(_MD("get_texture_scale"),&Light2D::get_texture_scale);
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ObjectTypeDB::bind_method(_MD("set_z_range_min","z"),&Light2D::set_z_range_min);
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ObjectTypeDB::bind_method(_MD("get_z_range_min"),&Light2D::get_z_range_min);
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ObjectTypeDB::bind_method(_MD("set_z_range_max","z"),&Light2D::set_z_range_max);
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ObjectTypeDB::bind_method(_MD("get_z_range_max"),&Light2D::get_z_range_max);
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ObjectTypeDB::bind_method(_MD("set_layer_range_min","layer"),&Light2D::set_layer_range_min);
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ObjectTypeDB::bind_method(_MD("get_layer_range_min"),&Light2D::get_layer_range_min);
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ObjectTypeDB::bind_method(_MD("set_layer_range_max","layer"),&Light2D::set_layer_range_max);
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ObjectTypeDB::bind_method(_MD("get_layer_range_max"),&Light2D::get_layer_range_max);
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ObjectTypeDB::bind_method(_MD("set_item_mask","item_mask"),&Light2D::set_item_mask);
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ObjectTypeDB::bind_method(_MD("get_item_mask"),&Light2D::get_item_mask);
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ObjectTypeDB::bind_method(_MD("set_item_shadow_mask","item_shadow_mask"),&Light2D::set_item_shadow_mask);
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ObjectTypeDB::bind_method(_MD("get_item_shadow_mask"),&Light2D::get_item_shadow_mask);
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ObjectTypeDB::bind_method(_MD("set_mode","mode"),&Light2D::set_mode);
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ObjectTypeDB::bind_method(_MD("get_mode"),&Light2D::get_mode);
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ObjectTypeDB::bind_method(_MD("set_shadow_enabled","enabled"),&Light2D::set_shadow_enabled);
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ObjectTypeDB::bind_method(_MD("is_shadow_enabled"),&Light2D::is_shadow_enabled);
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ObjectTypeDB::bind_method(_MD("set_shadow_buffer_size","size"),&Light2D::set_shadow_buffer_size);
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ObjectTypeDB::bind_method(_MD("get_shadow_buffer_size"),&Light2D::get_shadow_buffer_size);
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ObjectTypeDB::bind_method(_MD("set_shadow_esm_multiplier","multiplier"),&Light2D::set_shadow_esm_multiplier);
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ObjectTypeDB::bind_method(_MD("get_shadow_esm_multiplier"),&Light2D::get_shadow_esm_multiplier);
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ObjectTypeDB::bind_method(_MD("set_shadow_color","shadow_color"),&Light2D::set_shadow_color);
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ObjectTypeDB::bind_method(_MD("get_shadow_color"),&Light2D::get_shadow_color);
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ADD_PROPERTY( PropertyInfo(Variant::BOOL,"enabled"),_SCS("set_enabled"),_SCS("is_enabled"));
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ADD_PROPERTY( PropertyInfo(Variant::BOOL, "editor_only"),_SCS("set_editor_only"),_SCS("is_editor_only"));
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ADD_PROPERTY( PropertyInfo(Variant::OBJECT,"texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"));
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ADD_PROPERTY( PropertyInfo(Variant::VECTOR2,"offset"),_SCS("set_texture_offset"),_SCS("get_texture_offset"));
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"scale",PROPERTY_HINT_RANGE,"0.01,50,0.01"),_SCS("set_texture_scale"),_SCS("get_texture_scale"));
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ADD_PROPERTY( PropertyInfo(Variant::COLOR,"color"),_SCS("set_color"),_SCS("get_color"));
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"energy",PROPERTY_HINT_RANGE,"0.01,100,0.01"),_SCS("set_energy"),_SCS("get_energy"));
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ADD_PROPERTY( PropertyInfo(Variant::INT,"mode",PROPERTY_HINT_ENUM,"Add,Sub,Mix,Mask"),_SCS("set_mode"),_SCS("get_mode"));
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"range/height",PROPERTY_HINT_RANGE,"-100,100,0.1"),_SCS("set_height"),_SCS("get_height"));
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ADD_PROPERTY( PropertyInfo(Variant::INT,"range/z_min",PROPERTY_HINT_RANGE,itos(VS::CANVAS_ITEM_Z_MIN)+","+itos(VS::CANVAS_ITEM_Z_MAX)+",1"),_SCS("set_z_range_min"),_SCS("get_z_range_min"));
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ADD_PROPERTY( PropertyInfo(Variant::INT,"range/z_max",PROPERTY_HINT_RANGE,itos(VS::CANVAS_ITEM_Z_MIN)+","+itos(VS::CANVAS_ITEM_Z_MAX)+",1"),_SCS("set_z_range_max"),_SCS("get_z_range_max"));
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ADD_PROPERTY( PropertyInfo(Variant::INT,"range/layer_min",PROPERTY_HINT_RANGE,"-512,512,1"),_SCS("set_layer_range_min"),_SCS("get_layer_range_min"));
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ADD_PROPERTY( PropertyInfo(Variant::INT,"range/layer_max",PROPERTY_HINT_RANGE,"-512,512,1"),_SCS("set_layer_range_max"),_SCS("get_layer_range_max"));
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ADD_PROPERTY( PropertyInfo(Variant::INT,"range/item_mask",PROPERTY_HINT_ALL_FLAGS),_SCS("set_item_mask"),_SCS("get_item_mask"));
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ADD_PROPERTY( PropertyInfo(Variant::BOOL,"shadow/enabled"),_SCS("set_shadow_enabled"),_SCS("is_shadow_enabled"));
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ADD_PROPERTY( PropertyInfo(Variant::COLOR,"shadow/color"),_SCS("set_shadow_color"),_SCS("get_shadow_color"));
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ADD_PROPERTY( PropertyInfo(Variant::INT,"shadow/buffer_size",PROPERTY_HINT_RANGE,"32,16384,1"),_SCS("set_shadow_buffer_size"),_SCS("get_shadow_buffer_size"));
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"shadow/esm_multiplier",PROPERTY_HINT_RANGE,"1,4096,0.1"),_SCS("set_shadow_esm_multiplier"),_SCS("get_shadow_esm_multiplier"));
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ADD_PROPERTY( PropertyInfo(Variant::INT,"shadow/item_mask",PROPERTY_HINT_ALL_FLAGS),_SCS("set_item_shadow_mask"),_SCS("get_item_shadow_mask"));
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BIND_CONSTANT( MODE_ADD );
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BIND_CONSTANT( MODE_SUB );
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BIND_CONSTANT( MODE_MIX );
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BIND_CONSTANT( MODE_MASK );
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}
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Light2D::Light2D() {
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canvas_light=VisualServer::get_singleton()->canvas_light_create();
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enabled=true;
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editor_only=false;
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shadow=false;
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color=Color(1,1,1);
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height=0;
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_scale=1.0;
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z_min=-1024;
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z_max=1024;
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layer_min=0;
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layer_max=0;
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item_mask=1;
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item_shadow_mask=1;
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mode=MODE_ADD;
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shadow_buffer_size=2048;
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shadow_esm_multiplier=80;
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energy=1.0;
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shadow_color=Color(0,0,0,0);
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}
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Light2D::~Light2D() {
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VisualServer::get_singleton()->free(canvas_light);
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}
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