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- /*************************************************************************/
- /* light_2d.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
- /* */
- /* 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"
- 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();
- }
- 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::_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;
- 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::_notification(int p_what) {
- if (p_what == NOTIFICATION_ENTER_TREE) {
- VS::get_singleton()->canvas_light_attach_to_canvas(canvas_light, get_canvas());
- _update_light_visibility();
- }
- if (p_what == NOTIFICATION_TRANSFORM_CHANGED) {
- VS::get_singleton()->canvas_light_set_transform(canvas_light, get_global_transform());
- }
- if (p_what == NOTIFICATION_VISIBILITY_CHANGED) {
- _update_light_visibility();
- }
- if (p_what == NOTIFICATION_EXIT_TREE) {
- VS::get_singleton()->canvas_light_attach_to_canvas(canvas_light, RID());
- _update_light_visibility();
- }
- }
- String Light2D::get_configuration_warning() const {
- if (!texture.is_valid()) {
- return TTR("A texture with the shape of the light must be supplied to the 'texture' property.");
- }
- return String();
- }
- 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, "StreamTexture,ImageTexture"), "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, "0.01,100,0.01"), "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, "-100,100,0.1"), "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::REAL, "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 = 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);
- }
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