pandemonium_engine/modules/vertex_lights_2d/vertex_light_2d.h

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#ifndef VERTEX_LIGHT_2D_H
#define VERTEX_LIGHT_2D_H
/*************************************************************************/
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/* vertex_light_2d.h */
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/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 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 "scene/main/node_2d.h"
#include "core/containers/hash_map.h"
#include "core/containers/vector.h"
#include "core/math/color.h"
#include "core/math/vector2i.h"
#include "vertex_lights_2d_server.h"
class VertexLight2D : public Node2D {
GDCLASS(VertexLight2D, Node2D);
public:
enum VertexLight2DMode {
VERTEX_LIGHT_2D_MODE_ADD = VertexLights2DServer::VERTEX_LIGHT_2D_MODE_ADD,
VERTEX_LIGHT_2D_MODE_SUB = VertexLights2DServer::VERTEX_LIGHT_2D_MODE_SUB,
VERTEX_LIGHT_2D_MODE_MIX = VertexLights2DServer::VERTEX_LIGHT_2D_MODE_MIX,
//VERTEX_LIGHT_2D_MODE_MASK = VertexLights2DServer::VERTEX_LIGHT_2D_MODE_MASK
};
bool get_is_enabled();
void set_enabled(const bool p_enabled);
Vector2i get_range();
void set_range(const Vector2i &p_range);
real_t get_attenuation();
void set_attenuation(const real_t p_attenuation);
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Color get_color();
void set_color(const Color &p_color);
VertexLight2D::VertexLight2DMode get_mode();
void set_mode(const VertexLight2D::VertexLight2DMode p_mode);
Vector2i get_z_range();
void set_z_range(const Vector2i &p_z_range);
Vector2i get_layer_range();
void set_layer_range(const Vector2i &p_layer_range);
int get_item_cull_mask();
void set_item_cull_mask(const int p_item_cull_mask);
VertexLight2D();
~VertexLight2D();
protected:
void _notification(int p_what);
void _update_light_visibility();
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static void _bind_methods();
RID _vertex_light;
bool _enabled;
Vector2i _range;
real_t _attenuation;
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Color _color;
VertexLight2DMode _mode;
Vector2i _z_range;
Vector2i _layer_range;
int _item_cull_mask;
};
VARIANT_ENUM_CAST(VertexLight2D::VertexLight2DMode);
#endif