#ifndef VERTEX_LIGHT_2D_H #define VERTEX_LIGHT_2D_H /*************************************************************************/ /* vertex_light_2d.h */ /*************************************************************************/ /* 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); 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(); static void _bind_methods(); RID _vertex_light; bool _enabled; Vector2i _range; real_t _attenuation; Color _color; VertexLight2DMode _mode; Vector2i _z_range; Vector2i _layer_range; int _item_cull_mask; }; VARIANT_ENUM_CAST(VertexLight2D::VertexLight2DMode); #endif