/*************************************************************************/ /* vertex_light_3d.cpp */ /*************************************************************************/ /* 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 "vertex_light_3d_environment.h" #include "core/config/engine.h" #include "scene/resources/world_2d.h" #include "vertex_lights_3d_server.h" bool VertexLight3DEnvironment::get_is_enabled() { return _enabled; } void VertexLight3DEnvironment::set_enabled(const bool p_enabled) { _enabled = p_enabled; _update_light_visibility(); } Color VertexLight3DEnvironment::get_color() { return _color; } void VertexLight3DEnvironment::set_color(const Color &p_color) { _color = p_color; _update_light_visibility(); } VertexLight3DEnvironment::VertexLight3DEnvironment() { _enabled = true; } VertexLight3DEnvironment::~VertexLight3DEnvironment() { } void VertexLight3DEnvironment::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { _update_light_visibility(); } break; case NOTIFICATION_VISIBILITY_CHANGED: { _update_light_visibility(); } break; } } void VertexLight3DEnvironment::_update_light_visibility() { if (!is_inside_tree() || !_enabled || !is_visible_in_tree()) { return; } Ref world = get_world_2d(); ERR_FAIL_COND(!world.is_valid()); RID map = world->get_vertex_lights_2d_map(); VertexLights3DServer::get_singleton()->map_set_base_color(map, _color); } void VertexLight3DEnvironment::_bind_methods() { ClassDB::bind_method(D_METHOD("get_is_enabled"), &VertexLight3DEnvironment::get_is_enabled); ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &VertexLight3DEnvironment::set_enabled); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "get_is_enabled"); ClassDB::bind_method(D_METHOD("get_color"), &VertexLight3DEnvironment::get_color); ClassDB::bind_method(D_METHOD("set_color", "color"), &VertexLight3DEnvironment::set_color); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color"); }