pandemonium_engine/scene/2d/light_2d.h

175 lines
5.2 KiB
C++

#ifndef LIGHT_2D_H
#define LIGHT_2D_H
/*************************************************************************/
/* light_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 "scene/main/node_2d.h"
class Light2D : public Node2D {
GDCLASS(Light2D, Node2D);
public:
enum Mode {
MODE_ADD,
MODE_SUB,
MODE_MIX,
MODE_MASK,
};
enum ShadowFilter {
SHADOW_FILTER_NONE,
SHADOW_FILTER_PCF3,
SHADOW_FILTER_PCF5,
SHADOW_FILTER_PCF7,
SHADOW_FILTER_PCF9,
SHADOW_FILTER_PCF13,
};
private:
RID canvas_light;
bool enabled;
bool editor_only;
bool shadow;
Color color;
Color shadow_color;
float height;
float _scale;
float energy;
int z_min;
int z_max;
int layer_min;
int layer_max;
int item_mask;
int item_shadow_mask;
int shadow_buffer_size;
float shadow_smooth;
float shadow_gradient_length;
Mode mode;
Ref<Texture> texture;
Vector2 texture_offset;
ShadowFilter shadow_filter;
void _update_light_visibility();
virtual void owner_changed_notify();
virtual void _physics_interpolated_changed();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
#ifdef TOOLS_ENABLED
virtual Dictionary _edit_get_state() const;
virtual void _edit_set_state(const Dictionary &p_state);
virtual void _edit_set_pivot(const Point2 &p_pivot);
virtual Point2 _edit_get_pivot() const;
virtual bool _edit_use_pivot() const;
virtual Rect2 _edit_get_rect() const;
virtual bool _edit_use_rect() const;
#endif
virtual Rect2 get_anchorable_rect() const;
void set_enabled(bool p_enabled);
bool is_enabled() const;
void set_editor_only(bool p_editor_only);
bool is_editor_only() const;
void set_texture(const Ref<Texture> &p_texture);
Ref<Texture> get_texture() const;
void set_texture_offset(const Vector2 &p_offset);
Vector2 get_texture_offset() const;
void set_color(const Color &p_color);
Color get_color() const;
void set_height(float p_height);
float get_height() const;
void set_energy(float p_energy);
float get_energy() const;
void set_texture_scale(float p_scale);
float get_texture_scale() const;
void set_z_range_min(int p_min_z);
int get_z_range_min() const;
void set_z_range_max(int p_max_z);
int get_z_range_max() const;
void set_layer_range_min(int p_min_layer);
int get_layer_range_min() const;
void set_layer_range_max(int p_max_layer);
int get_layer_range_max() const;
void set_item_cull_mask(int p_mask);
int get_item_cull_mask() const;
void set_item_shadow_cull_mask(int p_mask);
int get_item_shadow_cull_mask() const;
void set_mode(Mode p_mode);
Mode get_mode() const;
void set_shadow_enabled(bool p_enabled);
bool is_shadow_enabled() const;
void set_shadow_buffer_size(int p_size);
int get_shadow_buffer_size() const;
void set_shadow_gradient_length(float p_multiplier);
float get_shadow_gradient_length() const;
void set_shadow_filter(ShadowFilter p_filter);
ShadowFilter get_shadow_filter() const;
void set_shadow_color(const Color &p_shadow_color);
Color get_shadow_color() const;
void set_shadow_smooth(float p_amount);
float get_shadow_smooth() const;
String get_configuration_warning() const;
Light2D();
~Light2D();
};
VARIANT_ENUM_CAST(Light2D::Mode);
VARIANT_ENUM_CAST(Light2D::ShadowFilter);
#endif // LIGHT_2D_H