mirror of
https://github.com/Relintai/pandemonium_engine.git
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97 lines
4.0 KiB
C++
97 lines
4.0 KiB
C++
/*************************************************************************/
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/* vertex_light_3d.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "vertex_light_3d_environment.h"
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#include "core/config/engine.h"
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#include "scene/resources/world_2d.h"
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#include "vertex_lights_3d_server.h"
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bool VertexLight3DEnvironment::get_is_enabled() {
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return _enabled;
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}
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void VertexLight3DEnvironment::set_enabled(const bool p_enabled) {
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_enabled = p_enabled;
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_update_light_visibility();
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}
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Color VertexLight3DEnvironment::get_color() {
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return _color;
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}
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void VertexLight3DEnvironment::set_color(const Color &p_color) {
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_color = p_color;
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_update_light_visibility();
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}
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VertexLight3DEnvironment::VertexLight3DEnvironment() {
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_enabled = true;
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}
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VertexLight3DEnvironment::~VertexLight3DEnvironment() {
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}
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void VertexLight3DEnvironment::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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_update_light_visibility();
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} break;
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case NOTIFICATION_VISIBILITY_CHANGED: {
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_update_light_visibility();
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} break;
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}
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}
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void VertexLight3DEnvironment::_update_light_visibility() {
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if (!is_inside_tree() || !_enabled || !is_visible_in_tree()) {
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return;
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}
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Ref<World2D> world = get_world_2d();
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ERR_FAIL_COND(!world.is_valid());
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RID map = world->get_vertex_lights_2d_map();
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VertexLights3DServer::get_singleton()->map_set_base_color(map, _color);
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}
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void VertexLight3DEnvironment::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_is_enabled"), &VertexLight3DEnvironment::get_is_enabled);
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ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &VertexLight3DEnvironment::set_enabled);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "get_is_enabled");
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ClassDB::bind_method(D_METHOD("get_color"), &VertexLight3DEnvironment::get_color);
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ClassDB::bind_method(D_METHOD("set_color", "color"), &VertexLight3DEnvironment::set_color);
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
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}
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