-=-=-=-=-=-=-=-= -Changed material unshaded property for an enum, which supports light-only shading -Added a "Mix" shading mode, useful for using lights as masks -Added energy parameter to Light2D
106 lines
2.1 KiB
C++
106 lines
2.1 KiB
C++
#ifndef LIGHT_2D_H
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#define LIGHT_2D_H
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#include "scene/2d/node_2d.h"
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class Light2D : public Node2D {
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OBJ_TYPE(Light2D,Node2D);
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public:
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enum Mode {
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MODE_ADD,
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MODE_SUB,
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MODE_MIX,
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};
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private:
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RID canvas_light;
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bool enabled;
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bool shadow;
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Color color;
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float height;
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float _scale;
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float energy;
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int z_min;
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int z_max;
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int layer_min;
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int layer_max;
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int item_mask;
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int item_shadow_mask;
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int shadow_buffer_size;
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float shadow_esm_multiplier;
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Mode mode;
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Ref<Texture> texture;
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Vector2 texture_offset;
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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virtual void edit_set_pivot(const Point2& p_pivot);
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virtual Point2 edit_get_pivot() const;
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virtual bool edit_has_pivot() const;
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void set_enabled( bool p_enabled);
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bool is_enabled() const;
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void set_texture( const Ref<Texture>& p_texture);
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Ref<Texture> get_texture() const;
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void set_texture_offset( const Vector2& p_offset);
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Vector2 get_texture_offset() const;
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void set_color( const Color& p_color);
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Color get_color() const;
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void set_height( float p_height);
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float get_height() const;
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void set_energy( float p_energy);
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float get_energy() const;
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void set_texture_scale( float p_scale);
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float get_texture_scale() const;
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void set_z_range_min( int p_min_z);
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int get_z_range_min() const;
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void set_z_range_max( int p_max_z);
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int get_z_range_max() const;
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void set_layer_range_min( int p_min_layer);
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int get_layer_range_min() const;
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void set_layer_range_max( int p_max_layer);
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int get_layer_range_max() const;
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void set_item_mask( int p_mask);
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int get_item_mask() const;
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void set_item_shadow_mask( int p_mask);
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int get_item_shadow_mask() const;
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void set_mode( Mode p_mode );
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Mode get_mode() const;
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void set_shadow_enabled( bool p_enabled);
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bool is_shadow_enabled() const;
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void set_shadow_buffer_size( int p_size );
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int get_shadow_buffer_size() const;
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void set_shadow_esm_multiplier( float p_multiplier);
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float get_shadow_esm_multiplier() const;
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virtual Rect2 get_item_rect() const;
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Light2D();
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~Light2D();
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};
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VARIANT_ENUM_CAST(Light2D::Mode);
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#endif // LIGHT_2D_H
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