Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
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there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
191 lines
5.5 KiB
C++
191 lines
5.5 KiB
C++
/*************************************************************************/
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/* light_2d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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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#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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GDCLASS(Light2D, Node2D);
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public:
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enum ShadowFilter {
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SHADOW_FILTER_NONE,
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SHADOW_FILTER_PCF5,
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SHADOW_FILTER_PCF13,
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SHADOW_FILTER_MAX
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};
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enum BlendMode {
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BLEND_MODE_ADD,
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BLEND_MODE_SUB,
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BLEND_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 editor_only;
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bool shadow;
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Color color;
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Color shadow_color;
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float height;
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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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float shadow_smooth;
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Ref<Texture2D> texture;
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Vector2 texture_offset;
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ShadowFilter shadow_filter;
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BlendMode blend_mode;
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void _update_light_visibility();
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protected:
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_FORCE_INLINE_ RID _get_light() const { return canvas_light; }
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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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void set_enabled(bool p_enabled);
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bool is_enabled() const;
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void set_editor_only(bool p_editor_only);
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bool is_editor_only() 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_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_cull_mask(int p_mask);
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int get_item_cull_mask() const;
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void set_item_shadow_cull_mask(int p_mask);
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int get_item_shadow_cull_mask() 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_filter(ShadowFilter p_filter);
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ShadowFilter get_shadow_filter() const;
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void set_shadow_color(const Color &p_shadow_color);
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Color get_shadow_color() const;
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void set_shadow_smooth(float p_amount);
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float get_shadow_smooth() const;
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void set_blend_mode(BlendMode p_mode);
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BlendMode get_blend_mode() const;
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Light2D();
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~Light2D();
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};
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VARIANT_ENUM_CAST(Light2D::ShadowFilter);
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VARIANT_ENUM_CAST(Light2D::BlendMode);
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class PointLight2D : public Light2D {
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GDCLASS(PointLight2D, Light2D);
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private:
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float _scale = 1.0;
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Ref<Texture2D> texture;
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Vector2 texture_offset;
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protected:
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static void _bind_methods();
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public:
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#ifdef TOOLS_ENABLED
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virtual Dictionary _edit_get_state() const override;
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virtual void _edit_set_state(const Dictionary &p_state) override;
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virtual void _edit_set_pivot(const Point2 &p_pivot) override;
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virtual Point2 _edit_get_pivot() const override;
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virtual bool _edit_use_pivot() const override;
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virtual Rect2 _edit_get_rect() const override;
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virtual bool _edit_use_rect() const override;
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#endif
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virtual Rect2 get_anchorable_rect() const override;
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void set_texture(const Ref<Texture2D> &p_texture);
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Ref<Texture2D> 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_texture_scale(float p_scale);
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float get_texture_scale() const;
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String get_configuration_warning() const override;
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PointLight2D();
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};
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class DirectionalLight2D : public Light2D {
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GDCLASS(DirectionalLight2D, Light2D);
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float max_distance = 10000.0;
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protected:
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static void _bind_methods();
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public:
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void set_max_distance(float p_distance);
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float get_max_distance() const;
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DirectionalLight2D();
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};
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#endif // LIGHT_2D_H
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