godot/scene/2d/light_2d.cpp
Juan Linietsky 33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00

488 lines
16 KiB
C++

/*************************************************************************/
/* light_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 "light_2d.h"
#include "core/engine.h"
#include "servers/visual_server.h"
#ifdef TOOLS_ENABLED
Dictionary Light2D::_edit_get_state() const {
Dictionary state = Node2D::_edit_get_state();
state["offset"] = get_texture_offset();
return state;
}
void Light2D::_edit_set_state(const Dictionary &p_state) {
Node2D::_edit_set_state(p_state);
set_texture_offset(p_state["offset"]);
}
void Light2D::_edit_set_pivot(const Point2 &p_pivot) {
set_position(get_transform().xform(p_pivot));
set_texture_offset(get_texture_offset() - p_pivot);
}
Point2 Light2D::_edit_get_pivot() const {
return Vector2();
}
bool Light2D::_edit_use_pivot() const {
return true;
}
Rect2 Light2D::_edit_get_rect() const {
if (texture.is_null())
return Rect2();
Size2 s = texture->get_size() * _scale;
return Rect2(texture_offset - s / 2.0, s);
}
bool Light2D::_edit_use_rect() const {
return !texture.is_null();
}
#endif
Rect2 Light2D::get_anchorable_rect() const {
if (texture.is_null())
return Rect2();
Size2 s = texture->get_size() * _scale;
return Rect2(texture_offset - s / 2.0, s);
}
void Light2D::_update_light_visibility() {
if (!is_inside_tree())
return;
bool editor_ok = true;
#ifdef TOOLS_ENABLED
if (editor_only) {
if (!Engine::get_singleton()->is_editor_hint()) {
editor_ok = false;
} else {
editor_ok = (get_tree()->get_edited_scene_root() && (this == get_tree()->get_edited_scene_root() || get_owner() == get_tree()->get_edited_scene_root()));
}
}
#else
if (editor_only) {
editor_ok = false;
}
#endif
VS::get_singleton()->canvas_light_set_enabled(canvas_light, enabled && is_visible_in_tree() && editor_ok);
}
void Light2D::set_enabled(bool p_enabled) {
enabled = p_enabled;
_update_light_visibility();
}
bool Light2D::is_enabled() const {
return enabled;
}
void Light2D::set_editor_only(bool p_editor_only) {
editor_only = p_editor_only;
_update_light_visibility();
}
bool Light2D::is_editor_only() const {
return editor_only;
}
void Light2D::set_texture(const Ref<Texture2D> &p_texture) {
texture = p_texture;
if (texture.is_valid())
VS::get_singleton()->canvas_light_set_texture(canvas_light, texture->get_rid());
else
VS::get_singleton()->canvas_light_set_texture(canvas_light, RID());
update_configuration_warning();
}
Ref<Texture2D> Light2D::get_texture() const {
return texture;
}
void Light2D::set_texture_offset(const Vector2 &p_offset) {
texture_offset = p_offset;
VS::get_singleton()->canvas_light_set_texture_offset(canvas_light, texture_offset);
item_rect_changed();
_change_notify("offset");
}
Vector2 Light2D::get_texture_offset() const {
return texture_offset;
}
void Light2D::set_color(const Color &p_color) {
color = p_color;
VS::get_singleton()->canvas_light_set_color(canvas_light, color);
}
Color Light2D::get_color() const {
return color;
}
void Light2D::set_height(float p_height) {
height = p_height;
VS::get_singleton()->canvas_light_set_height(canvas_light, height);
}
float Light2D::get_height() const {
return height;
}
void Light2D::set_energy(float p_energy) {
energy = p_energy;
VS::get_singleton()->canvas_light_set_energy(canvas_light, energy);
}
float Light2D::get_energy() const {
return energy;
}
void Light2D::set_texture_scale(float p_scale) {
_scale = p_scale;
// Avoid having 0 scale values, can lead to errors in physics and rendering.
if (_scale == 0) {
_scale = CMP_EPSILON;
}
VS::get_singleton()->canvas_light_set_scale(canvas_light, _scale);
item_rect_changed();
}
float Light2D::get_texture_scale() const {
return _scale;
}
void Light2D::set_z_range_min(int p_min_z) {
z_min = p_min_z;
VS::get_singleton()->canvas_light_set_z_range(canvas_light, z_min, z_max);
}
int Light2D::get_z_range_min() const {
return z_min;
}
void Light2D::set_z_range_max(int p_max_z) {
z_max = p_max_z;
VS::get_singleton()->canvas_light_set_z_range(canvas_light, z_min, z_max);
}
int Light2D::get_z_range_max() const {
return z_max;
}
void Light2D::set_layer_range_min(int p_min_layer) {
layer_min = p_min_layer;
VS::get_singleton()->canvas_light_set_layer_range(canvas_light, layer_min, layer_max);
}
int Light2D::get_layer_range_min() const {
return layer_min;
}
void Light2D::set_layer_range_max(int p_max_layer) {
layer_max = p_max_layer;
VS::get_singleton()->canvas_light_set_layer_range(canvas_light, layer_min, layer_max);
}
int Light2D::get_layer_range_max() const {
return layer_max;
}
void Light2D::set_item_cull_mask(int p_mask) {
item_mask = p_mask;
VS::get_singleton()->canvas_light_set_item_cull_mask(canvas_light, item_mask);
}
int Light2D::get_item_cull_mask() const {
return item_mask;
}
void Light2D::set_item_shadow_cull_mask(int p_mask) {
item_shadow_mask = p_mask;
VS::get_singleton()->canvas_light_set_item_shadow_cull_mask(canvas_light, item_shadow_mask);
}
int Light2D::get_item_shadow_cull_mask() const {
return item_shadow_mask;
}
void Light2D::set_mode(Mode p_mode) {
mode = p_mode;
VS::get_singleton()->canvas_light_set_mode(canvas_light, VS::CanvasLightMode(p_mode));
}
Light2D::Mode Light2D::get_mode() const {
return mode;
}
void Light2D::set_shadow_enabled(bool p_enabled) {
shadow = p_enabled;
VS::get_singleton()->canvas_light_set_shadow_enabled(canvas_light, shadow);
}
bool Light2D::is_shadow_enabled() const {
return shadow;
}
void Light2D::set_shadow_buffer_size(int p_size) {
shadow_buffer_size = p_size;
VS::get_singleton()->canvas_light_set_shadow_buffer_size(canvas_light, shadow_buffer_size);
}
int Light2D::get_shadow_buffer_size() const {
return shadow_buffer_size;
}
void Light2D::set_shadow_filter(ShadowFilter p_filter) {
ERR_FAIL_INDEX(p_filter, SHADOW_FILTER_MAX);
shadow_filter = p_filter;
VS::get_singleton()->canvas_light_set_shadow_filter(canvas_light, VS::CanvasLightShadowFilter(p_filter));
}
Light2D::ShadowFilter Light2D::get_shadow_filter() const {
return shadow_filter;
}
void Light2D::set_shadow_color(const Color &p_shadow_color) {
shadow_color = p_shadow_color;
VS::get_singleton()->canvas_light_set_shadow_color(canvas_light, shadow_color);
}
Color Light2D::get_shadow_color() const {
return shadow_color;
}
void Light2D::_notification(int p_what) {
if (p_what == NOTIFICATION_ENTER_TREE) {
VS::get_singleton()->canvas_light_attach_to_canvas(canvas_light, get_canvas());
_update_light_visibility();
}
if (p_what == NOTIFICATION_TRANSFORM_CHANGED) {
VS::get_singleton()->canvas_light_set_transform(canvas_light, get_global_transform());
}
if (p_what == NOTIFICATION_VISIBILITY_CHANGED) {
_update_light_visibility();
}
if (p_what == NOTIFICATION_EXIT_TREE) {
VS::get_singleton()->canvas_light_attach_to_canvas(canvas_light, RID());
_update_light_visibility();
}
}
String Light2D::get_configuration_warning() const {
if (!texture.is_valid()) {
return TTR("A texture with the shape of the light must be supplied to the \"Texture\" property.");
}
return String();
}
void Light2D::set_shadow_smooth(float p_amount) {
shadow_smooth = p_amount;
VS::get_singleton()->canvas_light_set_shadow_smooth(canvas_light, shadow_smooth);
}
float Light2D::get_shadow_smooth() const {
return shadow_smooth;
}
void Light2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &Light2D::set_enabled);
ClassDB::bind_method(D_METHOD("is_enabled"), &Light2D::is_enabled);
ClassDB::bind_method(D_METHOD("set_editor_only", "editor_only"), &Light2D::set_editor_only);
ClassDB::bind_method(D_METHOD("is_editor_only"), &Light2D::is_editor_only);
ClassDB::bind_method(D_METHOD("set_texture", "texture"), &Light2D::set_texture);
ClassDB::bind_method(D_METHOD("get_texture"), &Light2D::get_texture);
ClassDB::bind_method(D_METHOD("set_texture_offset", "texture_offset"), &Light2D::set_texture_offset);
ClassDB::bind_method(D_METHOD("get_texture_offset"), &Light2D::get_texture_offset);
ClassDB::bind_method(D_METHOD("set_color", "color"), &Light2D::set_color);
ClassDB::bind_method(D_METHOD("get_color"), &Light2D::get_color);
ClassDB::bind_method(D_METHOD("set_height", "height"), &Light2D::set_height);
ClassDB::bind_method(D_METHOD("get_height"), &Light2D::get_height);
ClassDB::bind_method(D_METHOD("set_energy", "energy"), &Light2D::set_energy);
ClassDB::bind_method(D_METHOD("get_energy"), &Light2D::get_energy);
ClassDB::bind_method(D_METHOD("set_texture_scale", "texture_scale"), &Light2D::set_texture_scale);
ClassDB::bind_method(D_METHOD("get_texture_scale"), &Light2D::get_texture_scale);
ClassDB::bind_method(D_METHOD("set_z_range_min", "z"), &Light2D::set_z_range_min);
ClassDB::bind_method(D_METHOD("get_z_range_min"), &Light2D::get_z_range_min);
ClassDB::bind_method(D_METHOD("set_z_range_max", "z"), &Light2D::set_z_range_max);
ClassDB::bind_method(D_METHOD("get_z_range_max"), &Light2D::get_z_range_max);
ClassDB::bind_method(D_METHOD("set_layer_range_min", "layer"), &Light2D::set_layer_range_min);
ClassDB::bind_method(D_METHOD("get_layer_range_min"), &Light2D::get_layer_range_min);
ClassDB::bind_method(D_METHOD("set_layer_range_max", "layer"), &Light2D::set_layer_range_max);
ClassDB::bind_method(D_METHOD("get_layer_range_max"), &Light2D::get_layer_range_max);
ClassDB::bind_method(D_METHOD("set_item_cull_mask", "item_cull_mask"), &Light2D::set_item_cull_mask);
ClassDB::bind_method(D_METHOD("get_item_cull_mask"), &Light2D::get_item_cull_mask);
ClassDB::bind_method(D_METHOD("set_item_shadow_cull_mask", "item_shadow_cull_mask"), &Light2D::set_item_shadow_cull_mask);
ClassDB::bind_method(D_METHOD("get_item_shadow_cull_mask"), &Light2D::get_item_shadow_cull_mask);
ClassDB::bind_method(D_METHOD("set_mode", "mode"), &Light2D::set_mode);
ClassDB::bind_method(D_METHOD("get_mode"), &Light2D::get_mode);
ClassDB::bind_method(D_METHOD("set_shadow_enabled", "enabled"), &Light2D::set_shadow_enabled);
ClassDB::bind_method(D_METHOD("is_shadow_enabled"), &Light2D::is_shadow_enabled);
ClassDB::bind_method(D_METHOD("set_shadow_buffer_size", "size"), &Light2D::set_shadow_buffer_size);
ClassDB::bind_method(D_METHOD("get_shadow_buffer_size"), &Light2D::get_shadow_buffer_size);
ClassDB::bind_method(D_METHOD("set_shadow_smooth", "smooth"), &Light2D::set_shadow_smooth);
ClassDB::bind_method(D_METHOD("get_shadow_smooth"), &Light2D::get_shadow_smooth);
ClassDB::bind_method(D_METHOD("set_shadow_filter", "filter"), &Light2D::set_shadow_filter);
ClassDB::bind_method(D_METHOD("get_shadow_filter"), &Light2D::get_shadow_filter);
ClassDB::bind_method(D_METHOD("set_shadow_color", "shadow_color"), &Light2D::set_shadow_color);
ClassDB::bind_method(D_METHOD("get_shadow_color"), &Light2D::get_shadow_color);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editor_only"), "set_editor_only", "is_editor_only");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_texture_offset", "get_texture_offset");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "texture_scale", PROPERTY_HINT_RANGE, "0.01,50,0.01"), "set_texture_scale", "get_texture_scale");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "energy", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_energy", "get_energy");
ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Add,Sub,Mix,Mask"), "set_mode", "get_mode");
ADD_GROUP("Range", "range_");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "range_height", PROPERTY_HINT_RANGE, "-2048,2048,0.1,or_lesser,or_greater"), "set_height", "get_height");
ADD_PROPERTY(PropertyInfo(Variant::INT, "range_z_min", PROPERTY_HINT_RANGE, itos(VS::CANVAS_ITEM_Z_MIN) + "," + itos(VS::CANVAS_ITEM_Z_MAX) + ",1"), "set_z_range_min", "get_z_range_min");
ADD_PROPERTY(PropertyInfo(Variant::INT, "range_z_max", PROPERTY_HINT_RANGE, itos(VS::CANVAS_ITEM_Z_MIN) + "," + itos(VS::CANVAS_ITEM_Z_MAX) + ",1"), "set_z_range_max", "get_z_range_max");
ADD_PROPERTY(PropertyInfo(Variant::INT, "range_layer_min", PROPERTY_HINT_RANGE, "-512,512,1"), "set_layer_range_min", "get_layer_range_min");
ADD_PROPERTY(PropertyInfo(Variant::INT, "range_layer_max", PROPERTY_HINT_RANGE, "-512,512,1"), "set_layer_range_max", "get_layer_range_max");
ADD_PROPERTY(PropertyInfo(Variant::INT, "range_item_cull_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_item_cull_mask", "get_item_cull_mask");
ADD_GROUP("Shadow", "shadow_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_enabled"), "set_shadow_enabled", "is_shadow_enabled");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "shadow_color"), "set_shadow_color", "get_shadow_color");
ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_buffer_size", PROPERTY_HINT_RANGE, "32,16384,1"), "set_shadow_buffer_size", "get_shadow_buffer_size");
ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_filter", PROPERTY_HINT_ENUM, "None,PCF5,PCF13"), "set_shadow_filter", "get_shadow_filter");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "shadow_filter_smooth", PROPERTY_HINT_RANGE, "0,64,0.1"), "set_shadow_smooth", "get_shadow_smooth");
ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_item_cull_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_item_shadow_cull_mask", "get_item_shadow_cull_mask");
BIND_ENUM_CONSTANT(MODE_ADD);
BIND_ENUM_CONSTANT(MODE_SUB);
BIND_ENUM_CONSTANT(MODE_MIX);
BIND_ENUM_CONSTANT(MODE_MASK);
BIND_ENUM_CONSTANT(SHADOW_FILTER_NONE);
BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF5);
BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF13);
}
Light2D::Light2D() {
canvas_light = VisualServer::get_singleton()->canvas_light_create();
enabled = true;
editor_only = false;
shadow = false;
color = Color(1, 1, 1);
height = 0;
_scale = 1.0;
z_min = -1024;
z_max = 1024;
layer_min = 0;
layer_max = 0;
item_mask = 1;
item_shadow_mask = 1;
mode = MODE_ADD;
shadow_buffer_size = 2048;
energy = 1.0;
shadow_color = Color(0, 0, 0, 0);
shadow_filter = SHADOW_FILTER_NONE;
shadow_smooth = 0;
set_notify_transform(true);
}
Light2D::~Light2D() {
VisualServer::get_singleton()->free(canvas_light);
}