godot/scene/2d/light_2d.cpp
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

500 lines
17 KiB
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/*************************************************************************/
/* 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"
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();
}
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<Texture> &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<Texture> 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;
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_gradient_length(float p_multiplier) {
shadow_gradient_length = p_multiplier;
VS::get_singleton()->canvas_light_set_shadow_gradient_length(canvas_light, p_multiplier);
}
float Light2D::get_shadow_gradient_length() const {
return shadow_gradient_length;
}
void Light2D::set_shadow_filter(ShadowFilter p_filter) {
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_gradient_length", "multiplier"), &Light2D::set_shadow_gradient_length);
ClassDB::bind_method(D_METHOD("get_shadow_gradient_length"), &Light2D::get_shadow_gradient_length);
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, "Texture"), "set_texture", "get_texture");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_texture_offset", "get_texture_offset");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "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::REAL, "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::REAL, "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::REAL, "shadow_gradient_length", PROPERTY_HINT_RANGE, "0,4096,0.1"), "set_shadow_gradient_length", "get_shadow_gradient_length");
ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_filter", PROPERTY_HINT_ENUM, "None,PCF3,PCF5,PCF7,PCF9,PCF13"), "set_shadow_filter", "get_shadow_filter");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "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_PCF3);
BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF5);
BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF7);
BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF9);
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;
shadow_gradient_length = 0;
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);
}