class_light2d.rst 5.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136
  1. .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
  2. .. DO NOT EDIT THIS FILE, but the Light2D.xml source instead.
  3. .. The source is found in doc/classes or modules/<name>/doc_classes.
  4. .. _class_Light2D:
  5. Light2D
  6. =======
  7. **Inherits:** :ref:`Node2D<class_node2d>` **<** :ref:`CanvasItem<class_canvasitem>` **<** :ref:`Node<class_node>` **<** :ref:`Object<class_object>`
  8. **Category:** Core
  9. Brief Description
  10. -----------------
  11. Casts light in a 2D environment.
  12. Member Variables
  13. ----------------
  14. .. _class_Light2D_color:
  15. - :ref:`Color<class_color>` **color** - The Light2D's :ref:`Color<class_color>`.
  16. .. _class_Light2D_editor_only:
  17. - :ref:`bool<class_bool>` **editor_only** - If ``true`` Light2D will only appear when editing the scene. Default value: ``false``.
  18. .. _class_Light2D_enabled:
  19. - :ref:`bool<class_bool>` **enabled** - If ``true`` Light2D will emit light. Default value: ``true``.
  20. .. _class_Light2D_energy:
  21. - :ref:`float<class_float>` **energy** - The Light2D's energy value. The larger the value, the stronger the light.
  22. .. _class_Light2D_mode:
  23. - :ref:`Mode<enum_light2d_mode>` **mode** - The Light2D's mode. See MODE\_\* constants for values.
  24. .. _class_Light2D_offset:
  25. - :ref:`Vector2<class_vector2>` **offset** - The offset of the Light2D's ``texture``.
  26. .. _class_Light2D_range_height:
  27. - :ref:`float<class_float>` **range_height** - The height of the Light2D. Used with 2D normal mapping.
  28. .. _class_Light2D_range_item_cull_mask:
  29. - :ref:`int<class_int>` **range_item_cull_mask** - The layer mask. Only objects with a matching mask will be affected by the Light2D.
  30. .. _class_Light2D_range_layer_max:
  31. - :ref:`int<class_int>` **range_layer_max** - Maximum layer value of objects that are affected by the Light2D. Default value: ``0``.
  32. .. _class_Light2D_range_layer_min:
  33. - :ref:`int<class_int>` **range_layer_min** - Minimum layer value of objects that are affected by the Light2D. Default value: ``0``.
  34. .. _class_Light2D_range_z_max:
  35. - :ref:`int<class_int>` **range_z_max** - Maximum ``Z`` value of objects that are affected by the Light2D. Default value: ``1024``.
  36. .. _class_Light2D_range_z_min:
  37. - :ref:`int<class_int>` **range_z_min** - Minimum ``z`` value of objects that are affected by the Light2D. Default value: ``-1024``.
  38. .. _class_Light2D_shadow_buffer_size:
  39. - :ref:`int<class_int>` **shadow_buffer_size** - Shadow buffer size. Default value: ``2048``.
  40. .. _class_Light2D_shadow_color:
  41. - :ref:`Color<class_color>` **shadow_color** - :ref:`Color<class_color>` of shadows cast by the Light2D.
  42. .. _class_Light2D_shadow_enabled:
  43. - :ref:`bool<class_bool>` **shadow_enabled** - If ``true`` the Light2D will cast shadows. Default value: ``false``.
  44. .. _class_Light2D_shadow_filter:
  45. - :ref:`ShadowFilter<enum_light2d_shadowfilter>` **shadow_filter** - Shadow filter type. Use SHADOW_FILTER\_\* constants to set ``shadow_filter``. Default value: ``None``.
  46. .. _class_Light2D_shadow_filter_smooth:
  47. - :ref:`float<class_float>` **shadow_filter_smooth** - Smoothing value for shadows.
  48. .. _class_Light2D_shadow_gradient_length:
  49. - :ref:`float<class_float>` **shadow_gradient_length** - Smooth shadow gradient length.
  50. .. _class_Light2D_shadow_item_cull_mask:
  51. - :ref:`int<class_int>` **shadow_item_cull_mask** - The shadow mask. Used with :ref:`LightOccluder2D<class_lightoccluder2d>` to cast shadows. Only occluders with a matching shadow mask will cast shadows.
  52. .. _class_Light2D_texture:
  53. - :ref:`Texture<class_texture>` **texture** - :ref:`Texture<class_texture>` used for the Light2D's appearance.
  54. .. _class_Light2D_texture_scale:
  55. - :ref:`float<class_float>` **texture_scale** - The ``texture``'s scale factor.
  56. Enums
  57. -----
  58. .. _enum_Light2D_Mode:
  59. enum **Mode**
  60. - **MODE_ADD** = **0** --- Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behaviour of a light.
  61. - **MODE_SUB** = **1** --- Subtracts the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect.
  62. - **MODE_MIX** = **2** --- Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation.
  63. - **MODE_MASK** = **3** --- The light texture of the Light2D is used as a mask, hiding or revealing parts of the screen underneath depending on the value of each pixel of the light (mask) texture.
  64. .. _enum_Light2D_ShadowFilter:
  65. enum **ShadowFilter**
  66. - **SHADOW_FILTER_NONE** = **0** --- No filter applies to the shadow map. See :ref:`shadow_filter<class_Light2D_shadow_filter>`.
  67. - **SHADOW_FILTER_PCF3** = **1** --- Percentage closer filtering (3 samples) applies to the shadow map. See :ref:`shadow_filter<class_Light2D_shadow_filter>`.
  68. - **SHADOW_FILTER_PCF5** = **2** --- Percentage closer filtering (5 samples) applies to the shadow map. See :ref:`shadow_filter<class_Light2D_shadow_filter>`.
  69. - **SHADOW_FILTER_PCF7** = **3** --- Percentage closer filtering (7 samples) applies to the shadow map. See :ref:`shadow_filter<class_Light2D_shadow_filter>`.
  70. - **SHADOW_FILTER_PCF9** = **4** --- Percentage closer filtering (9 samples) applies to the shadow map. See :ref:`shadow_filter<class_Light2D_shadow_filter>`.
  71. - **SHADOW_FILTER_PCF13** = **5** --- Percentage closer filtering (13 samples) applies to the shadow map. See :ref:`shadow_filter<class_Light2D_shadow_filter>`.
  72. Description
  73. -----------
  74. Casts light in a 2D environment. Light is defined by a (usually grayscale) texture, a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related). Note that Light2D can be used as a mask.