light_2d.cpp 17 KB

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  1. /**************************************************************************/
  2. /* light_2d.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "light_2d.h"
  31. #include "core/engine.h"
  32. #include "servers/visual_server.h"
  33. #ifdef TOOLS_ENABLED
  34. Dictionary Light2D::_edit_get_state() const {
  35. Dictionary state = Node2D::_edit_get_state();
  36. state["offset"] = get_texture_offset();
  37. return state;
  38. }
  39. void Light2D::_edit_set_state(const Dictionary &p_state) {
  40. Node2D::_edit_set_state(p_state);
  41. set_texture_offset(p_state["offset"]);
  42. }
  43. void Light2D::_edit_set_pivot(const Point2 &p_pivot) {
  44. set_position(get_transform().xform(p_pivot));
  45. set_texture_offset(get_texture_offset() - p_pivot);
  46. }
  47. Point2 Light2D::_edit_get_pivot() const {
  48. return Vector2();
  49. }
  50. bool Light2D::_edit_use_pivot() const {
  51. return true;
  52. }
  53. Rect2 Light2D::_edit_get_rect() const {
  54. if (texture.is_null()) {
  55. return Rect2();
  56. }
  57. Size2 s = texture->get_size() * _scale;
  58. return Rect2(texture_offset - s / 2.0, s);
  59. }
  60. bool Light2D::_edit_use_rect() const {
  61. return !texture.is_null();
  62. }
  63. #endif
  64. Rect2 Light2D::get_anchorable_rect() const {
  65. if (texture.is_null()) {
  66. return Rect2();
  67. }
  68. Size2 s = texture->get_size() * _scale;
  69. return Rect2(texture_offset - s / 2.0, s);
  70. }
  71. void Light2D::owner_changed_notify() {
  72. // For cases where owner changes _after_ entering tree (as example, editor editing).
  73. _update_light_visibility();
  74. }
  75. void Light2D::_update_light_visibility() {
  76. if (!is_inside_tree()) {
  77. return;
  78. }
  79. bool editor_ok = true;
  80. #ifdef TOOLS_ENABLED
  81. if (editor_only) {
  82. if (!Engine::get_singleton()->is_editor_hint()) {
  83. editor_ok = false;
  84. } else {
  85. editor_ok = (get_tree()->get_edited_scene_root() && (this == get_tree()->get_edited_scene_root() || get_owner() == get_tree()->get_edited_scene_root()));
  86. }
  87. }
  88. #else
  89. if (editor_only) {
  90. editor_ok = false;
  91. }
  92. #endif
  93. VS::get_singleton()->canvas_light_set_enabled(canvas_light, enabled && is_visible_in_tree() && editor_ok);
  94. }
  95. void Light2D::set_enabled(bool p_enabled) {
  96. enabled = p_enabled;
  97. _update_light_visibility();
  98. }
  99. bool Light2D::is_enabled() const {
  100. return enabled;
  101. }
  102. void Light2D::set_editor_only(bool p_editor_only) {
  103. editor_only = p_editor_only;
  104. _update_light_visibility();
  105. }
  106. bool Light2D::is_editor_only() const {
  107. return editor_only;
  108. }
  109. void Light2D::set_texture(const Ref<Texture> &p_texture) {
  110. texture = p_texture;
  111. if (texture.is_valid()) {
  112. VS::get_singleton()->canvas_light_set_texture(canvas_light, texture->get_rid());
  113. } else {
  114. VS::get_singleton()->canvas_light_set_texture(canvas_light, RID());
  115. }
  116. update_configuration_warning();
  117. }
  118. Ref<Texture> Light2D::get_texture() const {
  119. return texture;
  120. }
  121. void Light2D::set_texture_offset(const Vector2 &p_offset) {
  122. texture_offset = p_offset;
  123. VS::get_singleton()->canvas_light_set_texture_offset(canvas_light, texture_offset);
  124. item_rect_changed();
  125. _change_notify("offset");
  126. }
  127. Vector2 Light2D::get_texture_offset() const {
  128. return texture_offset;
  129. }
  130. void Light2D::set_color(const Color &p_color) {
  131. color = p_color;
  132. VS::get_singleton()->canvas_light_set_color(canvas_light, color);
  133. }
  134. Color Light2D::get_color() const {
  135. return color;
  136. }
  137. void Light2D::set_height(float p_height) {
  138. height = p_height;
  139. VS::get_singleton()->canvas_light_set_height(canvas_light, height);
  140. }
  141. float Light2D::get_height() const {
  142. return height;
  143. }
  144. void Light2D::set_energy(float p_energy) {
  145. energy = p_energy;
  146. VS::get_singleton()->canvas_light_set_energy(canvas_light, energy);
  147. }
  148. float Light2D::get_energy() const {
  149. return energy;
  150. }
  151. void Light2D::set_texture_scale(float p_scale) {
  152. _scale = p_scale;
  153. // Avoid having 0 scale values, can lead to errors in physics and rendering.
  154. if (_scale == 0) {
  155. _scale = CMP_EPSILON;
  156. }
  157. VS::get_singleton()->canvas_light_set_scale(canvas_light, _scale);
  158. item_rect_changed();
  159. }
  160. float Light2D::get_texture_scale() const {
  161. return _scale;
  162. }
  163. void Light2D::set_z_range_min(int p_min_z) {
  164. z_min = p_min_z;
  165. VS::get_singleton()->canvas_light_set_z_range(canvas_light, z_min, z_max);
  166. }
  167. int Light2D::get_z_range_min() const {
  168. return z_min;
  169. }
  170. void Light2D::set_z_range_max(int p_max_z) {
  171. z_max = p_max_z;
  172. VS::get_singleton()->canvas_light_set_z_range(canvas_light, z_min, z_max);
  173. }
  174. int Light2D::get_z_range_max() const {
  175. return z_max;
  176. }
  177. void Light2D::set_layer_range_min(int p_min_layer) {
  178. layer_min = p_min_layer;
  179. VS::get_singleton()->canvas_light_set_layer_range(canvas_light, layer_min, layer_max);
  180. }
  181. int Light2D::get_layer_range_min() const {
  182. return layer_min;
  183. }
  184. void Light2D::set_layer_range_max(int p_max_layer) {
  185. layer_max = p_max_layer;
  186. VS::get_singleton()->canvas_light_set_layer_range(canvas_light, layer_min, layer_max);
  187. }
  188. int Light2D::get_layer_range_max() const {
  189. return layer_max;
  190. }
  191. void Light2D::set_item_cull_mask(int p_mask) {
  192. item_mask = p_mask;
  193. VS::get_singleton()->canvas_light_set_item_cull_mask(canvas_light, item_mask);
  194. }
  195. int Light2D::get_item_cull_mask() const {
  196. return item_mask;
  197. }
  198. void Light2D::set_item_shadow_cull_mask(int p_mask) {
  199. item_shadow_mask = p_mask;
  200. VS::get_singleton()->canvas_light_set_item_shadow_cull_mask(canvas_light, item_shadow_mask);
  201. }
  202. int Light2D::get_item_shadow_cull_mask() const {
  203. return item_shadow_mask;
  204. }
  205. void Light2D::set_mode(Mode p_mode) {
  206. mode = p_mode;
  207. VS::get_singleton()->canvas_light_set_mode(canvas_light, VS::CanvasLightMode(p_mode));
  208. }
  209. Light2D::Mode Light2D::get_mode() const {
  210. return mode;
  211. }
  212. void Light2D::set_shadow_enabled(bool p_enabled) {
  213. shadow = p_enabled;
  214. VS::get_singleton()->canvas_light_set_shadow_enabled(canvas_light, shadow);
  215. }
  216. bool Light2D::is_shadow_enabled() const {
  217. return shadow;
  218. }
  219. void Light2D::set_shadow_buffer_size(int p_size) {
  220. shadow_buffer_size = p_size;
  221. VS::get_singleton()->canvas_light_set_shadow_buffer_size(canvas_light, shadow_buffer_size);
  222. }
  223. int Light2D::get_shadow_buffer_size() const {
  224. return shadow_buffer_size;
  225. }
  226. void Light2D::set_shadow_gradient_length(float p_multiplier) {
  227. shadow_gradient_length = p_multiplier;
  228. VS::get_singleton()->canvas_light_set_shadow_gradient_length(canvas_light, p_multiplier);
  229. }
  230. float Light2D::get_shadow_gradient_length() const {
  231. return shadow_gradient_length;
  232. }
  233. void Light2D::set_shadow_filter(ShadowFilter p_filter) {
  234. shadow_filter = p_filter;
  235. VS::get_singleton()->canvas_light_set_shadow_filter(canvas_light, VS::CanvasLightShadowFilter(p_filter));
  236. }
  237. Light2D::ShadowFilter Light2D::get_shadow_filter() const {
  238. return shadow_filter;
  239. }
  240. void Light2D::set_shadow_color(const Color &p_shadow_color) {
  241. shadow_color = p_shadow_color;
  242. VS::get_singleton()->canvas_light_set_shadow_color(canvas_light, shadow_color);
  243. }
  244. Color Light2D::get_shadow_color() const {
  245. return shadow_color;
  246. }
  247. void Light2D::_notification(int p_what) {
  248. if (p_what == NOTIFICATION_ENTER_TREE) {
  249. VS::get_singleton()->canvas_light_attach_to_canvas(canvas_light, get_canvas());
  250. _update_light_visibility();
  251. }
  252. if (p_what == NOTIFICATION_TRANSFORM_CHANGED) {
  253. VS::get_singleton()->canvas_light_set_transform(canvas_light, get_global_transform());
  254. }
  255. if (p_what == NOTIFICATION_VISIBILITY_CHANGED) {
  256. _update_light_visibility();
  257. }
  258. if (p_what == NOTIFICATION_EXIT_TREE) {
  259. VS::get_singleton()->canvas_light_attach_to_canvas(canvas_light, RID());
  260. _update_light_visibility();
  261. }
  262. }
  263. String Light2D::get_configuration_warning() const {
  264. String warning = Node2D::get_configuration_warning();
  265. if (!texture.is_valid()) {
  266. if (warning != String()) {
  267. warning += "\n\n";
  268. }
  269. warning += TTR("A texture with the shape of the light must be supplied to the \"Texture\" property.");
  270. }
  271. return warning;
  272. }
  273. void Light2D::set_shadow_smooth(float p_amount) {
  274. shadow_smooth = p_amount;
  275. VS::get_singleton()->canvas_light_set_shadow_smooth(canvas_light, shadow_smooth);
  276. }
  277. float Light2D::get_shadow_smooth() const {
  278. return shadow_smooth;
  279. }
  280. void Light2D::_bind_methods() {
  281. ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &Light2D::set_enabled);
  282. ClassDB::bind_method(D_METHOD("is_enabled"), &Light2D::is_enabled);
  283. ClassDB::bind_method(D_METHOD("set_editor_only", "editor_only"), &Light2D::set_editor_only);
  284. ClassDB::bind_method(D_METHOD("is_editor_only"), &Light2D::is_editor_only);
  285. ClassDB::bind_method(D_METHOD("set_texture", "texture"), &Light2D::set_texture);
  286. ClassDB::bind_method(D_METHOD("get_texture"), &Light2D::get_texture);
  287. ClassDB::bind_method(D_METHOD("set_texture_offset", "texture_offset"), &Light2D::set_texture_offset);
  288. ClassDB::bind_method(D_METHOD("get_texture_offset"), &Light2D::get_texture_offset);
  289. ClassDB::bind_method(D_METHOD("set_color", "color"), &Light2D::set_color);
  290. ClassDB::bind_method(D_METHOD("get_color"), &Light2D::get_color);
  291. ClassDB::bind_method(D_METHOD("set_height", "height"), &Light2D::set_height);
  292. ClassDB::bind_method(D_METHOD("get_height"), &Light2D::get_height);
  293. ClassDB::bind_method(D_METHOD("set_energy", "energy"), &Light2D::set_energy);
  294. ClassDB::bind_method(D_METHOD("get_energy"), &Light2D::get_energy);
  295. ClassDB::bind_method(D_METHOD("set_texture_scale", "texture_scale"), &Light2D::set_texture_scale);
  296. ClassDB::bind_method(D_METHOD("get_texture_scale"), &Light2D::get_texture_scale);
  297. ClassDB::bind_method(D_METHOD("set_z_range_min", "z"), &Light2D::set_z_range_min);
  298. ClassDB::bind_method(D_METHOD("get_z_range_min"), &Light2D::get_z_range_min);
  299. ClassDB::bind_method(D_METHOD("set_z_range_max", "z"), &Light2D::set_z_range_max);
  300. ClassDB::bind_method(D_METHOD("get_z_range_max"), &Light2D::get_z_range_max);
  301. ClassDB::bind_method(D_METHOD("set_layer_range_min", "layer"), &Light2D::set_layer_range_min);
  302. ClassDB::bind_method(D_METHOD("get_layer_range_min"), &Light2D::get_layer_range_min);
  303. ClassDB::bind_method(D_METHOD("set_layer_range_max", "layer"), &Light2D::set_layer_range_max);
  304. ClassDB::bind_method(D_METHOD("get_layer_range_max"), &Light2D::get_layer_range_max);
  305. ClassDB::bind_method(D_METHOD("set_item_cull_mask", "item_cull_mask"), &Light2D::set_item_cull_mask);
  306. ClassDB::bind_method(D_METHOD("get_item_cull_mask"), &Light2D::get_item_cull_mask);
  307. ClassDB::bind_method(D_METHOD("set_item_shadow_cull_mask", "item_shadow_cull_mask"), &Light2D::set_item_shadow_cull_mask);
  308. ClassDB::bind_method(D_METHOD("get_item_shadow_cull_mask"), &Light2D::get_item_shadow_cull_mask);
  309. ClassDB::bind_method(D_METHOD("set_mode", "mode"), &Light2D::set_mode);
  310. ClassDB::bind_method(D_METHOD("get_mode"), &Light2D::get_mode);
  311. ClassDB::bind_method(D_METHOD("set_shadow_enabled", "enabled"), &Light2D::set_shadow_enabled);
  312. ClassDB::bind_method(D_METHOD("is_shadow_enabled"), &Light2D::is_shadow_enabled);
  313. ClassDB::bind_method(D_METHOD("set_shadow_buffer_size", "size"), &Light2D::set_shadow_buffer_size);
  314. ClassDB::bind_method(D_METHOD("get_shadow_buffer_size"), &Light2D::get_shadow_buffer_size);
  315. ClassDB::bind_method(D_METHOD("set_shadow_smooth", "smooth"), &Light2D::set_shadow_smooth);
  316. ClassDB::bind_method(D_METHOD("get_shadow_smooth"), &Light2D::get_shadow_smooth);
  317. ClassDB::bind_method(D_METHOD("set_shadow_gradient_length", "multiplier"), &Light2D::set_shadow_gradient_length);
  318. ClassDB::bind_method(D_METHOD("get_shadow_gradient_length"), &Light2D::get_shadow_gradient_length);
  319. ClassDB::bind_method(D_METHOD("set_shadow_filter", "filter"), &Light2D::set_shadow_filter);
  320. ClassDB::bind_method(D_METHOD("get_shadow_filter"), &Light2D::get_shadow_filter);
  321. ClassDB::bind_method(D_METHOD("set_shadow_color", "shadow_color"), &Light2D::set_shadow_color);
  322. ClassDB::bind_method(D_METHOD("get_shadow_color"), &Light2D::get_shadow_color);
  323. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
  324. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editor_only"), "set_editor_only", "is_editor_only");
  325. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
  326. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_texture_offset", "get_texture_offset");
  327. ADD_PROPERTY(PropertyInfo(Variant::REAL, "texture_scale", PROPERTY_HINT_RANGE, "0.01,50,0.01"), "set_texture_scale", "get_texture_scale");
  328. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
  329. ADD_PROPERTY(PropertyInfo(Variant::REAL, "energy", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_energy", "get_energy");
  330. ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Add,Sub,Mix,Mask"), "set_mode", "get_mode");
  331. ADD_GROUP("Range", "range_");
  332. ADD_PROPERTY(PropertyInfo(Variant::REAL, "range_height", PROPERTY_HINT_RANGE, "-2048,2048,0.1,or_lesser,or_greater"), "set_height", "get_height");
  333. 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");
  334. 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");
  335. ADD_PROPERTY(PropertyInfo(Variant::INT, "range_layer_min", PROPERTY_HINT_RANGE, "-512,512,1"), "set_layer_range_min", "get_layer_range_min");
  336. ADD_PROPERTY(PropertyInfo(Variant::INT, "range_layer_max", PROPERTY_HINT_RANGE, "-512,512,1"), "set_layer_range_max", "get_layer_range_max");
  337. ADD_PROPERTY(PropertyInfo(Variant::INT, "range_item_cull_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_item_cull_mask", "get_item_cull_mask");
  338. ADD_GROUP("Shadow", "shadow_");
  339. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_enabled"), "set_shadow_enabled", "is_shadow_enabled");
  340. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "shadow_color"), "set_shadow_color", "get_shadow_color");
  341. ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_buffer_size", PROPERTY_HINT_RANGE, "32,16384,1"), "set_shadow_buffer_size", "get_shadow_buffer_size");
  342. ADD_PROPERTY(PropertyInfo(Variant::REAL, "shadow_gradient_length", PROPERTY_HINT_RANGE, "0,4096,0.1"), "set_shadow_gradient_length", "get_shadow_gradient_length");
  343. ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_filter", PROPERTY_HINT_ENUM, "None,PCF3,PCF5,PCF7,PCF9,PCF13"), "set_shadow_filter", "get_shadow_filter");
  344. ADD_PROPERTY(PropertyInfo(Variant::REAL, "shadow_filter_smooth", PROPERTY_HINT_RANGE, "0,64,0.1"), "set_shadow_smooth", "get_shadow_smooth");
  345. ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_item_cull_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_item_shadow_cull_mask", "get_item_shadow_cull_mask");
  346. BIND_ENUM_CONSTANT(MODE_ADD);
  347. BIND_ENUM_CONSTANT(MODE_SUB);
  348. BIND_ENUM_CONSTANT(MODE_MIX);
  349. BIND_ENUM_CONSTANT(MODE_MASK);
  350. BIND_ENUM_CONSTANT(SHADOW_FILTER_NONE);
  351. BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF3);
  352. BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF5);
  353. BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF7);
  354. BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF9);
  355. BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF13);
  356. }
  357. Light2D::Light2D() {
  358. canvas_light = RID_PRIME(VisualServer::get_singleton()->canvas_light_create());
  359. enabled = true;
  360. editor_only = false;
  361. shadow = false;
  362. color = Color(1, 1, 1);
  363. height = 0;
  364. _scale = 1.0;
  365. z_min = -1024;
  366. z_max = 1024;
  367. layer_min = 0;
  368. layer_max = 0;
  369. item_mask = 1;
  370. item_shadow_mask = 1;
  371. mode = MODE_ADD;
  372. shadow_buffer_size = 2048;
  373. shadow_gradient_length = 0;
  374. energy = 1.0;
  375. shadow_color = Color(0, 0, 0, 0);
  376. shadow_filter = SHADOW_FILTER_NONE;
  377. shadow_smooth = 0;
  378. set_notify_transform(true);
  379. }
  380. Light2D::~Light2D() {
  381. VisualServer::get_singleton()->free(canvas_light);
  382. }