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) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  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. Size2 s = texture->get_size() * _scale;
  57. return Rect2(texture_offset - s / 2.0, s);
  58. }
  59. bool Light2D::_edit_use_rect() const {
  60. return !texture.is_null();
  61. }
  62. #endif
  63. Rect2 Light2D::get_anchorable_rect() const {
  64. if (texture.is_null())
  65. return Rect2();
  66. Size2 s = texture->get_size() * _scale;
  67. return Rect2(texture_offset - s / 2.0, s);
  68. }
  69. void Light2D::_update_light_visibility() {
  70. if (!is_inside_tree())
  71. return;
  72. bool editor_ok = true;
  73. #ifdef TOOLS_ENABLED
  74. if (editor_only) {
  75. if (!Engine::get_singleton()->is_editor_hint()) {
  76. editor_ok = false;
  77. } else {
  78. editor_ok = (get_tree()->get_edited_scene_root() && (this == get_tree()->get_edited_scene_root() || get_owner() == get_tree()->get_edited_scene_root()));
  79. }
  80. }
  81. #else
  82. if (editor_only) {
  83. editor_ok = false;
  84. }
  85. #endif
  86. VS::get_singleton()->canvas_light_set_enabled(canvas_light, enabled && is_visible_in_tree() && editor_ok);
  87. }
  88. void Light2D::set_enabled(bool p_enabled) {
  89. enabled = p_enabled;
  90. _update_light_visibility();
  91. }
  92. bool Light2D::is_enabled() const {
  93. return enabled;
  94. }
  95. void Light2D::set_editor_only(bool p_editor_only) {
  96. editor_only = p_editor_only;
  97. _update_light_visibility();
  98. }
  99. bool Light2D::is_editor_only() const {
  100. return editor_only;
  101. }
  102. void Light2D::set_texture(const Ref<Texture> &p_texture) {
  103. texture = p_texture;
  104. if (texture.is_valid())
  105. VS::get_singleton()->canvas_light_set_texture(canvas_light, texture->get_rid());
  106. else
  107. VS::get_singleton()->canvas_light_set_texture(canvas_light, RID());
  108. update_configuration_warning();
  109. }
  110. Ref<Texture> Light2D::get_texture() const {
  111. return texture;
  112. }
  113. void Light2D::set_texture_offset(const Vector2 &p_offset) {
  114. texture_offset = p_offset;
  115. VS::get_singleton()->canvas_light_set_texture_offset(canvas_light, texture_offset);
  116. item_rect_changed();
  117. _change_notify("offset");
  118. }
  119. Vector2 Light2D::get_texture_offset() const {
  120. return texture_offset;
  121. }
  122. void Light2D::set_color(const Color &p_color) {
  123. color = p_color;
  124. VS::get_singleton()->canvas_light_set_color(canvas_light, color);
  125. }
  126. Color Light2D::get_color() const {
  127. return color;
  128. }
  129. void Light2D::set_height(float p_height) {
  130. height = p_height;
  131. VS::get_singleton()->canvas_light_set_height(canvas_light, height);
  132. }
  133. float Light2D::get_height() const {
  134. return height;
  135. }
  136. void Light2D::set_energy(float p_energy) {
  137. energy = p_energy;
  138. VS::get_singleton()->canvas_light_set_energy(canvas_light, energy);
  139. }
  140. float Light2D::get_energy() const {
  141. return energy;
  142. }
  143. void Light2D::set_texture_scale(float p_scale) {
  144. _scale = p_scale;
  145. // Avoid having 0 scale values, can lead to errors in physics and rendering.
  146. if (_scale == 0) {
  147. _scale = CMP_EPSILON;
  148. }
  149. VS::get_singleton()->canvas_light_set_scale(canvas_light, _scale);
  150. item_rect_changed();
  151. }
  152. float Light2D::get_texture_scale() const {
  153. return _scale;
  154. }
  155. void Light2D::set_z_range_min(int p_min_z) {
  156. z_min = p_min_z;
  157. VS::get_singleton()->canvas_light_set_z_range(canvas_light, z_min, z_max);
  158. }
  159. int Light2D::get_z_range_min() const {
  160. return z_min;
  161. }
  162. void Light2D::set_z_range_max(int p_max_z) {
  163. z_max = p_max_z;
  164. VS::get_singleton()->canvas_light_set_z_range(canvas_light, z_min, z_max);
  165. }
  166. int Light2D::get_z_range_max() const {
  167. return z_max;
  168. }
  169. void Light2D::set_layer_range_min(int p_min_layer) {
  170. layer_min = p_min_layer;
  171. VS::get_singleton()->canvas_light_set_layer_range(canvas_light, layer_min, layer_max);
  172. }
  173. int Light2D::get_layer_range_min() const {
  174. return layer_min;
  175. }
  176. void Light2D::set_layer_range_max(int p_max_layer) {
  177. layer_max = p_max_layer;
  178. VS::get_singleton()->canvas_light_set_layer_range(canvas_light, layer_min, layer_max);
  179. }
  180. int Light2D::get_layer_range_max() const {
  181. return layer_max;
  182. }
  183. void Light2D::set_item_cull_mask(int p_mask) {
  184. item_mask = p_mask;
  185. VS::get_singleton()->canvas_light_set_item_cull_mask(canvas_light, item_mask);
  186. }
  187. int Light2D::get_item_cull_mask() const {
  188. return item_mask;
  189. }
  190. void Light2D::set_item_shadow_cull_mask(int p_mask) {
  191. item_shadow_mask = p_mask;
  192. VS::get_singleton()->canvas_light_set_item_shadow_cull_mask(canvas_light, item_shadow_mask);
  193. }
  194. int Light2D::get_item_shadow_cull_mask() const {
  195. return item_shadow_mask;
  196. }
  197. void Light2D::set_mode(Mode p_mode) {
  198. mode = p_mode;
  199. VS::get_singleton()->canvas_light_set_mode(canvas_light, VS::CanvasLightMode(p_mode));
  200. }
  201. Light2D::Mode Light2D::get_mode() const {
  202. return mode;
  203. }
  204. void Light2D::set_shadow_enabled(bool p_enabled) {
  205. shadow = p_enabled;
  206. VS::get_singleton()->canvas_light_set_shadow_enabled(canvas_light, shadow);
  207. }
  208. bool Light2D::is_shadow_enabled() const {
  209. return shadow;
  210. }
  211. void Light2D::set_shadow_buffer_size(int p_size) {
  212. shadow_buffer_size = p_size;
  213. VS::get_singleton()->canvas_light_set_shadow_buffer_size(canvas_light, shadow_buffer_size);
  214. }
  215. int Light2D::get_shadow_buffer_size() const {
  216. return shadow_buffer_size;
  217. }
  218. void Light2D::set_shadow_gradient_length(float p_multiplier) {
  219. shadow_gradient_length = p_multiplier;
  220. VS::get_singleton()->canvas_light_set_shadow_gradient_length(canvas_light, p_multiplier);
  221. }
  222. float Light2D::get_shadow_gradient_length() const {
  223. return shadow_gradient_length;
  224. }
  225. void Light2D::set_shadow_filter(ShadowFilter p_filter) {
  226. shadow_filter = p_filter;
  227. VS::get_singleton()->canvas_light_set_shadow_filter(canvas_light, VS::CanvasLightShadowFilter(p_filter));
  228. }
  229. Light2D::ShadowFilter Light2D::get_shadow_filter() const {
  230. return shadow_filter;
  231. }
  232. void Light2D::set_shadow_color(const Color &p_shadow_color) {
  233. shadow_color = p_shadow_color;
  234. VS::get_singleton()->canvas_light_set_shadow_color(canvas_light, shadow_color);
  235. }
  236. Color Light2D::get_shadow_color() const {
  237. return shadow_color;
  238. }
  239. void Light2D::_notification(int p_what) {
  240. if (p_what == NOTIFICATION_ENTER_TREE) {
  241. VS::get_singleton()->canvas_light_attach_to_canvas(canvas_light, get_canvas());
  242. _update_light_visibility();
  243. }
  244. if (p_what == NOTIFICATION_TRANSFORM_CHANGED) {
  245. VS::get_singleton()->canvas_light_set_transform(canvas_light, get_global_transform());
  246. }
  247. if (p_what == NOTIFICATION_VISIBILITY_CHANGED) {
  248. _update_light_visibility();
  249. }
  250. if (p_what == NOTIFICATION_EXIT_TREE) {
  251. VS::get_singleton()->canvas_light_attach_to_canvas(canvas_light, RID());
  252. _update_light_visibility();
  253. }
  254. }
  255. String Light2D::get_configuration_warning() const {
  256. if (!texture.is_valid()) {
  257. return TTR("A texture with the shape of the light must be supplied to the \"Texture\" property.");
  258. }
  259. return String();
  260. }
  261. void Light2D::set_shadow_smooth(float p_amount) {
  262. shadow_smooth = p_amount;
  263. VS::get_singleton()->canvas_light_set_shadow_smooth(canvas_light, shadow_smooth);
  264. }
  265. float Light2D::get_shadow_smooth() const {
  266. return shadow_smooth;
  267. }
  268. void Light2D::_bind_methods() {
  269. ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &Light2D::set_enabled);
  270. ClassDB::bind_method(D_METHOD("is_enabled"), &Light2D::is_enabled);
  271. ClassDB::bind_method(D_METHOD("set_editor_only", "editor_only"), &Light2D::set_editor_only);
  272. ClassDB::bind_method(D_METHOD("is_editor_only"), &Light2D::is_editor_only);
  273. ClassDB::bind_method(D_METHOD("set_texture", "texture"), &Light2D::set_texture);
  274. ClassDB::bind_method(D_METHOD("get_texture"), &Light2D::get_texture);
  275. ClassDB::bind_method(D_METHOD("set_texture_offset", "texture_offset"), &Light2D::set_texture_offset);
  276. ClassDB::bind_method(D_METHOD("get_texture_offset"), &Light2D::get_texture_offset);
  277. ClassDB::bind_method(D_METHOD("set_color", "color"), &Light2D::set_color);
  278. ClassDB::bind_method(D_METHOD("get_color"), &Light2D::get_color);
  279. ClassDB::bind_method(D_METHOD("set_height", "height"), &Light2D::set_height);
  280. ClassDB::bind_method(D_METHOD("get_height"), &Light2D::get_height);
  281. ClassDB::bind_method(D_METHOD("set_energy", "energy"), &Light2D::set_energy);
  282. ClassDB::bind_method(D_METHOD("get_energy"), &Light2D::get_energy);
  283. ClassDB::bind_method(D_METHOD("set_texture_scale", "texture_scale"), &Light2D::set_texture_scale);
  284. ClassDB::bind_method(D_METHOD("get_texture_scale"), &Light2D::get_texture_scale);
  285. ClassDB::bind_method(D_METHOD("set_z_range_min", "z"), &Light2D::set_z_range_min);
  286. ClassDB::bind_method(D_METHOD("get_z_range_min"), &Light2D::get_z_range_min);
  287. ClassDB::bind_method(D_METHOD("set_z_range_max", "z"), &Light2D::set_z_range_max);
  288. ClassDB::bind_method(D_METHOD("get_z_range_max"), &Light2D::get_z_range_max);
  289. ClassDB::bind_method(D_METHOD("set_layer_range_min", "layer"), &Light2D::set_layer_range_min);
  290. ClassDB::bind_method(D_METHOD("get_layer_range_min"), &Light2D::get_layer_range_min);
  291. ClassDB::bind_method(D_METHOD("set_layer_range_max", "layer"), &Light2D::set_layer_range_max);
  292. ClassDB::bind_method(D_METHOD("get_layer_range_max"), &Light2D::get_layer_range_max);
  293. ClassDB::bind_method(D_METHOD("set_item_cull_mask", "item_cull_mask"), &Light2D::set_item_cull_mask);
  294. ClassDB::bind_method(D_METHOD("get_item_cull_mask"), &Light2D::get_item_cull_mask);
  295. ClassDB::bind_method(D_METHOD("set_item_shadow_cull_mask", "item_shadow_cull_mask"), &Light2D::set_item_shadow_cull_mask);
  296. ClassDB::bind_method(D_METHOD("get_item_shadow_cull_mask"), &Light2D::get_item_shadow_cull_mask);
  297. ClassDB::bind_method(D_METHOD("set_mode", "mode"), &Light2D::set_mode);
  298. ClassDB::bind_method(D_METHOD("get_mode"), &Light2D::get_mode);
  299. ClassDB::bind_method(D_METHOD("set_shadow_enabled", "enabled"), &Light2D::set_shadow_enabled);
  300. ClassDB::bind_method(D_METHOD("is_shadow_enabled"), &Light2D::is_shadow_enabled);
  301. ClassDB::bind_method(D_METHOD("set_shadow_buffer_size", "size"), &Light2D::set_shadow_buffer_size);
  302. ClassDB::bind_method(D_METHOD("get_shadow_buffer_size"), &Light2D::get_shadow_buffer_size);
  303. ClassDB::bind_method(D_METHOD("set_shadow_smooth", "smooth"), &Light2D::set_shadow_smooth);
  304. ClassDB::bind_method(D_METHOD("get_shadow_smooth"), &Light2D::get_shadow_smooth);
  305. ClassDB::bind_method(D_METHOD("set_shadow_gradient_length", "multiplier"), &Light2D::set_shadow_gradient_length);
  306. ClassDB::bind_method(D_METHOD("get_shadow_gradient_length"), &Light2D::get_shadow_gradient_length);
  307. ClassDB::bind_method(D_METHOD("set_shadow_filter", "filter"), &Light2D::set_shadow_filter);
  308. ClassDB::bind_method(D_METHOD("get_shadow_filter"), &Light2D::get_shadow_filter);
  309. ClassDB::bind_method(D_METHOD("set_shadow_color", "shadow_color"), &Light2D::set_shadow_color);
  310. ClassDB::bind_method(D_METHOD("get_shadow_color"), &Light2D::get_shadow_color);
  311. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
  312. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editor_only"), "set_editor_only", "is_editor_only");
  313. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
  314. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_texture_offset", "get_texture_offset");
  315. ADD_PROPERTY(PropertyInfo(Variant::REAL, "texture_scale", PROPERTY_HINT_RANGE, "0.01,50,0.01"), "set_texture_scale", "get_texture_scale");
  316. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
  317. ADD_PROPERTY(PropertyInfo(Variant::REAL, "energy", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_energy", "get_energy");
  318. ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Add,Sub,Mix,Mask"), "set_mode", "get_mode");
  319. ADD_GROUP("Range", "range_");
  320. ADD_PROPERTY(PropertyInfo(Variant::REAL, "range_height", PROPERTY_HINT_RANGE, "-2048,2048,0.1,or_lesser,or_greater"), "set_height", "get_height");
  321. 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");
  322. 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");
  323. ADD_PROPERTY(PropertyInfo(Variant::INT, "range_layer_min", PROPERTY_HINT_RANGE, "-512,512,1"), "set_layer_range_min", "get_layer_range_min");
  324. ADD_PROPERTY(PropertyInfo(Variant::INT, "range_layer_max", PROPERTY_HINT_RANGE, "-512,512,1"), "set_layer_range_max", "get_layer_range_max");
  325. ADD_PROPERTY(PropertyInfo(Variant::INT, "range_item_cull_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_item_cull_mask", "get_item_cull_mask");
  326. ADD_GROUP("Shadow", "shadow_");
  327. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_enabled"), "set_shadow_enabled", "is_shadow_enabled");
  328. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "shadow_color"), "set_shadow_color", "get_shadow_color");
  329. ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_buffer_size", PROPERTY_HINT_RANGE, "32,16384,1"), "set_shadow_buffer_size", "get_shadow_buffer_size");
  330. ADD_PROPERTY(PropertyInfo(Variant::REAL, "shadow_gradient_length", PROPERTY_HINT_RANGE, "0,4096,0.1"), "set_shadow_gradient_length", "get_shadow_gradient_length");
  331. ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_filter", PROPERTY_HINT_ENUM, "None,PCF3,PCF5,PCF7,PCF9,PCF13"), "set_shadow_filter", "get_shadow_filter");
  332. ADD_PROPERTY(PropertyInfo(Variant::REAL, "shadow_filter_smooth", PROPERTY_HINT_RANGE, "0,64,0.1"), "set_shadow_smooth", "get_shadow_smooth");
  333. ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_item_cull_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_item_shadow_cull_mask", "get_item_shadow_cull_mask");
  334. BIND_ENUM_CONSTANT(MODE_ADD);
  335. BIND_ENUM_CONSTANT(MODE_SUB);
  336. BIND_ENUM_CONSTANT(MODE_MIX);
  337. BIND_ENUM_CONSTANT(MODE_MASK);
  338. BIND_ENUM_CONSTANT(SHADOW_FILTER_NONE);
  339. BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF3);
  340. BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF5);
  341. BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF7);
  342. BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF9);
  343. BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF13);
  344. }
  345. Light2D::Light2D() {
  346. canvas_light = VisualServer::get_singleton()->canvas_light_create();
  347. enabled = true;
  348. editor_only = false;
  349. shadow = false;
  350. color = Color(1, 1, 1);
  351. height = 0;
  352. _scale = 1.0;
  353. z_min = -1024;
  354. z_max = 1024;
  355. layer_min = 0;
  356. layer_max = 0;
  357. item_mask = 1;
  358. item_shadow_mask = 1;
  359. mode = MODE_ADD;
  360. shadow_buffer_size = 2048;
  361. shadow_gradient_length = 0;
  362. energy = 1.0;
  363. shadow_color = Color(0, 0, 0, 0);
  364. shadow_filter = SHADOW_FILTER_NONE;
  365. shadow_smooth = 0;
  366. set_notify_transform(true);
  367. }
  368. Light2D::~Light2D() {
  369. VisualServer::get_singleton()->free(canvas_light);
  370. }