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-Some more work on 2D Lights (NOT FUNCTIONAL YET!)
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parent
d7ea20c166
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182
scene/2d/light_2d.cpp
Normal file
182
scene/2d/light_2d.cpp
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@ -0,0 +1,182 @@
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#include "light_2d.h"
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#include "servers/visual_server.h"
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void Light2D::set_enabled( bool p_enabled) {
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VS::get_singleton()->canvas_light_set_enabled(canvas_light,p_enabled);
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enabled=p_enabled;
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}
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bool Light2D::is_enabled() const {
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return enabled;
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}
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void Light2D::set_texture( const Ref<Texture>& p_texture) {
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texture=p_texture;
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if (texture.is_valid())
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VS::get_singleton()->canvas_light_set_texture(canvas_light,texture->get_rid());
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else
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VS::get_singleton()->canvas_light_set_texture(canvas_light,RID());
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}
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Ref<Texture> Light2D::get_texture() const {
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return texture;
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}
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void Light2D::set_texture_offset( const Vector2& p_offset) {
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texture_offset=p_offset;
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VS::get_singleton()->canvas_light_set_texture_offset(canvas_light,texture_offset);
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}
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Vector2 Light2D::get_texture_offset() const {
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return texture_offset;
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}
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void Light2D::set_color( const Color& p_color) {
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color=p_color;
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VS::get_singleton()->canvas_light_set_color(canvas_light,color);
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}
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Color Light2D::get_color() const {
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return color;
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}
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void Light2D::set_height( float p_height) {
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height=p_height;
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VS::get_singleton()->canvas_light_set_height(canvas_light,height);
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}
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float Light2D::get_height() const {
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return height;
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}
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void Light2D::set_z_range_min( int p_min_z) {
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z_min=p_min_z;
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VS::get_singleton()->canvas_light_set_z_range(canvas_light,z_min,z_max);
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}
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int Light2D::get_z_range_min() const {
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return z_min;
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}
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void Light2D::set_z_range_max( int p_max_z) {
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z_max=p_max_z;
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VS::get_singleton()->canvas_light_set_z_range(canvas_light,z_min,z_max);
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}
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int Light2D::get_z_range_max() const {
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return z_max;
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}
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void Light2D::set_item_mask( int p_mask) {
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item_mask=p_mask;
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VS::get_singleton()->canvas_light_set_item_mask(canvas_light,item_mask);
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}
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int Light2D::get_item_mask() const {
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return item_mask;
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}
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void Light2D::set_blend_mode( LightBlendMode p_blend_mode ) {
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blend_mode=p_blend_mode;
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VS::get_singleton()->canvas_light_set_blend_mode(canvas_light,VS::CanvasLightBlendMode(blend_mode));
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}
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Light2D::LightBlendMode Light2D::get_blend_mode() const {
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return blend_mode;
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}
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void Light2D::set_shadow_enabled( bool p_enabled) {
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shadow=p_enabled;
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VS::get_singleton()->canvas_light_set_shadow_enabled(canvas_light,shadow);
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}
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bool Light2D::is_shadow_enabled() const {
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return shadow;
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}
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void Light2D::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("set_enabled","enabled"),&Light2D::set_enabled);
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ObjectTypeDB::bind_method(_MD("is_enabled"),&Light2D::is_enabled);
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ObjectTypeDB::bind_method(_MD("set_texture","texture"),&Light2D::set_texture);
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ObjectTypeDB::bind_method(_MD("get_texture"),&Light2D::get_texture);
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ObjectTypeDB::bind_method(_MD("set_texture_offset","texture_offset"),&Light2D::set_texture_offset);
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ObjectTypeDB::bind_method(_MD("get_texture_offset"),&Light2D::get_texture_offset);
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ObjectTypeDB::bind_method(_MD("set_color","color"),&Light2D::set_color);
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ObjectTypeDB::bind_method(_MD("get_color"),&Light2D::get_color);
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ObjectTypeDB::bind_method(_MD("set_height","height"),&Light2D::set_height);
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ObjectTypeDB::bind_method(_MD("get_height"),&Light2D::get_height);
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ObjectTypeDB::bind_method(_MD("set_z_range_min","z"),&Light2D::set_z_range_min);
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ObjectTypeDB::bind_method(_MD("get_z_range_min"),&Light2D::get_z_range_min);
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ObjectTypeDB::bind_method(_MD("set_z_range_max","z"),&Light2D::set_z_range_max);
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ObjectTypeDB::bind_method(_MD("get_z_range_max"),&Light2D::get_z_range_max);
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ObjectTypeDB::bind_method(_MD("set_item_mask","item_mask"),&Light2D::set_item_mask);
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ObjectTypeDB::bind_method(_MD("get_item_mask"),&Light2D::get_item_mask);
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ObjectTypeDB::bind_method(_MD("set_blend_mode","blend_mode"),&Light2D::set_blend_mode);
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ObjectTypeDB::bind_method(_MD("get_blend_mode"),&Light2D::get_blend_mode);
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ObjectTypeDB::bind_method(_MD("set_shadow_enabled","enabled"),&Light2D::set_shadow_enabled);
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ObjectTypeDB::bind_method(_MD("is_shadow_enabled"),&Light2D::is_shadow_enabled);
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ADD_PROPERTY( PropertyInfo(Variant::BOOL,"enabled"),_SCS("set_enabled"),_SCS("is_enabled"));
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ADD_PROPERTY( PropertyInfo(Variant::OBJECT,"texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"));
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ADD_PROPERTY( PropertyInfo(Variant::VECTOR2,"texture_offset"),_SCS("set_texture_offset"),_SCS("get_texture_offset"));
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ADD_PROPERTY( PropertyInfo(Variant::COLOR,"color"),_SCS("set_color"),_SCS("get_color"));
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"height"),_SCS("set_height"),_SCS("get_height"));
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ADD_PROPERTY( PropertyInfo(Variant::INT,"z_range_min",PROPERTY_HINT_RANGE,itos(VS::CANVAS_ITEM_Z_MIN)+","+itos(VS::CANVAS_ITEM_Z_MAX)+",1"),_SCS("set_z_range_min"),_SCS("get_z_range_min"));
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ADD_PROPERTY( PropertyInfo(Variant::INT,"z_range_max",PROPERTY_HINT_RANGE,itos(VS::CANVAS_ITEM_Z_MIN)+","+itos(VS::CANVAS_ITEM_Z_MAX)+",1"),_SCS("set_z_range_max"),_SCS("get_z_range_max"));
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ADD_PROPERTY( PropertyInfo(Variant::INT,"item_mask",PROPERTY_HINT_ALL_FLAGS),_SCS("set_item_mask"),_SCS("get_item_mask"));
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ADD_PROPERTY( PropertyInfo(Variant::INT,"blend_mode",PROPERTY_HINT_ENUM,"Add,Sub,Mul,Dodge,Burn,Lighten,Darken,Overlay,Screen"),_SCS("set_blend_mode"),_SCS("get_blend_mode"));
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ADD_PROPERTY( PropertyInfo(Variant::BOOL,"shadow_enabled"),_SCS("set_shadow_enabled"),_SCS("is_shadow_enabled"));
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}
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Light2D::Light2D() {
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canvas_light=VisualServer::get_singleton()->canvas_light_create();
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enabled=true;
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shadow=false;
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color=Color(1,1,1);
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height=0;
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z_min=-1024;
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z_max=1024;
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item_mask=1;
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blend_mode=LIGHT_BLEND_ADD;
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}
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Light2D::~Light2D() {
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VisualServer::get_singleton()->free(canvas_light);
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}
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80
scene/2d/light_2d.h
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80
scene/2d/light_2d.h
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#ifndef LIGHT_2D_H
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#define LIGHT_2D_H
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#include "scene/2d/node_2d.h"
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class Light2D : public Node2D {
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OBJ_TYPE(Light2D,Node2D);
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public:
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enum LightBlendMode {
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LIGHT_BLEND_ADD,
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LIGHT_BLEND_SUB,
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LIGHT_BLEND_MULTIPLY,
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LIGHT_BLEND_DODGE,
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LIGHT_BLEND_BURN,
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LIGHT_BLEND_LIGHTEN,
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LIGHT_BLEND_DARKEN,
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LIGHT_BLEND_OVERLAY,
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LIGHT_BLEND_SCREEN,
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};
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private:
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RID canvas_light;
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bool enabled;
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bool shadow;
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Color color;
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float height;
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int z_min;
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int z_max;
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int item_mask;
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LightBlendMode blend_mode;
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Ref<Texture> texture;
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Vector2 texture_offset;
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protected:
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static void _bind_methods();
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public:
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void set_enabled( bool p_enabled);
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bool is_enabled() const;
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void set_texture( const Ref<Texture>& p_texture);
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Ref<Texture> get_texture() const;
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void set_texture_offset( const Vector2& p_offset);
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Vector2 get_texture_offset() const;
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void set_color( const Color& p_color);
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Color get_color() const;
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void set_height( float p_height);
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float get_height() const;
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void set_z_range_min( int p_min_z);
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int get_z_range_min() const;
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void set_z_range_max( int p_max_z);
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int get_z_range_max() const;
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void set_item_mask( int p_mask);
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int get_item_mask() const;
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void set_blend_mode( LightBlendMode p_blend_mode );
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LightBlendMode get_blend_mode() const;
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void set_shadow_enabled( bool p_enabled);
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bool is_shadow_enabled() const;
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Light2D();
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~Light2D();
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};
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VARIANT_ENUM_CAST(Light2D::LightBlendMode);
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#endif // LIGHT_2D_H
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@ -79,6 +79,7 @@
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#include "scene/resources/video_stream.h"
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#include "scene/2d/particles_2d.h"
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#include "scene/2d/path_2d.h"
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#include "scene/2d/light_2d.h"
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#include "scene/2d/canvas_item.h"
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#include "scene/2d/sprite.h"
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@ -472,6 +473,7 @@ void register_scene_types() {
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ObjectTypeDB::register_type<VisibilityNotifier2D>();
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ObjectTypeDB::register_type<VisibilityEnabler2D>();
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ObjectTypeDB::register_type<Polygon2D>();
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ObjectTypeDB::register_type<Light2D>();
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ObjectTypeDB::register_type<YSort>();
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ObjectTypeDB::set_type_enabled("CollisionShape2D",false);
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CANVAS_RECT_FLIP_V=8
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};
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struct CanvasLight {
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bool enabled;
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bool shadow;
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Color color;
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Matrix32 xform;
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float height;
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int z_min;
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int z_max;
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int item_mask;
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VS::CanvasLightBlendMode blend_mode;
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RID texture;
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void *texture_cache; // implementation dependent
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Vector2 texture_offset;
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CanvasLight *next_ptr;
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CanvasLight() {
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enabled=true;
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shadow=false;
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color=Color(1,1,1);
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height=0;
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z_min=-1024;
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z_max=1024;
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item_mask=1;
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blend_mode=VS::CANVAS_LIGHT_BLEND_ADD;
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texture_cache=NULL;
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next_ptr=NULL;
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}
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};
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struct CanvasItem {
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struct Command {
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@ -3823,60 +3823,100 @@ void VisualServerRaster::canvas_item_raise(RID p_item) {
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RID VisualServerRaster::canvas_light_create() {
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return RID();
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Rasterizer::CanvasLight *clight = memnew( Rasterizer::CanvasLight );
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return canvas_light_owner.make_rid(clight);
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}
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void VisualServerRaster::canvas_light_attach_to_canvas(RID p_light,RID p_canvas){
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Rasterizer::CanvasLight *clight = canvas_light_owner.get(p_light);
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ERR_FAIL_COND(!clight);
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}
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void VisualServerRaster::canvas_light_set_enabled(RID p_light, bool p_enabled){
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Rasterizer::CanvasLight *clight = canvas_light_owner.get(p_light);
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ERR_FAIL_COND(!clight);
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clight->enabled=p_enabled;
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}
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void VisualServerRaster::canvas_light_set_transform(RID p_light, const Matrix32& p_transform){
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Rasterizer::CanvasLight *clight = canvas_light_owner.get(p_light);
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ERR_FAIL_COND(!clight);
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clight->xform=p_transform;
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}
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void VisualServerRaster::canvas_light_set_texture(RID p_light, RID p_texture){
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Rasterizer::CanvasLight *clight = canvas_light_owner.get(p_light);
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ERR_FAIL_COND(!clight);
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clight->texture=p_texture;
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}
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void VisualServerRaster::canvas_light_set_texture_offset(RID p_light, const Vector2& p_offset){
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Rasterizer::CanvasLight *clight = canvas_light_owner.get(p_light);
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ERR_FAIL_COND(!clight);
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clight->texture_offset=p_offset;
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}
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void VisualServerRaster::canvas_light_set_color(RID p_light, const Color& p_color){
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Rasterizer::CanvasLight *clight = canvas_light_owner.get(p_light);
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ERR_FAIL_COND(!clight);
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clight->color=p_color;
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}
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void VisualServerRaster::canvas_light_set_height(RID p_light, float p_height){
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Rasterizer::CanvasLight *clight = canvas_light_owner.get(p_light);
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ERR_FAIL_COND(!clight);
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clight->height=p_height;
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}
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void VisualServerRaster::canvas_light_set_z_range(RID p_light, int p_min_z,int p_max_z){
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Rasterizer::CanvasLight *clight = canvas_light_owner.get(p_light);
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ERR_FAIL_COND(!clight);
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clight->z_min=p_min_z;
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clight->z_max=p_max_z;
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}
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void VisualServerRaster::canvas_light_set_item_mask(RID p_light, int p_mask){
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Rasterizer::CanvasLight *clight = canvas_light_owner.get(p_light);
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ERR_FAIL_COND(!clight);
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clight->item_mask=p_mask;
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}
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void VisualServerRaster::canvas_light_set_blend_mode(RID p_light, CanvasLightBlendMode p_blend_mode){
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Rasterizer::CanvasLight *clight = canvas_light_owner.get(p_light);
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ERR_FAIL_COND(!clight);
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clight->blend_mode=p_blend_mode;
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}
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void VisualServerRaster::canvas_light_set_shadow_enabled(RID p_light, bool p_enabled){
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Rasterizer::CanvasLight *clight = canvas_light_owner.get(p_light);
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ERR_FAIL_COND(!clight);
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clight->shadow=p_enabled;
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}
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void VisualServerRaster::canvas_light_set_shadow_buffer_size(RID p_light, int p_size){
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Rasterizer::CanvasLight *clight = canvas_light_owner.get(p_light);
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ERR_FAIL_COND(!clight);
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}
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void VisualServerRaster::canvas_light_set_shadow_filter(RID p_light, int p_size){
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Rasterizer::CanvasLight *clight = canvas_light_owner.get(p_light);
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ERR_FAIL_COND(!clight);
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}
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@ -4186,6 +4226,15 @@ void VisualServerRaster::free( RID p_rid ) {
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canvas_item_owner.free( p_rid );
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memdelete( canvas_item );
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} else if (canvas_light_owner.owns(p_rid)) {
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Rasterizer::CanvasLight *canvas_light = canvas_light_owner.get(p_rid);
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ERR_FAIL_COND(!canvas_light);
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canvas_light_owner.free( p_rid );
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memdelete( canvas_light );
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} else if (scenario_owner.owns(p_rid)) {
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Scenario *scenario=scenario_owner.get(p_rid);
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@ -440,6 +440,8 @@ class VisualServerRaster : public VisualServer {
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};
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RID_Owner<Rasterizer::CanvasLight> canvas_light_owner;
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struct Viewport {
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BIN
tools/editor/icons/icon_light_2d.png
Normal file
BIN
tools/editor/icons/icon_light_2d.png
Normal file
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