Implement DirectionalLight2D

Also separated Light2D in PointLight2D and DirectionalLight2D.
Used PointLight2D because its more of a point, and it does not work
the same as OmniLight (as shape depends on texture).
Added a few utility methods to Rect2D I needed.
This commit is contained in:
reduz 2020-11-03 16:51:53 -03:00
parent 3ec10bb07c
commit f123981a96
16 changed files with 869 additions and 364 deletions

View file

@ -37,13 +37,6 @@ class Light2D : public Node2D {
GDCLASS(Light2D, Node2D);
public:
enum Mode {
MODE_ADD,
MODE_SUB,
MODE_MIX,
MODE_MASK,
};
enum ShadowFilter {
SHADOW_FILTER_NONE,
SHADOW_FILTER_PCF5,
@ -51,6 +44,12 @@ public:
SHADOW_FILTER_MAX
};
enum BlendMode {
BLEND_MODE_ADD,
BLEND_MODE_SUB,
BLEND_MODE_MIX,
};
private:
RID canvas_light;
bool enabled;
@ -68,43 +67,25 @@ private:
int item_mask;
int item_shadow_mask;
float shadow_smooth;
Mode mode;
Ref<Texture2D> texture;
Vector2 texture_offset;
ShadowFilter shadow_filter;
BlendMode blend_mode;
void _update_light_visibility();
protected:
_FORCE_INLINE_ RID _get_light() const { return canvas_light; }
void _notification(int p_what);
static void _bind_methods();
public:
#ifdef TOOLS_ENABLED
virtual Dictionary _edit_get_state() const override;
virtual void _edit_set_state(const Dictionary &p_state) override;
virtual void _edit_set_pivot(const Point2 &p_pivot) override;
virtual Point2 _edit_get_pivot() const override;
virtual bool _edit_use_pivot() const override;
virtual Rect2 _edit_get_rect() const override;
virtual bool _edit_use_rect() const override;
#endif
virtual Rect2 get_anchorable_rect() const override;
void set_enabled(bool p_enabled);
bool is_enabled() const;
void set_editor_only(bool p_editor_only);
bool is_editor_only() const;
void set_texture(const Ref<Texture2D> &p_texture);
Ref<Texture2D> get_texture() const;
void set_texture_offset(const Vector2 &p_offset);
Vector2 get_texture_offset() const;
void set_color(const Color &p_color);
Color get_color() const;
@ -114,9 +95,6 @@ public:
void set_energy(float p_energy);
float get_energy() const;
void set_texture_scale(float p_scale);
float get_texture_scale() const;
void set_z_range_min(int p_min_z);
int get_z_range_min() const;
@ -135,9 +113,6 @@ public:
void set_item_shadow_cull_mask(int p_mask);
int get_item_shadow_cull_mask() const;
void set_mode(Mode p_mode);
Mode get_mode() const;
void set_shadow_enabled(bool p_enabled);
bool is_shadow_enabled() const;
@ -150,13 +125,69 @@ public:
void set_shadow_smooth(float p_amount);
float get_shadow_smooth() const;
String get_configuration_warning() const override;
void set_blend_mode(BlendMode p_mode);
BlendMode get_blend_mode() const;
Light2D();
~Light2D();
};
VARIANT_ENUM_CAST(Light2D::Mode);
VARIANT_ENUM_CAST(Light2D::ShadowFilter);
VARIANT_ENUM_CAST(Light2D::BlendMode);
class PointLight2D : public Light2D {
GDCLASS(PointLight2D, Light2D);
private:
float _scale;
Ref<Texture2D> texture;
Vector2 texture_offset;
protected:
static void _bind_methods();
public:
#ifdef TOOLS_ENABLED
virtual Dictionary _edit_get_state() const override;
virtual void _edit_set_state(const Dictionary &p_state) override;
virtual void _edit_set_pivot(const Point2 &p_pivot) override;
virtual Point2 _edit_get_pivot() const override;
virtual bool _edit_use_pivot() const override;
virtual Rect2 _edit_get_rect() const override;
virtual bool _edit_use_rect() const override;
#endif
virtual Rect2 get_anchorable_rect() const override;
void set_texture(const Ref<Texture2D> &p_texture);
Ref<Texture2D> get_texture() const;
void set_texture_offset(const Vector2 &p_offset);
Vector2 get_texture_offset() const;
void set_texture_scale(float p_scale);
float get_texture_scale() const;
String get_configuration_warning() const override;
PointLight2D();
~PointLight2D();
};
class DirectionalLight2D : public Light2D {
GDCLASS(DirectionalLight2D, Light2D);
float max_distance = 10000.0;
protected:
static void _bind_methods();
public:
void set_max_distance(float p_distance);
float get_max_distance() const;
DirectionalLight2D();
};
#endif // LIGHT_2D_H