text: /*************************************************************************/
  /*  light_2d.cpp                                                         */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                      https://godotengine.org                          */
  /*************************************************************************/
  /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
  /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md)    */
  /*                                                                       */
  /* Permission is hereby granted, free of charge, to any person obtaining */
  /* a copy of this software and associated documentation files (the       */
  /* "Software"), to deal in the Software without restriction, including   */
  /* without limitation the rights to use, copy, modify, merge, publish,   */
  /* distribute, sublicense, and/or sell copies of the Software, and to    */
  /* permit persons to whom the Software is furnished to do so, subject to */
  /* the following conditions:                                             */
  /*                                                                       */
  /* The above copyright notice and this permission notice shall be        */
  /* included in all copies or substantial portions of the Software.       */
  /*                                                                       */
  /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
  /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
  /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
  /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
  /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
  /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
  /*************************************************************************/
  #include "light_2d.h"
  
  #include "engine.h"
  #include "servers/visual_server.h"
  
  void Light2D::_edit_set_pivot(const Point2 &p_pivot) {
  
  	set_texture_offset(p_pivot);
  }
  
  Point2 Light2D::_edit_get_pivot() const {
  
  	return get_texture_offset();
  }
  bool Light2D::_edit_use_pivot() const {
  
  	return true;
  }
  
  Rect2 Light2D::_edit_get_rect() const {
  
  	if (texture.is_null())
  		return Rect2(0, 0, 1, 1);
  
  	Size2i s;
  
  	s = texture->get_size() * _scale;
  	Point2i ofs = texture_offset;
  	ofs -= s / 2;
  
  	if (s == Size2(0, 0))
  		s = Size2(1, 1);
  
  	return Rect2(ofs, s);
  }
  
  void Light2D::_update_light_visibility() {
  
  	if (!is_inside_tree())
  		return;
  
  	bool editor_ok = true;
  
  #ifdef TOOLS_ENABLED
  	if (editor_only) {
  		if (!Engine::get_singleton()->is_editor_hint()) {
  			editor_ok = false;
  		} else {
  			editor_ok = (get_tree()->get_edited_scene_root() && (this == get_tree()->get_edited_scene_root() || get_owner() == get_tree()->get_edited_scene_root()));
  		}
  	}
  #else
  	if (editor_only) {
  		editor_ok = false;
  	}
  #endif
  
  	VS::get_singleton()->canvas_light_set_enabled(canvas_light, enabled && is_visible_in_tree() && editor_ok);
  }
  
  void Light2D::set_enabled(bool p_enabled) {
  
  	enabled = p_enabled;
  	_update_light_visibility();
  }
  
  bool Light2D::is_enabled() const {
  
  	return enabled;
  }
  
  void Light2D::set_editor_only(bool p_editor_only) {
  
  	editor_only = p_editor_only;
  	_update_light_visibility();
  }
  
  bool Light2D::is_editor_only() const {
  
  	return editor_only;
  }
  
  void Light2D::set_texture(const Ref<Texture> &p_texture) {
  
  	texture = p_texture;
  	if (texture.is_valid())
  		VS::get_singleton()->canvas_light_set_texture(canvas_light, texture->get_rid());
  	else
  		VS::get_singleton()->canvas_light_set_texture(canvas_light, RID());
  
  	update_configuration_warning();
  }
  
  Ref<Texture> Light2D::get_texture() const {
  
  	return texture;
  }
  
  void Light2D::set_texture_offset(const Vector2 &p_offset) {
  
  	texture_offset = p_offset;
  	VS::get_singleton()->canvas_light_set_texture_offset(canvas_light, texture_offset);
  	item_rect_changed();
  }
  
  Vector2 Light2D::get_texture_offset() const {
  
  	return texture_offset;
  }
  
  void Light2D::set_color(const Color &p_color) {
  
  	color = p_color;
  	VS::get_singleton()->canvas_light_set_color(canvas_light, color);
  }
  Color Light2D::get_color() const {
  
  	return color;
  }
  
  void Light2D::set_height(float p_height) {
  
  	height = p_height;
  	VS::get_singleton()->canvas_light_set_height(canvas_light, height);
  }
  
  float Light2D::get_height() const {
  
  	return height;
  }
  
  void Light2D::set_energy(float p_energy) {
  
  	energy = p_energy;
  	VS::get_singleton()->canvas_light_set_energy(canvas_light, energy);
  }
  
  float Light2D::get_energy() const {
  
  	return energy;
  }
  
  void Light2D::set_texture_scale(float p_scale) {
  
  	_scale = p_scale;
  	VS::get_singleton()->canvas_light_set_scale(canvas_light, _scale);
  	item_rect_changed();
  }
  
  float Light2D::get_texture_scale() const {
  
  	return _scale;
  }
  
  void Light2D::set_z_range_min(int p_min_z) {
  
  	z_min = p_min_z;
  	VS::get_singleton()->canvas_light_set_z_range(canvas_light, z_min, z_max);
  }
  int Light2D::get_z_range_min() const {
  
  	return z_min;
  }
  
  void Light2D::set_z_range_max(int p_max_z) {
  
  	z_max = p_max_z;
  	VS::get_singleton()->canvas_light_set_z_range(canvas_light, z_min, z_max);
  }
  int Light2D::get_z_range_max() const {
  
  	return z_max;
  }
  
  void Light2D::set_layer_range_min(int p_min_layer) {
  
  	layer_min = p_min_layer;
  	VS::get_singleton()->canvas_light_set_layer_range(canvas_light, layer_min, layer_max);
  }
  int Light2D::get_layer_range_min() const {
  
  	return layer_min;
  }
  
  void Light2D::set_layer_range_max(int p_max_layer) {
  
  	layer_max = p_max_layer;
  	VS::get_singleton()->canvas_light_set_layer_range(canvas_light, layer_min, layer_max);
  }
  int Light2D::get_layer_range_max() const {
  
  	return layer_max;
  }
  
  void Light2D::set_item_cull_mask(int p_mask) {
  
  	item_mask = p_mask;
  	VS::get_singleton()->canvas_light_set_item_cull_mask(canvas_light, item_mask);
  }
  
  int Light2D::get_item_cull_mask() const {
  
  	return item_mask;
  }
  
  void Light2D::set_item_shadow_cull_mask(int p_mask) {
  
  	item_shadow_mask = p_mask;
  	VS::get_singleton()->canvas_light_set_item_shadow_cull_mask(canvas_light, item_shadow_mask);
  }
  
  int Light2D::get_item_shadow_cull_mask() const {
  
  	return item_shadow_mask;
  }
  
  void Light2D::set_mode(Mode p_mode) {
  
  	mode = p_mode;
  	VS::get_singleton()->canvas_light_set_mode(canvas_light, VS::CanvasLightMode(p_mode));
  }
  
  Light2D::Mode Light2D::get_mode() const {
  
  	return mode;
  }
  
  void Light2D::set_shadow_enabled(bool p_enabled) {
  
  	shadow = p_enabled;
  	VS::get_singleton()->canvas_light_set_shadow_enabled(canvas_light, shadow);
  }
  bool Light2D::is_shadow_enabled() const {
  
  	return shadow;
  }
  
  void Light2D::set_shadow_buffer_size(int p_size) {
  
  	shadow_buffer_size = p_size;
  	VS::get_singleton()->canvas_light_set_shadow_buffer_size(canvas_light, shadow_buffer_size);
  }
  
  int Light2D::get_shadow_buffer_size() const {
  
  	return shadow_buffer_size;
  }
  
  void Light2D::set_shadow_gradient_length(float p_multiplier) {
  
  	shadow_gradient_length = p_multiplier;
  	VS::get_singleton()->canvas_light_set_shadow_gradient_length(canvas_light, p_multiplier);
  }
  
  float Light2D::get_shadow_gradient_length() const {
  
  	return shadow_gradient_length;
  }
  
  void Light2D::set_shadow_filter(ShadowFilter p_filter) {
  	shadow_filter = p_filter;
  	VS::get_singleton()->canvas_light_set_shadow_filter(canvas_light, VS::CanvasLightShadowFilter(p_filter));
  }
  
  Light2D::ShadowFilter Light2D::get_shadow_filter() const {
  
  	return shadow_filter;
  }
  
  void Light2D::set_shadow_color(const Color &p_shadow_color) {
  	shadow_color = p_shadow_color;
  	VS::get_singleton()->canvas_light_set_shadow_color(canvas_light, shadow_color);
  }
  
  Color Light2D::get_shadow_color() const {
  	return shadow_color;
  }
  
  void Light2D::_notification(int p_what) {
  
  	if (p_what == NOTIFICATION_ENTER_TREE) {
  
  		VS::get_singleton()->canvas_light_attach_to_canvas(canvas_light, get_canvas());
  		_update_light_visibility();
  	}
  
  	if (p_what == NOTIFICATION_TRANSFORM_CHANGED) {
  
  		VS::get_singleton()->canvas_light_set_transform(canvas_light, get_global_transform());
  	}
  	if (p_what == NOTIFICATION_VISIBILITY_CHANGED) {
  
  		_update_light_visibility();
  	}
  
  	if (p_what == NOTIFICATION_EXIT_TREE) {
  
  		VS::get_singleton()->canvas_light_attach_to_canvas(canvas_light, RID());
  		_update_light_visibility();
  	}
  }
  
  String Light2D::get_configuration_warning() const {
  
  	if (!texture.is_valid()) {
  		return TTR("A texture with the shape of the light must be supplied to the 'texture' property.");
  	}
  
  	return String();
  }
  
  void Light2D::set_shadow_smooth(float p_amount) {
  
  	shadow_smooth = p_amount;
  	VS::get_singleton()->canvas_light_set_shadow_smooth(canvas_light, shadow_smooth);
  }
  
  float Light2D::get_shadow_smooth() const {
  
  	return shadow_smooth;
  }
  
  void Light2D::_bind_methods() {
  
  	ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &Light2D::set_enabled);
  	ClassDB::bind_method(D_METHOD("is_enabled"), &Light2D::is_enabled);
  
  	ClassDB::bind_method(D_METHOD("set_editor_only", "editor_only"), &Light2D::set_editor_only);
  	ClassDB::bind_method(D_METHOD("is_editor_only"), &Light2D::is_editor_only);
  
  	ClassDB::bind_method(D_METHOD("set_texture", "texture"), &Light2D::set_texture);
  	ClassDB::bind_method(D_METHOD("get_texture"), &Light2D::get_texture);
  
  	ClassDB::bind_method(D_METHOD("set_texture_offset", "texture_offset"), &Light2D::set_texture_offset);
  	ClassDB::bind_method(D_METHOD("get_texture_offset"), &Light2D::get_texture_offset);
  
  	ClassDB::bind_method(D_METHOD("set_color", "color"), &Light2D::set_color);
  	ClassDB::bind_method(D_METHOD("get_color"), &Light2D::get_color);
  
  	ClassDB::bind_method(D_METHOD("set_height", "height"), &Light2D::set_height);
  	ClassDB::bind_method(D_METHOD("get_height"), &Light2D::get_height);
  
  	ClassDB::bind_method(D_METHOD("set_energy", "energy"), &Light2D::set_energy);
  	ClassDB::bind_method(D_METHOD("get_energy"), &Light2D::get_energy);
  
  	ClassDB::bind_method(D_METHOD("set_texture_scale", "texture_scale"), &Light2D::set_texture_scale);
  	ClassDB::bind_method(D_METHOD("get_texture_scale"), &Light2D::get_texture_scale);
  
  	ClassDB::bind_method(D_METHOD("set_z_range_min", "z"), &Light2D::set_z_range_min);
  	ClassDB::bind_method(D_METHOD("get_z_range_min"), &Light2D::get_z_range_min);
  
  	ClassDB::bind_method(D_METHOD("set_z_range_max", "z"), &Light2D::set_z_range_max);
  	ClassDB::bind_method(D_METHOD("get_z_range_max"), &Light2D::get_z_range_max);
  
  	ClassDB::bind_method(D_METHOD("set_layer_range_min", "layer"), &Light2D::set_layer_range_min);
  	ClassDB::bind_method(D_METHOD("get_layer_range_min"), &Light2D::get_layer_range_min);
  
  	ClassDB::bind_method(D_METHOD("set_layer_range_max", "layer"), &Light2D::set_layer_range_max);
  	ClassDB::bind_method(D_METHOD("get_layer_range_max"), &Light2D::get_layer_range_max);
  
  	ClassDB::bind_method(D_METHOD("set_item_cull_mask", "item_cull_mask"), &Light2D::set_item_cull_mask);
  	ClassDB::bind_method(D_METHOD("get_item_cull_mask"), &Light2D::get_item_cull_mask);
  
  	ClassDB::bind_method(D_METHOD("set_item_shadow_cull_mask", "item_shadow_cull_mask"), &Light2D::set_item_shadow_cull_mask);
  	ClassDB::bind_method(D_METHOD("get_item_shadow_cull_mask"), &Light2D::get_item_shadow_cull_mask);
  
  	ClassDB::bind_method(D_METHOD("set_mode", "mode"), &Light2D::set_mode);
  	ClassDB::bind_method(D_METHOD("get_mode"), &Light2D::get_mode);
  
  	ClassDB::bind_method(D_METHOD("set_shadow_enabled", "enabled"), &Light2D::set_shadow_enabled);
  	ClassDB::bind_method(D_METHOD("is_shadow_enabled"), &Light2D::is_shadow_enabled);
  
  	ClassDB::bind_method(D_METHOD("set_shadow_buffer_size", "size"), &Light2D::set_shadow_buffer_size);
  	ClassDB::bind_method(D_METHOD("get_shadow_buffer_size"), &Light2D::get_shadow_buffer_size);
  
  	ClassDB::bind_method(D_METHOD("set_shadow_smooth", "smooth"), &Light2D::set_shadow_smooth);
  	ClassDB::bind_method(D_METHOD("get_shadow_smooth"), &Light2D::get_shadow_smooth);
  
  	ClassDB::bind_method(D_METHOD("set_shadow_gradient_length", "multiplier"), &Light2D::set_shadow_gradient_length);
  	ClassDB::bind_method(D_METHOD("get_shadow_gradient_length"), &Light2D::get_shadow_gradient_length);
  
  	ClassDB::bind_method(D_METHOD("set_shadow_filter", "filter"), &Light2D::set_shadow_filter);
  	ClassDB::bind_method(D_METHOD("get_shadow_filter"), &Light2D::get_shadow_filter);
  
  	ClassDB::bind_method(D_METHOD("set_shadow_color", "shadow_color"), &Light2D::set_shadow_color);
  	ClassDB::bind_method(D_METHOD("get_shadow_color"), &Light2D::get_shadow_color);
  
  	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
  	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editor_only"), "set_editor_only", "is_editor_only");
  	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
  	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_texture_offset", "get_texture_offset");
  	ADD_PROPERTY(PropertyInfo(Variant::REAL, "texture_scale", PROPERTY_HINT_RANGE, "0.01,50,0.01"), "set_texture_scale", "get_texture_scale");
  	ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
  	ADD_PROPERTY(PropertyInfo(Variant::REAL, "energy", PROPERTY_HINT_RANGE, "0.01,100,0.01"), "set_energy", "get_energy");
  	ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Add,Sub,Mix,Mask"), "set_mode", "get_mode");
  	ADD_GROUP("Range", "range_");
  	ADD_PROPERTY(PropertyInfo(Variant::REAL, "range_height", PROPERTY_HINT_RANGE, "-100,100,0.1"), "set_height", "get_height");
  	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");
  	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");
  	ADD_PROPERTY(PropertyInfo(Variant::INT, "range_layer_min", PROPERTY_HINT_RANGE, "-512,512,1"), "set_layer_range_min", "get_layer_range_min");
  	ADD_PROPERTY(PropertyInfo(Variant::INT, "range_layer_max", PROPERTY_HINT_RANGE, "-512,512,1"), "set_layer_range_max", "get_layer_range_max");
  	ADD_PROPERTY(PropertyInfo(Variant::INT, "range_item_cull_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_item_cull_mask", "get_item_cull_mask");
  
  	ADD_GROUP("Shadow", "shadow_");
  	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_enabled"), "set_shadow_enabled", "is_shadow_enabled");
  	ADD_PROPERTY(PropertyInfo(Variant::COLOR, "shadow_color"), "set_shadow_color", "get_shadow_color");
  	ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_buffer_size", PROPERTY_HINT_RANGE, "32,16384,1"), "set_shadow_buffer_size", "get_shadow_buffer_size");
  	ADD_PROPERTY(PropertyInfo(Variant::REAL, "shadow_gradient_length", PROPERTY_HINT_RANGE, "0,4096,0.1"), "set_shadow_gradient_length", "get_shadow_gradient_length");
  	ADD_PROPERTY(PropertyInfo(Variant::REAL, "shadow_filter", PROPERTY_HINT_ENUM, "None,PCF3,PCF5,PCF7,PCF9,PCF13"), "set_shadow_filter", "get_shadow_filter");
  	ADD_PROPERTY(PropertyInfo(Variant::REAL, "shadow_filter_smooth", PROPERTY_HINT_RANGE, "0,64,0.1"), "set_shadow_smooth", "get_shadow_smooth");
  	ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_item_cull_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_item_shadow_cull_mask", "get_item_shadow_cull_mask");
  
  	BIND_ENUM_CONSTANT(MODE_ADD);
  	BIND_ENUM_CONSTANT(MODE_SUB);
  	BIND_ENUM_CONSTANT(MODE_MIX);
  	BIND_ENUM_CONSTANT(MODE_MASK);
  
  	BIND_ENUM_CONSTANT(SHADOW_FILTER_NONE);
  	BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF3);
  	BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF5);
  	BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF7);
  	BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF9);
  	BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF13);
  }
  
  Light2D::Light2D() {
  
  	canvas_light = VisualServer::get_singleton()->canvas_light_create();
  	enabled = true;
  	editor_only = false;
  	shadow = false;
  	color = Color(1, 1, 1);
  	height = 0;
  	_scale = 1.0;
  	z_min = -1024;
  	z_max = 1024;
  	layer_min = 0;
  	layer_max = 0;
  	item_mask = 1;
  	item_shadow_mask = 1;
  	mode = MODE_ADD;
  	shadow_buffer_size = 2048;
  	shadow_gradient_length = 0;
  	energy = 1.0;
  	shadow_color = Color(0, 0, 0, 0);
  	shadow_filter = SHADOW_FILTER_NONE;
  	shadow_smooth = 0;
  
  	set_notify_transform(true);
  }
  
  Light2D::~Light2D() {
  
  	VisualServer::get_singleton()->free(canvas_light);
  }
  