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author | reduz <reduzio@gmail.com> | 2020-11-03 16:51:53 -0300 |
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committer | reduz <reduzio@gmail.com> | 2020-11-04 10:03:01 -0300 |
commit | f123981a96c8ab7d7cb3e77ecbcf0048cb3b79e6 (patch) | |
tree | 9759e240a4043c1e5878a0a431ab6ae366792340 /servers/rendering/rendering_server_raster.h | |
parent | 3ec10bb07cb4a1ce1170c1d189475c8147576b7e (diff) | |
download | redot-engine-f123981a96c8ab7d7cb3e77ecbcf0048cb3b79e6.tar.gz |
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.
Diffstat (limited to 'servers/rendering/rendering_server_raster.h')
-rw-r--r-- | servers/rendering/rendering_server_raster.h | 8 |
1 files changed, 6 insertions, 2 deletions
diff --git a/servers/rendering/rendering_server_raster.h b/servers/rendering/rendering_server_raster.h index a89d4db1f8..daad706f8e 100644 --- a/servers/rendering/rendering_server_raster.h +++ b/servers/rendering/rendering_server_raster.h @@ -748,9 +748,12 @@ public: BIND6(canvas_item_set_canvas_group_mode, RID, CanvasGroupMode, float, bool, float, bool) BIND0R(RID, canvas_light_create) + + BIND2(canvas_light_set_mode, RID, CanvasLightMode) + BIND2(canvas_light_attach_to_canvas, RID, RID) BIND2(canvas_light_set_enabled, RID, bool) - BIND2(canvas_light_set_scale, RID, float) + BIND2(canvas_light_set_texture_scale, RID, float) BIND2(canvas_light_set_transform, RID, const Transform2D &) BIND2(canvas_light_set_texture, RID, RID) BIND2(canvas_light_set_texture_offset, RID, const Vector2 &) @@ -761,8 +764,9 @@ public: BIND3(canvas_light_set_layer_range, RID, int, int) BIND2(canvas_light_set_item_cull_mask, RID, int) BIND2(canvas_light_set_item_shadow_cull_mask, RID, int) + BIND2(canvas_light_set_directional_distance, RID, float) - BIND2(canvas_light_set_mode, RID, CanvasLightMode) + BIND2(canvas_light_set_blend_mode, RID, CanvasLightBlendMode) BIND2(canvas_light_set_shadow_enabled, RID, bool) BIND2(canvas_light_set_shadow_filter, RID, CanvasLightShadowFilter) |