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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.
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@@ -1833,7 +1833,7 @@ void RenderingServer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("canvas_light_create"), &RenderingServer::canvas_light_create);
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ClassDB::bind_method(D_METHOD("canvas_light_attach_to_canvas", "light", "canvas"), &RenderingServer::canvas_light_attach_to_canvas);
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ClassDB::bind_method(D_METHOD("canvas_light_set_enabled", "light", "enabled"), &RenderingServer::canvas_light_set_enabled);
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ClassDB::bind_method(D_METHOD("canvas_light_set_scale", "light", "scale"), &RenderingServer::canvas_light_set_scale);
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ClassDB::bind_method(D_METHOD("canvas_light_set_texture_scale", "light", "scale"), &RenderingServer::canvas_light_set_texture_scale);
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ClassDB::bind_method(D_METHOD("canvas_light_set_transform", "light", "transform"), &RenderingServer::canvas_light_set_transform);
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ClassDB::bind_method(D_METHOD("canvas_light_set_texture", "light", "texture"), &RenderingServer::canvas_light_set_texture);
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ClassDB::bind_method(D_METHOD("canvas_light_set_texture_offset", "light", "offset"), &RenderingServer::canvas_light_set_texture_offset);
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@@ -2190,10 +2190,9 @@ void RenderingServer::_bind_methods() {
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BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_REPEAT_MIRROR);
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BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_REPEAT_MAX);
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BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_ADD);
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BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_SUB);
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BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_MIX);
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BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_MASK);
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BIND_ENUM_CONSTANT(CANVAS_LIGHT_BLEND_MODE_ADD);
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BIND_ENUM_CONSTANT(CANVAS_LIGHT_BLEND_MODE_SUB);
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BIND_ENUM_CONSTANT(CANVAS_LIGHT_BLEND_MODE_MIX);
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BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_NONE);
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BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_PCF5);
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