1 /*************************************************************************/
2 /*  light_2d.cpp                                                         */
3 /*************************************************************************/
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30 
31 #include "light_2d.h"
32 
33 #include "core/engine.h"
34 #include "servers/visual_server.h"
35 
36 #ifdef TOOLS_ENABLED
_edit_get_state() const37 Dictionary Light2D::_edit_get_state() const {
38 	Dictionary state = Node2D::_edit_get_state();
39 	state["offset"] = get_texture_offset();
40 	return state;
41 }
42 
_edit_set_state(const Dictionary & p_state)43 void Light2D::_edit_set_state(const Dictionary &p_state) {
44 	Node2D::_edit_set_state(p_state);
45 	set_texture_offset(p_state["offset"]);
46 }
47 
_edit_set_pivot(const Point2 & p_pivot)48 void Light2D::_edit_set_pivot(const Point2 &p_pivot) {
49 	set_position(get_transform().xform(p_pivot));
50 	set_texture_offset(get_texture_offset() - p_pivot);
51 }
52 
_edit_get_pivot() const53 Point2 Light2D::_edit_get_pivot() const {
54 	return Vector2();
55 }
56 
_edit_use_pivot() const57 bool Light2D::_edit_use_pivot() const {
58 	return true;
59 }
60 
_edit_get_rect() const61 Rect2 Light2D::_edit_get_rect() const {
62 	if (texture.is_null())
63 		return Rect2();
64 
65 	Size2 s = texture->get_size() * _scale;
66 	return Rect2(texture_offset - s / 2.0, s);
67 }
68 
_edit_use_rect() const69 bool Light2D::_edit_use_rect() const {
70 	return !texture.is_null();
71 }
72 #endif
73 
get_anchorable_rect() const74 Rect2 Light2D::get_anchorable_rect() const {
75 	if (texture.is_null())
76 		return Rect2();
77 
78 	Size2 s = texture->get_size() * _scale;
79 	return Rect2(texture_offset - s / 2.0, s);
80 }
81 
_update_light_visibility()82 void Light2D::_update_light_visibility() {
83 
84 	if (!is_inside_tree())
85 		return;
86 
87 	bool editor_ok = true;
88 
89 #ifdef TOOLS_ENABLED
90 	if (editor_only) {
91 		if (!Engine::get_singleton()->is_editor_hint()) {
92 			editor_ok = false;
93 		} else {
94 			editor_ok = (get_tree()->get_edited_scene_root() && (this == get_tree()->get_edited_scene_root() || get_owner() == get_tree()->get_edited_scene_root()));
95 		}
96 	}
97 #else
98 	if (editor_only) {
99 		editor_ok = false;
100 	}
101 #endif
102 
103 	VS::get_singleton()->canvas_light_set_enabled(canvas_light, enabled && is_visible_in_tree() && editor_ok);
104 }
105 
set_enabled(bool p_enabled)106 void Light2D::set_enabled(bool p_enabled) {
107 
108 	enabled = p_enabled;
109 	_update_light_visibility();
110 }
111 
is_enabled() const112 bool Light2D::is_enabled() const {
113 
114 	return enabled;
115 }
116 
set_editor_only(bool p_editor_only)117 void Light2D::set_editor_only(bool p_editor_only) {
118 
119 	editor_only = p_editor_only;
120 	_update_light_visibility();
121 }
122 
is_editor_only() const123 bool Light2D::is_editor_only() const {
124 
125 	return editor_only;
126 }
127 
set_texture(const Ref<Texture> & p_texture)128 void Light2D::set_texture(const Ref<Texture> &p_texture) {
129 
130 	texture = p_texture;
131 	if (texture.is_valid())
132 		VS::get_singleton()->canvas_light_set_texture(canvas_light, texture->get_rid());
133 	else
134 		VS::get_singleton()->canvas_light_set_texture(canvas_light, RID());
135 
136 	update_configuration_warning();
137 }
138 
get_texture() const139 Ref<Texture> Light2D::get_texture() const {
140 
141 	return texture;
142 }
143 
set_texture_offset(const Vector2 & p_offset)144 void Light2D::set_texture_offset(const Vector2 &p_offset) {
145 
146 	texture_offset = p_offset;
147 	VS::get_singleton()->canvas_light_set_texture_offset(canvas_light, texture_offset);
148 	item_rect_changed();
149 	_change_notify("offset");
150 }
151 
get_texture_offset() const152 Vector2 Light2D::get_texture_offset() const {
153 
154 	return texture_offset;
155 }
156 
set_color(const Color & p_color)157 void Light2D::set_color(const Color &p_color) {
158 
159 	color = p_color;
160 	VS::get_singleton()->canvas_light_set_color(canvas_light, color);
161 }
get_color() const162 Color Light2D::get_color() const {
163 
164 	return color;
165 }
166 
set_height(float p_height)167 void Light2D::set_height(float p_height) {
168 
169 	height = p_height;
170 	VS::get_singleton()->canvas_light_set_height(canvas_light, height);
171 }
172 
get_height() const173 float Light2D::get_height() const {
174 
175 	return height;
176 }
177 
set_energy(float p_energy)178 void Light2D::set_energy(float p_energy) {
179 
180 	energy = p_energy;
181 	VS::get_singleton()->canvas_light_set_energy(canvas_light, energy);
182 }
183 
get_energy() const184 float Light2D::get_energy() const {
185 
186 	return energy;
187 }
188 
set_texture_scale(float p_scale)189 void Light2D::set_texture_scale(float p_scale) {
190 
191 	_scale = p_scale;
192 	// Avoid having 0 scale values, can lead to errors in physics and rendering.
193 	if (_scale == 0) {
194 		_scale = CMP_EPSILON;
195 	}
196 	VS::get_singleton()->canvas_light_set_scale(canvas_light, _scale);
197 	item_rect_changed();
198 }
199 
get_texture_scale() const200 float Light2D::get_texture_scale() const {
201 
202 	return _scale;
203 }
204 
set_z_range_min(int p_min_z)205 void Light2D::set_z_range_min(int p_min_z) {
206 
207 	z_min = p_min_z;
208 	VS::get_singleton()->canvas_light_set_z_range(canvas_light, z_min, z_max);
209 }
get_z_range_min() const210 int Light2D::get_z_range_min() const {
211 
212 	return z_min;
213 }
214 
set_z_range_max(int p_max_z)215 void Light2D::set_z_range_max(int p_max_z) {
216 
217 	z_max = p_max_z;
218 	VS::get_singleton()->canvas_light_set_z_range(canvas_light, z_min, z_max);
219 }
get_z_range_max() const220 int Light2D::get_z_range_max() const {
221 
222 	return z_max;
223 }
224 
set_layer_range_min(int p_min_layer)225 void Light2D::set_layer_range_min(int p_min_layer) {
226 
227 	layer_min = p_min_layer;
228 	VS::get_singleton()->canvas_light_set_layer_range(canvas_light, layer_min, layer_max);
229 }
get_layer_range_min() const230 int Light2D::get_layer_range_min() const {
231 
232 	return layer_min;
233 }
234 
set_layer_range_max(int p_max_layer)235 void Light2D::set_layer_range_max(int p_max_layer) {
236 
237 	layer_max = p_max_layer;
238 	VS::get_singleton()->canvas_light_set_layer_range(canvas_light, layer_min, layer_max);
239 }
get_layer_range_max() const240 int Light2D::get_layer_range_max() const {
241 
242 	return layer_max;
243 }
244 
set_item_cull_mask(int p_mask)245 void Light2D::set_item_cull_mask(int p_mask) {
246 
247 	item_mask = p_mask;
248 	VS::get_singleton()->canvas_light_set_item_cull_mask(canvas_light, item_mask);
249 }
250 
get_item_cull_mask() const251 int Light2D::get_item_cull_mask() const {
252 
253 	return item_mask;
254 }
255 
set_item_shadow_cull_mask(int p_mask)256 void Light2D::set_item_shadow_cull_mask(int p_mask) {
257 
258 	item_shadow_mask = p_mask;
259 	VS::get_singleton()->canvas_light_set_item_shadow_cull_mask(canvas_light, item_shadow_mask);
260 }
261 
get_item_shadow_cull_mask() const262 int Light2D::get_item_shadow_cull_mask() const {
263 
264 	return item_shadow_mask;
265 }
266 
set_mode(Mode p_mode)267 void Light2D::set_mode(Mode p_mode) {
268 
269 	mode = p_mode;
270 	VS::get_singleton()->canvas_light_set_mode(canvas_light, VS::CanvasLightMode(p_mode));
271 }
272 
get_mode() const273 Light2D::Mode Light2D::get_mode() const {
274 
275 	return mode;
276 }
277 
set_shadow_enabled(bool p_enabled)278 void Light2D::set_shadow_enabled(bool p_enabled) {
279 
280 	shadow = p_enabled;
281 	VS::get_singleton()->canvas_light_set_shadow_enabled(canvas_light, shadow);
282 }
is_shadow_enabled() const283 bool Light2D::is_shadow_enabled() const {
284 
285 	return shadow;
286 }
287 
set_shadow_buffer_size(int p_size)288 void Light2D::set_shadow_buffer_size(int p_size) {
289 
290 	shadow_buffer_size = p_size;
291 	VS::get_singleton()->canvas_light_set_shadow_buffer_size(canvas_light, shadow_buffer_size);
292 }
293 
get_shadow_buffer_size() const294 int Light2D::get_shadow_buffer_size() const {
295 
296 	return shadow_buffer_size;
297 }
298 
set_shadow_gradient_length(float p_multiplier)299 void Light2D::set_shadow_gradient_length(float p_multiplier) {
300 
301 	shadow_gradient_length = p_multiplier;
302 	VS::get_singleton()->canvas_light_set_shadow_gradient_length(canvas_light, p_multiplier);
303 }
304 
get_shadow_gradient_length() const305 float Light2D::get_shadow_gradient_length() const {
306 
307 	return shadow_gradient_length;
308 }
309 
set_shadow_filter(ShadowFilter p_filter)310 void Light2D::set_shadow_filter(ShadowFilter p_filter) {
311 	shadow_filter = p_filter;
312 	VS::get_singleton()->canvas_light_set_shadow_filter(canvas_light, VS::CanvasLightShadowFilter(p_filter));
313 }
314 
get_shadow_filter() const315 Light2D::ShadowFilter Light2D::get_shadow_filter() const {
316 
317 	return shadow_filter;
318 }
319 
set_shadow_color(const Color & p_shadow_color)320 void Light2D::set_shadow_color(const Color &p_shadow_color) {
321 	shadow_color = p_shadow_color;
322 	VS::get_singleton()->canvas_light_set_shadow_color(canvas_light, shadow_color);
323 }
324 
get_shadow_color() const325 Color Light2D::get_shadow_color() const {
326 	return shadow_color;
327 }
328 
_notification(int p_what)329 void Light2D::_notification(int p_what) {
330 
331 	if (p_what == NOTIFICATION_ENTER_TREE) {
332 
333 		VS::get_singleton()->canvas_light_attach_to_canvas(canvas_light, get_canvas());
334 		_update_light_visibility();
335 	}
336 
337 	if (p_what == NOTIFICATION_TRANSFORM_CHANGED) {
338 
339 		VS::get_singleton()->canvas_light_set_transform(canvas_light, get_global_transform());
340 	}
341 	if (p_what == NOTIFICATION_VISIBILITY_CHANGED) {
342 
343 		_update_light_visibility();
344 	}
345 
346 	if (p_what == NOTIFICATION_EXIT_TREE) {
347 
348 		VS::get_singleton()->canvas_light_attach_to_canvas(canvas_light, RID());
349 		_update_light_visibility();
350 	}
351 }
352 
get_configuration_warning() const353 String Light2D::get_configuration_warning() const {
354 
355 	if (!texture.is_valid()) {
356 		return TTR("A texture with the shape of the light must be supplied to the \"Texture\" property.");
357 	}
358 
359 	return String();
360 }
361 
set_shadow_smooth(float p_amount)362 void Light2D::set_shadow_smooth(float p_amount) {
363 
364 	shadow_smooth = p_amount;
365 	VS::get_singleton()->canvas_light_set_shadow_smooth(canvas_light, shadow_smooth);
366 }
367 
get_shadow_smooth() const368 float Light2D::get_shadow_smooth() const {
369 
370 	return shadow_smooth;
371 }
372 
_bind_methods()373 void Light2D::_bind_methods() {
374 
375 	ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &Light2D::set_enabled);
376 	ClassDB::bind_method(D_METHOD("is_enabled"), &Light2D::is_enabled);
377 
378 	ClassDB::bind_method(D_METHOD("set_editor_only", "editor_only"), &Light2D::set_editor_only);
379 	ClassDB::bind_method(D_METHOD("is_editor_only"), &Light2D::is_editor_only);
380 
381 	ClassDB::bind_method(D_METHOD("set_texture", "texture"), &Light2D::set_texture);
382 	ClassDB::bind_method(D_METHOD("get_texture"), &Light2D::get_texture);
383 
384 	ClassDB::bind_method(D_METHOD("set_texture_offset", "texture_offset"), &Light2D::set_texture_offset);
385 	ClassDB::bind_method(D_METHOD("get_texture_offset"), &Light2D::get_texture_offset);
386 
387 	ClassDB::bind_method(D_METHOD("set_color", "color"), &Light2D::set_color);
388 	ClassDB::bind_method(D_METHOD("get_color"), &Light2D::get_color);
389 
390 	ClassDB::bind_method(D_METHOD("set_height", "height"), &Light2D::set_height);
391 	ClassDB::bind_method(D_METHOD("get_height"), &Light2D::get_height);
392 
393 	ClassDB::bind_method(D_METHOD("set_energy", "energy"), &Light2D::set_energy);
394 	ClassDB::bind_method(D_METHOD("get_energy"), &Light2D::get_energy);
395 
396 	ClassDB::bind_method(D_METHOD("set_texture_scale", "texture_scale"), &Light2D::set_texture_scale);
397 	ClassDB::bind_method(D_METHOD("get_texture_scale"), &Light2D::get_texture_scale);
398 
399 	ClassDB::bind_method(D_METHOD("set_z_range_min", "z"), &Light2D::set_z_range_min);
400 	ClassDB::bind_method(D_METHOD("get_z_range_min"), &Light2D::get_z_range_min);
401 
402 	ClassDB::bind_method(D_METHOD("set_z_range_max", "z"), &Light2D::set_z_range_max);
403 	ClassDB::bind_method(D_METHOD("get_z_range_max"), &Light2D::get_z_range_max);
404 
405 	ClassDB::bind_method(D_METHOD("set_layer_range_min", "layer"), &Light2D::set_layer_range_min);
406 	ClassDB::bind_method(D_METHOD("get_layer_range_min"), &Light2D::get_layer_range_min);
407 
408 	ClassDB::bind_method(D_METHOD("set_layer_range_max", "layer"), &Light2D::set_layer_range_max);
409 	ClassDB::bind_method(D_METHOD("get_layer_range_max"), &Light2D::get_layer_range_max);
410 
411 	ClassDB::bind_method(D_METHOD("set_item_cull_mask", "item_cull_mask"), &Light2D::set_item_cull_mask);
412 	ClassDB::bind_method(D_METHOD("get_item_cull_mask"), &Light2D::get_item_cull_mask);
413 
414 	ClassDB::bind_method(D_METHOD("set_item_shadow_cull_mask", "item_shadow_cull_mask"), &Light2D::set_item_shadow_cull_mask);
415 	ClassDB::bind_method(D_METHOD("get_item_shadow_cull_mask"), &Light2D::get_item_shadow_cull_mask);
416 
417 	ClassDB::bind_method(D_METHOD("set_mode", "mode"), &Light2D::set_mode);
418 	ClassDB::bind_method(D_METHOD("get_mode"), &Light2D::get_mode);
419 
420 	ClassDB::bind_method(D_METHOD("set_shadow_enabled", "enabled"), &Light2D::set_shadow_enabled);
421 	ClassDB::bind_method(D_METHOD("is_shadow_enabled"), &Light2D::is_shadow_enabled);
422 
423 	ClassDB::bind_method(D_METHOD("set_shadow_buffer_size", "size"), &Light2D::set_shadow_buffer_size);
424 	ClassDB::bind_method(D_METHOD("get_shadow_buffer_size"), &Light2D::get_shadow_buffer_size);
425 
426 	ClassDB::bind_method(D_METHOD("set_shadow_smooth", "smooth"), &Light2D::set_shadow_smooth);
427 	ClassDB::bind_method(D_METHOD("get_shadow_smooth"), &Light2D::get_shadow_smooth);
428 
429 	ClassDB::bind_method(D_METHOD("set_shadow_gradient_length", "multiplier"), &Light2D::set_shadow_gradient_length);
430 	ClassDB::bind_method(D_METHOD("get_shadow_gradient_length"), &Light2D::get_shadow_gradient_length);
431 
432 	ClassDB::bind_method(D_METHOD("set_shadow_filter", "filter"), &Light2D::set_shadow_filter);
433 	ClassDB::bind_method(D_METHOD("get_shadow_filter"), &Light2D::get_shadow_filter);
434 
435 	ClassDB::bind_method(D_METHOD("set_shadow_color", "shadow_color"), &Light2D::set_shadow_color);
436 	ClassDB::bind_method(D_METHOD("get_shadow_color"), &Light2D::get_shadow_color);
437 
438 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
439 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editor_only"), "set_editor_only", "is_editor_only");
440 	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
441 	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_texture_offset", "get_texture_offset");
442 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "texture_scale", PROPERTY_HINT_RANGE, "0.01,50,0.01"), "set_texture_scale", "get_texture_scale");
443 	ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
444 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "energy", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_energy", "get_energy");
445 	ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Add,Sub,Mix,Mask"), "set_mode", "get_mode");
446 	ADD_GROUP("Range", "range_");
447 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "range_height", PROPERTY_HINT_RANGE, "-2048,2048,0.1,or_lesser,or_greater"), "set_height", "get_height");
448 	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");
449 	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");
450 	ADD_PROPERTY(PropertyInfo(Variant::INT, "range_layer_min", PROPERTY_HINT_RANGE, "-512,512,1"), "set_layer_range_min", "get_layer_range_min");
451 	ADD_PROPERTY(PropertyInfo(Variant::INT, "range_layer_max", PROPERTY_HINT_RANGE, "-512,512,1"), "set_layer_range_max", "get_layer_range_max");
452 	ADD_PROPERTY(PropertyInfo(Variant::INT, "range_item_cull_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_item_cull_mask", "get_item_cull_mask");
453 
454 	ADD_GROUP("Shadow", "shadow_");
455 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_enabled"), "set_shadow_enabled", "is_shadow_enabled");
456 	ADD_PROPERTY(PropertyInfo(Variant::COLOR, "shadow_color"), "set_shadow_color", "get_shadow_color");
457 	ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_buffer_size", PROPERTY_HINT_RANGE, "32,16384,1"), "set_shadow_buffer_size", "get_shadow_buffer_size");
458 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "shadow_gradient_length", PROPERTY_HINT_RANGE, "0,4096,0.1"), "set_shadow_gradient_length", "get_shadow_gradient_length");
459 	ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_filter", PROPERTY_HINT_ENUM, "None,PCF3,PCF5,PCF7,PCF9,PCF13"), "set_shadow_filter", "get_shadow_filter");
460 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "shadow_filter_smooth", PROPERTY_HINT_RANGE, "0,64,0.1"), "set_shadow_smooth", "get_shadow_smooth");
461 	ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_item_cull_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_item_shadow_cull_mask", "get_item_shadow_cull_mask");
462 
463 	BIND_ENUM_CONSTANT(MODE_ADD);
464 	BIND_ENUM_CONSTANT(MODE_SUB);
465 	BIND_ENUM_CONSTANT(MODE_MIX);
466 	BIND_ENUM_CONSTANT(MODE_MASK);
467 
468 	BIND_ENUM_CONSTANT(SHADOW_FILTER_NONE);
469 	BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF3);
470 	BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF5);
471 	BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF7);
472 	BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF9);
473 	BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF13);
474 }
475 
Light2D()476 Light2D::Light2D() {
477 
478 	canvas_light = VisualServer::get_singleton()->canvas_light_create();
479 	enabled = true;
480 	editor_only = false;
481 	shadow = false;
482 	color = Color(1, 1, 1);
483 	height = 0;
484 	_scale = 1.0;
485 	z_min = -1024;
486 	z_max = 1024;
487 	layer_min = 0;
488 	layer_max = 0;
489 	item_mask = 1;
490 	item_shadow_mask = 1;
491 	mode = MODE_ADD;
492 	shadow_buffer_size = 2048;
493 	shadow_gradient_length = 0;
494 	energy = 1.0;
495 	shadow_color = Color(0, 0, 0, 0);
496 	shadow_filter = SHADOW_FILTER_NONE;
497 	shadow_smooth = 0;
498 
499 	set_notify_transform(true);
500 }
501 
~Light2D()502 Light2D::~Light2D() {
503 
504 	VisualServer::get_singleton()->free(canvas_light);
505 }
506