#ifndef GODOT_CPP_DIRECTIONALLIGHT_HPP #define GODOT_CPP_DIRECTIONALLIGHT_HPP #include #include #include #include #include "DirectionalLight.hpp" #include "Light.hpp" namespace godot { class DirectionalLight : public Light { struct ___method_bindings { godot_method_bind *mb_get_shadow_depth_range; godot_method_bind *mb_get_shadow_mode; godot_method_bind *mb_is_blend_splits_enabled; godot_method_bind *mb_set_blend_splits; godot_method_bind *mb_set_shadow_depth_range; godot_method_bind *mb_set_shadow_mode; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "DirectionalLight"; } static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (o) ? (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o) : nullptr; } // enums enum ShadowMode { SHADOW_ORTHOGONAL = 0, SHADOW_PARALLEL_2_SPLITS = 1, SHADOW_PARALLEL_4_SPLITS = 2, }; enum ShadowDepthRange { SHADOW_DEPTH_RANGE_STABLE = 0, SHADOW_DEPTH_RANGE_OPTIMIZED = 1, }; // constants static DirectionalLight *_new(); // methods DirectionalLight::ShadowDepthRange get_shadow_depth_range() const; DirectionalLight::ShadowMode get_shadow_mode() const; bool is_blend_splits_enabled() const; void set_blend_splits(const bool enabled); void set_shadow_depth_range(const int64_t mode); void set_shadow_mode(const int64_t mode); }; } #endif