#ifndef GODOT_CPP_DIRECTIONALLIGHT_HPP #define GODOT_CPP_DIRECTIONALLIGHT_HPP #include #include #include #include #include #include namespace godot { class DirectionalLight : public Light { public: static void *___get_type_tag(); static void *___get_base_type_tag(); 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 (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o); } // enums enum ShadowMode { SHADOW_ORTHOGONAL = 0, SHADOW_PARALLEL_4_SPLITS = 2, SHADOW_PARALLEL_2_SPLITS = 1, }; enum ShadowDepthRange { SHADOW_DEPTH_RANGE_STABLE = 0, SHADOW_DEPTH_RANGE_OPTIMIZED = 1, }; // constants static DirectionalLight *_new(); // methods void set_shadow_mode(const int64_t mode); DirectionalLight::ShadowMode get_shadow_mode() const; void set_shadow_depth_range(const int64_t mode); DirectionalLight::ShadowDepthRange get_shadow_depth_range() const; void set_blend_splits(const bool enabled); bool is_blend_splits_enabled() const; }; } #endif