virtualx-engine/scene/3d/light_3d.cpp

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/*************************************************************************/
/* light_3d.cpp */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "core/config/project_settings.h"
#include "light_3d.h"
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void Light3D::set_param(Param p_param, real_t p_value) {
ERR_FAIL_INDEX(p_param, PARAM_MAX);
param[p_param] = p_value;
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RS::get_singleton()->light_set_param(light, RS::LightParam(p_param), p_value);
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if (p_param == PARAM_SPOT_ANGLE || p_param == PARAM_RANGE) {
update_gizmos();
if (p_param == PARAM_SPOT_ANGLE) {
update_configuration_warnings();
}
}
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}
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real_t Light3D::get_param(Param p_param) const {
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
return param[p_param];
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}
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void Light3D::set_shadow(bool p_enable) {
shadow = p_enable;
RS::get_singleton()->light_set_shadow(light, p_enable);
if (type == RenderingServer::LIGHT_SPOT || type == RenderingServer::LIGHT_OMNI) {
update_configuration_warnings();
}
notify_property_list_changed();
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}
bool Light3D::has_shadow() const {
return shadow;
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}
void Light3D::set_negative(bool p_enable) {
negative = p_enable;
RS::get_singleton()->light_set_negative(light, p_enable);
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}
bool Light3D::is_negative() const {
return negative;
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}
void Light3D::set_enable_distance_fade(bool p_enable) {
distance_fade_enabled = p_enable;
RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length);
notify_property_list_changed();
}
bool Light3D::is_distance_fade_enabled() const {
return distance_fade_enabled;
}
void Light3D::set_distance_fade_begin(real_t p_distance) {
distance_fade_begin = p_distance;
RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length);
}
real_t Light3D::get_distance_fade_begin() const {
return distance_fade_begin;
}
void Light3D::set_distance_fade_shadow(real_t p_distance) {
distance_fade_shadow = p_distance;
RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length);
}
real_t Light3D::get_distance_fade_shadow() const {
return distance_fade_shadow;
}
void Light3D::set_distance_fade_length(real_t p_length) {
distance_fade_length = p_length;
RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length);
}
real_t Light3D::get_distance_fade_length() const {
return distance_fade_length;
}
void Light3D::set_cull_mask(uint32_t p_cull_mask) {
cull_mask = p_cull_mask;
RS::get_singleton()->light_set_cull_mask(light, p_cull_mask);
}
uint32_t Light3D::get_cull_mask() const {
return cull_mask;
}
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void Light3D::set_color(const Color &p_color) {
color = p_color;
if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
Color combined = color.srgb_to_linear();
combined *= correlated_color.srgb_to_linear();
RS::get_singleton()->light_set_color(light, combined.linear_to_srgb());
} else {
RS::get_singleton()->light_set_color(light, color);
}
// The gizmo color depends on the light color, so update it.
update_gizmos();
}
Color Light3D::get_color() const {
return color;
}
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void Light3D::set_shadow_reverse_cull_face(bool p_enable) {
reverse_cull = p_enable;
RS::get_singleton()->light_set_reverse_cull_face_mode(light, reverse_cull);
}
bool Light3D::get_shadow_reverse_cull_face() const {
return reverse_cull;
}
AABB Light3D::get_aabb() const {
if (type == RenderingServer::LIGHT_DIRECTIONAL) {
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return AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2));
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} else if (type == RenderingServer::LIGHT_OMNI) {
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return AABB(Vector3(-1, -1, -1) * param[PARAM_RANGE], Vector3(2, 2, 2) * param[PARAM_RANGE]);
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} else if (type == RenderingServer::LIGHT_SPOT) {
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real_t len = param[PARAM_RANGE];
real_t size = Math::tan(Math::deg_to_rad(param[PARAM_SPOT_ANGLE])) * len;
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return AABB(Vector3(-size, -size, -len), Vector3(size * 2, size * 2, len));
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}
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return AABB();
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}
void Light3D::set_bake_mode(BakeMode p_mode) {
bake_mode = p_mode;
RS::get_singleton()->light_set_bake_mode(light, RS::LightBakeMode(p_mode));
}
Light3D::BakeMode Light3D::get_bake_mode() const {
return bake_mode;
}
void Light3D::set_projector(const Ref<Texture2D> &p_texture) {
projector = p_texture;
RID tex_id = projector.is_valid() ? projector->get_rid() : RID();
RS::get_singleton()->light_set_projector(light, tex_id);
update_configuration_warnings();
}
Ref<Texture2D> Light3D::get_projector() const {
return projector;
}
void Light3D::owner_changed_notify() {
// For cases where owner changes _after_ entering tree (as example, editor editing).
_update_visibility();
}
// Temperature expressed in Kelvins. Valid range 1000 - 15000
// First converts to CIE 1960 then to sRGB
// As explained in the Filament documentation: https://google.github.io/filament/Filament.md.html#lighting/directlighting/lightsparameterization
Color _color_from_temperature(float p_temperature) {
float T2 = p_temperature * p_temperature;
float u = (0.860117757f + 1.54118254e-4f * p_temperature + 1.28641212e-7f * T2) /
(1.0f + 8.42420235e-4f * p_temperature + 7.08145163e-7f * T2);
float v = (0.317398726f + 4.22806245e-5f * p_temperature + 4.20481691e-8f * T2) /
(1.0f - 2.89741816e-5f * p_temperature + 1.61456053e-7f * T2);
// Convert to xyY space.
float d = 1.0f / (2.0f * u - 8.0f * v + 4.0f);
float x = 3.0f * u * d;
float y = 2.0f * v * d;
// Convert to XYZ space
const float a = 1.0 / MAX(y, 1e-5f);
Vector3 xyz = Vector3(x * a, 1.0, (1.0f - x - y) * a);
// Convert from XYZ to sRGB(linear)
Vector3 linear = Vector3(3.2404542f * xyz.x - 1.5371385f * xyz.y - 0.4985314f * xyz.z,
-0.9692660f * xyz.x + 1.8760108f * xyz.y + 0.0415560f * xyz.z,
0.0556434f * xyz.x - 0.2040259f * xyz.y + 1.0572252f * xyz.z);
linear /= MAX(1e-5f, linear[linear.max_axis_index()]);
// Normalize, clamp, and convert to sRGB.
return Color(linear.x, linear.y, linear.z).clamp().linear_to_srgb();
}
void Light3D::set_temperature(const float p_temperature) {
temperature = p_temperature;
if (!GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
return;
}
correlated_color = _color_from_temperature(temperature);
Color combined = color.srgb_to_linear() * correlated_color.srgb_to_linear();
RS::get_singleton()->light_set_color(light, combined.linear_to_srgb());
// The gizmo color depends on the light color, so update it.
update_gizmos();
}
Color Light3D::get_correlated_color() const {
return correlated_color;
}
float Light3D::get_temperature() const {
return temperature;
}
void Light3D::_update_visibility() {
if (!is_inside_tree()) {
return;
}
bool editor_ok = true;
#ifdef TOOLS_ENABLED
if (editor_only) {
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if (!Engine::get_singleton()->is_editor_hint()) {
editor_ok = false;
} else {
editor_ok = (get_tree()->get_edited_scene_root() && (this == get_tree()->get_edited_scene_root() || get_owner() == get_tree()->get_edited_scene_root()));
}
}
#else
if (editor_only) {
editor_ok = false;
}
#endif
RS::get_singleton()->instance_set_visible(get_instance(), is_visible_in_tree() && editor_ok);
}
void Light3D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_VISIBILITY_CHANGED:
case NOTIFICATION_ENTER_TREE: {
_update_visibility();
} break;
}
}
void Light3D::set_editor_only(bool p_editor_only) {
editor_only = p_editor_only;
_update_visibility();
}
bool Light3D::is_editor_only() const {
return editor_only;
}
void Light3D::_validate_property(PropertyInfo &p_property) const {
if (!shadow && (p_property.name == "shadow_bias" || p_property.name == "shadow_normal_bias" || p_property.name == "shadow_reverse_cull_face" || p_property.name == "shadow_transmittance_bias" || p_property.name == "shadow_opacity" || p_property.name == "shadow_blur" || p_property.name == "distance_fade_shadow")) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
if (get_light_type() != RS::LIGHT_DIRECTIONAL && (p_property.name == "light_angular_distance" || p_property.name == "light_intensity_lux")) {
// Angular distance and Light Intensity Lux are only used in DirectionalLight3D.
p_property.usage = PROPERTY_USAGE_NONE;
} else if (get_light_type() == RS::LIGHT_DIRECTIONAL && p_property.name == "light_intensity_lumens") {
p_property.usage = PROPERTY_USAGE_NONE;
}
if (!GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units") && (p_property.name == "light_intensity_lumens" || p_property.name == "light_intensity_lux" || p_property.name == "light_temperature")) {
p_property.usage = PROPERTY_USAGE_NONE;
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}
if (!distance_fade_enabled && (p_property.name == "distance_fade_begin" || p_property.name == "distance_fade_shadow" || p_property.name == "distance_fade_length")) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
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}
void Light3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_editor_only", "editor_only"), &Light3D::set_editor_only);
ClassDB::bind_method(D_METHOD("is_editor_only"), &Light3D::is_editor_only);
ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &Light3D::set_param);
ClassDB::bind_method(D_METHOD("get_param", "param"), &Light3D::get_param);
ClassDB::bind_method(D_METHOD("set_shadow", "enabled"), &Light3D::set_shadow);
ClassDB::bind_method(D_METHOD("has_shadow"), &Light3D::has_shadow);
ClassDB::bind_method(D_METHOD("set_negative", "enabled"), &Light3D::set_negative);
ClassDB::bind_method(D_METHOD("is_negative"), &Light3D::is_negative);
ClassDB::bind_method(D_METHOD("set_cull_mask", "cull_mask"), &Light3D::set_cull_mask);
ClassDB::bind_method(D_METHOD("get_cull_mask"), &Light3D::get_cull_mask);
ClassDB::bind_method(D_METHOD("set_enable_distance_fade", "enable"), &Light3D::set_enable_distance_fade);
ClassDB::bind_method(D_METHOD("is_distance_fade_enabled"), &Light3D::is_distance_fade_enabled);
ClassDB::bind_method(D_METHOD("set_distance_fade_begin", "distance"), &Light3D::set_distance_fade_begin);
ClassDB::bind_method(D_METHOD("get_distance_fade_begin"), &Light3D::get_distance_fade_begin);
ClassDB::bind_method(D_METHOD("set_distance_fade_shadow", "distance"), &Light3D::set_distance_fade_shadow);
ClassDB::bind_method(D_METHOD("get_distance_fade_shadow"), &Light3D::get_distance_fade_shadow);
ClassDB::bind_method(D_METHOD("set_distance_fade_length", "distance"), &Light3D::set_distance_fade_length);
ClassDB::bind_method(D_METHOD("get_distance_fade_length"), &Light3D::get_distance_fade_length);
ClassDB::bind_method(D_METHOD("set_color", "color"), &Light3D::set_color);
ClassDB::bind_method(D_METHOD("get_color"), &Light3D::get_color);
ClassDB::bind_method(D_METHOD("set_shadow_reverse_cull_face", "enable"), &Light3D::set_shadow_reverse_cull_face);
ClassDB::bind_method(D_METHOD("get_shadow_reverse_cull_face"), &Light3D::get_shadow_reverse_cull_face);
ClassDB::bind_method(D_METHOD("set_bake_mode", "bake_mode"), &Light3D::set_bake_mode);
ClassDB::bind_method(D_METHOD("get_bake_mode"), &Light3D::get_bake_mode);
ClassDB::bind_method(D_METHOD("set_projector", "projector"), &Light3D::set_projector);
ClassDB::bind_method(D_METHOD("get_projector"), &Light3D::get_projector);
ClassDB::bind_method(D_METHOD("set_temperature", "temperature"), &Light3D::set_temperature);
ClassDB::bind_method(D_METHOD("get_temperature"), &Light3D::get_temperature);
ClassDB::bind_method(D_METHOD("get_correlated_color"), &Light3D::get_correlated_color);
ADD_GROUP("Light", "light_");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_intensity_lumens", PROPERTY_HINT_RANGE, "0,100000.0,0.01,or_greater,suffix:lm"), "set_param", "get_param", PARAM_INTENSITY);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_intensity_lux", PROPERTY_HINT_RANGE, "0,150000.0,0.01,or_greater,suffix:lx"), "set_param", "get_param", PARAM_INTENSITY);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "light_temperature", PROPERTY_HINT_RANGE, "1000,15000.0,1.0,suffix:k"), "set_temperature", "get_temperature");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "light_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_color", "get_color");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_energy", PROPERTY_HINT_RANGE, "0,16,0.001,or_greater"), "set_param", "get_param", PARAM_ENERGY);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_indirect_energy", PROPERTY_HINT_RANGE, "0,16,0.001,or_greater"), "set_param", "get_param", PARAM_INDIRECT_ENERGY);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_volumetric_fog_energy", PROPERTY_HINT_RANGE, "0,16,0.001,or_greater"), "set_param", "get_param", PARAM_VOLUMETRIC_FOG_ENERGY);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "light_projector", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_projector", "get_projector");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_size", PROPERTY_HINT_RANGE, "0,1,0.001,or_greater,suffix:m"), "set_param", "get_param", PARAM_SIZE);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_angular_distance", PROPERTY_HINT_RANGE, "0,90,0.01,degrees"), "set_param", "get_param", PARAM_SIZE);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "light_negative"), "set_negative", "is_negative");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_specular", PROPERTY_HINT_RANGE, "0,16,0.001,or_greater"), "set_param", "get_param", PARAM_SPECULAR);
ADD_PROPERTY(PropertyInfo(Variant::INT, "light_bake_mode", PROPERTY_HINT_ENUM, "Disabled,Static (VoxelGI/SDFGI/LightmapGI),Dynamic (VoxelGI/SDFGI only)"), "set_bake_mode", "get_bake_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "light_cull_mask", PROPERTY_HINT_LAYERS_3D_RENDER), "set_cull_mask", "get_cull_mask");
ADD_GROUP("Shadow", "shadow_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_enabled"), "set_shadow", "has_shadow");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_bias", PROPERTY_HINT_RANGE, "0,10,0.001"), "set_param", "get_param", PARAM_SHADOW_BIAS);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_normal_bias", PROPERTY_HINT_RANGE, "0,10,0.001"), "set_param", "get_param", PARAM_SHADOW_NORMAL_BIAS);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_reverse_cull_face"), "set_shadow_reverse_cull_face", "get_shadow_reverse_cull_face");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_transmittance_bias", PROPERTY_HINT_RANGE, "-16,16,0.001"), "set_param", "get_param", PARAM_TRANSMITTANCE_BIAS);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_opacity", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_SHADOW_OPACITY);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_blur", PROPERTY_HINT_RANGE, "0,10,0.001"), "set_param", "get_param", PARAM_SHADOW_BLUR);
ADD_GROUP("Distance Fade", "distance_fade_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "distance_fade_enabled"), "set_enable_distance_fade", "is_distance_fade_enabled");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_begin", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater,suffix:m"), "set_distance_fade_begin", "get_distance_fade_begin");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_shadow", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater,suffix:m"), "set_distance_fade_shadow", "get_distance_fade_shadow");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_length", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater,suffix:m"), "set_distance_fade_length", "get_distance_fade_length");
ADD_GROUP("Editor", "");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editor_only"), "set_editor_only", "is_editor_only");
ADD_GROUP("", "");
BIND_ENUM_CONSTANT(PARAM_ENERGY);
BIND_ENUM_CONSTANT(PARAM_INDIRECT_ENERGY);
BIND_ENUM_CONSTANT(PARAM_VOLUMETRIC_FOG_ENERGY);
BIND_ENUM_CONSTANT(PARAM_SPECULAR);
BIND_ENUM_CONSTANT(PARAM_RANGE);
BIND_ENUM_CONSTANT(PARAM_SIZE);
BIND_ENUM_CONSTANT(PARAM_ATTENUATION);
BIND_ENUM_CONSTANT(PARAM_SPOT_ANGLE);
BIND_ENUM_CONSTANT(PARAM_SPOT_ATTENUATION);
BIND_ENUM_CONSTANT(PARAM_SHADOW_MAX_DISTANCE);
BIND_ENUM_CONSTANT(PARAM_SHADOW_SPLIT_1_OFFSET);
BIND_ENUM_CONSTANT(PARAM_SHADOW_SPLIT_2_OFFSET);
BIND_ENUM_CONSTANT(PARAM_SHADOW_SPLIT_3_OFFSET);
BIND_ENUM_CONSTANT(PARAM_SHADOW_FADE_START);
BIND_ENUM_CONSTANT(PARAM_SHADOW_NORMAL_BIAS);
BIND_ENUM_CONSTANT(PARAM_SHADOW_BIAS);
BIND_ENUM_CONSTANT(PARAM_SHADOW_PANCAKE_SIZE);
BIND_ENUM_CONSTANT(PARAM_SHADOW_OPACITY);
BIND_ENUM_CONSTANT(PARAM_SHADOW_BLUR);
BIND_ENUM_CONSTANT(PARAM_TRANSMITTANCE_BIAS);
BIND_ENUM_CONSTANT(PARAM_INTENSITY);
BIND_ENUM_CONSTANT(PARAM_MAX);
BIND_ENUM_CONSTANT(BAKE_DISABLED);
BIND_ENUM_CONSTANT(BAKE_STATIC);
BIND_ENUM_CONSTANT(BAKE_DYNAMIC);
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}
Light3D::Light3D(RenderingServer::LightType p_type) {
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type = p_type;
switch (p_type) {
case RS::LIGHT_DIRECTIONAL:
light = RenderingServer::get_singleton()->directional_light_create();
break;
case RS::LIGHT_OMNI:
light = RenderingServer::get_singleton()->omni_light_create();
break;
case RS::LIGHT_SPOT:
light = RenderingServer::get_singleton()->spot_light_create();
break;
default: {
};
}
RS::get_singleton()->instance_set_base(get_instance(), light);
set_color(Color(1, 1, 1, 1));
set_shadow(false);
set_negative(false);
set_cull_mask(0xFFFFFFFF);
set_param(PARAM_ENERGY, 1);
set_param(PARAM_INDIRECT_ENERGY, 1);
set_param(PARAM_VOLUMETRIC_FOG_ENERGY, 1);
set_param(PARAM_SPECULAR, 0.5);
set_param(PARAM_RANGE, 5);
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set_param(PARAM_SIZE, 0);
set_param(PARAM_ATTENUATION, 1);
set_param(PARAM_SPOT_ANGLE, 45);
set_param(PARAM_SPOT_ATTENUATION, 1);
set_param(PARAM_SHADOW_MAX_DISTANCE, 0);
set_param(PARAM_SHADOW_SPLIT_1_OFFSET, 0.1);
set_param(PARAM_SHADOW_SPLIT_2_OFFSET, 0.2);
set_param(PARAM_SHADOW_SPLIT_3_OFFSET, 0.5);
set_param(PARAM_SHADOW_FADE_START, 0.8);
set_param(PARAM_SHADOW_PANCAKE_SIZE, 20.0);
set_param(PARAM_SHADOW_OPACITY, 1.0);
set_param(PARAM_SHADOW_BLUR, 1.0);
set_param(PARAM_SHADOW_BIAS, 0.03);
set_param(PARAM_SHADOW_NORMAL_BIAS, 1.0);
set_param(PARAM_TRANSMITTANCE_BIAS, 0.05);
set_param(PARAM_SHADOW_FADE_START, 1);
// For OmniLight3D and SpotLight3D, specified in Lumens.
set_param(PARAM_INTENSITY, 1000.0);
set_temperature(6500.0); // Nearly white.
set_disable_scale(true);
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}
Light3D::Light3D() {
ERR_PRINT("Light3D should not be instantiated directly; use the DirectionalLight3D, OmniLight3D or SpotLight3D subtypes instead.");
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}
Light3D::~Light3D() {
RS::get_singleton()->instance_set_base(get_instance(), RID());
if (light.is_valid()) {
RenderingServer::get_singleton()->free(light);
}
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}
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/////////////////////////////////////////
void DirectionalLight3D::set_shadow_mode(ShadowMode p_mode) {
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shadow_mode = p_mode;
RS::get_singleton()->light_directional_set_shadow_mode(light, RS::LightDirectionalShadowMode(p_mode));
notify_property_list_changed();
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}
DirectionalLight3D::ShadowMode DirectionalLight3D::get_shadow_mode() const {
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return shadow_mode;
}
void DirectionalLight3D::set_blend_splits(bool p_enable) {
blend_splits = p_enable;
RS::get_singleton()->light_directional_set_blend_splits(light, p_enable);
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}
bool DirectionalLight3D::is_blend_splits_enabled() const {
return blend_splits;
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}
void DirectionalLight3D::set_sky_mode(SkyMode p_mode) {
sky_mode = p_mode;
RS::get_singleton()->light_directional_set_sky_mode(light, RS::LightDirectionalSkyMode(p_mode));
}
DirectionalLight3D::SkyMode DirectionalLight3D::get_sky_mode() const {
return sky_mode;
}
void DirectionalLight3D::_validate_property(PropertyInfo &p_property) const {
if (shadow_mode == SHADOW_ORTHOGONAL && (p_property.name == "directional_shadow_split_1" || p_property.name == "directional_shadow_blend_splits")) {
// Split 2 and split blending are only used with the PSSM 2 Splits and PSSM 4 Splits shadow modes.
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
if ((shadow_mode == SHADOW_ORTHOGONAL || shadow_mode == SHADOW_PARALLEL_2_SPLITS) && (p_property.name == "directional_shadow_split_2" || p_property.name == "directional_shadow_split_3")) {
// Splits 3 and 4 are only used with the PSSM 4 Splits shadow mode.
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
if (p_property.name == "light_size" || p_property.name == "light_projector" || p_property.name == "light_specular") {
// Not implemented in DirectionalLight3D (`light_size` is replaced by `light_angular_distance`).
p_property.usage = PROPERTY_USAGE_NONE;
}
if (p_property.name == "distance_fade_enabled" || p_property.name == "distance_fade_begin" || p_property.name == "distance_fade_shadow" || p_property.name == "distance_fade_length") {
// Not relevant for DirectionalLight3D, as the light LOD system only pertains to point lights.
// For DirectionalLight3D, `directional_shadow_max_distance` can be used instead.
p_property.usage = PROPERTY_USAGE_NONE;
}
}
void DirectionalLight3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_shadow_mode", "mode"), &DirectionalLight3D::set_shadow_mode);
ClassDB::bind_method(D_METHOD("get_shadow_mode"), &DirectionalLight3D::get_shadow_mode);
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ClassDB::bind_method(D_METHOD("set_blend_splits", "enabled"), &DirectionalLight3D::set_blend_splits);
ClassDB::bind_method(D_METHOD("is_blend_splits_enabled"), &DirectionalLight3D::is_blend_splits_enabled);
ClassDB::bind_method(D_METHOD("set_sky_mode", "mode"), &DirectionalLight3D::set_sky_mode);
ClassDB::bind_method(D_METHOD("get_sky_mode"), &DirectionalLight3D::get_sky_mode);
ADD_GROUP("Directional Shadow", "directional_shadow_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "directional_shadow_mode", PROPERTY_HINT_ENUM, "Orthogonal (Fast),PSSM 2 Splits (Average),PSSM 4 Splits (Slow)"), "set_shadow_mode", "get_shadow_mode");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_split_1", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_1_OFFSET);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_split_2", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_2_OFFSET);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_split_3", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_3_OFFSET);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "directional_shadow_blend_splits"), "set_blend_splits", "is_blend_splits_enabled");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_fade_start", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_FADE_START);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_max_distance", PROPERTY_HINT_RANGE, "0,8192,0.1,or_greater,exp"), "set_param", "get_param", PARAM_SHADOW_MAX_DISTANCE);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_pancake_size", PROPERTY_HINT_RANGE, "0,1024,0.1,or_greater,exp"), "set_param", "get_param", PARAM_SHADOW_PANCAKE_SIZE);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "sky_mode", PROPERTY_HINT_ENUM, "Light and Sky,Light Only,Sky Only"), "set_sky_mode", "get_sky_mode");
BIND_ENUM_CONSTANT(SHADOW_ORTHOGONAL);
BIND_ENUM_CONSTANT(SHADOW_PARALLEL_2_SPLITS);
BIND_ENUM_CONSTANT(SHADOW_PARALLEL_4_SPLITS);
BIND_ENUM_CONSTANT(SKY_MODE_LIGHT_AND_SKY);
BIND_ENUM_CONSTANT(SKY_MODE_LIGHT_ONLY);
BIND_ENUM_CONSTANT(SKY_MODE_SKY_ONLY);
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}
DirectionalLight3D::DirectionalLight3D() :
Light3D(RenderingServer::LIGHT_DIRECTIONAL) {
set_param(PARAM_SHADOW_MAX_DISTANCE, 100);
set_param(PARAM_SHADOW_FADE_START, 0.8);
// Increase the default shadow bias to better suit most scenes.
set_param(PARAM_SHADOW_BIAS, 0.1);
set_param(PARAM_INTENSITY, 100000.0); // Specified in Lux, approximate mid-day sun.
set_shadow_mode(SHADOW_PARALLEL_4_SPLITS);
blend_splits = false;
set_sky_mode(SKY_MODE_LIGHT_AND_SKY);
}
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void OmniLight3D::set_shadow_mode(ShadowMode p_mode) {
shadow_mode = p_mode;
RS::get_singleton()->light_omni_set_shadow_mode(light, RS::LightOmniShadowMode(p_mode));
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}
OmniLight3D::ShadowMode OmniLight3D::get_shadow_mode() const {
return shadow_mode;
}
TypedArray<String> OmniLight3D::get_configuration_warnings() const {
TypedArray<String> warnings = Node::get_configuration_warnings();
if (!has_shadow() && get_projector().is_valid()) {
warnings.push_back(RTR("Projector texture only works with shadows active."));
}
return warnings;
}
void OmniLight3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_shadow_mode", "mode"), &OmniLight3D::set_shadow_mode);
ClassDB::bind_method(D_METHOD("get_shadow_mode"), &OmniLight3D::get_shadow_mode);
ADD_GROUP("Omni", "omni_");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "omni_range", PROPERTY_HINT_RANGE, "0,4096,0.001,or_greater,exp"), "set_param", "get_param", PARAM_RANGE);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "omni_attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_param", "get_param", PARAM_ATTENUATION);
ADD_PROPERTY(PropertyInfo(Variant::INT, "omni_shadow_mode", PROPERTY_HINT_ENUM, "Dual Paraboloid,Cube"), "set_shadow_mode", "get_shadow_mode");
BIND_ENUM_CONSTANT(SHADOW_DUAL_PARABOLOID);
BIND_ENUM_CONSTANT(SHADOW_CUBE);
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}
OmniLight3D::OmniLight3D() :
Light3D(RenderingServer::LIGHT_OMNI) {
set_shadow_mode(SHADOW_CUBE);
// Increase the default shadow biases to better suit most scenes.
set_param(PARAM_SHADOW_BIAS, 0.2);
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}
TypedArray<String> SpotLight3D::get_configuration_warnings() const {
TypedArray<String> warnings = Node::get_configuration_warnings();
if (has_shadow() && get_param(PARAM_SPOT_ANGLE) >= 90.0) {
warnings.push_back(RTR("A SpotLight3D with an angle wider than 90 degrees cannot cast shadows."));
}
if (!has_shadow() && get_projector().is_valid()) {
warnings.push_back(RTR("Projector texture only works with shadows active."));
}
return warnings;
}
void SpotLight3D::_bind_methods() {
ADD_GROUP("Spot", "spot_");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_range", PROPERTY_HINT_RANGE, "0,4096,0.001,or_greater,exp,suffix:m"), "set_param", "get_param", PARAM_RANGE);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_param", "get_param", PARAM_ATTENUATION);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_angle", PROPERTY_HINT_RANGE, "0,180,0.01,degrees"), "set_param", "get_param", PARAM_SPOT_ANGLE);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_angle_attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_param", "get_param", PARAM_SPOT_ATTENUATION);
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}