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) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 "light_3d.h"
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#include "core/engine.h"
#include "core/project_settings.h"
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#include "scene/resources/surface_tool.h"
bool Light3D::_can_gizmo_scale() const {
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return false;
}
void Light3D::set_param(Param p_param, float p_value) {
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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) {
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update_gizmo();
if (p_param == PARAM_SPOT_ANGLE) {
_change_notify("spot_angle");
update_configuration_warning();
} else if (p_param == PARAM_RANGE) {
_change_notify("omni_range");
_change_notify("spot_range");
}
}
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}
float Light3D::get_param(Param p_param) const {
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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) {
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shadow = p_enable;
RS::get_singleton()->light_set_shadow(light, p_enable);
if (type == RenderingServer::LIGHT_SPOT) {
update_configuration_warning();
}
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}
bool Light3D::has_shadow() const {
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return shadow;
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}
void Light3D::set_negative(bool p_enable) {
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negative = p_enable;
RS::get_singleton()->light_set_negative(light, p_enable);
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}
bool Light3D::is_negative() const {
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return negative;
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}
void Light3D::set_cull_mask(uint32_t p_cull_mask) {
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cull_mask = p_cull_mask;
RS::get_singleton()->light_set_cull_mask(light, p_cull_mask);
}
uint32_t Light3D::get_cull_mask() const {
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return cull_mask;
}
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void Light3D::set_color(const Color &p_color) {
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color = p_color;
RS::get_singleton()->light_set_color(light, p_color);
// The gizmo color depends on the light color, so update it.
update_gizmo();
}
Color Light3D::get_color() const {
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return color;
}
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void Light3D::set_shadow_color(const Color &p_shadow_color) {
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shadow_color = p_shadow_color;
RS::get_singleton()->light_set_shadow_color(light, p_shadow_color);
}
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Color Light3D::get_shadow_color() const {
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return shadow_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 {
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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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float len = param[PARAM_RANGE];
float size = Math::tan(Math::deg2rad(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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}
Vector<Face3> Light3D::get_faces(uint32_t p_usage_flags) const {
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return Vector<Face3>();
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}
void Light3D::set_bake_mode(BakeMode p_mode) {
bake_mode = p_mode;
RS::get_singleton()->light_set_use_gi(light, p_mode != BAKE_DISABLED);
}
Light3D::BakeMode Light3D::get_bake_mode() const {
return bake_mode;
}
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);
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_change_notify("geometry/visible");
}
void Light3D::_notification(int p_what) {
if (p_what == NOTIFICATION_VISIBILITY_CHANGED) {
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_update_visibility();
}
if (p_what == NOTIFICATION_ENTER_TREE) {
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_update_visibility();
}
}
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 &property) const {
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if (RenderingServer::get_singleton()->is_low_end() && property.name == "shadow_contact") {
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property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
}
}
void Light3D::_bind_methods() {
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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_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_shadow_color", "shadow_color"), &Light3D::set_shadow_color);
ClassDB::bind_method(D_METHOD("get_shadow_color"), &Light3D::get_shadow_color);
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);
ADD_GROUP("Light", "light_");
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, "0,16,0.01,or_greater"), "set_param", "get_param", PARAM_ENERGY);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_indirect_energy", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_param", "get_param", PARAM_INDIRECT_ENERGY);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "light_negative"), "set_negative", "is_negative");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_specular", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_SPECULAR);
ADD_PROPERTY(PropertyInfo(Variant::INT, "light_bake_mode", PROPERTY_HINT_ENUM, "Disable,Indirect,All"), "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_PROPERTY(PropertyInfo(Variant::COLOR, "shadow_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_shadow_color", "get_shadow_color");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_bias", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_param", "get_param", PARAM_SHADOW_BIAS);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_contact", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_param", "get_param", PARAM_CONTACT_SHADOW_SIZE);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_reverse_cull_face"), "set_shadow_reverse_cull_face", "get_shadow_reverse_cull_face");
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_SPECULAR);
BIND_ENUM_CONSTANT(PARAM_RANGE);
BIND_ENUM_CONSTANT(PARAM_ATTENUATION);
BIND_ENUM_CONSTANT(PARAM_SPOT_ANGLE);
BIND_ENUM_CONSTANT(PARAM_SPOT_ATTENUATION);
BIND_ENUM_CONSTANT(PARAM_CONTACT_SHADOW_SIZE);
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_BIAS_SPLIT_SCALE);
BIND_ENUM_CONSTANT(PARAM_MAX);
BIND_ENUM_CONSTANT(BAKE_DISABLED);
BIND_ENUM_CONSTANT(BAKE_INDIRECT);
BIND_ENUM_CONSTANT(BAKE_ALL);
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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);
reverse_cull = false;
bake_mode = BAKE_INDIRECT;
editor_only = false;
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_SPECULAR, 0.5);
set_param(PARAM_RANGE, 5);
set_param(PARAM_ATTENUATION, 1);
set_param(PARAM_SPOT_ANGLE, 45);
set_param(PARAM_SPOT_ATTENUATION, 1);
set_param(PARAM_CONTACT_SHADOW_SIZE, 0);
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_NORMAL_BIAS, 0.0);
set_param(PARAM_SHADOW_BIAS, 0.15);
set_param(PARAM_SHADOW_FADE_START, 1);
set_disable_scale(true);
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}
Light3D::Light3D() {
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type = RenderingServer::LIGHT_DIRECTIONAL;
ERR_PRINT("Light3D should not be instanced directly; use the DirectionalLight3D, OmniLight3D or SpotLight3D subtypes instead.");
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}
Light3D::~Light3D() {
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RS::get_singleton()->instance_set_base(get_instance(), RID());
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if (light.is_valid())
RenderingServer::get_singleton()->free(light);
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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));
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}
DirectionalLight3D::ShadowMode DirectionalLight3D::get_shadow_mode() const {
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return shadow_mode;
}
void DirectionalLight3D::set_shadow_depth_range(ShadowDepthRange p_range) {
shadow_depth_range = p_range;
RS::get_singleton()->light_directional_set_shadow_depth_range_mode(light, RS::LightDirectionalShadowDepthRangeMode(p_range));
}
DirectionalLight3D::ShadowDepthRange DirectionalLight3D::get_shadow_depth_range() const {
return shadow_depth_range;
}
void DirectionalLight3D::set_blend_splits(bool p_enable) {
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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::_bind_methods() {
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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_shadow_depth_range", "mode"), &DirectionalLight3D::set_shadow_depth_range);
ClassDB::bind_method(D_METHOD("get_shadow_depth_range"), &DirectionalLight3D::get_shadow_depth_range);
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);
ADD_GROUP("Directional Shadow", "directional_shadow_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "directional_shadow_mode", PROPERTY_HINT_ENUM, "Orthogonal,PSSM 2 Splits,PSSM 4 Splits"), "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_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_fade_start", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_SHADOW_FADE_START);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "directional_shadow_blend_splits"), "set_blend_splits", "is_blend_splits_enabled");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_normal_bias", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_param", "get_param", PARAM_SHADOW_NORMAL_BIAS);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_bias_split_scale", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_SHADOW_BIAS_SPLIT_SCALE);
ADD_PROPERTY(PropertyInfo(Variant::INT, "directional_shadow_depth_range", PROPERTY_HINT_ENUM, "Stable,Optimized"), "set_shadow_depth_range", "get_shadow_depth_range");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_max_distance", PROPERTY_HINT_EXP_RANGE, "0,8192,0.1,or_greater"), "set_param", "get_param", PARAM_SHADOW_MAX_DISTANCE);
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BIND_ENUM_CONSTANT(SHADOW_ORTHOGONAL);
BIND_ENUM_CONSTANT(SHADOW_PARALLEL_2_SPLITS);
BIND_ENUM_CONSTANT(SHADOW_PARALLEL_4_SPLITS);
BIND_ENUM_CONSTANT(SHADOW_DEPTH_RANGE_STABLE);
BIND_ENUM_CONSTANT(SHADOW_DEPTH_RANGE_OPTIMIZED);
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}
DirectionalLight3D::DirectionalLight3D() :
Light3D(RenderingServer::LIGHT_DIRECTIONAL) {
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set_param(PARAM_SHADOW_NORMAL_BIAS, 0.8);
set_param(PARAM_SHADOW_BIAS, 0.1);
set_param(PARAM_SHADOW_MAX_DISTANCE, 100);
set_param(PARAM_SHADOW_FADE_START, 0.8);
set_param(PARAM_SHADOW_BIAS_SPLIT_SCALE, 0.25);
set_shadow_mode(SHADOW_PARALLEL_4_SPLITS);
set_shadow_depth_range(SHADOW_DEPTH_RANGE_STABLE);
blend_splits = false;
}
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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;
}
void OmniLight3D::_bind_methods() {
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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_EXP_RANGE, "0,4096,0.1,or_greater"), "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);
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}
String SpotLight3D::get_configuration_warning() const {
String warning = Light3D::get_configuration_warning();
if (has_shadow() && get_param(PARAM_SPOT_ANGLE) >= 90.0) {
if (warning != String()) {
warning += "\n\n";
}
warning += TTR("A SpotLight3D with an angle wider than 90 degrees cannot cast shadows.");
}
return warning;
}
void SpotLight3D::_bind_methods() {
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ADD_GROUP("Spot", "spot_");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_range", PROPERTY_HINT_EXP_RANGE, "0,4096,0.1,or_greater"), "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, "0,180,0.1"), "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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}