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

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/*************************************************************************/
/* light.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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.h"
#include "globals.h"
#include "scene/resources/surface_tool.h"
static const char* _light_param_names[VS::LIGHT_PARAM_MAX]={
"params/spot_attenuation",
"params/spot_angle",
"params/radius",
"params/energy",
"params/attenuation",
"shadow/darkening",
"shadow/z_offset",
"shadow/z_slope_scale",
"shadow/esm_multiplier",
"shadow/blur_passes"
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};
void Light::set_parameter(Parameter p_param, float p_value) {
ERR_FAIL_INDEX(p_param, PARAM_MAX);
vars[p_param]=p_value;
VisualServer::get_singleton()->light_set_param(light,(VisualServer::LightParam)p_param,p_value);
if (p_param==PARAM_RADIUS || p_param==PARAM_SPOT_ANGLE)
update_gizmo();
_change_notify(_light_param_names[p_param]);
// _change_notify(_param_names[p_param]);
}
float Light::get_parameter(Parameter p_param) const {
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
return vars[p_param];
}
void Light::set_color(LightColor p_color, const Color& p_value) {
ERR_FAIL_INDEX(p_color, 3);
colors[p_color]=p_value;
VisualServer::get_singleton()->light_set_color(light,(VisualServer::LightColor)p_color,p_value);
//_change_notify(_color_names[p_color]);
}
Color Light::get_color(LightColor p_color) const {
ERR_FAIL_INDEX_V(p_color, 3, Color());
return colors[p_color];
}
void Light::set_project_shadows(bool p_enabled) {
shadows=p_enabled;
VisualServer::get_singleton()->light_set_shadow(light, p_enabled);
_change_notify("shadow");
}
bool Light::has_project_shadows() const {
return shadows;
}
void Light::set_projector(const Ref<Texture>& p_projector) {
projector=p_projector;
VisualServer::get_singleton()->light_set_projector(light, projector.is_null()?RID():projector->get_rid());
}
Ref<Texture> Light::get_projector() const {
return projector;
}
bool Light::_can_gizmo_scale() const {
return false;
}
static void _make_sphere(int p_lats, int p_lons, float p_radius, Ref<SurfaceTool> p_tool) {
p_tool->begin(Mesh::PRIMITIVE_TRIANGLES);
for(int i = 1; i <= p_lats; i++) {
double lat0 = Math_PI * (-0.5 + (double) (i - 1) / p_lats);
double z0 = Math::sin(lat0);
double zr0 = Math::cos(lat0);
double lat1 = Math_PI * (-0.5 + (double) i / p_lats);
double z1 = Math::sin(lat1);
double zr1 = Math::cos(lat1);
for(int j = p_lons; j >= 1; j--) {
double lng0 = 2 * Math_PI * (double) (j - 1) / p_lons;
double x0 = Math::cos(lng0);
double y0 = Math::sin(lng0);
double lng1 = 2 * Math_PI * (double) (j) / p_lons;
double x1 = Math::cos(lng1);
double y1 = Math::sin(lng1);
Vector3 v[4]={
Vector3(x1 * zr0, z0, y1 *zr0),
Vector3(x1 * zr1, z1, y1 *zr1),
Vector3(x0 * zr1, z1, y0 *zr1),
Vector3(x0 * zr0, z0, y0 *zr0)
};
#define ADD_POINT(m_idx) \
p_tool->add_normal(v[m_idx]);\
p_tool->add_vertex(v[m_idx]*p_radius);
ADD_POINT(0);
ADD_POINT(1);
ADD_POINT(2);
ADD_POINT(2);
ADD_POINT(3);
ADD_POINT(0);
}
}
}
RES Light::_get_gizmo_geometry() const {
Ref<FixedMaterial> mat_area( memnew( FixedMaterial ));
mat_area->set_parameter( FixedMaterial::PARAM_DIFFUSE,Color(0.7,0.6,0.0,0.05) );
mat_area->set_parameter( FixedMaterial::PARAM_EMISSION,Color(0.7,0.7,0.7) );
mat_area->set_blend_mode( Material::BLEND_MODE_ADD );
mat_area->set_flag(Material::FLAG_DOUBLE_SIDED,true);
// mat_area->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
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Ref<FixedMaterial> mat_light( memnew( FixedMaterial ));
mat_light->set_parameter( FixedMaterial::PARAM_DIFFUSE, Color(1.0,1.0,0.8,0.9) );
mat_light->set_flag(Material::FLAG_UNSHADED,true);
Ref< Mesh > mesh;
Ref<SurfaceTool> surftool( memnew( SurfaceTool ));
switch(type) {
case VisualServer::LIGHT_DIRECTIONAL: {
mat_area->set_parameter( FixedMaterial::PARAM_DIFFUSE,Color(0.9,0.8,0.1,0.8) );
mat_area->set_blend_mode( Material::BLEND_MODE_MIX);
mat_area->set_flag(Material::FLAG_DOUBLE_SIDED,false);
mat_area->set_flag(Material::FLAG_UNSHADED,true);
_make_sphere( 5,5,0.6, surftool );
surftool->set_material(mat_light);
mesh=surftool->commit(mesh);
// float radius=1;
surftool->begin(Mesh::PRIMITIVE_TRIANGLES);
const int arrow_points=5;
Vector3 arrow[arrow_points]={
Vector3(0,0,2),
Vector3(1,1,2),
Vector3(1,1,-1),
Vector3(2,2,-1),
Vector3(0,0,-3)
};
int arrow_sides=4;
for(int i = 0; i < arrow_sides ; i++) {
Matrix3 ma(Vector3(0,0,1),Math_PI*2*float(i)/arrow_sides);
Matrix3 mb(Vector3(0,0,1),Math_PI*2*float(i+1)/arrow_sides);
for(int j=0;j<arrow_points-1;j++) {
Vector3 points[4]={
ma.xform(arrow[j]),
mb.xform(arrow[j]),
mb.xform(arrow[j+1]),
ma.xform(arrow[j+1]),
};
Vector3 n = Plane(points[0],points[1],points[2]).normal;
surftool->add_normal(n);
surftool->add_vertex(points[0]);
surftool->add_normal(n);
surftool->add_vertex(points[1]);
surftool->add_normal(n);
surftool->add_vertex(points[2]);
surftool->add_normal(n);
surftool->add_vertex(points[0]);
surftool->add_normal(n);
surftool->add_vertex(points[2]);
surftool->add_normal(n);
surftool->add_vertex(points[3]);
}
}
surftool->set_material(mat_area);
mesh=surftool->commit(mesh);
} break;
case VisualServer::LIGHT_OMNI: {
_make_sphere( 20,20,vars[PARAM_RADIUS], surftool );
surftool->set_material(mat_area);
mesh=surftool->commit(mesh);
_make_sphere(5,5, 0.1, surftool );
surftool->set_material(mat_light);
mesh=surftool->commit(mesh);
} break;
case VisualServer::LIGHT_SPOT: {
_make_sphere( 5,5,0.1, surftool );
surftool->set_material(mat_light);
mesh=surftool->commit(mesh);
// make cone
int points=24;
float len=vars[PARAM_RADIUS];
float size=Math::tan(Math::deg2rad(vars[PARAM_SPOT_ANGLE]))*len;
surftool->begin(Mesh::PRIMITIVE_TRIANGLES);
for(int i = 0; i < points; i++) {
float x0=Math::sin(i * Math_PI * 2 / points);
float y0=Math::cos(i * Math_PI * 2 / points);
float x1=Math::sin((i+1) * Math_PI * 2 / points);
float y1=Math::cos((i+1) * Math_PI * 2 / points);
Vector3 v1=Vector3(x0*size,y0*size,-len).normalized()*len;
Vector3 v2=Vector3(x1*size,y1*size,-len).normalized()*len;
Vector3 v3=Vector3(0,0,0);
Vector3 v4=Vector3(0,0,v1.z);
Vector3 n = Plane(v1,v2,v3).normal;
surftool->add_normal(n);
surftool->add_vertex(v1);
surftool->add_normal(n);
surftool->add_vertex(v2);
surftool->add_normal(n);
surftool->add_vertex(v3);
n=Vector3(0,0,-1);
surftool->add_normal(n);
surftool->add_vertex(v1);
surftool->add_normal(n);
surftool->add_vertex(v2);
surftool->add_normal(n);
surftool->add_vertex(v4);
}
surftool->set_material(mat_area);
mesh=surftool->commit(mesh);
} break;
}
return mesh;
}
AABB Light::get_aabb() const {
if (type==VisualServer::LIGHT_DIRECTIONAL) {
return AABB( Vector3(-1,-1,-1), Vector3(2, 2, 2 ) );
} else if (type==VisualServer::LIGHT_OMNI) {
return AABB( Vector3(-1,-1,-1) * vars[PARAM_RADIUS], Vector3(2, 2, 2 ) * vars[PARAM_RADIUS]);
} else if (type==VisualServer::LIGHT_SPOT) {
float len=vars[PARAM_RADIUS];
float size=Math::tan(Math::deg2rad(vars[PARAM_SPOT_ANGLE]))*len;
return AABB( Vector3( -size,-size,-len ), Vector3( size*2, size*2, len ) );
}
return AABB();
}
DVector<Face3> Light::get_faces(uint32_t p_usage_flags) const {
return DVector<Face3>();
}
void Light::set_operator(Operator p_op) {
ERR_FAIL_INDEX(p_op,2);
op=p_op;
VisualServer::get_singleton()->light_set_operator(light,VS::LightOp(op));
}
void Light::set_bake_mode(BakeMode p_bake_mode) {
bake_mode=p_bake_mode;
}
Light::BakeMode Light::get_bake_mode() const {
return bake_mode;
}
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Light::Operator Light::get_operator() const {
return op;
}
void Light::approximate_opengl_attenuation(float p_constant, float p_linear, float p_quadratic,float p_radius_treshold) {
//this is horrible and must never be used
float a = p_quadratic * p_radius_treshold;
float b = p_linear * p_radius_treshold;
float c = p_constant * p_radius_treshold -1;
float radius=10000;
if(a == 0) { // solve linear
float d = Math::abs(-c/b);
if(d<radius)
radius=d;
} else { // solve quadratic
// now ad^2 + bd + c = 0, solve quadratic equation:
float denominator = 2*a;
if(denominator != 0) {
float root = b*b - 4*a*c;
if(root >=0) {
root = sqrt(root);
float solution1 = fabs( (-b + root) / denominator);
float solution2 = fabs( (-b - root) / denominator);
if(solution1 > radius)
solution1 = radius;
if(solution2 > radius)
solution2 = radius;
radius = (solution1 > solution2 ? solution1 : solution2);
}
}
}
float energy=1.0;
if (p_constant>0)
energy=1.0/p_constant; //energy is this
else
energy=8.0; // some high number..
if (radius==10000)
radius=100; //bug?
set_parameter(PARAM_RADIUS,radius);
set_parameter(PARAM_ENERGY,energy);
}
void Light::_update_visibility() {
if (!is_inside_scene())
return;
bool editor_ok=true;
#ifdef TOOLS_ENABLED
if (editor_only) {
if (!get_scene()->is_editor_hint()) {
editor_ok=false;
} else {
editor_ok = (get_scene()->get_edited_scene_root() && (this==get_scene()->get_edited_scene_root() || get_owner()==get_scene()->get_edited_scene_root()));
}
}
#endif
VS::get_singleton()->instance_light_set_enabled(get_instance(),is_visible() && enabled && editor_ok);
_change_notify("geometry/visible");
}
void Light::_notification(int p_what) {
if (p_what==NOTIFICATION_ENTER_SCENE || p_what==NOTIFICATION_VISIBILITY_CHANGED) {
_update_visibility();
}
}
void Light::set_enabled(bool p_enabled) {
enabled=p_enabled;
_update_visibility();
}
bool Light::is_enabled() const{
return enabled;
}
void Light::set_editor_only(bool p_editor_only) {
editor_only=p_editor_only;
_update_visibility();
}
bool Light::is_editor_only() const{
return editor_only;
}
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void Light::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_parameter","variable","value"), &Light::set_parameter );
ObjectTypeDB::bind_method(_MD("get_parameter"), &Light::get_parameter );
ObjectTypeDB::bind_method(_MD("set_color","color","value"), &Light::set_color );
ObjectTypeDB::bind_method(_MD("get_color"), &Light::get_color );
ObjectTypeDB::bind_method(_MD("set_project_shadows","enable"), &Light::set_project_shadows );
ObjectTypeDB::bind_method(_MD("has_project_shadows"), &Light::has_project_shadows );
ObjectTypeDB::bind_method(_MD("set_projector","projector:Texture"), &Light::set_projector );
ObjectTypeDB::bind_method(_MD("get_projector:Texture"), &Light::get_projector );
ObjectTypeDB::bind_method(_MD("set_operator","operator"), &Light::set_operator );
ObjectTypeDB::bind_method(_MD("get_operator"), &Light::get_operator );
ObjectTypeDB::bind_method(_MD("set_bake_mode","bake_mode"), &Light::set_bake_mode );
ObjectTypeDB::bind_method(_MD("get_bake_mode"), &Light::get_bake_mode );
ObjectTypeDB::bind_method(_MD("set_enabled","enabled"), &Light::set_enabled );
ObjectTypeDB::bind_method(_MD("is_enabled"), &Light::is_enabled );
ObjectTypeDB::bind_method(_MD("set_editor_only","editor_only"), &Light::set_editor_only );
ObjectTypeDB::bind_method(_MD("is_editor_only"), &Light::is_editor_only );
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ADD_PROPERTY( PropertyInfo( Variant::BOOL, "params/enabled"), _SCS("set_enabled"), _SCS("is_enabled"));
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "params/editor_only"), _SCS("set_editor_only"), _SCS("is_editor_only"));
ADD_PROPERTY( PropertyInfo( Variant::INT, "params/bake_mode",PROPERTY_HINT_ENUM,"Disabled,Indirect,Indirect+Shadows,Full"), _SCS("set_bake_mode"), _SCS("get_bake_mode"));
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ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/energy", PROPERTY_HINT_EXP_RANGE, "0,64,0.01"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_ENERGY );
/*
if (type == VisualServer::LIGHT_OMNI || type == VisualServer::LIGHT_SPOT) {
ADD_PROPERTY( PropertyInfo( Variant::REAL, "params/radius", PROPERTY_HINT_RANGE, "0.01,4096,0.01"));
ADD_PROPERTY( PropertyInfo( Variant::REAL, "params/attenuation", PROPERTY_HINT_RANGE, "0,8,0.01"));
}
if (type == VisualServer::LIGHT_SPOT) {
ADD_PROPERTY( PropertyInfo( Variant::REAL, "params/spot_angle", PROPERTY_HINT_RANGE, "0.01,90.0,0.01"));
ADD_PROPERTY( PropertyInfo( Variant::REAL, "params/spot_attenuation", PROPERTY_HINT_RANGE, "0,8,0.01"));
}*/
ADD_PROPERTYI( PropertyInfo( Variant::COLOR, "colors/diffuse"), _SCS("set_color"), _SCS("get_color"),COLOR_DIFFUSE);
ADD_PROPERTYI( PropertyInfo( Variant::COLOR, "colors/specular"), _SCS("set_color"), _SCS("get_color"),COLOR_SPECULAR);
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "shadow/shadow"), _SCS("set_project_shadows"), _SCS("has_project_shadows"));
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/darkening", PROPERTY_HINT_RANGE, "0,1,0.01"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADOW_DARKENING );
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ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/z_offset", PROPERTY_HINT_RANGE, "0,128,0.001"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADOW_Z_OFFSET);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/z_slope_scale", PROPERTY_HINT_RANGE, "0,128,0.001"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADOW_Z_SLOPE_SCALE);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/esm_multiplier", PROPERTY_HINT_RANGE, "1.0,512.0,0.1"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADOW_ESM_MULTIPLIER);
ADD_PROPERTYI( PropertyInfo( Variant::INT, "shadow/blur_passes", PROPERTY_HINT_RANGE, "0,4,1"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADOW_BLUR_PASSES);
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ADD_PROPERTY( PropertyInfo( Variant::OBJECT, "projector",PROPERTY_HINT_RESOURCE_TYPE,"Texture"), _SCS("set_projector"), _SCS("get_projector"));
ADD_PROPERTY( PropertyInfo( Variant::INT, "operator",PROPERTY_HINT_ENUM,"Add,Sub"), _SCS("set_operator"), _SCS("get_operator"));
BIND_CONSTANT( PARAM_RADIUS );
BIND_CONSTANT( PARAM_ENERGY );
BIND_CONSTANT( PARAM_ATTENUATION );
BIND_CONSTANT( PARAM_SPOT_ANGLE );
BIND_CONSTANT( PARAM_SPOT_ATTENUATION );
BIND_CONSTANT( PARAM_SHADOW_DARKENING );
BIND_CONSTANT( PARAM_SHADOW_Z_OFFSET );
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BIND_CONSTANT( COLOR_DIFFUSE );
BIND_CONSTANT( COLOR_SPECULAR );
BIND_CONSTANT( BAKE_MODE_DISABLED );
BIND_CONSTANT( BAKE_MODE_INDIRECT );
BIND_CONSTANT( BAKE_MODE_INDIRECT_AND_SHADOWS );
BIND_CONSTANT( BAKE_MODE_FULL );
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}
Light::Light(VisualServer::LightType p_type) {
type=p_type;
light=VisualServer::get_singleton()->light_create(p_type);
set_parameter(PARAM_SPOT_ATTENUATION,1.0);
set_parameter(PARAM_SPOT_ANGLE,30.0);
set_parameter(PARAM_RADIUS,2.0);
set_parameter(PARAM_ENERGY,1.0);
set_parameter(PARAM_ATTENUATION,1.0);
set_parameter(PARAM_SHADOW_DARKENING,0.0);
set_parameter(PARAM_SHADOW_Z_OFFSET,0.05);
set_parameter(PARAM_SHADOW_Z_SLOPE_SCALE,0);
set_parameter(PARAM_SHADOW_ESM_MULTIPLIER,60);
set_parameter(PARAM_SHADOW_BLUR_PASSES,1);
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set_color( COLOR_DIFFUSE, Color(1,1,1));
set_color( COLOR_SPECULAR, Color(1,1,1));
op=OPERATOR_ADD;
set_project_shadows( false );
set_base(light);
enabled=true;
editor_only=false;
bake_mode=BAKE_MODE_DISABLED;
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}
Light::Light() {
type=VisualServer::LIGHT_DIRECTIONAL;
ERR_PRINT("Light shouldn't be instanced dircetly, use the subtypes.");
}
Light::~Light() {
if (light.is_valid())
VisualServer::get_singleton()->free(light);
}
/////////////////////////////////////////
void DirectionalLight::set_shadow_mode(ShadowMode p_mode) {
shadow_mode=p_mode;
VS::get_singleton()->light_directional_set_shadow_mode(light,(VS::LightDirectionalShadowMode)p_mode);
}
DirectionalLight::ShadowMode DirectionalLight::get_shadow_mode() const{
return shadow_mode;
}
void DirectionalLight::set_shadow_param(ShadowParam p_param, float p_value) {
ERR_FAIL_INDEX(p_param,3);
shadow_param[p_param]=p_value;
VS::get_singleton()->light_directional_set_shadow_param(light,VS::LightDirectionalShadowParam(p_param),p_value);
}
float DirectionalLight::get_shadow_param(ShadowParam p_param) const {
ERR_FAIL_INDEX_V(p_param,3,0);
return shadow_param[p_param];
}
void DirectionalLight::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_shadow_mode","mode"),&DirectionalLight::set_shadow_mode);
ObjectTypeDB::bind_method(_MD("get_shadow_mode"),&DirectionalLight::get_shadow_mode);
ObjectTypeDB::bind_method(_MD("set_shadow_param","param","value"),&DirectionalLight::set_shadow_param);
ObjectTypeDB::bind_method(_MD("get_shadow_param","param"),&DirectionalLight::get_shadow_param);
ADD_PROPERTY( PropertyInfo(Variant::INT,"shadow/mode",PROPERTY_HINT_ENUM,"Orthogonal,Perspective,PSSM 2 Splits,PSSM 4 Splits"),_SCS("set_shadow_mode"),_SCS("get_shadow_mode"));
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ADD_PROPERTYI( PropertyInfo(Variant::REAL,"shadow/max_distance",PROPERTY_HINT_EXP_RANGE,"0.00,99999,0.01"),_SCS("set_shadow_param"),_SCS("get_shadow_param"), SHADOW_PARAM_MAX_DISTANCE);
ADD_PROPERTYI( PropertyInfo(Variant::REAL,"shadow/split_weight",PROPERTY_HINT_RANGE,"0.01,1.0,0.01"),_SCS("set_shadow_param"),_SCS("get_shadow_param"), SHADOW_PARAM_PSSM_SPLIT_WEIGHT);
ADD_PROPERTYI( PropertyInfo(Variant::REAL,"shadow/zoffset_scale",PROPERTY_HINT_RANGE,"0.01,1024.0,0.01"),_SCS("set_shadow_param"),_SCS("get_shadow_param"), SHADOW_PARAM_PSSM_ZOFFSET_SCALE);
BIND_CONSTANT( SHADOW_ORTHOGONAL );
BIND_CONSTANT( SHADOW_PERSPECTIVE );
BIND_CONSTANT( SHADOW_PARALLEL_2_SPLITS );
BIND_CONSTANT( SHADOW_PARALLEL_4_SPLITS );
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BIND_CONSTANT( SHADOW_PARAM_MAX_DISTANCE );
BIND_CONSTANT( SHADOW_PARAM_PSSM_SPLIT_WEIGHT );
BIND_CONSTANT( SHADOW_PARAM_PSSM_ZOFFSET_SCALE );
}
DirectionalLight::DirectionalLight() : Light( VisualServer::LIGHT_DIRECTIONAL ) {
shadow_mode=SHADOW_ORTHOGONAL;
shadow_param[SHADOW_PARAM_MAX_DISTANCE]=0;
shadow_param[SHADOW_PARAM_PSSM_SPLIT_WEIGHT]=0.5;
shadow_param[SHADOW_PARAM_PSSM_ZOFFSET_SCALE]=2.0;
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}
void OmniLight::_bind_methods() {
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/radius", PROPERTY_HINT_EXP_RANGE, "0.2,4096,0.01"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_RADIUS );
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_ATTENUATION );
}
void SpotLight::_bind_methods() {
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/radius", PROPERTY_HINT_EXP_RANGE, "0.2,4096,0.01"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_RADIUS );
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_ATTENUATION );
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/spot_angle", PROPERTY_HINT_RANGE, "0.01,89.9,0.01"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SPOT_ANGLE );
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/spot_attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SPOT_ATTENUATION );
2014-02-10 02:10:30 +01:00
}