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/**************************************************************************/
/* light_3d.cpp */
/**************************************************************************/
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/* GODOT ENGINE */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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# include "core/config/project_settings.h"
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# include "light_3d.h"
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void Light3D : : set_param ( Param p_param , real_t 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_gizmos ( ) ;
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if ( p_param = = PARAM_SPOT_ANGLE ) {
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update_configuration_warnings ( ) ;
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}
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}
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}
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real_t Light3D : : get_param ( Param p_param ) const {
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ERR_FAIL_INDEX_V ( p_param , PARAM_MAX , 0 ) ;
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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 ;
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RS : : get_singleton ( ) - > light_set_shadow ( light , p_enable ) ;
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notify_property_list_changed ( ) ;
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update_configuration_warnings ( ) ;
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}
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bool Light3D : : has_shadow ( ) const {
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return shadow ;
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}
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void Light3D : : set_negative ( bool p_enable ) {
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negative = p_enable ;
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RS : : get_singleton ( ) - > light_set_negative ( light , p_enable ) ;
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}
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bool Light3D : : is_negative ( ) const {
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return negative ;
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}
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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 ;
}
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void Light3D : : set_cull_mask ( uint32_t p_cull_mask ) {
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cull_mask = p_cull_mask ;
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RS : : get_singleton ( ) - > light_set_cull_mask ( light , p_cull_mask ) ;
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}
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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 ;
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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 ) ;
}
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// The gizmo color depends on the light color, so update it.
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update_gizmos ( ) ;
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}
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Color Light3D : : get_color ( ) const {
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return color ;
}
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void Light3D : : set_shadow_reverse_cull_face ( bool p_enable ) {
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reverse_cull = p_enable ;
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RS : : get_singleton ( ) - > light_set_reverse_cull_face_mode ( light , reverse_cull ) ;
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}
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bool Light3D : : get_shadow_reverse_cull_face ( ) const {
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return reverse_cull ;
}
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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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real_t cone_slant_height = param [ PARAM_RANGE ] ;
real_t cone_angle_rad = Math : : deg_to_rad ( param [ PARAM_SPOT_ANGLE ] ) ;
if ( cone_angle_rad > Math_PI / 2.0 ) {
// Just return the AABB of an omni light if the spot angle is above 90 degrees.
return AABB ( Vector3 ( - 1 , - 1 , - 1 ) * cone_slant_height , Vector3 ( 2 , 2 , 2 ) * cone_slant_height ) ;
}
real_t size = Math : : sin ( cone_angle_rad ) * cone_slant_height ;
return AABB ( Vector3 ( - size , - size , - cone_slant_height ) , Vector3 ( 2 * size , 2 * size , cone_slant_height ) ) ;
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}
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return AABB ( ) ;
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}
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PackedStringArray Light3D : : get_configuration_warnings ( ) const {
PackedStringArray warnings = VisualInstance3D : : get_configuration_warnings ( ) ;
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if ( has_shadow ( ) & & OS : : get_singleton ( ) - > get_current_rendering_method ( ) = = " gl_compatibility " ) {
warnings . push_back ( RTR ( " Shadows are not supported when using the GL Compatibility backend yet. Support will be added in a future release. " ) ) ;
}
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if ( ! get_scale ( ) . is_equal_approx ( Vector3 ( 1 , 1 , 1 ) ) ) {
warnings . push_back ( RTR ( " A light's scale does not affect the visual size of the light. " ) ) ;
}
return warnings ;
}
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void Light3D : : set_bake_mode ( BakeMode p_mode ) {
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bake_mode = p_mode ;
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RS : : get_singleton ( ) - > light_set_bake_mode ( light , RS : : LightBakeMode ( p_mode ) ) ;
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}
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Light3D : : BakeMode Light3D : : get_bake_mode ( ) const {
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return bake_mode ;
}
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void Light3D : : set_projector ( const Ref < Texture2D > & p_texture ) {
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projector = p_texture ;
RID tex_id = projector . is_valid ( ) ? projector - > get_rid ( ) : RID ( ) ;
RS : : get_singleton ( ) - > light_set_projector ( light , tex_id ) ;
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update_configuration_warnings ( ) ;
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}
Ref < Texture2D > Light3D : : get_projector ( ) const {
return projector ;
}
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void Light3D : : owner_changed_notify ( ) {
// For cases where owner changes _after_ entering tree (as example, editor editing).
_update_visibility ( ) ;
}
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// 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-4 f * p_temperature + 1.28641212e-7 f * T2 ) /
( 1.0f + 8.42420235e-4 f * p_temperature + 7.08145163e-7 f * T2 ) ;
float v = ( 0.317398726f + 4.22806245e-5 f * p_temperature + 4.20481691e-8 f * T2 ) /
( 1.0f - 2.89741816e-5 f * p_temperature + 1.61456053e-7 f * 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-5 f ) ;
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-5 f , 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 ;
}
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void Light3D : : _update_visibility ( ) {
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if ( ! is_inside_tree ( ) ) {
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return ;
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}
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bool editor_ok = true ;
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# ifdef TOOLS_ENABLED
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if ( editor_only ) {
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if ( ! Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
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editor_ok = false ;
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} else {
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editor_ok = ( get_tree ( ) - > get_edited_scene_root ( ) & & ( this = = get_tree ( ) - > get_edited_scene_root ( ) | | get_owner ( ) = = get_tree ( ) - > get_edited_scene_root ( ) ) ) ;
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}
}
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# else
if ( editor_only ) {
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editor_ok = false ;
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}
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# endif
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RS : : get_singleton ( ) - > instance_set_visible ( get_instance ( ) , is_visible_in_tree ( ) & & editor_ok ) ;
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}
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void Light3D : : _notification ( int p_what ) {
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switch ( p_what ) {
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case NOTIFICATION_TRANSFORM_CHANGED : {
update_configuration_warnings ( ) ;
} break ;
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case NOTIFICATION_VISIBILITY_CHANGED :
case NOTIFICATION_ENTER_TREE : {
_update_visibility ( ) ;
} break ;
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}
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}
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void Light3D : : set_editor_only ( bool p_editor_only ) {
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editor_only = p_editor_only ;
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_update_visibility ( ) ;
}
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bool Light3D : : is_editor_only ( ) const {
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return editor_only ;
}
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void Light3D : : _validate_property ( PropertyInfo & p_property ) const {
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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 " ) ) {
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p_property . usage = PROPERTY_USAGE_NO_EDITOR ;
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}
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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 " ) ) {
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p_property . usage = PROPERTY_USAGE_NONE ;
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}
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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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}
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}
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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 ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_param " , " param " , " value " ) , & Light3D : : set_param ) ;
ClassDB : : bind_method ( D_METHOD ( " get_param " , " param " ) , & Light3D : : get_param ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_shadow " , " enabled " ) , & Light3D : : set_shadow ) ;
ClassDB : : bind_method ( D_METHOD ( " has_shadow " ) , & Light3D : : has_shadow ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_negative " , " enabled " ) , & Light3D : : set_negative ) ;
ClassDB : : bind_method ( D_METHOD ( " is_negative " ) , & Light3D : : is_negative ) ;
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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 ) ;
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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 ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_color " , " color " ) , & Light3D : : set_color ) ;
ClassDB : : bind_method ( D_METHOD ( " get_color " ) , & Light3D : : get_color ) ;
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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 ) ;
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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 ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_projector " , " projector " ) , & Light3D : : set_projector ) ;
ClassDB : : bind_method ( D_METHOD ( " get_projector " ) , & Light3D : : get_projector ) ;
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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 ) ;
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ADD_GROUP ( " Light " , " light_ " ) ;
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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 " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : COLOR , " light_color " , PROPERTY_HINT_COLOR_NO_ALPHA ) , " set_color " , " get_color " ) ;
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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 ) ;
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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 ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " light_projector " , PROPERTY_HINT_RESOURCE_TYPE , " Texture2D " ) , " set_projector " , " get_projector " ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " light_size " , PROPERTY_HINT_RANGE , " 0,1,0.001,or_greater,suffix:m " ) , " set_param " , " get_param " , PARAM_SIZE ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " light_angular_distance " , PROPERTY_HINT_RANGE , " 0,90,0.01,degrees " ) , " set_param " , " get_param " , PARAM_SIZE ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " light_negative " ) , " set_negative " , " is_negative " ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " light_specular " , PROPERTY_HINT_RANGE , " 0,16,0.001,or_greater " ) , " set_param " , " get_param " , PARAM_SPECULAR ) ;
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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 " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " light_cull_mask " , PROPERTY_HINT_LAYERS_3D_RENDER ) , " set_cull_mask " , " get_cull_mask " ) ;
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ADD_GROUP ( " Shadow " , " shadow_ " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " shadow_enabled " ) , " set_shadow " , " has_shadow " ) ;
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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 ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " shadow_reverse_cull_face " ) , " set_shadow_reverse_cull_face " , " get_shadow_reverse_cull_face " ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " shadow_transmittance_bias " , PROPERTY_HINT_RANGE , " -16,16,0.001 " ) , " set_param " , " get_param " , PARAM_TRANSMITTANCE_BIAS ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " shadow_opacity " , PROPERTY_HINT_RANGE , " 0,1,0.01 " ) , " set_param " , " get_param " , PARAM_SHADOW_OPACITY ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " shadow_blur " , PROPERTY_HINT_RANGE , " 0,10,0.001 " ) , " set_param " , " get_param " , PARAM_SHADOW_BLUR ) ;
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ADD_GROUP ( " Distance Fade " , " distance_fade_ " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " distance_fade_enabled " ) , " set_enable_distance_fade " , " is_distance_fade_enabled " ) ;
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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 " ) ;
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ADD_GROUP ( " Editor " , " " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " editor_only " ) , " set_editor_only " , " is_editor_only " ) ;
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ADD_GROUP ( " " , " " ) ;
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BIND_ENUM_CONSTANT ( PARAM_ENERGY ) ;
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BIND_ENUM_CONSTANT ( PARAM_INDIRECT_ENERGY ) ;
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BIND_ENUM_CONSTANT ( PARAM_VOLUMETRIC_FOG_ENERGY ) ;
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BIND_ENUM_CONSTANT ( PARAM_SPECULAR ) ;
BIND_ENUM_CONSTANT ( PARAM_RANGE ) ;
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BIND_ENUM_CONSTANT ( PARAM_SIZE ) ;
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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 ) ;
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BIND_ENUM_CONSTANT ( PARAM_SHADOW_FADE_START ) ;
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BIND_ENUM_CONSTANT ( PARAM_SHADOW_NORMAL_BIAS ) ;
BIND_ENUM_CONSTANT ( PARAM_SHADOW_BIAS ) ;
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BIND_ENUM_CONSTANT ( PARAM_SHADOW_PANCAKE_SIZE ) ;
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BIND_ENUM_CONSTANT ( PARAM_SHADOW_OPACITY ) ;
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BIND_ENUM_CONSTANT ( PARAM_SHADOW_BLUR ) ;
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BIND_ENUM_CONSTANT ( PARAM_TRANSMITTANCE_BIAS ) ;
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BIND_ENUM_CONSTANT ( PARAM_INTENSITY ) ;
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BIND_ENUM_CONSTANT ( PARAM_MAX ) ;
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BIND_ENUM_CONSTANT ( BAKE_DISABLED ) ;
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BIND_ENUM_CONSTANT ( BAKE_STATIC ) ;
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BIND_ENUM_CONSTANT ( BAKE_DYNAMIC ) ;
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}
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Light3D : : Light3D ( RenderingServer : : LightType p_type ) {
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type = p_type ;
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switch ( p_type ) {
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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 ;
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default : {
} ;
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}
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RS : : get_singleton ( ) - > instance_set_base ( get_instance ( ) , light ) ;
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set_color ( Color ( 1 , 1 , 1 , 1 ) ) ;
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set_shadow ( false ) ;
set_negative ( false ) ;
set_cull_mask ( 0xFFFFFFFF ) ;
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set_param ( PARAM_ENERGY , 1 ) ;
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set_param ( PARAM_INDIRECT_ENERGY , 1 ) ;
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set_param ( PARAM_VOLUMETRIC_FOG_ENERGY , 1 ) ;
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set_param ( PARAM_SPECULAR , 0.5 ) ;
set_param ( PARAM_RANGE , 5 ) ;
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set_param ( PARAM_SIZE , 0 ) ;
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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 ) ;
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set_param ( PARAM_SHADOW_FADE_START , 0.8 ) ;
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set_param ( PARAM_SHADOW_PANCAKE_SIZE , 20.0 ) ;
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set_param ( PARAM_SHADOW_OPACITY , 1.0 ) ;
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set_param ( PARAM_SHADOW_BLUR , 1.0 ) ;
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set_param ( PARAM_SHADOW_BIAS , 0.1 ) ;
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set_param ( PARAM_SHADOW_NORMAL_BIAS , 1.0 ) ;
set_param ( PARAM_TRANSMITTANCE_BIAS , 0.05 ) ;
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set_param ( PARAM_SHADOW_FADE_START , 1 ) ;
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// For OmniLight3D and SpotLight3D, specified in Lumens.
set_param ( PARAM_INTENSITY , 1000.0 ) ;
set_temperature ( 6500.0 ) ; // Nearly white.
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set_disable_scale ( true ) ;
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}
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Light3D : : Light3D ( ) {
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ERR_PRINT ( " Light3D should not be instantiated directly; use the DirectionalLight3D, OmniLight3D or SpotLight3D subtypes instead. " ) ;
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}
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Light3D : : ~ Light3D ( ) {
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ERR_FAIL_NULL ( RenderingServer : : get_singleton ( ) ) ;
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RS : : get_singleton ( ) - > instance_set_base ( get_instance ( ) , RID ( ) ) ;
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if ( light . is_valid ( ) ) {
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RenderingServer : : get_singleton ( ) - > free ( light ) ;
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}
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}
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/////////////////////////////////////////
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void DirectionalLight3D : : set_shadow_mode ( ShadowMode p_mode ) {
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shadow_mode = p_mode ;
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RS : : get_singleton ( ) - > light_directional_set_shadow_mode ( light , RS : : LightDirectionalShadowMode ( p_mode ) ) ;
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notify_property_list_changed ( ) ;
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}
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DirectionalLight3D : : ShadowMode DirectionalLight3D : : get_shadow_mode ( ) const {
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return shadow_mode ;
}
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void DirectionalLight3D : : set_blend_splits ( bool p_enable ) {
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blend_splits = p_enable ;
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RS : : get_singleton ( ) - > light_directional_set_blend_splits ( light , p_enable ) ;
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}
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bool DirectionalLight3D : : is_blend_splits_enabled ( ) const {
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return blend_splits ;
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}
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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 ) ) ;
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}
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DirectionalLight3D : : SkyMode DirectionalLight3D : : get_sky_mode ( ) const {
return sky_mode ;
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}
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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 " ) ) {
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// Split 2 and split blending are only used with the PSSM 2 Splits and PSSM 4 Splits shadow modes.
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p_property . usage = PROPERTY_USAGE_NO_EDITOR ;
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}
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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 " ) ) {
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// Splits 3 and 4 are only used with the PSSM 4 Splits shadow mode.
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p_property . usage = PROPERTY_USAGE_NO_EDITOR ;
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}
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if ( p_property . name = = " light_size " | | p_property . name = = " light_projector " | | p_property . name = = " light_specular " ) {
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// Not implemented in DirectionalLight3D (`light_size` is replaced by `light_angular_distance`).
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p_property . usage = PROPERTY_USAGE_NONE ;
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}
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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 " ) {
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// Not relevant for DirectionalLight3D, as the light LOD system only pertains to point lights.
// For DirectionalLight3D, `directional_shadow_max_distance` can be used instead.
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p_property . usage = PROPERTY_USAGE_NONE ;
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}
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}
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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 ) ;
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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 ) ;
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ADD_GROUP ( " Directional Shadow " , " directional_shadow_ " ) ;
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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 " ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 19:20:53 +01:00
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 ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " directional_shadow_blend_splits " ) , " set_blend_splits " , " is_blend_splits_enabled " ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " directional_shadow_fade_start " , PROPERTY_HINT_RANGE , " 0,1,0.001 " ) , " set_param " , " get_param " , PARAM_SHADOW_FADE_START ) ;
Fix editor suffixes and degrees conversion
* Functions to convert to/from degrees are all gone. Conversion is done by the editor.
* Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees.
* Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m"
* In general, can add suffixes for EditorSpinSlider
Not covered by this PR, will have to be addressed by future ones:
* Ability to switch radians/degrees in the inspector for angle properties (if actually wanted).
* Animations previously made will most likely break, need to add a way to make old ones compatible.
* Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes.
* Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
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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 " ) ;
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BIND_ENUM_CONSTANT ( SHADOW_ORTHOGONAL ) ;
BIND_ENUM_CONSTANT ( SHADOW_PARALLEL_2_SPLITS ) ;
BIND_ENUM_CONSTANT ( SHADOW_PARALLEL_4_SPLITS ) ;
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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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}
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DirectionalLight3D : : DirectionalLight3D ( ) :
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Light3D ( RenderingServer : : LIGHT_DIRECTIONAL ) {
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set_param ( PARAM_SHADOW_MAX_DISTANCE , 100 ) ;
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set_param ( PARAM_SHADOW_FADE_START , 0.8 ) ;
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// Increase the default shadow normal bias to better suit most scenes.
set_param ( PARAM_SHADOW_NORMAL_BIAS , 2.0 ) ;
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set_param ( PARAM_INTENSITY , 100000.0 ) ; // Specified in Lux, approximate mid-day sun.
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set_shadow_mode ( SHADOW_PARALLEL_4_SPLITS ) ;
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blend_splits = false ;
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set_sky_mode ( SKY_MODE_LIGHT_AND_SKY ) ;
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}
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void OmniLight3D : : set_shadow_mode ( ShadowMode p_mode ) {
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shadow_mode = p_mode ;
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RS : : get_singleton ( ) - > light_omni_set_shadow_mode ( light , RS : : LightOmniShadowMode ( p_mode ) ) ;
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}
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OmniLight3D : : ShadowMode OmniLight3D : : get_shadow_mode ( ) const {
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return shadow_mode ;
}
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PackedStringArray OmniLight3D : : get_configuration_warnings ( ) const {
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PackedStringArray warnings = Light3D : : get_configuration_warnings ( ) ;
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if ( ! has_shadow ( ) & & get_projector ( ) . is_valid ( ) ) {
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warnings . push_back ( RTR ( " Projector texture only works with shadows active. " ) ) ;
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}
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if ( get_projector ( ) . is_valid ( ) & & OS : : get_singleton ( ) - > get_current_rendering_method ( ) = = " gl_compatibility " ) {
warnings . push_back ( RTR ( " Projector textures are not supported when using the GL Compatibility backend yet. Support will be added in a future release. " ) ) ;
}
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return warnings ;
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}
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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 ) ;
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ADD_GROUP ( " Omni " , " omni_ " ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " omni_range " , PROPERTY_HINT_RANGE , " 0,4096,0.001,or_greater,exp " ) , " set_param " , " get_param " , PARAM_RANGE ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
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ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " omni_attenuation " , PROPERTY_HINT_EXP_EASING , " attenuation " ) , " set_param " , " get_param " , PARAM_ATTENUATION ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " omni_shadow_mode " , PROPERTY_HINT_ENUM , " Dual Paraboloid,Cube " ) , " set_shadow_mode " , " get_shadow_mode " ) ;
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BIND_ENUM_CONSTANT ( SHADOW_DUAL_PARABOLOID ) ;
BIND_ENUM_CONSTANT ( SHADOW_CUBE ) ;
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}
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OmniLight3D : : OmniLight3D ( ) :
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Light3D ( RenderingServer : : LIGHT_OMNI ) {
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set_shadow_mode ( SHADOW_CUBE ) ;
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}
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PackedStringArray SpotLight3D : : get_configuration_warnings ( ) const {
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PackedStringArray warnings = Light3D : : get_configuration_warnings ( ) ;
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if ( has_shadow ( ) & & get_param ( PARAM_SPOT_ANGLE ) > = 90.0 ) {
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warnings . push_back ( RTR ( " A SpotLight3D with an angle wider than 90 degrees cannot cast shadows. " ) ) ;
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}
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if ( ! has_shadow ( ) & & get_projector ( ) . is_valid ( ) ) {
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warnings . push_back ( RTR ( " Projector texture only works with shadows active. " ) ) ;
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}
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if ( get_projector ( ) . is_valid ( ) & & OS : : get_singleton ( ) - > get_current_rendering_method ( ) = = " gl_compatibility " ) {
warnings . push_back ( RTR ( " Projector textures are not supported when using the GL Compatibility backend yet. Support will be added in a future release. " ) ) ;
}
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return warnings ;
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}
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void SpotLight3D : : _bind_methods ( ) {
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ADD_GROUP ( " Spot " , " spot_ " ) ;
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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 ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 19:20:53 +01:00
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " spot_attenuation " , PROPERTY_HINT_EXP_EASING , " attenuation " ) , " set_param " , " get_param " , PARAM_ATTENUATION ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " spot_angle " , PROPERTY_HINT_RANGE , " 0,180,0.01,degrees " ) , " set_param " , " get_param " , PARAM_SPOT_ANGLE ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 19:20:53 +01:00
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " spot_angle_attenuation " , PROPERTY_HINT_EXP_EASING , " attenuation " ) , " set_param " , " get_param " , PARAM_SPOT_ATTENUATION ) ;
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}
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SpotLight3D : : SpotLight3D ( ) :
Light3D ( RenderingServer : : LIGHT_SPOT ) {
// Decrease the default shadow bias to better suit most scenes.
set_param ( PARAM_SHADOW_BIAS , 0.03 ) ;
}