/**************************************************************************/ /* light_3d.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* 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 "core/config/project_settings.h" #include "light_3d.h" void Light3D::set_param(Param p_param, real_t p_value) { ERR_FAIL_INDEX(p_param, PARAM_MAX); param[p_param] = p_value; RS::get_singleton()->light_set_param(light, RS::LightParam(p_param), p_value); if (p_param == PARAM_SPOT_ANGLE || p_param == PARAM_RANGE) { update_gizmos(); if (p_param == PARAM_SPOT_ANGLE) { update_configuration_warnings(); } } } real_t Light3D::get_param(Param p_param) const { ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0); return param[p_param]; } void Light3D::set_shadow(bool p_enable) { shadow = p_enable; RS::get_singleton()->light_set_shadow(light, p_enable); notify_property_list_changed(); update_configuration_warnings(); } bool Light3D::has_shadow() const { return shadow; } void Light3D::set_negative(bool p_enable) { negative = p_enable; RS::get_singleton()->light_set_negative(light, p_enable); } bool Light3D::is_negative() const { return negative; } void Light3D::set_enable_distance_fade(bool p_enable) { distance_fade_enabled = p_enable; RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length); notify_property_list_changed(); } bool Light3D::is_distance_fade_enabled() const { return distance_fade_enabled; } void Light3D::set_distance_fade_begin(real_t p_distance) { distance_fade_begin = p_distance; RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length); } real_t Light3D::get_distance_fade_begin() const { return distance_fade_begin; } void Light3D::set_distance_fade_shadow(real_t p_distance) { distance_fade_shadow = p_distance; RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length); } real_t Light3D::get_distance_fade_shadow() const { return distance_fade_shadow; } void Light3D::set_distance_fade_length(real_t p_length) { distance_fade_length = p_length; RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length); } real_t Light3D::get_distance_fade_length() const { return distance_fade_length; } void Light3D::set_cull_mask(uint32_t p_cull_mask) { cull_mask = p_cull_mask; RS::get_singleton()->light_set_cull_mask(light, p_cull_mask); } uint32_t Light3D::get_cull_mask() const { return cull_mask; } void Light3D::set_color(const Color &p_color) { color = p_color; if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) { Color combined = color.srgb_to_linear(); combined *= correlated_color.srgb_to_linear(); RS::get_singleton()->light_set_color(light, combined.linear_to_srgb()); } else { RS::get_singleton()->light_set_color(light, color); } // The gizmo color depends on the light color, so update it. update_gizmos(); } Color Light3D::get_color() const { return color; } void Light3D::set_shadow_reverse_cull_face(bool p_enable) { reverse_cull = p_enable; RS::get_singleton()->light_set_reverse_cull_face_mode(light, reverse_cull); } bool Light3D::get_shadow_reverse_cull_face() const { return reverse_cull; } AABB Light3D::get_aabb() const { if (type == RenderingServer::LIGHT_DIRECTIONAL) { return AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2)); } else if (type == RenderingServer::LIGHT_OMNI) { return AABB(Vector3(-1, -1, -1) * param[PARAM_RANGE], Vector3(2, 2, 2) * param[PARAM_RANGE]); } else if (type == RenderingServer::LIGHT_SPOT) { 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)); } return AABB(); } PackedStringArray Light3D::get_configuration_warnings() const { PackedStringArray warnings = VisualInstance3D::get_configuration_warnings(); 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; } void Light3D::set_bake_mode(BakeMode p_mode) { bake_mode = p_mode; RS::get_singleton()->light_set_bake_mode(light, RS::LightBakeMode(p_mode)); } Light3D::BakeMode Light3D::get_bake_mode() const { return bake_mode; } void Light3D::set_projector(const Ref &p_texture) { projector = p_texture; RID tex_id = projector.is_valid() ? projector->get_rid() : RID(); RS::get_singleton()->light_set_projector(light, tex_id); update_configuration_warnings(); } Ref Light3D::get_projector() const { return projector; } void Light3D::owner_changed_notify() { // For cases where owner changes _after_ entering tree (as example, editor editing). _update_visibility(); } // Temperature expressed in Kelvins. Valid range 1000 - 15000 // First converts to CIE 1960 then to sRGB // As explained in the Filament documentation: https://google.github.io/filament/Filament.md.html#lighting/directlighting/lightsparameterization Color _color_from_temperature(float p_temperature) { float T2 = p_temperature * p_temperature; float u = (0.860117757f + 1.54118254e-4f * p_temperature + 1.28641212e-7f * T2) / (1.0f + 8.42420235e-4f * p_temperature + 7.08145163e-7f * T2); float v = (0.317398726f + 4.22806245e-5f * p_temperature + 4.20481691e-8f * T2) / (1.0f - 2.89741816e-5f * p_temperature + 1.61456053e-7f * T2); // Convert to xyY space. float d = 1.0f / (2.0f * u - 8.0f * v + 4.0f); float x = 3.0f * u * d; float y = 2.0f * v * d; // Convert to XYZ space const float a = 1.0 / MAX(y, 1e-5f); Vector3 xyz = Vector3(x * a, 1.0, (1.0f - x - y) * a); // Convert from XYZ to sRGB(linear) Vector3 linear = Vector3(3.2404542f * xyz.x - 1.5371385f * xyz.y - 0.4985314f * xyz.z, -0.9692660f * xyz.x + 1.8760108f * xyz.y + 0.0415560f * xyz.z, 0.0556434f * xyz.x - 0.2040259f * xyz.y + 1.0572252f * xyz.z); linear /= MAX(1e-5f, linear[linear.max_axis_index()]); // Normalize, clamp, and convert to sRGB. return Color(linear.x, linear.y, linear.z).clamp().linear_to_srgb(); } void Light3D::set_temperature(const float p_temperature) { temperature = p_temperature; if (!GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) { return; } correlated_color = _color_from_temperature(temperature); Color combined = color.srgb_to_linear() * correlated_color.srgb_to_linear(); RS::get_singleton()->light_set_color(light, combined.linear_to_srgb()); // The gizmo color depends on the light color, so update it. update_gizmos(); } Color Light3D::get_correlated_color() const { return correlated_color; } float Light3D::get_temperature() const { return temperature; } void Light3D::_update_visibility() { if (!is_inside_tree()) { return; } bool editor_ok = true; #ifdef TOOLS_ENABLED if (editor_only) { if (!Engine::get_singleton()->is_editor_hint()) { editor_ok = false; } else { editor_ok = (get_tree()->get_edited_scene_root() && (this == get_tree()->get_edited_scene_root() || get_owner() == get_tree()->get_edited_scene_root())); } } #else if (editor_only) { editor_ok = false; } #endif RS::get_singleton()->instance_set_visible(get_instance(), is_visible_in_tree() && editor_ok); } void Light3D::_notification(int p_what) { switch (p_what) { case NOTIFICATION_TRANSFORM_CHANGED: { update_configuration_warnings(); } break; case NOTIFICATION_VISIBILITY_CHANGED: case NOTIFICATION_ENTER_TREE: { _update_visibility(); } break; } } void Light3D::set_editor_only(bool p_editor_only) { editor_only = p_editor_only; _update_visibility(); } bool Light3D::is_editor_only() const { return editor_only; } void Light3D::_validate_property(PropertyInfo &p_property) const { if (!shadow && (p_property.name == "shadow_bias" || p_property.name == "shadow_normal_bias" || p_property.name == "shadow_reverse_cull_face" || p_property.name == "shadow_transmittance_bias" || p_property.name == "shadow_opacity" || p_property.name == "shadow_blur" || p_property.name == "distance_fade_shadow")) { p_property.usage = PROPERTY_USAGE_NO_EDITOR; } if (get_light_type() != RS::LIGHT_DIRECTIONAL && (p_property.name == "light_angular_distance" || p_property.name == "light_intensity_lux")) { // Angular distance and Light Intensity Lux are only used in DirectionalLight3D. p_property.usage = PROPERTY_USAGE_NONE; } else if (get_light_type() == RS::LIGHT_DIRECTIONAL && p_property.name == "light_intensity_lumens") { p_property.usage = PROPERTY_USAGE_NONE; } if (!GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units") && (p_property.name == "light_intensity_lumens" || p_property.name == "light_intensity_lux" || p_property.name == "light_temperature")) { p_property.usage = PROPERTY_USAGE_NONE; } 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; } } void Light3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_editor_only", "editor_only"), &Light3D::set_editor_only); ClassDB::bind_method(D_METHOD("is_editor_only"), &Light3D::is_editor_only); ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &Light3D::set_param); ClassDB::bind_method(D_METHOD("get_param", "param"), &Light3D::get_param); ClassDB::bind_method(D_METHOD("set_shadow", "enabled"), &Light3D::set_shadow); ClassDB::bind_method(D_METHOD("has_shadow"), &Light3D::has_shadow); ClassDB::bind_method(D_METHOD("set_negative", "enabled"), &Light3D::set_negative); ClassDB::bind_method(D_METHOD("is_negative"), &Light3D::is_negative); ClassDB::bind_method(D_METHOD("set_cull_mask", "cull_mask"), &Light3D::set_cull_mask); ClassDB::bind_method(D_METHOD("get_cull_mask"), &Light3D::get_cull_mask); ClassDB::bind_method(D_METHOD("set_enable_distance_fade", "enable"), &Light3D::set_enable_distance_fade); ClassDB::bind_method(D_METHOD("is_distance_fade_enabled"), &Light3D::is_distance_fade_enabled); ClassDB::bind_method(D_METHOD("set_distance_fade_begin", "distance"), &Light3D::set_distance_fade_begin); ClassDB::bind_method(D_METHOD("get_distance_fade_begin"), &Light3D::get_distance_fade_begin); ClassDB::bind_method(D_METHOD("set_distance_fade_shadow", "distance"), &Light3D::set_distance_fade_shadow); ClassDB::bind_method(D_METHOD("get_distance_fade_shadow"), &Light3D::get_distance_fade_shadow); ClassDB::bind_method(D_METHOD("set_distance_fade_length", "distance"), &Light3D::set_distance_fade_length); ClassDB::bind_method(D_METHOD("get_distance_fade_length"), &Light3D::get_distance_fade_length); ClassDB::bind_method(D_METHOD("set_color", "color"), &Light3D::set_color); ClassDB::bind_method(D_METHOD("get_color"), &Light3D::get_color); ClassDB::bind_method(D_METHOD("set_shadow_reverse_cull_face", "enable"), &Light3D::set_shadow_reverse_cull_face); ClassDB::bind_method(D_METHOD("get_shadow_reverse_cull_face"), &Light3D::get_shadow_reverse_cull_face); ClassDB::bind_method(D_METHOD("set_bake_mode", "bake_mode"), &Light3D::set_bake_mode); ClassDB::bind_method(D_METHOD("get_bake_mode"), &Light3D::get_bake_mode); ClassDB::bind_method(D_METHOD("set_projector", "projector"), &Light3D::set_projector); ClassDB::bind_method(D_METHOD("get_projector"), &Light3D::get_projector); ClassDB::bind_method(D_METHOD("set_temperature", "temperature"), &Light3D::set_temperature); ClassDB::bind_method(D_METHOD("get_temperature"), &Light3D::get_temperature); ClassDB::bind_method(D_METHOD("get_correlated_color"), &Light3D::get_correlated_color); ADD_GROUP("Light", "light_"); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_intensity_lumens", PROPERTY_HINT_RANGE, "0,100000.0,0.01,or_greater,suffix:lm"), "set_param", "get_param", PARAM_INTENSITY); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_intensity_lux", PROPERTY_HINT_RANGE, "0,150000.0,0.01,or_greater,suffix:lx"), "set_param", "get_param", PARAM_INTENSITY); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "light_temperature", PROPERTY_HINT_RANGE, "1000,15000.0,1.0,suffix:k"), "set_temperature", "get_temperature"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "light_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_color", "get_color"); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_energy", PROPERTY_HINT_RANGE, "0,16,0.001,or_greater"), "set_param", "get_param", PARAM_ENERGY); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_indirect_energy", PROPERTY_HINT_RANGE, "0,16,0.001,or_greater"), "set_param", "get_param", PARAM_INDIRECT_ENERGY); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_volumetric_fog_energy", PROPERTY_HINT_RANGE, "0,16,0.001,or_greater"), "set_param", "get_param", PARAM_VOLUMETRIC_FOG_ENERGY); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "light_projector", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_projector", "get_projector"); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_size", PROPERTY_HINT_RANGE, "0,1,0.001,or_greater,suffix:m"), "set_param", "get_param", PARAM_SIZE); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_angular_distance", PROPERTY_HINT_RANGE, "0,90,0.01,degrees"), "set_param", "get_param", PARAM_SIZE); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "light_negative"), "set_negative", "is_negative"); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_specular", PROPERTY_HINT_RANGE, "0,16,0.001,or_greater"), "set_param", "get_param", PARAM_SPECULAR); ADD_PROPERTY(PropertyInfo(Variant::INT, "light_bake_mode", PROPERTY_HINT_ENUM, "Disabled,Static (VoxelGI/SDFGI/LightmapGI),Dynamic (VoxelGI/SDFGI only)"), "set_bake_mode", "get_bake_mode"); ADD_PROPERTY(PropertyInfo(Variant::INT, "light_cull_mask", PROPERTY_HINT_LAYERS_3D_RENDER), "set_cull_mask", "get_cull_mask"); ADD_GROUP("Shadow", "shadow_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_enabled"), "set_shadow", "has_shadow"); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_bias", PROPERTY_HINT_RANGE, "0,10,0.001"), "set_param", "get_param", PARAM_SHADOW_BIAS); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_normal_bias", PROPERTY_HINT_RANGE, "0,10,0.001"), "set_param", "get_param", PARAM_SHADOW_NORMAL_BIAS); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_reverse_cull_face"), "set_shadow_reverse_cull_face", "get_shadow_reverse_cull_face"); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_transmittance_bias", PROPERTY_HINT_RANGE, "-16,16,0.001"), "set_param", "get_param", PARAM_TRANSMITTANCE_BIAS); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_opacity", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_SHADOW_OPACITY); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_blur", PROPERTY_HINT_RANGE, "0,10,0.001"), "set_param", "get_param", PARAM_SHADOW_BLUR); ADD_GROUP("Distance Fade", "distance_fade_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "distance_fade_enabled"), "set_enable_distance_fade", "is_distance_fade_enabled"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_begin", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater,suffix:m"), "set_distance_fade_begin", "get_distance_fade_begin"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_shadow", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater,suffix:m"), "set_distance_fade_shadow", "get_distance_fade_shadow"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_length", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater,suffix:m"), "set_distance_fade_length", "get_distance_fade_length"); ADD_GROUP("Editor", ""); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editor_only"), "set_editor_only", "is_editor_only"); ADD_GROUP("", ""); BIND_ENUM_CONSTANT(PARAM_ENERGY); BIND_ENUM_CONSTANT(PARAM_INDIRECT_ENERGY); BIND_ENUM_CONSTANT(PARAM_VOLUMETRIC_FOG_ENERGY); BIND_ENUM_CONSTANT(PARAM_SPECULAR); BIND_ENUM_CONSTANT(PARAM_RANGE); BIND_ENUM_CONSTANT(PARAM_SIZE); BIND_ENUM_CONSTANT(PARAM_ATTENUATION); BIND_ENUM_CONSTANT(PARAM_SPOT_ANGLE); BIND_ENUM_CONSTANT(PARAM_SPOT_ATTENUATION); BIND_ENUM_CONSTANT(PARAM_SHADOW_MAX_DISTANCE); BIND_ENUM_CONSTANT(PARAM_SHADOW_SPLIT_1_OFFSET); BIND_ENUM_CONSTANT(PARAM_SHADOW_SPLIT_2_OFFSET); BIND_ENUM_CONSTANT(PARAM_SHADOW_SPLIT_3_OFFSET); BIND_ENUM_CONSTANT(PARAM_SHADOW_FADE_START); BIND_ENUM_CONSTANT(PARAM_SHADOW_NORMAL_BIAS); BIND_ENUM_CONSTANT(PARAM_SHADOW_BIAS); BIND_ENUM_CONSTANT(PARAM_SHADOW_PANCAKE_SIZE); BIND_ENUM_CONSTANT(PARAM_SHADOW_OPACITY); BIND_ENUM_CONSTANT(PARAM_SHADOW_BLUR); BIND_ENUM_CONSTANT(PARAM_TRANSMITTANCE_BIAS); BIND_ENUM_CONSTANT(PARAM_INTENSITY); BIND_ENUM_CONSTANT(PARAM_MAX); BIND_ENUM_CONSTANT(BAKE_DISABLED); BIND_ENUM_CONSTANT(BAKE_STATIC); BIND_ENUM_CONSTANT(BAKE_DYNAMIC); } Light3D::Light3D(RenderingServer::LightType p_type) { type = p_type; switch (p_type) { case RS::LIGHT_DIRECTIONAL: light = RenderingServer::get_singleton()->directional_light_create(); break; case RS::LIGHT_OMNI: light = RenderingServer::get_singleton()->omni_light_create(); break; case RS::LIGHT_SPOT: light = RenderingServer::get_singleton()->spot_light_create(); break; default: { }; } RS::get_singleton()->instance_set_base(get_instance(), light); set_color(Color(1, 1, 1, 1)); set_shadow(false); set_negative(false); set_cull_mask(0xFFFFFFFF); set_param(PARAM_ENERGY, 1); set_param(PARAM_INDIRECT_ENERGY, 1); set_param(PARAM_VOLUMETRIC_FOG_ENERGY, 1); set_param(PARAM_SPECULAR, 0.5); set_param(PARAM_RANGE, 5); set_param(PARAM_SIZE, 0); set_param(PARAM_ATTENUATION, 1); set_param(PARAM_SPOT_ANGLE, 45); set_param(PARAM_SPOT_ATTENUATION, 1); set_param(PARAM_SHADOW_MAX_DISTANCE, 0); set_param(PARAM_SHADOW_SPLIT_1_OFFSET, 0.1); set_param(PARAM_SHADOW_SPLIT_2_OFFSET, 0.2); set_param(PARAM_SHADOW_SPLIT_3_OFFSET, 0.5); set_param(PARAM_SHADOW_FADE_START, 0.8); set_param(PARAM_SHADOW_PANCAKE_SIZE, 20.0); set_param(PARAM_SHADOW_OPACITY, 1.0); set_param(PARAM_SHADOW_BLUR, 1.0); set_param(PARAM_SHADOW_BIAS, 0.1); set_param(PARAM_SHADOW_NORMAL_BIAS, 1.0); set_param(PARAM_TRANSMITTANCE_BIAS, 0.05); set_param(PARAM_SHADOW_FADE_START, 1); // For OmniLight3D and SpotLight3D, specified in Lumens. set_param(PARAM_INTENSITY, 1000.0); set_temperature(6500.0); // Nearly white. set_disable_scale(true); } Light3D::Light3D() { ERR_PRINT("Light3D should not be instantiated directly; use the DirectionalLight3D, OmniLight3D or SpotLight3D subtypes instead."); } Light3D::~Light3D() { ERR_FAIL_NULL(RenderingServer::get_singleton()); RS::get_singleton()->instance_set_base(get_instance(), RID()); if (light.is_valid()) { RenderingServer::get_singleton()->free(light); } } ///////////////////////////////////////// void DirectionalLight3D::set_shadow_mode(ShadowMode p_mode) { shadow_mode = p_mode; RS::get_singleton()->light_directional_set_shadow_mode(light, RS::LightDirectionalShadowMode(p_mode)); notify_property_list_changed(); } DirectionalLight3D::ShadowMode DirectionalLight3D::get_shadow_mode() const { return shadow_mode; } void DirectionalLight3D::set_blend_splits(bool p_enable) { blend_splits = p_enable; RS::get_singleton()->light_directional_set_blend_splits(light, p_enable); } bool DirectionalLight3D::is_blend_splits_enabled() const { return blend_splits; } void DirectionalLight3D::set_sky_mode(SkyMode p_mode) { sky_mode = p_mode; RS::get_singleton()->light_directional_set_sky_mode(light, RS::LightDirectionalSkyMode(p_mode)); } DirectionalLight3D::SkyMode DirectionalLight3D::get_sky_mode() const { return sky_mode; } void DirectionalLight3D::_validate_property(PropertyInfo &p_property) const { if (shadow_mode == SHADOW_ORTHOGONAL && (p_property.name == "directional_shadow_split_1" || p_property.name == "directional_shadow_blend_splits")) { // Split 2 and split blending are only used with the PSSM 2 Splits and PSSM 4 Splits shadow modes. p_property.usage = PROPERTY_USAGE_NO_EDITOR; } if ((shadow_mode == SHADOW_ORTHOGONAL || shadow_mode == SHADOW_PARALLEL_2_SPLITS) && (p_property.name == "directional_shadow_split_2" || p_property.name == "directional_shadow_split_3")) { // Splits 3 and 4 are only used with the PSSM 4 Splits shadow mode. p_property.usage = PROPERTY_USAGE_NO_EDITOR; } if (p_property.name == "light_size" || p_property.name == "light_projector" || p_property.name == "light_specular") { // Not implemented in DirectionalLight3D (`light_size` is replaced by `light_angular_distance`). p_property.usage = PROPERTY_USAGE_NONE; } if (p_property.name == "distance_fade_enabled" || p_property.name == "distance_fade_begin" || p_property.name == "distance_fade_shadow" || p_property.name == "distance_fade_length") { // Not relevant for DirectionalLight3D, as the light LOD system only pertains to point lights. // For DirectionalLight3D, `directional_shadow_max_distance` can be used instead. p_property.usage = PROPERTY_USAGE_NONE; } } void DirectionalLight3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_shadow_mode", "mode"), &DirectionalLight3D::set_shadow_mode); ClassDB::bind_method(D_METHOD("get_shadow_mode"), &DirectionalLight3D::get_shadow_mode); ClassDB::bind_method(D_METHOD("set_blend_splits", "enabled"), &DirectionalLight3D::set_blend_splits); ClassDB::bind_method(D_METHOD("is_blend_splits_enabled"), &DirectionalLight3D::is_blend_splits_enabled); ClassDB::bind_method(D_METHOD("set_sky_mode", "mode"), &DirectionalLight3D::set_sky_mode); ClassDB::bind_method(D_METHOD("get_sky_mode"), &DirectionalLight3D::get_sky_mode); ADD_GROUP("Directional Shadow", "directional_shadow_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "directional_shadow_mode", PROPERTY_HINT_ENUM, "Orthogonal (Fast),PSSM 2 Splits (Average),PSSM 4 Splits (Slow)"), "set_shadow_mode", "get_shadow_mode"); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_split_1", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_1_OFFSET); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_split_2", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_2_OFFSET); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_split_3", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_3_OFFSET); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "directional_shadow_blend_splits"), "set_blend_splits", "is_blend_splits_enabled"); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_fade_start", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_FADE_START); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_max_distance", PROPERTY_HINT_RANGE, "0,8192,0.1,or_greater,exp"), "set_param", "get_param", PARAM_SHADOW_MAX_DISTANCE); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_pancake_size", PROPERTY_HINT_RANGE, "0,1024,0.1,or_greater,exp"), "set_param", "get_param", PARAM_SHADOW_PANCAKE_SIZE); ADD_PROPERTY(PropertyInfo(Variant::INT, "sky_mode", PROPERTY_HINT_ENUM, "Light and Sky,Light Only,Sky Only"), "set_sky_mode", "get_sky_mode"); BIND_ENUM_CONSTANT(SHADOW_ORTHOGONAL); BIND_ENUM_CONSTANT(SHADOW_PARALLEL_2_SPLITS); BIND_ENUM_CONSTANT(SHADOW_PARALLEL_4_SPLITS); BIND_ENUM_CONSTANT(SKY_MODE_LIGHT_AND_SKY); BIND_ENUM_CONSTANT(SKY_MODE_LIGHT_ONLY); BIND_ENUM_CONSTANT(SKY_MODE_SKY_ONLY); } DirectionalLight3D::DirectionalLight3D() : Light3D(RenderingServer::LIGHT_DIRECTIONAL) { set_param(PARAM_SHADOW_MAX_DISTANCE, 100); set_param(PARAM_SHADOW_FADE_START, 0.8); // Increase the default shadow normal bias to better suit most scenes. set_param(PARAM_SHADOW_NORMAL_BIAS, 2.0); set_param(PARAM_INTENSITY, 100000.0); // Specified in Lux, approximate mid-day sun. set_shadow_mode(SHADOW_PARALLEL_4_SPLITS); blend_splits = false; set_sky_mode(SKY_MODE_LIGHT_AND_SKY); } 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)); } OmniLight3D::ShadowMode OmniLight3D::get_shadow_mode() const { return shadow_mode; } PackedStringArray OmniLight3D::get_configuration_warnings() const { PackedStringArray warnings = Light3D::get_configuration_warnings(); if (!has_shadow() && get_projector().is_valid()) { warnings.push_back(RTR("Projector texture only works with shadows active.")); } 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.")); } return warnings; } void OmniLight3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_shadow_mode", "mode"), &OmniLight3D::set_shadow_mode); ClassDB::bind_method(D_METHOD("get_shadow_mode"), &OmniLight3D::get_shadow_mode); ADD_GROUP("Omni", "omni_"); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "omni_range", PROPERTY_HINT_RANGE, "0,4096,0.001,or_greater,exp"), "set_param", "get_param", PARAM_RANGE); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "omni_attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_param", "get_param", PARAM_ATTENUATION); ADD_PROPERTY(PropertyInfo(Variant::INT, "omni_shadow_mode", PROPERTY_HINT_ENUM, "Dual Paraboloid,Cube"), "set_shadow_mode", "get_shadow_mode"); BIND_ENUM_CONSTANT(SHADOW_DUAL_PARABOLOID); BIND_ENUM_CONSTANT(SHADOW_CUBE); } OmniLight3D::OmniLight3D() : Light3D(RenderingServer::LIGHT_OMNI) { set_shadow_mode(SHADOW_CUBE); } PackedStringArray SpotLight3D::get_configuration_warnings() const { PackedStringArray warnings = Light3D::get_configuration_warnings(); if (has_shadow() && get_param(PARAM_SPOT_ANGLE) >= 90.0) { warnings.push_back(RTR("A SpotLight3D with an angle wider than 90 degrees cannot cast shadows.")); } if (!has_shadow() && get_projector().is_valid()) { warnings.push_back(RTR("Projector texture only works with shadows active.")); } 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.")); } return warnings; } void SpotLight3D::_bind_methods() { ADD_GROUP("Spot", "spot_"); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_range", PROPERTY_HINT_RANGE, "0,4096,0.001,or_greater,exp,suffix:m"), "set_param", "get_param", PARAM_RANGE); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_param", "get_param", PARAM_ATTENUATION); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_angle", PROPERTY_HINT_RANGE, "0,180,0.01,degrees"), "set_param", "get_param", PARAM_SPOT_ANGLE); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_angle_attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_param", "get_param", PARAM_SPOT_ATTENUATION); } SpotLight3D::SpotLight3D() : Light3D(RenderingServer::LIGHT_SPOT) { // Decrease the default shadow bias to better suit most scenes. set_param(PARAM_SHADOW_BIAS, 0.03); }