virtualx-engine/scene/3d/light.cpp
Juan Linietsky 118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
2017-01-02 23:03:46 -03:00

428 lines
14 KiB
C++

/*************************************************************************/
/* light.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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"
#include "baked_light_instance.h"
bool Light::_can_gizmo_scale() const {
return false;
}
void Light::set_param(Param p_param, float p_value) {
ERR_FAIL_INDEX(p_param,PARAM_MAX);
param[p_param]=p_value;
VS::get_singleton()->light_set_param(light,VS::LightParam(p_param),p_value);
if (p_param==PARAM_SPOT_ANGLE || p_param==PARAM_RANGE) {
update_gizmo();;
}
}
float Light::get_param(Param p_param) const{
ERR_FAIL_INDEX_V(p_param,PARAM_MAX,0);
return param[p_param];
}
void Light::set_shadow(bool p_enable){
shadow=p_enable;
VS::get_singleton()->light_set_shadow(light,p_enable);
}
bool Light::has_shadow() const{
return shadow;
}
void Light::set_negative(bool p_enable){
negative=p_enable;
VS::get_singleton()->light_set_negative(light,p_enable);
}
bool Light::is_negative() const{
return negative;
}
void Light::set_cull_mask(uint32_t p_cull_mask){
cull_mask=p_cull_mask;
VS::get_singleton()->light_set_cull_mask(light,p_cull_mask);
}
uint32_t Light::get_cull_mask() const{
return cull_mask;
}
void Light::set_color(const Color& p_color){
color=p_color;
VS::get_singleton()->light_set_color(light,p_color);
}
Color Light::get_color() const{
return color;
}
void Light::set_shadow_color(const Color& p_shadow_color){
shadow_color=p_shadow_color;
VS::get_singleton()->light_set_shadow_color(light,p_shadow_color);
}
Color Light::get_shadow_color() const{
return shadow_color;
}
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) * param[PARAM_RANGE], Vector3(2, 2, 2 ) * param[PARAM_RANGE]);
} else if (type==VisualServer::LIGHT_SPOT) {
float len=param[PARAM_RANGE];
float size=Math::tan(Math::deg2rad(param[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::_update_visibility() {
if (!is_inside_tree())
return;
bool editor_ok=true;
#ifdef TOOLS_ENABLED
if (editor_only) {
if (!get_tree()->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
//VS::get_singleton()->instance_light_set_enabled(get_instance(),is_visible() && editor_ok);
_change_notify("geometry/visible");
}
void Light::_notification(int p_what) {
if (p_what==NOTIFICATION_VISIBILITY_CHANGED) {
_update_visibility();
}
if (p_what==NOTIFICATION_ENTER_TREE) {
_update_visibility();
Node *node = this;
while(node) {
baked_light=node->cast_to<BakedLight>();
if (baked_light) {
baked_light->lights.insert(this);
break;
}
node=node->get_parent();
}
}
if (p_what==NOTIFICATION_EXIT_TREE) {
if (baked_light) {
baked_light->lights.erase(this);
}
}
}
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;
}
void Light::_bind_methods() {
ClassDB::bind_method(_MD("set_editor_only","editor_only"), &Light::set_editor_only );
ClassDB::bind_method(_MD("is_editor_only"), &Light::is_editor_only );
ClassDB::bind_method(_MD("set_param","param","value"), &Light::set_param );
ClassDB::bind_method(_MD("get_param","param"), &Light::get_param );
ClassDB::bind_method(_MD("set_shadow","enabled"), &Light::set_shadow );
ClassDB::bind_method(_MD("has_shadow"), &Light::has_shadow );
ClassDB::bind_method(_MD("set_negative","enabled"), &Light::set_negative );
ClassDB::bind_method(_MD("is_negative"), &Light::is_negative );
ClassDB::bind_method(_MD("set_cull_mask","cull_mask"), &Light::set_cull_mask );
ClassDB::bind_method(_MD("get_cull_mask"), &Light::get_cull_mask );
ClassDB::bind_method(_MD("set_color","color"), &Light::set_color );
ClassDB::bind_method(_MD("get_color"), &Light::get_color );
ClassDB::bind_method(_MD("set_shadow_color","shadow_color"), &Light::set_shadow_color );
ClassDB::bind_method(_MD("get_shadow_color"), &Light::get_shadow_color );
ADD_PROPERTY( PropertyInfo( Variant::COLOR, "light/color",PROPERTY_HINT_COLOR_NO_ALPHA), _SCS("set_color"), _SCS("get_color"));
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "light/energy",PROPERTY_HINT_RANGE,"0,16,0.01"), _SCS("set_param"), _SCS("get_param"), PARAM_ENERGY);
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "light/negative"), _SCS("set_negative"), _SCS("is_negative"));
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "light/specular",PROPERTY_HINT_RANGE,"0,1,0.01"), _SCS("set_param"), _SCS("get_param"), PARAM_SPECULAR);
ADD_PROPERTY( PropertyInfo( Variant::INT, "light/cull_mask",PROPERTY_HINT_ALL_FLAGS), _SCS("set_cull_mask"), _SCS("get_cull_mask"));
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "shadow/enabled"), _SCS("set_shadow"), _SCS("has_shadow"));
ADD_PROPERTY( PropertyInfo( Variant::COLOR, "shadow/color",PROPERTY_HINT_COLOR_NO_ALPHA), _SCS("set_shadow_color"), _SCS("get_shadow_color"));
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/bias",PROPERTY_HINT_RANGE,"-16,16,0.01"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_BIAS);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/max_distance",PROPERTY_HINT_RANGE,"0,65536,0.1"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_MAX_DISTANCE);
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "editor/editor_only"), _SCS("set_editor_only"), _SCS("is_editor_only"));
BIND_CONSTANT( PARAM_ENERGY );
BIND_CONSTANT( PARAM_SPECULAR );
BIND_CONSTANT( PARAM_RANGE );
BIND_CONSTANT( PARAM_ATTENUATION );
BIND_CONSTANT( PARAM_SPOT_ANGLE );
BIND_CONSTANT( PARAM_SPOT_ATTENUATION );
BIND_CONSTANT( PARAM_SHADOW_MAX_DISTANCE );
BIND_CONSTANT( PARAM_SHADOW_SPLIT_1_OFFSET );
BIND_CONSTANT( PARAM_SHADOW_SPLIT_2_OFFSET );
BIND_CONSTANT( PARAM_SHADOW_SPLIT_3_OFFSET );
BIND_CONSTANT( PARAM_SHADOW_NORMAL_BIAS );
BIND_CONSTANT( PARAM_SHADOW_BIAS );
BIND_CONSTANT( PARAM_SHADOW_BIAS_SPLIT_SCALE );
BIND_CONSTANT( PARAM_MAX );
}
Light::Light(VisualServer::LightType p_type) {
type=p_type;
light=VisualServer::get_singleton()->light_create(p_type);
VS::get_singleton()->instance_set_base(get_instance(),light);
baked_light=NULL;
editor_only=false;
set_color(Color(1,1,1,1));
set_shadow(false);
set_negative(false);
set_cull_mask(0xFFFFFFFF);
set_param(PARAM_ENERGY,1);
set_param(PARAM_SPECULAR,0.5);
set_param(PARAM_RANGE,5);
set_param(PARAM_ATTENUATION,1);
set_param(PARAM_SPOT_ANGLE,45);
set_param(PARAM_SPOT_ATTENUATION,1);
set_param(PARAM_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_NORMAL_BIAS,0.1);
set_param(PARAM_SHADOW_BIAS,0.1);
set_param(PARAM_SHADOW_BIAS_SPLIT_SCALE,0.1);
}
Light::Light() {
type=VisualServer::LIGHT_DIRECTIONAL;
ERR_PRINT("Light shouldn't be instanced dircetly, use the subtypes.");
}
Light::~Light() {
VS::get_singleton()->instance_set_base(get_instance(),RID());
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_blend_splits(bool p_enable) {
blend_splits=p_enable;
VS::get_singleton()->light_directional_set_blend_splits(light,p_enable);
}
bool DirectionalLight::is_blend_splits_enabled() const {
return blend_splits;
}
void DirectionalLight::_bind_methods() {
ClassDB::bind_method( _MD("set_shadow_mode","mode"),&DirectionalLight::set_shadow_mode);
ClassDB::bind_method( _MD("get_shadow_mode"),&DirectionalLight::get_shadow_mode);
ClassDB::bind_method( _MD("set_blend_splits","enabled"),&DirectionalLight::set_blend_splits);
ClassDB::bind_method( _MD("is_blend_splits_enabled"),&DirectionalLight::is_blend_splits_enabled);
ADD_PROPERTY( PropertyInfo( Variant::INT, "directional_shadow/mode",PROPERTY_HINT_ENUM,"Orthogonal,PSSM 2 Splits,PSSM 4 Splits"), _SCS("set_shadow_mode"), _SCS("get_shadow_mode"));
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "directional_shadow/split_1",PROPERTY_HINT_RANGE,"0,1,0.001"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_SPLIT_1_OFFSET);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "directional_shadow/split_2",PROPERTY_HINT_RANGE,"0,1,0.001"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_SPLIT_2_OFFSET);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "directional_shadow/split_3",PROPERTY_HINT_RANGE,"0,1,0.001"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_SPLIT_3_OFFSET);
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "directional_shadow/blend_splits"), _SCS("set_blend_splits"), _SCS("is_blend_splits_enabled"));
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "directional_shadow/normal_bias",PROPERTY_HINT_RANGE,"0,16,0.01"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_NORMAL_BIAS);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "directional_shadow/bias_split_scale",PROPERTY_HINT_RANGE,"0,16,0.01"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_BIAS_SPLIT_SCALE);
BIND_CONSTANT( SHADOW_ORTHOGONAL );
BIND_CONSTANT( SHADOW_PARALLEL_2_SPLITS );
BIND_CONSTANT( SHADOW_PARALLEL_4_SPLITS );
}
DirectionalLight::DirectionalLight() : Light( VisualServer::LIGHT_DIRECTIONAL ) {
set_shadow_mode(SHADOW_PARALLEL_4_SPLITS);
blend_splits=false;
}
void OmniLight::set_shadow_mode(ShadowMode p_mode) {
shadow_mode=p_mode;
VS::get_singleton()->light_omni_set_shadow_mode(light,VS::LightOmniShadowMode(p_mode));
}
OmniLight::ShadowMode OmniLight::get_shadow_mode() const{
return shadow_mode;
}
void OmniLight::set_shadow_detail(ShadowDetail p_detail){
shadow_detail=p_detail;
VS::get_singleton()->light_omni_set_shadow_detail(light,VS::LightOmniShadowDetail(p_detail));
}
OmniLight::ShadowDetail OmniLight::get_shadow_detail() const{
return shadow_detail;
}
void OmniLight::_bind_methods() {
ClassDB::bind_method( _MD("set_shadow_mode","mode"),&OmniLight::set_shadow_mode);
ClassDB::bind_method( _MD("get_shadow_mode"),&OmniLight::get_shadow_mode);
ClassDB::bind_method( _MD("set_shadow_detail","detail"),&OmniLight::set_shadow_detail);
ClassDB::bind_method( _MD("get_shadow_detail"),&OmniLight::get_shadow_detail);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "omni/range",PROPERTY_HINT_RANGE,"0,65536,0.1"), _SCS("set_param"), _SCS("get_param"), PARAM_RANGE);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "omni/attenuation",PROPERTY_HINT_EXP_EASING), _SCS("set_param"), _SCS("get_param"), PARAM_ATTENUATION);
ADD_PROPERTY( PropertyInfo( Variant::INT, "omni/shadow_mode",PROPERTY_HINT_ENUM,"Dual Paraboloid,Cube"), _SCS("set_shadow_mode"), _SCS("get_shadow_mode"));
ADD_PROPERTY( PropertyInfo( Variant::INT, "omni/shadow_detail",PROPERTY_HINT_ENUM,"Vertical,Horizontal"), _SCS("set_shadow_detail"), _SCS("get_shadow_detail"));
}
OmniLight::OmniLight() : Light( VisualServer::LIGHT_OMNI ) {
set_shadow_mode(SHADOW_DUAL_PARABOLOID);
set_shadow_detail(SHADOW_DETAIL_HORIZONTAL);
}
void SpotLight::_bind_methods() {
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "spot/range",PROPERTY_HINT_RANGE,"0,65536,0.1"), _SCS("set_param"), _SCS("get_param"), PARAM_RANGE);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "spot/attenuation",PROPERTY_HINT_EXP_EASING), _SCS("set_param"), _SCS("get_param"), PARAM_ATTENUATION);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "spot/spot_angle",PROPERTY_HINT_RANGE,"0,180,0.1"), _SCS("set_param"), _SCS("get_param"), PARAM_SPOT_ANGLE);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "spot/spot_attenuation",PROPERTY_HINT_EXP_EASING), _SCS("set_param"), _SCS("get_param"), PARAM_SPOT_ATTENUATION);
}