225 lines
6.9 KiB
C++
225 lines
6.9 KiB
C++
/*************************************************************************/
|
|
/* light_3d.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
|
|
/* */
|
|
/* 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. */
|
|
/*************************************************************************/
|
|
|
|
#ifndef LIGHT_3D_H
|
|
#define LIGHT_3D_H
|
|
|
|
#include "scene/3d/visual_instance_3d.h"
|
|
#include "scene/resources/texture.h"
|
|
#include "servers/rendering_server.h"
|
|
|
|
class Light3D : public VisualInstance3D {
|
|
GDCLASS(Light3D, VisualInstance3D);
|
|
OBJ_CATEGORY("3D Light Nodes");
|
|
|
|
public:
|
|
enum Param {
|
|
PARAM_ENERGY = RS::LIGHT_PARAM_ENERGY,
|
|
PARAM_INDIRECT_ENERGY = RS::LIGHT_PARAM_INDIRECT_ENERGY,
|
|
PARAM_SPECULAR = RS::LIGHT_PARAM_SPECULAR,
|
|
PARAM_RANGE = RS::LIGHT_PARAM_RANGE,
|
|
PARAM_SIZE = RS::LIGHT_PARAM_SIZE,
|
|
PARAM_ATTENUATION = RS::LIGHT_PARAM_ATTENUATION,
|
|
PARAM_SPOT_ANGLE = RS::LIGHT_PARAM_SPOT_ANGLE,
|
|
PARAM_SPOT_ATTENUATION = RS::LIGHT_PARAM_SPOT_ATTENUATION,
|
|
PARAM_SHADOW_MAX_DISTANCE = RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE,
|
|
PARAM_SHADOW_SPLIT_1_OFFSET = RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET,
|
|
PARAM_SHADOW_SPLIT_2_OFFSET = RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET,
|
|
PARAM_SHADOW_SPLIT_3_OFFSET = RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET,
|
|
PARAM_SHADOW_FADE_START = RS::LIGHT_PARAM_SHADOW_FADE_START,
|
|
PARAM_SHADOW_NORMAL_BIAS = RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS,
|
|
PARAM_SHADOW_BIAS = RS::LIGHT_PARAM_SHADOW_BIAS,
|
|
PARAM_SHADOW_PANCAKE_SIZE = RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE,
|
|
PARAM_SHADOW_BLUR = RS::LIGHT_PARAM_SHADOW_BLUR,
|
|
PARAM_SHADOW_VOLUMETRIC_FOG_FADE = RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE,
|
|
PARAM_TRANSMITTANCE_BIAS = RS::LIGHT_PARAM_TRANSMITTANCE_BIAS,
|
|
PARAM_MAX = RS::LIGHT_PARAM_MAX
|
|
};
|
|
|
|
enum BakeMode {
|
|
BAKE_DISABLED,
|
|
BAKE_DYNAMIC,
|
|
BAKE_STATIC
|
|
};
|
|
|
|
private:
|
|
Color color;
|
|
float param[PARAM_MAX];
|
|
Color shadow_color;
|
|
bool shadow;
|
|
bool negative;
|
|
bool reverse_cull;
|
|
uint32_t cull_mask;
|
|
RS::LightType type;
|
|
bool editor_only;
|
|
void _update_visibility();
|
|
BakeMode bake_mode;
|
|
Ref<Texture2D> projector;
|
|
|
|
// bind helpers
|
|
|
|
protected:
|
|
RID light;
|
|
|
|
virtual bool _can_gizmo_scale() const;
|
|
|
|
static void _bind_methods();
|
|
void _notification(int p_what);
|
|
virtual void _validate_property(PropertyInfo &property) const override;
|
|
|
|
Light3D(RenderingServer::LightType p_type);
|
|
|
|
public:
|
|
RS::LightType get_light_type() const { return type; }
|
|
|
|
void set_editor_only(bool p_editor_only);
|
|
bool is_editor_only() const;
|
|
|
|
void set_param(Param p_param, float p_value);
|
|
float get_param(Param p_param) const;
|
|
|
|
void set_shadow(bool p_enable);
|
|
bool has_shadow() const;
|
|
|
|
void set_negative(bool p_enable);
|
|
bool is_negative() const;
|
|
|
|
void set_cull_mask(uint32_t p_cull_mask);
|
|
uint32_t get_cull_mask() const;
|
|
|
|
void set_color(const Color &p_color);
|
|
Color get_color() const;
|
|
|
|
void set_shadow_color(const Color &p_shadow_color);
|
|
Color get_shadow_color() const;
|
|
|
|
void set_shadow_reverse_cull_face(bool p_enable);
|
|
bool get_shadow_reverse_cull_face() const;
|
|
|
|
void set_bake_mode(BakeMode p_mode);
|
|
BakeMode get_bake_mode() const;
|
|
|
|
void set_projector(const Ref<Texture2D> &p_texture);
|
|
Ref<Texture2D> get_projector() const;
|
|
|
|
virtual AABB get_aabb() const override;
|
|
virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override;
|
|
|
|
Light3D();
|
|
~Light3D();
|
|
};
|
|
|
|
VARIANT_ENUM_CAST(Light3D::Param);
|
|
VARIANT_ENUM_CAST(Light3D::BakeMode);
|
|
|
|
class DirectionalLight3D : public Light3D {
|
|
GDCLASS(DirectionalLight3D, Light3D);
|
|
|
|
public:
|
|
enum ShadowMode {
|
|
SHADOW_ORTHOGONAL,
|
|
SHADOW_PARALLEL_2_SPLITS,
|
|
SHADOW_PARALLEL_4_SPLITS,
|
|
};
|
|
|
|
enum ShadowDepthRange {
|
|
SHADOW_DEPTH_RANGE_STABLE = RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE,
|
|
SHADOW_DEPTH_RANGE_OPTIMIZED = RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED,
|
|
};
|
|
|
|
private:
|
|
bool blend_splits;
|
|
ShadowMode shadow_mode;
|
|
ShadowDepthRange shadow_depth_range;
|
|
bool sky_only = false;
|
|
|
|
protected:
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
void set_shadow_mode(ShadowMode p_mode);
|
|
ShadowMode get_shadow_mode() const;
|
|
|
|
void set_shadow_depth_range(ShadowDepthRange p_range);
|
|
ShadowDepthRange get_shadow_depth_range() const;
|
|
|
|
void set_blend_splits(bool p_enable);
|
|
bool is_blend_splits_enabled() const;
|
|
|
|
void set_sky_only(bool p_sky_only);
|
|
bool is_sky_only() const;
|
|
|
|
DirectionalLight3D();
|
|
};
|
|
|
|
VARIANT_ENUM_CAST(DirectionalLight3D::ShadowMode)
|
|
VARIANT_ENUM_CAST(DirectionalLight3D::ShadowDepthRange)
|
|
|
|
class OmniLight3D : public Light3D {
|
|
GDCLASS(OmniLight3D, Light3D);
|
|
|
|
public:
|
|
// omni light
|
|
enum ShadowMode {
|
|
SHADOW_DUAL_PARABOLOID,
|
|
SHADOW_CUBE,
|
|
};
|
|
|
|
private:
|
|
ShadowMode shadow_mode;
|
|
|
|
protected:
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
void set_shadow_mode(ShadowMode p_mode);
|
|
ShadowMode get_shadow_mode() const;
|
|
|
|
virtual String get_configuration_warning() const override;
|
|
|
|
OmniLight3D();
|
|
};
|
|
|
|
VARIANT_ENUM_CAST(OmniLight3D::ShadowMode)
|
|
|
|
class SpotLight3D : public Light3D {
|
|
GDCLASS(SpotLight3D, Light3D);
|
|
|
|
protected:
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
virtual String get_configuration_warning() const override;
|
|
|
|
SpotLight3D() :
|
|
Light3D(RenderingServer::LIGHT_SPOT) {}
|
|
};
|
|
|
|
#endif // LIGHT_3D_H
|