385ee5c70b
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value. In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
631 lines
28 KiB
C++
631 lines
28 KiB
C++
/*************************************************************************/
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/* light_3d.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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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);
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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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if (type == RenderingServer::LIGHT_SPOT || type == RenderingServer::LIGHT_OMNI) {
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update_configuration_warnings();
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}
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notify_property_list_changed();
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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) {
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distance_fade_enabled = p_enable;
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RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length);
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notify_property_list_changed();
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}
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bool Light3D::is_distance_fade_enabled() const {
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return distance_fade_enabled;
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}
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void Light3D::set_distance_fade_begin(real_t p_distance) {
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distance_fade_begin = p_distance;
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RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length);
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}
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real_t Light3D::get_distance_fade_begin() const {
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return distance_fade_begin;
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}
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void Light3D::set_distance_fade_shadow(real_t p_distance) {
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distance_fade_shadow = p_distance;
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RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length);
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}
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real_t Light3D::get_distance_fade_shadow() const {
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return distance_fade_shadow;
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}
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void Light3D::set_distance_fade_length(real_t p_length) {
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distance_fade_length = p_length;
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RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length);
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}
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real_t Light3D::get_distance_fade_length() const {
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return distance_fade_length;
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}
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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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}
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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")) {
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Color combined = color.srgb_to_linear();
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combined *= correlated_color.srgb_to_linear();
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RS::get_singleton()->light_set_color(light, combined.linear_to_srgb());
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} else {
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RS::get_singleton()->light_set_color(light, color);
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}
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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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}
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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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}
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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 len = param[PARAM_RANGE];
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real_t size = Math::tan(Math::deg_to_rad(param[PARAM_SPOT_ANGLE])) * len;
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return AABB(Vector3(-size, -size, -len), Vector3(size * 2, size * 2, len));
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}
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return AABB();
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}
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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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}
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void Light3D::set_projector(const Ref<Texture2D> &p_texture) {
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projector = p_texture;
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RID tex_id = projector.is_valid() ? projector->get_rid() : RID();
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RS::get_singleton()->light_set_projector(light, tex_id);
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update_configuration_warnings();
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}
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Ref<Texture2D> Light3D::get_projector() const {
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return projector;
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}
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void Light3D::owner_changed_notify() {
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// For cases where owner changes _after_ entering tree (as example, editor editing).
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_update_visibility();
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}
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// Temperature expressed in Kelvins. Valid range 1000 - 15000
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// First converts to CIE 1960 then to sRGB
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// As explained in the Filament documentation: https://google.github.io/filament/Filament.md.html#lighting/directlighting/lightsparameterization
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Color _color_from_temperature(float p_temperature) {
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float T2 = p_temperature * p_temperature;
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float u = (0.860117757f + 1.54118254e-4f * p_temperature + 1.28641212e-7f * T2) /
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(1.0f + 8.42420235e-4f * p_temperature + 7.08145163e-7f * T2);
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float v = (0.317398726f + 4.22806245e-5f * p_temperature + 4.20481691e-8f * T2) /
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(1.0f - 2.89741816e-5f * p_temperature + 1.61456053e-7f * T2);
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// Convert to xyY space.
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float d = 1.0f / (2.0f * u - 8.0f * v + 4.0f);
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float x = 3.0f * u * d;
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float y = 2.0f * v * d;
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// Convert to XYZ space
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const float a = 1.0 / MAX(y, 1e-5f);
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Vector3 xyz = Vector3(x * a, 1.0, (1.0f - x - y) * a);
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// Convert from XYZ to sRGB(linear)
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Vector3 linear = Vector3(3.2404542f * xyz.x - 1.5371385f * xyz.y - 0.4985314f * xyz.z,
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-0.9692660f * xyz.x + 1.8760108f * xyz.y + 0.0415560f * xyz.z,
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0.0556434f * xyz.x - 0.2040259f * xyz.y + 1.0572252f * xyz.z);
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linear /= MAX(1e-5f, linear[linear.max_axis_index()]);
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// Normalize, clamp, and convert to sRGB.
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return Color(linear.x, linear.y, linear.z).clamp().linear_to_srgb();
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}
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void Light3D::set_temperature(const float p_temperature) {
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temperature = p_temperature;
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if (!GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
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return;
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}
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correlated_color = _color_from_temperature(temperature);
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Color combined = color.srgb_to_linear() * correlated_color.srgb_to_linear();
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RS::get_singleton()->light_set_color(light, combined.linear_to_srgb());
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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_correlated_color() const {
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return correlated_color;
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}
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float Light3D::get_temperature() const {
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return temperature;
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}
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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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}
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#else
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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_VISIBILITY_CHANGED:
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case NOTIFICATION_ENTER_TREE: {
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_update_visibility();
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} 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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}
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bool Light3D::is_editor_only() const {
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return editor_only;
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}
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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")) {
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// Angular distance and Light Intensity Lux are only used in DirectionalLight3D.
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p_property.usage = PROPERTY_USAGE_NONE;
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} else if (get_light_type() == RS::LIGHT_DIRECTIONAL && p_property.name == "light_intensity_lumens") {
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p_property.usage = PROPERTY_USAGE_NONE;
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}
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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")) {
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p_property.usage = PROPERTY_USAGE_NO_EDITOR;
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}
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}
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void Light3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_editor_only", "editor_only"), &Light3D::set_editor_only);
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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);
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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);
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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);
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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);
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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);
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ClassDB::bind_method(D_METHOD("is_distance_fade_enabled"), &Light3D::is_distance_fade_enabled);
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ClassDB::bind_method(D_METHOD("set_distance_fade_begin", "distance"), &Light3D::set_distance_fade_begin);
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ClassDB::bind_method(D_METHOD("get_distance_fade_begin"), &Light3D::get_distance_fade_begin);
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ClassDB::bind_method(D_METHOD("set_distance_fade_shadow", "distance"), &Light3D::set_distance_fade_shadow);
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ClassDB::bind_method(D_METHOD("get_distance_fade_shadow"), &Light3D::get_distance_fade_shadow);
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ClassDB::bind_method(D_METHOD("set_distance_fade_length", "distance"), &Light3D::set_distance_fade_length);
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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);
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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);
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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);
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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);
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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);
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ClassDB::bind_method(D_METHOD("get_temperature"), &Light3D::get_temperature);
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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);
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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);
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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);
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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_");
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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);
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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);
|
|
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, 0.03);
|
|
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() {
|
|
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 bias to better suit most scenes.
|
|
set_param(PARAM_SHADOW_BIAS, 0.1);
|
|
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;
|
|
}
|
|
|
|
TypedArray<String> OmniLight3D::get_configuration_warnings() const {
|
|
TypedArray<String> warnings = Node::get_configuration_warnings();
|
|
|
|
if (!has_shadow() && get_projector().is_valid()) {
|
|
warnings.push_back(RTR("Projector texture only works with shadows active."));
|
|
}
|
|
|
|
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);
|
|
// Increase the default shadow biases to better suit most scenes.
|
|
set_param(PARAM_SHADOW_BIAS, 0.2);
|
|
}
|
|
|
|
TypedArray<String> SpotLight3D::get_configuration_warnings() const {
|
|
TypedArray<String> warnings = Node::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."));
|
|
}
|
|
|
|
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);
|
|
}
|