virtualx-engine/modules/gltf/extensions/gltf_light.cpp
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

222 lines
9.4 KiB
C++

/**************************************************************************/
/* gltf_light.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 "gltf_light.h"
#include "scene/3d/light_3d.h"
void GLTFLight::_bind_methods() {
ClassDB::bind_static_method("GLTFLight", D_METHOD("from_node", "light_node"), &GLTFLight::from_node);
ClassDB::bind_method(D_METHOD("to_node"), &GLTFLight::to_node);
ClassDB::bind_static_method("GLTFLight", D_METHOD("from_dictionary", "dictionary"), &GLTFLight::from_dictionary);
ClassDB::bind_method(D_METHOD("to_dictionary"), &GLTFLight::to_dictionary);
ClassDB::bind_method(D_METHOD("get_color"), &GLTFLight::get_color);
ClassDB::bind_method(D_METHOD("set_color", "color"), &GLTFLight::set_color);
ClassDB::bind_method(D_METHOD("get_intensity"), &GLTFLight::get_intensity);
ClassDB::bind_method(D_METHOD("set_intensity", "intensity"), &GLTFLight::set_intensity);
ClassDB::bind_method(D_METHOD("get_light_type"), &GLTFLight::get_light_type);
ClassDB::bind_method(D_METHOD("set_light_type", "light_type"), &GLTFLight::set_light_type);
ClassDB::bind_method(D_METHOD("get_range"), &GLTFLight::get_range);
ClassDB::bind_method(D_METHOD("set_range", "range"), &GLTFLight::set_range);
ClassDB::bind_method(D_METHOD("get_inner_cone_angle"), &GLTFLight::get_inner_cone_angle);
ClassDB::bind_method(D_METHOD("set_inner_cone_angle", "inner_cone_angle"), &GLTFLight::set_inner_cone_angle);
ClassDB::bind_method(D_METHOD("get_outer_cone_angle"), &GLTFLight::get_outer_cone_angle);
ClassDB::bind_method(D_METHOD("set_outer_cone_angle", "outer_cone_angle"), &GLTFLight::set_outer_cone_angle);
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color"); // Color
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "intensity"), "set_intensity", "get_intensity"); // float
ADD_PROPERTY(PropertyInfo(Variant::STRING, "light_type"), "set_light_type", "get_light_type"); // String
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "range"), "set_range", "get_range"); // float
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inner_cone_angle"), "set_inner_cone_angle", "get_inner_cone_angle"); // float
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "outer_cone_angle"), "set_outer_cone_angle", "get_outer_cone_angle"); // float
}
Color GLTFLight::get_color() {
return color;
}
void GLTFLight::set_color(Color p_color) {
color = p_color;
}
float GLTFLight::get_intensity() {
return intensity;
}
void GLTFLight::set_intensity(float p_intensity) {
intensity = p_intensity;
}
String GLTFLight::get_light_type() {
return light_type;
}
void GLTFLight::set_light_type(String p_light_type) {
light_type = p_light_type;
}
float GLTFLight::get_range() {
return range;
}
void GLTFLight::set_range(float p_range) {
range = p_range;
}
float GLTFLight::get_inner_cone_angle() {
return inner_cone_angle;
}
void GLTFLight::set_inner_cone_angle(float p_inner_cone_angle) {
inner_cone_angle = p_inner_cone_angle;
}
float GLTFLight::get_outer_cone_angle() {
return outer_cone_angle;
}
void GLTFLight::set_outer_cone_angle(float p_outer_cone_angle) {
outer_cone_angle = p_outer_cone_angle;
}
Ref<GLTFLight> GLTFLight::from_node(const Light3D *p_light) {
Ref<GLTFLight> l;
l.instantiate();
ERR_FAIL_COND_V_MSG(!p_light, l, "Tried to create a GLTFLight from a Light3D node, but the given node was null.");
l->color = p_light->get_color();
if (cast_to<DirectionalLight3D>(p_light)) {
l->light_type = "directional";
const DirectionalLight3D *light = cast_to<const DirectionalLight3D>(p_light);
l->intensity = light->get_param(DirectionalLight3D::PARAM_ENERGY);
l->range = FLT_MAX; // Range for directional lights is infinite in Godot.
} else if (cast_to<const OmniLight3D>(p_light)) {
l->light_type = "point";
const OmniLight3D *light = cast_to<const OmniLight3D>(p_light);
l->range = light->get_param(OmniLight3D::PARAM_RANGE);
l->intensity = light->get_param(OmniLight3D::PARAM_ENERGY);
} else if (cast_to<const SpotLight3D>(p_light)) {
l->light_type = "spot";
const SpotLight3D *light = cast_to<const SpotLight3D>(p_light);
l->range = light->get_param(SpotLight3D::PARAM_RANGE);
l->intensity = light->get_param(SpotLight3D::PARAM_ENERGY);
l->outer_cone_angle = Math::deg_to_rad(light->get_param(SpotLight3D::PARAM_SPOT_ANGLE));
// This equation is the inverse of the import equation (which has a desmos link).
float angle_ratio = 1 - (0.2 / (0.1 + light->get_param(SpotLight3D::PARAM_SPOT_ATTENUATION)));
angle_ratio = MAX(0, angle_ratio);
l->inner_cone_angle = l->outer_cone_angle * angle_ratio;
}
return l;
}
Light3D *GLTFLight::to_node() const {
if (light_type == "directional") {
DirectionalLight3D *light = memnew(DirectionalLight3D);
light->set_param(Light3D::PARAM_ENERGY, intensity);
light->set_color(color);
return light;
}
if (light_type == "point") {
OmniLight3D *light = memnew(OmniLight3D);
light->set_param(OmniLight3D::PARAM_ENERGY, intensity);
light->set_param(OmniLight3D::PARAM_RANGE, CLAMP(range, 0, 4096));
light->set_color(color);
return light;
}
if (light_type == "spot") {
SpotLight3D *light = memnew(SpotLight3D);
light->set_param(SpotLight3D::PARAM_ENERGY, intensity);
light->set_param(SpotLight3D::PARAM_RANGE, CLAMP(range, 0, 4096));
light->set_param(SpotLight3D::PARAM_SPOT_ANGLE, Math::rad_to_deg(outer_cone_angle));
light->set_color(color);
// Line of best fit derived from guessing, see https://www.desmos.com/calculator/biiflubp8b
// The points in desmos are not exact, except for (1, infinity).
float angle_ratio = inner_cone_angle / outer_cone_angle;
float angle_attenuation = 0.2 / (1 - angle_ratio) - 0.1;
light->set_param(SpotLight3D::PARAM_SPOT_ATTENUATION, angle_attenuation);
return light;
}
return memnew(Light3D);
}
Ref<GLTFLight> GLTFLight::from_dictionary(const Dictionary p_dictionary) {
ERR_FAIL_COND_V_MSG(!p_dictionary.has("type"), Ref<GLTFLight>(), "Failed to parse GLTF light, missing required field 'type'.");
Ref<GLTFLight> light;
light.instantiate();
const String &type = p_dictionary["type"];
light->light_type = type;
if (p_dictionary.has("color")) {
const Array &arr = p_dictionary["color"];
if (arr.size() == 3) {
light->color = Color(arr[0], arr[1], arr[2]).linear_to_srgb();
} else {
ERR_PRINT("Error parsing GLTF light: The color must have exactly 3 numbers.");
}
}
if (p_dictionary.has("intensity")) {
light->intensity = p_dictionary["intensity"];
}
if (p_dictionary.has("range")) {
light->range = p_dictionary["range"];
}
if (type == "spot") {
const Dictionary &spot = p_dictionary["spot"];
light->inner_cone_angle = spot["innerConeAngle"];
light->outer_cone_angle = spot["outerConeAngle"];
if (light->inner_cone_angle >= light->outer_cone_angle) {
ERR_PRINT("Error parsing GLTF light: The inner angle must be smaller than the outer angle.");
}
} else if (type != "point" && type != "directional") {
ERR_PRINT("Error parsing GLTF light: Light type '" + type + "' is unknown.");
}
return light;
}
Dictionary GLTFLight::to_dictionary() const {
Dictionary d;
Array color_array;
color_array.resize(3);
color_array[0] = color.r;
color_array[1] = color.g;
color_array[2] = color.b;
d["color"] = color_array;
d["type"] = light_type;
if (light_type == "spot") {
Dictionary spot_dict;
spot_dict["innerConeAngle"] = inner_cone_angle;
spot_dict["outerConeAngle"] = outer_cone_angle;
d["spot"] = spot_dict;
}
d["intensity"] = intensity;
d["range"] = range;
return d;
}