virtualx-engine/scene/3d/light.cpp
Rémi Verschelde d8223ffa75 Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00

678 lines
21 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"
static const char* _light_param_names[VS::LIGHT_PARAM_MAX]={
"params/spot_attenuation",
"params/spot_angle",
"params/radius",
"params/energy",
"params/attenuation",
"shadow/darkening",
"shadow/z_offset",
"shadow/z_slope_scale",
"shadow/esm_multiplier",
"shadow/blur_passes"
};
void Light::set_parameter(Parameter p_param, float p_value) {
ERR_FAIL_INDEX(p_param, PARAM_MAX);
vars[p_param]=p_value;
VisualServer::get_singleton()->light_set_param(light,(VisualServer::LightParam)p_param,p_value);
if (p_param==PARAM_RADIUS || p_param==PARAM_SPOT_ANGLE)
update_gizmo();
_change_notify(_light_param_names[p_param]);
// _change_notify(_param_names[p_param]);
}
float Light::get_parameter(Parameter p_param) const {
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
return vars[p_param];
}
void Light::set_color(LightColor p_color, const Color& p_value) {
ERR_FAIL_INDEX(p_color, 3);
colors[p_color]=p_value;
VisualServer::get_singleton()->light_set_color(light,(VisualServer::LightColor)p_color,p_value);
//_change_notify(_color_names[p_color]);
}
Color Light::get_color(LightColor p_color) const {
ERR_FAIL_INDEX_V(p_color, 3, Color());
return colors[p_color];
}
void Light::set_project_shadows(bool p_enabled) {
shadows=p_enabled;
VisualServer::get_singleton()->light_set_shadow(light, p_enabled);
_change_notify("shadow");
}
bool Light::has_project_shadows() const {
return shadows;
}
void Light::set_projector(const Ref<Texture>& p_projector) {
projector=p_projector;
VisualServer::get_singleton()->light_set_projector(light, projector.is_null()?RID():projector->get_rid());
}
Ref<Texture> Light::get_projector() const {
return projector;
}
bool Light::_can_gizmo_scale() const {
return false;
}
static void _make_sphere(int p_lats, int p_lons, float p_radius, Ref<SurfaceTool> p_tool) {
p_tool->begin(Mesh::PRIMITIVE_TRIANGLES);
for(int i = 1; i <= p_lats; i++) {
double lat0 = Math_PI * (-0.5 + (double) (i - 1) / p_lats);
double z0 = Math::sin(lat0);
double zr0 = Math::cos(lat0);
double lat1 = Math_PI * (-0.5 + (double) i / p_lats);
double z1 = Math::sin(lat1);
double zr1 = Math::cos(lat1);
for(int j = p_lons; j >= 1; j--) {
double lng0 = 2 * Math_PI * (double) (j - 1) / p_lons;
double x0 = Math::cos(lng0);
double y0 = Math::sin(lng0);
double lng1 = 2 * Math_PI * (double) (j) / p_lons;
double x1 = Math::cos(lng1);
double y1 = Math::sin(lng1);
Vector3 v[4]={
Vector3(x1 * zr0, z0, y1 *zr0),
Vector3(x1 * zr1, z1, y1 *zr1),
Vector3(x0 * zr1, z1, y0 *zr1),
Vector3(x0 * zr0, z0, y0 *zr0)
};
#define ADD_POINT(m_idx) \
p_tool->add_normal(v[m_idx]);\
p_tool->add_vertex(v[m_idx]*p_radius);
ADD_POINT(0);
ADD_POINT(1);
ADD_POINT(2);
ADD_POINT(2);
ADD_POINT(3);
ADD_POINT(0);
}
}
}
RES Light::_get_gizmo_geometry() const {
Ref<FixedMaterial> mat_area( memnew( FixedMaterial ));
mat_area->set_parameter( FixedMaterial::PARAM_DIFFUSE,Color(0.7,0.6,0.0,0.05) );
mat_area->set_parameter( FixedMaterial::PARAM_EMISSION,Color(0.7,0.7,0.7) );
mat_area->set_blend_mode( Material::BLEND_MODE_ADD );
mat_area->set_flag(Material::FLAG_DOUBLE_SIDED,true);
// mat_area->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
Ref<FixedMaterial> mat_light( memnew( FixedMaterial ));
mat_light->set_parameter( FixedMaterial::PARAM_DIFFUSE, Color(1.0,1.0,0.8,0.9) );
mat_light->set_flag(Material::FLAG_UNSHADED,true);
Ref< Mesh > mesh;
Ref<SurfaceTool> surftool( memnew( SurfaceTool ));
switch(type) {
case VisualServer::LIGHT_DIRECTIONAL: {
mat_area->set_parameter( FixedMaterial::PARAM_DIFFUSE,Color(0.9,0.8,0.1,0.8) );
mat_area->set_blend_mode( Material::BLEND_MODE_MIX);
mat_area->set_flag(Material::FLAG_DOUBLE_SIDED,false);
mat_area->set_flag(Material::FLAG_UNSHADED,true);
_make_sphere( 5,5,0.6, surftool );
surftool->set_material(mat_light);
mesh=surftool->commit(mesh);
// float radius=1;
surftool->begin(Mesh::PRIMITIVE_TRIANGLES);
const int arrow_points=5;
Vector3 arrow[arrow_points]={
Vector3(0,0,2),
Vector3(1,1,2),
Vector3(1,1,-1),
Vector3(2,2,-1),
Vector3(0,0,-3)
};
int arrow_sides=4;
for(int i = 0; i < arrow_sides ; i++) {
Matrix3 ma(Vector3(0,0,1),Math_PI*2*float(i)/arrow_sides);
Matrix3 mb(Vector3(0,0,1),Math_PI*2*float(i+1)/arrow_sides);
for(int j=0;j<arrow_points-1;j++) {
Vector3 points[4]={
ma.xform(arrow[j]),
mb.xform(arrow[j]),
mb.xform(arrow[j+1]),
ma.xform(arrow[j+1]),
};
Vector3 n = Plane(points[0],points[1],points[2]).normal;
surftool->add_normal(n);
surftool->add_vertex(points[0]);
surftool->add_normal(n);
surftool->add_vertex(points[1]);
surftool->add_normal(n);
surftool->add_vertex(points[2]);
surftool->add_normal(n);
surftool->add_vertex(points[0]);
surftool->add_normal(n);
surftool->add_vertex(points[2]);
surftool->add_normal(n);
surftool->add_vertex(points[3]);
}
}
surftool->set_material(mat_area);
mesh=surftool->commit(mesh);
} break;
case VisualServer::LIGHT_OMNI: {
_make_sphere( 20,20,vars[PARAM_RADIUS], surftool );
surftool->set_material(mat_area);
mesh=surftool->commit(mesh);
_make_sphere(5,5, 0.1, surftool );
surftool->set_material(mat_light);
mesh=surftool->commit(mesh);
} break;
case VisualServer::LIGHT_SPOT: {
_make_sphere( 5,5,0.1, surftool );
surftool->set_material(mat_light);
mesh=surftool->commit(mesh);
// make cone
int points=24;
float len=vars[PARAM_RADIUS];
float size=Math::tan(Math::deg2rad(vars[PARAM_SPOT_ANGLE]))*len;
surftool->begin(Mesh::PRIMITIVE_TRIANGLES);
for(int i = 0; i < points; i++) {
float x0=Math::sin(i * Math_PI * 2 / points);
float y0=Math::cos(i * Math_PI * 2 / points);
float x1=Math::sin((i+1) * Math_PI * 2 / points);
float y1=Math::cos((i+1) * Math_PI * 2 / points);
Vector3 v1=Vector3(x0*size,y0*size,-len).normalized()*len;
Vector3 v2=Vector3(x1*size,y1*size,-len).normalized()*len;
Vector3 v3=Vector3(0,0,0);
Vector3 v4=Vector3(0,0,v1.z);
Vector3 n = Plane(v1,v2,v3).normal;
surftool->add_normal(n);
surftool->add_vertex(v1);
surftool->add_normal(n);
surftool->add_vertex(v2);
surftool->add_normal(n);
surftool->add_vertex(v3);
n=Vector3(0,0,-1);
surftool->add_normal(n);
surftool->add_vertex(v1);
surftool->add_normal(n);
surftool->add_vertex(v2);
surftool->add_normal(n);
surftool->add_vertex(v4);
}
surftool->set_material(mat_area);
mesh=surftool->commit(mesh);
} break;
}
return mesh;
}
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) * vars[PARAM_RADIUS], Vector3(2, 2, 2 ) * vars[PARAM_RADIUS]);
} else if (type==VisualServer::LIGHT_SPOT) {
float len=vars[PARAM_RADIUS];
float size=Math::tan(Math::deg2rad(vars[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::set_operator(Operator p_op) {
ERR_FAIL_INDEX(p_op,2);
op=p_op;
VisualServer::get_singleton()->light_set_operator(light,VS::LightOp(op));
}
void Light::set_bake_mode(BakeMode p_bake_mode) {
bake_mode=p_bake_mode;
}
Light::BakeMode Light::get_bake_mode() const {
return bake_mode;
}
Light::Operator Light::get_operator() const {
return op;
}
void Light::approximate_opengl_attenuation(float p_constant, float p_linear, float p_quadratic,float p_radius_treshold) {
//this is horrible and must never be used
float a = p_quadratic * p_radius_treshold;
float b = p_linear * p_radius_treshold;
float c = p_constant * p_radius_treshold -1;
float radius=10000;
if(a == 0) { // solve linear
float d = Math::abs(-c/b);
if(d<radius)
radius=d;
} else { // solve quadratic
// now ad^2 + bd + c = 0, solve quadratic equation:
float denominator = 2*a;
if(denominator != 0) {
float root = b*b - 4*a*c;
if(root >=0) {
root = sqrt(root);
float solution1 = fabs( (-b + root) / denominator);
float solution2 = fabs( (-b - root) / denominator);
if(solution1 > radius)
solution1 = radius;
if(solution2 > radius)
solution2 = radius;
radius = (solution1 > solution2 ? solution1 : solution2);
}
}
}
float energy=1.0;
/*if (p_constant>0)
energy=1.0/p_constant; //energy is this
else
energy=8.0; // some high number..
*/
if (radius==10000)
radius=100; //bug?
set_parameter(PARAM_RADIUS,radius);
set_parameter(PARAM_ENERGY,energy);
}
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() && enabled && editor_ok);
_change_notify("geometry/visible");
}
void Light::_notification(int p_what) {
if (p_what==NOTIFICATION_ENTER_TREE || p_what==NOTIFICATION_VISIBILITY_CHANGED) {
_update_visibility();
}
}
void Light::set_enabled(bool p_enabled) {
enabled=p_enabled;
_update_visibility();
}
bool Light::is_enabled() const{
return enabled;
}
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() {
ObjectTypeDB::bind_method(_MD("set_parameter","variable","value"), &Light::set_parameter );
ObjectTypeDB::bind_method(_MD("get_parameter","variable"), &Light::get_parameter );
ObjectTypeDB::bind_method(_MD("set_color","color","value"), &Light::set_color );
ObjectTypeDB::bind_method(_MD("get_color","color"), &Light::get_color );
ObjectTypeDB::bind_method(_MD("set_project_shadows","enable"), &Light::set_project_shadows );
ObjectTypeDB::bind_method(_MD("has_project_shadows"), &Light::has_project_shadows );
ObjectTypeDB::bind_method(_MD("set_projector","projector:Texture"), &Light::set_projector );
ObjectTypeDB::bind_method(_MD("get_projector:Texture"), &Light::get_projector );
ObjectTypeDB::bind_method(_MD("set_operator","operator"), &Light::set_operator );
ObjectTypeDB::bind_method(_MD("get_operator"), &Light::get_operator );
ObjectTypeDB::bind_method(_MD("set_bake_mode","bake_mode"), &Light::set_bake_mode );
ObjectTypeDB::bind_method(_MD("get_bake_mode"), &Light::get_bake_mode );
ObjectTypeDB::bind_method(_MD("set_enabled","enabled"), &Light::set_enabled );
ObjectTypeDB::bind_method(_MD("is_enabled"), &Light::is_enabled );
ObjectTypeDB::bind_method(_MD("set_editor_only","editor_only"), &Light::set_editor_only );
ObjectTypeDB::bind_method(_MD("is_editor_only"), &Light::is_editor_only );
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "params/enabled"), _SCS("set_enabled"), _SCS("is_enabled"));
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "params/editor_only"), _SCS("set_editor_only"), _SCS("is_editor_only"));
ADD_PROPERTY( PropertyInfo( Variant::INT, "params/bake_mode",PROPERTY_HINT_ENUM,"Disabled,Indirect,Indirect+Shadows,Full"), _SCS("set_bake_mode"), _SCS("get_bake_mode"));
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/energy", PROPERTY_HINT_EXP_RANGE, "0,64,0.01"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_ENERGY );
/*
if (type == VisualServer::LIGHT_OMNI || type == VisualServer::LIGHT_SPOT) {
ADD_PROPERTY( PropertyInfo( Variant::REAL, "params/radius", PROPERTY_HINT_RANGE, "0.01,4096,0.01"));
ADD_PROPERTY( PropertyInfo( Variant::REAL, "params/attenuation", PROPERTY_HINT_RANGE, "0,8,0.01"));
}
if (type == VisualServer::LIGHT_SPOT) {
ADD_PROPERTY( PropertyInfo( Variant::REAL, "params/spot_angle", PROPERTY_HINT_RANGE, "0.01,90.0,0.01"));
ADD_PROPERTY( PropertyInfo( Variant::REAL, "params/spot_attenuation", PROPERTY_HINT_RANGE, "0,8,0.01"));
}*/
ADD_PROPERTYI( PropertyInfo( Variant::COLOR, "colors/diffuse"), _SCS("set_color"), _SCS("get_color"),COLOR_DIFFUSE);
ADD_PROPERTYI( PropertyInfo( Variant::COLOR, "colors/specular"), _SCS("set_color"), _SCS("get_color"),COLOR_SPECULAR);
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "shadow/shadow"), _SCS("set_project_shadows"), _SCS("has_project_shadows"));
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/darkening", PROPERTY_HINT_RANGE, "0,1,0.01"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADOW_DARKENING );
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/z_offset", PROPERTY_HINT_RANGE, "0,128,0.001"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADOW_Z_OFFSET);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/z_slope_scale", PROPERTY_HINT_RANGE, "0,128,0.001"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADOW_Z_SLOPE_SCALE);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/esm_multiplier", PROPERTY_HINT_RANGE, "1.0,512.0,0.1"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADOW_ESM_MULTIPLIER);
ADD_PROPERTYI( PropertyInfo( Variant::INT, "shadow/blur_passes", PROPERTY_HINT_RANGE, "0,4,1"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADOW_BLUR_PASSES);
ADD_PROPERTY( PropertyInfo( Variant::OBJECT, "projector",PROPERTY_HINT_RESOURCE_TYPE,"Texture"), _SCS("set_projector"), _SCS("get_projector"));
ADD_PROPERTY( PropertyInfo( Variant::INT, "operator",PROPERTY_HINT_ENUM,"Add,Sub"), _SCS("set_operator"), _SCS("get_operator"));
BIND_CONSTANT( PARAM_RADIUS );
BIND_CONSTANT( PARAM_ENERGY );
BIND_CONSTANT( PARAM_ATTENUATION );
BIND_CONSTANT( PARAM_SPOT_ANGLE );
BIND_CONSTANT( PARAM_SPOT_ATTENUATION );
BIND_CONSTANT( PARAM_SHADOW_DARKENING );
BIND_CONSTANT( PARAM_SHADOW_Z_OFFSET );
BIND_CONSTANT( COLOR_DIFFUSE );
BIND_CONSTANT( COLOR_SPECULAR );
BIND_CONSTANT( BAKE_MODE_DISABLED );
BIND_CONSTANT( BAKE_MODE_INDIRECT );
BIND_CONSTANT( BAKE_MODE_INDIRECT_AND_SHADOWS );
BIND_CONSTANT( BAKE_MODE_FULL );
}
Light::Light(VisualServer::LightType p_type) {
type=p_type;
light=VisualServer::get_singleton()->light_create(p_type);
set_parameter(PARAM_SPOT_ATTENUATION,1.0);
set_parameter(PARAM_SPOT_ANGLE,30.0);
set_parameter(PARAM_RADIUS,2.0);
set_parameter(PARAM_ENERGY,1.0);
set_parameter(PARAM_ATTENUATION,1.0);
set_parameter(PARAM_SHADOW_DARKENING,0.0);
set_parameter(PARAM_SHADOW_Z_OFFSET,0.05);
set_parameter(PARAM_SHADOW_Z_SLOPE_SCALE,0);
set_parameter(PARAM_SHADOW_ESM_MULTIPLIER,60);
set_parameter(PARAM_SHADOW_BLUR_PASSES,1);
set_color( COLOR_DIFFUSE, Color(1,1,1));
set_color( COLOR_SPECULAR, Color(1,1,1));
op=OPERATOR_ADD;
set_project_shadows( false );
set_base(light);
enabled=true;
editor_only=false;
bake_mode=BAKE_MODE_DISABLED;
}
Light::Light() {
type=VisualServer::LIGHT_DIRECTIONAL;
ERR_PRINT("Light shouldn't be instanced dircetly, use the subtypes.");
}
Light::~Light() {
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_shadow_param(ShadowParam p_param, float p_value) {
ERR_FAIL_INDEX(p_param,3);
shadow_param[p_param]=p_value;
VS::get_singleton()->light_directional_set_shadow_param(light,VS::LightDirectionalShadowParam(p_param),p_value);
}
float DirectionalLight::get_shadow_param(ShadowParam p_param) const {
ERR_FAIL_INDEX_V(p_param,3,0);
return shadow_param[p_param];
}
void DirectionalLight::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_shadow_mode","mode"),&DirectionalLight::set_shadow_mode);
ObjectTypeDB::bind_method(_MD("get_shadow_mode"),&DirectionalLight::get_shadow_mode);
ObjectTypeDB::bind_method(_MD("set_shadow_param","param","value"),&DirectionalLight::set_shadow_param);
ObjectTypeDB::bind_method(_MD("get_shadow_param","param"),&DirectionalLight::get_shadow_param);
ADD_PROPERTY( PropertyInfo(Variant::INT,"shadow/mode",PROPERTY_HINT_ENUM,"Orthogonal,Perspective,PSSM 2 Splits,PSSM 4 Splits"),_SCS("set_shadow_mode"),_SCS("get_shadow_mode"));
ADD_PROPERTYI( PropertyInfo(Variant::REAL,"shadow/max_distance",PROPERTY_HINT_EXP_RANGE,"0.00,99999,0.01"),_SCS("set_shadow_param"),_SCS("get_shadow_param"), SHADOW_PARAM_MAX_DISTANCE);
ADD_PROPERTYI( PropertyInfo(Variant::REAL,"shadow/split_weight",PROPERTY_HINT_RANGE,"0.01,1.0,0.01"),_SCS("set_shadow_param"),_SCS("get_shadow_param"), SHADOW_PARAM_PSSM_SPLIT_WEIGHT);
ADD_PROPERTYI( PropertyInfo(Variant::REAL,"shadow/zoffset_scale",PROPERTY_HINT_RANGE,"0.01,1024.0,0.01"),_SCS("set_shadow_param"),_SCS("get_shadow_param"), SHADOW_PARAM_PSSM_ZOFFSET_SCALE);
BIND_CONSTANT( SHADOW_ORTHOGONAL );
BIND_CONSTANT( SHADOW_PERSPECTIVE );
BIND_CONSTANT( SHADOW_PARALLEL_2_SPLITS );
BIND_CONSTANT( SHADOW_PARALLEL_4_SPLITS );
BIND_CONSTANT( SHADOW_PARAM_MAX_DISTANCE );
BIND_CONSTANT( SHADOW_PARAM_PSSM_SPLIT_WEIGHT );
BIND_CONSTANT( SHADOW_PARAM_PSSM_ZOFFSET_SCALE );
}
DirectionalLight::DirectionalLight() : Light( VisualServer::LIGHT_DIRECTIONAL ) {
shadow_mode=SHADOW_ORTHOGONAL;
shadow_param[SHADOW_PARAM_MAX_DISTANCE]=0;
shadow_param[SHADOW_PARAM_PSSM_SPLIT_WEIGHT]=0.5;
shadow_param[SHADOW_PARAM_PSSM_ZOFFSET_SCALE]=2.0;
}
void OmniLight::_bind_methods() {
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/radius", PROPERTY_HINT_EXP_RANGE, "0.2,4096,0.01"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_RADIUS );
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_ATTENUATION );
}
void SpotLight::_bind_methods() {
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/radius", PROPERTY_HINT_EXP_RANGE, "0.2,4096,0.01"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_RADIUS );
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_ATTENUATION );
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/spot_angle", PROPERTY_HINT_RANGE, "0.01,89.9,0.01"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SPOT_ANGLE );
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/spot_attenuation", PROPERTY_HINT_EXP_EASING, "spot_attenuation"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SPOT_ATTENUATION );
}