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authorJuan Linietsky <reduzio@gmail.com>2014-02-09 22:10:30 -0300
committerJuan Linietsky <reduzio@gmail.com>2014-02-09 22:10:30 -0300
commit0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac (patch)
tree276c4d099e178eb67fbd14f61d77b05e3808e9e3 /scene/3d/light.cpp
parent0e49da1687bc8192ed210947da52c9e5c5f301bb (diff)
GODOT IS OPEN SOURCE
Diffstat (limited to 'scene/3d/light.cpp')
-rw-r--r--scene/3d/light.cpp585
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diff --git a/scene/3d/light.cpp b/scene/3d/light.cpp
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+/*************************************************************************/
+/* light.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* 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 "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"
+};
+
+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));
+
+}
+
+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::_bind_methods() {
+
+ ObjectTypeDB::bind_method(_MD("set_parameter","variable","value"), &Light::set_parameter );
+ ObjectTypeDB::bind_method(_MD("get_parameter"), &Light::get_parameter );
+ ObjectTypeDB::bind_method(_MD("set_color","color","value"), &Light::set_color );
+ ObjectTypeDB::bind_method(_MD("get_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 );
+
+
+ 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/ambient"), _SCS("set_color"), _SCS("get_color"),COLOR_AMBIENT);
+ 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, "0,64,0.01"), _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_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_AMBIENT );
+ BIND_CONSTANT( COLOR_DIFFUSE );
+ BIND_CONSTANT( COLOR_SPECULAR );
+
+}
+
+
+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_color( COLOR_AMBIENT, Color(0,0,0));
+ 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);
+
+}
+
+
+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"),_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_SPLIT );
+ 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, "attenuation"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_ATTENUATION );
+
+}
+
+