diff options
Diffstat (limited to 'scene/3d/light_3d.cpp')
-rw-r--r-- | scene/3d/light_3d.cpp | 256 |
1 files changed, 197 insertions, 59 deletions
diff --git a/scene/3d/light_3d.cpp b/scene/3d/light_3d.cpp index b2e605a262..e51f06e083 100644 --- a/scene/3d/light_3d.cpp +++ b/scene/3d/light_3d.cpp @@ -28,6 +28,8 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ +#include "core/config/project_settings.h" + #include "light_3d.h" void Light3D::set_param(Param p_param, real_t p_value) { @@ -74,6 +76,43 @@ bool Light3D::is_negative() const { return negative; } +void Light3D::set_enable_distance_fade(bool p_enable) { + distance_fade_enabled = p_enable; + RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length); + notify_property_list_changed(); +} + +bool Light3D::is_distance_fade_enabled() const { + return distance_fade_enabled; +} + +void Light3D::set_distance_fade_begin(real_t p_distance) { + distance_fade_begin = p_distance; + RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length); +} + +real_t Light3D::get_distance_fade_begin() const { + return distance_fade_begin; +} + +void Light3D::set_distance_fade_shadow(real_t p_distance) { + distance_fade_shadow = p_distance; + RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length); +} + +real_t Light3D::get_distance_fade_shadow() const { + return distance_fade_shadow; +} + +void Light3D::set_distance_fade_length(real_t p_length) { + distance_fade_length = p_length; + RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length); +} + +real_t Light3D::get_distance_fade_length() const { + return distance_fade_length; +} + void Light3D::set_cull_mask(uint32_t p_cull_mask) { cull_mask = p_cull_mask; RS::get_singleton()->light_set_cull_mask(light, p_cull_mask); @@ -85,7 +124,14 @@ uint32_t Light3D::get_cull_mask() const { void Light3D::set_color(const Color &p_color) { color = p_color; - RS::get_singleton()->light_set_color(light, p_color); + + if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) { + Color combined = color.srgb_to_linear(); + combined *= correlated_color.srgb_to_linear(); + RS::get_singleton()->light_set_color(light, combined.linear_to_srgb()); + } else { + RS::get_singleton()->light_set_color(light, color); + } // The gizmo color depends on the light color, so update it. update_gizmos(); } @@ -94,15 +140,6 @@ Color Light3D::get_color() const { return color; } -void Light3D::set_shadow_color(const Color &p_shadow_color) { - shadow_color = p_shadow_color; - RS::get_singleton()->light_set_shadow_color(light, p_shadow_color); -} - -Color Light3D::get_shadow_color() const { - return shadow_color; -} - void Light3D::set_shadow_reverse_cull_face(bool p_enable) { reverse_cull = p_enable; RS::get_singleton()->light_set_reverse_cull_face_mode(light, reverse_cull); @@ -121,17 +158,13 @@ AABB Light3D::get_aabb() const { } else if (type == RenderingServer::LIGHT_SPOT) { real_t len = param[PARAM_RANGE]; - real_t size = Math::tan(Math::deg2rad(param[PARAM_SPOT_ANGLE])) * len; + real_t size = Math::tan(Math::deg_to_rad(param[PARAM_SPOT_ANGLE])) * len; return AABB(Vector3(-size, -size, -len), Vector3(size * 2, size * 2, len)); } return AABB(); } -Vector<Face3> Light3D::get_faces(uint32_t p_usage_flags) const { - return Vector<Face3>(); -} - void Light3D::set_bake_mode(BakeMode p_mode) { bake_mode = p_mode; RS::get_singleton()->light_set_bake_mode(light, RS::LightBakeMode(p_mode)); @@ -152,6 +185,61 @@ Ref<Texture2D> Light3D::get_projector() const { return projector; } +void Light3D::owner_changed_notify() { + // For cases where owner changes _after_ entering tree (as example, editor editing). + _update_visibility(); +} + +// Temperature expressed in Kelvins. Valid range 1000 - 15000 +// First converts to CIE 1960 then to sRGB +// As explained in the Filament documentation: https://google.github.io/filament/Filament.md.html#lighting/directlighting/lightsparameterization +Color _color_from_temperature(float p_temperature) { + float T2 = p_temperature * p_temperature; + float u = (0.860117757f + 1.54118254e-4f * p_temperature + 1.28641212e-7f * T2) / + (1.0f + 8.42420235e-4f * p_temperature + 7.08145163e-7f * T2); + float v = (0.317398726f + 4.22806245e-5f * p_temperature + 4.20481691e-8f * T2) / + (1.0f - 2.89741816e-5f * p_temperature + 1.61456053e-7f * T2); + + // Convert to xyY space. + float d = 1.0f / (2.0f * u - 8.0f * v + 4.0f); + float x = 3.0f * u * d; + float y = 2.0f * v * d; + + // Convert to XYZ space + const float a = 1.0 / MAX(y, 1e-5f); + Vector3 xyz = Vector3(x * a, 1.0, (1.0f - x - y) * a); + + // Convert from XYZ to sRGB(linear) + Vector3 linear = Vector3(3.2404542f * xyz.x - 1.5371385f * xyz.y - 0.4985314f * xyz.z, + -0.9692660f * xyz.x + 1.8760108f * xyz.y + 0.0415560f * xyz.z, + 0.0556434f * xyz.x - 0.2040259f * xyz.y + 1.0572252f * xyz.z); + linear /= MAX(1e-5f, linear[linear.max_axis_index()]); + // Normalize, clamp, and convert to sRGB. + return Color(linear.x, linear.y, linear.z).clamp().linear_to_srgb(); +} + +void Light3D::set_temperature(const float p_temperature) { + temperature = p_temperature; + if (!GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) { + return; + } + correlated_color = _color_from_temperature(temperature); + + Color combined = color.srgb_to_linear() * correlated_color.srgb_to_linear(); + + RS::get_singleton()->light_set_color(light, combined.linear_to_srgb()); + // The gizmo color depends on the light color, so update it. + update_gizmos(); +} + +Color Light3D::get_correlated_color() const { + return correlated_color; +} + +float Light3D::get_temperature() const { + return temperature; +} + void Light3D::_update_visibility() { if (!is_inside_tree()) { return; @@ -194,16 +282,25 @@ bool Light3D::is_editor_only() const { return editor_only; } -void Light3D::_validate_property(PropertyInfo &property) const { - if (!shadow && (property.name == "shadow_color" || property.name == "shadow_bias" || property.name == "shadow_normal_bias" || property.name == "shadow_reverse_cull_face" || property.name == "shadow_transmittance_bias" || property.name == "shadow_fog_fade" || property.name == "shadow_blur")) { - property.usage = PROPERTY_USAGE_NO_EDITOR; +void Light3D::_validate_property(PropertyInfo &p_property) const { + 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")) { + p_property.usage = PROPERTY_USAGE_NO_EDITOR; + } + + if (get_light_type() != RS::LIGHT_DIRECTIONAL && (p_property.name == "light_angular_distance" || p_property.name == "light_intensity_lux")) { + // Angular distance and Light Intensity Lux are only used in DirectionalLight3D. + p_property.usage = PROPERTY_USAGE_NONE; + } else if (get_light_type() == RS::LIGHT_DIRECTIONAL && p_property.name == "light_intensity_lumens") { + p_property.usage = PROPERTY_USAGE_NONE; } - if (get_light_type() != RS::LIGHT_DIRECTIONAL && property.name == "light_angular_distance") { - // Angular distance is only used in DirectionalLight3D. - property.usage = PROPERTY_USAGE_NONE; + 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")) { + p_property.usage = PROPERTY_USAGE_NONE; + } + + if (!distance_fade_enabled && (p_property.name == "distance_fade_begin" || p_property.name == "distance_fade_shadow" || p_property.name == "distance_fade_length")) { + p_property.usage = PROPERTY_USAGE_NO_EDITOR; } - VisualInstance3D::_validate_property(property); } void Light3D::_bind_methods() { @@ -222,47 +319,73 @@ void Light3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_cull_mask", "cull_mask"), &Light3D::set_cull_mask); ClassDB::bind_method(D_METHOD("get_cull_mask"), &Light3D::get_cull_mask); + ClassDB::bind_method(D_METHOD("set_enable_distance_fade", "enable"), &Light3D::set_enable_distance_fade); + ClassDB::bind_method(D_METHOD("is_distance_fade_enabled"), &Light3D::is_distance_fade_enabled); + + ClassDB::bind_method(D_METHOD("set_distance_fade_begin", "distance"), &Light3D::set_distance_fade_begin); + ClassDB::bind_method(D_METHOD("get_distance_fade_begin"), &Light3D::get_distance_fade_begin); + + ClassDB::bind_method(D_METHOD("set_distance_fade_shadow", "distance"), &Light3D::set_distance_fade_shadow); + ClassDB::bind_method(D_METHOD("get_distance_fade_shadow"), &Light3D::get_distance_fade_shadow); + + ClassDB::bind_method(D_METHOD("set_distance_fade_length", "distance"), &Light3D::set_distance_fade_length); + ClassDB::bind_method(D_METHOD("get_distance_fade_length"), &Light3D::get_distance_fade_length); + ClassDB::bind_method(D_METHOD("set_color", "color"), &Light3D::set_color); ClassDB::bind_method(D_METHOD("get_color"), &Light3D::get_color); ClassDB::bind_method(D_METHOD("set_shadow_reverse_cull_face", "enable"), &Light3D::set_shadow_reverse_cull_face); ClassDB::bind_method(D_METHOD("get_shadow_reverse_cull_face"), &Light3D::get_shadow_reverse_cull_face); - ClassDB::bind_method(D_METHOD("set_shadow_color", "shadow_color"), &Light3D::set_shadow_color); - ClassDB::bind_method(D_METHOD("get_shadow_color"), &Light3D::get_shadow_color); - ClassDB::bind_method(D_METHOD("set_bake_mode", "bake_mode"), &Light3D::set_bake_mode); ClassDB::bind_method(D_METHOD("get_bake_mode"), &Light3D::get_bake_mode); ClassDB::bind_method(D_METHOD("set_projector", "projector"), &Light3D::set_projector); ClassDB::bind_method(D_METHOD("get_projector"), &Light3D::get_projector); + ClassDB::bind_method(D_METHOD("set_temperature", "temperature"), &Light3D::set_temperature); + ClassDB::bind_method(D_METHOD("get_temperature"), &Light3D::get_temperature); + ClassDB::bind_method(D_METHOD("get_correlated_color"), &Light3D::get_correlated_color); + ADD_GROUP("Light", "light_"); + 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); + 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); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "light_temperature", PROPERTY_HINT_RANGE, "1000,15000.0,1.0,suffix:k"), "set_temperature", "get_temperature"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "light_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_color", "get_color"); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_energy", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_param", "get_param", PARAM_ENERGY); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_indirect_energy", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_param", "get_param", PARAM_INDIRECT_ENERGY); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_energy", PROPERTY_HINT_RANGE, "0,16,0.001,or_greater"), "set_param", "get_param", PARAM_ENERGY); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_indirect_energy", PROPERTY_HINT_RANGE, "0,16,0.001,or_greater"), "set_param", "get_param", PARAM_INDIRECT_ENERGY); + 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); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "light_projector", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_projector", "get_projector"); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_size", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater"), "set_param", "get_param", PARAM_SIZE); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_angular_distance", PROPERTY_HINT_RANGE, "0,90,0.01"), "set_param", "get_param", PARAM_SIZE); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_size", PROPERTY_HINT_RANGE, "0,1,0.001,or_greater,suffix:m"), "set_param", "get_param", PARAM_SIZE); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_angular_distance", PROPERTY_HINT_RANGE, "0,90,0.01,degrees"), "set_param", "get_param", PARAM_SIZE); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "light_negative"), "set_negative", "is_negative"); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_specular", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_SPECULAR); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_specular", PROPERTY_HINT_RANGE, "0,16,0.001,or_greater"), "set_param", "get_param", PARAM_SPECULAR); 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"); ADD_PROPERTY(PropertyInfo(Variant::INT, "light_cull_mask", PROPERTY_HINT_LAYERS_3D_RENDER), "set_cull_mask", "get_cull_mask"); + ADD_GROUP("Shadow", "shadow_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_enabled"), "set_shadow", "has_shadow"); - ADD_PROPERTY(PropertyInfo(Variant::COLOR, "shadow_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_shadow_color", "get_shadow_color"); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_bias", PROPERTY_HINT_RANGE, "0,10,0.001"), "set_param", "get_param", PARAM_SHADOW_BIAS); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_normal_bias", PROPERTY_HINT_RANGE, "0,10,0.001"), "set_param", "get_param", PARAM_SHADOW_NORMAL_BIAS); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_reverse_cull_face"), "set_shadow_reverse_cull_face", "get_shadow_reverse_cull_face"); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_transmittance_bias", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_param", "get_param", PARAM_TRANSMITTANCE_BIAS); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_fog_fade", PROPERTY_HINT_RANGE, "0.01,10,0.01"), "set_param", "get_param", PARAM_SHADOW_VOLUMETRIC_FOG_FADE); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_blur", PROPERTY_HINT_RANGE, "0.1,8,0.01"), "set_param", "get_param", PARAM_SHADOW_BLUR); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_transmittance_bias", PROPERTY_HINT_RANGE, "-16,16,0.001"), "set_param", "get_param", PARAM_TRANSMITTANCE_BIAS); + 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); @@ -277,9 +400,10 @@ void Light3D::_bind_methods() { 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_SHADOW_VOLUMETRIC_FOG_FADE); BIND_ENUM_CONSTANT(PARAM_TRANSMITTANCE_BIAS); + BIND_ENUM_CONSTANT(PARAM_INTENSITY); BIND_ENUM_CONSTANT(PARAM_MAX); BIND_ENUM_CONSTANT(BAKE_DISABLED); @@ -312,6 +436,7 @@ Light3D::Light3D(RenderingServer::LightType p_type) { 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); @@ -324,12 +449,15 @@ Light3D::Light3D(RenderingServer::LightType p_type) { 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_VOLUMETRIC_FOG_FADE, 0.1); 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); } @@ -366,32 +494,36 @@ bool DirectionalLight3D::is_blend_splits_enabled() const { return blend_splits; } -void DirectionalLight3D::set_sky_only(bool p_sky_only) { - sky_only = p_sky_only; - RS::get_singleton()->light_directional_set_sky_only(light, p_sky_only); +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)); } -bool DirectionalLight3D::is_sky_only() const { - return sky_only; +DirectionalLight3D::SkyMode DirectionalLight3D::get_sky_mode() const { + return sky_mode; } -void DirectionalLight3D::_validate_property(PropertyInfo &property) const { - if (shadow_mode == SHADOW_ORTHOGONAL && (property.name == "directional_shadow_split_1" || property.name == "directional_shadow_blend_splits")) { +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. - property.usage = PROPERTY_USAGE_NO_EDITOR; + p_property.usage = PROPERTY_USAGE_NO_EDITOR; } - if ((shadow_mode == SHADOW_ORTHOGONAL || shadow_mode == SHADOW_PARALLEL_2_SPLITS) && (property.name == "directional_shadow_split_2" || property.name == "directional_shadow_split_3")) { + 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. - property.usage = PROPERTY_USAGE_NO_EDITOR; + p_property.usage = PROPERTY_USAGE_NO_EDITOR; } - if (property.name == "light_size" || property.name == "light_projector" || property.name == "light_specular") { + 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`). - property.usage = PROPERTY_USAGE_NONE; + p_property.usage = PROPERTY_USAGE_NONE; } - Light3D::_validate_property(property); + 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() { @@ -401,8 +533,8 @@ void DirectionalLight3D::_bind_methods() { 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_only", "priority"), &DirectionalLight3D::set_sky_only); - ClassDB::bind_method(D_METHOD("is_sky_only"), &DirectionalLight3D::is_sky_only); + 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"); @@ -410,15 +542,19 @@ void DirectionalLight3D::_bind_methods() { 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, "0,1,0.01"), "set_param", "get_param", PARAM_SHADOW_FADE_START); + 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::BOOL, "use_in_sky_only"), "set_sky_only", "is_sky_only"); + 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() : @@ -427,8 +563,10 @@ DirectionalLight3D::DirectionalLight3D() : 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) { @@ -444,7 +582,7 @@ TypedArray<String> OmniLight3D::get_configuration_warnings() const { TypedArray<String> warnings = Node::get_configuration_warnings(); if (!has_shadow() && get_projector().is_valid()) { - warnings.push_back(TTR("Projector texture only works with shadows active.")); + warnings.push_back(RTR("Projector texture only works with shadows active.")); } return warnings; @@ -455,7 +593,7 @@ void OmniLight3D::_bind_methods() { 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, "0,4096,0.1,or_greater,exp"), "set_param", "get_param", PARAM_RANGE); + 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"); @@ -474,11 +612,11 @@ 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(TTR("A SpotLight3D with an angle wider than 90 degrees cannot cast shadows.")); + 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(TTR("Projector texture only works with shadows active.")); + warnings.push_back(RTR("Projector texture only works with shadows active.")); } return warnings; @@ -486,8 +624,8 @@ TypedArray<String> SpotLight3D::get_configuration_warnings() const { void SpotLight3D::_bind_methods() { ADD_GROUP("Spot", "spot_"); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_range", PROPERTY_HINT_RANGE, "0,4096,0.1,or_greater,exp"), "set_param", "get_param", PARAM_RANGE); + 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, "0,180,0.1,degrees"), "set_param", "get_param", PARAM_SPOT_ANGLE); + 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); } |