diff options
Diffstat (limited to 'scene/3d/light_3d.cpp')
-rw-r--r-- | scene/3d/light_3d.cpp | 480 |
1 files changed, 480 insertions, 0 deletions
diff --git a/scene/3d/light_3d.cpp b/scene/3d/light_3d.cpp new file mode 100644 index 0000000000..7fc7fe2bf5 --- /dev/null +++ b/scene/3d/light_3d.cpp @@ -0,0 +1,480 @@ +/*************************************************************************/ +/* light_3d.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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_3d.h" + +#include "core/engine.h" +#include "core/project_settings.h" +#include "scene/resources/surface_tool.h" + +bool Light3D::_can_gizmo_scale() const { + + return false; +} + +void Light3D::set_param(Param p_param, float p_value) { + + ERR_FAIL_INDEX(p_param, PARAM_MAX); + param[p_param] = p_value; + + RS::get_singleton()->light_set_param(light, RS::LightParam(p_param), p_value); + + if (p_param == PARAM_SPOT_ANGLE || p_param == PARAM_RANGE) { + update_gizmo(); + + if (p_param == PARAM_SPOT_ANGLE) { + _change_notify("spot_angle"); + update_configuration_warning(); + } else if (p_param == PARAM_RANGE) { + _change_notify("omni_range"); + _change_notify("spot_range"); + } + } +} + +float Light3D::get_param(Param p_param) const { + + ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0); + return param[p_param]; +} + +void Light3D::set_shadow(bool p_enable) { + + shadow = p_enable; + RS::get_singleton()->light_set_shadow(light, p_enable); + + if (type == RenderingServer::LIGHT_SPOT) { + update_configuration_warning(); + } +} +bool Light3D::has_shadow() const { + + return shadow; +} + +void Light3D::set_negative(bool p_enable) { + + negative = p_enable; + RS::get_singleton()->light_set_negative(light, p_enable); +} +bool Light3D::is_negative() const { + + return negative; +} + +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); +} +uint32_t Light3D::get_cull_mask() const { + + return cull_mask; +} + +void Light3D::set_color(const Color &p_color) { + + color = p_color; + RS::get_singleton()->light_set_color(light, p_color); + // The gizmo color depends on the light color, so update it. + update_gizmo(); +} +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); +} + +bool Light3D::get_shadow_reverse_cull_face() const { + + return reverse_cull; +} + +AABB Light3D::get_aabb() const { + + if (type == RenderingServer::LIGHT_DIRECTIONAL) { + + return AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2)); + + } else if (type == RenderingServer::LIGHT_OMNI) { + + return AABB(Vector3(-1, -1, -1) * param[PARAM_RANGE], Vector3(2, 2, 2) * param[PARAM_RANGE]); + + } else if (type == RenderingServer::LIGHT_SPOT) { + + float len = param[PARAM_RANGE]; + float size = Math::tan(Math::deg2rad(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_use_gi(light, p_mode != BAKE_DISABLED); +} + +Light3D::BakeMode Light3D::get_bake_mode() const { + return bake_mode; +} + +void Light3D::_update_visibility() { + + if (!is_inside_tree()) + return; + + bool editor_ok = true; + +#ifdef TOOLS_ENABLED + if (editor_only) { + if (!Engine::get_singleton()->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 + + RS::get_singleton()->instance_set_visible(get_instance(), is_visible_in_tree() && editor_ok); + + _change_notify("geometry/visible"); +} + +void Light3D::_notification(int p_what) { + + if (p_what == NOTIFICATION_VISIBILITY_CHANGED) { + + _update_visibility(); + } + + if (p_what == NOTIFICATION_ENTER_TREE) { + _update_visibility(); + } +} + +void Light3D::set_editor_only(bool p_editor_only) { + + editor_only = p_editor_only; + _update_visibility(); +} + +bool Light3D::is_editor_only() const { + + return editor_only; +} + +void Light3D::_validate_property(PropertyInfo &property) const { + + if (RenderingServer::get_singleton()->is_low_end() && property.name == "shadow_contact") { + property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL; + } +} + +void Light3D::_bind_methods() { + + ClassDB::bind_method(D_METHOD("set_editor_only", "editor_only"), &Light3D::set_editor_only); + ClassDB::bind_method(D_METHOD("is_editor_only"), &Light3D::is_editor_only); + + ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &Light3D::set_param); + ClassDB::bind_method(D_METHOD("get_param", "param"), &Light3D::get_param); + + ClassDB::bind_method(D_METHOD("set_shadow", "enabled"), &Light3D::set_shadow); + ClassDB::bind_method(D_METHOD("has_shadow"), &Light3D::has_shadow); + + ClassDB::bind_method(D_METHOD("set_negative", "enabled"), &Light3D::set_negative); + ClassDB::bind_method(D_METHOD("is_negative"), &Light3D::is_negative); + + 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_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); + + ADD_GROUP("Light", "light_"); + 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_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_PROPERTY(PropertyInfo(Variant::INT, "light_bake_mode", PROPERTY_HINT_ENUM, "Disable,Indirect,All"), "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, "-16,16,0.01"), "set_param", "get_param", PARAM_SHADOW_BIAS); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_contact", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_param", "get_param", PARAM_CONTACT_SHADOW_SIZE); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_reverse_cull_face"), "set_shadow_reverse_cull_face", "get_shadow_reverse_cull_face"); + 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_SPECULAR); + BIND_ENUM_CONSTANT(PARAM_RANGE); + BIND_ENUM_CONSTANT(PARAM_ATTENUATION); + BIND_ENUM_CONSTANT(PARAM_SPOT_ANGLE); + BIND_ENUM_CONSTANT(PARAM_SPOT_ATTENUATION); + BIND_ENUM_CONSTANT(PARAM_CONTACT_SHADOW_SIZE); + 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_BIAS_SPLIT_SCALE); + BIND_ENUM_CONSTANT(PARAM_MAX); + + BIND_ENUM_CONSTANT(BAKE_DISABLED); + BIND_ENUM_CONSTANT(BAKE_INDIRECT); + BIND_ENUM_CONSTANT(BAKE_ALL); +} + +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); + + reverse_cull = false; + bake_mode = BAKE_INDIRECT; + + editor_only = false; + 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_SPECULAR, 0.5); + set_param(PARAM_RANGE, 5); + set_param(PARAM_ATTENUATION, 1); + set_param(PARAM_SPOT_ANGLE, 45); + set_param(PARAM_SPOT_ATTENUATION, 1); + set_param(PARAM_CONTACT_SHADOW_SIZE, 0); + 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_NORMAL_BIAS, 0.0); + set_param(PARAM_SHADOW_BIAS, 0.15); + set_param(PARAM_SHADOW_FADE_START, 1); + set_disable_scale(true); +} + +Light3D::Light3D() { + + type = RenderingServer::LIGHT_DIRECTIONAL; + ERR_PRINT("Light should not be instanced directly; use the DirectionalLight, OmniLight or SpotLight 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)); +} + +DirectionalLight3D::ShadowMode DirectionalLight3D::get_shadow_mode() const { + + return shadow_mode; +} + +void DirectionalLight3D::set_shadow_depth_range(ShadowDepthRange p_range) { + shadow_depth_range = p_range; + RS::get_singleton()->light_directional_set_shadow_depth_range_mode(light, RS::LightDirectionalShadowDepthRangeMode(p_range)); +} + +DirectionalLight3D::ShadowDepthRange DirectionalLight3D::get_shadow_depth_range() const { + + return shadow_depth_range; +} + +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::_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_shadow_depth_range", "mode"), &DirectionalLight3D::set_shadow_depth_range); + ClassDB::bind_method(D_METHOD("get_shadow_depth_range"), &DirectionalLight3D::get_shadow_depth_range); + + 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); + + ADD_GROUP("Directional Shadow", "directional_shadow_"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "directional_shadow_mode", PROPERTY_HINT_ENUM, "Orthogonal,PSSM 2 Splits,PSSM 4 Splits"), "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_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_fade_start", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_SHADOW_FADE_START); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "directional_shadow_blend_splits"), "set_blend_splits", "is_blend_splits_enabled"); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_normal_bias", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_param", "get_param", PARAM_SHADOW_NORMAL_BIAS); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_bias_split_scale", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_SHADOW_BIAS_SPLIT_SCALE); + ADD_PROPERTY(PropertyInfo(Variant::INT, "directional_shadow_depth_range", PROPERTY_HINT_ENUM, "Stable,Optimized"), "set_shadow_depth_range", "get_shadow_depth_range"); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_max_distance", PROPERTY_HINT_EXP_RANGE, "0,8192,0.1,or_greater"), "set_param", "get_param", PARAM_SHADOW_MAX_DISTANCE); + + BIND_ENUM_CONSTANT(SHADOW_ORTHOGONAL); + BIND_ENUM_CONSTANT(SHADOW_PARALLEL_2_SPLITS); + BIND_ENUM_CONSTANT(SHADOW_PARALLEL_4_SPLITS); + + BIND_ENUM_CONSTANT(SHADOW_DEPTH_RANGE_STABLE); + BIND_ENUM_CONSTANT(SHADOW_DEPTH_RANGE_OPTIMIZED); +} + +DirectionalLight3D::DirectionalLight3D() : + Light3D(RenderingServer::LIGHT_DIRECTIONAL) { + + set_param(PARAM_SHADOW_NORMAL_BIAS, 0.8); + set_param(PARAM_SHADOW_BIAS, 0.1); + set_param(PARAM_SHADOW_MAX_DISTANCE, 100); + set_param(PARAM_SHADOW_FADE_START, 0.8); + set_param(PARAM_SHADOW_BIAS_SPLIT_SCALE, 0.25); + set_shadow_mode(SHADOW_PARALLEL_4_SPLITS); + set_shadow_depth_range(SHADOW_DEPTH_RANGE_STABLE); + + blend_splits = false; +} + +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; +} + +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_EXP_RANGE, "0,4096,0.1,or_greater"), "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); +} + +String SpotLight3D::get_configuration_warning() const { + String warning = Light3D::get_configuration_warning(); + + if (has_shadow() && get_param(PARAM_SPOT_ANGLE) >= 90.0) { + if (warning != String()) { + warning += "\n\n"; + } + + warning += TTR("A SpotLight with an angle wider than 90 degrees cannot cast shadows."); + } + + return warning; +} + +void SpotLight3D::_bind_methods() { + + ADD_GROUP("Spot", "spot_"); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_range", PROPERTY_HINT_EXP_RANGE, "0,4096,0.1,or_greater"), "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"), "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); +} |