diff options
Diffstat (limited to 'scene/3d/light_3d.cpp')
| -rw-r--r-- | scene/3d/light_3d.cpp | 47 |
1 files changed, 23 insertions, 24 deletions
diff --git a/scene/3d/light_3d.cpp b/scene/3d/light_3d.cpp index 678c217676..66f4fa2bcc 100644 --- a/scene/3d/light_3d.cpp +++ b/scene/3d/light_3d.cpp @@ -149,7 +149,7 @@ 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)); } @@ -223,21 +223,19 @@ bool Light3D::is_editor_only() const { return editor_only; } -void Light3D::_validate_property(PropertyInfo &property) const { - if (!shadow && (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.name == "distance_fade_shadow")) { - 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 && property.name == "light_angular_distance") { + if (get_light_type() != RS::LIGHT_DIRECTIONAL && p_property.name == "light_angular_distance") { // Angular distance is only used in DirectionalLight3D. - property.usage = PROPERTY_USAGE_NONE; + p_property.usage = PROPERTY_USAGE_NONE; } - if (!distance_fade_enabled && (property.name == "distance_fade_begin" || property.name == "distance_fade_shadow" || property.name == "distance_fade_length")) { - property.usage = PROPERTY_USAGE_NO_EDITOR; + 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() { @@ -284,6 +282,7 @@ void Light3D::_bind_methods() { 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, "0,16,0.001,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, "0,1,0.001,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); @@ -298,7 +297,7 @@ void Light3D::_bind_methods() { 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, "-16,16,0.001"), "set_param", "get_param", PARAM_TRANSMITTANCE_BIAS); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_fog_fade", PROPERTY_HINT_RANGE, "0.001,10,0.001"), "set_param", "get_param", PARAM_SHADOW_VOLUMETRIC_FOG_FADE); + 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_"); @@ -314,6 +313,7 @@ void Light3D::_bind_methods() { 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); @@ -328,8 +328,8 @@ 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_MAX); @@ -363,6 +363,7 @@ 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); @@ -375,11 +376,11 @@ 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); set_disable_scale(true); } @@ -426,29 +427,27 @@ 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; } - if (property.name == "distance_fade_enabled" || property.name == "distance_fade_begin" || property.name == "distance_fade_shadow" || property.name == "distance_fade_length") { + 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. - property.usage = PROPERTY_USAGE_NONE; + p_property.usage = PROPERTY_USAGE_NONE; } - - Light3D::_validate_property(property); } void DirectionalLight3D::_bind_methods() { |