diff options
Diffstat (limited to 'scene/3d/light_3d.cpp')
-rw-r--r-- | scene/3d/light_3d.cpp | 131 |
1 files changed, 58 insertions, 73 deletions
diff --git a/scene/3d/light_3d.cpp b/scene/3d/light_3d.cpp index c048f60ebd..b0a10b5547 100644 --- a/scene/3d/light_3d.cpp +++ b/scene/3d/light_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2021 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 */ @@ -30,17 +30,15 @@ #include "light_3d.h" -#include "core/engine.h" -#include "core/project_settings.h" +#include "core/config/engine.h" +#include "core/config/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; @@ -50,23 +48,17 @@ void Light3D::set_param(Param p_param, float p_value) { 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); @@ -74,51 +66,46 @@ void Light3D::set_shadow(bool p_enable) { update_configuration_warning(); } } -bool Light3D::has_shadow() const { +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 { +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 { +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 { +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; } @@ -128,22 +115,17 @@ void Light3D::set_shadow_reverse_cull_face(bool p_enable) { } 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)); @@ -153,13 +135,12 @@ AABB Light3D::get_aabb() const { } 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); + RS::get_singleton()->light_set_bake_mode(light, RS::LightBakeMode(p_mode)); } Light3D::BakeMode Light3D::get_bake_mode() const { @@ -167,7 +148,6 @@ Light3D::BakeMode Light3D::get_bake_mode() const { } void Light3D::set_projector(const Ref<Texture2D> &p_texture) { - projector = p_texture; RID tex_id = projector.is_valid() ? projector->get_rid() : RID(); RS::get_singleton()->light_set_projector(light, tex_id); @@ -179,9 +159,9 @@ Ref<Texture2D> Light3D::get_projector() const { } void Light3D::_update_visibility() { - - if (!is_inside_tree()) + if (!is_inside_tree()) { return; + } bool editor_ok = true; @@ -200,14 +180,10 @@ void Light3D::_update_visibility() { #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(); } @@ -217,22 +193,23 @@ void Light3D::_notification(int p_what) { } 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 (get_light_type() == RS::LIGHT_DIRECTIONAL && property.name == "light_size") { property.usage = 0; } + if (get_light_type() == RS::LIGHT_DIRECTIONAL && property.name == "light_specular") { + property.usage = 0; + } + if (get_light_type() == RS::LIGHT_DIRECTIONAL && property.name == "light_projector") { property.usage = 0; } @@ -243,7 +220,6 @@ void Light3D::_validate_property(PropertyInfo &property) const { } 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); @@ -279,11 +255,11 @@ void Light3D::_bind_methods() { 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::OBJECT, "light_projector", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_projector", "get_projector"); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_size", PROPERTY_HINT_RANGE, "0,64,0.01,or_greater"), "set_param", "get_param", PARAM_SIZE); + 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_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_bake_mode", PROPERTY_HINT_ENUM, "Disabled,Dynamic,Static"), "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"); @@ -292,6 +268,7 @@ 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, "-16,16,0.01"), "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_GROUP("Editor", ""); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editor_only"), "set_editor_only", "is_editor_only"); @@ -314,31 +291,33 @@ void Light3D::_bind_methods() { BIND_ENUM_CONSTANT(PARAM_SHADOW_BIAS); BIND_ENUM_CONSTANT(PARAM_SHADOW_PANCAKE_SIZE); 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); BIND_ENUM_CONSTANT(BAKE_DISABLED); - BIND_ENUM_CONSTANT(BAKE_INDIRECT); - BIND_ENUM_CONSTANT(BAKE_ALL); + BIND_ENUM_CONSTANT(BAKE_DYNAMIC); + BIND_ENUM_CONSTANT(BAKE_STATIC); } 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; + 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); @@ -362,33 +341,31 @@ Light3D::Light3D(RenderingServer::LightType p_type) { set_param(PARAM_SHADOW_BIAS, 0.02); 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); } Light3D::Light3D() { - - type = RenderingServer::LIGHT_DIRECTIONAL; ERR_PRINT("Light3D should not be instanced directly; use the DirectionalLight3D, OmniLight3D or SpotLight3D subtypes instead."); } Light3D::~Light3D() { - RS::get_singleton()->instance_set_base(get_instance(), RID()); - if (light.is_valid()) + 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; } @@ -398,23 +375,28 @@ void DirectionalLight3D::set_shadow_depth_range(ShadowDepthRange 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() { +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); +} + +bool DirectionalLight3D::is_sky_only() const { + return sky_only; +} +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); @@ -424,8 +406,11 @@ 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); + 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_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"); 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); @@ -435,6 +420,8 @@ void DirectionalLight3D::_bind_methods() { 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); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_pancake_size", PROPERTY_HINT_EXP_RANGE, "0,1024,0.1,or_greater"), "set_param", "get_param", PARAM_SHADOW_PANCAKE_SIZE); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_in_sky_only"), "set_sky_only", "is_sky_only"); + BIND_ENUM_CONSTANT(SHADOW_ORTHOGONAL); BIND_ENUM_CONSTANT(SHADOW_PARALLEL_2_SPLITS); BIND_ENUM_CONSTANT(SHADOW_PARALLEL_4_SPLITS); @@ -445,23 +432,22 @@ void DirectionalLight3D::_bind_methods() { DirectionalLight3D::DirectionalLight3D() : Light3D(RenderingServer::LIGHT_DIRECTIONAL) { - set_param(PARAM_SHADOW_MAX_DISTANCE, 100); set_param(PARAM_SHADOW_FADE_START, 0.8); + // Increase the default shadow bias to better suit most scenes. + // Leave normal bias untouched as it doesn't benefit DirectionalLight3D as much as OmniLight3D. + set_param(PARAM_SHADOW_BIAS, 0.05); 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; } @@ -469,7 +455,7 @@ String OmniLight3D::get_configuration_warning() const { String warning = Light3D::get_configuration_warning(); if (!has_shadow() && get_projector().is_valid()) { - if (warning != String()) { + if (!warning.is_empty()) { warning += "\n\n"; } warning += TTR("Projector texture only works with shadows active."); @@ -479,7 +465,6 @@ String OmniLight3D::get_configuration_warning() const { } 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); @@ -494,23 +479,24 @@ void OmniLight3D::_bind_methods() { OmniLight3D::OmniLight3D() : Light3D(RenderingServer::LIGHT_OMNI) { - set_shadow_mode(SHADOW_CUBE); + // Increase the default shadow biases to better suit most scenes. + set_param(PARAM_SHADOW_BIAS, 0.1); + set_param(PARAM_SHADOW_NORMAL_BIAS, 2.0); } 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()) { + if (!warning.is_empty()) { warning += "\n\n"; } - warning += TTR("A SpotLight3D with an angle wider than 90 degrees cannot cast shadows."); } if (!has_shadow() && get_projector().is_valid()) { - if (warning != String()) { + if (!warning.is_empty()) { warning += "\n\n"; } warning += TTR("Projector texture only works with shadows active."); @@ -520,7 +506,6 @@ String SpotLight3D::get_configuration_warning() const { } 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); 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