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+/*************************************************************************/
+/* light_3d.h */
+/*************************************************************************/
+/* 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. */
+/*************************************************************************/
+
+#ifndef LIGHT_3D_H
+#define LIGHT_3D_H
+
+#include "scene/3d/visual_instance_3d.h"
+#include "scene/resources/texture.h"
+#include "servers/rendering_server.h"
+
+class Light3D : public VisualInstance3D {
+ GDCLASS(Light3D, VisualInstance3D);
+ OBJ_CATEGORY("3D Light Nodes");
+
+public:
+ enum Param {
+ PARAM_ENERGY = RS::LIGHT_PARAM_ENERGY,
+ PARAM_INDIRECT_ENERGY = RS::LIGHT_PARAM_INDIRECT_ENERGY,
+ PARAM_SPECULAR = RS::LIGHT_PARAM_SPECULAR,
+ PARAM_RANGE = RS::LIGHT_PARAM_RANGE,
+ PARAM_SIZE = RS::LIGHT_PARAM_SIZE,
+ PARAM_ATTENUATION = RS::LIGHT_PARAM_ATTENUATION,
+ PARAM_SPOT_ANGLE = RS::LIGHT_PARAM_SPOT_ANGLE,
+ PARAM_SPOT_ATTENUATION = RS::LIGHT_PARAM_SPOT_ATTENUATION,
+ PARAM_SHADOW_MAX_DISTANCE = RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE,
+ PARAM_SHADOW_SPLIT_1_OFFSET = RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET,
+ PARAM_SHADOW_SPLIT_2_OFFSET = RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET,
+ PARAM_SHADOW_SPLIT_3_OFFSET = RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET,
+ PARAM_SHADOW_FADE_START = RS::LIGHT_PARAM_SHADOW_FADE_START,
+ PARAM_SHADOW_NORMAL_BIAS = RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS,
+ PARAM_SHADOW_BIAS = RS::LIGHT_PARAM_SHADOW_BIAS,
+ PARAM_SHADOW_PANCAKE_SIZE = RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE,
+ PARAM_SHADOW_BLUR = RS::LIGHT_PARAM_SHADOW_BLUR,
+ PARAM_SHADOW_VOLUMETRIC_FOG_FADE = RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE,
+ PARAM_TRANSMITTANCE_BIAS = RS::LIGHT_PARAM_TRANSMITTANCE_BIAS,
+ PARAM_MAX = RS::LIGHT_PARAM_MAX
+ };
+
+ enum BakeMode {
+ BAKE_DISABLED,
+ BAKE_DYNAMIC,
+ BAKE_STATIC
+ };
+
+private:
+ Color color;
+ float param[PARAM_MAX];
+ Color shadow_color;
+ bool shadow;
+ bool negative;
+ bool reverse_cull;
+ uint32_t cull_mask;
+ RS::LightType type;
+ bool editor_only;
+ void _update_visibility();
+ BakeMode bake_mode;
+ Ref<Texture2D> projector;
+
+ // bind helpers
+
+protected:
+ RID light;
+
+ virtual bool _can_gizmo_scale() const;
+
+ static void _bind_methods();
+ void _notification(int p_what);
+ virtual void _validate_property(PropertyInfo &property) const override;
+
+ Light3D(RenderingServer::LightType p_type);
+
+public:
+ RS::LightType get_light_type() const { return type; }
+
+ void set_editor_only(bool p_editor_only);
+ bool is_editor_only() const;
+
+ void set_param(Param p_param, float p_value);
+ float get_param(Param p_param) const;
+
+ void set_shadow(bool p_enable);
+ bool has_shadow() const;
+
+ void set_negative(bool p_enable);
+ bool is_negative() const;
+
+ void set_cull_mask(uint32_t p_cull_mask);
+ uint32_t get_cull_mask() const;
+
+ void set_color(const Color &p_color);
+ Color get_color() const;
+
+ void set_shadow_color(const Color &p_shadow_color);
+ Color get_shadow_color() const;
+
+ void set_shadow_reverse_cull_face(bool p_enable);
+ bool get_shadow_reverse_cull_face() const;
+
+ void set_bake_mode(BakeMode p_mode);
+ BakeMode get_bake_mode() const;
+
+ void set_projector(const Ref<Texture2D> &p_texture);
+ Ref<Texture2D> get_projector() const;
+
+ virtual AABB get_aabb() const override;
+ virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override;
+
+ Light3D();
+ ~Light3D();
+};
+
+VARIANT_ENUM_CAST(Light3D::Param);
+VARIANT_ENUM_CAST(Light3D::BakeMode);
+
+class DirectionalLight3D : public Light3D {
+ GDCLASS(DirectionalLight3D, Light3D);
+
+public:
+ enum ShadowMode {
+ SHADOW_ORTHOGONAL,
+ SHADOW_PARALLEL_2_SPLITS,
+ SHADOW_PARALLEL_4_SPLITS,
+ };
+
+ enum ShadowDepthRange {
+ SHADOW_DEPTH_RANGE_STABLE = RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE,
+ SHADOW_DEPTH_RANGE_OPTIMIZED = RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED,
+ };
+
+private:
+ bool blend_splits;
+ ShadowMode shadow_mode;
+ ShadowDepthRange shadow_depth_range;
+
+protected:
+ static void _bind_methods();
+
+public:
+ void set_shadow_mode(ShadowMode p_mode);
+ ShadowMode get_shadow_mode() const;
+
+ void set_shadow_depth_range(ShadowDepthRange p_range);
+ ShadowDepthRange get_shadow_depth_range() const;
+
+ void set_blend_splits(bool p_enable);
+ bool is_blend_splits_enabled() const;
+
+ DirectionalLight3D();
+};
+
+VARIANT_ENUM_CAST(DirectionalLight3D::ShadowMode)
+VARIANT_ENUM_CAST(DirectionalLight3D::ShadowDepthRange)
+
+class OmniLight3D : public Light3D {
+ GDCLASS(OmniLight3D, Light3D);
+
+public:
+ // omni light
+ enum ShadowMode {
+ SHADOW_DUAL_PARABOLOID,
+ SHADOW_CUBE,
+ };
+
+private:
+ ShadowMode shadow_mode;
+
+protected:
+ static void _bind_methods();
+
+public:
+ void set_shadow_mode(ShadowMode p_mode);
+ ShadowMode get_shadow_mode() const;
+
+ virtual String get_configuration_warning() const override;
+
+ OmniLight3D();
+};
+
+VARIANT_ENUM_CAST(OmniLight3D::ShadowMode)
+
+class SpotLight3D : public Light3D {
+ GDCLASS(SpotLight3D, Light3D);
+
+protected:
+ static void _bind_methods();
+
+public:
+ virtual String get_configuration_warning() const override;
+
+ SpotLight3D() :
+ Light3D(RenderingServer::LIGHT_SPOT) {}
+};
+
+#endif // LIGHT_3D_H