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Diffstat (limited to 'scene/3d/light_3d.h')
-rw-r--r-- | scene/3d/light_3d.h | 221 |
1 files changed, 221 insertions, 0 deletions
diff --git a/scene/3d/light_3d.h b/scene/3d/light_3d.h new file mode 100644 index 0000000000..69c0478b86 --- /dev/null +++ b/scene/3d/light_3d.h @@ -0,0 +1,221 @@ +/*************************************************************************/ +/* 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 |