/*************************************************************************/ /* gltf_light.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 "gltf_light.h" #include "scene/3d/light_3d.h" void GLTFLight::_bind_methods() { ClassDB::bind_static_method("GLTFLight", D_METHOD("from_node", "light_node"), &GLTFLight::from_node); ClassDB::bind_method(D_METHOD("to_node"), &GLTFLight::to_node); ClassDB::bind_static_method("GLTFLight", D_METHOD("from_dictionary", "dictionary"), &GLTFLight::from_dictionary); ClassDB::bind_method(D_METHOD("to_dictionary"), &GLTFLight::to_dictionary); ClassDB::bind_method(D_METHOD("get_color"), &GLTFLight::get_color); ClassDB::bind_method(D_METHOD("set_color", "color"), &GLTFLight::set_color); ClassDB::bind_method(D_METHOD("get_intensity"), &GLTFLight::get_intensity); ClassDB::bind_method(D_METHOD("set_intensity", "intensity"), &GLTFLight::set_intensity); ClassDB::bind_method(D_METHOD("get_light_type"), &GLTFLight::get_light_type); ClassDB::bind_method(D_METHOD("set_light_type", "light_type"), &GLTFLight::set_light_type); ClassDB::bind_method(D_METHOD("get_range"), &GLTFLight::get_range); ClassDB::bind_method(D_METHOD("set_range", "range"), &GLTFLight::set_range); ClassDB::bind_method(D_METHOD("get_inner_cone_angle"), &GLTFLight::get_inner_cone_angle); ClassDB::bind_method(D_METHOD("set_inner_cone_angle", "inner_cone_angle"), &GLTFLight::set_inner_cone_angle); ClassDB::bind_method(D_METHOD("get_outer_cone_angle"), &GLTFLight::get_outer_cone_angle); ClassDB::bind_method(D_METHOD("set_outer_cone_angle", "outer_cone_angle"), &GLTFLight::set_outer_cone_angle); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color"); // Color ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "intensity"), "set_intensity", "get_intensity"); // float ADD_PROPERTY(PropertyInfo(Variant::STRING, "light_type"), "set_light_type", "get_light_type"); // String ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "range"), "set_range", "get_range"); // float ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inner_cone_angle"), "set_inner_cone_angle", "get_inner_cone_angle"); // float ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "outer_cone_angle"), "set_outer_cone_angle", "get_outer_cone_angle"); // float } Color GLTFLight::get_color() { return color; } void GLTFLight::set_color(Color p_color) { color = p_color; } float GLTFLight::get_intensity() { return intensity; } void GLTFLight::set_intensity(float p_intensity) { intensity = p_intensity; } String GLTFLight::get_light_type() { return light_type; } void GLTFLight::set_light_type(String p_light_type) { light_type = p_light_type; } float GLTFLight::get_range() { return range; } void GLTFLight::set_range(float p_range) { range = p_range; } float GLTFLight::get_inner_cone_angle() { return inner_cone_angle; } void GLTFLight::set_inner_cone_angle(float p_inner_cone_angle) { inner_cone_angle = p_inner_cone_angle; } float GLTFLight::get_outer_cone_angle() { return outer_cone_angle; } void GLTFLight::set_outer_cone_angle(float p_outer_cone_angle) { outer_cone_angle = p_outer_cone_angle; } Ref GLTFLight::from_node(const Light3D *p_light) { Ref l; l.instantiate(); ERR_FAIL_COND_V_MSG(!p_light, l, "Tried to create a GLTFLight from a Light3D node, but the given node was null."); l->color = p_light->get_color(); if (cast_to(p_light)) { l->light_type = "directional"; const DirectionalLight3D *light = cast_to(p_light); l->intensity = light->get_param(DirectionalLight3D::PARAM_ENERGY); l->range = FLT_MAX; // Range for directional lights is infinite in Godot. } else if (cast_to(p_light)) { l->light_type = "point"; const OmniLight3D *light = cast_to(p_light); l->range = light->get_param(OmniLight3D::PARAM_RANGE); l->intensity = light->get_param(OmniLight3D::PARAM_ENERGY); } else if (cast_to(p_light)) { l->light_type = "spot"; const SpotLight3D *light = cast_to(p_light); l->range = light->get_param(SpotLight3D::PARAM_RANGE); l->intensity = light->get_param(SpotLight3D::PARAM_ENERGY); l->outer_cone_angle = Math::deg_to_rad(light->get_param(SpotLight3D::PARAM_SPOT_ANGLE)); // This equation is the inverse of the import equation (which has a desmos link). float angle_ratio = 1 - (0.2 / (0.1 + light->get_param(SpotLight3D::PARAM_SPOT_ATTENUATION))); angle_ratio = MAX(0, angle_ratio); l->inner_cone_angle = l->outer_cone_angle * angle_ratio; } return l; } Light3D *GLTFLight::to_node() const { if (light_type == "directional") { DirectionalLight3D *light = memnew(DirectionalLight3D); light->set_param(Light3D::PARAM_ENERGY, intensity); light->set_color(color); return light; } if (light_type == "point") { OmniLight3D *light = memnew(OmniLight3D); light->set_param(OmniLight3D::PARAM_ENERGY, intensity); light->set_param(OmniLight3D::PARAM_RANGE, CLAMP(range, 0, 4096)); light->set_color(color); return light; } if (light_type == "spot") { SpotLight3D *light = memnew(SpotLight3D); light->set_param(SpotLight3D::PARAM_ENERGY, intensity); light->set_param(SpotLight3D::PARAM_RANGE, CLAMP(range, 0, 4096)); light->set_param(SpotLight3D::PARAM_SPOT_ANGLE, Math::rad_to_deg(outer_cone_angle)); light->set_color(color); // Line of best fit derived from guessing, see https://www.desmos.com/calculator/biiflubp8b // The points in desmos are not exact, except for (1, infinity). float angle_ratio = inner_cone_angle / outer_cone_angle; float angle_attenuation = 0.2 / (1 - angle_ratio) - 0.1; light->set_param(SpotLight3D::PARAM_SPOT_ATTENUATION, angle_attenuation); return light; } return memnew(Light3D); } Ref GLTFLight::from_dictionary(const Dictionary p_dictionary) { ERR_FAIL_COND_V_MSG(!p_dictionary.has("type"), Ref(), "Failed to parse GLTF light, missing required field 'type'."); Ref light; light.instantiate(); const String &type = p_dictionary["type"]; light->light_type = type; if (p_dictionary.has("color")) { const Array &arr = p_dictionary["color"]; if (arr.size() == 3) { light->color = Color(arr[0], arr[1], arr[2]).linear_to_srgb(); } else { ERR_PRINT("Error parsing GLTF light: The color must have exactly 3 numbers."); } } if (p_dictionary.has("intensity")) { light->intensity = p_dictionary["intensity"]; } if (p_dictionary.has("range")) { light->range = p_dictionary["range"]; } if (type == "spot") { const Dictionary &spot = p_dictionary["spot"]; light->inner_cone_angle = spot["innerConeAngle"]; light->outer_cone_angle = spot["outerConeAngle"]; if (light->inner_cone_angle >= light->outer_cone_angle) { ERR_PRINT("Error parsing GLTF light: The inner angle must be smaller than the outer angle."); } } else if (type != "point" && type != "directional") { ERR_PRINT("Error parsing GLTF light: Light type '" + type + "' is unknown."); } return light; } Dictionary GLTFLight::to_dictionary() const { Dictionary d; Array color_array; color_array.resize(3); color_array[0] = color.r; color_array[1] = color.g; color_array[2] = color.b; d["color"] = color_array; d["type"] = light_type; if (light_type == "spot") { Dictionary spot_dict; spot_dict["innerConeAngle"] = inner_cone_angle; spot_dict["outerConeAngle"] = outer_cone_angle; d["spot"] = spot_dict; } d["intensity"] = intensity; d["range"] = range; return d; }