/*************************************************************************/ /* light_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* 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 */ /* "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 = false; bool negative = false; bool reverse_cull = false; uint32_t cull_mask = 0; RS::LightType type = RenderingServer::LIGHT_DIRECTIONAL; bool editor_only = false; void _update_visibility(); BakeMode bake_mode = BAKE_DYNAMIC; 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, }; private: bool blend_splits; ShadowMode shadow_mode; bool sky_only = false; protected: static void _bind_methods(); public: void set_shadow_mode(ShadowMode p_mode); ShadowMode get_shadow_mode() const; void set_blend_splits(bool p_enable); bool is_blend_splits_enabled() const; void set_sky_only(bool p_sky_only); bool is_sky_only() const; DirectionalLight3D(); }; VARIANT_ENUM_CAST(DirectionalLight3D::ShadowMode) 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; TypedArray<String> get_configuration_warnings() const override; OmniLight3D(); }; VARIANT_ENUM_CAST(OmniLight3D::ShadowMode) class SpotLight3D : public Light3D { GDCLASS(SpotLight3D, Light3D); protected: static void _bind_methods(); public: TypedArray<String> get_configuration_warnings() const override; SpotLight3D() : Light3D(RenderingServer::LIGHT_SPOT) {} }; #endif // LIGHT_3D_H