summaryrefslogtreecommitdiff
path: root/scene/3d/light_3d.cpp
blob: b0a10b554724f483ca742f168439ea1223a2d08a (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
/*************************************************************************/
/*  light_3d.cpp                                                         */
/*************************************************************************/
/*                       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.                */
/*************************************************************************/

#include "light_3d.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;

	RS::get_singleton()->light_set_param(light, RS::LightParam(p_param), p_value);

	if (p_param == PARAM_SPOT_ANGLE || p_param == PARAM_RANGE) {
		update_gizmo();

		if (p_param == PARAM_SPOT_ANGLE) {
			update_configuration_warning();
		}
	}
}

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);

	if (type == RenderingServer::LIGHT_SPOT || type == RenderingServer::LIGHT_OMNI) {
		update_configuration_warning();
	}
}

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 {
	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 {
	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 {
	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;
}

void Light3D::set_shadow_reverse_cull_face(bool p_enable) {
	reverse_cull = p_enable;
	RS::get_singleton()->light_set_reverse_cull_face_mode(light, reverse_cull);
}

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));
	}

	return AABB();
}

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_bake_mode(light, RS::LightBakeMode(p_mode));
}

Light3D::BakeMode Light3D::get_bake_mode() const {
	return bake_mode;
}

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);
	update_configuration_warning();
}

Ref<Texture2D> Light3D::get_projector() const {
	return projector;
}

void Light3D::_update_visibility() {
	if (!is_inside_tree()) {
		return;
	}

	bool editor_ok = true;

#ifdef TOOLS_ENABLED
	if (editor_only) {
		if (!Engine::get_singleton()->is_editor_hint()) {
			editor_ok = false;
		} else {
			editor_ok = (get_tree()->get_edited_scene_root() && (this == get_tree()->get_edited_scene_root() || get_owner() == get_tree()->get_edited_scene_root()));
		}
	}
#else
	if (editor_only) {
		editor_ok = false;
	}
#endif

	RS::get_singleton()->instance_set_visible(get_instance(), is_visible_in_tree() && editor_ok);
}

void Light3D::_notification(int p_what) {
	if (p_what == NOTIFICATION_VISIBILITY_CHANGED) {
		_update_visibility();
	}

	if (p_what == NOTIFICATION_ENTER_TREE) {
		_update_visibility();
	}
}

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;
	}

	if (get_light_type() != RS::LIGHT_DIRECTIONAL && property.name == "light_angular_distance") {
		property.usage = 0;
	}
}

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);

	ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &Light3D::set_param);
	ClassDB::bind_method(D_METHOD("get_param", "param"), &Light3D::get_param);

	ClassDB::bind_method(D_METHOD("set_shadow", "enabled"), &Light3D::set_shadow);
	ClassDB::bind_method(D_METHOD("has_shadow"), &Light3D::has_shadow);

	ClassDB::bind_method(D_METHOD("set_negative", "enabled"), &Light3D::set_negative);
	ClassDB::bind_method(D_METHOD("is_negative"), &Light3D::is_negative);

	ClassDB::bind_method(D_METHOD("set_cull_mask", "cull_mask"), &Light3D::set_cull_mask);
	ClassDB::bind_method(D_METHOD("get_cull_mask"), &Light3D::get_cull_mask);

	ClassDB::bind_method(D_METHOD("set_color", "color"), &Light3D::set_color);
	ClassDB::bind_method(D_METHOD("get_color"), &Light3D::get_color);

	ClassDB::bind_method(D_METHOD("set_shadow_reverse_cull_face", "enable"), &Light3D::set_shadow_reverse_cull_face);
	ClassDB::bind_method(D_METHOD("get_shadow_reverse_cull_face"), &Light3D::get_shadow_reverse_cull_face);

	ClassDB::bind_method(D_METHOD("set_shadow_color", "shadow_color"), &Light3D::set_shadow_color);
	ClassDB::bind_method(D_METHOD("get_shadow_color"), &Light3D::get_shadow_color);

	ClassDB::bind_method(D_METHOD("set_bake_mode", "bake_mode"), &Light3D::set_bake_mode);
	ClassDB::bind_method(D_METHOD("get_bake_mode"), &Light3D::get_bake_mode);

	ClassDB::bind_method(D_METHOD("set_projector", "projector"), &Light3D::set_projector);
	ClassDB::bind_method(D_METHOD("get_projector"), &Light3D::get_projector);

	ADD_GROUP("Light", "light_");
	ADD_PROPERTY(PropertyInfo(Variant::COLOR, "light_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_color", "get_color");
	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, "0,1,0.01,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, "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");
	ADD_PROPERTY(PropertyInfo(Variant::COLOR, "shadow_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_shadow_color", "get_shadow_color");
	ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_bias", PROPERTY_HINT_RANGE, "0,10,0.001"), "set_param", "get_param", PARAM_SHADOW_BIAS);
	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");
	ADD_GROUP("", "");

	BIND_ENUM_CONSTANT(PARAM_ENERGY);
	BIND_ENUM_CONSTANT(PARAM_INDIRECT_ENERGY);
	BIND_ENUM_CONSTANT(PARAM_SPECULAR);
	BIND_ENUM_CONSTANT(PARAM_RANGE);
	BIND_ENUM_CONSTANT(PARAM_SIZE);
	BIND_ENUM_CONSTANT(PARAM_ATTENUATION);
	BIND_ENUM_CONSTANT(PARAM_SPOT_ANGLE);
	BIND_ENUM_CONSTANT(PARAM_SPOT_ATTENUATION);
	BIND_ENUM_CONSTANT(PARAM_SHADOW_MAX_DISTANCE);
	BIND_ENUM_CONSTANT(PARAM_SHADOW_SPLIT_1_OFFSET);
	BIND_ENUM_CONSTANT(PARAM_SHADOW_SPLIT_2_OFFSET);
	BIND_ENUM_CONSTANT(PARAM_SHADOW_SPLIT_3_OFFSET);
	BIND_ENUM_CONSTANT(PARAM_SHADOW_FADE_START);
	BIND_ENUM_CONSTANT(PARAM_SHADOW_NORMAL_BIAS);
	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_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;
		default: {
		};
	}

	RS::get_singleton()->instance_set_base(get_instance(), light);

	set_color(Color(1, 1, 1, 1));
	set_shadow(false);
	set_negative(false);
	set_cull_mask(0xFFFFFFFF);

	set_param(PARAM_ENERGY, 1);
	set_param(PARAM_INDIRECT_ENERGY, 1);
	set_param(PARAM_SPECULAR, 0.5);
	set_param(PARAM_RANGE, 5);
	set_param(PARAM_SIZE, 0);
	set_param(PARAM_ATTENUATION, 1);
	set_param(PARAM_SPOT_ANGLE, 45);
	set_param(PARAM_SPOT_ATTENUATION, 1);
	set_param(PARAM_SHADOW_MAX_DISTANCE, 0);
	set_param(PARAM_SHADOW_SPLIT_1_OFFSET, 0.1);
	set_param(PARAM_SHADOW_SPLIT_2_OFFSET, 0.2);
	set_param(PARAM_SHADOW_SPLIT_3_OFFSET, 0.5);
	set_param(PARAM_SHADOW_FADE_START, 0.8);
	set_param(PARAM_SHADOW_PANCAKE_SIZE, 20.0);
	set_param(PARAM_SHADOW_BLUR, 1.0);
	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() {
	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()) {
		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;
}

void DirectionalLight3D::set_shadow_depth_range(ShadowDepthRange p_range) {
	shadow_depth_range = p_range;
	RS::get_singleton()->light_directional_set_shadow_depth_range_mode(light, RS::LightDirectionalShadowDepthRangeMode(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::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);

	ClassDB::bind_method(D_METHOD("set_shadow_depth_range", "mode"), &DirectionalLight3D::set_shadow_depth_range);
	ClassDB::bind_method(D_METHOD("get_shadow_depth_range"), &DirectionalLight3D::get_shadow_depth_range);

	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 (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);
	ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_fade_start", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_SHADOW_FADE_START);
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "directional_shadow_blend_splits"), "set_blend_splits", "is_blend_splits_enabled");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "directional_shadow_depth_range", PROPERTY_HINT_ENUM, "Stable,Optimized"), "set_shadow_depth_range", "get_shadow_depth_range");
	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);

	BIND_ENUM_CONSTANT(SHADOW_DEPTH_RANGE_STABLE);
	BIND_ENUM_CONSTANT(SHADOW_DEPTH_RANGE_OPTIMIZED);
}

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;
}

String OmniLight3D::get_configuration_warning() const {
	String warning = Light3D::get_configuration_warning();

	if (!has_shadow() && get_projector().is_valid()) {
		if (!warning.is_empty()) {
			warning += "\n\n";
		}
		warning += TTR("Projector texture only works with shadows active.");
	}

	return warning;
}

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);

	ADD_GROUP("Omni", "omni_");
	ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "omni_range", PROPERTY_HINT_EXP_RANGE, "0,4096,0.1,or_greater"), "set_param", "get_param", PARAM_RANGE);
	ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "omni_attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_param", "get_param", PARAM_ATTENUATION);
	ADD_PROPERTY(PropertyInfo(Variant::INT, "omni_shadow_mode", PROPERTY_HINT_ENUM, "Dual Paraboloid,Cube"), "set_shadow_mode", "get_shadow_mode");

	BIND_ENUM_CONSTANT(SHADOW_DUAL_PARABOLOID);
	BIND_ENUM_CONSTANT(SHADOW_CUBE);
}

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.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.is_empty()) {
			warning += "\n\n";
		}
		warning += TTR("Projector texture only works with shadows active.");
	}

	return warning;
}

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);
	ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_angle", PROPERTY_HINT_RANGE, "0,180,0.1"), "set_param", "get_param", PARAM_SPOT_ANGLE);
	ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_angle_attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_param", "get_param", PARAM_SPOT_ATTENUATION);
}