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
|
/*************************************************************************/
/* light_3d.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef LIGHT_3D_H
#define LIGHT_3D_H
#include "scene/3d/visual_instance_3d.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_STATIC,
BAKE_DYNAMIC,
};
private:
Color color;
real_t param[PARAM_MAX] = {};
bool shadow = false;
bool negative = false;
bool reverse_cull = false;
uint32_t cull_mask = 0;
bool distance_fade_enabled = false;
real_t distance_fade_begin = 40.0;
real_t distance_fade_shadow = 50.0;
real_t distance_fade_length = 10.0;
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;
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, real_t p_value);
real_t 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_enable_distance_fade(bool p_enable);
bool is_distance_fade_enabled() const;
void set_distance_fade_begin(real_t p_distance);
real_t get_distance_fade_begin() const;
void set_distance_fade_shadow(real_t p_distance);
real_t get_distance_fade_shadow() const;
void set_distance_fade_length(real_t p_length);
real_t get_distance_fade_length() 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_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();
virtual void _validate_property(PropertyInfo &property) const override;
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
|