godot/scene/3d/light.h

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/*************************************************************************/
/* light.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* 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_H
#define LIGHT_H
#include "scene/3d/visual_instance.h"
#include "scene/resources/texture.h"
#include "servers/visual_server.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
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class Light : public VisualInstance {
GDCLASS(Light, VisualInstance);
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OBJ_CATEGORY("3D Light Nodes");
public:
enum Param {
PARAM_ENERGY = VS::LIGHT_PARAM_ENERGY,
PARAM_SPECULAR = VS::LIGHT_PARAM_SPECULAR,
PARAM_RANGE = VS::LIGHT_PARAM_RANGE,
PARAM_ATTENUATION = VS::LIGHT_PARAM_ATTENUATION,
PARAM_SPOT_ANGLE = VS::LIGHT_PARAM_SPOT_ANGLE,
PARAM_SPOT_ATTENUATION = VS::LIGHT_PARAM_SPOT_ATTENUATION,
PARAM_CONTACT_SHADOW_SIZE = VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE,
PARAM_SHADOW_MAX_DISTANCE = VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE,
PARAM_SHADOW_SPLIT_1_OFFSET = VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET,
PARAM_SHADOW_SPLIT_2_OFFSET = VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET,
PARAM_SHADOW_SPLIT_3_OFFSET = VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET,
PARAM_SHADOW_NORMAL_BIAS = VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS,
PARAM_SHADOW_BIAS = VS::LIGHT_PARAM_SHADOW_BIAS,
PARAM_SHADOW_BIAS_SPLIT_SCALE = VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE,
PARAM_MAX = VS::LIGHT_PARAM_MAX
};
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private:
Color color;
float param[PARAM_MAX];
Color shadow_color;
bool shadow;
bool negative;
bool reverse_cull;
uint32_t cull_mask;
VS::LightType type;
bool editor_only;
void _update_visibility();
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// bind helpers
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protected:
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RID light;
virtual bool _can_gizmo_scale() const;
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static void _bind_methods();
void _notification(int p_what);
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Light(VisualServer::LightType p_type);
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public:
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VS::LightType get_light_type() const { return type; }
void set_editor_only(bool p_editor_only);
bool is_editor_only() const;
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void set_param(Param p_param, float p_value);
float get_param(Param p_param) const;
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void set_shadow(bool p_enable);
bool has_shadow() const;
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void set_negative(bool p_enable);
bool is_negative() const;
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void set_cull_mask(uint32_t p_cull_mask);
uint32_t get_cull_mask() const;
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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;
virtual Rect3 get_aabb() const;
virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
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Light();
~Light();
};
VARIANT_ENUM_CAST(Light::Param);
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class DirectionalLight : public Light {
GDCLASS(DirectionalLight, Light);
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public:
enum ShadowMode {
SHADOW_ORTHOGONAL,
SHADOW_PARALLEL_2_SPLITS,
SHADOW_PARALLEL_4_SPLITS
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};
enum ShadowDepthRange {
SHADOW_DEPTH_RANGE_STABLE = VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE,
SHADOW_DEPTH_RANGE_OPTIMIZED = VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED,
};
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private:
bool blend_splits;
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ShadowMode shadow_mode;
ShadowDepthRange shadow_depth_range;
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protected:
static void _bind_methods();
public:
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void set_shadow_mode(ShadowMode p_mode);
ShadowMode get_shadow_mode() const;
void set_shadow_depth_range(ShadowDepthRange p_mode);
ShadowDepthRange get_shadow_depth_range() const;
void set_blend_splits(bool p_enable);
bool is_blend_splits_enabled() const;
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DirectionalLight();
};
VARIANT_ENUM_CAST(DirectionalLight::ShadowMode)
VARIANT_ENUM_CAST(DirectionalLight::ShadowDepthRange)
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class OmniLight : public Light {
GDCLASS(OmniLight, Light);
public:
// omni light
enum ShadowMode {
SHADOW_DUAL_PARABOLOID,
SHADOW_CUBE,
};
// omni light
enum ShadowDetail {
SHADOW_DETAIL_VERTICAL,
SHADOW_DETAIL_HORIZONTAL
};
private:
ShadowMode shadow_mode;
ShadowDetail shadow_detail;
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protected:
static void _bind_methods();
public:
void set_shadow_mode(ShadowMode p_mode);
ShadowMode get_shadow_mode() const;
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void set_shadow_detail(ShadowDetail p_detail);
ShadowDetail get_shadow_detail() const;
OmniLight();
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};
VARIANT_ENUM_CAST(OmniLight::ShadowMode)
VARIANT_ENUM_CAST(OmniLight::ShadowDetail)
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class SpotLight : public Light {
GDCLASS(SpotLight, Light);
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protected:
static void _bind_methods();
public:
SpotLight()
: Light(VisualServer::LIGHT_SPOT) {}
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};
#endif