/*************************************************************************/ /* light.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.h" #include "core/engine.h" #include "core/project_settings.h" #include "scene/resources/surface_tool.h" void Light::set_param(Param p_param, float p_value) { ERR_FAIL_INDEX(p_param, PARAM_MAX); param[p_param] = p_value; VS::get_singleton()->light_set_param(light, VS::LightParam(p_param), p_value); if (p_param == PARAM_SPOT_ANGLE || p_param == PARAM_RANGE) { update_gizmo(); if (p_param == PARAM_SPOT_ANGLE) { _change_notify("spot_angle"); update_configuration_warning(); } else if (p_param == PARAM_RANGE) { _change_notify("omni_range"); _change_notify("spot_range"); } } } float Light::get_param(Param p_param) const { ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0); return param[p_param]; } void Light::set_shadow(bool p_enable) { shadow = p_enable; VS::get_singleton()->light_set_shadow(light, p_enable); if (type == VisualServer::LIGHT_SPOT) { update_configuration_warning(); } } bool Light::has_shadow() const { return shadow; } void Light::set_negative(bool p_enable) { negative = p_enable; VS::get_singleton()->light_set_negative(light, p_enable); } bool Light::is_negative() const { return negative; } void Light::set_cull_mask(uint32_t p_cull_mask) { cull_mask = p_cull_mask; VS::get_singleton()->light_set_cull_mask(light, p_cull_mask); } uint32_t Light::get_cull_mask() const { return cull_mask; } void Light::set_color(const Color &p_color) { color = p_color; VS::get_singleton()->light_set_color(light, p_color); // The gizmo color depends on the light color, so update it. update_gizmo(); } Color Light::get_color() const { return color; } void Light::set_shadow_color(const Color &p_shadow_color) { shadow_color = p_shadow_color; VS::get_singleton()->light_set_shadow_color(light, p_shadow_color); } Color Light::get_shadow_color() const { return shadow_color; } void Light::set_shadow_reverse_cull_face(bool p_enable) { reverse_cull = p_enable; VS::get_singleton()->light_set_reverse_cull_face_mode(light, reverse_cull); } bool Light::get_shadow_reverse_cull_face() const { return reverse_cull; } AABB Light::get_aabb() const { if (type == VisualServer::LIGHT_DIRECTIONAL) { return AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2)); } else if (type == VisualServer::LIGHT_OMNI) { return AABB(Vector3(-1, -1, -1) * param[PARAM_RANGE], Vector3(2, 2, 2) * param[PARAM_RANGE]); } else if (type == VisualServer::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(); } PoolVector Light::get_faces(uint32_t p_usage_flags) const { return PoolVector(); } void Light::set_bake_mode(BakeMode p_mode) { bake_mode = p_mode; VS::get_singleton()->light_set_bake_mode(light, VS::LightBakeMode(bake_mode)); _change_notify(); } Light::BakeMode Light::get_bake_mode() const { return bake_mode; } void Light::_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 VS::get_singleton()->instance_set_visible(get_instance(), is_visible_in_tree() && editor_ok); _change_notify("geometry/visible"); } void Light::_notification(int p_what) { if (p_what == NOTIFICATION_VISIBILITY_CHANGED) { _update_visibility(); } if (p_what == NOTIFICATION_ENTER_TREE) { _update_visibility(); } } void Light::set_editor_only(bool p_editor_only) { editor_only = p_editor_only; _update_visibility(); } bool Light::is_editor_only() const { return editor_only; } void Light::_validate_property(PropertyInfo &property) const { if (VisualServer::get_singleton()->is_low_end() && property.name == "shadow_contact") { property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL; } if (bake_mode != BAKE_ALL && property.name == "light_size") { property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL; } } void Light::_bind_methods() { ClassDB::bind_method(D_METHOD("set_editor_only", "editor_only"), &Light::set_editor_only); ClassDB::bind_method(D_METHOD("is_editor_only"), &Light::is_editor_only); ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &Light::set_param); ClassDB::bind_method(D_METHOD("get_param", "param"), &Light::get_param); ClassDB::bind_method(D_METHOD("set_shadow", "enabled"), &Light::set_shadow); ClassDB::bind_method(D_METHOD("has_shadow"), &Light::has_shadow); ClassDB::bind_method(D_METHOD("set_negative", "enabled"), &Light::set_negative); ClassDB::bind_method(D_METHOD("is_negative"), &Light::is_negative); ClassDB::bind_method(D_METHOD("set_cull_mask", "cull_mask"), &Light::set_cull_mask); ClassDB::bind_method(D_METHOD("get_cull_mask"), &Light::get_cull_mask); ClassDB::bind_method(D_METHOD("set_color", "color"), &Light::set_color); ClassDB::bind_method(D_METHOD("get_color"), &Light::get_color); ClassDB::bind_method(D_METHOD("set_shadow_reverse_cull_face", "enable"), &Light::set_shadow_reverse_cull_face); ClassDB::bind_method(D_METHOD("get_shadow_reverse_cull_face"), &Light::get_shadow_reverse_cull_face); ClassDB::bind_method(D_METHOD("set_shadow_color", "shadow_color"), &Light::set_shadow_color); ClassDB::bind_method(D_METHOD("get_shadow_color"), &Light::get_shadow_color); ClassDB::bind_method(D_METHOD("set_bake_mode", "bake_mode"), &Light::set_bake_mode); ClassDB::bind_method(D_METHOD("get_bake_mode"), &Light::get_bake_mode); ADD_GROUP("Light", "light_"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "light_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_color", "get_color"); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "light_energy", PROPERTY_HINT_RANGE, "0,16,0.001,or_greater"), "set_param", "get_param", PARAM_ENERGY); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "light_indirect_energy", PROPERTY_HINT_RANGE, "0,16,0.001,or_greater"), "set_param", "get_param", PARAM_INDIRECT_ENERGY); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "light_size", PROPERTY_HINT_RANGE, "0,1,0.001,or_greater"), "set_param", "get_param", PARAM_SIZE); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "light_negative"), "set_negative", "is_negative"); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "light_specular", PROPERTY_HINT_RANGE, "0,16,0.001,or_greater"), "set_param", "get_param", PARAM_SPECULAR); ADD_PROPERTY(PropertyInfo(Variant::INT, "light_bake_mode", PROPERTY_HINT_ENUM, "Disable,Indirect Only,All (Direct + Indirect)"), "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::REAL, "shadow_bias", PROPERTY_HINT_RANGE, "-10,10,0.001"), "set_param", "get_param", PARAM_SHADOW_BIAS); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "shadow_contact", PROPERTY_HINT_RANGE, "0,10,0.001"), "set_param", "get_param", PARAM_CONTACT_SHADOW_SIZE); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_reverse_cull_face"), "set_shadow_reverse_cull_face", "get_shadow_reverse_cull_face"); 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_SIZE); BIND_ENUM_CONSTANT(PARAM_SPECULAR); BIND_ENUM_CONSTANT(PARAM_RANGE); BIND_ENUM_CONSTANT(PARAM_ATTENUATION); BIND_ENUM_CONSTANT(PARAM_SPOT_ANGLE); BIND_ENUM_CONSTANT(PARAM_SPOT_ATTENUATION); BIND_ENUM_CONSTANT(PARAM_CONTACT_SHADOW_SIZE); 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_NORMAL_BIAS); BIND_ENUM_CONSTANT(PARAM_SHADOW_BIAS); BIND_ENUM_CONSTANT(PARAM_SHADOW_BIAS_SPLIT_SCALE); BIND_ENUM_CONSTANT(PARAM_MAX); BIND_ENUM_CONSTANT(BAKE_DISABLED); BIND_ENUM_CONSTANT(BAKE_INDIRECT); BIND_ENUM_CONSTANT(BAKE_ALL); } Light::Light(VisualServer::LightType p_type) { type = p_type; switch (p_type) { case VS::LIGHT_DIRECTIONAL: light = RID_PRIME(VisualServer::get_singleton()->directional_light_create()); break; case VS::LIGHT_OMNI: light = RID_PRIME(VisualServer::get_singleton()->omni_light_create()); break; case VS::LIGHT_SPOT: light = RID_PRIME(VisualServer::get_singleton()->spot_light_create()); break; default: { }; } VS::get_singleton()->instance_set_base(get_instance(), light); reverse_cull = false; bake_mode = BAKE_INDIRECT; editor_only = false; 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_SIZE, 0); set_param(PARAM_SPECULAR, 0.5); set_param(PARAM_RANGE, 5); set_param(PARAM_ATTENUATION, 1); set_param(PARAM_SPOT_ANGLE, 45); set_param(PARAM_SPOT_ATTENUATION, 1); set_param(PARAM_CONTACT_SHADOW_SIZE, 0); 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_NORMAL_BIAS, 0.0); set_param(PARAM_SHADOW_BIAS, 0.15); set_disable_scale(true); } Light::Light() { type = VisualServer::LIGHT_DIRECTIONAL; ERR_PRINT("Light should not be instanced directly; use the DirectionalLight, OmniLight or SpotLight subtypes instead."); } Light::~Light() { VS::get_singleton()->instance_set_base(get_instance(), RID()); if (light.is_valid()) { VisualServer::get_singleton()->free(light); } } ///////////////////////////////////////// void DirectionalLight::set_shadow_mode(ShadowMode p_mode) { shadow_mode = p_mode; VS::get_singleton()->light_directional_set_shadow_mode(light, VS::LightDirectionalShadowMode(p_mode)); } DirectionalLight::ShadowMode DirectionalLight::get_shadow_mode() const { return shadow_mode; } void DirectionalLight::set_shadow_depth_range(ShadowDepthRange p_range) { shadow_depth_range = p_range; VS::get_singleton()->light_directional_set_shadow_depth_range_mode(light, VS::LightDirectionalShadowDepthRangeMode(p_range)); } DirectionalLight::ShadowDepthRange DirectionalLight::get_shadow_depth_range() const { return shadow_depth_range; } void DirectionalLight::set_blend_splits(bool p_enable) { blend_splits = p_enable; VS::get_singleton()->light_directional_set_blend_splits(light, p_enable); } bool DirectionalLight::is_blend_splits_enabled() const { return blend_splits; } void DirectionalLight::_bind_methods() { ClassDB::bind_method(D_METHOD("set_shadow_mode", "mode"), &DirectionalLight::set_shadow_mode); ClassDB::bind_method(D_METHOD("get_shadow_mode"), &DirectionalLight::get_shadow_mode); ClassDB::bind_method(D_METHOD("set_shadow_depth_range", "mode"), &DirectionalLight::set_shadow_depth_range); ClassDB::bind_method(D_METHOD("get_shadow_depth_range"), &DirectionalLight::get_shadow_depth_range); ClassDB::bind_method(D_METHOD("set_blend_splits", "enabled"), &DirectionalLight::set_blend_splits); ClassDB::bind_method(D_METHOD("is_blend_splits_enabled"), &DirectionalLight::is_blend_splits_enabled); 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::REAL, "directional_shadow_split_1", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_1_OFFSET); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "directional_shadow_split_2", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_2_OFFSET); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "directional_shadow_split_3", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_3_OFFSET); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "directional_shadow_blend_splits"), "set_blend_splits", "is_blend_splits_enabled"); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "directional_shadow_normal_bias", PROPERTY_HINT_RANGE, "0,10,0.001"), "set_param", "get_param", PARAM_SHADOW_NORMAL_BIAS); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "directional_shadow_bias_split_scale", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_BIAS_SPLIT_SCALE); 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::REAL, "directional_shadow_max_distance", PROPERTY_HINT_EXP_RANGE, "0,8192,0.1,or_greater"), "set_param", "get_param", PARAM_SHADOW_MAX_DISTANCE); 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); } DirectionalLight::DirectionalLight() : Light(VisualServer::LIGHT_DIRECTIONAL) { set_param(PARAM_SHADOW_NORMAL_BIAS, 0.8); set_param(PARAM_SHADOW_BIAS, 0.1); set_param(PARAM_SHADOW_MAX_DISTANCE, 100); set_param(PARAM_SHADOW_BIAS_SPLIT_SCALE, 0.25); set_shadow_mode(SHADOW_PARALLEL_4_SPLITS); set_shadow_depth_range(SHADOW_DEPTH_RANGE_STABLE); blend_splits = false; } void OmniLight::set_shadow_mode(ShadowMode p_mode) { shadow_mode = p_mode; VS::get_singleton()->light_omni_set_shadow_mode(light, VS::LightOmniShadowMode(p_mode)); } OmniLight::ShadowMode OmniLight::get_shadow_mode() const { return shadow_mode; } void OmniLight::set_shadow_detail(ShadowDetail p_detail) { shadow_detail = p_detail; VS::get_singleton()->light_omni_set_shadow_detail(light, VS::LightOmniShadowDetail(p_detail)); } OmniLight::ShadowDetail OmniLight::get_shadow_detail() const { return shadow_detail; } void OmniLight::_bind_methods() { ClassDB::bind_method(D_METHOD("set_shadow_mode", "mode"), &OmniLight::set_shadow_mode); ClassDB::bind_method(D_METHOD("get_shadow_mode"), &OmniLight::get_shadow_mode); ClassDB::bind_method(D_METHOD("set_shadow_detail", "detail"), &OmniLight::set_shadow_detail); ClassDB::bind_method(D_METHOD("get_shadow_detail"), &OmniLight::get_shadow_detail); ADD_GROUP("Omni", "omni_"); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "omni_range", PROPERTY_HINT_EXP_RANGE, "0,4096,0.001,or_greater"), "set_param", "get_param", PARAM_RANGE); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "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"); ADD_PROPERTY(PropertyInfo(Variant::INT, "omni_shadow_detail", PROPERTY_HINT_ENUM, "Vertical,Horizontal"), "set_shadow_detail", "get_shadow_detail"); BIND_ENUM_CONSTANT(SHADOW_DUAL_PARABOLOID); BIND_ENUM_CONSTANT(SHADOW_CUBE); BIND_ENUM_CONSTANT(SHADOW_DETAIL_VERTICAL); BIND_ENUM_CONSTANT(SHADOW_DETAIL_HORIZONTAL); } OmniLight::OmniLight() : Light(VisualServer::LIGHT_OMNI) { set_shadow_mode(SHADOW_CUBE); set_shadow_detail(SHADOW_DETAIL_HORIZONTAL); } String SpotLight::get_configuration_warning() const { String warning = Light::get_configuration_warning(); if (has_shadow() && get_param(PARAM_SPOT_ANGLE) >= 90.0) { if (warning != String()) { warning += "\n\n"; } warning += TTR("A SpotLight with an angle wider than 90 degrees cannot cast shadows."); } return warning; } void SpotLight::_bind_methods() { ADD_GROUP("Spot", "spot_"); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "spot_range", PROPERTY_HINT_EXP_RANGE, "0,4096,0.001,or_greater"), "set_param", "get_param", PARAM_RANGE); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "spot_attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_param", "get_param", PARAM_ATTENUATION); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "spot_angle", PROPERTY_HINT_RANGE, "0,180,0.01"), "set_param", "get_param", PARAM_SPOT_ANGLE); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "spot_angle_attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_param", "get_param", PARAM_SPOT_ATTENUATION); }