/*************************************************************************/ /* light.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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_H #define LIGHT_H #include "scene/3d/visual_instance.h" #include "scene/resources/texture.h" #include "servers/visual_server.h" /** @author Juan Linietsky */ class Light : public VisualInstance { OBJ_TYPE(Light, VisualInstance); OBJ_CATEGORY("3D Light Nodes"); public: enum Parameter { PARAM_RADIUS = VisualServer::LIGHT_PARAM_RADIUS, PARAM_ENERGY = VisualServer::LIGHT_PARAM_ENERGY, PARAM_ATTENUATION = VisualServer::LIGHT_PARAM_ATTENUATION, PARAM_SPOT_ANGLE = VisualServer::LIGHT_PARAM_SPOT_ANGLE, PARAM_SPOT_ATTENUATION = VisualServer::LIGHT_PARAM_SPOT_ATTENUATION, PARAM_SHADOW_DARKENING = VisualServer::LIGHT_PARAM_SHADOW_DARKENING, PARAM_SHADOW_Z_OFFSET = VisualServer::LIGHT_PARAM_SHADOW_Z_OFFSET, PARAM_SHADOW_Z_SLOPE_SCALE = VisualServer::LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE, PARAM_SHADOW_ESM_MULTIPLIER = VisualServer::LIGHT_PARAM_SHADOW_ESM_MULTIPLIER, PARAM_SHADOW_BLUR_PASSES = VisualServer::LIGHT_PARAM_SHADOW_BLUR_PASSES, PARAM_MAX = VisualServer::LIGHT_PARAM_MAX }; enum LightColor { COLOR_DIFFUSE = VisualServer::LIGHT_COLOR_DIFFUSE, COLOR_SPECULAR = VisualServer::LIGHT_COLOR_SPECULAR }; enum BakeMode { BAKE_MODE_DISABLED, BAKE_MODE_INDIRECT, BAKE_MODE_INDIRECT_AND_SHADOWS, BAKE_MODE_FULL }; enum Operator { OPERATOR_ADD, OPERATOR_SUB }; private: Ref projector; float vars[PARAM_MAX]; Color colors[3]; BakeMode bake_mode; VisualServer::LightType type; bool shadows; bool enabled; bool editor_only; Operator op; void _update_visibility(); // bind helpers protected: RID light; virtual bool _can_gizmo_scale() const; virtual RES _get_gizmo_geometry() const; static void _bind_methods(); void _notification(int p_what); Light(VisualServer::LightType p_type); public: VS::LightType get_light_type() const { return type; } void set_parameter(Parameter p_var, float p_value); float get_parameter(Parameter p_var) const; void set_color(LightColor p_color, const Color &p_value); Color get_color(LightColor p_color) const; void set_project_shadows(bool p_enabled); bool has_project_shadows() const; void set_projector(const Ref &p_projector); Ref get_projector() const; void set_operator(Operator p_op); Operator get_operator() const; void set_bake_mode(BakeMode p_bake_mode); BakeMode get_bake_mode() const; void set_enabled(bool p_enabled); bool is_enabled() const; void set_editor_only(bool p_editor_only); bool is_editor_only() const; virtual AABB get_aabb() const; virtual DVector get_faces(uint32_t p_usage_flags) const; void approximate_opengl_attenuation(float p_constant, float p_linear, float p_quadratic, float p_radius_treshold = 0.5); Light(); ~Light(); }; VARIANT_ENUM_CAST(Light::Parameter); VARIANT_ENUM_CAST(Light::LightColor); VARIANT_ENUM_CAST(Light::Operator); VARIANT_ENUM_CAST(Light::BakeMode); class DirectionalLight : public Light { OBJ_TYPE(DirectionalLight, Light); public: enum ShadowMode { SHADOW_ORTHOGONAL, SHADOW_PERSPECTIVE, SHADOW_PARALLEL_2_SPLITS, SHADOW_PARALLEL_4_SPLITS }; enum ShadowParam { SHADOW_PARAM_MAX_DISTANCE, SHADOW_PARAM_PSSM_SPLIT_WEIGHT, SHADOW_PARAM_PSSM_ZOFFSET_SCALE }; private: ShadowMode shadow_mode; float shadow_param[3]; protected: static void _bind_methods(); public: void set_shadow_mode(ShadowMode p_mode); ShadowMode get_shadow_mode() const; void set_shadow_max_distance(float p_distance); float get_shadow_max_distance() const; void set_shadow_param(ShadowParam p_param, float p_value); float get_shadow_param(ShadowParam p_param) const; DirectionalLight(); }; VARIANT_ENUM_CAST(DirectionalLight::ShadowMode); VARIANT_ENUM_CAST(DirectionalLight::ShadowParam); class OmniLight : public Light { OBJ_TYPE(OmniLight, Light); protected: static void _bind_methods(); public: OmniLight() : Light(VisualServer::LIGHT_OMNI) { set_parameter(PARAM_SHADOW_Z_OFFSET, 0.001); } }; class SpotLight : public Light { OBJ_TYPE(SpotLight, Light); protected: static void _bind_methods(); public: SpotLight() : Light(VisualServer::LIGHT_SPOT) {} }; #endif