/*************************************************************************/ /* light.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.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. */ /*************************************************************************/ #include "light.h" #include "globals.h" #include "scene/resources/surface_tool.h" static const char *_light_param_names[VS::LIGHT_PARAM_MAX] = { "params/spot_attenuation", "params/spot_angle", "params/radius", "params/energy", "params/attenuation", "shadow/darkening", "shadow/z_offset", "shadow/z_slope_scale", "shadow/esm_multiplier", "shadow/blur_passes" }; void Light::set_parameter(Parameter p_param, float p_value) { ERR_FAIL_INDEX(p_param, PARAM_MAX); vars[p_param] = p_value; VisualServer::get_singleton()->light_set_param(light, (VisualServer::LightParam)p_param, p_value); if (p_param == PARAM_RADIUS || p_param == PARAM_SPOT_ANGLE) update_gizmo(); _change_notify(_light_param_names[p_param]); // _change_notify(_param_names[p_param]); } float Light::get_parameter(Parameter p_param) const { ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0); return vars[p_param]; } void Light::set_color(LightColor p_color, const Color &p_value) { ERR_FAIL_INDEX(p_color, 3); colors[p_color] = p_value; VisualServer::get_singleton()->light_set_color(light, (VisualServer::LightColor)p_color, p_value); //_change_notify(_color_names[p_color]); } Color Light::get_color(LightColor p_color) const { ERR_FAIL_INDEX_V(p_color, 3, Color()); return colors[p_color]; } void Light::set_project_shadows(bool p_enabled) { shadows = p_enabled; VisualServer::get_singleton()->light_set_shadow(light, p_enabled); _change_notify("shadow"); } bool Light::has_project_shadows() const { return shadows; } void Light::set_projector(const Ref &p_projector) { projector = p_projector; VisualServer::get_singleton()->light_set_projector(light, projector.is_null() ? RID() : projector->get_rid()); } Ref Light::get_projector() const { return projector; } bool Light::_can_gizmo_scale() const { return false; } static void _make_sphere(int p_lats, int p_lons, float p_radius, Ref p_tool) { p_tool->begin(Mesh::PRIMITIVE_TRIANGLES); for (int i = 1; i <= p_lats; i++) { double lat0 = Math_PI * (-0.5 + (double)(i - 1) / p_lats); double z0 = Math::sin(lat0); double zr0 = Math::cos(lat0); double lat1 = Math_PI * (-0.5 + (double)i / p_lats); double z1 = Math::sin(lat1); double zr1 = Math::cos(lat1); for (int j = p_lons; j >= 1; j--) { double lng0 = 2 * Math_PI * (double)(j - 1) / p_lons; double x0 = Math::cos(lng0); double y0 = Math::sin(lng0); double lng1 = 2 * Math_PI * (double)(j) / p_lons; double x1 = Math::cos(lng1); double y1 = Math::sin(lng1); Vector3 v[4] = { Vector3(x1 * zr0, z0, y1 * zr0), Vector3(x1 * zr1, z1, y1 * zr1), Vector3(x0 * zr1, z1, y0 * zr1), Vector3(x0 * zr0, z0, y0 * zr0) }; #define ADD_POINT(m_idx) \ p_tool->add_normal(v[m_idx]); \ p_tool->add_vertex(v[m_idx] * p_radius); ADD_POINT(0); ADD_POINT(1); ADD_POINT(2); ADD_POINT(2); ADD_POINT(3); ADD_POINT(0); } } } RES Light::_get_gizmo_geometry() const { Ref mat_area(memnew(FixedMaterial)); mat_area->set_parameter(FixedMaterial::PARAM_DIFFUSE, Color(0.7, 0.6, 0.0, 0.05)); mat_area->set_parameter(FixedMaterial::PARAM_EMISSION, Color(0.7, 0.7, 0.7)); mat_area->set_blend_mode(Material::BLEND_MODE_ADD); mat_area->set_flag(Material::FLAG_DOUBLE_SIDED, true); // mat_area->set_hint(Material::HINT_NO_DEPTH_DRAW,true); Ref mat_light(memnew(FixedMaterial)); mat_light->set_parameter(FixedMaterial::PARAM_DIFFUSE, Color(1.0, 1.0, 0.8, 0.9)); mat_light->set_flag(Material::FLAG_UNSHADED, true); Ref mesh; Ref surftool(memnew(SurfaceTool)); switch (type) { case VisualServer::LIGHT_DIRECTIONAL: { mat_area->set_parameter(FixedMaterial::PARAM_DIFFUSE, Color(0.9, 0.8, 0.1, 0.8)); mat_area->set_blend_mode(Material::BLEND_MODE_MIX); mat_area->set_flag(Material::FLAG_DOUBLE_SIDED, false); mat_area->set_flag(Material::FLAG_UNSHADED, true); _make_sphere(5, 5, 0.6, surftool); surftool->set_material(mat_light); mesh = surftool->commit(mesh); // float radius=1; surftool->begin(Mesh::PRIMITIVE_TRIANGLES); const int arrow_points = 5; Vector3 arrow[arrow_points] = { Vector3(0, 0, 2), Vector3(1, 1, 2), Vector3(1, 1, -1), Vector3(2, 2, -1), Vector3(0, 0, -3) }; int arrow_sides = 4; for (int i = 0; i < arrow_sides; i++) { Matrix3 ma(Vector3(0, 0, 1), Math_PI * 2 * float(i) / arrow_sides); Matrix3 mb(Vector3(0, 0, 1), Math_PI * 2 * float(i + 1) / arrow_sides); for (int j = 0; j < arrow_points - 1; j++) { Vector3 points[4] = { ma.xform(arrow[j]), mb.xform(arrow[j]), mb.xform(arrow[j + 1]), ma.xform(arrow[j + 1]), }; Vector3 n = Plane(points[0], points[1], points[2]).normal; surftool->add_normal(n); surftool->add_vertex(points[0]); surftool->add_normal(n); surftool->add_vertex(points[1]); surftool->add_normal(n); surftool->add_vertex(points[2]); surftool->add_normal(n); surftool->add_vertex(points[0]); surftool->add_normal(n); surftool->add_vertex(points[2]); surftool->add_normal(n); surftool->add_vertex(points[3]); } } surftool->set_material(mat_area); mesh = surftool->commit(mesh); } break; case VisualServer::LIGHT_OMNI: { _make_sphere(20, 20, vars[PARAM_RADIUS], surftool); surftool->set_material(mat_area); mesh = surftool->commit(mesh); _make_sphere(5, 5, 0.1, surftool); surftool->set_material(mat_light); mesh = surftool->commit(mesh); } break; case VisualServer::LIGHT_SPOT: { _make_sphere(5, 5, 0.1, surftool); surftool->set_material(mat_light); mesh = surftool->commit(mesh); // make cone int points = 24; float len = vars[PARAM_RADIUS]; float size = Math::tan(Math::deg2rad(vars[PARAM_SPOT_ANGLE])) * len; surftool->begin(Mesh::PRIMITIVE_TRIANGLES); for (int i = 0; i < points; i++) { float x0 = Math::sin(i * Math_PI * 2 / points); float y0 = Math::cos(i * Math_PI * 2 / points); float x1 = Math::sin((i + 1) * Math_PI * 2 / points); float y1 = Math::cos((i + 1) * Math_PI * 2 / points); Vector3 v1 = Vector3(x0 * size, y0 * size, -len).normalized() * len; Vector3 v2 = Vector3(x1 * size, y1 * size, -len).normalized() * len; Vector3 v3 = Vector3(0, 0, 0); Vector3 v4 = Vector3(0, 0, v1.z); Vector3 n = Plane(v1, v2, v3).normal; surftool->add_normal(n); surftool->add_vertex(v1); surftool->add_normal(n); surftool->add_vertex(v2); surftool->add_normal(n); surftool->add_vertex(v3); n = Vector3(0, 0, -1); surftool->add_normal(n); surftool->add_vertex(v1); surftool->add_normal(n); surftool->add_vertex(v2); surftool->add_normal(n); surftool->add_vertex(v4); } surftool->set_material(mat_area); mesh = surftool->commit(mesh); } break; } return mesh; } 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) * vars[PARAM_RADIUS], Vector3(2, 2, 2) * vars[PARAM_RADIUS]); } else if (type == VisualServer::LIGHT_SPOT) { float len = vars[PARAM_RADIUS]; float size = Math::tan(Math::deg2rad(vars[PARAM_SPOT_ANGLE])) * len; return AABB(Vector3(-size, -size, -len), Vector3(size * 2, size * 2, len)); } return AABB(); } DVector Light::get_faces(uint32_t p_usage_flags) const { return DVector(); } void Light::set_operator(Operator p_op) { ERR_FAIL_INDEX(p_op, 2); op = p_op; VisualServer::get_singleton()->light_set_operator(light, VS::LightOp(op)); } void Light::set_bake_mode(BakeMode p_bake_mode) { bake_mode = p_bake_mode; } Light::BakeMode Light::get_bake_mode() const { return bake_mode; } Light::Operator Light::get_operator() const { return op; } void Light::approximate_opengl_attenuation(float p_constant, float p_linear, float p_quadratic, float p_radius_treshold) { //this is horrible and must never be used float a = p_quadratic * p_radius_treshold; float b = p_linear * p_radius_treshold; float c = p_constant * p_radius_treshold - 1; float radius = 10000; if (a == 0) { // solve linear float d = Math::abs(-c / b); if (d < radius) radius = d; } else { // solve quadratic // now ad^2 + bd + c = 0, solve quadratic equation: float denominator = 2 * a; if (denominator != 0) { float root = b * b - 4 * a * c; if (root >= 0) { root = sqrt(root); float solution1 = fabs((-b + root) / denominator); float solution2 = fabs((-b - root) / denominator); if (solution1 > radius) solution1 = radius; if (solution2 > radius) solution2 = radius; radius = (solution1 > solution2 ? solution1 : solution2); } } } float energy = 1.0; /*if (p_constant>0) energy=1.0/p_constant; //energy is this else energy=8.0; // some high number.. */ if (radius == 10000) radius = 100; //bug? set_parameter(PARAM_RADIUS, radius); set_parameter(PARAM_ENERGY, energy); } void Light::_update_visibility() { if (!is_inside_tree()) return; bool editor_ok = true; #ifdef TOOLS_ENABLED if (editor_only) { if (!get_tree()->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_light_set_enabled(get_instance(), is_visible() && enabled && editor_ok); _change_notify("geometry/visible"); } void Light::_notification(int p_what) { if (p_what == NOTIFICATION_ENTER_TREE || p_what == NOTIFICATION_VISIBILITY_CHANGED) { _update_visibility(); } } void Light::set_enabled(bool p_enabled) { enabled = p_enabled; _update_visibility(); } bool Light::is_enabled() const { return enabled; } 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::_bind_methods() { ObjectTypeDB::bind_method(_MD("set_parameter", "variable", "value"), &Light::set_parameter); ObjectTypeDB::bind_method(_MD("get_parameter", "variable"), &Light::get_parameter); ObjectTypeDB::bind_method(_MD("set_color", "color", "value"), &Light::set_color); ObjectTypeDB::bind_method(_MD("get_color", "color"), &Light::get_color); ObjectTypeDB::bind_method(_MD("set_project_shadows", "enable"), &Light::set_project_shadows); ObjectTypeDB::bind_method(_MD("has_project_shadows"), &Light::has_project_shadows); ObjectTypeDB::bind_method(_MD("set_projector", "projector:Texture"), &Light::set_projector); ObjectTypeDB::bind_method(_MD("get_projector:Texture"), &Light::get_projector); ObjectTypeDB::bind_method(_MD("set_operator", "operator"), &Light::set_operator); ObjectTypeDB::bind_method(_MD("get_operator"), &Light::get_operator); ObjectTypeDB::bind_method(_MD("set_bake_mode", "bake_mode"), &Light::set_bake_mode); ObjectTypeDB::bind_method(_MD("get_bake_mode"), &Light::get_bake_mode); ObjectTypeDB::bind_method(_MD("set_enabled", "enabled"), &Light::set_enabled); ObjectTypeDB::bind_method(_MD("is_enabled"), &Light::is_enabled); ObjectTypeDB::bind_method(_MD("set_editor_only", "editor_only"), &Light::set_editor_only); ObjectTypeDB::bind_method(_MD("is_editor_only"), &Light::is_editor_only); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "params/enabled"), _SCS("set_enabled"), _SCS("is_enabled")); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "params/editor_only"), _SCS("set_editor_only"), _SCS("is_editor_only")); ADD_PROPERTY(PropertyInfo(Variant::INT, "params/bake_mode", PROPERTY_HINT_ENUM, "Disabled,Indirect,Indirect+Shadows,Full"), _SCS("set_bake_mode"), _SCS("get_bake_mode")); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "params/energy", PROPERTY_HINT_EXP_RANGE, "0,64,0.01"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_ENERGY); /* if (type == VisualServer::LIGHT_OMNI || type == VisualServer::LIGHT_SPOT) { ADD_PROPERTY( PropertyInfo( Variant::REAL, "params/radius", PROPERTY_HINT_RANGE, "0.01,4096,0.01")); ADD_PROPERTY( PropertyInfo( Variant::REAL, "params/attenuation", PROPERTY_HINT_RANGE, "0,8,0.01")); } if (type == VisualServer::LIGHT_SPOT) { ADD_PROPERTY( PropertyInfo( Variant::REAL, "params/spot_angle", PROPERTY_HINT_RANGE, "0.01,90.0,0.01")); ADD_PROPERTY( PropertyInfo( Variant::REAL, "params/spot_attenuation", PROPERTY_HINT_RANGE, "0,8,0.01")); }*/ ADD_PROPERTYI(PropertyInfo(Variant::COLOR, "colors/diffuse"), _SCS("set_color"), _SCS("get_color"), COLOR_DIFFUSE); ADD_PROPERTYI(PropertyInfo(Variant::COLOR, "colors/specular"), _SCS("set_color"), _SCS("get_color"), COLOR_SPECULAR); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow/shadow"), _SCS("set_project_shadows"), _SCS("has_project_shadows")); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "shadow/darkening", PROPERTY_HINT_RANGE, "0,1,0.01"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADOW_DARKENING); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "shadow/z_offset", PROPERTY_HINT_RANGE, "0,128,0.001"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADOW_Z_OFFSET); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "shadow/z_slope_scale", PROPERTY_HINT_RANGE, "0,128,0.001"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADOW_Z_SLOPE_SCALE); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "shadow/esm_multiplier", PROPERTY_HINT_RANGE, "1.0,512.0,0.1"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADOW_ESM_MULTIPLIER); ADD_PROPERTYI(PropertyInfo(Variant::INT, "shadow/blur_passes", PROPERTY_HINT_RANGE, "0,4,1"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADOW_BLUR_PASSES); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "projector", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), _SCS("set_projector"), _SCS("get_projector")); ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub"), _SCS("set_operator"), _SCS("get_operator")); BIND_CONSTANT(PARAM_RADIUS); BIND_CONSTANT(PARAM_ENERGY); BIND_CONSTANT(PARAM_ATTENUATION); BIND_CONSTANT(PARAM_SPOT_ANGLE); BIND_CONSTANT(PARAM_SPOT_ATTENUATION); BIND_CONSTANT(PARAM_SHADOW_DARKENING); BIND_CONSTANT(PARAM_SHADOW_Z_OFFSET); BIND_CONSTANT(COLOR_DIFFUSE); BIND_CONSTANT(COLOR_SPECULAR); BIND_CONSTANT(BAKE_MODE_DISABLED); BIND_CONSTANT(BAKE_MODE_INDIRECT); BIND_CONSTANT(BAKE_MODE_INDIRECT_AND_SHADOWS); BIND_CONSTANT(BAKE_MODE_FULL); } Light::Light(VisualServer::LightType p_type) { type = p_type; light = VisualServer::get_singleton()->light_create(p_type); set_parameter(PARAM_SPOT_ATTENUATION, 1.0); set_parameter(PARAM_SPOT_ANGLE, 30.0); set_parameter(PARAM_RADIUS, 2.0); set_parameter(PARAM_ENERGY, 1.0); set_parameter(PARAM_ATTENUATION, 1.0); set_parameter(PARAM_SHADOW_DARKENING, 0.0); set_parameter(PARAM_SHADOW_Z_OFFSET, 0.05); set_parameter(PARAM_SHADOW_Z_SLOPE_SCALE, 0); set_parameter(PARAM_SHADOW_ESM_MULTIPLIER, 60); set_parameter(PARAM_SHADOW_BLUR_PASSES, 1); set_color(COLOR_DIFFUSE, Color(1, 1, 1)); set_color(COLOR_SPECULAR, Color(1, 1, 1)); op = OPERATOR_ADD; set_project_shadows(false); set_base(light); enabled = true; editor_only = false; bake_mode = BAKE_MODE_DISABLED; } Light::Light() { type = VisualServer::LIGHT_DIRECTIONAL; ERR_PRINT("Light shouldn't be instanced dircetly, use the subtypes."); } Light::~Light() { 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_param(ShadowParam p_param, float p_value) { ERR_FAIL_INDEX(p_param, 3); shadow_param[p_param] = p_value; VS::get_singleton()->light_directional_set_shadow_param(light, VS::LightDirectionalShadowParam(p_param), p_value); } float DirectionalLight::get_shadow_param(ShadowParam p_param) const { ERR_FAIL_INDEX_V(p_param, 3, 0); return shadow_param[p_param]; } void DirectionalLight::_bind_methods() { ObjectTypeDB::bind_method(_MD("set_shadow_mode", "mode"), &DirectionalLight::set_shadow_mode); ObjectTypeDB::bind_method(_MD("get_shadow_mode"), &DirectionalLight::get_shadow_mode); ObjectTypeDB::bind_method(_MD("set_shadow_param", "param", "value"), &DirectionalLight::set_shadow_param); ObjectTypeDB::bind_method(_MD("get_shadow_param", "param"), &DirectionalLight::get_shadow_param); ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow/mode", PROPERTY_HINT_ENUM, "Orthogonal,Perspective,PSSM 2 Splits,PSSM 4 Splits"), _SCS("set_shadow_mode"), _SCS("get_shadow_mode")); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "shadow/max_distance", PROPERTY_HINT_EXP_RANGE, "0.00,99999,0.01"), _SCS("set_shadow_param"), _SCS("get_shadow_param"), SHADOW_PARAM_MAX_DISTANCE); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "shadow/split_weight", PROPERTY_HINT_RANGE, "0.01,1.0,0.01"), _SCS("set_shadow_param"), _SCS("get_shadow_param"), SHADOW_PARAM_PSSM_SPLIT_WEIGHT); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "shadow/zoffset_scale", PROPERTY_HINT_RANGE, "0.01,1024.0,0.01"), _SCS("set_shadow_param"), _SCS("get_shadow_param"), SHADOW_PARAM_PSSM_ZOFFSET_SCALE); BIND_CONSTANT(SHADOW_ORTHOGONAL); BIND_CONSTANT(SHADOW_PERSPECTIVE); BIND_CONSTANT(SHADOW_PARALLEL_2_SPLITS); BIND_CONSTANT(SHADOW_PARALLEL_4_SPLITS); BIND_CONSTANT(SHADOW_PARAM_MAX_DISTANCE); BIND_CONSTANT(SHADOW_PARAM_PSSM_SPLIT_WEIGHT); BIND_CONSTANT(SHADOW_PARAM_PSSM_ZOFFSET_SCALE); } DirectionalLight::DirectionalLight() : Light(VisualServer::LIGHT_DIRECTIONAL) { shadow_mode = SHADOW_ORTHOGONAL; shadow_param[SHADOW_PARAM_MAX_DISTANCE] = 0; shadow_param[SHADOW_PARAM_PSSM_SPLIT_WEIGHT] = 0.5; shadow_param[SHADOW_PARAM_PSSM_ZOFFSET_SCALE] = 2.0; } void OmniLight::_bind_methods() { ADD_PROPERTYI(PropertyInfo(Variant::REAL, "params/radius", PROPERTY_HINT_EXP_RANGE, "0.2,4096,0.01"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_RADIUS); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "params/attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_ATTENUATION); } void SpotLight::_bind_methods() { ADD_PROPERTYI(PropertyInfo(Variant::REAL, "params/radius", PROPERTY_HINT_EXP_RANGE, "0.2,4096,0.01"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_RADIUS); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "params/attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_ATTENUATION); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "params/spot_angle", PROPERTY_HINT_RANGE, "0.01,89.9,0.01"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SPOT_ANGLE); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "params/spot_attenuation", PROPERTY_HINT_EXP_EASING, "spot_attenuation"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SPOT_ATTENUATION); }