/*************************************************************************/
/*  light.cpp                                                            */
/*************************************************************************/
/*                       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.                */
/*************************************************************************/
#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<Texture> &p_projector) {

	projector = p_projector;
	VisualServer::get_singleton()->light_set_projector(light, projector.is_null() ? RID() : projector->get_rid());
}

Ref<Texture> 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<SurfaceTool> 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<FixedMaterial> 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<FixedMaterial> 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> mesh;

	Ref<SurfaceTool> 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<Face3> Light::get_faces(uint32_t p_usage_flags) const {

	return DVector<Face3>();
}

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);
}