223 lines
9.4 KiB
C++
223 lines
9.4 KiB
C++
/*************************************************************************/
|
|
/* gltf_light.cpp */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2022 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 "gltf_light.h"
|
|
|
|
#include "scene/3d/light_3d.h"
|
|
|
|
void GLTFLight::_bind_methods() {
|
|
ClassDB::bind_static_method("GLTFLight", D_METHOD("from_node", "light_node"), &GLTFLight::from_node);
|
|
ClassDB::bind_method(D_METHOD("to_node"), &GLTFLight::to_node);
|
|
|
|
ClassDB::bind_static_method("GLTFLight", D_METHOD("from_dictionary", "dictionary"), &GLTFLight::from_dictionary);
|
|
ClassDB::bind_method(D_METHOD("to_dictionary"), &GLTFLight::to_dictionary);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_color"), &GLTFLight::get_color);
|
|
ClassDB::bind_method(D_METHOD("set_color", "color"), &GLTFLight::set_color);
|
|
ClassDB::bind_method(D_METHOD("get_intensity"), &GLTFLight::get_intensity);
|
|
ClassDB::bind_method(D_METHOD("set_intensity", "intensity"), &GLTFLight::set_intensity);
|
|
ClassDB::bind_method(D_METHOD("get_light_type"), &GLTFLight::get_light_type);
|
|
ClassDB::bind_method(D_METHOD("set_light_type", "light_type"), &GLTFLight::set_light_type);
|
|
ClassDB::bind_method(D_METHOD("get_range"), &GLTFLight::get_range);
|
|
ClassDB::bind_method(D_METHOD("set_range", "range"), &GLTFLight::set_range);
|
|
ClassDB::bind_method(D_METHOD("get_inner_cone_angle"), &GLTFLight::get_inner_cone_angle);
|
|
ClassDB::bind_method(D_METHOD("set_inner_cone_angle", "inner_cone_angle"), &GLTFLight::set_inner_cone_angle);
|
|
ClassDB::bind_method(D_METHOD("get_outer_cone_angle"), &GLTFLight::get_outer_cone_angle);
|
|
ClassDB::bind_method(D_METHOD("set_outer_cone_angle", "outer_cone_angle"), &GLTFLight::set_outer_cone_angle);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color"); // Color
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "intensity"), "set_intensity", "get_intensity"); // float
|
|
ADD_PROPERTY(PropertyInfo(Variant::STRING, "light_type"), "set_light_type", "get_light_type"); // String
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "range"), "set_range", "get_range"); // float
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inner_cone_angle"), "set_inner_cone_angle", "get_inner_cone_angle"); // float
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "outer_cone_angle"), "set_outer_cone_angle", "get_outer_cone_angle"); // float
|
|
}
|
|
|
|
Color GLTFLight::get_color() {
|
|
return color;
|
|
}
|
|
|
|
void GLTFLight::set_color(Color p_color) {
|
|
color = p_color;
|
|
}
|
|
|
|
float GLTFLight::get_intensity() {
|
|
return intensity;
|
|
}
|
|
|
|
void GLTFLight::set_intensity(float p_intensity) {
|
|
intensity = p_intensity;
|
|
}
|
|
|
|
String GLTFLight::get_light_type() {
|
|
return light_type;
|
|
}
|
|
|
|
void GLTFLight::set_light_type(String p_light_type) {
|
|
light_type = p_light_type;
|
|
}
|
|
|
|
float GLTFLight::get_range() {
|
|
return range;
|
|
}
|
|
|
|
void GLTFLight::set_range(float p_range) {
|
|
range = p_range;
|
|
}
|
|
|
|
float GLTFLight::get_inner_cone_angle() {
|
|
return inner_cone_angle;
|
|
}
|
|
|
|
void GLTFLight::set_inner_cone_angle(float p_inner_cone_angle) {
|
|
inner_cone_angle = p_inner_cone_angle;
|
|
}
|
|
|
|
float GLTFLight::get_outer_cone_angle() {
|
|
return outer_cone_angle;
|
|
}
|
|
|
|
void GLTFLight::set_outer_cone_angle(float p_outer_cone_angle) {
|
|
outer_cone_angle = p_outer_cone_angle;
|
|
}
|
|
|
|
Ref<GLTFLight> GLTFLight::from_node(const Light3D *p_light) {
|
|
Ref<GLTFLight> l;
|
|
l.instantiate();
|
|
ERR_FAIL_COND_V_MSG(!p_light, l, "Tried to create a GLTFLight from a Light3D node, but the given node was null.");
|
|
l->color = p_light->get_color();
|
|
if (cast_to<DirectionalLight3D>(p_light)) {
|
|
l->light_type = "directional";
|
|
const DirectionalLight3D *light = cast_to<const DirectionalLight3D>(p_light);
|
|
l->intensity = light->get_param(DirectionalLight3D::PARAM_ENERGY);
|
|
l->range = FLT_MAX; // Range for directional lights is infinite in Godot.
|
|
} else if (cast_to<const OmniLight3D>(p_light)) {
|
|
l->light_type = "point";
|
|
const OmniLight3D *light = cast_to<const OmniLight3D>(p_light);
|
|
l->range = light->get_param(OmniLight3D::PARAM_RANGE);
|
|
l->intensity = light->get_param(OmniLight3D::PARAM_ENERGY);
|
|
} else if (cast_to<const SpotLight3D>(p_light)) {
|
|
l->light_type = "spot";
|
|
const SpotLight3D *light = cast_to<const SpotLight3D>(p_light);
|
|
l->range = light->get_param(SpotLight3D::PARAM_RANGE);
|
|
l->intensity = light->get_param(SpotLight3D::PARAM_ENERGY);
|
|
l->outer_cone_angle = Math::deg_to_rad(light->get_param(SpotLight3D::PARAM_SPOT_ANGLE));
|
|
// This equation is the inverse of the import equation (which has a desmos link).
|
|
float angle_ratio = 1 - (0.2 / (0.1 + light->get_param(SpotLight3D::PARAM_SPOT_ATTENUATION)));
|
|
angle_ratio = MAX(0, angle_ratio);
|
|
l->inner_cone_angle = l->outer_cone_angle * angle_ratio;
|
|
}
|
|
return l;
|
|
}
|
|
|
|
Light3D *GLTFLight::to_node() const {
|
|
if (light_type == "directional") {
|
|
DirectionalLight3D *light = memnew(DirectionalLight3D);
|
|
light->set_param(Light3D::PARAM_ENERGY, intensity);
|
|
light->set_color(color);
|
|
return light;
|
|
}
|
|
if (light_type == "point") {
|
|
OmniLight3D *light = memnew(OmniLight3D);
|
|
light->set_param(OmniLight3D::PARAM_ENERGY, intensity);
|
|
light->set_param(OmniLight3D::PARAM_RANGE, CLAMP(range, 0, 4096));
|
|
light->set_color(color);
|
|
return light;
|
|
}
|
|
if (light_type == "spot") {
|
|
SpotLight3D *light = memnew(SpotLight3D);
|
|
light->set_param(SpotLight3D::PARAM_ENERGY, intensity);
|
|
light->set_param(SpotLight3D::PARAM_RANGE, CLAMP(range, 0, 4096));
|
|
light->set_param(SpotLight3D::PARAM_SPOT_ANGLE, Math::rad_to_deg(outer_cone_angle));
|
|
light->set_color(color);
|
|
// Line of best fit derived from guessing, see https://www.desmos.com/calculator/biiflubp8b
|
|
// The points in desmos are not exact, except for (1, infinity).
|
|
float angle_ratio = inner_cone_angle / outer_cone_angle;
|
|
float angle_attenuation = 0.2 / (1 - angle_ratio) - 0.1;
|
|
light->set_param(SpotLight3D::PARAM_SPOT_ATTENUATION, angle_attenuation);
|
|
return light;
|
|
}
|
|
return memnew(Light3D);
|
|
}
|
|
|
|
Ref<GLTFLight> GLTFLight::from_dictionary(const Dictionary p_dictionary) {
|
|
ERR_FAIL_COND_V_MSG(!p_dictionary.has("type"), Ref<GLTFLight>(), "Failed to parse GLTF light, missing required field 'type'.");
|
|
Ref<GLTFLight> light;
|
|
light.instantiate();
|
|
const String &type = p_dictionary["type"];
|
|
light->light_type = type;
|
|
|
|
if (p_dictionary.has("color")) {
|
|
const Array &arr = p_dictionary["color"];
|
|
if (arr.size() == 3) {
|
|
light->color = Color(arr[0], arr[1], arr[2]).linear_to_srgb();
|
|
} else {
|
|
ERR_PRINT("Error parsing GLTF light: The color must have exactly 3 numbers.");
|
|
}
|
|
}
|
|
if (p_dictionary.has("intensity")) {
|
|
light->intensity = p_dictionary["intensity"];
|
|
}
|
|
if (p_dictionary.has("range")) {
|
|
light->range = p_dictionary["range"];
|
|
}
|
|
if (type == "spot") {
|
|
const Dictionary &spot = p_dictionary["spot"];
|
|
light->inner_cone_angle = spot["innerConeAngle"];
|
|
light->outer_cone_angle = spot["outerConeAngle"];
|
|
if (light->inner_cone_angle >= light->outer_cone_angle) {
|
|
ERR_PRINT("Error parsing GLTF light: The inner angle must be smaller than the outer angle.");
|
|
}
|
|
} else if (type != "point" && type != "directional") {
|
|
ERR_PRINT("Error parsing GLTF light: Light type '" + type + "' is unknown.");
|
|
}
|
|
return light;
|
|
}
|
|
|
|
Dictionary GLTFLight::to_dictionary() const {
|
|
Dictionary d;
|
|
Array color_array;
|
|
color_array.resize(3);
|
|
color_array[0] = color.r;
|
|
color_array[1] = color.g;
|
|
color_array[2] = color.b;
|
|
d["color"] = color_array;
|
|
d["type"] = light_type;
|
|
if (light_type == "spot") {
|
|
Dictionary spot_dict;
|
|
spot_dict["innerConeAngle"] = inner_cone_angle;
|
|
spot_dict["outerConeAngle"] = outer_cone_angle;
|
|
d["spot"] = spot_dict;
|
|
}
|
|
d["intensity"] = intensity;
|
|
d["range"] = range;
|
|
return d;
|
|
}
|