godot/scene/3d/light.h
Juan Linietsky 118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
2017-01-02 23:03:46 -03:00

213 lines
5.6 KiB
C++

/*************************************************************************/
/* light.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 <reduzio@gmail.com>
*/
class BakedLight;
class Light : public VisualInstance {
GDCLASS( Light, VisualInstance );
OBJ_CATEGORY("3D Light Nodes");
public:
enum Param {
PARAM_ENERGY = VS::LIGHT_PARAM_ENERGY,
PARAM_SPECULAR = VS::LIGHT_PARAM_SPECULAR,
PARAM_RANGE = VS::LIGHT_PARAM_RANGE,
PARAM_ATTENUATION = VS::LIGHT_PARAM_ATTENUATION,
PARAM_SPOT_ANGLE = VS::LIGHT_PARAM_SPOT_ANGLE,
PARAM_SPOT_ATTENUATION = VS::LIGHT_PARAM_SPOT_ATTENUATION,
PARAM_SHADOW_MAX_DISTANCE = VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE,
PARAM_SHADOW_SPLIT_1_OFFSET = VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET,
PARAM_SHADOW_SPLIT_2_OFFSET = VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET,
PARAM_SHADOW_SPLIT_3_OFFSET = VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET,
PARAM_SHADOW_NORMAL_BIAS = VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS,
PARAM_SHADOW_BIAS = VS::LIGHT_PARAM_SHADOW_BIAS,
PARAM_SHADOW_BIAS_SPLIT_SCALE = VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE,
PARAM_MAX = VS::LIGHT_PARAM_MAX
};
private:
Color color;
float param[PARAM_MAX];
Color shadow_color;
bool shadow;
bool negative;
uint32_t cull_mask;
VS::LightType type;
bool editor_only;
void _update_visibility();
BakedLight *baked_light;
// bind helpers
protected:
RID light;
virtual bool _can_gizmo_scale() 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_editor_only(bool p_editor_only);
bool is_editor_only() const;
void set_param(Param p_param, float p_value);
float get_param(Param p_param) const;
void set_shadow(bool p_enable);
bool has_shadow() const;
void set_negative(bool p_enable);
bool is_negative() const;
void set_cull_mask(uint32_t p_cull_mask);
uint32_t get_cull_mask() const;
void set_color(const Color& p_color);
Color get_color() const;
void set_shadow_color(const Color& p_shadow_color);
Color get_shadow_color() const;
virtual AABB get_aabb() const;
virtual DVector<Face3> get_faces(uint32_t p_usage_flags) const;
Light();
~Light();
};
VARIANT_ENUM_CAST(Light::Param);
class DirectionalLight : public Light {
GDCLASS( DirectionalLight, Light );
public:
enum ShadowMode {
SHADOW_ORTHOGONAL,
SHADOW_PARALLEL_2_SPLITS,
SHADOW_PARALLEL_4_SPLITS
};
private:
bool blend_splits;
ShadowMode shadow_mode;
protected:
static void _bind_methods();
public:
void set_shadow_mode(ShadowMode p_mode);
ShadowMode get_shadow_mode() const;
void set_blend_splits(bool p_enable);
bool is_blend_splits_enabled() const;
DirectionalLight();
};
VARIANT_ENUM_CAST(DirectionalLight::ShadowMode)
class OmniLight : public Light {
GDCLASS( OmniLight, Light );
public:
// omni light
enum ShadowMode {
SHADOW_DUAL_PARABOLOID,
SHADOW_CUBE,
};
// omni light
enum ShadowDetail {
SHADOW_DETAIL_VERTICAL,
SHADOW_DETAIL_HORIZONTAL
};
private:
ShadowMode shadow_mode;
ShadowDetail shadow_detail;
protected:
static void _bind_methods();
public:
void set_shadow_mode(ShadowMode p_mode);
ShadowMode get_shadow_mode() const;
void set_shadow_detail(ShadowDetail p_detail);
ShadowDetail get_shadow_detail() const;
OmniLight();
};
VARIANT_ENUM_CAST(OmniLight::ShadowMode)
VARIANT_ENUM_CAST(OmniLight::ShadowDetail)
class SpotLight : public Light {
GDCLASS( SpotLight, Light );
protected:
static void _bind_methods();
public:
SpotLight() : Light( VisualServer::LIGHT_SPOT ) {}
};
#endif