godot/scene/3d/light.h

167 lines
4.3 KiB
C++

/*************************************************************************/
/* light.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2016 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 Light : public VisualInstance {
OBJ_TYPE( Light, VisualInstance );
OBJ_CATEGORY("3D Light Nodes");
public:
enum Param {
PARAM_ENERGY,
PARAM_SPECULAR,
PARAM_RANGE,
PARAM_ATTENUATION,
PARAM_SPOT_ANGLE,
PARAM_SPOT_ATTENUATION,
PARAM_SHADOW_MAX_DISTANCE,
PARAM_SHADOW_DARKNESS,
PARAM_SHADOW_SPLIT_1_OFFSET,
PARAM_SHADOW_SPLIT_2_OFFSET,
PARAM_SHADOW_SPLIT_3_OFFSET,
PARAM_SHADOW_SPLIT_4_OFFSET,
PARAM_SHADOW_NORMAL_BIAS,
PARAM_SHADOW_BIAS,
PARAM_SHADOW_BIAS_SPLIT_SCALE,
PARAM_MAX
};
private:
Color color;
float param[PARAM_MAX];
bool shadow;
bool negative;
uint32_t cull_mask;
VS::LightType type;
bool editor_only;
void _update_visibility();
// 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;
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 {
OBJ_TYPE( DirectionalLight, Light );
public:
private:
protected:
static void _bind_methods();
public:
DirectionalLight();
};
class OmniLight : public Light {
OBJ_TYPE( OmniLight, Light );
protected:
static void _bind_methods();
public:
OmniLight() : Light( VisualServer::LIGHT_OMNI ) { }
};
class SpotLight : public Light {
OBJ_TYPE( SpotLight, Light );
protected:
static void _bind_methods();
public:
SpotLight() : Light( VisualServer::LIGHT_SPOT ) {}
};
#endif