703004f830
-=-=-=-=-=- -ESM Shadow Mapping for softer and less glitchy shadows -HDR Pipeline (convert to Linear on texture import, convert to SRGB at the end) -Fix to xml parse bug
216 lines
6.0 KiB
C++
216 lines
6.0 KiB
C++
/*************************************************************************/
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/* light.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef LIGHT_H
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#define LIGHT_H
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#include "scene/3d/visual_instance.h"
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#include "scene/resources/texture.h"
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#include "servers/visual_server.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class Light : public VisualInstance {
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OBJ_TYPE( Light, VisualInstance );
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OBJ_CATEGORY("3D Light Nodes");
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public:
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enum Parameter {
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PARAM_RADIUS=VisualServer::LIGHT_PARAM_RADIUS,
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PARAM_ENERGY=VisualServer::LIGHT_PARAM_ENERGY,
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PARAM_ATTENUATION=VisualServer::LIGHT_PARAM_ATTENUATION,
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PARAM_SPOT_ANGLE=VisualServer::LIGHT_PARAM_SPOT_ANGLE,
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PARAM_SPOT_ATTENUATION=VisualServer::LIGHT_PARAM_ATTENUATION,
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PARAM_SHADOW_DARKENING=VisualServer::LIGHT_PARAM_SHADOW_DARKENING,
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PARAM_SHADOW_Z_OFFSET=VisualServer::LIGHT_PARAM_SHADOW_Z_OFFSET,
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PARAM_SHADOW_Z_SLOPE_SCALE=VisualServer::LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE,
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PARAM_SHADOW_ESM_MULTIPLIER=VisualServer::LIGHT_PARAM_SHADOW_ESM_MULTIPLIER,
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PARAM_SHADOW_BLUR_PASSES=VisualServer::LIGHT_PARAM_SHADOW_BLUR_PASSES,
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PARAM_MAX=VisualServer::LIGHT_PARAM_MAX
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};
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enum LightColor {
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COLOR_AMBIENT=VisualServer::LIGHT_COLOR_AMBIENT,
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COLOR_DIFFUSE=VisualServer::LIGHT_COLOR_DIFFUSE,
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COLOR_SPECULAR=VisualServer::LIGHT_COLOR_SPECULAR
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};
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enum BakeMode {
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BAKE_MODE_DISABLED,
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BAKE_MODE_INDIRECT,
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BAKE_MODE_FULL
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};
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enum Operator {
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OPERATOR_ADD,
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OPERATOR_SUB
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};
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private:
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Ref<Texture> projector;
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float vars[PARAM_MAX];
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Color colors[3];
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BakeMode bake_mode;
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VisualServer::LightType type;
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bool shadows;
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bool enabled;
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Operator op;
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// bind helpers
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protected:
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RID light;
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virtual bool _can_gizmo_scale() const;
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virtual RES _get_gizmo_geometry() const;
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static void _bind_methods();
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Light(VisualServer::LightType p_type);
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public:
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VS::LightType get_light_type() const { return type; }
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void set_parameter(Parameter p_var, float p_value);
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float get_parameter(Parameter p_var) const;
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void set_color(LightColor p_color,const Color& p_value);
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Color get_color(LightColor p_color) const;
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void set_project_shadows(bool p_enabled);
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bool has_project_shadows() const;
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void set_projector(const Ref<Texture>& p_projector);
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Ref<Texture> get_projector() const;
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void set_operator(Operator p_op);
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Operator get_operator() const;
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void set_bake_mode(BakeMode p_bake_mode);
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BakeMode get_bake_mode() const;
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void set_enabled(bool p_enabled);
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bool is_enabled() const;
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virtual AABB get_aabb() const;
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virtual DVector<Face3> get_faces(uint32_t p_usage_flags) const;
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void approximate_opengl_attenuation(float p_constant, float p_linear, float p_quadratic, float p_radius_treshold=0.5);
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Light();
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~Light();
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};
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VARIANT_ENUM_CAST( Light::Parameter );
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VARIANT_ENUM_CAST( Light::LightColor );
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VARIANT_ENUM_CAST( Light::Operator );
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VARIANT_ENUM_CAST( Light::BakeMode);
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class DirectionalLight : public Light {
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OBJ_TYPE( DirectionalLight, Light );
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public:
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enum ShadowMode {
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SHADOW_ORTHOGONAL,
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SHADOW_PERSPECTIVE,
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SHADOW_PARALLEL_2_SPLITS,
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SHADOW_PARALLEL_4_SPLITS
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};
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enum ShadowParam {
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SHADOW_PARAM_MAX_DISTANCE,
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SHADOW_PARAM_PSSM_SPLIT_WEIGHT,
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SHADOW_PARAM_PSSM_ZOFFSET_SCALE
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};
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private:
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ShadowMode shadow_mode;
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float shadow_param[3];
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protected:
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static void _bind_methods();
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public:
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void set_shadow_mode(ShadowMode p_mode);
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ShadowMode get_shadow_mode() const;
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void set_shadow_max_distance(float p_distance);
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float get_shadow_max_distance() const;
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void set_shadow_param(ShadowParam p_param, float p_value);
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float get_shadow_param(ShadowParam p_param) const;
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DirectionalLight();
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};
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VARIANT_ENUM_CAST( DirectionalLight::ShadowMode );
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VARIANT_ENUM_CAST( DirectionalLight::ShadowParam );
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class OmniLight : public Light {
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OBJ_TYPE( OmniLight, Light );
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protected:
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static void _bind_methods();
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public:
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OmniLight() : Light( VisualServer::LIGHT_OMNI ) {}
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};
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class SpotLight : public Light {
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OBJ_TYPE( SpotLight, Light );
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protected:
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static void _bind_methods();
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public:
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SpotLight() : Light( VisualServer::LIGHT_SPOT ) {}
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};
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#endif
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