godot/scene/3d/light.cpp

624 lines
21 KiB
C++

/*************************************************************************/
/* light.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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);
}