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