d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
679 lines
21 KiB
C++
679 lines
21 KiB
C++
/*************************************************************************/
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/* 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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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 "light.h"
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#include "globals.h"
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#include "scene/resources/surface_tool.h"
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static const char* _light_param_names[VS::LIGHT_PARAM_MAX]={
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"params/spot_attenuation",
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"params/spot_angle",
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"params/radius",
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"params/energy",
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"params/attenuation",
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"shadow/darkening",
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"shadow/z_offset",
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"shadow/z_slope_scale",
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"shadow/esm_multiplier",
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"shadow/blur_passes"
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};
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void Light::set_parameter(Parameter p_param, float p_value) {
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ERR_FAIL_INDEX(p_param, PARAM_MAX);
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vars[p_param]=p_value;
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VisualServer::get_singleton()->light_set_param(light,(VisualServer::LightParam)p_param,p_value);
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if (p_param==PARAM_RADIUS || p_param==PARAM_SPOT_ANGLE)
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update_gizmo();
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_change_notify(_light_param_names[p_param]);
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// _change_notify(_param_names[p_param]);
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}
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float Light::get_parameter(Parameter p_param) const {
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ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
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return vars[p_param];
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}
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void Light::set_color(LightColor p_color, const Color& p_value) {
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ERR_FAIL_INDEX(p_color, 3);
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colors[p_color]=p_value;
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VisualServer::get_singleton()->light_set_color(light,(VisualServer::LightColor)p_color,p_value);
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//_change_notify(_color_names[p_color]);
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}
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Color Light::get_color(LightColor p_color) const {
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ERR_FAIL_INDEX_V(p_color, 3, Color());
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return colors[p_color];
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}
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void Light::set_project_shadows(bool p_enabled) {
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shadows=p_enabled;
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VisualServer::get_singleton()->light_set_shadow(light, p_enabled);
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_change_notify("shadow");
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}
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bool Light::has_project_shadows() const {
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return shadows;
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}
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void Light::set_projector(const Ref<Texture>& p_projector) {
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projector=p_projector;
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VisualServer::get_singleton()->light_set_projector(light, projector.is_null()?RID():projector->get_rid());
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}
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Ref<Texture> Light::get_projector() const {
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return projector;
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}
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bool Light::_can_gizmo_scale() const {
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return false;
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}
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static void _make_sphere(int p_lats, int p_lons, float p_radius, Ref<SurfaceTool> p_tool) {
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p_tool->begin(Mesh::PRIMITIVE_TRIANGLES);
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for(int i = 1; i <= p_lats; i++) {
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double lat0 = Math_PI * (-0.5 + (double) (i - 1) / p_lats);
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double z0 = Math::sin(lat0);
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double zr0 = Math::cos(lat0);
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double lat1 = Math_PI * (-0.5 + (double) i / p_lats);
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double z1 = Math::sin(lat1);
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double zr1 = Math::cos(lat1);
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for(int j = p_lons; j >= 1; j--) {
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double lng0 = 2 * Math_PI * (double) (j - 1) / p_lons;
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double x0 = Math::cos(lng0);
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double y0 = Math::sin(lng0);
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double lng1 = 2 * Math_PI * (double) (j) / p_lons;
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double x1 = Math::cos(lng1);
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double y1 = Math::sin(lng1);
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Vector3 v[4]={
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Vector3(x1 * zr0, z0, y1 *zr0),
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Vector3(x1 * zr1, z1, y1 *zr1),
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Vector3(x0 * zr1, z1, y0 *zr1),
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Vector3(x0 * zr0, z0, y0 *zr0)
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};
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#define ADD_POINT(m_idx) \
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p_tool->add_normal(v[m_idx]);\
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p_tool->add_vertex(v[m_idx]*p_radius);
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ADD_POINT(0);
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ADD_POINT(1);
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ADD_POINT(2);
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ADD_POINT(2);
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ADD_POINT(3);
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ADD_POINT(0);
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}
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}
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}
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RES Light::_get_gizmo_geometry() const {
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Ref<FixedMaterial> mat_area( memnew( FixedMaterial ));
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mat_area->set_parameter( FixedMaterial::PARAM_DIFFUSE,Color(0.7,0.6,0.0,0.05) );
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mat_area->set_parameter( FixedMaterial::PARAM_EMISSION,Color(0.7,0.7,0.7) );
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mat_area->set_blend_mode( Material::BLEND_MODE_ADD );
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mat_area->set_flag(Material::FLAG_DOUBLE_SIDED,true);
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// mat_area->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
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Ref<FixedMaterial> mat_light( memnew( FixedMaterial ));
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mat_light->set_parameter( FixedMaterial::PARAM_DIFFUSE, Color(1.0,1.0,0.8,0.9) );
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mat_light->set_flag(Material::FLAG_UNSHADED,true);
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Ref< Mesh > mesh;
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Ref<SurfaceTool> surftool( memnew( SurfaceTool ));
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switch(type) {
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case VisualServer::LIGHT_DIRECTIONAL: {
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mat_area->set_parameter( FixedMaterial::PARAM_DIFFUSE,Color(0.9,0.8,0.1,0.8) );
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mat_area->set_blend_mode( Material::BLEND_MODE_MIX);
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mat_area->set_flag(Material::FLAG_DOUBLE_SIDED,false);
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mat_area->set_flag(Material::FLAG_UNSHADED,true);
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_make_sphere( 5,5,0.6, surftool );
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surftool->set_material(mat_light);
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mesh=surftool->commit(mesh);
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// float radius=1;
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surftool->begin(Mesh::PRIMITIVE_TRIANGLES);
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const int arrow_points=5;
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Vector3 arrow[arrow_points]={
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Vector3(0,0,2),
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Vector3(1,1,2),
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Vector3(1,1,-1),
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Vector3(2,2,-1),
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Vector3(0,0,-3)
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};
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int arrow_sides=4;
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for(int i = 0; i < arrow_sides ; i++) {
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Matrix3 ma(Vector3(0,0,1),Math_PI*2*float(i)/arrow_sides);
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Matrix3 mb(Vector3(0,0,1),Math_PI*2*float(i+1)/arrow_sides);
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for(int j=0;j<arrow_points-1;j++) {
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Vector3 points[4]={
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ma.xform(arrow[j]),
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mb.xform(arrow[j]),
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mb.xform(arrow[j+1]),
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ma.xform(arrow[j+1]),
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};
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Vector3 n = Plane(points[0],points[1],points[2]).normal;
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surftool->add_normal(n);
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surftool->add_vertex(points[0]);
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surftool->add_normal(n);
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surftool->add_vertex(points[1]);
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surftool->add_normal(n);
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surftool->add_vertex(points[2]);
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surftool->add_normal(n);
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surftool->add_vertex(points[0]);
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surftool->add_normal(n);
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surftool->add_vertex(points[2]);
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surftool->add_normal(n);
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surftool->add_vertex(points[3]);
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}
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}
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surftool->set_material(mat_area);
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mesh=surftool->commit(mesh);
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} break;
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case VisualServer::LIGHT_OMNI: {
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_make_sphere( 20,20,vars[PARAM_RADIUS], surftool );
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surftool->set_material(mat_area);
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mesh=surftool->commit(mesh);
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_make_sphere(5,5, 0.1, surftool );
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surftool->set_material(mat_light);
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mesh=surftool->commit(mesh);
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} break;
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case VisualServer::LIGHT_SPOT: {
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_make_sphere( 5,5,0.1, surftool );
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surftool->set_material(mat_light);
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mesh=surftool->commit(mesh);
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// make cone
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int points=24;
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float len=vars[PARAM_RADIUS];
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float size=Math::tan(Math::deg2rad(vars[PARAM_SPOT_ANGLE]))*len;
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surftool->begin(Mesh::PRIMITIVE_TRIANGLES);
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for(int i = 0; i < points; i++) {
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float x0=Math::sin(i * Math_PI * 2 / points);
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float y0=Math::cos(i * Math_PI * 2 / points);
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float x1=Math::sin((i+1) * Math_PI * 2 / points);
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float y1=Math::cos((i+1) * Math_PI * 2 / points);
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Vector3 v1=Vector3(x0*size,y0*size,-len).normalized()*len;
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Vector3 v2=Vector3(x1*size,y1*size,-len).normalized()*len;
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Vector3 v3=Vector3(0,0,0);
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Vector3 v4=Vector3(0,0,v1.z);
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Vector3 n = Plane(v1,v2,v3).normal;
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surftool->add_normal(n);
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surftool->add_vertex(v1);
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surftool->add_normal(n);
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surftool->add_vertex(v2);
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surftool->add_normal(n);
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surftool->add_vertex(v3);
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n=Vector3(0,0,-1);
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surftool->add_normal(n);
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surftool->add_vertex(v1);
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surftool->add_normal(n);
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surftool->add_vertex(v2);
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surftool->add_normal(n);
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surftool->add_vertex(v4);
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}
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surftool->set_material(mat_area);
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mesh=surftool->commit(mesh);
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} break;
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}
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return mesh;
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}
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AABB Light::get_aabb() const {
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if (type==VisualServer::LIGHT_DIRECTIONAL) {
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return AABB( Vector3(-1,-1,-1), Vector3(2, 2, 2 ) );
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} else if (type==VisualServer::LIGHT_OMNI) {
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return AABB( Vector3(-1,-1,-1) * vars[PARAM_RADIUS], Vector3(2, 2, 2 ) * vars[PARAM_RADIUS]);
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} else if (type==VisualServer::LIGHT_SPOT) {
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float len=vars[PARAM_RADIUS];
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float size=Math::tan(Math::deg2rad(vars[PARAM_SPOT_ANGLE]))*len;
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return AABB( Vector3( -size,-size,-len ), Vector3( size*2, size*2, len ) );
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}
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return AABB();
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}
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DVector<Face3> Light::get_faces(uint32_t p_usage_flags) const {
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return DVector<Face3>();
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}
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void Light::set_operator(Operator p_op) {
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ERR_FAIL_INDEX(p_op,2);
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op=p_op;
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VisualServer::get_singleton()->light_set_operator(light,VS::LightOp(op));
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}
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void Light::set_bake_mode(BakeMode p_bake_mode) {
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bake_mode=p_bake_mode;
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}
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Light::BakeMode Light::get_bake_mode() const {
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return bake_mode;
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}
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Light::Operator Light::get_operator() const {
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return op;
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}
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void Light::approximate_opengl_attenuation(float p_constant, float p_linear, float p_quadratic,float p_radius_treshold) {
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//this is horrible and must never be used
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float a = p_quadratic * p_radius_treshold;
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float b = p_linear * p_radius_treshold;
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float c = p_constant * p_radius_treshold -1;
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float radius=10000;
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if(a == 0) { // solve linear
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float d = Math::abs(-c/b);
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if(d<radius)
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radius=d;
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} else { // solve quadratic
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// now ad^2 + bd + c = 0, solve quadratic equation:
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float denominator = 2*a;
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if(denominator != 0) {
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float root = b*b - 4*a*c;
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if(root >=0) {
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root = sqrt(root);
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float solution1 = fabs( (-b + root) / denominator);
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float solution2 = fabs( (-b - root) / denominator);
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if(solution1 > radius)
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solution1 = radius;
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if(solution2 > radius)
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solution2 = radius;
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radius = (solution1 > solution2 ? solution1 : solution2);
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}
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}
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}
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float energy=1.0;
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/*if (p_constant>0)
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energy=1.0/p_constant; //energy is this
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else
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energy=8.0; // some high number..
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*/
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if (radius==10000)
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radius=100; //bug?
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set_parameter(PARAM_RADIUS,radius);
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set_parameter(PARAM_ENERGY,energy);
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}
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void Light::_update_visibility() {
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if (!is_inside_tree())
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return;
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bool editor_ok=true;
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#ifdef TOOLS_ENABLED
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if (editor_only) {
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if (!get_tree()->is_editor_hint()) {
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editor_ok=false;
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} else {
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editor_ok = (get_tree()->get_edited_scene_root() && (this==get_tree()->get_edited_scene_root() || get_owner()==get_tree()->get_edited_scene_root()));
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}
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}
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#else
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if (editor_only) {
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editor_ok=false;
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}
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#endif
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VS::get_singleton()->instance_light_set_enabled(get_instance(),is_visible() && enabled && editor_ok);
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_change_notify("geometry/visible");
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}
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void Light::_notification(int p_what) {
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if (p_what==NOTIFICATION_ENTER_TREE || p_what==NOTIFICATION_VISIBILITY_CHANGED) {
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_update_visibility();
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}
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}
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void Light::set_enabled(bool p_enabled) {
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enabled=p_enabled;
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_update_visibility();
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}
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bool Light::is_enabled() const{
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return enabled;
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}
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void Light::set_editor_only(bool p_editor_only) {
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editor_only=p_editor_only;
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_update_visibility();
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}
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bool Light::is_editor_only() const{
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return editor_only;
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}
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void Light::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("set_parameter","variable","value"), &Light::set_parameter );
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ObjectTypeDB::bind_method(_MD("get_parameter","variable"), &Light::get_parameter );
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ObjectTypeDB::bind_method(_MD("set_color","color","value"), &Light::set_color );
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ObjectTypeDB::bind_method(_MD("get_color","color"), &Light::get_color );
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ObjectTypeDB::bind_method(_MD("set_project_shadows","enable"), &Light::set_project_shadows );
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ObjectTypeDB::bind_method(_MD("has_project_shadows"), &Light::has_project_shadows );
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ObjectTypeDB::bind_method(_MD("set_projector","projector:Texture"), &Light::set_projector );
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ObjectTypeDB::bind_method(_MD("get_projector:Texture"), &Light::get_projector );
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ObjectTypeDB::bind_method(_MD("set_operator","operator"), &Light::set_operator );
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ObjectTypeDB::bind_method(_MD("get_operator"), &Light::get_operator );
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ObjectTypeDB::bind_method(_MD("set_bake_mode","bake_mode"), &Light::set_bake_mode );
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ObjectTypeDB::bind_method(_MD("get_bake_mode"), &Light::get_bake_mode );
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ObjectTypeDB::bind_method(_MD("set_enabled","enabled"), &Light::set_enabled );
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ObjectTypeDB::bind_method(_MD("is_enabled"), &Light::is_enabled );
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ObjectTypeDB::bind_method(_MD("set_editor_only","editor_only"), &Light::set_editor_only );
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ObjectTypeDB::bind_method(_MD("is_editor_only"), &Light::is_editor_only );
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ADD_PROPERTY( PropertyInfo( Variant::BOOL, "params/enabled"), _SCS("set_enabled"), _SCS("is_enabled"));
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ADD_PROPERTY( PropertyInfo( Variant::BOOL, "params/editor_only"), _SCS("set_editor_only"), _SCS("is_editor_only"));
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ADD_PROPERTY( PropertyInfo( Variant::INT, "params/bake_mode",PROPERTY_HINT_ENUM,"Disabled,Indirect,Indirect+Shadows,Full"), _SCS("set_bake_mode"), _SCS("get_bake_mode"));
|
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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 );
|
|
|
|
}
|