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04c749a1f0
visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience
436 lines
14 KiB
C++
436 lines
14 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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#include "baked_light_instance.h"
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bool Light::_can_gizmo_scale() const {
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return false;
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}
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void Light::set_param(Param p_param, float p_value) {
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ERR_FAIL_INDEX(p_param,PARAM_MAX);
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param[p_param]=p_value;
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VS::get_singleton()->light_set_param(light,VS::LightParam(p_param),p_value);
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if (p_param==PARAM_SPOT_ANGLE || p_param==PARAM_RANGE) {
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update_gizmo();;
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}
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}
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float Light::get_param(Param p_param) const{
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ERR_FAIL_INDEX_V(p_param,PARAM_MAX,0);
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return param[p_param];
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}
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void Light::set_shadow(bool p_enable){
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shadow=p_enable;
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VS::get_singleton()->light_set_shadow(light,p_enable);
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}
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bool Light::has_shadow() const{
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return shadow;
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}
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void Light::set_negative(bool p_enable){
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negative=p_enable;
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VS::get_singleton()->light_set_negative(light,p_enable);
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}
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bool Light::is_negative() const{
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return negative;
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}
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void Light::set_cull_mask(uint32_t p_cull_mask){
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cull_mask=p_cull_mask;
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VS::get_singleton()->light_set_cull_mask(light,p_cull_mask);
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}
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uint32_t Light::get_cull_mask() const{
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return cull_mask;
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}
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void Light::set_color(const Color& p_color){
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color=p_color;
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VS::get_singleton()->light_set_color(light,p_color);
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}
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Color Light::get_color() const{
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return color;
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}
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void Light::set_shadow_color(const Color& p_shadow_color){
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shadow_color=p_shadow_color;
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VS::get_singleton()->light_set_shadow_color(light,p_shadow_color);
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}
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Color Light::get_shadow_color() const{
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return shadow_color;
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}
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Rect3 Light::get_aabb() const {
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if (type==VisualServer::LIGHT_DIRECTIONAL) {
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return Rect3( Vector3(-1,-1,-1), Vector3(2, 2, 2 ) );
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} else if (type==VisualServer::LIGHT_OMNI) {
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return Rect3( Vector3(-1,-1,-1) * param[PARAM_RANGE], Vector3(2, 2, 2 ) * param[PARAM_RANGE]);
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} else if (type==VisualServer::LIGHT_SPOT) {
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float len=param[PARAM_RANGE];
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float size=Math::tan(Math::deg2rad(param[PARAM_SPOT_ANGLE]))*len;
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return Rect3( Vector3( -size,-size,-len ), Vector3( size*2, size*2, len ) );
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}
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return Rect3();
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}
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PoolVector<Face3> Light::get_faces(uint32_t p_usage_flags) const {
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return PoolVector<Face3>();
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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_in_tree() && 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_VISIBILITY_CHANGED) {
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_update_visibility();
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}
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if (p_what==NOTIFICATION_ENTER_TREE) {
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_update_visibility();
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Node *node = this;
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while(node) {
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baked_light=node->cast_to<BakedLight>();
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if (baked_light) {
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baked_light->lights.insert(this);
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break;
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}
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node=node->get_parent();
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}
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}
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if (p_what==NOTIFICATION_EXIT_TREE) {
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if (baked_light) {
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baked_light->lights.erase(this);
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}
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}
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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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ClassDB::bind_method(_MD("set_editor_only","editor_only"), &Light::set_editor_only );
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ClassDB::bind_method(_MD("is_editor_only"), &Light::is_editor_only );
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ClassDB::bind_method(_MD("set_param","param","value"), &Light::set_param );
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ClassDB::bind_method(_MD("get_param","param"), &Light::get_param );
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ClassDB::bind_method(_MD("set_shadow","enabled"), &Light::set_shadow );
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ClassDB::bind_method(_MD("has_shadow"), &Light::has_shadow );
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ClassDB::bind_method(_MD("set_negative","enabled"), &Light::set_negative );
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ClassDB::bind_method(_MD("is_negative"), &Light::is_negative );
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ClassDB::bind_method(_MD("set_cull_mask","cull_mask"), &Light::set_cull_mask );
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ClassDB::bind_method(_MD("get_cull_mask"), &Light::get_cull_mask );
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ClassDB::bind_method(_MD("set_color","color"), &Light::set_color );
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ClassDB::bind_method(_MD("get_color"), &Light::get_color );
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ClassDB::bind_method(_MD("set_shadow_color","shadow_color"), &Light::set_shadow_color );
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ClassDB::bind_method(_MD("get_shadow_color"), &Light::get_shadow_color );
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ADD_GROUP("Light","light_");
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ADD_PROPERTY( PropertyInfo( Variant::COLOR, "light_color",PROPERTY_HINT_COLOR_NO_ALPHA), _SCS("set_color"), _SCS("get_color"));
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ADD_PROPERTYI( PropertyInfo( Variant::REAL, "light_energy",PROPERTY_HINT_RANGE,"0,16,0.01"), _SCS("set_param"), _SCS("get_param"), PARAM_ENERGY);
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ADD_PROPERTY( PropertyInfo( Variant::BOOL, "light_negative"), _SCS("set_negative"), _SCS("is_negative"));
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ADD_PROPERTYI( PropertyInfo( Variant::REAL, "light_specular",PROPERTY_HINT_RANGE,"0,1,0.01"), _SCS("set_param"), _SCS("get_param"), PARAM_SPECULAR);
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ADD_PROPERTY( PropertyInfo( Variant::INT, "light_cull_mask",PROPERTY_HINT_LAYERS_3D_RENDER), _SCS("set_cull_mask"), _SCS("get_cull_mask"));
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ADD_GROUP("Shadow","shadow_");
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ADD_PROPERTY( PropertyInfo( Variant::BOOL, "shadow_enabled"), _SCS("set_shadow"), _SCS("has_shadow"));
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ADD_PROPERTY( PropertyInfo( Variant::COLOR, "shadow_color",PROPERTY_HINT_COLOR_NO_ALPHA), _SCS("set_shadow_color"), _SCS("get_shadow_color"));
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ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow_bias",PROPERTY_HINT_RANGE,"-16,16,0.01"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_BIAS);
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ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow_max_distance",PROPERTY_HINT_RANGE,"0,65536,0.1"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_MAX_DISTANCE);
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ADD_GROUP("Editor","");
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ADD_PROPERTY( PropertyInfo( Variant::BOOL, "editor_only"), _SCS("set_editor_only"), _SCS("is_editor_only"));
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ADD_GROUP("","");
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BIND_CONSTANT( PARAM_ENERGY );
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BIND_CONSTANT( PARAM_SPECULAR );
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BIND_CONSTANT( PARAM_RANGE );
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BIND_CONSTANT( PARAM_ATTENUATION );
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BIND_CONSTANT( PARAM_SPOT_ANGLE );
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BIND_CONSTANT( PARAM_SPOT_ATTENUATION );
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BIND_CONSTANT( PARAM_SHADOW_MAX_DISTANCE );
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BIND_CONSTANT( PARAM_SHADOW_SPLIT_1_OFFSET );
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BIND_CONSTANT( PARAM_SHADOW_SPLIT_2_OFFSET );
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BIND_CONSTANT( PARAM_SHADOW_SPLIT_3_OFFSET );
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BIND_CONSTANT( PARAM_SHADOW_NORMAL_BIAS );
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BIND_CONSTANT( PARAM_SHADOW_BIAS );
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BIND_CONSTANT( PARAM_SHADOW_BIAS_SPLIT_SCALE );
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BIND_CONSTANT( PARAM_MAX );
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}
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Light::Light(VisualServer::LightType p_type) {
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type=p_type;
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light=VisualServer::get_singleton()->light_create(p_type);
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VS::get_singleton()->instance_set_base(get_instance(),light);
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baked_light=NULL;
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editor_only=false;
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set_color(Color(1,1,1,1));
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set_shadow(false);
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set_negative(false);
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set_cull_mask(0xFFFFFFFF);
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set_param(PARAM_ENERGY,1);
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set_param(PARAM_SPECULAR,0.5);
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set_param(PARAM_RANGE,5);
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set_param(PARAM_ATTENUATION,1);
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set_param(PARAM_SPOT_ANGLE,45);
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set_param(PARAM_SPOT_ATTENUATION,1);
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set_param(PARAM_SHADOW_MAX_DISTANCE,0);
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set_param(PARAM_SHADOW_SPLIT_1_OFFSET,0.1);
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set_param(PARAM_SHADOW_SPLIT_2_OFFSET,0.2);
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set_param(PARAM_SHADOW_SPLIT_3_OFFSET,0.5);
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set_param(PARAM_SHADOW_NORMAL_BIAS,0.1);
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set_param(PARAM_SHADOW_BIAS,0.1);
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set_param(PARAM_SHADOW_BIAS_SPLIT_SCALE,0.1);
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}
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Light::Light() {
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type=VisualServer::LIGHT_DIRECTIONAL;
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ERR_PRINT("Light shouldn't be instanced dircetly, use the subtypes.");
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}
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Light::~Light() {
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VS::get_singleton()->instance_set_base(get_instance(),RID());
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if (light.is_valid())
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VisualServer::get_singleton()->free(light);
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}
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/////////////////////////////////////////
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void DirectionalLight::set_shadow_mode(ShadowMode p_mode) {
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shadow_mode=p_mode;
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VS::get_singleton()->light_directional_set_shadow_mode(light,VS::LightDirectionalShadowMode(p_mode));
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}
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DirectionalLight::ShadowMode DirectionalLight::get_shadow_mode() const {
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return shadow_mode;
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}
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void DirectionalLight::set_blend_splits(bool p_enable) {
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blend_splits=p_enable;
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VS::get_singleton()->light_directional_set_blend_splits(light,p_enable);
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}
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bool DirectionalLight::is_blend_splits_enabled() const {
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return blend_splits;
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}
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void DirectionalLight::_bind_methods() {
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ClassDB::bind_method( _MD("set_shadow_mode","mode"),&DirectionalLight::set_shadow_mode);
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ClassDB::bind_method( _MD("get_shadow_mode"),&DirectionalLight::get_shadow_mode);
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ClassDB::bind_method( _MD("set_blend_splits","enabled"),&DirectionalLight::set_blend_splits);
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ClassDB::bind_method( _MD("is_blend_splits_enabled"),&DirectionalLight::is_blend_splits_enabled);
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ADD_GROUP("Directional Shadow","directional_shadow_");
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ADD_PROPERTY( PropertyInfo( Variant::INT, "directional_shadow_mode",PROPERTY_HINT_ENUM,"Orthogonal,PSSM 2 Splits,PSSM 4 Splits"), _SCS("set_shadow_mode"), _SCS("get_shadow_mode"));
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ADD_PROPERTYI( PropertyInfo( Variant::REAL, "directional_shadow_split_1",PROPERTY_HINT_RANGE,"0,1,0.001"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_SPLIT_1_OFFSET);
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ADD_PROPERTYI( PropertyInfo( Variant::REAL, "directional_shadow_split_2",PROPERTY_HINT_RANGE,"0,1,0.001"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_SPLIT_2_OFFSET);
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ADD_PROPERTYI( PropertyInfo( Variant::REAL, "directional_shadow_split_3",PROPERTY_HINT_RANGE,"0,1,0.001"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_SPLIT_3_OFFSET);
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ADD_PROPERTY( PropertyInfo( Variant::BOOL, "directional_shadow_blend_splits"), _SCS("set_blend_splits"), _SCS("is_blend_splits_enabled"));
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ADD_PROPERTYI( PropertyInfo( Variant::REAL, "directional_shadow_normal_bias",PROPERTY_HINT_RANGE,"0,16,0.01"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_NORMAL_BIAS);
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ADD_PROPERTYI( PropertyInfo( Variant::REAL, "directional_shadow_bias_split_scale",PROPERTY_HINT_RANGE,"0,16,0.01"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_BIAS_SPLIT_SCALE);
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BIND_CONSTANT( SHADOW_ORTHOGONAL );
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BIND_CONSTANT( SHADOW_PARALLEL_2_SPLITS );
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BIND_CONSTANT( SHADOW_PARALLEL_4_SPLITS );
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}
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DirectionalLight::DirectionalLight() : Light( VisualServer::LIGHT_DIRECTIONAL ) {
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set_shadow_mode(SHADOW_PARALLEL_4_SPLITS);
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blend_splits=false;
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}
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void OmniLight::set_shadow_mode(ShadowMode p_mode) {
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shadow_mode=p_mode;
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VS::get_singleton()->light_omni_set_shadow_mode(light,VS::LightOmniShadowMode(p_mode));
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}
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OmniLight::ShadowMode OmniLight::get_shadow_mode() const{
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return shadow_mode;
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}
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void OmniLight::set_shadow_detail(ShadowDetail p_detail){
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shadow_detail=p_detail;
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VS::get_singleton()->light_omni_set_shadow_detail(light,VS::LightOmniShadowDetail(p_detail));
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}
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OmniLight::ShadowDetail OmniLight::get_shadow_detail() const{
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return shadow_detail;
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}
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void OmniLight::_bind_methods() {
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ClassDB::bind_method( _MD("set_shadow_mode","mode"),&OmniLight::set_shadow_mode);
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ClassDB::bind_method( _MD("get_shadow_mode"),&OmniLight::get_shadow_mode);
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ClassDB::bind_method( _MD("set_shadow_detail","detail"),&OmniLight::set_shadow_detail);
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ClassDB::bind_method( _MD("get_shadow_detail"),&OmniLight::get_shadow_detail);
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ADD_GROUP("Omni","omni_");
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ADD_PROPERTYI( PropertyInfo( Variant::REAL, "omni_range",PROPERTY_HINT_RANGE,"0,65536,0.1"), _SCS("set_param"), _SCS("get_param"), PARAM_RANGE);
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ADD_PROPERTYI( PropertyInfo( Variant::REAL, "omni_attenuation",PROPERTY_HINT_EXP_EASING), _SCS("set_param"), _SCS("get_param"), PARAM_ATTENUATION);
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ADD_PROPERTY( PropertyInfo( Variant::INT, "omni_shadow_mode",PROPERTY_HINT_ENUM,"Dual Paraboloid,Cube"), _SCS("set_shadow_mode"), _SCS("get_shadow_mode"));
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ADD_PROPERTY( PropertyInfo( Variant::INT, "omni_shadow_detail",PROPERTY_HINT_ENUM,"Vertical,Horizontal"), _SCS("set_shadow_detail"), _SCS("get_shadow_detail"));
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}
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OmniLight::OmniLight() : Light( VisualServer::LIGHT_OMNI ) {
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set_shadow_mode(SHADOW_DUAL_PARABOLOID);
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set_shadow_detail(SHADOW_DETAIL_HORIZONTAL);
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}
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void SpotLight::_bind_methods() {
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ADD_GROUP("Spot","spot_");
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ADD_PROPERTYI( PropertyInfo( Variant::REAL, "spot_range",PROPERTY_HINT_RANGE,"0,65536,0.1"), _SCS("set_param"), _SCS("get_param"), PARAM_RANGE);
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ADD_PROPERTYI( PropertyInfo( Variant::REAL, "spot_attenuation",PROPERTY_HINT_EXP_EASING), _SCS("set_param"), _SCS("get_param"), PARAM_ATTENUATION);
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ADD_PROPERTYI( PropertyInfo( Variant::REAL, "spot_angle",PROPERTY_HINT_RANGE,"0,180,0.1"), _SCS("set_param"), _SCS("get_param"), PARAM_SPOT_ANGLE);
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ADD_PROPERTYI( PropertyInfo( Variant::REAL, "spot_angle_attenuation",PROPERTY_HINT_EXP_EASING), _SCS("set_param"), _SCS("get_param"), PARAM_SPOT_ATTENUATION);
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}
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