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c7bc44d5ad
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!
222 lines
6.1 KiB
C++
222 lines
6.1 KiB
C++
/*************************************************************************/
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/* light.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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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#ifndef LIGHT_H
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#define LIGHT_H
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#include "scene/3d/visual_instance.h"
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#include "scene/resources/texture.h"
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#include "servers/visual_server.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class Light : public VisualInstance {
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OBJ_TYPE( Light, VisualInstance );
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OBJ_CATEGORY("3D Light Nodes");
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public:
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enum Parameter {
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PARAM_RADIUS=VisualServer::LIGHT_PARAM_RADIUS,
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PARAM_ENERGY=VisualServer::LIGHT_PARAM_ENERGY,
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PARAM_ATTENUATION=VisualServer::LIGHT_PARAM_ATTENUATION,
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PARAM_SPOT_ANGLE=VisualServer::LIGHT_PARAM_SPOT_ANGLE,
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PARAM_SPOT_ATTENUATION=VisualServer::LIGHT_PARAM_SPOT_ATTENUATION,
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PARAM_SHADOW_DARKENING=VisualServer::LIGHT_PARAM_SHADOW_DARKENING,
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PARAM_SHADOW_Z_OFFSET=VisualServer::LIGHT_PARAM_SHADOW_Z_OFFSET,
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PARAM_SHADOW_Z_SLOPE_SCALE=VisualServer::LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE,
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PARAM_SHADOW_ESM_MULTIPLIER=VisualServer::LIGHT_PARAM_SHADOW_ESM_MULTIPLIER,
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PARAM_SHADOW_BLUR_PASSES=VisualServer::LIGHT_PARAM_SHADOW_BLUR_PASSES,
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PARAM_MAX=VisualServer::LIGHT_PARAM_MAX
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};
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enum LightColor {
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COLOR_DIFFUSE=VisualServer::LIGHT_COLOR_DIFFUSE,
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COLOR_SPECULAR=VisualServer::LIGHT_COLOR_SPECULAR
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};
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enum BakeMode {
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BAKE_MODE_DISABLED,
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BAKE_MODE_INDIRECT,
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BAKE_MODE_INDIRECT_AND_SHADOWS,
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BAKE_MODE_FULL
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};
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enum Operator {
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OPERATOR_ADD,
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OPERATOR_SUB
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};
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private:
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Ref<Texture> projector;
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float vars[PARAM_MAX];
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Color colors[3];
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BakeMode bake_mode;
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VisualServer::LightType type;
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bool shadows;
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bool enabled;
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bool editor_only;
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Operator op;
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void _update_visibility();
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// bind helpers
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protected:
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RID light;
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virtual bool _can_gizmo_scale() const;
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virtual RES _get_gizmo_geometry() const;
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static void _bind_methods();
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void _notification(int p_what);
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Light(VisualServer::LightType p_type);
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public:
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VS::LightType get_light_type() const { return type; }
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void set_parameter(Parameter p_var, float p_value);
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float get_parameter(Parameter p_var) const;
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void set_color(LightColor p_color,const Color& p_value);
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Color get_color(LightColor p_color) const;
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void set_project_shadows(bool p_enabled);
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bool has_project_shadows() const;
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void set_projector(const Ref<Texture>& p_projector);
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Ref<Texture> get_projector() const;
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void set_operator(Operator p_op);
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Operator get_operator() const;
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void set_bake_mode(BakeMode p_bake_mode);
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BakeMode get_bake_mode() const;
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void set_enabled(bool p_enabled);
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bool is_enabled() const;
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void set_editor_only(bool p_editor_only);
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bool is_editor_only() const;
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virtual AABB get_aabb() const;
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virtual DVector<Face3> get_faces(uint32_t p_usage_flags) const;
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void approximate_opengl_attenuation(float p_constant, float p_linear, float p_quadratic, float p_radius_treshold=0.5);
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Light();
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~Light();
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};
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VARIANT_ENUM_CAST( Light::Parameter );
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VARIANT_ENUM_CAST( Light::LightColor );
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VARIANT_ENUM_CAST( Light::Operator );
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VARIANT_ENUM_CAST( Light::BakeMode);
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class DirectionalLight : public Light {
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OBJ_TYPE( DirectionalLight, Light );
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public:
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enum ShadowMode {
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SHADOW_ORTHOGONAL,
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SHADOW_PERSPECTIVE,
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SHADOW_PARALLEL_2_SPLITS,
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SHADOW_PARALLEL_4_SPLITS
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};
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enum ShadowParam {
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SHADOW_PARAM_MAX_DISTANCE,
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SHADOW_PARAM_PSSM_SPLIT_WEIGHT,
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SHADOW_PARAM_PSSM_ZOFFSET_SCALE
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};
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private:
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ShadowMode shadow_mode;
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float shadow_param[3];
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protected:
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static void _bind_methods();
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public:
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void set_shadow_mode(ShadowMode p_mode);
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ShadowMode get_shadow_mode() const;
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void set_shadow_max_distance(float p_distance);
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float get_shadow_max_distance() const;
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void set_shadow_param(ShadowParam p_param, float p_value);
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float get_shadow_param(ShadowParam p_param) const;
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DirectionalLight();
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};
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VARIANT_ENUM_CAST( DirectionalLight::ShadowMode );
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VARIANT_ENUM_CAST( DirectionalLight::ShadowParam );
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class OmniLight : public Light {
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OBJ_TYPE( OmniLight, Light );
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protected:
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static void _bind_methods();
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public:
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OmniLight() : Light( VisualServer::LIGHT_OMNI ) { set_parameter(PARAM_SHADOW_Z_OFFSET,0.001);}
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};
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class SpotLight : public Light {
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OBJ_TYPE( SpotLight, Light );
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protected:
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static void _bind_methods();
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public:
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SpotLight() : Light( VisualServer::LIGHT_SPOT ) {}
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};
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#endif
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