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b1a295b739
This can be used to fade lights and their shadows in the distance, similar to Decal nodes. This can bring significant performance improvements, especially for lights with shadows enabled and when using higher-than-default shadow quality settings. While lights can be smoothly faded out over distance, shadows are currently "all or nothing" since per-light shadow color is no longer customizable in the Vulkan renderer. This may result in noticeable pop-in when leaving the shadow cutoff distance, but depending on the scene, it may not always be that noticeable.
559 lines
24 KiB
C++
559 lines
24 KiB
C++
/*************************************************************************/
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/* light_3d.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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_3d.h"
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void Light3D::set_param(Param p_param, real_t 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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RS::get_singleton()->light_set_param(light, RS::LightParam(p_param), p_value);
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if (p_param == PARAM_SPOT_ANGLE || p_param == PARAM_RANGE) {
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update_gizmos();
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if (p_param == PARAM_SPOT_ANGLE) {
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update_configuration_warnings();
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}
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}
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}
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real_t Light3D::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 Light3D::set_shadow(bool p_enable) {
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shadow = p_enable;
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RS::get_singleton()->light_set_shadow(light, p_enable);
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if (type == RenderingServer::LIGHT_SPOT || type == RenderingServer::LIGHT_OMNI) {
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update_configuration_warnings();
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}
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notify_property_list_changed();
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}
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bool Light3D::has_shadow() const {
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return shadow;
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}
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void Light3D::set_negative(bool p_enable) {
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negative = p_enable;
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RS::get_singleton()->light_set_negative(light, p_enable);
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}
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bool Light3D::is_negative() const {
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return negative;
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}
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void Light3D::set_enable_distance_fade(bool p_enable) {
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distance_fade_enabled = p_enable;
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RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length);
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notify_property_list_changed();
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}
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bool Light3D::is_distance_fade_enabled() const {
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return distance_fade_enabled;
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}
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void Light3D::set_distance_fade_begin(real_t p_distance) {
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distance_fade_begin = p_distance;
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RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length);
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}
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real_t Light3D::get_distance_fade_begin() const {
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return distance_fade_begin;
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}
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void Light3D::set_distance_fade_shadow(real_t p_distance) {
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distance_fade_shadow = p_distance;
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RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length);
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}
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real_t Light3D::get_distance_fade_shadow() const {
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return distance_fade_shadow;
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}
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void Light3D::set_distance_fade_length(real_t p_length) {
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distance_fade_length = p_length;
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RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length);
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}
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real_t Light3D::get_distance_fade_length() const {
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return distance_fade_length;
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}
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void Light3D::set_cull_mask(uint32_t p_cull_mask) {
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cull_mask = p_cull_mask;
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RS::get_singleton()->light_set_cull_mask(light, p_cull_mask);
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}
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uint32_t Light3D::get_cull_mask() const {
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return cull_mask;
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}
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void Light3D::set_color(const Color &p_color) {
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color = p_color;
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RS::get_singleton()->light_set_color(light, p_color);
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// The gizmo color depends on the light color, so update it.
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update_gizmos();
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}
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Color Light3D::get_color() const {
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return color;
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}
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void Light3D::set_shadow_color(const Color &p_shadow_color) {
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shadow_color = p_shadow_color;
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RS::get_singleton()->light_set_shadow_color(light, p_shadow_color);
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}
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Color Light3D::get_shadow_color() const {
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return shadow_color;
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}
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void Light3D::set_shadow_reverse_cull_face(bool p_enable) {
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reverse_cull = p_enable;
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RS::get_singleton()->light_set_reverse_cull_face_mode(light, reverse_cull);
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}
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bool Light3D::get_shadow_reverse_cull_face() const {
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return reverse_cull;
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}
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AABB Light3D::get_aabb() const {
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if (type == RenderingServer::LIGHT_DIRECTIONAL) {
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return AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2));
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} else if (type == RenderingServer::LIGHT_OMNI) {
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return AABB(Vector3(-1, -1, -1) * param[PARAM_RANGE], Vector3(2, 2, 2) * param[PARAM_RANGE]);
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} else if (type == RenderingServer::LIGHT_SPOT) {
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real_t len = param[PARAM_RANGE];
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real_t size = Math::tan(Math::deg2rad(param[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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Vector<Face3> Light3D::get_faces(uint32_t p_usage_flags) const {
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return Vector<Face3>();
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}
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void Light3D::set_bake_mode(BakeMode p_mode) {
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bake_mode = p_mode;
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RS::get_singleton()->light_set_bake_mode(light, RS::LightBakeMode(p_mode));
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}
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Light3D::BakeMode Light3D::get_bake_mode() const {
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return bake_mode;
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}
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void Light3D::set_projector(const Ref<Texture2D> &p_texture) {
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projector = p_texture;
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RID tex_id = projector.is_valid() ? projector->get_rid() : RID();
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RS::get_singleton()->light_set_projector(light, tex_id);
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update_configuration_warnings();
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}
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Ref<Texture2D> Light3D::get_projector() const {
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return projector;
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}
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void Light3D::_update_visibility() {
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if (!is_inside_tree()) {
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return;
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}
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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 (!Engine::get_singleton()->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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RS::get_singleton()->instance_set_visible(get_instance(), is_visible_in_tree() && editor_ok);
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}
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void Light3D::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_VISIBILITY_CHANGED:
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case NOTIFICATION_ENTER_TREE: {
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_update_visibility();
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} break;
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}
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}
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void Light3D::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 Light3D::is_editor_only() const {
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return editor_only;
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}
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void Light3D::_validate_property(PropertyInfo &property) const {
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if (!shadow && (property.name == "shadow_color" || property.name == "shadow_bias" || property.name == "shadow_normal_bias" || property.name == "shadow_reverse_cull_face" || property.name == "shadow_transmittance_bias" || property.name == "shadow_fog_fade" || property.name == "shadow_blur" || property.name == "distance_fade_shadow")) {
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property.usage = PROPERTY_USAGE_NO_EDITOR;
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}
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if (get_light_type() != RS::LIGHT_DIRECTIONAL && property.name == "light_angular_distance") {
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// Angular distance is only used in DirectionalLight3D.
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property.usage = PROPERTY_USAGE_NONE;
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}
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if (!distance_fade_enabled && (property.name == "distance_fade_begin" || property.name == "distance_fade_shadow" || property.name == "distance_fade_length")) {
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property.usage = PROPERTY_USAGE_NO_EDITOR;
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}
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VisualInstance3D::_validate_property(property);
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}
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void Light3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_editor_only", "editor_only"), &Light3D::set_editor_only);
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ClassDB::bind_method(D_METHOD("is_editor_only"), &Light3D::is_editor_only);
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ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &Light3D::set_param);
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ClassDB::bind_method(D_METHOD("get_param", "param"), &Light3D::get_param);
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ClassDB::bind_method(D_METHOD("set_shadow", "enabled"), &Light3D::set_shadow);
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ClassDB::bind_method(D_METHOD("has_shadow"), &Light3D::has_shadow);
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ClassDB::bind_method(D_METHOD("set_negative", "enabled"), &Light3D::set_negative);
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ClassDB::bind_method(D_METHOD("is_negative"), &Light3D::is_negative);
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ClassDB::bind_method(D_METHOD("set_cull_mask", "cull_mask"), &Light3D::set_cull_mask);
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ClassDB::bind_method(D_METHOD("get_cull_mask"), &Light3D::get_cull_mask);
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ClassDB::bind_method(D_METHOD("set_enable_distance_fade", "enable"), &Light3D::set_enable_distance_fade);
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ClassDB::bind_method(D_METHOD("is_distance_fade_enabled"), &Light3D::is_distance_fade_enabled);
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ClassDB::bind_method(D_METHOD("set_distance_fade_begin", "distance"), &Light3D::set_distance_fade_begin);
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ClassDB::bind_method(D_METHOD("get_distance_fade_begin"), &Light3D::get_distance_fade_begin);
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ClassDB::bind_method(D_METHOD("set_distance_fade_shadow", "distance"), &Light3D::set_distance_fade_shadow);
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ClassDB::bind_method(D_METHOD("get_distance_fade_shadow"), &Light3D::get_distance_fade_shadow);
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ClassDB::bind_method(D_METHOD("set_distance_fade_length", "distance"), &Light3D::set_distance_fade_length);
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ClassDB::bind_method(D_METHOD("get_distance_fade_length"), &Light3D::get_distance_fade_length);
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ClassDB::bind_method(D_METHOD("set_color", "color"), &Light3D::set_color);
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ClassDB::bind_method(D_METHOD("get_color"), &Light3D::get_color);
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ClassDB::bind_method(D_METHOD("set_shadow_reverse_cull_face", "enable"), &Light3D::set_shadow_reverse_cull_face);
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ClassDB::bind_method(D_METHOD("get_shadow_reverse_cull_face"), &Light3D::get_shadow_reverse_cull_face);
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ClassDB::bind_method(D_METHOD("set_shadow_color", "shadow_color"), &Light3D::set_shadow_color);
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ClassDB::bind_method(D_METHOD("get_shadow_color"), &Light3D::get_shadow_color);
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ClassDB::bind_method(D_METHOD("set_bake_mode", "bake_mode"), &Light3D::set_bake_mode);
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ClassDB::bind_method(D_METHOD("get_bake_mode"), &Light3D::get_bake_mode);
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ClassDB::bind_method(D_METHOD("set_projector", "projector"), &Light3D::set_projector);
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ClassDB::bind_method(D_METHOD("get_projector"), &Light3D::get_projector);
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ADD_GROUP("Light", "light_");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "light_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_color", "get_color");
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_energy", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_param", "get_param", PARAM_ENERGY);
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_indirect_energy", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_param", "get_param", PARAM_INDIRECT_ENERGY);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "light_projector", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_projector", "get_projector");
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_size", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater"), "set_param", "get_param", PARAM_SIZE);
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_angular_distance", PROPERTY_HINT_RANGE, "0,90,0.01"), "set_param", "get_param", PARAM_SIZE);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "light_negative"), "set_negative", "is_negative");
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_specular", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_SPECULAR);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "light_bake_mode", PROPERTY_HINT_ENUM, "Disabled,Static (VoxelGI/SDFGI/LightmapGI),Dynamic (VoxelGI/SDFGI only)"), "set_bake_mode", "get_bake_mode");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "light_cull_mask", PROPERTY_HINT_LAYERS_3D_RENDER), "set_cull_mask", "get_cull_mask");
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ADD_GROUP("Shadow", "shadow_");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_enabled"), "set_shadow", "has_shadow");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "shadow_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_shadow_color", "get_shadow_color");
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_bias", PROPERTY_HINT_RANGE, "0,10,0.001"), "set_param", "get_param", PARAM_SHADOW_BIAS);
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_normal_bias", PROPERTY_HINT_RANGE, "0,10,0.001"), "set_param", "get_param", PARAM_SHADOW_NORMAL_BIAS);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_reverse_cull_face"), "set_shadow_reverse_cull_face", "get_shadow_reverse_cull_face");
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_transmittance_bias", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_param", "get_param", PARAM_TRANSMITTANCE_BIAS);
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_fog_fade", PROPERTY_HINT_RANGE, "0.01,10,0.01"), "set_param", "get_param", PARAM_SHADOW_VOLUMETRIC_FOG_FADE);
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_blur", PROPERTY_HINT_RANGE, "0.1,8,0.01"), "set_param", "get_param", PARAM_SHADOW_BLUR);
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ADD_GROUP("Distance Fade", "distance_fade_");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "distance_fade_enabled"), "set_enable_distance_fade", "is_distance_fade_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_begin", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater"), "set_distance_fade_begin", "get_distance_fade_begin");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_shadow", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater"), "set_distance_fade_shadow", "get_distance_fade_shadow");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_length", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater"), "set_distance_fade_length", "get_distance_fade_length");
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ADD_GROUP("Editor", "");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editor_only"), "set_editor_only", "is_editor_only");
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ADD_GROUP("", "");
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BIND_ENUM_CONSTANT(PARAM_ENERGY);
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BIND_ENUM_CONSTANT(PARAM_INDIRECT_ENERGY);
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BIND_ENUM_CONSTANT(PARAM_SPECULAR);
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BIND_ENUM_CONSTANT(PARAM_RANGE);
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BIND_ENUM_CONSTANT(PARAM_SIZE);
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BIND_ENUM_CONSTANT(PARAM_ATTENUATION);
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BIND_ENUM_CONSTANT(PARAM_SPOT_ANGLE);
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BIND_ENUM_CONSTANT(PARAM_SPOT_ATTENUATION);
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BIND_ENUM_CONSTANT(PARAM_SHADOW_MAX_DISTANCE);
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BIND_ENUM_CONSTANT(PARAM_SHADOW_SPLIT_1_OFFSET);
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BIND_ENUM_CONSTANT(PARAM_SHADOW_SPLIT_2_OFFSET);
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BIND_ENUM_CONSTANT(PARAM_SHADOW_SPLIT_3_OFFSET);
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BIND_ENUM_CONSTANT(PARAM_SHADOW_FADE_START);
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BIND_ENUM_CONSTANT(PARAM_SHADOW_NORMAL_BIAS);
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BIND_ENUM_CONSTANT(PARAM_SHADOW_BIAS);
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BIND_ENUM_CONSTANT(PARAM_SHADOW_PANCAKE_SIZE);
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BIND_ENUM_CONSTANT(PARAM_SHADOW_BLUR);
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BIND_ENUM_CONSTANT(PARAM_SHADOW_VOLUMETRIC_FOG_FADE);
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BIND_ENUM_CONSTANT(PARAM_TRANSMITTANCE_BIAS);
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BIND_ENUM_CONSTANT(PARAM_MAX);
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BIND_ENUM_CONSTANT(BAKE_DISABLED);
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BIND_ENUM_CONSTANT(BAKE_STATIC);
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BIND_ENUM_CONSTANT(BAKE_DYNAMIC);
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}
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Light3D::Light3D(RenderingServer::LightType p_type) {
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type = p_type;
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switch (p_type) {
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case RS::LIGHT_DIRECTIONAL:
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light = RenderingServer::get_singleton()->directional_light_create();
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break;
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case RS::LIGHT_OMNI:
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light = RenderingServer::get_singleton()->omni_light_create();
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break;
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case RS::LIGHT_SPOT:
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light = RenderingServer::get_singleton()->spot_light_create();
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break;
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default: {
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};
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}
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RS::get_singleton()->instance_set_base(get_instance(), light);
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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_INDIRECT_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_SIZE, 0);
|
|
set_param(PARAM_ATTENUATION, 1);
|
|
set_param(PARAM_SPOT_ANGLE, 45);
|
|
set_param(PARAM_SPOT_ATTENUATION, 1);
|
|
set_param(PARAM_SHADOW_MAX_DISTANCE, 0);
|
|
set_param(PARAM_SHADOW_SPLIT_1_OFFSET, 0.1);
|
|
set_param(PARAM_SHADOW_SPLIT_2_OFFSET, 0.2);
|
|
set_param(PARAM_SHADOW_SPLIT_3_OFFSET, 0.5);
|
|
set_param(PARAM_SHADOW_FADE_START, 0.8);
|
|
set_param(PARAM_SHADOW_PANCAKE_SIZE, 20.0);
|
|
set_param(PARAM_SHADOW_BLUR, 1.0);
|
|
set_param(PARAM_SHADOW_BIAS, 0.03);
|
|
set_param(PARAM_SHADOW_NORMAL_BIAS, 1.0);
|
|
set_param(PARAM_TRANSMITTANCE_BIAS, 0.05);
|
|
set_param(PARAM_SHADOW_VOLUMETRIC_FOG_FADE, 0.1);
|
|
set_param(PARAM_SHADOW_FADE_START, 1);
|
|
set_disable_scale(true);
|
|
}
|
|
|
|
Light3D::Light3D() {
|
|
ERR_PRINT("Light3D should not be instantiated directly; use the DirectionalLight3D, OmniLight3D or SpotLight3D subtypes instead.");
|
|
}
|
|
|
|
Light3D::~Light3D() {
|
|
RS::get_singleton()->instance_set_base(get_instance(), RID());
|
|
|
|
if (light.is_valid()) {
|
|
RenderingServer::get_singleton()->free(light);
|
|
}
|
|
}
|
|
|
|
/////////////////////////////////////////
|
|
|
|
void DirectionalLight3D::set_shadow_mode(ShadowMode p_mode) {
|
|
shadow_mode = p_mode;
|
|
RS::get_singleton()->light_directional_set_shadow_mode(light, RS::LightDirectionalShadowMode(p_mode));
|
|
notify_property_list_changed();
|
|
}
|
|
|
|
DirectionalLight3D::ShadowMode DirectionalLight3D::get_shadow_mode() const {
|
|
return shadow_mode;
|
|
}
|
|
|
|
void DirectionalLight3D::set_blend_splits(bool p_enable) {
|
|
blend_splits = p_enable;
|
|
RS::get_singleton()->light_directional_set_blend_splits(light, p_enable);
|
|
}
|
|
|
|
bool DirectionalLight3D::is_blend_splits_enabled() const {
|
|
return blend_splits;
|
|
}
|
|
|
|
void DirectionalLight3D::set_sky_only(bool p_sky_only) {
|
|
sky_only = p_sky_only;
|
|
RS::get_singleton()->light_directional_set_sky_only(light, p_sky_only);
|
|
}
|
|
|
|
bool DirectionalLight3D::is_sky_only() const {
|
|
return sky_only;
|
|
}
|
|
|
|
void DirectionalLight3D::_validate_property(PropertyInfo &property) const {
|
|
if (shadow_mode == SHADOW_ORTHOGONAL && (property.name == "directional_shadow_split_1" || property.name == "directional_shadow_blend_splits")) {
|
|
// Split 2 and split blending are only used with the PSSM 2 Splits and PSSM 4 Splits shadow modes.
|
|
property.usage = PROPERTY_USAGE_NO_EDITOR;
|
|
}
|
|
|
|
if ((shadow_mode == SHADOW_ORTHOGONAL || shadow_mode == SHADOW_PARALLEL_2_SPLITS) && (property.name == "directional_shadow_split_2" || property.name == "directional_shadow_split_3")) {
|
|
// Splits 3 and 4 are only used with the PSSM 4 Splits shadow mode.
|
|
property.usage = PROPERTY_USAGE_NO_EDITOR;
|
|
}
|
|
|
|
if (property.name == "light_size" || property.name == "light_projector" || property.name == "light_specular") {
|
|
// Not implemented in DirectionalLight3D (`light_size` is replaced by `light_angular_distance`).
|
|
property.usage = PROPERTY_USAGE_NONE;
|
|
}
|
|
|
|
if (property.name == "distance_fade_enabled" || property.name == "distance_fade_begin" || property.name == "distance_fade_shadow" || property.name == "distance_fade_length") {
|
|
// Not relevant for DirectionalLight3D, as the light LOD system only pertains to point lights.
|
|
// For DirectionalLight3D, `directional_shadow_max_distance` can be used instead.
|
|
property.usage = PROPERTY_USAGE_NONE;
|
|
}
|
|
|
|
Light3D::_validate_property(property);
|
|
}
|
|
|
|
void DirectionalLight3D::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_shadow_mode", "mode"), &DirectionalLight3D::set_shadow_mode);
|
|
ClassDB::bind_method(D_METHOD("get_shadow_mode"), &DirectionalLight3D::get_shadow_mode);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_blend_splits", "enabled"), &DirectionalLight3D::set_blend_splits);
|
|
ClassDB::bind_method(D_METHOD("is_blend_splits_enabled"), &DirectionalLight3D::is_blend_splits_enabled);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_sky_only", "priority"), &DirectionalLight3D::set_sky_only);
|
|
ClassDB::bind_method(D_METHOD("is_sky_only"), &DirectionalLight3D::is_sky_only);
|
|
|
|
ADD_GROUP("Directional Shadow", "directional_shadow_");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "directional_shadow_mode", PROPERTY_HINT_ENUM, "Orthogonal (Fast),PSSM 2 Splits (Average),PSSM 4 Splits (Slow)"), "set_shadow_mode", "get_shadow_mode");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_split_1", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_1_OFFSET);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_split_2", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_2_OFFSET);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_split_3", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_3_OFFSET);
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "directional_shadow_blend_splits"), "set_blend_splits", "is_blend_splits_enabled");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_fade_start", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_SHADOW_FADE_START);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_max_distance", PROPERTY_HINT_RANGE, "0,8192,0.1,or_greater,exp"), "set_param", "get_param", PARAM_SHADOW_MAX_DISTANCE);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_pancake_size", PROPERTY_HINT_RANGE, "0,1024,0.1,or_greater,exp"), "set_param", "get_param", PARAM_SHADOW_PANCAKE_SIZE);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_in_sky_only"), "set_sky_only", "is_sky_only");
|
|
|
|
BIND_ENUM_CONSTANT(SHADOW_ORTHOGONAL);
|
|
BIND_ENUM_CONSTANT(SHADOW_PARALLEL_2_SPLITS);
|
|
BIND_ENUM_CONSTANT(SHADOW_PARALLEL_4_SPLITS);
|
|
}
|
|
|
|
DirectionalLight3D::DirectionalLight3D() :
|
|
Light3D(RenderingServer::LIGHT_DIRECTIONAL) {
|
|
set_param(PARAM_SHADOW_MAX_DISTANCE, 100);
|
|
set_param(PARAM_SHADOW_FADE_START, 0.8);
|
|
// Increase the default shadow bias to better suit most scenes.
|
|
set_param(PARAM_SHADOW_BIAS, 0.1);
|
|
set_shadow_mode(SHADOW_PARALLEL_4_SPLITS);
|
|
blend_splits = false;
|
|
}
|
|
|
|
void OmniLight3D::set_shadow_mode(ShadowMode p_mode) {
|
|
shadow_mode = p_mode;
|
|
RS::get_singleton()->light_omni_set_shadow_mode(light, RS::LightOmniShadowMode(p_mode));
|
|
}
|
|
|
|
OmniLight3D::ShadowMode OmniLight3D::get_shadow_mode() const {
|
|
return shadow_mode;
|
|
}
|
|
|
|
TypedArray<String> OmniLight3D::get_configuration_warnings() const {
|
|
TypedArray<String> warnings = Node::get_configuration_warnings();
|
|
|
|
if (!has_shadow() && get_projector().is_valid()) {
|
|
warnings.push_back(TTR("Projector texture only works with shadows active."));
|
|
}
|
|
|
|
return warnings;
|
|
}
|
|
|
|
void OmniLight3D::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_shadow_mode", "mode"), &OmniLight3D::set_shadow_mode);
|
|
ClassDB::bind_method(D_METHOD("get_shadow_mode"), &OmniLight3D::get_shadow_mode);
|
|
|
|
ADD_GROUP("Omni", "omni_");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "omni_range", PROPERTY_HINT_RANGE, "0,4096,0.1,or_greater,exp"), "set_param", "get_param", PARAM_RANGE);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "omni_attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_param", "get_param", PARAM_ATTENUATION);
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "omni_shadow_mode", PROPERTY_HINT_ENUM, "Dual Paraboloid,Cube"), "set_shadow_mode", "get_shadow_mode");
|
|
|
|
BIND_ENUM_CONSTANT(SHADOW_DUAL_PARABOLOID);
|
|
BIND_ENUM_CONSTANT(SHADOW_CUBE);
|
|
}
|
|
|
|
OmniLight3D::OmniLight3D() :
|
|
Light3D(RenderingServer::LIGHT_OMNI) {
|
|
set_shadow_mode(SHADOW_CUBE);
|
|
// Increase the default shadow biases to better suit most scenes.
|
|
set_param(PARAM_SHADOW_BIAS, 0.2);
|
|
}
|
|
|
|
TypedArray<String> SpotLight3D::get_configuration_warnings() const {
|
|
TypedArray<String> warnings = Node::get_configuration_warnings();
|
|
|
|
if (has_shadow() && get_param(PARAM_SPOT_ANGLE) >= 90.0) {
|
|
warnings.push_back(TTR("A SpotLight3D with an angle wider than 90 degrees cannot cast shadows."));
|
|
}
|
|
|
|
if (!has_shadow() && get_projector().is_valid()) {
|
|
warnings.push_back(TTR("Projector texture only works with shadows active."));
|
|
}
|
|
|
|
return warnings;
|
|
}
|
|
|
|
void SpotLight3D::_bind_methods() {
|
|
ADD_GROUP("Spot", "spot_");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_range", PROPERTY_HINT_RANGE, "0,4096,0.1,or_greater,exp"), "set_param", "get_param", PARAM_RANGE);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_param", "get_param", PARAM_ATTENUATION);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_angle", PROPERTY_HINT_RANGE, "0,180,0.1,degrees"), "set_param", "get_param", PARAM_SPOT_ANGLE);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_angle_attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_param", "get_param", PARAM_SPOT_ATTENUATION);
|
|
}
|