godot/scene/3d/light_3d.h
Hugo Locurcio b1a295b739
Implement distance fade properties in OmniLight3D and SpotLight3D
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.
2022-02-25 15:17:35 +01:00

229 lines
7.0 KiB
C++

/*************************************************************************/
/* light_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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#ifndef LIGHT_3D_H
#define LIGHT_3D_H
#include "scene/3d/visual_instance_3d.h"
class Light3D : public VisualInstance3D {
GDCLASS(Light3D, VisualInstance3D);
OBJ_CATEGORY("3D Light Nodes");
public:
enum Param {
PARAM_ENERGY = RS::LIGHT_PARAM_ENERGY,
PARAM_INDIRECT_ENERGY = RS::LIGHT_PARAM_INDIRECT_ENERGY,
PARAM_SPECULAR = RS::LIGHT_PARAM_SPECULAR,
PARAM_RANGE = RS::LIGHT_PARAM_RANGE,
PARAM_SIZE = RS::LIGHT_PARAM_SIZE,
PARAM_ATTENUATION = RS::LIGHT_PARAM_ATTENUATION,
PARAM_SPOT_ANGLE = RS::LIGHT_PARAM_SPOT_ANGLE,
PARAM_SPOT_ATTENUATION = RS::LIGHT_PARAM_SPOT_ATTENUATION,
PARAM_SHADOW_MAX_DISTANCE = RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE,
PARAM_SHADOW_SPLIT_1_OFFSET = RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET,
PARAM_SHADOW_SPLIT_2_OFFSET = RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET,
PARAM_SHADOW_SPLIT_3_OFFSET = RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET,
PARAM_SHADOW_FADE_START = RS::LIGHT_PARAM_SHADOW_FADE_START,
PARAM_SHADOW_NORMAL_BIAS = RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS,
PARAM_SHADOW_BIAS = RS::LIGHT_PARAM_SHADOW_BIAS,
PARAM_SHADOW_PANCAKE_SIZE = RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE,
PARAM_SHADOW_BLUR = RS::LIGHT_PARAM_SHADOW_BLUR,
PARAM_SHADOW_VOLUMETRIC_FOG_FADE = RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE,
PARAM_TRANSMITTANCE_BIAS = RS::LIGHT_PARAM_TRANSMITTANCE_BIAS,
PARAM_MAX = RS::LIGHT_PARAM_MAX
};
enum BakeMode {
BAKE_DISABLED,
BAKE_STATIC,
BAKE_DYNAMIC,
};
private:
Color color;
real_t param[PARAM_MAX] = {};
Color shadow_color;
bool shadow = false;
bool negative = false;
bool reverse_cull = false;
uint32_t cull_mask = 0;
bool distance_fade_enabled = false;
real_t distance_fade_begin = 40.0;
real_t distance_fade_shadow = 50.0;
real_t distance_fade_length = 10.0;
RS::LightType type = RenderingServer::LIGHT_DIRECTIONAL;
bool editor_only = false;
void _update_visibility();
BakeMode bake_mode = BAKE_DYNAMIC;
Ref<Texture2D> projector;
// bind helpers
protected:
RID light;
static void _bind_methods();
void _notification(int p_what);
virtual void _validate_property(PropertyInfo &property) const override;
Light3D(RenderingServer::LightType p_type);
public:
RS::LightType get_light_type() const { return type; }
void set_editor_only(bool p_editor_only);
bool is_editor_only() const;
void set_param(Param p_param, real_t p_value);
real_t get_param(Param p_param) const;
void set_shadow(bool p_enable);
bool has_shadow() const;
void set_negative(bool p_enable);
bool is_negative() const;
void set_enable_distance_fade(bool p_enable);
bool is_distance_fade_enabled() const;
void set_distance_fade_begin(real_t p_distance);
real_t get_distance_fade_begin() const;
void set_distance_fade_shadow(real_t p_distance);
real_t get_distance_fade_shadow() const;
void set_distance_fade_length(real_t p_length);
real_t get_distance_fade_length() const;
void set_cull_mask(uint32_t p_cull_mask);
uint32_t get_cull_mask() const;
void set_color(const Color &p_color);
Color get_color() const;
void set_shadow_color(const Color &p_shadow_color);
Color get_shadow_color() const;
void set_shadow_reverse_cull_face(bool p_enable);
bool get_shadow_reverse_cull_face() const;
void set_bake_mode(BakeMode p_mode);
BakeMode get_bake_mode() const;
void set_projector(const Ref<Texture2D> &p_texture);
Ref<Texture2D> get_projector() const;
virtual AABB get_aabb() const override;
virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override;
Light3D();
~Light3D();
};
VARIANT_ENUM_CAST(Light3D::Param);
VARIANT_ENUM_CAST(Light3D::BakeMode);
class DirectionalLight3D : public Light3D {
GDCLASS(DirectionalLight3D, Light3D);
public:
enum ShadowMode {
SHADOW_ORTHOGONAL,
SHADOW_PARALLEL_2_SPLITS,
SHADOW_PARALLEL_4_SPLITS,
};
private:
bool blend_splits;
ShadowMode shadow_mode;
bool sky_only = false;
protected:
static void _bind_methods();
virtual void _validate_property(PropertyInfo &property) const override;
public:
void set_shadow_mode(ShadowMode p_mode);
ShadowMode get_shadow_mode() const;
void set_blend_splits(bool p_enable);
bool is_blend_splits_enabled() const;
void set_sky_only(bool p_sky_only);
bool is_sky_only() const;
DirectionalLight3D();
};
VARIANT_ENUM_CAST(DirectionalLight3D::ShadowMode)
class OmniLight3D : public Light3D {
GDCLASS(OmniLight3D, Light3D);
public:
// omni light
enum ShadowMode {
SHADOW_DUAL_PARABOLOID,
SHADOW_CUBE,
};
private:
ShadowMode shadow_mode;
protected:
static void _bind_methods();
public:
void set_shadow_mode(ShadowMode p_mode);
ShadowMode get_shadow_mode() const;
TypedArray<String> get_configuration_warnings() const override;
OmniLight3D();
};
VARIANT_ENUM_CAST(OmniLight3D::ShadowMode)
class SpotLight3D : public Light3D {
GDCLASS(SpotLight3D, Light3D);
protected:
static void _bind_methods();
public:
TypedArray<String> get_configuration_warnings() const override;
SpotLight3D() :
Light3D(RenderingServer::LIGHT_SPOT) {}
};
#endif // LIGHT_3D_H