godot/scene/3d/light_3d.h
Hugo Locurcio e560971bf2
Tweak shadow bias defaults for DirectionalLight3D and OmniLight3D
- Increase DirectionalLight3D normal bias to 2.0 to reduce shadow acne
  at grazing angles.
- Decrease OmniLight3D bias to 0.1 to reduce shadow peter-panning.
2022-12-05 21:53:29 +01:00

240 lines
7.3 KiB
C++

/*************************************************************************/
/* light_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
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/* "Software"), to deal in the Software without restriction, including */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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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);
public:
enum Param {
PARAM_ENERGY = RS::LIGHT_PARAM_ENERGY,
PARAM_INDIRECT_ENERGY = RS::LIGHT_PARAM_INDIRECT_ENERGY,
PARAM_VOLUMETRIC_FOG_ENERGY = RS::LIGHT_PARAM_VOLUMETRIC_FOG_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_OPACITY = RS::LIGHT_PARAM_SHADOW_OPACITY,
PARAM_SHADOW_BLUR = RS::LIGHT_PARAM_SHADOW_BLUR,
PARAM_TRANSMITTANCE_BIAS = RS::LIGHT_PARAM_TRANSMITTANCE_BIAS,
PARAM_INTENSITY = RS::LIGHT_PARAM_INTENSITY,
PARAM_MAX = RS::LIGHT_PARAM_MAX
};
enum BakeMode {
BAKE_DISABLED,
BAKE_STATIC,
BAKE_DYNAMIC,
};
private:
Color color;
real_t param[PARAM_MAX] = {};
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;
Color correlated_color = Color(1.0, 1.0, 1.0);
float temperature = 6500.0;
// bind helpers
virtual void owner_changed_notify() override;
protected:
RID light;
static void _bind_methods();
void _notification(int p_what);
void _validate_property(PropertyInfo &p_property) const;
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_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;
void set_temperature(const float p_temperature);
float get_temperature() const;
Color get_correlated_color() const;
virtual AABB get_aabb() const override;
virtual PackedStringArray get_configuration_warnings() 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,
};
enum SkyMode {
SKY_MODE_LIGHT_AND_SKY,
SKY_MODE_LIGHT_ONLY,
SKY_MODE_SKY_ONLY,
};
private:
bool blend_splits;
ShadowMode shadow_mode;
SkyMode sky_mode = SKY_MODE_LIGHT_AND_SKY;
protected:
static void _bind_methods();
void _validate_property(PropertyInfo &p_property) const;
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_mode(SkyMode p_mode);
SkyMode get_sky_mode() const;
DirectionalLight3D();
};
VARIANT_ENUM_CAST(DirectionalLight3D::ShadowMode)
VARIANT_ENUM_CAST(DirectionalLight3D::SkyMode)
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;
PackedStringArray get_configuration_warnings() const override;
OmniLight3D();
};
VARIANT_ENUM_CAST(OmniLight3D::ShadowMode)
class SpotLight3D : public Light3D {
GDCLASS(SpotLight3D, Light3D);
protected:
static void _bind_methods();
public:
PackedStringArray get_configuration_warnings() const override;
SpotLight3D();
};
#endif // LIGHT_3D_H