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5370f4876e
The Optimized shadow depth range was removed in late 2020 in favor of the Stable shadow depth range, but it still had a (broken) property that allowed to enable it.
216 lines
6.6 KiB
C++
216 lines
6.6 KiB
C++
/*************************************************************************/
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/* light_3d.h */
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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#ifndef LIGHT_3D_H
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#define LIGHT_3D_H
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#include "scene/3d/visual_instance_3d.h"
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#include "scene/resources/texture.h"
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#include "servers/rendering_server.h"
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class Light3D : public VisualInstance3D {
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GDCLASS(Light3D, VisualInstance3D);
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OBJ_CATEGORY("3D Light Nodes");
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public:
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enum Param {
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PARAM_ENERGY = RS::LIGHT_PARAM_ENERGY,
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PARAM_INDIRECT_ENERGY = RS::LIGHT_PARAM_INDIRECT_ENERGY,
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PARAM_SPECULAR = RS::LIGHT_PARAM_SPECULAR,
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PARAM_RANGE = RS::LIGHT_PARAM_RANGE,
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PARAM_SIZE = RS::LIGHT_PARAM_SIZE,
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PARAM_ATTENUATION = RS::LIGHT_PARAM_ATTENUATION,
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PARAM_SPOT_ANGLE = RS::LIGHT_PARAM_SPOT_ANGLE,
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PARAM_SPOT_ATTENUATION = RS::LIGHT_PARAM_SPOT_ATTENUATION,
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PARAM_SHADOW_MAX_DISTANCE = RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE,
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PARAM_SHADOW_SPLIT_1_OFFSET = RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET,
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PARAM_SHADOW_SPLIT_2_OFFSET = RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET,
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PARAM_SHADOW_SPLIT_3_OFFSET = RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET,
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PARAM_SHADOW_FADE_START = RS::LIGHT_PARAM_SHADOW_FADE_START,
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PARAM_SHADOW_NORMAL_BIAS = RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS,
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PARAM_SHADOW_BIAS = RS::LIGHT_PARAM_SHADOW_BIAS,
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PARAM_SHADOW_PANCAKE_SIZE = RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE,
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PARAM_SHADOW_BLUR = RS::LIGHT_PARAM_SHADOW_BLUR,
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PARAM_SHADOW_VOLUMETRIC_FOG_FADE = RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE,
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PARAM_TRANSMITTANCE_BIAS = RS::LIGHT_PARAM_TRANSMITTANCE_BIAS,
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PARAM_MAX = RS::LIGHT_PARAM_MAX
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};
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enum BakeMode {
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BAKE_DISABLED,
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BAKE_DYNAMIC,
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BAKE_STATIC
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};
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private:
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Color color;
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float param[PARAM_MAX] = {};
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Color shadow_color;
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bool shadow = false;
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bool negative = false;
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bool reverse_cull = false;
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uint32_t cull_mask = 0;
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RS::LightType type = RenderingServer::LIGHT_DIRECTIONAL;
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bool editor_only = false;
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void _update_visibility();
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BakeMode bake_mode = BAKE_DYNAMIC;
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Ref<Texture2D> projector;
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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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static void _bind_methods();
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void _notification(int p_what);
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virtual void _validate_property(PropertyInfo &property) const override;
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Light3D(RenderingServer::LightType p_type);
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public:
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RS::LightType get_light_type() const { return type; }
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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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void set_param(Param p_param, float p_value);
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float get_param(Param p_param) const;
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void set_shadow(bool p_enable);
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bool has_shadow() const;
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void set_negative(bool p_enable);
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bool is_negative() const;
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void set_cull_mask(uint32_t p_cull_mask);
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uint32_t get_cull_mask() const;
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void set_color(const Color &p_color);
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Color get_color() const;
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void set_shadow_color(const Color &p_shadow_color);
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Color get_shadow_color() const;
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void set_shadow_reverse_cull_face(bool p_enable);
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bool get_shadow_reverse_cull_face() const;
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void set_bake_mode(BakeMode p_mode);
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BakeMode get_bake_mode() const;
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void set_projector(const Ref<Texture2D> &p_texture);
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Ref<Texture2D> get_projector() const;
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virtual AABB get_aabb() const override;
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virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override;
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Light3D();
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~Light3D();
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};
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VARIANT_ENUM_CAST(Light3D::Param);
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VARIANT_ENUM_CAST(Light3D::BakeMode);
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class DirectionalLight3D : public Light3D {
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GDCLASS(DirectionalLight3D, Light3D);
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public:
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enum ShadowMode {
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SHADOW_ORTHOGONAL,
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SHADOW_PARALLEL_2_SPLITS,
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SHADOW_PARALLEL_4_SPLITS,
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};
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private:
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bool blend_splits;
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ShadowMode shadow_mode;
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bool sky_only = false;
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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_blend_splits(bool p_enable);
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bool is_blend_splits_enabled() const;
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void set_sky_only(bool p_sky_only);
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bool is_sky_only() const;
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DirectionalLight3D();
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};
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VARIANT_ENUM_CAST(DirectionalLight3D::ShadowMode)
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class OmniLight3D : public Light3D {
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GDCLASS(OmniLight3D, Light3D);
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public:
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// omni light
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enum ShadowMode {
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SHADOW_DUAL_PARABOLOID,
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SHADOW_CUBE,
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};
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private:
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ShadowMode shadow_mode;
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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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TypedArray<String> get_configuration_warnings() const override;
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OmniLight3D();
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};
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VARIANT_ENUM_CAST(OmniLight3D::ShadowMode)
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class SpotLight3D : public Light3D {
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GDCLASS(SpotLight3D, Light3D);
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protected:
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static void _bind_methods();
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public:
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TypedArray<String> get_configuration_warnings() const override;
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SpotLight3D() :
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Light3D(RenderingServer::LIGHT_SPOT) {}
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};
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#endif // LIGHT_3D_H
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