light.cpp 21 KB

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  1. /*************************************************************************/
  2. /* light.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "light.h"
  31. #include "globals.h"
  32. #include "scene/resources/surface_tool.h"
  33. static const char *_light_param_names[VS::LIGHT_PARAM_MAX] = {
  34. "params/spot_attenuation",
  35. "params/spot_angle",
  36. "params/radius",
  37. "params/energy",
  38. "params/attenuation",
  39. "shadow/darkening",
  40. "shadow/z_offset",
  41. "shadow/z_slope_scale",
  42. "shadow/esm_multiplier",
  43. "shadow/blur_passes"
  44. };
  45. void Light::set_parameter(Parameter p_param, float p_value) {
  46. ERR_FAIL_INDEX(p_param, PARAM_MAX);
  47. vars[p_param] = p_value;
  48. VisualServer::get_singleton()->light_set_param(light, (VisualServer::LightParam)p_param, p_value);
  49. if (p_param == PARAM_RADIUS || p_param == PARAM_SPOT_ANGLE)
  50. update_gizmo();
  51. _change_notify(_light_param_names[p_param]);
  52. // _change_notify(_param_names[p_param]);
  53. }
  54. float Light::get_parameter(Parameter p_param) const {
  55. ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
  56. return vars[p_param];
  57. }
  58. void Light::set_color(LightColor p_color, const Color &p_value) {
  59. ERR_FAIL_INDEX(p_color, 3);
  60. colors[p_color] = p_value;
  61. VisualServer::get_singleton()->light_set_color(light, (VisualServer::LightColor)p_color, p_value);
  62. //_change_notify(_color_names[p_color]);
  63. }
  64. Color Light::get_color(LightColor p_color) const {
  65. ERR_FAIL_INDEX_V(p_color, 3, Color());
  66. return colors[p_color];
  67. }
  68. void Light::set_project_shadows(bool p_enabled) {
  69. shadows = p_enabled;
  70. VisualServer::get_singleton()->light_set_shadow(light, p_enabled);
  71. _change_notify("shadow");
  72. }
  73. bool Light::has_project_shadows() const {
  74. return shadows;
  75. }
  76. void Light::set_projector(const Ref<Texture> &p_projector) {
  77. projector = p_projector;
  78. VisualServer::get_singleton()->light_set_projector(light, projector.is_null() ? RID() : projector->get_rid());
  79. }
  80. Ref<Texture> Light::get_projector() const {
  81. return projector;
  82. }
  83. bool Light::_can_gizmo_scale() const {
  84. return false;
  85. }
  86. static void _make_sphere(int p_lats, int p_lons, float p_radius, Ref<SurfaceTool> p_tool) {
  87. p_tool->begin(Mesh::PRIMITIVE_TRIANGLES);
  88. for (int i = 1; i <= p_lats; i++) {
  89. double lat0 = Math_PI * (-0.5 + (double)(i - 1) / p_lats);
  90. double z0 = Math::sin(lat0);
  91. double zr0 = Math::cos(lat0);
  92. double lat1 = Math_PI * (-0.5 + (double)i / p_lats);
  93. double z1 = Math::sin(lat1);
  94. double zr1 = Math::cos(lat1);
  95. for (int j = p_lons; j >= 1; j--) {
  96. double lng0 = 2 * Math_PI * (double)(j - 1) / p_lons;
  97. double x0 = Math::cos(lng0);
  98. double y0 = Math::sin(lng0);
  99. double lng1 = 2 * Math_PI * (double)(j) / p_lons;
  100. double x1 = Math::cos(lng1);
  101. double y1 = Math::sin(lng1);
  102. Vector3 v[4] = {
  103. Vector3(x1 * zr0, z0, y1 * zr0),
  104. Vector3(x1 * zr1, z1, y1 * zr1),
  105. Vector3(x0 * zr1, z1, y0 * zr1),
  106. Vector3(x0 * zr0, z0, y0 * zr0)
  107. };
  108. #define ADD_POINT(m_idx) \
  109. p_tool->add_normal(v[m_idx]); \
  110. p_tool->add_vertex(v[m_idx] * p_radius);
  111. ADD_POINT(0);
  112. ADD_POINT(1);
  113. ADD_POINT(2);
  114. ADD_POINT(2);
  115. ADD_POINT(3);
  116. ADD_POINT(0);
  117. }
  118. }
  119. }
  120. RES Light::_get_gizmo_geometry() const {
  121. Ref<FixedMaterial> mat_area(memnew(FixedMaterial));
  122. mat_area->set_parameter(FixedMaterial::PARAM_DIFFUSE, Color(0.7, 0.6, 0.0, 0.05));
  123. mat_area->set_parameter(FixedMaterial::PARAM_EMISSION, Color(0.7, 0.7, 0.7));
  124. mat_area->set_blend_mode(Material::BLEND_MODE_ADD);
  125. mat_area->set_flag(Material::FLAG_DOUBLE_SIDED, true);
  126. // mat_area->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
  127. Ref<FixedMaterial> mat_light(memnew(FixedMaterial));
  128. mat_light->set_parameter(FixedMaterial::PARAM_DIFFUSE, Color(1.0, 1.0, 0.8, 0.9));
  129. mat_light->set_flag(Material::FLAG_UNSHADED, true);
  130. Ref<Mesh> mesh;
  131. Ref<SurfaceTool> surftool(memnew(SurfaceTool));
  132. switch (type) {
  133. case VisualServer::LIGHT_DIRECTIONAL: {
  134. mat_area->set_parameter(FixedMaterial::PARAM_DIFFUSE, Color(0.9, 0.8, 0.1, 0.8));
  135. mat_area->set_blend_mode(Material::BLEND_MODE_MIX);
  136. mat_area->set_flag(Material::FLAG_DOUBLE_SIDED, false);
  137. mat_area->set_flag(Material::FLAG_UNSHADED, true);
  138. _make_sphere(5, 5, 0.6, surftool);
  139. surftool->set_material(mat_light);
  140. mesh = surftool->commit(mesh);
  141. // float radius=1;
  142. surftool->begin(Mesh::PRIMITIVE_TRIANGLES);
  143. const int arrow_points = 5;
  144. Vector3 arrow[arrow_points] = {
  145. Vector3(0, 0, 2),
  146. Vector3(1, 1, 2),
  147. Vector3(1, 1, -1),
  148. Vector3(2, 2, -1),
  149. Vector3(0, 0, -3)
  150. };
  151. int arrow_sides = 4;
  152. for (int i = 0; i < arrow_sides; i++) {
  153. Matrix3 ma(Vector3(0, 0, 1), Math_PI * 2 * float(i) / arrow_sides);
  154. Matrix3 mb(Vector3(0, 0, 1), Math_PI * 2 * float(i + 1) / arrow_sides);
  155. for (int j = 0; j < arrow_points - 1; j++) {
  156. Vector3 points[4] = {
  157. ma.xform(arrow[j]),
  158. mb.xform(arrow[j]),
  159. mb.xform(arrow[j + 1]),
  160. ma.xform(arrow[j + 1]),
  161. };
  162. Vector3 n = Plane(points[0], points[1], points[2]).normal;
  163. surftool->add_normal(n);
  164. surftool->add_vertex(points[0]);
  165. surftool->add_normal(n);
  166. surftool->add_vertex(points[1]);
  167. surftool->add_normal(n);
  168. surftool->add_vertex(points[2]);
  169. surftool->add_normal(n);
  170. surftool->add_vertex(points[0]);
  171. surftool->add_normal(n);
  172. surftool->add_vertex(points[2]);
  173. surftool->add_normal(n);
  174. surftool->add_vertex(points[3]);
  175. }
  176. }
  177. surftool->set_material(mat_area);
  178. mesh = surftool->commit(mesh);
  179. } break;
  180. case VisualServer::LIGHT_OMNI: {
  181. _make_sphere(20, 20, vars[PARAM_RADIUS], surftool);
  182. surftool->set_material(mat_area);
  183. mesh = surftool->commit(mesh);
  184. _make_sphere(5, 5, 0.1, surftool);
  185. surftool->set_material(mat_light);
  186. mesh = surftool->commit(mesh);
  187. } break;
  188. case VisualServer::LIGHT_SPOT: {
  189. _make_sphere(5, 5, 0.1, surftool);
  190. surftool->set_material(mat_light);
  191. mesh = surftool->commit(mesh);
  192. // make cone
  193. int points = 24;
  194. float len = vars[PARAM_RADIUS];
  195. float size = Math::tan(Math::deg2rad(vars[PARAM_SPOT_ANGLE])) * len;
  196. surftool->begin(Mesh::PRIMITIVE_TRIANGLES);
  197. for (int i = 0; i < points; i++) {
  198. float x0 = Math::sin(i * Math_PI * 2 / points);
  199. float y0 = Math::cos(i * Math_PI * 2 / points);
  200. float x1 = Math::sin((i + 1) * Math_PI * 2 / points);
  201. float y1 = Math::cos((i + 1) * Math_PI * 2 / points);
  202. Vector3 v1 = Vector3(x0 * size, y0 * size, -len).normalized() * len;
  203. Vector3 v2 = Vector3(x1 * size, y1 * size, -len).normalized() * len;
  204. Vector3 v3 = Vector3(0, 0, 0);
  205. Vector3 v4 = Vector3(0, 0, v1.z);
  206. Vector3 n = Plane(v1, v2, v3).normal;
  207. surftool->add_normal(n);
  208. surftool->add_vertex(v1);
  209. surftool->add_normal(n);
  210. surftool->add_vertex(v2);
  211. surftool->add_normal(n);
  212. surftool->add_vertex(v3);
  213. n = Vector3(0, 0, -1);
  214. surftool->add_normal(n);
  215. surftool->add_vertex(v1);
  216. surftool->add_normal(n);
  217. surftool->add_vertex(v2);
  218. surftool->add_normal(n);
  219. surftool->add_vertex(v4);
  220. }
  221. surftool->set_material(mat_area);
  222. mesh = surftool->commit(mesh);
  223. } break;
  224. }
  225. return mesh;
  226. }
  227. AABB Light::get_aabb() const {
  228. if (type == VisualServer::LIGHT_DIRECTIONAL) {
  229. return AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2));
  230. } else if (type == VisualServer::LIGHT_OMNI) {
  231. return AABB(Vector3(-1, -1, -1) * vars[PARAM_RADIUS], Vector3(2, 2, 2) * vars[PARAM_RADIUS]);
  232. } else if (type == VisualServer::LIGHT_SPOT) {
  233. float len = vars[PARAM_RADIUS];
  234. float size = Math::tan(Math::deg2rad(vars[PARAM_SPOT_ANGLE])) * len;
  235. return AABB(Vector3(-size, -size, -len), Vector3(size * 2, size * 2, len));
  236. }
  237. return AABB();
  238. }
  239. DVector<Face3> Light::get_faces(uint32_t p_usage_flags) const {
  240. return DVector<Face3>();
  241. }
  242. void Light::set_operator(Operator p_op) {
  243. ERR_FAIL_INDEX(p_op, 2);
  244. op = p_op;
  245. VisualServer::get_singleton()->light_set_operator(light, VS::LightOp(op));
  246. }
  247. void Light::set_bake_mode(BakeMode p_bake_mode) {
  248. bake_mode = p_bake_mode;
  249. }
  250. Light::BakeMode Light::get_bake_mode() const {
  251. return bake_mode;
  252. }
  253. Light::Operator Light::get_operator() const {
  254. return op;
  255. }
  256. void Light::approximate_opengl_attenuation(float p_constant, float p_linear, float p_quadratic, float p_radius_treshold) {
  257. //this is horrible and must never be used
  258. float a = p_quadratic * p_radius_treshold;
  259. float b = p_linear * p_radius_treshold;
  260. float c = p_constant * p_radius_treshold - 1;
  261. float radius = 10000;
  262. if (a == 0) { // solve linear
  263. float d = Math::abs(-c / b);
  264. if (d < radius)
  265. radius = d;
  266. } else { // solve quadratic
  267. // now ad^2 + bd + c = 0, solve quadratic equation:
  268. float denominator = 2 * a;
  269. if (denominator != 0) {
  270. float root = b * b - 4 * a * c;
  271. if (root >= 0) {
  272. root = sqrt(root);
  273. float solution1 = fabs((-b + root) / denominator);
  274. float solution2 = fabs((-b - root) / denominator);
  275. if (solution1 > radius)
  276. solution1 = radius;
  277. if (solution2 > radius)
  278. solution2 = radius;
  279. radius = (solution1 > solution2 ? solution1 : solution2);
  280. }
  281. }
  282. }
  283. float energy = 1.0;
  284. /*if (p_constant>0)
  285. energy=1.0/p_constant; //energy is this
  286. else
  287. energy=8.0; // some high number..
  288. */
  289. if (radius == 10000)
  290. radius = 100; //bug?
  291. set_parameter(PARAM_RADIUS, radius);
  292. set_parameter(PARAM_ENERGY, energy);
  293. }
  294. void Light::_update_visibility() {
  295. if (!is_inside_tree())
  296. return;
  297. bool editor_ok = true;
  298. #ifdef TOOLS_ENABLED
  299. if (editor_only) {
  300. if (!get_tree()->is_editor_hint()) {
  301. editor_ok = false;
  302. } else {
  303. editor_ok = (get_tree()->get_edited_scene_root() && (this == get_tree()->get_edited_scene_root() || get_owner() == get_tree()->get_edited_scene_root()));
  304. }
  305. }
  306. #else
  307. if (editor_only) {
  308. editor_ok = false;
  309. }
  310. #endif
  311. VS::get_singleton()->instance_light_set_enabled(get_instance(), is_visible() && enabled && editor_ok);
  312. _change_notify("geometry/visible");
  313. }
  314. void Light::_notification(int p_what) {
  315. if (p_what == NOTIFICATION_ENTER_TREE || p_what == NOTIFICATION_VISIBILITY_CHANGED) {
  316. _update_visibility();
  317. }
  318. }
  319. void Light::set_enabled(bool p_enabled) {
  320. enabled = p_enabled;
  321. _update_visibility();
  322. }
  323. bool Light::is_enabled() const {
  324. return enabled;
  325. }
  326. void Light::set_editor_only(bool p_editor_only) {
  327. editor_only = p_editor_only;
  328. _update_visibility();
  329. }
  330. bool Light::is_editor_only() const {
  331. return editor_only;
  332. }
  333. void Light::_bind_methods() {
  334. ObjectTypeDB::bind_method(_MD("set_parameter", "variable", "value"), &Light::set_parameter);
  335. ObjectTypeDB::bind_method(_MD("get_parameter", "variable"), &Light::get_parameter);
  336. ObjectTypeDB::bind_method(_MD("set_color", "color", "value"), &Light::set_color);
  337. ObjectTypeDB::bind_method(_MD("get_color", "color"), &Light::get_color);
  338. ObjectTypeDB::bind_method(_MD("set_project_shadows", "enable"), &Light::set_project_shadows);
  339. ObjectTypeDB::bind_method(_MD("has_project_shadows"), &Light::has_project_shadows);
  340. ObjectTypeDB::bind_method(_MD("set_projector", "projector:Texture"), &Light::set_projector);
  341. ObjectTypeDB::bind_method(_MD("get_projector:Texture"), &Light::get_projector);
  342. ObjectTypeDB::bind_method(_MD("set_operator", "operator"), &Light::set_operator);
  343. ObjectTypeDB::bind_method(_MD("get_operator"), &Light::get_operator);
  344. ObjectTypeDB::bind_method(_MD("set_bake_mode", "bake_mode"), &Light::set_bake_mode);
  345. ObjectTypeDB::bind_method(_MD("get_bake_mode"), &Light::get_bake_mode);
  346. ObjectTypeDB::bind_method(_MD("set_enabled", "enabled"), &Light::set_enabled);
  347. ObjectTypeDB::bind_method(_MD("is_enabled"), &Light::is_enabled);
  348. ObjectTypeDB::bind_method(_MD("set_editor_only", "editor_only"), &Light::set_editor_only);
  349. ObjectTypeDB::bind_method(_MD("is_editor_only"), &Light::is_editor_only);
  350. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "params/enabled"), _SCS("set_enabled"), _SCS("is_enabled"));
  351. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "params/editor_only"), _SCS("set_editor_only"), _SCS("is_editor_only"));
  352. ADD_PROPERTY(PropertyInfo(Variant::INT, "params/bake_mode", PROPERTY_HINT_ENUM, "Disabled,Indirect,Indirect+Shadows,Full"), _SCS("set_bake_mode"), _SCS("get_bake_mode"));
  353. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "params/energy", PROPERTY_HINT_EXP_RANGE, "0,64,0.01"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_ENERGY);
  354. /*
  355. if (type == VisualServer::LIGHT_OMNI || type == VisualServer::LIGHT_SPOT) {
  356. ADD_PROPERTY( PropertyInfo( Variant::REAL, "params/radius", PROPERTY_HINT_RANGE, "0.01,4096,0.01"));
  357. ADD_PROPERTY( PropertyInfo( Variant::REAL, "params/attenuation", PROPERTY_HINT_RANGE, "0,8,0.01"));
  358. }
  359. if (type == VisualServer::LIGHT_SPOT) {
  360. ADD_PROPERTY( PropertyInfo( Variant::REAL, "params/spot_angle", PROPERTY_HINT_RANGE, "0.01,90.0,0.01"));
  361. ADD_PROPERTY( PropertyInfo( Variant::REAL, "params/spot_attenuation", PROPERTY_HINT_RANGE, "0,8,0.01"));
  362. }*/
  363. ADD_PROPERTYI(PropertyInfo(Variant::COLOR, "colors/diffuse"), _SCS("set_color"), _SCS("get_color"), COLOR_DIFFUSE);
  364. ADD_PROPERTYI(PropertyInfo(Variant::COLOR, "colors/specular"), _SCS("set_color"), _SCS("get_color"), COLOR_SPECULAR);
  365. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow/shadow"), _SCS("set_project_shadows"), _SCS("has_project_shadows"));
  366. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "shadow/darkening", PROPERTY_HINT_RANGE, "0,1,0.01"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADOW_DARKENING);
  367. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "shadow/z_offset", PROPERTY_HINT_RANGE, "0,128,0.001"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADOW_Z_OFFSET);
  368. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "shadow/z_slope_scale", PROPERTY_HINT_RANGE, "0,128,0.001"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADOW_Z_SLOPE_SCALE);
  369. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "shadow/esm_multiplier", PROPERTY_HINT_RANGE, "1.0,512.0,0.1"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADOW_ESM_MULTIPLIER);
  370. ADD_PROPERTYI(PropertyInfo(Variant::INT, "shadow/blur_passes", PROPERTY_HINT_RANGE, "0,4,1"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADOW_BLUR_PASSES);
  371. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "projector", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), _SCS("set_projector"), _SCS("get_projector"));
  372. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub"), _SCS("set_operator"), _SCS("get_operator"));
  373. BIND_CONSTANT(PARAM_RADIUS);
  374. BIND_CONSTANT(PARAM_ENERGY);
  375. BIND_CONSTANT(PARAM_ATTENUATION);
  376. BIND_CONSTANT(PARAM_SPOT_ANGLE);
  377. BIND_CONSTANT(PARAM_SPOT_ATTENUATION);
  378. BIND_CONSTANT(PARAM_SHADOW_DARKENING);
  379. BIND_CONSTANT(PARAM_SHADOW_Z_OFFSET);
  380. BIND_CONSTANT(COLOR_DIFFUSE);
  381. BIND_CONSTANT(COLOR_SPECULAR);
  382. BIND_CONSTANT(BAKE_MODE_DISABLED);
  383. BIND_CONSTANT(BAKE_MODE_INDIRECT);
  384. BIND_CONSTANT(BAKE_MODE_INDIRECT_AND_SHADOWS);
  385. BIND_CONSTANT(BAKE_MODE_FULL);
  386. }
  387. Light::Light(VisualServer::LightType p_type) {
  388. type = p_type;
  389. light = VisualServer::get_singleton()->light_create(p_type);
  390. set_parameter(PARAM_SPOT_ATTENUATION, 1.0);
  391. set_parameter(PARAM_SPOT_ANGLE, 30.0);
  392. set_parameter(PARAM_RADIUS, 2.0);
  393. set_parameter(PARAM_ENERGY, 1.0);
  394. set_parameter(PARAM_ATTENUATION, 1.0);
  395. set_parameter(PARAM_SHADOW_DARKENING, 0.0);
  396. set_parameter(PARAM_SHADOW_Z_OFFSET, 0.05);
  397. set_parameter(PARAM_SHADOW_Z_SLOPE_SCALE, 0);
  398. set_parameter(PARAM_SHADOW_ESM_MULTIPLIER, 60);
  399. set_parameter(PARAM_SHADOW_BLUR_PASSES, 1);
  400. set_color(COLOR_DIFFUSE, Color(1, 1, 1));
  401. set_color(COLOR_SPECULAR, Color(1, 1, 1));
  402. op = OPERATOR_ADD;
  403. set_project_shadows(false);
  404. set_base(light);
  405. enabled = true;
  406. editor_only = false;
  407. bake_mode = BAKE_MODE_DISABLED;
  408. }
  409. Light::Light() {
  410. type = VisualServer::LIGHT_DIRECTIONAL;
  411. ERR_PRINT("Light shouldn't be instanced dircetly, use the subtypes.");
  412. }
  413. Light::~Light() {
  414. if (light.is_valid())
  415. VisualServer::get_singleton()->free(light);
  416. }
  417. /////////////////////////////////////////
  418. void DirectionalLight::set_shadow_mode(ShadowMode p_mode) {
  419. shadow_mode = p_mode;
  420. VS::get_singleton()->light_directional_set_shadow_mode(light, (VS::LightDirectionalShadowMode)p_mode);
  421. }
  422. DirectionalLight::ShadowMode DirectionalLight::get_shadow_mode() const {
  423. return shadow_mode;
  424. }
  425. void DirectionalLight::set_shadow_param(ShadowParam p_param, float p_value) {
  426. ERR_FAIL_INDEX(p_param, 3);
  427. shadow_param[p_param] = p_value;
  428. VS::get_singleton()->light_directional_set_shadow_param(light, VS::LightDirectionalShadowParam(p_param), p_value);
  429. }
  430. float DirectionalLight::get_shadow_param(ShadowParam p_param) const {
  431. ERR_FAIL_INDEX_V(p_param, 3, 0);
  432. return shadow_param[p_param];
  433. }
  434. void DirectionalLight::_bind_methods() {
  435. ObjectTypeDB::bind_method(_MD("set_shadow_mode", "mode"), &DirectionalLight::set_shadow_mode);
  436. ObjectTypeDB::bind_method(_MD("get_shadow_mode"), &DirectionalLight::get_shadow_mode);
  437. ObjectTypeDB::bind_method(_MD("set_shadow_param", "param", "value"), &DirectionalLight::set_shadow_param);
  438. ObjectTypeDB::bind_method(_MD("get_shadow_param", "param"), &DirectionalLight::get_shadow_param);
  439. ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow/mode", PROPERTY_HINT_ENUM, "Orthogonal,Perspective,PSSM 2 Splits,PSSM 4 Splits"), _SCS("set_shadow_mode"), _SCS("get_shadow_mode"));
  440. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "shadow/max_distance", PROPERTY_HINT_EXP_RANGE, "0.00,99999,0.01"), _SCS("set_shadow_param"), _SCS("get_shadow_param"), SHADOW_PARAM_MAX_DISTANCE);
  441. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "shadow/split_weight", PROPERTY_HINT_RANGE, "0.01,1.0,0.01"), _SCS("set_shadow_param"), _SCS("get_shadow_param"), SHADOW_PARAM_PSSM_SPLIT_WEIGHT);
  442. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "shadow/zoffset_scale", PROPERTY_HINT_RANGE, "0.01,1024.0,0.01"), _SCS("set_shadow_param"), _SCS("get_shadow_param"), SHADOW_PARAM_PSSM_ZOFFSET_SCALE);
  443. BIND_CONSTANT(SHADOW_ORTHOGONAL);
  444. BIND_CONSTANT(SHADOW_PERSPECTIVE);
  445. BIND_CONSTANT(SHADOW_PARALLEL_2_SPLITS);
  446. BIND_CONSTANT(SHADOW_PARALLEL_4_SPLITS);
  447. BIND_CONSTANT(SHADOW_PARAM_MAX_DISTANCE);
  448. BIND_CONSTANT(SHADOW_PARAM_PSSM_SPLIT_WEIGHT);
  449. BIND_CONSTANT(SHADOW_PARAM_PSSM_ZOFFSET_SCALE);
  450. }
  451. DirectionalLight::DirectionalLight() :
  452. Light(VisualServer::LIGHT_DIRECTIONAL) {
  453. shadow_mode = SHADOW_ORTHOGONAL;
  454. shadow_param[SHADOW_PARAM_MAX_DISTANCE] = 0;
  455. shadow_param[SHADOW_PARAM_PSSM_SPLIT_WEIGHT] = 0.5;
  456. shadow_param[SHADOW_PARAM_PSSM_ZOFFSET_SCALE] = 2.0;
  457. }
  458. void OmniLight::_bind_methods() {
  459. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "params/radius", PROPERTY_HINT_EXP_RANGE, "0.2,4096,0.01"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_RADIUS);
  460. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "params/attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_ATTENUATION);
  461. }
  462. void SpotLight::_bind_methods() {
  463. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "params/radius", PROPERTY_HINT_EXP_RANGE, "0.2,4096,0.01"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_RADIUS);
  464. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "params/attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_ATTENUATION);
  465. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "params/spot_angle", PROPERTY_HINT_RANGE, "0.01,89.9,0.01"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SPOT_ANGLE);
  466. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "params/spot_attenuation", PROPERTY_HINT_EXP_EASING, "spot_attenuation"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SPOT_ATTENUATION);
  467. }