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- /**************************************************************************/
- /* gltf_light.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #include "gltf_light.h"
- #include "scene/3d/light_3d.h"
- void GLTFLight::_bind_methods() {
- ClassDB::bind_static_method("GLTFLight", D_METHOD("from_node", "light_node"), &GLTFLight::from_node);
- ClassDB::bind_method(D_METHOD("to_node"), &GLTFLight::to_node);
- ClassDB::bind_static_method("GLTFLight", D_METHOD("from_dictionary", "dictionary"), &GLTFLight::from_dictionary);
- ClassDB::bind_method(D_METHOD("to_dictionary"), &GLTFLight::to_dictionary);
- ClassDB::bind_method(D_METHOD("get_color"), &GLTFLight::get_color);
- ClassDB::bind_method(D_METHOD("set_color", "color"), &GLTFLight::set_color);
- ClassDB::bind_method(D_METHOD("get_intensity"), &GLTFLight::get_intensity);
- ClassDB::bind_method(D_METHOD("set_intensity", "intensity"), &GLTFLight::set_intensity);
- ClassDB::bind_method(D_METHOD("get_light_type"), &GLTFLight::get_light_type);
- ClassDB::bind_method(D_METHOD("set_light_type", "light_type"), &GLTFLight::set_light_type);
- ClassDB::bind_method(D_METHOD("get_range"), &GLTFLight::get_range);
- ClassDB::bind_method(D_METHOD("set_range", "range"), &GLTFLight::set_range);
- ClassDB::bind_method(D_METHOD("get_inner_cone_angle"), &GLTFLight::get_inner_cone_angle);
- ClassDB::bind_method(D_METHOD("set_inner_cone_angle", "inner_cone_angle"), &GLTFLight::set_inner_cone_angle);
- ClassDB::bind_method(D_METHOD("get_outer_cone_angle"), &GLTFLight::get_outer_cone_angle);
- ClassDB::bind_method(D_METHOD("set_outer_cone_angle", "outer_cone_angle"), &GLTFLight::set_outer_cone_angle);
- ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color"); // Color
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "intensity"), "set_intensity", "get_intensity"); // float
- ADD_PROPERTY(PropertyInfo(Variant::STRING, "light_type"), "set_light_type", "get_light_type"); // String
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "range"), "set_range", "get_range"); // float
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inner_cone_angle"), "set_inner_cone_angle", "get_inner_cone_angle"); // float
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "outer_cone_angle"), "set_outer_cone_angle", "get_outer_cone_angle"); // float
- }
- Color GLTFLight::get_color() {
- return color;
- }
- void GLTFLight::set_color(Color p_color) {
- color = p_color;
- }
- float GLTFLight::get_intensity() {
- return intensity;
- }
- void GLTFLight::set_intensity(float p_intensity) {
- intensity = p_intensity;
- }
- String GLTFLight::get_light_type() {
- return light_type;
- }
- void GLTFLight::set_light_type(String p_light_type) {
- light_type = p_light_type;
- }
- float GLTFLight::get_range() {
- return range;
- }
- void GLTFLight::set_range(float p_range) {
- range = p_range;
- }
- float GLTFLight::get_inner_cone_angle() {
- return inner_cone_angle;
- }
- void GLTFLight::set_inner_cone_angle(float p_inner_cone_angle) {
- inner_cone_angle = p_inner_cone_angle;
- }
- float GLTFLight::get_outer_cone_angle() {
- return outer_cone_angle;
- }
- void GLTFLight::set_outer_cone_angle(float p_outer_cone_angle) {
- outer_cone_angle = p_outer_cone_angle;
- }
- Ref<GLTFLight> GLTFLight::from_node(const Light3D *p_light) {
- Ref<GLTFLight> l;
- l.instantiate();
- ERR_FAIL_COND_V_MSG(!p_light, l, "Tried to create a GLTFLight from a Light3D node, but the given node was null.");
- l->color = p_light->get_color();
- if (cast_to<DirectionalLight3D>(p_light)) {
- l->light_type = "directional";
- const DirectionalLight3D *light = cast_to<const DirectionalLight3D>(p_light);
- l->intensity = light->get_param(DirectionalLight3D::PARAM_ENERGY);
- l->range = FLT_MAX; // Range for directional lights is infinite in Godot.
- } else if (cast_to<const OmniLight3D>(p_light)) {
- l->light_type = "point";
- const OmniLight3D *light = cast_to<const OmniLight3D>(p_light);
- l->range = light->get_param(OmniLight3D::PARAM_RANGE);
- l->intensity = light->get_param(OmniLight3D::PARAM_ENERGY);
- } else if (cast_to<const SpotLight3D>(p_light)) {
- l->light_type = "spot";
- const SpotLight3D *light = cast_to<const SpotLight3D>(p_light);
- l->range = light->get_param(SpotLight3D::PARAM_RANGE);
- l->intensity = light->get_param(SpotLight3D::PARAM_ENERGY);
- l->outer_cone_angle = Math::deg_to_rad(light->get_param(SpotLight3D::PARAM_SPOT_ANGLE));
- // This equation is the inverse of the import equation (which has a desmos link).
- float angle_ratio = 1 - (0.2 / (0.1 + light->get_param(SpotLight3D::PARAM_SPOT_ATTENUATION)));
- angle_ratio = MAX(0, angle_ratio);
- l->inner_cone_angle = l->outer_cone_angle * angle_ratio;
- }
- return l;
- }
- Light3D *GLTFLight::to_node() const {
- if (light_type == "directional") {
- DirectionalLight3D *light = memnew(DirectionalLight3D);
- light->set_param(Light3D::PARAM_ENERGY, intensity);
- light->set_color(color);
- return light;
- }
- if (light_type == "point") {
- OmniLight3D *light = memnew(OmniLight3D);
- light->set_param(OmniLight3D::PARAM_ENERGY, intensity);
- light->set_param(OmniLight3D::PARAM_RANGE, CLAMP(range, 0, 4096));
- light->set_color(color);
- return light;
- }
- if (light_type == "spot") {
- SpotLight3D *light = memnew(SpotLight3D);
- light->set_param(SpotLight3D::PARAM_ENERGY, intensity);
- light->set_param(SpotLight3D::PARAM_RANGE, CLAMP(range, 0, 4096));
- light->set_param(SpotLight3D::PARAM_SPOT_ANGLE, Math::rad_to_deg(outer_cone_angle));
- light->set_color(color);
- // Line of best fit derived from guessing, see https://www.desmos.com/calculator/biiflubp8b
- // The points in desmos are not exact, except for (1, infinity).
- float angle_ratio = inner_cone_angle / outer_cone_angle;
- float angle_attenuation = 0.2 / (1 - angle_ratio) - 0.1;
- light->set_param(SpotLight3D::PARAM_SPOT_ATTENUATION, angle_attenuation);
- return light;
- }
- return memnew(Light3D);
- }
- Ref<GLTFLight> GLTFLight::from_dictionary(const Dictionary p_dictionary) {
- ERR_FAIL_COND_V_MSG(!p_dictionary.has("type"), Ref<GLTFLight>(), "Failed to parse GLTF light, missing required field 'type'.");
- Ref<GLTFLight> light;
- light.instantiate();
- const String &type = p_dictionary["type"];
- light->light_type = type;
- if (p_dictionary.has("color")) {
- const Array &arr = p_dictionary["color"];
- if (arr.size() == 3) {
- light->color = Color(arr[0], arr[1], arr[2]).linear_to_srgb();
- } else {
- ERR_PRINT("Error parsing GLTF light: The color must have exactly 3 numbers.");
- }
- }
- if (p_dictionary.has("intensity")) {
- light->intensity = p_dictionary["intensity"];
- }
- if (p_dictionary.has("range")) {
- light->range = p_dictionary["range"];
- }
- if (type == "spot") {
- const Dictionary &spot = p_dictionary["spot"];
- light->inner_cone_angle = spot["innerConeAngle"];
- light->outer_cone_angle = spot["outerConeAngle"];
- if (light->inner_cone_angle >= light->outer_cone_angle) {
- ERR_PRINT("Error parsing GLTF light: The inner angle must be smaller than the outer angle.");
- }
- } else if (type != "point" && type != "directional") {
- ERR_PRINT("Error parsing GLTF light: Light type '" + type + "' is unknown.");
- }
- return light;
- }
- Dictionary GLTFLight::to_dictionary() const {
- Dictionary d;
- Array color_array;
- color_array.resize(3);
- color_array[0] = color.r;
- color_array[1] = color.g;
- color_array[2] = color.b;
- d["color"] = color_array;
- d["type"] = light_type;
- if (light_type == "spot") {
- Dictionary spot_dict;
- spot_dict["innerConeAngle"] = inner_cone_angle;
- spot_dict["outerConeAngle"] = outer_cone_angle;
- d["spot"] = spot_dict;
- }
- d["intensity"] = intensity;
- d["range"] = range;
- return d;
- }
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