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- /*************************************************************************/
- /* light.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* http://www.godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2016 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. */
- /*************************************************************************/
- #ifndef LIGHT_H
- #define LIGHT_H
- #include "scene/3d/visual_instance.h"
- #include "scene/resources/texture.h"
- #include "servers/visual_server.h"
- /**
- @author Juan Linietsky <reduzio@gmail.com>
- */
- class Light : public VisualInstance {
- OBJ_TYPE( Light, VisualInstance );
- OBJ_CATEGORY("3D Light Nodes");
- public:
- enum Parameter {
- PARAM_RADIUS=VisualServer::LIGHT_PARAM_RADIUS,
- PARAM_ENERGY=VisualServer::LIGHT_PARAM_ENERGY,
- PARAM_ATTENUATION=VisualServer::LIGHT_PARAM_ATTENUATION,
- PARAM_SPOT_ANGLE=VisualServer::LIGHT_PARAM_SPOT_ANGLE,
- PARAM_SPOT_ATTENUATION=VisualServer::LIGHT_PARAM_SPOT_ATTENUATION,
- PARAM_SHADOW_DARKENING=VisualServer::LIGHT_PARAM_SHADOW_DARKENING,
- PARAM_SHADOW_Z_OFFSET=VisualServer::LIGHT_PARAM_SHADOW_Z_OFFSET,
- PARAM_SHADOW_Z_SLOPE_SCALE=VisualServer::LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE,
- PARAM_SHADOW_ESM_MULTIPLIER=VisualServer::LIGHT_PARAM_SHADOW_ESM_MULTIPLIER,
- PARAM_SHADOW_BLUR_PASSES=VisualServer::LIGHT_PARAM_SHADOW_BLUR_PASSES,
- PARAM_MAX=VisualServer::LIGHT_PARAM_MAX
- };
- enum LightColor {
- COLOR_DIFFUSE=VisualServer::LIGHT_COLOR_DIFFUSE,
- COLOR_SPECULAR=VisualServer::LIGHT_COLOR_SPECULAR
- };
- enum BakeMode {
- BAKE_MODE_DISABLED,
- BAKE_MODE_INDIRECT,
- BAKE_MODE_INDIRECT_AND_SHADOWS,
- BAKE_MODE_FULL
- };
- enum Operator {
- OPERATOR_ADD,
- OPERATOR_SUB
- };
- private:
- Ref<Texture> projector;
- float vars[PARAM_MAX];
- Color colors[3];
- BakeMode bake_mode;
- VisualServer::LightType type;
- bool shadows;
- bool enabled;
- bool editor_only;
- Operator op;
- void _update_visibility();
- // bind helpers
- protected:
- RID light;
- virtual bool _can_gizmo_scale() const;
- virtual RES _get_gizmo_geometry() const;
- static void _bind_methods();
- void _notification(int p_what);
- Light(VisualServer::LightType p_type);
- public:
- VS::LightType get_light_type() const { return type; }
- void set_parameter(Parameter p_var, float p_value);
- float get_parameter(Parameter p_var) const;
- void set_color(LightColor p_color,const Color& p_value);
- Color get_color(LightColor p_color) const;
- void set_project_shadows(bool p_enabled);
- bool has_project_shadows() const;
- void set_projector(const Ref<Texture>& p_projector);
- Ref<Texture> get_projector() const;
- void set_operator(Operator p_op);
- Operator get_operator() const;
- void set_bake_mode(BakeMode p_bake_mode);
- BakeMode get_bake_mode() const;
- void set_enabled(bool p_enabled);
- bool is_enabled() const;
- void set_editor_only(bool p_editor_only);
- bool is_editor_only() const;
- virtual AABB get_aabb() const;
- virtual DVector<Face3> get_faces(uint32_t p_usage_flags) const;
- void approximate_opengl_attenuation(float p_constant, float p_linear, float p_quadratic, float p_radius_treshold=0.5);
- Light();
- ~Light();
- };
- VARIANT_ENUM_CAST( Light::Parameter );
- VARIANT_ENUM_CAST( Light::LightColor );
- VARIANT_ENUM_CAST( Light::Operator );
- VARIANT_ENUM_CAST( Light::BakeMode);
- class DirectionalLight : public Light {
- OBJ_TYPE( DirectionalLight, Light );
- public:
- enum ShadowMode {
- SHADOW_ORTHOGONAL,
- SHADOW_PERSPECTIVE,
- SHADOW_PARALLEL_2_SPLITS,
- SHADOW_PARALLEL_4_SPLITS
- };
- enum ShadowParam {
- SHADOW_PARAM_MAX_DISTANCE,
- SHADOW_PARAM_PSSM_SPLIT_WEIGHT,
- SHADOW_PARAM_PSSM_ZOFFSET_SCALE
- };
- private:
- ShadowMode shadow_mode;
- float shadow_param[3];
- protected:
- static void _bind_methods();
- public:
- void set_shadow_mode(ShadowMode p_mode);
- ShadowMode get_shadow_mode() const;
- void set_shadow_max_distance(float p_distance);
- float get_shadow_max_distance() const;
- void set_shadow_param(ShadowParam p_param, float p_value);
- float get_shadow_param(ShadowParam p_param) const;
- DirectionalLight();
- };
- VARIANT_ENUM_CAST( DirectionalLight::ShadowMode );
- VARIANT_ENUM_CAST( DirectionalLight::ShadowParam );
- class OmniLight : public Light {
- OBJ_TYPE( OmniLight, Light );
- protected:
- static void _bind_methods();
- public:
- OmniLight() : Light( VisualServer::LIGHT_OMNI ) { set_parameter(PARAM_SHADOW_Z_OFFSET,0.001);}
- };
- class SpotLight : public Light {
- OBJ_TYPE( SpotLight, Light );
- protected:
- static void _bind_methods();
- public:
- SpotLight() : Light( VisualServer::LIGHT_SPOT ) {}
- };
- #endif
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