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- /*************************************************************************/
- /* light.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
- /* */
- /* 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 {
- GDCLASS(Light, VisualInstance);
- OBJ_CATEGORY("3D Light Nodes");
- public:
- enum Param {
- PARAM_ENERGY = VS::LIGHT_PARAM_ENERGY,
- PARAM_INDIRECT_ENERGY = VS::LIGHT_PARAM_INDIRECT_ENERGY,
- PARAM_SPECULAR = VS::LIGHT_PARAM_SPECULAR,
- PARAM_RANGE = VS::LIGHT_PARAM_RANGE,
- PARAM_ATTENUATION = VS::LIGHT_PARAM_ATTENUATION,
- PARAM_SPOT_ANGLE = VS::LIGHT_PARAM_SPOT_ANGLE,
- PARAM_SPOT_ATTENUATION = VS::LIGHT_PARAM_SPOT_ATTENUATION,
- PARAM_CONTACT_SHADOW_SIZE = VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE,
- PARAM_SHADOW_MAX_DISTANCE = VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE,
- PARAM_SHADOW_SPLIT_1_OFFSET = VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET,
- PARAM_SHADOW_SPLIT_2_OFFSET = VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET,
- PARAM_SHADOW_SPLIT_3_OFFSET = VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET,
- PARAM_SHADOW_NORMAL_BIAS = VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS,
- PARAM_SHADOW_BIAS = VS::LIGHT_PARAM_SHADOW_BIAS,
- PARAM_SHADOW_BIAS_SPLIT_SCALE = VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE,
- PARAM_MAX = VS::LIGHT_PARAM_MAX
- };
- enum BakeMode {
- BAKE_DISABLED,
- BAKE_INDIRECT,
- BAKE_ALL
- };
- private:
- Color color;
- float param[PARAM_MAX];
- Color shadow_color;
- bool shadow;
- bool negative;
- bool reverse_cull;
- uint32_t cull_mask;
- VS::LightType type;
- bool editor_only;
- void _update_visibility();
- BakeMode bake_mode;
- // bind helpers
- protected:
- RID light;
- virtual bool _can_gizmo_scale() 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_editor_only(bool p_editor_only);
- bool is_editor_only() const;
- void set_param(Param p_param, float p_value);
- float 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_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_color(const Color &p_shadow_color);
- Color get_shadow_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;
- virtual AABB get_aabb() const;
- virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
- Light();
- ~Light();
- };
- VARIANT_ENUM_CAST(Light::Param);
- VARIANT_ENUM_CAST(Light::BakeMode);
- class DirectionalLight : public Light {
- GDCLASS(DirectionalLight, Light);
- public:
- enum ShadowMode {
- SHADOW_ORTHOGONAL,
- SHADOW_PARALLEL_2_SPLITS,
- SHADOW_PARALLEL_4_SPLITS
- };
- enum ShadowDepthRange {
- SHADOW_DEPTH_RANGE_STABLE = VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE,
- SHADOW_DEPTH_RANGE_OPTIMIZED = VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED,
- };
- private:
- bool blend_splits;
- ShadowMode shadow_mode;
- ShadowDepthRange shadow_depth_range;
- protected:
- static void _bind_methods();
- public:
- void set_shadow_mode(ShadowMode p_mode);
- ShadowMode get_shadow_mode() const;
- void set_shadow_depth_range(ShadowDepthRange p_range);
- ShadowDepthRange get_shadow_depth_range() const;
- void set_blend_splits(bool p_enable);
- bool is_blend_splits_enabled() const;
- DirectionalLight();
- };
- VARIANT_ENUM_CAST(DirectionalLight::ShadowMode)
- VARIANT_ENUM_CAST(DirectionalLight::ShadowDepthRange)
- class OmniLight : public Light {
- GDCLASS(OmniLight, Light);
- public:
- // omni light
- enum ShadowMode {
- SHADOW_DUAL_PARABOLOID,
- SHADOW_CUBE,
- };
- // omni light
- enum ShadowDetail {
- SHADOW_DETAIL_VERTICAL,
- SHADOW_DETAIL_HORIZONTAL
- };
- private:
- ShadowMode shadow_mode;
- ShadowDetail shadow_detail;
- protected:
- static void _bind_methods();
- public:
- void set_shadow_mode(ShadowMode p_mode);
- ShadowMode get_shadow_mode() const;
- void set_shadow_detail(ShadowDetail p_detail);
- ShadowDetail get_shadow_detail() const;
- OmniLight();
- };
- VARIANT_ENUM_CAST(OmniLight::ShadowMode)
- VARIANT_ENUM_CAST(OmniLight::ShadowDetail)
- class SpotLight : public Light {
- GDCLASS(SpotLight, Light);
- protected:
- static void _bind_methods();
- public:
- SpotLight() :
- Light(VisualServer::LIGHT_SPOT) {}
- };
- #endif
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