light_3d.cpp 28 KB

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  1. /*************************************************************************/
  2. /* light_3d.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 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 "core/config/project_settings.h"
  31. #include "light_3d.h"
  32. void Light3D::set_param(Param p_param, real_t p_value) {
  33. ERR_FAIL_INDEX(p_param, PARAM_MAX);
  34. param[p_param] = p_value;
  35. RS::get_singleton()->light_set_param(light, RS::LightParam(p_param), p_value);
  36. if (p_param == PARAM_SPOT_ANGLE || p_param == PARAM_RANGE) {
  37. update_gizmos();
  38. if (p_param == PARAM_SPOT_ANGLE) {
  39. update_configuration_warnings();
  40. }
  41. }
  42. }
  43. real_t Light3D::get_param(Param p_param) const {
  44. ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
  45. return param[p_param];
  46. }
  47. void Light3D::set_shadow(bool p_enable) {
  48. shadow = p_enable;
  49. RS::get_singleton()->light_set_shadow(light, p_enable);
  50. if (type == RenderingServer::LIGHT_SPOT || type == RenderingServer::LIGHT_OMNI) {
  51. update_configuration_warnings();
  52. }
  53. notify_property_list_changed();
  54. }
  55. bool Light3D::has_shadow() const {
  56. return shadow;
  57. }
  58. void Light3D::set_negative(bool p_enable) {
  59. negative = p_enable;
  60. RS::get_singleton()->light_set_negative(light, p_enable);
  61. }
  62. bool Light3D::is_negative() const {
  63. return negative;
  64. }
  65. void Light3D::set_enable_distance_fade(bool p_enable) {
  66. distance_fade_enabled = p_enable;
  67. RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length);
  68. notify_property_list_changed();
  69. }
  70. bool Light3D::is_distance_fade_enabled() const {
  71. return distance_fade_enabled;
  72. }
  73. void Light3D::set_distance_fade_begin(real_t p_distance) {
  74. distance_fade_begin = p_distance;
  75. RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length);
  76. }
  77. real_t Light3D::get_distance_fade_begin() const {
  78. return distance_fade_begin;
  79. }
  80. void Light3D::set_distance_fade_shadow(real_t p_distance) {
  81. distance_fade_shadow = p_distance;
  82. RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length);
  83. }
  84. real_t Light3D::get_distance_fade_shadow() const {
  85. return distance_fade_shadow;
  86. }
  87. void Light3D::set_distance_fade_length(real_t p_length) {
  88. distance_fade_length = p_length;
  89. RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length);
  90. }
  91. real_t Light3D::get_distance_fade_length() const {
  92. return distance_fade_length;
  93. }
  94. void Light3D::set_cull_mask(uint32_t p_cull_mask) {
  95. cull_mask = p_cull_mask;
  96. RS::get_singleton()->light_set_cull_mask(light, p_cull_mask);
  97. }
  98. uint32_t Light3D::get_cull_mask() const {
  99. return cull_mask;
  100. }
  101. void Light3D::set_color(const Color &p_color) {
  102. color = p_color;
  103. if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
  104. Color combined = color.srgb_to_linear();
  105. combined *= correlated_color.srgb_to_linear();
  106. RS::get_singleton()->light_set_color(light, combined.linear_to_srgb());
  107. } else {
  108. RS::get_singleton()->light_set_color(light, color);
  109. }
  110. // The gizmo color depends on the light color, so update it.
  111. update_gizmos();
  112. }
  113. Color Light3D::get_color() const {
  114. return color;
  115. }
  116. void Light3D::set_shadow_reverse_cull_face(bool p_enable) {
  117. reverse_cull = p_enable;
  118. RS::get_singleton()->light_set_reverse_cull_face_mode(light, reverse_cull);
  119. }
  120. bool Light3D::get_shadow_reverse_cull_face() const {
  121. return reverse_cull;
  122. }
  123. AABB Light3D::get_aabb() const {
  124. if (type == RenderingServer::LIGHT_DIRECTIONAL) {
  125. return AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2));
  126. } else if (type == RenderingServer::LIGHT_OMNI) {
  127. return AABB(Vector3(-1, -1, -1) * param[PARAM_RANGE], Vector3(2, 2, 2) * param[PARAM_RANGE]);
  128. } else if (type == RenderingServer::LIGHT_SPOT) {
  129. real_t len = param[PARAM_RANGE];
  130. real_t size = Math::tan(Math::deg_to_rad(param[PARAM_SPOT_ANGLE])) * len;
  131. return AABB(Vector3(-size, -size, -len), Vector3(size * 2, size * 2, len));
  132. }
  133. return AABB();
  134. }
  135. void Light3D::set_bake_mode(BakeMode p_mode) {
  136. bake_mode = p_mode;
  137. RS::get_singleton()->light_set_bake_mode(light, RS::LightBakeMode(p_mode));
  138. }
  139. Light3D::BakeMode Light3D::get_bake_mode() const {
  140. return bake_mode;
  141. }
  142. void Light3D::set_projector(const Ref<Texture2D> &p_texture) {
  143. projector = p_texture;
  144. RID tex_id = projector.is_valid() ? projector->get_rid() : RID();
  145. RS::get_singleton()->light_set_projector(light, tex_id);
  146. update_configuration_warnings();
  147. }
  148. Ref<Texture2D> Light3D::get_projector() const {
  149. return projector;
  150. }
  151. void Light3D::owner_changed_notify() {
  152. // For cases where owner changes _after_ entering tree (as example, editor editing).
  153. _update_visibility();
  154. }
  155. // Temperature expressed in Kelvins. Valid range 1000 - 15000
  156. // First converts to CIE 1960 then to sRGB
  157. // As explained in the Filament documentation: https://google.github.io/filament/Filament.md.html#lighting/directlighting/lightsparameterization
  158. Color _color_from_temperature(float p_temperature) {
  159. float T2 = p_temperature * p_temperature;
  160. float u = (0.860117757f + 1.54118254e-4f * p_temperature + 1.28641212e-7f * T2) /
  161. (1.0f + 8.42420235e-4f * p_temperature + 7.08145163e-7f * T2);
  162. float v = (0.317398726f + 4.22806245e-5f * p_temperature + 4.20481691e-8f * T2) /
  163. (1.0f - 2.89741816e-5f * p_temperature + 1.61456053e-7f * T2);
  164. // Convert to xyY space.
  165. float d = 1.0f / (2.0f * u - 8.0f * v + 4.0f);
  166. float x = 3.0f * u * d;
  167. float y = 2.0f * v * d;
  168. // Convert to XYZ space
  169. const float a = 1.0 / MAX(y, 1e-5f);
  170. Vector3 xyz = Vector3(x * a, 1.0, (1.0f - x - y) * a);
  171. // Convert from XYZ to sRGB(linear)
  172. Vector3 linear = Vector3(3.2404542f * xyz.x - 1.5371385f * xyz.y - 0.4985314f * xyz.z,
  173. -0.9692660f * xyz.x + 1.8760108f * xyz.y + 0.0415560f * xyz.z,
  174. 0.0556434f * xyz.x - 0.2040259f * xyz.y + 1.0572252f * xyz.z);
  175. linear /= MAX(1e-5f, linear[linear.max_axis_index()]);
  176. // Normalize, clamp, and convert to sRGB.
  177. return Color(linear.x, linear.y, linear.z).clamp().linear_to_srgb();
  178. }
  179. void Light3D::set_temperature(const float p_temperature) {
  180. temperature = p_temperature;
  181. if (!GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
  182. return;
  183. }
  184. correlated_color = _color_from_temperature(temperature);
  185. Color combined = color.srgb_to_linear() * correlated_color.srgb_to_linear();
  186. RS::get_singleton()->light_set_color(light, combined.linear_to_srgb());
  187. // The gizmo color depends on the light color, so update it.
  188. update_gizmos();
  189. }
  190. Color Light3D::get_correlated_color() const {
  191. return correlated_color;
  192. }
  193. float Light3D::get_temperature() const {
  194. return temperature;
  195. }
  196. void Light3D::_update_visibility() {
  197. if (!is_inside_tree()) {
  198. return;
  199. }
  200. bool editor_ok = true;
  201. #ifdef TOOLS_ENABLED
  202. if (editor_only) {
  203. if (!Engine::get_singleton()->is_editor_hint()) {
  204. editor_ok = false;
  205. } else {
  206. editor_ok = (get_tree()->get_edited_scene_root() && (this == get_tree()->get_edited_scene_root() || get_owner() == get_tree()->get_edited_scene_root()));
  207. }
  208. }
  209. #else
  210. if (editor_only) {
  211. editor_ok = false;
  212. }
  213. #endif
  214. RS::get_singleton()->instance_set_visible(get_instance(), is_visible_in_tree() && editor_ok);
  215. }
  216. void Light3D::_notification(int p_what) {
  217. switch (p_what) {
  218. case NOTIFICATION_VISIBILITY_CHANGED:
  219. case NOTIFICATION_ENTER_TREE: {
  220. _update_visibility();
  221. } break;
  222. }
  223. }
  224. void Light3D::set_editor_only(bool p_editor_only) {
  225. editor_only = p_editor_only;
  226. _update_visibility();
  227. }
  228. bool Light3D::is_editor_only() const {
  229. return editor_only;
  230. }
  231. void Light3D::_validate_property(PropertyInfo &p_property) const {
  232. if (!shadow && (p_property.name == "shadow_bias" || p_property.name == "shadow_normal_bias" || p_property.name == "shadow_reverse_cull_face" || p_property.name == "shadow_transmittance_bias" || p_property.name == "shadow_opacity" || p_property.name == "shadow_blur" || p_property.name == "distance_fade_shadow")) {
  233. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  234. }
  235. if (get_light_type() != RS::LIGHT_DIRECTIONAL && (p_property.name == "light_angular_distance" || p_property.name == "light_intensity_lux")) {
  236. // Angular distance and Light Intensity Lux are only used in DirectionalLight3D.
  237. p_property.usage = PROPERTY_USAGE_NONE;
  238. } else if (get_light_type() == RS::LIGHT_DIRECTIONAL && p_property.name == "light_intensity_lumens") {
  239. p_property.usage = PROPERTY_USAGE_NONE;
  240. }
  241. if (!GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units") && (p_property.name == "light_intensity_lumens" || p_property.name == "light_intensity_lux" || p_property.name == "light_temperature")) {
  242. p_property.usage = PROPERTY_USAGE_NONE;
  243. }
  244. if (!distance_fade_enabled && (p_property.name == "distance_fade_begin" || p_property.name == "distance_fade_shadow" || p_property.name == "distance_fade_length")) {
  245. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  246. }
  247. }
  248. void Light3D::_bind_methods() {
  249. ClassDB::bind_method(D_METHOD("set_editor_only", "editor_only"), &Light3D::set_editor_only);
  250. ClassDB::bind_method(D_METHOD("is_editor_only"), &Light3D::is_editor_only);
  251. ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &Light3D::set_param);
  252. ClassDB::bind_method(D_METHOD("get_param", "param"), &Light3D::get_param);
  253. ClassDB::bind_method(D_METHOD("set_shadow", "enabled"), &Light3D::set_shadow);
  254. ClassDB::bind_method(D_METHOD("has_shadow"), &Light3D::has_shadow);
  255. ClassDB::bind_method(D_METHOD("set_negative", "enabled"), &Light3D::set_negative);
  256. ClassDB::bind_method(D_METHOD("is_negative"), &Light3D::is_negative);
  257. ClassDB::bind_method(D_METHOD("set_cull_mask", "cull_mask"), &Light3D::set_cull_mask);
  258. ClassDB::bind_method(D_METHOD("get_cull_mask"), &Light3D::get_cull_mask);
  259. ClassDB::bind_method(D_METHOD("set_enable_distance_fade", "enable"), &Light3D::set_enable_distance_fade);
  260. ClassDB::bind_method(D_METHOD("is_distance_fade_enabled"), &Light3D::is_distance_fade_enabled);
  261. ClassDB::bind_method(D_METHOD("set_distance_fade_begin", "distance"), &Light3D::set_distance_fade_begin);
  262. ClassDB::bind_method(D_METHOD("get_distance_fade_begin"), &Light3D::get_distance_fade_begin);
  263. ClassDB::bind_method(D_METHOD("set_distance_fade_shadow", "distance"), &Light3D::set_distance_fade_shadow);
  264. ClassDB::bind_method(D_METHOD("get_distance_fade_shadow"), &Light3D::get_distance_fade_shadow);
  265. ClassDB::bind_method(D_METHOD("set_distance_fade_length", "distance"), &Light3D::set_distance_fade_length);
  266. ClassDB::bind_method(D_METHOD("get_distance_fade_length"), &Light3D::get_distance_fade_length);
  267. ClassDB::bind_method(D_METHOD("set_color", "color"), &Light3D::set_color);
  268. ClassDB::bind_method(D_METHOD("get_color"), &Light3D::get_color);
  269. ClassDB::bind_method(D_METHOD("set_shadow_reverse_cull_face", "enable"), &Light3D::set_shadow_reverse_cull_face);
  270. ClassDB::bind_method(D_METHOD("get_shadow_reverse_cull_face"), &Light3D::get_shadow_reverse_cull_face);
  271. ClassDB::bind_method(D_METHOD("set_bake_mode", "bake_mode"), &Light3D::set_bake_mode);
  272. ClassDB::bind_method(D_METHOD("get_bake_mode"), &Light3D::get_bake_mode);
  273. ClassDB::bind_method(D_METHOD("set_projector", "projector"), &Light3D::set_projector);
  274. ClassDB::bind_method(D_METHOD("get_projector"), &Light3D::get_projector);
  275. ClassDB::bind_method(D_METHOD("set_temperature", "temperature"), &Light3D::set_temperature);
  276. ClassDB::bind_method(D_METHOD("get_temperature"), &Light3D::get_temperature);
  277. ClassDB::bind_method(D_METHOD("get_correlated_color"), &Light3D::get_correlated_color);
  278. ADD_GROUP("Light", "light_");
  279. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_intensity_lumens", PROPERTY_HINT_RANGE, "0,100000.0,0.01,or_greater,suffix:lm"), "set_param", "get_param", PARAM_INTENSITY);
  280. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_intensity_lux", PROPERTY_HINT_RANGE, "0,150000.0,0.01,or_greater,suffix:lx"), "set_param", "get_param", PARAM_INTENSITY);
  281. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "light_temperature", PROPERTY_HINT_RANGE, "1000,15000.0,1.0,suffix:k"), "set_temperature", "get_temperature");
  282. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "light_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_color", "get_color");
  283. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_energy", PROPERTY_HINT_RANGE, "0,16,0.001,or_greater"), "set_param", "get_param", PARAM_ENERGY);
  284. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_indirect_energy", PROPERTY_HINT_RANGE, "0,16,0.001,or_greater"), "set_param", "get_param", PARAM_INDIRECT_ENERGY);
  285. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_volumetric_fog_energy", PROPERTY_HINT_RANGE, "0,16,0.001,or_greater"), "set_param", "get_param", PARAM_VOLUMETRIC_FOG_ENERGY);
  286. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "light_projector", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_projector", "get_projector");
  287. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_size", PROPERTY_HINT_RANGE, "0,1,0.001,or_greater,suffix:m"), "set_param", "get_param", PARAM_SIZE);
  288. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_angular_distance", PROPERTY_HINT_RANGE, "0,90,0.01,degrees"), "set_param", "get_param", PARAM_SIZE);
  289. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "light_negative"), "set_negative", "is_negative");
  290. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_specular", PROPERTY_HINT_RANGE, "0,16,0.001,or_greater"), "set_param", "get_param", PARAM_SPECULAR);
  291. ADD_PROPERTY(PropertyInfo(Variant::INT, "light_bake_mode", PROPERTY_HINT_ENUM, "Disabled,Static (VoxelGI/SDFGI/LightmapGI),Dynamic (VoxelGI/SDFGI only)"), "set_bake_mode", "get_bake_mode");
  292. ADD_PROPERTY(PropertyInfo(Variant::INT, "light_cull_mask", PROPERTY_HINT_LAYERS_3D_RENDER), "set_cull_mask", "get_cull_mask");
  293. ADD_GROUP("Shadow", "shadow_");
  294. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_enabled"), "set_shadow", "has_shadow");
  295. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_bias", PROPERTY_HINT_RANGE, "0,10,0.001"), "set_param", "get_param", PARAM_SHADOW_BIAS);
  296. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_normal_bias", PROPERTY_HINT_RANGE, "0,10,0.001"), "set_param", "get_param", PARAM_SHADOW_NORMAL_BIAS);
  297. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_reverse_cull_face"), "set_shadow_reverse_cull_face", "get_shadow_reverse_cull_face");
  298. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_transmittance_bias", PROPERTY_HINT_RANGE, "-16,16,0.001"), "set_param", "get_param", PARAM_TRANSMITTANCE_BIAS);
  299. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_opacity", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_SHADOW_OPACITY);
  300. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_blur", PROPERTY_HINT_RANGE, "0,10,0.001"), "set_param", "get_param", PARAM_SHADOW_BLUR);
  301. ADD_GROUP("Distance Fade", "distance_fade_");
  302. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "distance_fade_enabled"), "set_enable_distance_fade", "is_distance_fade_enabled");
  303. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_begin", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater,suffix:m"), "set_distance_fade_begin", "get_distance_fade_begin");
  304. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_shadow", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater,suffix:m"), "set_distance_fade_shadow", "get_distance_fade_shadow");
  305. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_length", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater,suffix:m"), "set_distance_fade_length", "get_distance_fade_length");
  306. ADD_GROUP("Editor", "");
  307. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editor_only"), "set_editor_only", "is_editor_only");
  308. ADD_GROUP("", "");
  309. BIND_ENUM_CONSTANT(PARAM_ENERGY);
  310. BIND_ENUM_CONSTANT(PARAM_INDIRECT_ENERGY);
  311. BIND_ENUM_CONSTANT(PARAM_VOLUMETRIC_FOG_ENERGY);
  312. BIND_ENUM_CONSTANT(PARAM_SPECULAR);
  313. BIND_ENUM_CONSTANT(PARAM_RANGE);
  314. BIND_ENUM_CONSTANT(PARAM_SIZE);
  315. BIND_ENUM_CONSTANT(PARAM_ATTENUATION);
  316. BIND_ENUM_CONSTANT(PARAM_SPOT_ANGLE);
  317. BIND_ENUM_CONSTANT(PARAM_SPOT_ATTENUATION);
  318. BIND_ENUM_CONSTANT(PARAM_SHADOW_MAX_DISTANCE);
  319. BIND_ENUM_CONSTANT(PARAM_SHADOW_SPLIT_1_OFFSET);
  320. BIND_ENUM_CONSTANT(PARAM_SHADOW_SPLIT_2_OFFSET);
  321. BIND_ENUM_CONSTANT(PARAM_SHADOW_SPLIT_3_OFFSET);
  322. BIND_ENUM_CONSTANT(PARAM_SHADOW_FADE_START);
  323. BIND_ENUM_CONSTANT(PARAM_SHADOW_NORMAL_BIAS);
  324. BIND_ENUM_CONSTANT(PARAM_SHADOW_BIAS);
  325. BIND_ENUM_CONSTANT(PARAM_SHADOW_PANCAKE_SIZE);
  326. BIND_ENUM_CONSTANT(PARAM_SHADOW_OPACITY);
  327. BIND_ENUM_CONSTANT(PARAM_SHADOW_BLUR);
  328. BIND_ENUM_CONSTANT(PARAM_TRANSMITTANCE_BIAS);
  329. BIND_ENUM_CONSTANT(PARAM_INTENSITY);
  330. BIND_ENUM_CONSTANT(PARAM_MAX);
  331. BIND_ENUM_CONSTANT(BAKE_DISABLED);
  332. BIND_ENUM_CONSTANT(BAKE_STATIC);
  333. BIND_ENUM_CONSTANT(BAKE_DYNAMIC);
  334. }
  335. Light3D::Light3D(RenderingServer::LightType p_type) {
  336. type = p_type;
  337. switch (p_type) {
  338. case RS::LIGHT_DIRECTIONAL:
  339. light = RenderingServer::get_singleton()->directional_light_create();
  340. break;
  341. case RS::LIGHT_OMNI:
  342. light = RenderingServer::get_singleton()->omni_light_create();
  343. break;
  344. case RS::LIGHT_SPOT:
  345. light = RenderingServer::get_singleton()->spot_light_create();
  346. break;
  347. default: {
  348. };
  349. }
  350. RS::get_singleton()->instance_set_base(get_instance(), light);
  351. set_color(Color(1, 1, 1, 1));
  352. set_shadow(false);
  353. set_negative(false);
  354. set_cull_mask(0xFFFFFFFF);
  355. set_param(PARAM_ENERGY, 1);
  356. set_param(PARAM_INDIRECT_ENERGY, 1);
  357. set_param(PARAM_VOLUMETRIC_FOG_ENERGY, 1);
  358. set_param(PARAM_SPECULAR, 0.5);
  359. set_param(PARAM_RANGE, 5);
  360. set_param(PARAM_SIZE, 0);
  361. set_param(PARAM_ATTENUATION, 1);
  362. set_param(PARAM_SPOT_ANGLE, 45);
  363. set_param(PARAM_SPOT_ATTENUATION, 1);
  364. set_param(PARAM_SHADOW_MAX_DISTANCE, 0);
  365. set_param(PARAM_SHADOW_SPLIT_1_OFFSET, 0.1);
  366. set_param(PARAM_SHADOW_SPLIT_2_OFFSET, 0.2);
  367. set_param(PARAM_SHADOW_SPLIT_3_OFFSET, 0.5);
  368. set_param(PARAM_SHADOW_FADE_START, 0.8);
  369. set_param(PARAM_SHADOW_PANCAKE_SIZE, 20.0);
  370. set_param(PARAM_SHADOW_OPACITY, 1.0);
  371. set_param(PARAM_SHADOW_BLUR, 1.0);
  372. set_param(PARAM_SHADOW_BIAS, 0.03);
  373. set_param(PARAM_SHADOW_NORMAL_BIAS, 1.0);
  374. set_param(PARAM_TRANSMITTANCE_BIAS, 0.05);
  375. set_param(PARAM_SHADOW_FADE_START, 1);
  376. // For OmniLight3D and SpotLight3D, specified in Lumens.
  377. set_param(PARAM_INTENSITY, 1000.0);
  378. set_temperature(6500.0); // Nearly white.
  379. set_disable_scale(true);
  380. }
  381. Light3D::Light3D() {
  382. ERR_PRINT("Light3D should not be instantiated directly; use the DirectionalLight3D, OmniLight3D or SpotLight3D subtypes instead.");
  383. }
  384. Light3D::~Light3D() {
  385. RS::get_singleton()->instance_set_base(get_instance(), RID());
  386. if (light.is_valid()) {
  387. RenderingServer::get_singleton()->free(light);
  388. }
  389. }
  390. /////////////////////////////////////////
  391. void DirectionalLight3D::set_shadow_mode(ShadowMode p_mode) {
  392. shadow_mode = p_mode;
  393. RS::get_singleton()->light_directional_set_shadow_mode(light, RS::LightDirectionalShadowMode(p_mode));
  394. notify_property_list_changed();
  395. }
  396. DirectionalLight3D::ShadowMode DirectionalLight3D::get_shadow_mode() const {
  397. return shadow_mode;
  398. }
  399. void DirectionalLight3D::set_blend_splits(bool p_enable) {
  400. blend_splits = p_enable;
  401. RS::get_singleton()->light_directional_set_blend_splits(light, p_enable);
  402. }
  403. bool DirectionalLight3D::is_blend_splits_enabled() const {
  404. return blend_splits;
  405. }
  406. void DirectionalLight3D::set_sky_mode(SkyMode p_mode) {
  407. sky_mode = p_mode;
  408. RS::get_singleton()->light_directional_set_sky_mode(light, RS::LightDirectionalSkyMode(p_mode));
  409. }
  410. DirectionalLight3D::SkyMode DirectionalLight3D::get_sky_mode() const {
  411. return sky_mode;
  412. }
  413. void DirectionalLight3D::_validate_property(PropertyInfo &p_property) const {
  414. if (shadow_mode == SHADOW_ORTHOGONAL && (p_property.name == "directional_shadow_split_1" || p_property.name == "directional_shadow_blend_splits")) {
  415. // Split 2 and split blending are only used with the PSSM 2 Splits and PSSM 4 Splits shadow modes.
  416. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  417. }
  418. if ((shadow_mode == SHADOW_ORTHOGONAL || shadow_mode == SHADOW_PARALLEL_2_SPLITS) && (p_property.name == "directional_shadow_split_2" || p_property.name == "directional_shadow_split_3")) {
  419. // Splits 3 and 4 are only used with the PSSM 4 Splits shadow mode.
  420. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  421. }
  422. if (p_property.name == "light_size" || p_property.name == "light_projector" || p_property.name == "light_specular") {
  423. // Not implemented in DirectionalLight3D (`light_size` is replaced by `light_angular_distance`).
  424. p_property.usage = PROPERTY_USAGE_NONE;
  425. }
  426. if (p_property.name == "distance_fade_enabled" || p_property.name == "distance_fade_begin" || p_property.name == "distance_fade_shadow" || p_property.name == "distance_fade_length") {
  427. // Not relevant for DirectionalLight3D, as the light LOD system only pertains to point lights.
  428. // For DirectionalLight3D, `directional_shadow_max_distance` can be used instead.
  429. p_property.usage = PROPERTY_USAGE_NONE;
  430. }
  431. }
  432. void DirectionalLight3D::_bind_methods() {
  433. ClassDB::bind_method(D_METHOD("set_shadow_mode", "mode"), &DirectionalLight3D::set_shadow_mode);
  434. ClassDB::bind_method(D_METHOD("get_shadow_mode"), &DirectionalLight3D::get_shadow_mode);
  435. ClassDB::bind_method(D_METHOD("set_blend_splits", "enabled"), &DirectionalLight3D::set_blend_splits);
  436. ClassDB::bind_method(D_METHOD("is_blend_splits_enabled"), &DirectionalLight3D::is_blend_splits_enabled);
  437. ClassDB::bind_method(D_METHOD("set_sky_mode", "mode"), &DirectionalLight3D::set_sky_mode);
  438. ClassDB::bind_method(D_METHOD("get_sky_mode"), &DirectionalLight3D::get_sky_mode);
  439. ADD_GROUP("Directional Shadow", "directional_shadow_");
  440. ADD_PROPERTY(PropertyInfo(Variant::INT, "directional_shadow_mode", PROPERTY_HINT_ENUM, "Orthogonal (Fast),PSSM 2 Splits (Average),PSSM 4 Splits (Slow)"), "set_shadow_mode", "get_shadow_mode");
  441. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_split_1", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_1_OFFSET);
  442. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_split_2", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_2_OFFSET);
  443. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_split_3", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_3_OFFSET);
  444. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "directional_shadow_blend_splits"), "set_blend_splits", "is_blend_splits_enabled");
  445. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_fade_start", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_FADE_START);
  446. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_max_distance", PROPERTY_HINT_RANGE, "0,8192,0.1,or_greater,exp"), "set_param", "get_param", PARAM_SHADOW_MAX_DISTANCE);
  447. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_pancake_size", PROPERTY_HINT_RANGE, "0,1024,0.1,or_greater,exp"), "set_param", "get_param", PARAM_SHADOW_PANCAKE_SIZE);
  448. ADD_PROPERTY(PropertyInfo(Variant::INT, "sky_mode", PROPERTY_HINT_ENUM, "Light and Sky,Light Only,Sky Only"), "set_sky_mode", "get_sky_mode");
  449. BIND_ENUM_CONSTANT(SHADOW_ORTHOGONAL);
  450. BIND_ENUM_CONSTANT(SHADOW_PARALLEL_2_SPLITS);
  451. BIND_ENUM_CONSTANT(SHADOW_PARALLEL_4_SPLITS);
  452. BIND_ENUM_CONSTANT(SKY_MODE_LIGHT_AND_SKY);
  453. BIND_ENUM_CONSTANT(SKY_MODE_LIGHT_ONLY);
  454. BIND_ENUM_CONSTANT(SKY_MODE_SKY_ONLY);
  455. }
  456. DirectionalLight3D::DirectionalLight3D() :
  457. Light3D(RenderingServer::LIGHT_DIRECTIONAL) {
  458. set_param(PARAM_SHADOW_MAX_DISTANCE, 100);
  459. set_param(PARAM_SHADOW_FADE_START, 0.8);
  460. // Increase the default shadow bias to better suit most scenes.
  461. set_param(PARAM_SHADOW_BIAS, 0.1);
  462. set_param(PARAM_INTENSITY, 100000.0); // Specified in Lux, approximate mid-day sun.
  463. set_shadow_mode(SHADOW_PARALLEL_4_SPLITS);
  464. blend_splits = false;
  465. set_sky_mode(SKY_MODE_LIGHT_AND_SKY);
  466. }
  467. void OmniLight3D::set_shadow_mode(ShadowMode p_mode) {
  468. shadow_mode = p_mode;
  469. RS::get_singleton()->light_omni_set_shadow_mode(light, RS::LightOmniShadowMode(p_mode));
  470. }
  471. OmniLight3D::ShadowMode OmniLight3D::get_shadow_mode() const {
  472. return shadow_mode;
  473. }
  474. TypedArray<String> OmniLight3D::get_configuration_warnings() const {
  475. TypedArray<String> warnings = Node::get_configuration_warnings();
  476. if (!has_shadow() && get_projector().is_valid()) {
  477. warnings.push_back(RTR("Projector texture only works with shadows active."));
  478. }
  479. return warnings;
  480. }
  481. void OmniLight3D::_bind_methods() {
  482. ClassDB::bind_method(D_METHOD("set_shadow_mode", "mode"), &OmniLight3D::set_shadow_mode);
  483. ClassDB::bind_method(D_METHOD("get_shadow_mode"), &OmniLight3D::get_shadow_mode);
  484. ADD_GROUP("Omni", "omni_");
  485. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "omni_range", PROPERTY_HINT_RANGE, "0,4096,0.001,or_greater,exp"), "set_param", "get_param", PARAM_RANGE);
  486. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "omni_attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_param", "get_param", PARAM_ATTENUATION);
  487. ADD_PROPERTY(PropertyInfo(Variant::INT, "omni_shadow_mode", PROPERTY_HINT_ENUM, "Dual Paraboloid,Cube"), "set_shadow_mode", "get_shadow_mode");
  488. BIND_ENUM_CONSTANT(SHADOW_DUAL_PARABOLOID);
  489. BIND_ENUM_CONSTANT(SHADOW_CUBE);
  490. }
  491. OmniLight3D::OmniLight3D() :
  492. Light3D(RenderingServer::LIGHT_OMNI) {
  493. set_shadow_mode(SHADOW_CUBE);
  494. // Increase the default shadow biases to better suit most scenes.
  495. set_param(PARAM_SHADOW_BIAS, 0.2);
  496. }
  497. TypedArray<String> SpotLight3D::get_configuration_warnings() const {
  498. TypedArray<String> warnings = Node::get_configuration_warnings();
  499. if (has_shadow() && get_param(PARAM_SPOT_ANGLE) >= 90.0) {
  500. warnings.push_back(RTR("A SpotLight3D with an angle wider than 90 degrees cannot cast shadows."));
  501. }
  502. if (!has_shadow() && get_projector().is_valid()) {
  503. warnings.push_back(RTR("Projector texture only works with shadows active."));
  504. }
  505. return warnings;
  506. }
  507. void SpotLight3D::_bind_methods() {
  508. ADD_GROUP("Spot", "spot_");
  509. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_range", PROPERTY_HINT_RANGE, "0,4096,0.001,or_greater,exp,suffix:m"), "set_param", "get_param", PARAM_RANGE);
  510. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_param", "get_param", PARAM_ATTENUATION);
  511. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_angle", PROPERTY_HINT_RANGE, "0,180,0.01,degrees"), "set_param", "get_param", PARAM_SPOT_ANGLE);
  512. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_angle_attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_param", "get_param", PARAM_SPOT_ATTENUATION);
  513. }