light_3d.cpp 30 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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_3d.h"
  31. #include "core/config/project_settings.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. update_configuration_warnings();
  51. }
  52. bool Light3D::has_shadow() const {
  53. return shadow;
  54. }
  55. void Light3D::set_negative(bool p_enable) {
  56. negative = p_enable;
  57. RS::get_singleton()->light_set_negative(light, p_enable);
  58. }
  59. bool Light3D::is_negative() const {
  60. return negative;
  61. }
  62. void Light3D::set_enable_distance_fade(bool p_enable) {
  63. distance_fade_enabled = p_enable;
  64. RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length);
  65. notify_property_list_changed();
  66. }
  67. bool Light3D::is_distance_fade_enabled() const {
  68. return distance_fade_enabled;
  69. }
  70. void Light3D::set_distance_fade_begin(real_t p_distance) {
  71. distance_fade_begin = p_distance;
  72. RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length);
  73. }
  74. real_t Light3D::get_distance_fade_begin() const {
  75. return distance_fade_begin;
  76. }
  77. void Light3D::set_distance_fade_shadow(real_t p_distance) {
  78. distance_fade_shadow = p_distance;
  79. RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length);
  80. }
  81. real_t Light3D::get_distance_fade_shadow() const {
  82. return distance_fade_shadow;
  83. }
  84. void Light3D::set_distance_fade_length(real_t p_length) {
  85. distance_fade_length = p_length;
  86. RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length);
  87. }
  88. real_t Light3D::get_distance_fade_length() const {
  89. return distance_fade_length;
  90. }
  91. void Light3D::set_cull_mask(uint32_t p_cull_mask) {
  92. cull_mask = p_cull_mask;
  93. RS::get_singleton()->light_set_cull_mask(light, p_cull_mask);
  94. }
  95. uint32_t Light3D::get_cull_mask() const {
  96. return cull_mask;
  97. }
  98. void Light3D::set_color(const Color &p_color) {
  99. color = p_color;
  100. if (GLOBAL_GET_CACHED(bool, "rendering/lights_and_shadows/use_physical_light_units")) {
  101. Color combined = color.srgb_to_linear();
  102. combined *= correlated_color.srgb_to_linear();
  103. RS::get_singleton()->light_set_color(light, combined.linear_to_srgb());
  104. } else {
  105. RS::get_singleton()->light_set_color(light, color);
  106. }
  107. // The gizmo color depends on the light color, so update it.
  108. update_gizmos();
  109. }
  110. Color Light3D::get_color() const {
  111. return color;
  112. }
  113. void Light3D::set_shadow_reverse_cull_face(bool p_enable) {
  114. reverse_cull = p_enable;
  115. RS::get_singleton()->light_set_reverse_cull_face_mode(light, reverse_cull);
  116. }
  117. bool Light3D::get_shadow_reverse_cull_face() const {
  118. return reverse_cull;
  119. }
  120. void Light3D::set_shadow_caster_mask(uint32_t p_caster_mask) {
  121. shadow_caster_mask = p_caster_mask;
  122. RS::get_singleton()->light_set_shadow_caster_mask(light, shadow_caster_mask);
  123. }
  124. uint32_t Light3D::get_shadow_caster_mask() const {
  125. return shadow_caster_mask;
  126. }
  127. AABB Light3D::get_aabb() const {
  128. if (type == RenderingServer::LIGHT_DIRECTIONAL) {
  129. return AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2));
  130. } else if (type == RenderingServer::LIGHT_OMNI) {
  131. return AABB(Vector3(-1, -1, -1) * param[PARAM_RANGE], Vector3(2, 2, 2) * param[PARAM_RANGE]);
  132. } else if (type == RenderingServer::LIGHT_SPOT) {
  133. real_t cone_slant_height = param[PARAM_RANGE];
  134. real_t cone_angle_rad = Math::deg_to_rad(param[PARAM_SPOT_ANGLE]);
  135. if (cone_angle_rad > Math::PI / 2.0) {
  136. // Just return the AABB of an omni light if the spot angle is above 90 degrees.
  137. return AABB(Vector3(-1, -1, -1) * cone_slant_height, Vector3(2, 2, 2) * cone_slant_height);
  138. }
  139. real_t size = Math::sin(cone_angle_rad) * cone_slant_height;
  140. return AABB(Vector3(-size, -size, -cone_slant_height), Vector3(2 * size, 2 * size, cone_slant_height));
  141. }
  142. return AABB();
  143. }
  144. PackedStringArray Light3D::get_configuration_warnings() const {
  145. PackedStringArray warnings = VisualInstance3D::get_configuration_warnings();
  146. if (!get_scale().is_equal_approx(Vector3(1, 1, 1))) {
  147. warnings.push_back(RTR("A light's scale does not affect the visual size of the light."));
  148. }
  149. return warnings;
  150. }
  151. void Light3D::set_bake_mode(BakeMode p_mode) {
  152. bake_mode = p_mode;
  153. RS::get_singleton()->light_set_bake_mode(light, RS::LightBakeMode(p_mode));
  154. }
  155. Light3D::BakeMode Light3D::get_bake_mode() const {
  156. return bake_mode;
  157. }
  158. void Light3D::set_projector(const Ref<Texture2D> &p_texture) {
  159. projector = p_texture;
  160. RID tex_id = projector.is_valid() ? projector->get_rid() : RID();
  161. #ifdef DEBUG_ENABLED
  162. if (p_texture.is_valid() &&
  163. (p_texture->is_class("AnimatedTexture") ||
  164. p_texture->is_class("AtlasTexture") ||
  165. p_texture->is_class("CameraTexture") ||
  166. p_texture->is_class("CanvasTexture") ||
  167. p_texture->is_class("MeshTexture") ||
  168. p_texture->is_class("Texture2DRD") ||
  169. p_texture->is_class("ViewportTexture"))) {
  170. WARN_PRINT(vformat("%s cannot be used as a Light3D projector texture (%s). As a workaround, assign the value returned by %s's `get_image()` instead.", p_texture->get_class(), get_path(), p_texture->get_class()));
  171. }
  172. #endif
  173. RS::get_singleton()->light_set_projector(light, tex_id);
  174. update_configuration_warnings();
  175. }
  176. Ref<Texture2D> Light3D::get_projector() const {
  177. return projector;
  178. }
  179. void Light3D::owner_changed_notify() {
  180. // For cases where owner changes _after_ entering tree (as example, editor editing).
  181. _update_visibility();
  182. }
  183. // Temperature expressed in Kelvins. Valid range 1000 - 15000
  184. // First converts to CIE 1960 then to sRGB
  185. // As explained in the Filament documentation: https://google.github.io/filament/Filament.md.html#lighting/directlighting/lightsparameterization
  186. Color _color_from_temperature(float p_temperature) {
  187. float T2 = p_temperature * p_temperature;
  188. float u = (0.860117757f + 1.54118254e-4f * p_temperature + 1.28641212e-7f * T2) /
  189. (1.0f + 8.42420235e-4f * p_temperature + 7.08145163e-7f * T2);
  190. float v = (0.317398726f + 4.22806245e-5f * p_temperature + 4.20481691e-8f * T2) /
  191. (1.0f - 2.89741816e-5f * p_temperature + 1.61456053e-7f * T2);
  192. // Convert to xyY space.
  193. float d = 1.0f / (2.0f * u - 8.0f * v + 4.0f);
  194. float x = 3.0f * u * d;
  195. float y = 2.0f * v * d;
  196. // Convert to XYZ space
  197. const float a = 1.0 / MAX(y, 1e-5f);
  198. Vector3 xyz = Vector3(x * a, 1.0, (1.0f - x - y) * a);
  199. // Convert from XYZ to sRGB(linear)
  200. Vector3 linear = Vector3(3.2404542f * xyz.x - 1.5371385f * xyz.y - 0.4985314f * xyz.z,
  201. -0.9692660f * xyz.x + 1.8760108f * xyz.y + 0.0415560f * xyz.z,
  202. 0.0556434f * xyz.x - 0.2040259f * xyz.y + 1.0572252f * xyz.z);
  203. linear /= MAX(1e-5f, linear[linear.max_axis_index()]);
  204. // Normalize, clamp, and convert to sRGB.
  205. return Color(linear.x, linear.y, linear.z).clamp().linear_to_srgb();
  206. }
  207. void Light3D::set_temperature(const float p_temperature) {
  208. temperature = p_temperature;
  209. if (!GLOBAL_GET_CACHED(bool, "rendering/lights_and_shadows/use_physical_light_units")) {
  210. return;
  211. }
  212. correlated_color = _color_from_temperature(temperature);
  213. Color combined = color.srgb_to_linear() * correlated_color.srgb_to_linear();
  214. RS::get_singleton()->light_set_color(light, combined.linear_to_srgb());
  215. // The gizmo color depends on the light color, so update it.
  216. update_gizmos();
  217. }
  218. Color Light3D::get_correlated_color() const {
  219. return correlated_color;
  220. }
  221. float Light3D::get_temperature() const {
  222. return temperature;
  223. }
  224. void Light3D::_update_visibility() {
  225. if (!is_inside_tree()) {
  226. return;
  227. }
  228. bool editor_ok = true;
  229. #ifdef TOOLS_ENABLED
  230. if (editor_only) {
  231. if (!Engine::get_singleton()->is_editor_hint()) {
  232. editor_ok = false;
  233. } else {
  234. editor_ok = (get_tree()->get_edited_scene_root() && (this == get_tree()->get_edited_scene_root() || get_owner() == get_tree()->get_edited_scene_root()));
  235. }
  236. }
  237. #else
  238. if (editor_only) {
  239. editor_ok = false;
  240. }
  241. #endif
  242. RS::get_singleton()->instance_set_visible(get_instance(), is_visible_in_tree() && editor_ok);
  243. }
  244. void Light3D::_notification(int p_what) {
  245. switch (p_what) {
  246. case NOTIFICATION_TRANSFORM_CHANGED: {
  247. update_configuration_warnings();
  248. } break;
  249. case NOTIFICATION_VISIBILITY_CHANGED:
  250. case NOTIFICATION_ENTER_TREE: {
  251. _update_visibility();
  252. } break;
  253. }
  254. }
  255. void Light3D::set_editor_only(bool p_editor_only) {
  256. editor_only = p_editor_only;
  257. _update_visibility();
  258. }
  259. bool Light3D::is_editor_only() const {
  260. return editor_only;
  261. }
  262. void Light3D::_validate_property(PropertyInfo &p_property) const {
  263. if (get_light_type() != RS::LIGHT_DIRECTIONAL && (p_property.name == "light_angular_distance" || p_property.name == "light_intensity_lux")) {
  264. // Angular distance and Light Intensity Lux are only used in DirectionalLight3D.
  265. p_property.usage = PROPERTY_USAGE_NONE;
  266. } else if (get_light_type() == RS::LIGHT_DIRECTIONAL && p_property.name == "light_intensity_lumens") {
  267. p_property.usage = PROPERTY_USAGE_NONE;
  268. }
  269. if (!GLOBAL_GET_CACHED(bool, "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")) {
  270. p_property.usage = PROPERTY_USAGE_NONE;
  271. }
  272. }
  273. void Light3D::_bind_methods() {
  274. ClassDB::bind_method(D_METHOD("set_editor_only", "editor_only"), &Light3D::set_editor_only);
  275. ClassDB::bind_method(D_METHOD("is_editor_only"), &Light3D::is_editor_only);
  276. ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &Light3D::set_param);
  277. ClassDB::bind_method(D_METHOD("get_param", "param"), &Light3D::get_param);
  278. ClassDB::bind_method(D_METHOD("set_shadow", "enabled"), &Light3D::set_shadow);
  279. ClassDB::bind_method(D_METHOD("has_shadow"), &Light3D::has_shadow);
  280. ClassDB::bind_method(D_METHOD("set_negative", "enabled"), &Light3D::set_negative);
  281. ClassDB::bind_method(D_METHOD("is_negative"), &Light3D::is_negative);
  282. ClassDB::bind_method(D_METHOD("set_cull_mask", "cull_mask"), &Light3D::set_cull_mask);
  283. ClassDB::bind_method(D_METHOD("get_cull_mask"), &Light3D::get_cull_mask);
  284. ClassDB::bind_method(D_METHOD("set_enable_distance_fade", "enable"), &Light3D::set_enable_distance_fade);
  285. ClassDB::bind_method(D_METHOD("is_distance_fade_enabled"), &Light3D::is_distance_fade_enabled);
  286. ClassDB::bind_method(D_METHOD("set_distance_fade_begin", "distance"), &Light3D::set_distance_fade_begin);
  287. ClassDB::bind_method(D_METHOD("get_distance_fade_begin"), &Light3D::get_distance_fade_begin);
  288. ClassDB::bind_method(D_METHOD("set_distance_fade_shadow", "distance"), &Light3D::set_distance_fade_shadow);
  289. ClassDB::bind_method(D_METHOD("get_distance_fade_shadow"), &Light3D::get_distance_fade_shadow);
  290. ClassDB::bind_method(D_METHOD("set_distance_fade_length", "distance"), &Light3D::set_distance_fade_length);
  291. ClassDB::bind_method(D_METHOD("get_distance_fade_length"), &Light3D::get_distance_fade_length);
  292. ClassDB::bind_method(D_METHOD("set_color", "color"), &Light3D::set_color);
  293. ClassDB::bind_method(D_METHOD("get_color"), &Light3D::get_color);
  294. ClassDB::bind_method(D_METHOD("set_shadow_reverse_cull_face", "enable"), &Light3D::set_shadow_reverse_cull_face);
  295. ClassDB::bind_method(D_METHOD("get_shadow_reverse_cull_face"), &Light3D::get_shadow_reverse_cull_face);
  296. ClassDB::bind_method(D_METHOD("set_shadow_caster_mask", "caster_mask"), &Light3D::set_shadow_caster_mask);
  297. ClassDB::bind_method(D_METHOD("get_shadow_caster_mask"), &Light3D::get_shadow_caster_mask);
  298. ClassDB::bind_method(D_METHOD("set_bake_mode", "bake_mode"), &Light3D::set_bake_mode);
  299. ClassDB::bind_method(D_METHOD("get_bake_mode"), &Light3D::get_bake_mode);
  300. ClassDB::bind_method(D_METHOD("set_projector", "projector"), &Light3D::set_projector);
  301. ClassDB::bind_method(D_METHOD("get_projector"), &Light3D::get_projector);
  302. ClassDB::bind_method(D_METHOD("set_temperature", "temperature"), &Light3D::set_temperature);
  303. ClassDB::bind_method(D_METHOD("get_temperature"), &Light3D::get_temperature);
  304. ClassDB::bind_method(D_METHOD("get_correlated_color"), &Light3D::get_correlated_color);
  305. ADD_GROUP("Light", "light_");
  306. 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);
  307. 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);
  308. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "light_temperature", PROPERTY_HINT_RANGE, "1000,15000.0,1.0,suffix:k"), "set_temperature", "get_temperature");
  309. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "light_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_color", "get_color");
  310. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_energy", PROPERTY_HINT_RANGE, "0,16,0.001,or_greater"), "set_param", "get_param", PARAM_ENERGY);
  311. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_indirect_energy", PROPERTY_HINT_RANGE, "0,16,0.001,or_greater"), "set_param", "get_param", PARAM_INDIRECT_ENERGY);
  312. 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);
  313. // Only allow texture types that display correctly.
  314. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "light_projector", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D,-AnimatedTexture,-AtlasTexture,-CameraTexture,-CanvasTexture,-MeshTexture,-Texture2DRD,-ViewportTexture"), "set_projector", "get_projector");
  315. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_size", PROPERTY_HINT_RANGE, "0,1,0.001,or_greater,suffix:m"), "set_param", "get_param", PARAM_SIZE);
  316. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_angular_distance", PROPERTY_HINT_RANGE, "0,90,0.01,degrees"), "set_param", "get_param", PARAM_SIZE);
  317. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "light_negative"), "set_negative", "is_negative");
  318. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_specular", PROPERTY_HINT_RANGE, "0,16,0.001,or_greater"), "set_param", "get_param", PARAM_SPECULAR);
  319. ADD_PROPERTY(PropertyInfo(Variant::INT, "light_bake_mode", PROPERTY_HINT_ENUM, "Disabled,Static,Dynamic"), "set_bake_mode", "get_bake_mode");
  320. ADD_PROPERTY(PropertyInfo(Variant::INT, "light_cull_mask", PROPERTY_HINT_LAYERS_3D_RENDER), "set_cull_mask", "get_cull_mask");
  321. ADD_GROUP("Shadow", "shadow_");
  322. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_enabled", PROPERTY_HINT_GROUP_ENABLE), "set_shadow", "has_shadow");
  323. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_bias", PROPERTY_HINT_RANGE, "0,10,0.001"), "set_param", "get_param", PARAM_SHADOW_BIAS);
  324. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_normal_bias", PROPERTY_HINT_RANGE, "0,10,0.001"), "set_param", "get_param", PARAM_SHADOW_NORMAL_BIAS);
  325. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_reverse_cull_face"), "set_shadow_reverse_cull_face", "get_shadow_reverse_cull_face");
  326. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_transmittance_bias", PROPERTY_HINT_RANGE, "-16,16,0.001"), "set_param", "get_param", PARAM_TRANSMITTANCE_BIAS);
  327. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_opacity", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_SHADOW_OPACITY);
  328. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_blur", PROPERTY_HINT_RANGE, "0,10,0.001"), "set_param", "get_param", PARAM_SHADOW_BLUR);
  329. ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_caster_mask", PROPERTY_HINT_LAYERS_3D_RENDER), "set_shadow_caster_mask", "get_shadow_caster_mask");
  330. ADD_GROUP("Distance Fade", "distance_fade_");
  331. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "distance_fade_enabled", PROPERTY_HINT_GROUP_ENABLE), "set_enable_distance_fade", "is_distance_fade_enabled");
  332. 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");
  333. 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");
  334. 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");
  335. ADD_GROUP("Editor", "");
  336. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editor_only"), "set_editor_only", "is_editor_only");
  337. ADD_GROUP("", "");
  338. BIND_ENUM_CONSTANT(PARAM_ENERGY);
  339. BIND_ENUM_CONSTANT(PARAM_INDIRECT_ENERGY);
  340. BIND_ENUM_CONSTANT(PARAM_VOLUMETRIC_FOG_ENERGY);
  341. BIND_ENUM_CONSTANT(PARAM_SPECULAR);
  342. BIND_ENUM_CONSTANT(PARAM_RANGE);
  343. BIND_ENUM_CONSTANT(PARAM_SIZE);
  344. BIND_ENUM_CONSTANT(PARAM_ATTENUATION);
  345. BIND_ENUM_CONSTANT(PARAM_SPOT_ANGLE);
  346. BIND_ENUM_CONSTANT(PARAM_SPOT_ATTENUATION);
  347. BIND_ENUM_CONSTANT(PARAM_SHADOW_MAX_DISTANCE);
  348. BIND_ENUM_CONSTANT(PARAM_SHADOW_SPLIT_1_OFFSET);
  349. BIND_ENUM_CONSTANT(PARAM_SHADOW_SPLIT_2_OFFSET);
  350. BIND_ENUM_CONSTANT(PARAM_SHADOW_SPLIT_3_OFFSET);
  351. BIND_ENUM_CONSTANT(PARAM_SHADOW_FADE_START);
  352. BIND_ENUM_CONSTANT(PARAM_SHADOW_NORMAL_BIAS);
  353. BIND_ENUM_CONSTANT(PARAM_SHADOW_BIAS);
  354. BIND_ENUM_CONSTANT(PARAM_SHADOW_PANCAKE_SIZE);
  355. BIND_ENUM_CONSTANT(PARAM_SHADOW_OPACITY);
  356. BIND_ENUM_CONSTANT(PARAM_SHADOW_BLUR);
  357. BIND_ENUM_CONSTANT(PARAM_TRANSMITTANCE_BIAS);
  358. BIND_ENUM_CONSTANT(PARAM_INTENSITY);
  359. BIND_ENUM_CONSTANT(PARAM_MAX);
  360. BIND_ENUM_CONSTANT(BAKE_DISABLED);
  361. BIND_ENUM_CONSTANT(BAKE_STATIC);
  362. BIND_ENUM_CONSTANT(BAKE_DYNAMIC);
  363. }
  364. Light3D::Light3D(RenderingServer::LightType p_type) {
  365. type = p_type;
  366. switch (p_type) {
  367. case RS::LIGHT_DIRECTIONAL:
  368. light = RenderingServer::get_singleton()->directional_light_create();
  369. break;
  370. case RS::LIGHT_OMNI:
  371. light = RenderingServer::get_singleton()->omni_light_create();
  372. break;
  373. case RS::LIGHT_SPOT:
  374. light = RenderingServer::get_singleton()->spot_light_create();
  375. break;
  376. default: {
  377. };
  378. }
  379. RS::get_singleton()->instance_set_base(get_instance(), light);
  380. set_color(Color(1, 1, 1, 1));
  381. set_shadow(false);
  382. set_negative(false);
  383. set_cull_mask(0xFFFFFFFF);
  384. set_param(PARAM_ENERGY, 1);
  385. set_param(PARAM_INDIRECT_ENERGY, 1);
  386. set_param(PARAM_VOLUMETRIC_FOG_ENERGY, 1);
  387. set_param(PARAM_SPECULAR, 0.5);
  388. set_param(PARAM_RANGE, 5);
  389. set_param(PARAM_SIZE, 0);
  390. set_param(PARAM_ATTENUATION, 1);
  391. set_param(PARAM_SPOT_ANGLE, 45);
  392. set_param(PARAM_SPOT_ATTENUATION, 1);
  393. set_param(PARAM_SHADOW_MAX_DISTANCE, 0);
  394. set_param(PARAM_SHADOW_SPLIT_1_OFFSET, 0.1);
  395. set_param(PARAM_SHADOW_SPLIT_2_OFFSET, 0.2);
  396. set_param(PARAM_SHADOW_SPLIT_3_OFFSET, 0.5);
  397. set_param(PARAM_SHADOW_FADE_START, 0.8);
  398. set_param(PARAM_SHADOW_PANCAKE_SIZE, 20.0);
  399. set_param(PARAM_SHADOW_OPACITY, 1.0);
  400. set_param(PARAM_SHADOW_BLUR, 1.0);
  401. set_param(PARAM_SHADOW_BIAS, 0.1);
  402. set_param(PARAM_SHADOW_NORMAL_BIAS, 1.0);
  403. set_param(PARAM_TRANSMITTANCE_BIAS, 0.05);
  404. set_param(PARAM_SHADOW_FADE_START, 1);
  405. // For OmniLight3D and SpotLight3D, specified in Lumens.
  406. set_param(PARAM_INTENSITY, 1000.0);
  407. set_temperature(6500.0); // Nearly white.
  408. set_disable_scale(true);
  409. }
  410. Light3D::Light3D() {
  411. ERR_PRINT("Light3D should not be instantiated directly; use the DirectionalLight3D, OmniLight3D or SpotLight3D subtypes instead.");
  412. }
  413. Light3D::~Light3D() {
  414. ERR_FAIL_NULL(RenderingServer::get_singleton());
  415. RS::get_singleton()->instance_set_base(get_instance(), RID());
  416. if (light.is_valid()) {
  417. RenderingServer::get_singleton()->free(light);
  418. }
  419. }
  420. /////////////////////////////////////////
  421. void DirectionalLight3D::set_shadow_mode(ShadowMode p_mode) {
  422. shadow_mode = p_mode;
  423. RS::get_singleton()->light_directional_set_shadow_mode(light, RS::LightDirectionalShadowMode(p_mode));
  424. notify_property_list_changed();
  425. }
  426. DirectionalLight3D::ShadowMode DirectionalLight3D::get_shadow_mode() const {
  427. return shadow_mode;
  428. }
  429. void DirectionalLight3D::set_blend_splits(bool p_enable) {
  430. blend_splits = p_enable;
  431. RS::get_singleton()->light_directional_set_blend_splits(light, p_enable);
  432. }
  433. bool DirectionalLight3D::is_blend_splits_enabled() const {
  434. return blend_splits;
  435. }
  436. void DirectionalLight3D::set_sky_mode(SkyMode p_mode) {
  437. sky_mode = p_mode;
  438. RS::get_singleton()->light_directional_set_sky_mode(light, RS::LightDirectionalSkyMode(p_mode));
  439. }
  440. DirectionalLight3D::SkyMode DirectionalLight3D::get_sky_mode() const {
  441. return sky_mode;
  442. }
  443. void DirectionalLight3D::_validate_property(PropertyInfo &p_property) const {
  444. if (Engine::get_singleton()->is_editor_hint()) {
  445. if (shadow_mode == SHADOW_ORTHOGONAL && (p_property.name == "directional_shadow_split_1" || p_property.name == "directional_shadow_blend_splits")) {
  446. // Split 2 and split blending are only used with the PSSM 2 Splits and PSSM 4 Splits shadow modes.
  447. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  448. }
  449. 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")) {
  450. // Splits 3 and 4 are only used with the PSSM 4 Splits shadow mode.
  451. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  452. }
  453. }
  454. if (p_property.name == "light_size" || p_property.name == "light_projector") {
  455. // Not implemented in DirectionalLight3D (`light_size` is replaced by `light_angular_distance`).
  456. p_property.usage = PROPERTY_USAGE_NONE;
  457. }
  458. 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") {
  459. // Not relevant for DirectionalLight3D, as the light LOD system only pertains to point lights.
  460. // For DirectionalLight3D, `directional_shadow_max_distance` can be used instead.
  461. p_property.usage = PROPERTY_USAGE_NONE;
  462. }
  463. }
  464. void DirectionalLight3D::_bind_methods() {
  465. ClassDB::bind_method(D_METHOD("set_shadow_mode", "mode"), &DirectionalLight3D::set_shadow_mode);
  466. ClassDB::bind_method(D_METHOD("get_shadow_mode"), &DirectionalLight3D::get_shadow_mode);
  467. ClassDB::bind_method(D_METHOD("set_blend_splits", "enabled"), &DirectionalLight3D::set_blend_splits);
  468. ClassDB::bind_method(D_METHOD("is_blend_splits_enabled"), &DirectionalLight3D::is_blend_splits_enabled);
  469. ClassDB::bind_method(D_METHOD("set_sky_mode", "mode"), &DirectionalLight3D::set_sky_mode);
  470. ClassDB::bind_method(D_METHOD("get_sky_mode"), &DirectionalLight3D::get_sky_mode);
  471. ADD_GROUP("Directional Shadow", "directional_shadow_");
  472. 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");
  473. 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);
  474. 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);
  475. 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);
  476. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "directional_shadow_blend_splits"), "set_blend_splits", "is_blend_splits_enabled");
  477. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_fade_start", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_FADE_START);
  478. 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);
  479. 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);
  480. ADD_PROPERTY(PropertyInfo(Variant::INT, "sky_mode", PROPERTY_HINT_ENUM, "Light and Sky,Light Only,Sky Only"), "set_sky_mode", "get_sky_mode");
  481. BIND_ENUM_CONSTANT(SHADOW_ORTHOGONAL);
  482. BIND_ENUM_CONSTANT(SHADOW_PARALLEL_2_SPLITS);
  483. BIND_ENUM_CONSTANT(SHADOW_PARALLEL_4_SPLITS);
  484. BIND_ENUM_CONSTANT(SKY_MODE_LIGHT_AND_SKY);
  485. BIND_ENUM_CONSTANT(SKY_MODE_LIGHT_ONLY);
  486. BIND_ENUM_CONSTANT(SKY_MODE_SKY_ONLY);
  487. }
  488. DirectionalLight3D::DirectionalLight3D() :
  489. Light3D(RenderingServer::LIGHT_DIRECTIONAL) {
  490. set_param(PARAM_SHADOW_MAX_DISTANCE, 100);
  491. set_param(PARAM_SHADOW_FADE_START, 0.8);
  492. // Increase the default shadow normal bias to better suit most scenes.
  493. set_param(PARAM_SHADOW_NORMAL_BIAS, 2.0);
  494. set_param(PARAM_INTENSITY, 100000.0); // Specified in Lux, approximate mid-day sun.
  495. set_param(PARAM_SPECULAR, 1.0);
  496. set_shadow_mode(SHADOW_PARALLEL_4_SPLITS);
  497. blend_splits = false;
  498. set_sky_mode(SKY_MODE_LIGHT_AND_SKY);
  499. }
  500. void OmniLight3D::set_shadow_mode(ShadowMode p_mode) {
  501. shadow_mode = p_mode;
  502. RS::get_singleton()->light_omni_set_shadow_mode(light, RS::LightOmniShadowMode(p_mode));
  503. }
  504. OmniLight3D::ShadowMode OmniLight3D::get_shadow_mode() const {
  505. return shadow_mode;
  506. }
  507. PackedStringArray OmniLight3D::get_configuration_warnings() const {
  508. PackedStringArray warnings = Light3D::get_configuration_warnings();
  509. if (!has_shadow() && get_projector().is_valid()) {
  510. warnings.push_back(RTR("Projector texture only works with shadows active."));
  511. }
  512. if (get_projector().is_valid() && (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility" || OS::get_singleton()->get_current_rendering_method() == "dummy")) {
  513. warnings.push_back(RTR("Projector textures are not supported when using the Compatibility renderer yet. Support will be added in a future release."));
  514. }
  515. return warnings;
  516. }
  517. void OmniLight3D::_bind_methods() {
  518. ClassDB::bind_method(D_METHOD("set_shadow_mode", "mode"), &OmniLight3D::set_shadow_mode);
  519. ClassDB::bind_method(D_METHOD("get_shadow_mode"), &OmniLight3D::get_shadow_mode);
  520. ADD_GROUP("Omni", "omni_");
  521. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "omni_range", PROPERTY_HINT_RANGE, "0,4096,0.001,or_greater,exp"), "set_param", "get_param", PARAM_RANGE);
  522. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "omni_attenuation", PROPERTY_HINT_RANGE, "-10,10,0.001,or_greater,or_less"), "set_param", "get_param", PARAM_ATTENUATION);
  523. ADD_PROPERTY(PropertyInfo(Variant::INT, "omni_shadow_mode", PROPERTY_HINT_ENUM, "Dual Paraboloid,Cube"), "set_shadow_mode", "get_shadow_mode");
  524. BIND_ENUM_CONSTANT(SHADOW_DUAL_PARABOLOID);
  525. BIND_ENUM_CONSTANT(SHADOW_CUBE);
  526. }
  527. OmniLight3D::OmniLight3D() :
  528. Light3D(RenderingServer::LIGHT_OMNI) {
  529. set_shadow_mode(SHADOW_CUBE);
  530. }
  531. PackedStringArray SpotLight3D::get_configuration_warnings() const {
  532. PackedStringArray warnings = Light3D::get_configuration_warnings();
  533. if (has_shadow() && get_param(PARAM_SPOT_ANGLE) >= 90.0) {
  534. warnings.push_back(RTR("A SpotLight3D with an angle wider than 90 degrees cannot cast shadows."));
  535. }
  536. if (!has_shadow() && get_projector().is_valid()) {
  537. warnings.push_back(RTR("Projector texture only works with shadows active."));
  538. }
  539. if (get_projector().is_valid() && (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility" || OS::get_singleton()->get_current_rendering_method() == "dummy")) {
  540. warnings.push_back(RTR("Projector textures are not supported when using the Compatibility renderer yet. Support will be added in a future release."));
  541. }
  542. return warnings;
  543. }
  544. void SpotLight3D::_bind_methods() {
  545. ADD_GROUP("Spot", "spot_");
  546. 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);
  547. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_attenuation", PROPERTY_HINT_RANGE, "-10,10,0.01,or_greater,or_less"), "set_param", "get_param", PARAM_ATTENUATION);
  548. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_angle", PROPERTY_HINT_RANGE, "0,180,0.01,degrees"), "set_param", "get_param", PARAM_SPOT_ANGLE);
  549. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_angle_attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_param", "get_param", PARAM_SPOT_ATTENUATION);
  550. }
  551. SpotLight3D::SpotLight3D() :
  552. Light3D(RenderingServer::LIGHT_SPOT) {
  553. // Decrease the default shadow bias to better suit most scenes.
  554. set_param(PARAM_SHADOW_BIAS, 0.03);
  555. }