pandemonium_engine/modules/vertex_lights_3d/vertex_light_3d.cpp

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/*************************************************************************/
/* vertex_light_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 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 "vertex_light_3d.h"
#include "core/config/engine.h"
#include "scene/resources/world_3d.h"
bool VertexLight3D::get_is_enabled() {
return _enabled;
}
void VertexLight3D::set_enabled(const bool p_enabled) {
_enabled = p_enabled;
_update_light_visibility();
}
real_t VertexLight3D::get_range() {
return _range;
}
void VertexLight3D::set_range(const real_t p_range) {
_range = p_range;
VertexLights3DServer::get_singleton()->light_set_range(_vertex_light, _range);
}
real_t VertexLight3D::get_attenuation() {
return _attenuation;
}
void VertexLight3D::set_attenuation(const real_t p_attenuation) {
_attenuation = p_attenuation;
VertexLights3DServer::get_singleton()->light_set_attenuation(_vertex_light, _attenuation);
}
Color VertexLight3D::get_color() {
return _color;
}
void VertexLight3D::set_color(const Color &p_color) {
_color = p_color;
VertexLights3DServer::get_singleton()->light_set_color(_vertex_light, _color);
}
VertexLight3D::VertexLight3DMode VertexLight3D::get_mode() {
return _mode;
}
void VertexLight3D::set_mode(const VertexLight3D::VertexLight3DMode p_mode) {
_mode = p_mode;
VertexLights3DServer::get_singleton()->light_set_mode(_vertex_light, (VertexLights3DServer::VertexLight3DMode)_mode);
}
int VertexLight3D::get_item_cull_mask() {
return _item_cull_mask;
}
void VertexLight3D::set_item_cull_mask(const int p_item_cull_mask) {
_item_cull_mask = p_item_cull_mask;
VertexLights3DServer::get_singleton()->light_set_item_cull_mask(_vertex_light, _item_cull_mask);
}
VertexLight3D::VertexLight3D() {
_vertex_light = RID_PRIME(VertexLights3DServer::get_singleton()->light_create());
_enabled = true;
_range = 5;
_attenuation = 1;
_color = Color(1, 1, 1, 1);
_item_cull_mask = 1;
_mode = VERTEX_LIGHT_3D_MODE_ADD;
set_notify_transform(true);
}
VertexLight3D::~VertexLight3D() {
VertexLights3DServer::get_singleton()->free(_vertex_light);
}
void VertexLight3D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
Ref<World3D> world = get_world_3d();
ERR_FAIL_COND(!world.is_valid());
RID map = world->get_vertex_lights_3d_map();
VertexLights3DServer::get_singleton()->light_set_map(_vertex_light, map);
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VertexLights3DServer::get_singleton()->light_set_position(_vertex_light, get_global_transform().get_origin());
_update_light_visibility();
} break;
case NOTIFICATION_EXIT_TREE: {
VertexLights3DServer::get_singleton()->light_set_map(_vertex_light, RID());
_update_light_visibility();
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
VertexLights3DServer::get_singleton()->light_set_position(_vertex_light, get_global_transform().get_origin());
} break;
case NOTIFICATION_VISIBILITY_CHANGED: {
_update_light_visibility();
} break;
}
}
void VertexLight3D::_update_light_visibility() {
if (!is_inside_tree()) {
return;
}
VertexLights3DServer::get_singleton()->light_set_enabled(_vertex_light, _enabled && is_visible_in_tree());
}
void VertexLight3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_is_enabled"), &VertexLight3D::get_is_enabled);
ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &VertexLight3D::set_enabled);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "get_is_enabled");
ClassDB::bind_method(D_METHOD("get_range"), &VertexLight3D::get_range);
ClassDB::bind_method(D_METHOD("set_range", "range"), &VertexLight3D::set_range);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "range"), "set_range", "get_range");
ClassDB::bind_method(D_METHOD("get_attenuation"), &VertexLight3D::get_attenuation);
ClassDB::bind_method(D_METHOD("set_attenuation", "attenuation"), &VertexLight3D::set_attenuation);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_attenuation", "get_attenuation");
ClassDB::bind_method(D_METHOD("get_color"), &VertexLight3D::get_color);
ClassDB::bind_method(D_METHOD("set_color", "color"), &VertexLight3D::set_color);
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
ClassDB::bind_method(D_METHOD("get_mode"), &VertexLight3D::get_mode);
ClassDB::bind_method(D_METHOD("set_mode", "mode"), &VertexLight3D::set_mode);
//,Mask
ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Add,Sub,Mix"), "set_mode", "get_mode");
ClassDB::bind_method(D_METHOD("get_item_cull_mask"), &VertexLight3D::get_item_cull_mask);
ClassDB::bind_method(D_METHOD("set_item_cull_mask", "item_cull_mask"), &VertexLight3D::set_item_cull_mask);
ADD_PROPERTY(PropertyInfo(Variant::INT, "item_cull_mask", PROPERTY_HINT_LAYERS_3D_RENDER), "set_item_cull_mask", "get_item_cull_mask");
BIND_ENUM_CONSTANT(VERTEX_LIGHT_3D_MODE_ADD);
BIND_ENUM_CONSTANT(VERTEX_LIGHT_3D_MODE_SUB);
BIND_ENUM_CONSTANT(VERTEX_LIGHT_3D_MODE_MIX);
}