pandemonium_engine/editor_modules/gltf/extensions/gltf_light.cpp

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/*************************************************************************/
/* gltf_light.cpp */
/*************************************************************************/
2023-12-17 22:50:00 +01:00
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
2023-12-17 22:50:00 +01:00
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
2023-12-17 22:50:00 +01:00
/* 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 "gltf_light.h"
#include "scene/3d/light.h"
void GLTFLight::_bind_methods() {
ClassDB::bind_method(D_METHOD("to_node"), &GLTFLight::to_node);
ClassDB::bind_method(D_METHOD("to_dictionary"), &GLTFLight::to_dictionary);
ClassDB::bind_method(D_METHOD("get_color"), &GLTFLight::get_color);
ClassDB::bind_method(D_METHOD("set_color", "color"), &GLTFLight::set_color);
ClassDB::bind_method(D_METHOD("get_intensity"), &GLTFLight::get_intensity);
ClassDB::bind_method(D_METHOD("set_intensity", "intensity"), &GLTFLight::set_intensity);
ClassDB::bind_method(D_METHOD("get_type"), &GLTFLight::get_type);
ClassDB::bind_method(D_METHOD("set_type", "type"), &GLTFLight::set_type);
ClassDB::bind_method(D_METHOD("get_range"), &GLTFLight::get_range);
ClassDB::bind_method(D_METHOD("set_range", "range"), &GLTFLight::set_range);
ClassDB::bind_method(D_METHOD("get_inner_cone_angle"), &GLTFLight::get_inner_cone_angle);
ClassDB::bind_method(D_METHOD("set_inner_cone_angle", "inner_cone_angle"), &GLTFLight::set_inner_cone_angle);
ClassDB::bind_method(D_METHOD("get_outer_cone_angle"), &GLTFLight::get_outer_cone_angle);
ClassDB::bind_method(D_METHOD("set_outer_cone_angle", "outer_cone_angle"), &GLTFLight::set_outer_cone_angle);
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color"); // Color
ADD_PROPERTY(PropertyInfo(Variant::REAL, "intensity"), "set_intensity", "get_intensity"); // float
ADD_PROPERTY(PropertyInfo(Variant::STRING, "type"), "set_type", "get_type"); // String
ADD_PROPERTY(PropertyInfo(Variant::REAL, "range"), "set_range", "get_range"); // float
ADD_PROPERTY(PropertyInfo(Variant::REAL, "inner_cone_angle"), "set_inner_cone_angle", "get_inner_cone_angle"); // float
ADD_PROPERTY(PropertyInfo(Variant::REAL, "outer_cone_angle"), "set_outer_cone_angle", "get_outer_cone_angle"); // float
}
Color GLTFLight::get_color() {
return color;
}
void GLTFLight::set_color(Color p_color) {
color = p_color;
}
float GLTFLight::get_intensity() {
return intensity;
}
void GLTFLight::set_intensity(float p_intensity) {
intensity = p_intensity;
}
String GLTFLight::get_type() {
return type;
}
void GLTFLight::set_type(String p_type) {
type = p_type;
}
float GLTFLight::get_range() {
return range;
}
void GLTFLight::set_range(float p_range) {
range = p_range;
}
float GLTFLight::get_inner_cone_angle() {
return inner_cone_angle;
}
void GLTFLight::set_inner_cone_angle(float p_inner_cone_angle) {
inner_cone_angle = p_inner_cone_angle;
}
float GLTFLight::get_outer_cone_angle() {
return outer_cone_angle;
}
void GLTFLight::set_outer_cone_angle(float p_outer_cone_angle) {
outer_cone_angle = p_outer_cone_angle;
}
Ref<GLTFLight> GLTFLight::from_node(const Light *p_light) {
Ref<GLTFLight> l;
l.instance();
ERR_FAIL_COND_V_MSG(!p_light, l, "Tried to create a GLTFLight from a Light node, but the given node was null.");
l->color = p_light->get_color();
if (cast_to<const DirectionalLight>(p_light)) {
l->type = "directional";
const DirectionalLight *light = cast_to<const DirectionalLight>(p_light);
l->intensity = light->get_param(DirectionalLight::PARAM_ENERGY);
l->range = FLT_MAX; // Range for directional lights is infinite in Godot.
} else if (cast_to<const OmniLight>(p_light)) {
l->type = "point";
const OmniLight *light = cast_to<const OmniLight>(p_light);
l->range = light->get_param(OmniLight::PARAM_RANGE);
l->intensity = light->get_param(OmniLight::PARAM_ENERGY);
} else if (cast_to<const SpotLight>(p_light)) {
l->type = "spot";
const SpotLight *light = cast_to<const SpotLight>(p_light);
l->range = light->get_param(SpotLight::PARAM_RANGE);
l->intensity = light->get_param(SpotLight::PARAM_ENERGY);
l->outer_cone_angle = Math::deg2rad(light->get_param(SpotLight::PARAM_SPOT_ANGLE));
// This equation is the inverse of the import equation (which has a desmos link).
float angle_ratio = 1 - (0.2 / (0.1 + light->get_param(SpotLight::PARAM_SPOT_ATTENUATION)));
angle_ratio = MAX(0, angle_ratio);
l->inner_cone_angle = l->outer_cone_angle * angle_ratio;
}
return l;
}
Light *GLTFLight::to_node() const {
if (type == "directional") {
DirectionalLight *light = memnew(DirectionalLight);
light->set_param(Light::PARAM_ENERGY, intensity);
light->set_color(color);
return light;
}
if (type == "point") {
OmniLight *light = memnew(OmniLight);
light->set_param(OmniLight::PARAM_ENERGY, intensity);
light->set_param(OmniLight::PARAM_RANGE, CLAMP(range, 0, 4096));
light->set_color(color);
return light;
}
if (type == "spot") {
SpotLight *light = memnew(SpotLight);
light->set_param(SpotLight::PARAM_ENERGY, intensity);
light->set_param(SpotLight::PARAM_RANGE, CLAMP(range, 0, 4096));
light->set_param(SpotLight::PARAM_SPOT_ANGLE, Math::rad2deg(outer_cone_angle));
light->set_color(color);
// Line of best fit derived from guessing, see https://www.desmos.com/calculator/biiflubp8b
// The points in desmos are not exact, except for (1, infinity).
float angle_ratio = inner_cone_angle / outer_cone_angle;
float angle_attenuation = 0.2 / (1 - angle_ratio) - 0.1;
light->set_param(SpotLight::PARAM_SPOT_ATTENUATION, angle_attenuation);
return light;
}
return memnew(Light);
}
Ref<GLTFLight> GLTFLight::from_dictionary(const Dictionary p_dictionary) {
ERR_FAIL_COND_V_MSG(!p_dictionary.has("type"), Ref<GLTFLight>(), "Failed to parse GLTF light, missing required field 'type'.");
Ref<GLTFLight> light;
light.instance();
const String &type = p_dictionary["type"];
light->type = type;
if (p_dictionary.has("color")) {
const Array &arr = p_dictionary["color"];
if (arr.size() == 3) {
light->color = Color(arr[0], arr[1], arr[2]).to_srgb();
} else {
ERR_PRINT("Error parsing GLTF light: The color must have exactly 3 numbers.");
}
}
if (p_dictionary.has("intensity")) {
light->intensity = p_dictionary["intensity"];
}
if (p_dictionary.has("range")) {
light->range = p_dictionary["range"];
}
if (type == "spot") {
const Dictionary &spot = p_dictionary["spot"];
light->inner_cone_angle = spot["innerConeAngle"];
light->outer_cone_angle = spot["outerConeAngle"];
if (light->inner_cone_angle >= light->outer_cone_angle) {
ERR_PRINT("Error parsing GLTF light: The inner angle must be smaller than the outer angle.");
}
} else if (type != "point" && type != "directional") {
ERR_PRINT("Error parsing GLTF light: Light type '" + type + "' is unknown.");
}
return light;
}
Dictionary GLTFLight::to_dictionary() const {
Dictionary d;
Array color_array;
color_array.resize(3);
color_array[0] = color.r;
color_array[1] = color.g;
color_array[2] = color.b;
d["color"] = color_array;
d["type"] = type;
if (type == "spot") {
Dictionary spot_dict;
spot_dict["innerConeAngle"] = inner_cone_angle;
spot_dict["outerConeAngle"] = outer_cone_angle;
d["spot"] = spot_dict;
}
d["intensity"] = intensity;
d["range"] = range;
return d;
}