/*************************************************************************/ /* light.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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" 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_SIZE = VS::LIGHT_PARAM_SIZE, 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 }; 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(); // bind helpers protected: RID light; static void _bind_methods(); void _notification(int p_what); virtual void _validate_property(PropertyInfo &property) const; 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; virtual AABB get_aabb() const; virtual PoolVector get_faces(uint32_t p_usage_flags) const; Light(); ~Light(); }; VARIANT_ENUM_CAST(Light::Param); 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: virtual String get_configuration_warning() const; SpotLight() : Light(VisualServer::LIGHT_SPOT) {} }; #endif