/*************************************************************************/ /* 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 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); 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); }