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https://github.com/Relintai/pandemonium_engine.git
synced 2024-11-22 08:57:34 +01:00
769c33abdf
- Implement shadow fading when using the Orthogonal shadow mode (like in `master`). This allows customizing the distance at which directional shadows start to fade away. Shadow fading will also always start at the same distance now, regardless of the current shadow mode in use. This is useful for enclosed levels to prevent shadows from fading at all with a well-tuned maximum distance. The default fade start value (0.8) results in fading happening later in the distance compared to the previous behavior, where fading started from the last shadow split distance (0.6 in PSSM 4 Splits and 0.1 in PSSM 2 Splits).
227 lines
6.7 KiB
C++
227 lines
6.7 KiB
C++
#ifndef LIGHT_H
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#define LIGHT_H
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/*************************************************************************/
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/* light.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "scene/3d/visual_instance.h"
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#include "servers/rendering_server.h"
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class Light : public VisualInstance {
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GDCLASS(Light, VisualInstance);
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OBJ_CATEGORY("3D Light Nodes");
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public:
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enum Param {
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PARAM_ENERGY = RS::LIGHT_PARAM_ENERGY,
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PARAM_INDIRECT_ENERGY = RS::LIGHT_PARAM_INDIRECT_ENERGY,
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PARAM_SIZE = RS::LIGHT_PARAM_SIZE,
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PARAM_SPECULAR = RS::LIGHT_PARAM_SPECULAR,
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PARAM_RANGE = RS::LIGHT_PARAM_RANGE,
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PARAM_ATTENUATION = RS::LIGHT_PARAM_ATTENUATION,
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PARAM_SPOT_ANGLE = RS::LIGHT_PARAM_SPOT_ANGLE,
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PARAM_SPOT_ATTENUATION = RS::LIGHT_PARAM_SPOT_ATTENUATION,
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PARAM_CONTACT_SHADOW_SIZE = RS::LIGHT_PARAM_CONTACT_SHADOW_SIZE,
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PARAM_SHADOW_MAX_DISTANCE = RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE,
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PARAM_SHADOW_SPLIT_1_OFFSET = RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET,
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PARAM_SHADOW_SPLIT_2_OFFSET = RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET,
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PARAM_SHADOW_SPLIT_3_OFFSET = RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET,
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PARAM_SHADOW_NORMAL_BIAS = RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS,
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PARAM_SHADOW_BIAS = RS::LIGHT_PARAM_SHADOW_BIAS,
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PARAM_SHADOW_BIAS_SPLIT_SCALE = RS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE,
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PARAM_SHADOW_FADE_START = RS::LIGHT_PARAM_SHADOW_FADE_START,
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PARAM_MAX = RS::LIGHT_PARAM_MAX
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};
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enum BakeMode {
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BAKE_DISABLED,
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BAKE_INDIRECT,
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BAKE_ALL
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};
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private:
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Color color;
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float param[PARAM_MAX];
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Color shadow_color;
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bool shadow;
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bool negative;
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bool reverse_cull;
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uint32_t cull_mask;
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RS::LightType type;
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bool editor_only;
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void _update_visibility();
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BakeMode bake_mode;
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// bind helpers
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virtual void owner_changed_notify();
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protected:
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RID light;
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static void _bind_methods();
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void _notification(int p_what);
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virtual void _validate_property(PropertyInfo &property) const;
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Light(RenderingServer::LightType p_type);
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public:
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RS::LightType get_light_type() const { return type; }
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void set_editor_only(bool p_editor_only);
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bool is_editor_only() const;
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void set_param(Param p_param, float p_value);
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float get_param(Param p_param) const;
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void set_shadow(bool p_enable);
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bool has_shadow() const;
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void set_negative(bool p_enable);
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bool is_negative() const;
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void set_cull_mask(uint32_t p_cull_mask);
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uint32_t get_cull_mask() const;
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void set_color(const Color &p_color);
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Color get_color() const;
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void set_shadow_color(const Color &p_shadow_color);
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Color get_shadow_color() const;
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void set_shadow_reverse_cull_face(bool p_enable);
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bool get_shadow_reverse_cull_face() const;
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void set_bake_mode(BakeMode p_mode);
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BakeMode get_bake_mode() const;
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virtual AABB get_aabb() const;
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virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
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Light();
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~Light();
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};
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VARIANT_ENUM_CAST(Light::Param);
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VARIANT_ENUM_CAST(Light::BakeMode);
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class DirectionalLight : public Light {
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GDCLASS(DirectionalLight, Light);
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public:
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enum ShadowMode {
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SHADOW_ORTHOGONAL,
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SHADOW_PARALLEL_2_SPLITS,
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SHADOW_PARALLEL_3_SPLITS,
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SHADOW_PARALLEL_4_SPLITS
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};
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enum ShadowDepthRange {
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SHADOW_DEPTH_RANGE_STABLE = RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE,
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SHADOW_DEPTH_RANGE_OPTIMIZED = RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED,
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};
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private:
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bool blend_splits;
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ShadowMode shadow_mode;
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ShadowDepthRange shadow_depth_range;
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protected:
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static void _bind_methods();
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virtual void _validate_property(PropertyInfo &property) const;
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public:
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void set_shadow_mode(ShadowMode p_mode);
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ShadowMode get_shadow_mode() const;
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void set_shadow_depth_range(ShadowDepthRange p_range);
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ShadowDepthRange get_shadow_depth_range() const;
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void set_blend_splits(bool p_enable);
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bool is_blend_splits_enabled() const;
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DirectionalLight();
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};
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VARIANT_ENUM_CAST(DirectionalLight::ShadowMode)
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VARIANT_ENUM_CAST(DirectionalLight::ShadowDepthRange)
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class OmniLight : public Light {
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GDCLASS(OmniLight, Light);
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public:
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// omni light
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enum ShadowMode {
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SHADOW_DUAL_PARABOLOID,
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SHADOW_CUBE,
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};
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// omni light
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enum ShadowDetail {
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SHADOW_DETAIL_VERTICAL,
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SHADOW_DETAIL_HORIZONTAL
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};
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private:
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ShadowMode shadow_mode;
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ShadowDetail shadow_detail;
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protected:
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static void _bind_methods();
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public:
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void set_shadow_mode(ShadowMode p_mode);
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ShadowMode get_shadow_mode() const;
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void set_shadow_detail(ShadowDetail p_detail);
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ShadowDetail get_shadow_detail() const;
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OmniLight();
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};
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VARIANT_ENUM_CAST(OmniLight::ShadowMode)
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VARIANT_ENUM_CAST(OmniLight::ShadowDetail)
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class SpotLight : public Light {
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GDCLASS(SpotLight, Light);
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protected:
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static void _bind_methods();
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public:
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virtual String get_configuration_warning() const;
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SpotLight() :
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Light(RenderingServer::LIGHT_SPOT) {}
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};
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#endif
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