mirror of
https://github.com/Relintai/pandemonium_engine.git
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209 lines
6.3 KiB
C++
209 lines
6.3 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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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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/visual_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 = VS::LIGHT_PARAM_ENERGY,
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PARAM_INDIRECT_ENERGY = VS::LIGHT_PARAM_INDIRECT_ENERGY,
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PARAM_SIZE = VS::LIGHT_PARAM_SIZE,
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PARAM_SPECULAR = VS::LIGHT_PARAM_SPECULAR,
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PARAM_RANGE = VS::LIGHT_PARAM_RANGE,
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PARAM_ATTENUATION = VS::LIGHT_PARAM_ATTENUATION,
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PARAM_SPOT_ANGLE = VS::LIGHT_PARAM_SPOT_ANGLE,
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PARAM_SPOT_ATTENUATION = VS::LIGHT_PARAM_SPOT_ATTENUATION,
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PARAM_CONTACT_SHADOW_SIZE = VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE,
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PARAM_SHADOW_MAX_DISTANCE = VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE,
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PARAM_SHADOW_SPLIT_1_OFFSET = VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET,
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PARAM_SHADOW_SPLIT_2_OFFSET = VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET,
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PARAM_SHADOW_SPLIT_3_OFFSET = VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET,
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PARAM_SHADOW_NORMAL_BIAS = VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS,
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PARAM_SHADOW_BIAS = VS::LIGHT_PARAM_SHADOW_BIAS,
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PARAM_SHADOW_BIAS_SPLIT_SCALE = VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE,
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PARAM_MAX = VS::LIGHT_PARAM_MAX
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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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VS::LightType type;
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bool editor_only;
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void _update_visibility();
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// bind helpers
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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(VisualServer::LightType p_type);
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public:
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VS::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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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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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_4_SPLITS
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};
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enum ShadowDepthRange {
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SHADOW_DEPTH_RANGE_STABLE = VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE,
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SHADOW_DEPTH_RANGE_OPTIMIZED = VS::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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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(VisualServer::LIGHT_SPOT) {}
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};
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#endif
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