pandemonium_engine/modules/vertex_lights_3d/doc_classes/VertexLights3DServer.xml

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="VertexLights3DServer" inherits="Object" version="4.3">
<brief_description>
A server that provides a way to store static lights that can be used to bake lighting information into mesh vertex data, or [SpatialMaterial]'s albedo modulation.
</brief_description>
<description>
A server that provides a way to store static lights that can be used to bake lighting information into mesh vertex data, or [SpatialMaterial]'s albedo modulation.
With this class extremely complex light information can be stored and used with no additional cost on the GPU side.
After adding lights, you can use [member sample_light] to sample lighting at a specified point in the map's space, then use the resulting [Color] to either further modifty the albedo color in your shader, or you can bake vertex colors of your meshes.
The drawback of this method is that it's more expensive change lights.
Note that you can use the normal 3D lighting system on top of this if you need dynamic lights (like [OmniLight]). That system is better suited for that purpose.
Currently this class stores lights inside quadrants. Their optimal size should be a bit more than the radius of the biggest light you want to have.
</description>
<tutorials>
</tutorials>
<methods>
<method name="flush_notifications">
<return type="void" />
<description>
Flushes map changed notifications. This will get called automatically.
</description>
</method>
<method name="free">
<return type="void" />
<argument index="0" name="rid" type="RID" />
<description>
Frees an allocated resource.
</description>
</method>
<method name="get_default_quadrant_size" qualifiers="const">
<return type="Vector3i" />
<description>
Get the default internal quadrant size.
</description>
</method>
<method name="light_create">
<return type="RID" />
<description>
Create a light.
</description>
</method>
<method name="light_get_attenuation">
<return type="float" />
<argument index="0" name="light" type="RID" />
<description>
Get a light's attenuation property.
</description>
</method>
<method name="light_get_color">
<return type="Color" />
<argument index="0" name="light" type="RID" />
<description>
Get a light's color property.
</description>
</method>
<method name="light_get_is_enabled">
<return type="bool" />
<argument index="0" name="light" type="RID" />
<description>
Get a light's enabled property.
</description>
</method>
<method name="light_get_item_cull_mask">
<return type="int" />
<argument index="0" name="light" type="RID" />
<description>
Get a light's item cull mask property.
</description>
</method>
<method name="light_get_map">
<return type="RID" />
<argument index="0" name="light" type="RID" />
<description>
Get a light's map.
</description>
</method>
<method name="light_get_mode">
<return type="int" enum="VertexLights3DServer.VertexLight3DMode" />
<argument index="0" name="light" type="RID" />
<description>
Get a light's mix mode.
</description>
</method>
<method name="light_get_position">
<return type="Vector3" />
<argument index="0" name="light" type="RID" />
<description>
Get a light's position.
</description>
</method>
<method name="light_get_range">
<return type="float" />
<argument index="0" name="light" type="RID" />
<description>
Get a light's range.
</description>
</method>
<method name="light_set_attenuation">
<return type="void" />
<argument index="0" name="light" type="RID" />
<argument index="1" name="attenuation" type="float" />
<description>
Set a light's attenuation property.
</description>
</method>
<method name="light_set_color">
<return type="void" />
<argument index="0" name="light" type="RID" />
<argument index="1" name="color" type="Color" />
<description>
Set a light's color property.
</description>
</method>
<method name="light_set_enabled">
<return type="void" />
<argument index="0" name="light" type="RID" />
<argument index="1" name="enabled" type="bool" />
<description>
Set a light's enabled property.
</description>
</method>
<method name="light_set_item_cull_mask">
<return type="void" />
<argument index="0" name="light" type="RID" />
<argument index="1" name="item_cull_mask" type="int" />
<description>
Set a light's item cull mask property.
</description>
</method>
<method name="light_set_map">
<return type="void" />
<argument index="0" name="light" type="RID" />
<argument index="1" name="map" type="RID" />
<description>
Set a light's map.
</description>
</method>
<method name="light_set_mode">
<return type="void" />
<argument index="0" name="light" type="RID" />
<argument index="1" name="mode" type="int" enum="VertexLights3DServer.VertexLight3DMode" />
<description>
Set a light's mix mode.
</description>
</method>
<method name="light_set_position">
<return type="void" />
<argument index="0" name="light" type="RID" />
<argument index="1" name="position" type="Vector3" />
<description>
Set a light's position.
</description>
</method>
<method name="light_set_range">
<return type="void" />
<argument index="0" name="light" type="RID" />
<argument index="1" name="range" type="float" />
<description>
Set a light's range.
</description>
</method>
<method name="map_clear">
<return type="void" />
<argument index="0" name="map" type="RID" />
<description>
Clears a map of all lights.
</description>
</method>
<method name="map_create">
<return type="RID" />
<description>
Creates a map.
</description>
</method>
<method name="map_get_base_color" qualifiers="const">
<return type="Color" />
<argument index="0" name="map" type="RID" />
<description>
Returns the base color of a map.
</description>
</method>
<method name="map_get_lights" qualifiers="const">
<return type="Array" />
<argument index="0" name="map" type="RID" />
<description>
Returns all lights in a map.
</description>
</method>
<method name="map_get_quadrant_size" qualifiers="const">
<return type="Vector3i" />
<argument index="0" name="map" type="RID" />
<description>
Returns a map's quadrant size.
</description>
</method>
<method name="map_set_base_color">
<return type="void" />
<argument index="0" name="map" type="RID" />
<argument index="1" name="base_color" type="Color" />
<description>
Sets the base color of a map.
</description>
</method>
<method name="map_set_quadrant_size">
<return type="void" />
<argument index="0" name="map" type="RID" />
<argument index="1" name="size" type="Vector3i" />
<description>
</description>
</method>
<method name="sample_light">
<return type="Color" />
<argument index="0" name="map" type="RID" />
<argument index="1" name="position" type="Vector3" />
<argument index="2" name="normal" type="Vector3" />
<argument index="3" name="item_cull_mask" type="int" default="1" />
<description>
Sample the lighing information at a specific position with the specified normal.
</description>
</method>
<method name="sample_light_value">
<return type="Color" />
<argument index="0" name="map" type="RID" />
<argument index="1" name="position" type="Vector3" />
<argument index="2" name="item_cull_mask" type="int" default="1" />
<description>
Sample the lighing information at a specific position.
</description>
</method>
<method name="set_default_quadrant_size">
<return type="void" />
<argument index="0" name="size" type="Vector3i" />
<description>
</description>
</method>
</methods>
<signals>
<signal name="map_changed">
<argument index="0" name="map" type="RID" />
<description>
Emitted after a map changed (only once per frame).
</description>
</signal>
</signals>
<constants>
<constant name="VERTEX_LIGHT_3D_MODE_ADD" value="0" enum="VertexLight3DMode">
The light's color gets added to the resulting colors.
</constant>
<constant name="VERTEX_LIGHT_3D_MODE_SUB" value="1" enum="VertexLight3DMode">
The light's color gets substracted to the resulting colors.
</constant>
<constant name="VERTEX_LIGHT_3D_MODE_MIX" value="2" enum="VertexLight3DMode">
The light's color gets blended with the resulting colors.
</constant>
</constants>
</class>