1/**************************************************************************/
2/* light_3d.cpp */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
7/**************************************************************************/
8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
10/* */
11/* Permission is hereby granted, free of charge, to any person obtaining */
12/* a copy of this software and associated documentation files (the */
13/* "Software"), to deal in the Software without restriction, including */
14/* without limitation the rights to use, copy, modify, merge, publish, */
15/* distribute, sublicense, and/or sell copies of the Software, and to */
16/* permit persons to whom the Software is furnished to do so, subject to */
17/* the following conditions: */
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19/* The above copyright notice and this permission notice shall be */
20/* included in all copies or substantial portions of the Software. */
21/* */
22/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
24/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
25/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
26/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
27/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
28/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29/**************************************************************************/
30
31#include "core/config/project_settings.h"
32
33#include "light_3d.h"
34
35void Light3D::set_param(Param p_param, real_t p_value) {
36 ERR_FAIL_INDEX(p_param, PARAM_MAX);
37 param[p_param] = p_value;
38
39 RS::get_singleton()->light_set_param(light, RS::LightParam(p_param), p_value);
40
41 if (p_param == PARAM_SPOT_ANGLE || p_param == PARAM_RANGE) {
42 update_gizmos();
43
44 if (p_param == PARAM_SPOT_ANGLE) {
45 update_configuration_warnings();
46 }
47 }
48}
49
50real_t Light3D::get_param(Param p_param) const {
51 ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
52 return param[p_param];
53}
54
55void Light3D::set_shadow(bool p_enable) {
56 shadow = p_enable;
57 RS::get_singleton()->light_set_shadow(light, p_enable);
58
59 notify_property_list_changed();
60 update_configuration_warnings();
61}
62
63bool Light3D::has_shadow() const {
64 return shadow;
65}
66
67void Light3D::set_negative(bool p_enable) {
68 negative = p_enable;
69 RS::get_singleton()->light_set_negative(light, p_enable);
70}
71
72bool Light3D::is_negative() const {
73 return negative;
74}
75
76void Light3D::set_enable_distance_fade(bool p_enable) {
77 distance_fade_enabled = p_enable;
78 RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length);
79 notify_property_list_changed();
80}
81
82bool Light3D::is_distance_fade_enabled() const {
83 return distance_fade_enabled;
84}
85
86void Light3D::set_distance_fade_begin(real_t p_distance) {
87 distance_fade_begin = p_distance;
88 RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length);
89}
90
91real_t Light3D::get_distance_fade_begin() const {
92 return distance_fade_begin;
93}
94
95void Light3D::set_distance_fade_shadow(real_t p_distance) {
96 distance_fade_shadow = p_distance;
97 RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length);
98}
99
100real_t Light3D::get_distance_fade_shadow() const {
101 return distance_fade_shadow;
102}
103
104void Light3D::set_distance_fade_length(real_t p_length) {
105 distance_fade_length = p_length;
106 RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length);
107}
108
109real_t Light3D::get_distance_fade_length() const {
110 return distance_fade_length;
111}
112
113void Light3D::set_cull_mask(uint32_t p_cull_mask) {
114 cull_mask = p_cull_mask;
115 RS::get_singleton()->light_set_cull_mask(light, p_cull_mask);
116}
117
118uint32_t Light3D::get_cull_mask() const {
119 return cull_mask;
120}
121
122void Light3D::set_color(const Color &p_color) {
123 color = p_color;
124
125 if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
126 Color combined = color.srgb_to_linear();
127 combined *= correlated_color.srgb_to_linear();
128 RS::get_singleton()->light_set_color(light, combined.linear_to_srgb());
129 } else {
130 RS::get_singleton()->light_set_color(light, color);
131 }
132 // The gizmo color depends on the light color, so update it.
133 update_gizmos();
134}
135
136Color Light3D::get_color() const {
137 return color;
138}
139
140void Light3D::set_shadow_reverse_cull_face(bool p_enable) {
141 reverse_cull = p_enable;
142 RS::get_singleton()->light_set_reverse_cull_face_mode(light, reverse_cull);
143}
144
145bool Light3D::get_shadow_reverse_cull_face() const {
146 return reverse_cull;
147}
148
149AABB Light3D::get_aabb() const {
150 if (type == RenderingServer::LIGHT_DIRECTIONAL) {
151 return AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2));
152
153 } else if (type == RenderingServer::LIGHT_OMNI) {
154 return AABB(Vector3(-1, -1, -1) * param[PARAM_RANGE], Vector3(2, 2, 2) * param[PARAM_RANGE]);
155
156 } else if (type == RenderingServer::LIGHT_SPOT) {
157 real_t cone_slant_height = param[PARAM_RANGE];
158 real_t cone_angle_rad = Math::deg_to_rad(param[PARAM_SPOT_ANGLE]);
159
160 if (cone_angle_rad > Math_PI / 2.0) {
161 // Just return the AABB of an omni light if the spot angle is above 90 degrees.
162 return AABB(Vector3(-1, -1, -1) * cone_slant_height, Vector3(2, 2, 2) * cone_slant_height);
163 }
164
165 real_t size = Math::sin(cone_angle_rad) * cone_slant_height;
166 return AABB(Vector3(-size, -size, -cone_slant_height), Vector3(2 * size, 2 * size, cone_slant_height));
167 }
168
169 return AABB();
170}
171
172PackedStringArray Light3D::get_configuration_warnings() const {
173 PackedStringArray warnings = VisualInstance3D::get_configuration_warnings();
174
175 if (has_shadow() && OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
176 warnings.push_back(RTR("Shadows are not supported when using the GL Compatibility backend yet. Support will be added in a future release."));
177 }
178
179 if (!get_scale().is_equal_approx(Vector3(1, 1, 1))) {
180 warnings.push_back(RTR("A light's scale does not affect the visual size of the light."));
181 }
182
183 return warnings;
184}
185
186void Light3D::set_bake_mode(BakeMode p_mode) {
187 bake_mode = p_mode;
188 RS::get_singleton()->light_set_bake_mode(light, RS::LightBakeMode(p_mode));
189}
190
191Light3D::BakeMode Light3D::get_bake_mode() const {
192 return bake_mode;
193}
194
195void Light3D::set_projector(const Ref<Texture2D> &p_texture) {
196 projector = p_texture;
197 RID tex_id = projector.is_valid() ? projector->get_rid() : RID();
198 RS::get_singleton()->light_set_projector(light, tex_id);
199 update_configuration_warnings();
200}
201
202Ref<Texture2D> Light3D::get_projector() const {
203 return projector;
204}
205
206void Light3D::owner_changed_notify() {
207 // For cases where owner changes _after_ entering tree (as example, editor editing).
208 _update_visibility();
209}
210
211// Temperature expressed in Kelvins. Valid range 1000 - 15000
212// First converts to CIE 1960 then to sRGB
213// As explained in the Filament documentation: https://google.github.io/filament/Filament.md.html#lighting/directlighting/lightsparameterization
214Color _color_from_temperature(float p_temperature) {
215 float T2 = p_temperature * p_temperature;
216 float u = (0.860117757f + 1.54118254e-4f * p_temperature + 1.28641212e-7f * T2) /
217 (1.0f + 8.42420235e-4f * p_temperature + 7.08145163e-7f * T2);
218 float v = (0.317398726f + 4.22806245e-5f * p_temperature + 4.20481691e-8f * T2) /
219 (1.0f - 2.89741816e-5f * p_temperature + 1.61456053e-7f * T2);
220
221 // Convert to xyY space.
222 float d = 1.0f / (2.0f * u - 8.0f * v + 4.0f);
223 float x = 3.0f * u * d;
224 float y = 2.0f * v * d;
225
226 // Convert to XYZ space
227 const float a = 1.0 / MAX(y, 1e-5f);
228 Vector3 xyz = Vector3(x * a, 1.0, (1.0f - x - y) * a);
229
230 // Convert from XYZ to sRGB(linear)
231 Vector3 linear = Vector3(3.2404542f * xyz.x - 1.5371385f * xyz.y - 0.4985314f * xyz.z,
232 -0.9692660f * xyz.x + 1.8760108f * xyz.y + 0.0415560f * xyz.z,
233 0.0556434f * xyz.x - 0.2040259f * xyz.y + 1.0572252f * xyz.z);
234 linear /= MAX(1e-5f, linear[linear.max_axis_index()]);
235 // Normalize, clamp, and convert to sRGB.
236 return Color(linear.x, linear.y, linear.z).clamp().linear_to_srgb();
237}
238
239void Light3D::set_temperature(const float p_temperature) {
240 temperature = p_temperature;
241 if (!GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
242 return;
243 }
244 correlated_color = _color_from_temperature(temperature);
245
246 Color combined = color.srgb_to_linear() * correlated_color.srgb_to_linear();
247
248 RS::get_singleton()->light_set_color(light, combined.linear_to_srgb());
249 // The gizmo color depends on the light color, so update it.
250 update_gizmos();
251}
252
253Color Light3D::get_correlated_color() const {
254 return correlated_color;
255}
256
257float Light3D::get_temperature() const {
258 return temperature;
259}
260
261void Light3D::_update_visibility() {
262 if (!is_inside_tree()) {
263 return;
264 }
265
266 bool editor_ok = true;
267
268#ifdef TOOLS_ENABLED
269 if (editor_only) {
270 if (!Engine::get_singleton()->is_editor_hint()) {
271 editor_ok = false;
272 } else {
273 editor_ok = (get_tree()->get_edited_scene_root() && (this == get_tree()->get_edited_scene_root() || get_owner() == get_tree()->get_edited_scene_root()));
274 }
275 }
276#else
277 if (editor_only) {
278 editor_ok = false;
279 }
280#endif
281
282 RS::get_singleton()->instance_set_visible(get_instance(), is_visible_in_tree() && editor_ok);
283}
284
285void Light3D::_notification(int p_what) {
286 switch (p_what) {
287 case NOTIFICATION_TRANSFORM_CHANGED: {
288 update_configuration_warnings();
289 } break;
290 case NOTIFICATION_VISIBILITY_CHANGED:
291 case NOTIFICATION_ENTER_TREE: {
292 _update_visibility();
293 } break;
294 }
295}
296
297void Light3D::set_editor_only(bool p_editor_only) {
298 editor_only = p_editor_only;
299 _update_visibility();
300}
301
302bool Light3D::is_editor_only() const {
303 return editor_only;
304}
305
306void Light3D::_validate_property(PropertyInfo &p_property) const {
307 if (!shadow && (p_property.name == "shadow_bias" || p_property.name == "shadow_normal_bias" || p_property.name == "shadow_reverse_cull_face" || p_property.name == "shadow_transmittance_bias" || p_property.name == "shadow_opacity" || p_property.name == "shadow_blur" || p_property.name == "distance_fade_shadow")) {
308 p_property.usage = PROPERTY_USAGE_NO_EDITOR;
309 }
310
311 if (get_light_type() != RS::LIGHT_DIRECTIONAL && (p_property.name == "light_angular_distance" || p_property.name == "light_intensity_lux")) {
312 // Angular distance and Light Intensity Lux are only used in DirectionalLight3D.
313 p_property.usage = PROPERTY_USAGE_NONE;
314 } else if (get_light_type() == RS::LIGHT_DIRECTIONAL && p_property.name == "light_intensity_lumens") {
315 p_property.usage = PROPERTY_USAGE_NONE;
316 }
317
318 if (!GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units") && (p_property.name == "light_intensity_lumens" || p_property.name == "light_intensity_lux" || p_property.name == "light_temperature")) {
319 p_property.usage = PROPERTY_USAGE_NONE;
320 }
321
322 if (!distance_fade_enabled && (p_property.name == "distance_fade_begin" || p_property.name == "distance_fade_shadow" || p_property.name == "distance_fade_length")) {
323 p_property.usage = PROPERTY_USAGE_NO_EDITOR;
324 }
325}
326
327void Light3D::_bind_methods() {
328 ClassDB::bind_method(D_METHOD("set_editor_only", "editor_only"), &Light3D::set_editor_only);
329 ClassDB::bind_method(D_METHOD("is_editor_only"), &Light3D::is_editor_only);
330
331 ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &Light3D::set_param);
332 ClassDB::bind_method(D_METHOD("get_param", "param"), &Light3D::get_param);
333
334 ClassDB::bind_method(D_METHOD("set_shadow", "enabled"), &Light3D::set_shadow);
335 ClassDB::bind_method(D_METHOD("has_shadow"), &Light3D::has_shadow);
336
337 ClassDB::bind_method(D_METHOD("set_negative", "enabled"), &Light3D::set_negative);
338 ClassDB::bind_method(D_METHOD("is_negative"), &Light3D::is_negative);
339
340 ClassDB::bind_method(D_METHOD("set_cull_mask", "cull_mask"), &Light3D::set_cull_mask);
341 ClassDB::bind_method(D_METHOD("get_cull_mask"), &Light3D::get_cull_mask);
342
343 ClassDB::bind_method(D_METHOD("set_enable_distance_fade", "enable"), &Light3D::set_enable_distance_fade);
344 ClassDB::bind_method(D_METHOD("is_distance_fade_enabled"), &Light3D::is_distance_fade_enabled);
345
346 ClassDB::bind_method(D_METHOD("set_distance_fade_begin", "distance"), &Light3D::set_distance_fade_begin);
347 ClassDB::bind_method(D_METHOD("get_distance_fade_begin"), &Light3D::get_distance_fade_begin);
348
349 ClassDB::bind_method(D_METHOD("set_distance_fade_shadow", "distance"), &Light3D::set_distance_fade_shadow);
350 ClassDB::bind_method(D_METHOD("get_distance_fade_shadow"), &Light3D::get_distance_fade_shadow);
351
352 ClassDB::bind_method(D_METHOD("set_distance_fade_length", "distance"), &Light3D::set_distance_fade_length);
353 ClassDB::bind_method(D_METHOD("get_distance_fade_length"), &Light3D::get_distance_fade_length);
354
355 ClassDB::bind_method(D_METHOD("set_color", "color"), &Light3D::set_color);
356 ClassDB::bind_method(D_METHOD("get_color"), &Light3D::get_color);
357
358 ClassDB::bind_method(D_METHOD("set_shadow_reverse_cull_face", "enable"), &Light3D::set_shadow_reverse_cull_face);
359 ClassDB::bind_method(D_METHOD("get_shadow_reverse_cull_face"), &Light3D::get_shadow_reverse_cull_face);
360
361 ClassDB::bind_method(D_METHOD("set_bake_mode", "bake_mode"), &Light3D::set_bake_mode);
362 ClassDB::bind_method(D_METHOD("get_bake_mode"), &Light3D::get_bake_mode);
363
364 ClassDB::bind_method(D_METHOD("set_projector", "projector"), &Light3D::set_projector);
365 ClassDB::bind_method(D_METHOD("get_projector"), &Light3D::get_projector);
366
367 ClassDB::bind_method(D_METHOD("set_temperature", "temperature"), &Light3D::set_temperature);
368 ClassDB::bind_method(D_METHOD("get_temperature"), &Light3D::get_temperature);
369 ClassDB::bind_method(D_METHOD("get_correlated_color"), &Light3D::get_correlated_color);
370
371 ADD_GROUP("Light", "light_");
372 ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_intensity_lumens", PROPERTY_HINT_RANGE, "0,100000.0,0.01,or_greater,suffix:lm"), "set_param", "get_param", PARAM_INTENSITY);
373 ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_intensity_lux", PROPERTY_HINT_RANGE, "0,150000.0,0.01,or_greater,suffix:lx"), "set_param", "get_param", PARAM_INTENSITY);
374 ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "light_temperature", PROPERTY_HINT_RANGE, "1000,15000.0,1.0,suffix:k"), "set_temperature", "get_temperature");
375 ADD_PROPERTY(PropertyInfo(Variant::COLOR, "light_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_color", "get_color");
376 ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_energy", PROPERTY_HINT_RANGE, "0,16,0.001,or_greater"), "set_param", "get_param", PARAM_ENERGY);
377 ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_indirect_energy", PROPERTY_HINT_RANGE, "0,16,0.001,or_greater"), "set_param", "get_param", PARAM_INDIRECT_ENERGY);
378 ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_volumetric_fog_energy", PROPERTY_HINT_RANGE, "0,16,0.001,or_greater"), "set_param", "get_param", PARAM_VOLUMETRIC_FOG_ENERGY);
379 ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "light_projector", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_projector", "get_projector");
380 ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_size", PROPERTY_HINT_RANGE, "0,1,0.001,or_greater,suffix:m"), "set_param", "get_param", PARAM_SIZE);
381 ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_angular_distance", PROPERTY_HINT_RANGE, "0,90,0.01,degrees"), "set_param", "get_param", PARAM_SIZE);
382 ADD_PROPERTY(PropertyInfo(Variant::BOOL, "light_negative"), "set_negative", "is_negative");
383 ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_specular", PROPERTY_HINT_RANGE, "0,16,0.001,or_greater"), "set_param", "get_param", PARAM_SPECULAR);
384 ADD_PROPERTY(PropertyInfo(Variant::INT, "light_bake_mode", PROPERTY_HINT_ENUM, "Disabled,Static (VoxelGI/SDFGI/LightmapGI),Dynamic (VoxelGI/SDFGI only)"), "set_bake_mode", "get_bake_mode");
385 ADD_PROPERTY(PropertyInfo(Variant::INT, "light_cull_mask", PROPERTY_HINT_LAYERS_3D_RENDER), "set_cull_mask", "get_cull_mask");
386
387 ADD_GROUP("Shadow", "shadow_");
388 ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_enabled"), "set_shadow", "has_shadow");
389 ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_bias", PROPERTY_HINT_RANGE, "0,10,0.001"), "set_param", "get_param", PARAM_SHADOW_BIAS);
390 ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_normal_bias", PROPERTY_HINT_RANGE, "0,10,0.001"), "set_param", "get_param", PARAM_SHADOW_NORMAL_BIAS);
391 ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_reverse_cull_face"), "set_shadow_reverse_cull_face", "get_shadow_reverse_cull_face");
392 ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_transmittance_bias", PROPERTY_HINT_RANGE, "-16,16,0.001"), "set_param", "get_param", PARAM_TRANSMITTANCE_BIAS);
393 ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_opacity", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_SHADOW_OPACITY);
394 ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_blur", PROPERTY_HINT_RANGE, "0,10,0.001"), "set_param", "get_param", PARAM_SHADOW_BLUR);
395
396 ADD_GROUP("Distance Fade", "distance_fade_");
397 ADD_PROPERTY(PropertyInfo(Variant::BOOL, "distance_fade_enabled"), "set_enable_distance_fade", "is_distance_fade_enabled");
398 ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_begin", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater,suffix:m"), "set_distance_fade_begin", "get_distance_fade_begin");
399 ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_shadow", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater,suffix:m"), "set_distance_fade_shadow", "get_distance_fade_shadow");
400 ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_length", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater,suffix:m"), "set_distance_fade_length", "get_distance_fade_length");
401
402 ADD_GROUP("Editor", "");
403 ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editor_only"), "set_editor_only", "is_editor_only");
404
405 ADD_GROUP("", "");
406
407 BIND_ENUM_CONSTANT(PARAM_ENERGY);
408 BIND_ENUM_CONSTANT(PARAM_INDIRECT_ENERGY);
409 BIND_ENUM_CONSTANT(PARAM_VOLUMETRIC_FOG_ENERGY);
410 BIND_ENUM_CONSTANT(PARAM_SPECULAR);
411 BIND_ENUM_CONSTANT(PARAM_RANGE);
412 BIND_ENUM_CONSTANT(PARAM_SIZE);
413 BIND_ENUM_CONSTANT(PARAM_ATTENUATION);
414 BIND_ENUM_CONSTANT(PARAM_SPOT_ANGLE);
415 BIND_ENUM_CONSTANT(PARAM_SPOT_ATTENUATION);
416 BIND_ENUM_CONSTANT(PARAM_SHADOW_MAX_DISTANCE);
417 BIND_ENUM_CONSTANT(PARAM_SHADOW_SPLIT_1_OFFSET);
418 BIND_ENUM_CONSTANT(PARAM_SHADOW_SPLIT_2_OFFSET);
419 BIND_ENUM_CONSTANT(PARAM_SHADOW_SPLIT_3_OFFSET);
420 BIND_ENUM_CONSTANT(PARAM_SHADOW_FADE_START);
421 BIND_ENUM_CONSTANT(PARAM_SHADOW_NORMAL_BIAS);
422 BIND_ENUM_CONSTANT(PARAM_SHADOW_BIAS);
423 BIND_ENUM_CONSTANT(PARAM_SHADOW_PANCAKE_SIZE);
424 BIND_ENUM_CONSTANT(PARAM_SHADOW_OPACITY);
425 BIND_ENUM_CONSTANT(PARAM_SHADOW_BLUR);
426 BIND_ENUM_CONSTANT(PARAM_TRANSMITTANCE_BIAS);
427 BIND_ENUM_CONSTANT(PARAM_INTENSITY);
428 BIND_ENUM_CONSTANT(PARAM_MAX);
429
430 BIND_ENUM_CONSTANT(BAKE_DISABLED);
431 BIND_ENUM_CONSTANT(BAKE_STATIC);
432 BIND_ENUM_CONSTANT(BAKE_DYNAMIC);
433}
434
435Light3D::Light3D(RenderingServer::LightType p_type) {
436 type = p_type;
437 switch (p_type) {
438 case RS::LIGHT_DIRECTIONAL:
439 light = RenderingServer::get_singleton()->directional_light_create();
440 break;
441 case RS::LIGHT_OMNI:
442 light = RenderingServer::get_singleton()->omni_light_create();
443 break;
444 case RS::LIGHT_SPOT:
445 light = RenderingServer::get_singleton()->spot_light_create();
446 break;
447 default: {
448 };
449 }
450
451 RS::get_singleton()->instance_set_base(get_instance(), light);
452
453 set_color(Color(1, 1, 1, 1));
454 set_shadow(false);
455 set_negative(false);
456 set_cull_mask(0xFFFFFFFF);
457
458 set_param(PARAM_ENERGY, 1);
459 set_param(PARAM_INDIRECT_ENERGY, 1);
460 set_param(PARAM_VOLUMETRIC_FOG_ENERGY, 1);
461 set_param(PARAM_SPECULAR, 0.5);
462 set_param(PARAM_RANGE, 5);
463 set_param(PARAM_SIZE, 0);
464 set_param(PARAM_ATTENUATION, 1);
465 set_param(PARAM_SPOT_ANGLE, 45);
466 set_param(PARAM_SPOT_ATTENUATION, 1);
467 set_param(PARAM_SHADOW_MAX_DISTANCE, 0);
468 set_param(PARAM_SHADOW_SPLIT_1_OFFSET, 0.1);
469 set_param(PARAM_SHADOW_SPLIT_2_OFFSET, 0.2);
470 set_param(PARAM_SHADOW_SPLIT_3_OFFSET, 0.5);
471 set_param(PARAM_SHADOW_FADE_START, 0.8);
472 set_param(PARAM_SHADOW_PANCAKE_SIZE, 20.0);
473 set_param(PARAM_SHADOW_OPACITY, 1.0);
474 set_param(PARAM_SHADOW_BLUR, 1.0);
475 set_param(PARAM_SHADOW_BIAS, 0.1);
476 set_param(PARAM_SHADOW_NORMAL_BIAS, 1.0);
477 set_param(PARAM_TRANSMITTANCE_BIAS, 0.05);
478 set_param(PARAM_SHADOW_FADE_START, 1);
479 // For OmniLight3D and SpotLight3D, specified in Lumens.
480 set_param(PARAM_INTENSITY, 1000.0);
481 set_temperature(6500.0); // Nearly white.
482 set_disable_scale(true);
483}
484
485Light3D::Light3D() {
486 ERR_PRINT("Light3D should not be instantiated directly; use the DirectionalLight3D, OmniLight3D or SpotLight3D subtypes instead.");
487}
488
489Light3D::~Light3D() {
490 ERR_FAIL_NULL(RenderingServer::get_singleton());
491 RS::get_singleton()->instance_set_base(get_instance(), RID());
492
493 if (light.is_valid()) {
494 RenderingServer::get_singleton()->free(light);
495 }
496}
497
498/////////////////////////////////////////
499
500void DirectionalLight3D::set_shadow_mode(ShadowMode p_mode) {
501 shadow_mode = p_mode;
502 RS::get_singleton()->light_directional_set_shadow_mode(light, RS::LightDirectionalShadowMode(p_mode));
503 notify_property_list_changed();
504}
505
506DirectionalLight3D::ShadowMode DirectionalLight3D::get_shadow_mode() const {
507 return shadow_mode;
508}
509
510void DirectionalLight3D::set_blend_splits(bool p_enable) {
511 blend_splits = p_enable;
512 RS::get_singleton()->light_directional_set_blend_splits(light, p_enable);
513}
514
515bool DirectionalLight3D::is_blend_splits_enabled() const {
516 return blend_splits;
517}
518
519void DirectionalLight3D::set_sky_mode(SkyMode p_mode) {
520 sky_mode = p_mode;
521 RS::get_singleton()->light_directional_set_sky_mode(light, RS::LightDirectionalSkyMode(p_mode));
522}
523
524DirectionalLight3D::SkyMode DirectionalLight3D::get_sky_mode() const {
525 return sky_mode;
526}
527
528void DirectionalLight3D::_validate_property(PropertyInfo &p_property) const {
529 if (shadow_mode == SHADOW_ORTHOGONAL && (p_property.name == "directional_shadow_split_1" || p_property.name == "directional_shadow_blend_splits")) {
530 // Split 2 and split blending are only used with the PSSM 2 Splits and PSSM 4 Splits shadow modes.
531 p_property.usage = PROPERTY_USAGE_NO_EDITOR;
532 }
533
534 if ((shadow_mode == SHADOW_ORTHOGONAL || shadow_mode == SHADOW_PARALLEL_2_SPLITS) && (p_property.name == "directional_shadow_split_2" || p_property.name == "directional_shadow_split_3")) {
535 // Splits 3 and 4 are only used with the PSSM 4 Splits shadow mode.
536 p_property.usage = PROPERTY_USAGE_NO_EDITOR;
537 }
538
539 if (p_property.name == "light_size" || p_property.name == "light_projector" || p_property.name == "light_specular") {
540 // Not implemented in DirectionalLight3D (`light_size` is replaced by `light_angular_distance`).
541 p_property.usage = PROPERTY_USAGE_NONE;
542 }
543
544 if (p_property.name == "distance_fade_enabled" || p_property.name == "distance_fade_begin" || p_property.name == "distance_fade_shadow" || p_property.name == "distance_fade_length") {
545 // Not relevant for DirectionalLight3D, as the light LOD system only pertains to point lights.
546 // For DirectionalLight3D, `directional_shadow_max_distance` can be used instead.
547 p_property.usage = PROPERTY_USAGE_NONE;
548 }
549}
550
551void DirectionalLight3D::_bind_methods() {
552 ClassDB::bind_method(D_METHOD("set_shadow_mode", "mode"), &DirectionalLight3D::set_shadow_mode);
553 ClassDB::bind_method(D_METHOD("get_shadow_mode"), &DirectionalLight3D::get_shadow_mode);
554
555 ClassDB::bind_method(D_METHOD("set_blend_splits", "enabled"), &DirectionalLight3D::set_blend_splits);
556 ClassDB::bind_method(D_METHOD("is_blend_splits_enabled"), &DirectionalLight3D::is_blend_splits_enabled);
557
558 ClassDB::bind_method(D_METHOD("set_sky_mode", "mode"), &DirectionalLight3D::set_sky_mode);
559 ClassDB::bind_method(D_METHOD("get_sky_mode"), &DirectionalLight3D::get_sky_mode);
560
561 ADD_GROUP("Directional Shadow", "directional_shadow_");
562 ADD_PROPERTY(PropertyInfo(Variant::INT, "directional_shadow_mode", PROPERTY_HINT_ENUM, "Orthogonal (Fast),PSSM 2 Splits (Average),PSSM 4 Splits (Slow)"), "set_shadow_mode", "get_shadow_mode");
563 ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_split_1", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_1_OFFSET);
564 ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_split_2", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_2_OFFSET);
565 ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_split_3", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_3_OFFSET);
566 ADD_PROPERTY(PropertyInfo(Variant::BOOL, "directional_shadow_blend_splits"), "set_blend_splits", "is_blend_splits_enabled");
567 ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_fade_start", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_FADE_START);
568 ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_max_distance", PROPERTY_HINT_RANGE, "0,8192,0.1,or_greater,exp"), "set_param", "get_param", PARAM_SHADOW_MAX_DISTANCE);
569 ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_pancake_size", PROPERTY_HINT_RANGE, "0,1024,0.1,or_greater,exp"), "set_param", "get_param", PARAM_SHADOW_PANCAKE_SIZE);
570
571 ADD_PROPERTY(PropertyInfo(Variant::INT, "sky_mode", PROPERTY_HINT_ENUM, "Light and Sky,Light Only,Sky Only"), "set_sky_mode", "get_sky_mode");
572
573 BIND_ENUM_CONSTANT(SHADOW_ORTHOGONAL);
574 BIND_ENUM_CONSTANT(SHADOW_PARALLEL_2_SPLITS);
575 BIND_ENUM_CONSTANT(SHADOW_PARALLEL_4_SPLITS);
576
577 BIND_ENUM_CONSTANT(SKY_MODE_LIGHT_AND_SKY);
578 BIND_ENUM_CONSTANT(SKY_MODE_LIGHT_ONLY);
579 BIND_ENUM_CONSTANT(SKY_MODE_SKY_ONLY);
580}
581
582DirectionalLight3D::DirectionalLight3D() :
583 Light3D(RenderingServer::LIGHT_DIRECTIONAL) {
584 set_param(PARAM_SHADOW_MAX_DISTANCE, 100);
585 set_param(PARAM_SHADOW_FADE_START, 0.8);
586 // Increase the default shadow normal bias to better suit most scenes.
587 set_param(PARAM_SHADOW_NORMAL_BIAS, 2.0);
588 set_param(PARAM_INTENSITY, 100000.0); // Specified in Lux, approximate mid-day sun.
589 set_shadow_mode(SHADOW_PARALLEL_4_SPLITS);
590 blend_splits = false;
591 set_sky_mode(SKY_MODE_LIGHT_AND_SKY);
592}
593
594void OmniLight3D::set_shadow_mode(ShadowMode p_mode) {
595 shadow_mode = p_mode;
596 RS::get_singleton()->light_omni_set_shadow_mode(light, RS::LightOmniShadowMode(p_mode));
597}
598
599OmniLight3D::ShadowMode OmniLight3D::get_shadow_mode() const {
600 return shadow_mode;
601}
602
603PackedStringArray OmniLight3D::get_configuration_warnings() const {
604 PackedStringArray warnings = Light3D::get_configuration_warnings();
605
606 if (!has_shadow() && get_projector().is_valid()) {
607 warnings.push_back(RTR("Projector texture only works with shadows active."));
608 }
609
610 if (get_projector().is_valid() && OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
611 warnings.push_back(RTR("Projector textures are not supported when using the GL Compatibility backend yet. Support will be added in a future release."));
612 }
613
614 return warnings;
615}
616
617void OmniLight3D::_bind_methods() {
618 ClassDB::bind_method(D_METHOD("set_shadow_mode", "mode"), &OmniLight3D::set_shadow_mode);
619 ClassDB::bind_method(D_METHOD("get_shadow_mode"), &OmniLight3D::get_shadow_mode);
620
621 ADD_GROUP("Omni", "omni_");
622 ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "omni_range", PROPERTY_HINT_RANGE, "0,4096,0.001,or_greater,exp"), "set_param", "get_param", PARAM_RANGE);
623 ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "omni_attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_param", "get_param", PARAM_ATTENUATION);
624 ADD_PROPERTY(PropertyInfo(Variant::INT, "omni_shadow_mode", PROPERTY_HINT_ENUM, "Dual Paraboloid,Cube"), "set_shadow_mode", "get_shadow_mode");
625
626 BIND_ENUM_CONSTANT(SHADOW_DUAL_PARABOLOID);
627 BIND_ENUM_CONSTANT(SHADOW_CUBE);
628}
629
630OmniLight3D::OmniLight3D() :
631 Light3D(RenderingServer::LIGHT_OMNI) {
632 set_shadow_mode(SHADOW_CUBE);
633}
634
635PackedStringArray SpotLight3D::get_configuration_warnings() const {
636 PackedStringArray warnings = Light3D::get_configuration_warnings();
637
638 if (has_shadow() && get_param(PARAM_SPOT_ANGLE) >= 90.0) {
639 warnings.push_back(RTR("A SpotLight3D with an angle wider than 90 degrees cannot cast shadows."));
640 }
641
642 if (!has_shadow() && get_projector().is_valid()) {
643 warnings.push_back(RTR("Projector texture only works with shadows active."));
644 }
645
646 if (get_projector().is_valid() && OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
647 warnings.push_back(RTR("Projector textures are not supported when using the GL Compatibility backend yet. Support will be added in a future release."));
648 }
649
650 return warnings;
651}
652
653void SpotLight3D::_bind_methods() {
654 ADD_GROUP("Spot", "spot_");
655 ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_range", PROPERTY_HINT_RANGE, "0,4096,0.001,or_greater,exp,suffix:m"), "set_param", "get_param", PARAM_RANGE);
656 ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_param", "get_param", PARAM_ATTENUATION);
657 ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_angle", PROPERTY_HINT_RANGE, "0,180,0.01,degrees"), "set_param", "get_param", PARAM_SPOT_ANGLE);
658 ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_angle_attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_param", "get_param", PARAM_SPOT_ATTENUATION);
659}
660
661SpotLight3D::SpotLight3D() :
662 Light3D(RenderingServer::LIGHT_SPOT) {
663 // Decrease the default shadow bias to better suit most scenes.
664 set_param(PARAM_SHADOW_BIAS, 0.03);
665}
666