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+/*************************************************************************/
+/* light.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2014 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. */
+/*************************************************************************/
+#ifndef LIGHT_H
+#define LIGHT_H
+
+
+#include "scene/3d/visual_instance.h"
+#include "scene/resources/texture.h"
+#include "servers/visual_server.h"
+
+/**
+ @author Juan Linietsky <reduzio@gmail.com>
+*/
+class Light : public VisualInstance {
+
+ OBJ_TYPE( Light, VisualInstance );
+ OBJ_CATEGORY("3D Light Nodes");
+
+public:
+
+ enum Parameter {
+ PARAM_RADIUS=VisualServer::LIGHT_PARAM_RADIUS,
+ PARAM_ENERGY=VisualServer::LIGHT_PARAM_ENERGY,
+ PARAM_ATTENUATION=VisualServer::LIGHT_PARAM_ATTENUATION,
+ PARAM_SPOT_ANGLE=VisualServer::LIGHT_PARAM_SPOT_ANGLE,
+ PARAM_SPOT_ATTENUATION=VisualServer::LIGHT_PARAM_ATTENUATION,
+ PARAM_SHADOW_DARKENING=VisualServer::LIGHT_PARAM_SHADOW_DARKENING,
+ PARAM_SHADOW_Z_OFFSET=VisualServer::LIGHT_PARAM_SHADOW_Z_OFFSET,
+ PARAM_SHADOW_Z_SLOPE_SCALE=VisualServer::LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE,
+ PARAM_MAX=VisualServer::LIGHT_PARAM_MAX
+ };
+
+
+ enum LightColor {
+
+ COLOR_AMBIENT=VisualServer::LIGHT_COLOR_AMBIENT,
+ COLOR_DIFFUSE=VisualServer::LIGHT_COLOR_DIFFUSE,
+ COLOR_SPECULAR=VisualServer::LIGHT_COLOR_SPECULAR
+ };
+
+
+ enum Operator {
+
+ OPERATOR_ADD,
+ OPERATOR_SUB
+ };
+private:
+
+
+ Ref<Texture> projector;
+ float vars[PARAM_MAX];
+ Color colors[3];
+
+
+ VisualServer::LightType type;
+ bool shadows;
+ Operator op;
+
+// bind helpers
+
+protected:
+
+ RID light;
+
+ virtual bool _can_gizmo_scale() const;
+ virtual RES _get_gizmo_geometry() const;
+
+ static void _bind_methods();
+
+
+ Light(VisualServer::LightType p_type);
+public:
+
+ VS::LightType get_light_type() const { return type; }
+
+ void set_parameter(Parameter p_var, float p_value);
+ float get_parameter(Parameter p_var) const;
+
+ void set_color(LightColor p_color,const Color& p_value);
+ Color get_color(LightColor p_color) const;
+
+ void set_project_shadows(bool p_enabled);
+ bool has_project_shadows() const;
+
+ void set_projector(const Ref<Texture>& p_projector);
+ Ref<Texture> get_projector() const;
+
+ void set_operator(Operator p_op);
+ Operator get_operator() const;
+
+ virtual AABB get_aabb() const;
+ virtual DVector<Face3> get_faces(uint32_t p_usage_flags) const;
+
+ void approximate_opengl_attenuation(float p_constant, float p_linear, float p_quadratic, float p_radius_treshold=0.5);
+
+ Light();
+ ~Light();
+
+};
+
+VARIANT_ENUM_CAST( Light::Parameter );
+VARIANT_ENUM_CAST( Light::LightColor );
+VARIANT_ENUM_CAST( Light::Operator );
+
+
+class DirectionalLight : public Light {
+
+ OBJ_TYPE( DirectionalLight, Light );
+
+public:
+
+ enum ShadowMode {
+ SHADOW_ORTHOGONAL,
+ SHADOW_PERSPECTIVE,
+ SHADOW_PARALLEL_SPLIT
+ };
+ enum ShadowParam {
+ SHADOW_PARAM_MAX_DISTANCE,
+ SHADOW_PARAM_PSSM_SPLIT_WEIGHT,
+ SHADOW_PARAM_PSSM_ZOFFSET_SCALE
+ };
+
+private:
+ ShadowMode shadow_mode;
+ float shadow_param[3];
+protected:
+ static void _bind_methods();
+public:
+
+ void set_shadow_mode(ShadowMode p_mode);
+ ShadowMode get_shadow_mode() const;
+
+ void set_shadow_max_distance(float p_distance);
+ float get_shadow_max_distance() const;
+ void set_shadow_param(ShadowParam p_param, float p_value);
+ float get_shadow_param(ShadowParam p_param) const;
+
+ DirectionalLight();
+};
+
+VARIANT_ENUM_CAST( DirectionalLight::ShadowMode );
+VARIANT_ENUM_CAST( DirectionalLight::ShadowParam );
+
+
+class OmniLight : public Light {
+
+ OBJ_TYPE( OmniLight, Light );
+protected:
+ static void _bind_methods();
+
+public:
+
+
+ OmniLight() : Light( VisualServer::LIGHT_OMNI ) {}
+};
+
+class SpotLight : public Light {
+
+ OBJ_TYPE( SpotLight, Light );
+protected:
+ static void _bind_methods();
+public:
+
+
+ SpotLight() : Light( VisualServer::LIGHT_SPOT ) {}
+};
+
+
+#endif