diff options
Diffstat (limited to 'scene/3d/light_3d.cpp')
-rw-r--r-- | scene/3d/light_3d.cpp | 217 |
1 files changed, 154 insertions, 63 deletions
diff --git a/scene/3d/light_3d.cpp b/scene/3d/light_3d.cpp index 678c217676..77073ff763 100644 --- a/scene/3d/light_3d.cpp +++ b/scene/3d/light_3d.cpp @@ -1,32 +1,34 @@ -/*************************************************************************/ -/* light_3d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ -/* */ -/* 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. */ -/*************************************************************************/ +/**************************************************************************/ +/* light_3d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* 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. */ +/**************************************************************************/ + +#include "core/config/project_settings.h" #include "light_3d.h" @@ -122,7 +124,14 @@ uint32_t Light3D::get_cull_mask() const { void Light3D::set_color(const Color &p_color) { color = p_color; - RS::get_singleton()->light_set_color(light, p_color); + + if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) { + Color combined = color.srgb_to_linear(); + combined *= correlated_color.srgb_to_linear(); + RS::get_singleton()->light_set_color(light, combined.linear_to_srgb()); + } else { + RS::get_singleton()->light_set_color(light, color); + } // The gizmo color depends on the light color, so update it. update_gizmos(); } @@ -149,13 +158,23 @@ AABB Light3D::get_aabb() const { } else if (type == RenderingServer::LIGHT_SPOT) { real_t len = param[PARAM_RANGE]; - real_t size = Math::tan(Math::deg2rad(param[PARAM_SPOT_ANGLE])) * len; + real_t size = Math::tan(Math::deg_to_rad(param[PARAM_SPOT_ANGLE])) * len; return AABB(Vector3(-size, -size, -len), Vector3(size * 2, size * 2, len)); } return AABB(); } +PackedStringArray Light3D::get_configuration_warnings() const { + PackedStringArray warnings = VisualInstance3D::get_configuration_warnings(); + + if (!get_scale().is_equal_approx(Vector3(1, 1, 1))) { + warnings.push_back(RTR("A light's scale does not affect the visual size of the light.")); + } + + return warnings; +} + void Light3D::set_bake_mode(BakeMode p_mode) { bake_mode = p_mode; RS::get_singleton()->light_set_bake_mode(light, RS::LightBakeMode(p_mode)); @@ -181,6 +200,56 @@ void Light3D::owner_changed_notify() { _update_visibility(); } +// Temperature expressed in Kelvins. Valid range 1000 - 15000 +// First converts to CIE 1960 then to sRGB +// As explained in the Filament documentation: https://google.github.io/filament/Filament.md.html#lighting/directlighting/lightsparameterization +Color _color_from_temperature(float p_temperature) { + float T2 = p_temperature * p_temperature; + float u = (0.860117757f + 1.54118254e-4f * p_temperature + 1.28641212e-7f * T2) / + (1.0f + 8.42420235e-4f * p_temperature + 7.08145163e-7f * T2); + float v = (0.317398726f + 4.22806245e-5f * p_temperature + 4.20481691e-8f * T2) / + (1.0f - 2.89741816e-5f * p_temperature + 1.61456053e-7f * T2); + + // Convert to xyY space. + float d = 1.0f / (2.0f * u - 8.0f * v + 4.0f); + float x = 3.0f * u * d; + float y = 2.0f * v * d; + + // Convert to XYZ space + const float a = 1.0 / MAX(y, 1e-5f); + Vector3 xyz = Vector3(x * a, 1.0, (1.0f - x - y) * a); + + // Convert from XYZ to sRGB(linear) + Vector3 linear = Vector3(3.2404542f * xyz.x - 1.5371385f * xyz.y - 0.4985314f * xyz.z, + -0.9692660f * xyz.x + 1.8760108f * xyz.y + 0.0415560f * xyz.z, + 0.0556434f * xyz.x - 0.2040259f * xyz.y + 1.0572252f * xyz.z); + linear /= MAX(1e-5f, linear[linear.max_axis_index()]); + // Normalize, clamp, and convert to sRGB. + return Color(linear.x, linear.y, linear.z).clamp().linear_to_srgb(); +} + +void Light3D::set_temperature(const float p_temperature) { + temperature = p_temperature; + if (!GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) { + return; + } + correlated_color = _color_from_temperature(temperature); + + Color combined = color.srgb_to_linear() * correlated_color.srgb_to_linear(); + + RS::get_singleton()->light_set_color(light, combined.linear_to_srgb()); + // The gizmo color depends on the light color, so update it. + update_gizmos(); +} + +Color Light3D::get_correlated_color() const { + return correlated_color; +} + +float Light3D::get_temperature() const { + return temperature; +} + void Light3D::_update_visibility() { if (!is_inside_tree()) { return; @@ -223,21 +292,25 @@ bool Light3D::is_editor_only() const { return editor_only; } -void Light3D::_validate_property(PropertyInfo &property) const { - if (!shadow && (property.name == "shadow_bias" || property.name == "shadow_normal_bias" || property.name == "shadow_reverse_cull_face" || property.name == "shadow_transmittance_bias" || property.name == "shadow_fog_fade" || property.name == "shadow_blur" || property.name == "distance_fade_shadow")) { - property.usage = PROPERTY_USAGE_NO_EDITOR; +void Light3D::_validate_property(PropertyInfo &p_property) const { + 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")) { + p_property.usage = PROPERTY_USAGE_NO_EDITOR; } - if (get_light_type() != RS::LIGHT_DIRECTIONAL && property.name == "light_angular_distance") { - // Angular distance is only used in DirectionalLight3D. - property.usage = PROPERTY_USAGE_NONE; + if (get_light_type() != RS::LIGHT_DIRECTIONAL && (p_property.name == "light_angular_distance" || p_property.name == "light_intensity_lux")) { + // Angular distance and Light Intensity Lux are only used in DirectionalLight3D. + p_property.usage = PROPERTY_USAGE_NONE; + } else if (get_light_type() == RS::LIGHT_DIRECTIONAL && p_property.name == "light_intensity_lumens") { + p_property.usage = PROPERTY_USAGE_NONE; } - if (!distance_fade_enabled && (property.name == "distance_fade_begin" || property.name == "distance_fade_shadow" || property.name == "distance_fade_length")) { - property.usage = PROPERTY_USAGE_NO_EDITOR; + 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")) { + p_property.usage = PROPERTY_USAGE_NONE; } - VisualInstance3D::_validate_property(property); + if (!distance_fade_enabled && (p_property.name == "distance_fade_begin" || p_property.name == "distance_fade_shadow" || p_property.name == "distance_fade_length")) { + p_property.usage = PROPERTY_USAGE_NO_EDITOR; + } } void Light3D::_bind_methods() { @@ -280,10 +353,18 @@ void Light3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_projector", "projector"), &Light3D::set_projector); ClassDB::bind_method(D_METHOD("get_projector"), &Light3D::get_projector); + ClassDB::bind_method(D_METHOD("set_temperature", "temperature"), &Light3D::set_temperature); + ClassDB::bind_method(D_METHOD("get_temperature"), &Light3D::get_temperature); + ClassDB::bind_method(D_METHOD("get_correlated_color"), &Light3D::get_correlated_color); + ADD_GROUP("Light", "light_"); + 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); + 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); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "light_temperature", PROPERTY_HINT_RANGE, "1000,15000.0,1.0,suffix:k"), "set_temperature", "get_temperature"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "light_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_color", "get_color"); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_energy", PROPERTY_HINT_RANGE, "0,16,0.001,or_greater"), "set_param", "get_param", PARAM_ENERGY); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_indirect_energy", PROPERTY_HINT_RANGE, "0,16,0.001,or_greater"), "set_param", "get_param", PARAM_INDIRECT_ENERGY); + 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); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "light_projector", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_projector", "get_projector"); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_size", PROPERTY_HINT_RANGE, "0,1,0.001,or_greater,suffix:m"), "set_param", "get_param", PARAM_SIZE); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_angular_distance", PROPERTY_HINT_RANGE, "0,90,0.01,degrees"), "set_param", "get_param", PARAM_SIZE); @@ -298,7 +379,7 @@ void Light3D::_bind_methods() { ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_normal_bias", PROPERTY_HINT_RANGE, "0,10,0.001"), "set_param", "get_param", PARAM_SHADOW_NORMAL_BIAS); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_reverse_cull_face"), "set_shadow_reverse_cull_face", "get_shadow_reverse_cull_face"); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_transmittance_bias", PROPERTY_HINT_RANGE, "-16,16,0.001"), "set_param", "get_param", PARAM_TRANSMITTANCE_BIAS); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_fog_fade", PROPERTY_HINT_RANGE, "0.001,10,0.001"), "set_param", "get_param", PARAM_SHADOW_VOLUMETRIC_FOG_FADE); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_opacity", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_SHADOW_OPACITY); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_blur", PROPERTY_HINT_RANGE, "0,10,0.001"), "set_param", "get_param", PARAM_SHADOW_BLUR); ADD_GROUP("Distance Fade", "distance_fade_"); @@ -314,6 +395,7 @@ void Light3D::_bind_methods() { BIND_ENUM_CONSTANT(PARAM_ENERGY); BIND_ENUM_CONSTANT(PARAM_INDIRECT_ENERGY); + BIND_ENUM_CONSTANT(PARAM_VOLUMETRIC_FOG_ENERGY); BIND_ENUM_CONSTANT(PARAM_SPECULAR); BIND_ENUM_CONSTANT(PARAM_RANGE); BIND_ENUM_CONSTANT(PARAM_SIZE); @@ -328,9 +410,10 @@ void Light3D::_bind_methods() { BIND_ENUM_CONSTANT(PARAM_SHADOW_NORMAL_BIAS); BIND_ENUM_CONSTANT(PARAM_SHADOW_BIAS); BIND_ENUM_CONSTANT(PARAM_SHADOW_PANCAKE_SIZE); + BIND_ENUM_CONSTANT(PARAM_SHADOW_OPACITY); BIND_ENUM_CONSTANT(PARAM_SHADOW_BLUR); - BIND_ENUM_CONSTANT(PARAM_SHADOW_VOLUMETRIC_FOG_FADE); BIND_ENUM_CONSTANT(PARAM_TRANSMITTANCE_BIAS); + BIND_ENUM_CONSTANT(PARAM_INTENSITY); BIND_ENUM_CONSTANT(PARAM_MAX); BIND_ENUM_CONSTANT(BAKE_DISABLED); @@ -363,6 +446,7 @@ Light3D::Light3D(RenderingServer::LightType p_type) { set_param(PARAM_ENERGY, 1); set_param(PARAM_INDIRECT_ENERGY, 1); + set_param(PARAM_VOLUMETRIC_FOG_ENERGY, 1); set_param(PARAM_SPECULAR, 0.5); set_param(PARAM_RANGE, 5); set_param(PARAM_SIZE, 0); @@ -375,12 +459,15 @@ Light3D::Light3D(RenderingServer::LightType p_type) { set_param(PARAM_SHADOW_SPLIT_3_OFFSET, 0.5); set_param(PARAM_SHADOW_FADE_START, 0.8); set_param(PARAM_SHADOW_PANCAKE_SIZE, 20.0); + set_param(PARAM_SHADOW_OPACITY, 1.0); set_param(PARAM_SHADOW_BLUR, 1.0); - set_param(PARAM_SHADOW_BIAS, 0.03); + set_param(PARAM_SHADOW_BIAS, 0.1); set_param(PARAM_SHADOW_NORMAL_BIAS, 1.0); set_param(PARAM_TRANSMITTANCE_BIAS, 0.05); - set_param(PARAM_SHADOW_VOLUMETRIC_FOG_FADE, 0.1); set_param(PARAM_SHADOW_FADE_START, 1); + // For OmniLight3D and SpotLight3D, specified in Lumens. + set_param(PARAM_INTENSITY, 1000.0); + set_temperature(6500.0); // Nearly white. set_disable_scale(true); } @@ -389,6 +476,7 @@ Light3D::Light3D() { } Light3D::~Light3D() { + ERR_FAIL_NULL(RenderingServer::get_singleton()); RS::get_singleton()->instance_set_base(get_instance(), RID()); if (light.is_valid()) { @@ -426,29 +514,27 @@ DirectionalLight3D::SkyMode DirectionalLight3D::get_sky_mode() const { return sky_mode; } -void DirectionalLight3D::_validate_property(PropertyInfo &property) const { - if (shadow_mode == SHADOW_ORTHOGONAL && (property.name == "directional_shadow_split_1" || property.name == "directional_shadow_blend_splits")) { +void DirectionalLight3D::_validate_property(PropertyInfo &p_property) const { + if (shadow_mode == SHADOW_ORTHOGONAL && (p_property.name == "directional_shadow_split_1" || p_property.name == "directional_shadow_blend_splits")) { // Split 2 and split blending are only used with the PSSM 2 Splits and PSSM 4 Splits shadow modes. - property.usage = PROPERTY_USAGE_NO_EDITOR; + p_property.usage = PROPERTY_USAGE_NO_EDITOR; } - if ((shadow_mode == SHADOW_ORTHOGONAL || shadow_mode == SHADOW_PARALLEL_2_SPLITS) && (property.name == "directional_shadow_split_2" || property.name == "directional_shadow_split_3")) { + 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")) { // Splits 3 and 4 are only used with the PSSM 4 Splits shadow mode. - property.usage = PROPERTY_USAGE_NO_EDITOR; + p_property.usage = PROPERTY_USAGE_NO_EDITOR; } - if (property.name == "light_size" || property.name == "light_projector" || property.name == "light_specular") { + if (p_property.name == "light_size" || p_property.name == "light_projector" || p_property.name == "light_specular") { // Not implemented in DirectionalLight3D (`light_size` is replaced by `light_angular_distance`). - property.usage = PROPERTY_USAGE_NONE; + p_property.usage = PROPERTY_USAGE_NONE; } - if (property.name == "distance_fade_enabled" || property.name == "distance_fade_begin" || property.name == "distance_fade_shadow" || property.name == "distance_fade_length") { + 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") { // Not relevant for DirectionalLight3D, as the light LOD system only pertains to point lights. // For DirectionalLight3D, `directional_shadow_max_distance` can be used instead. - property.usage = PROPERTY_USAGE_NONE; + p_property.usage = PROPERTY_USAGE_NONE; } - - Light3D::_validate_property(property); } void DirectionalLight3D::_bind_methods() { @@ -486,8 +572,9 @@ DirectionalLight3D::DirectionalLight3D() : Light3D(RenderingServer::LIGHT_DIRECTIONAL) { set_param(PARAM_SHADOW_MAX_DISTANCE, 100); set_param(PARAM_SHADOW_FADE_START, 0.8); - // Increase the default shadow bias to better suit most scenes. - set_param(PARAM_SHADOW_BIAS, 0.1); + // Increase the default shadow normal bias to better suit most scenes. + set_param(PARAM_SHADOW_NORMAL_BIAS, 2.0); + set_param(PARAM_INTENSITY, 100000.0); // Specified in Lux, approximate mid-day sun. set_shadow_mode(SHADOW_PARALLEL_4_SPLITS); blend_splits = false; set_sky_mode(SKY_MODE_LIGHT_AND_SKY); @@ -502,8 +589,8 @@ OmniLight3D::ShadowMode OmniLight3D::get_shadow_mode() const { return shadow_mode; } -TypedArray<String> OmniLight3D::get_configuration_warnings() const { - TypedArray<String> warnings = Node::get_configuration_warnings(); +PackedStringArray OmniLight3D::get_configuration_warnings() const { + PackedStringArray warnings = Light3D::get_configuration_warnings(); if (!has_shadow() && get_projector().is_valid()) { warnings.push_back(RTR("Projector texture only works with shadows active.")); @@ -528,12 +615,10 @@ void OmniLight3D::_bind_methods() { OmniLight3D::OmniLight3D() : Light3D(RenderingServer::LIGHT_OMNI) { set_shadow_mode(SHADOW_CUBE); - // Increase the default shadow biases to better suit most scenes. - set_param(PARAM_SHADOW_BIAS, 0.2); } -TypedArray<String> SpotLight3D::get_configuration_warnings() const { - TypedArray<String> warnings = Node::get_configuration_warnings(); +PackedStringArray SpotLight3D::get_configuration_warnings() const { + PackedStringArray warnings = Light3D::get_configuration_warnings(); if (has_shadow() && get_param(PARAM_SPOT_ANGLE) >= 90.0) { warnings.push_back(RTR("A SpotLight3D with an angle wider than 90 degrees cannot cast shadows.")); @@ -553,3 +638,9 @@ void SpotLight3D::_bind_methods() { ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_angle", PROPERTY_HINT_RANGE, "0,180,0.01,degrees"), "set_param", "get_param", PARAM_SPOT_ANGLE); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_angle_attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_param", "get_param", PARAM_SPOT_ATTENUATION); } + +SpotLight3D::SpotLight3D() : + Light3D(RenderingServer::LIGHT_SPOT) { + // Decrease the default shadow bias to better suit most scenes. + set_param(PARAM_SHADOW_BIAS, 0.03); +} |