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# Copyright © 2020 Hugo Locurcio and contributors - MIT License
# See `LICENSE.md` included in the source distribution for details.
@icon("res://addons/lod/lod_omni_light.svg")
class_name LODOmniLight
extends OmniLight3D
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# If `false`, LOD won't update anymore. This can be used for performance comparison
# purposes.
@export var enable_lod := true
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# The maximum shadow distance in units. Past this distance, the shadow will be disabled.
@export var shadow_max_distance := 25 # (float, 0.0, 1000.0, 0.1)
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# The distance factor at which the shadow starts fading.
# A value of 0.0 will result in the smoothest transition whereas a value of 1.0 disables fading.
@export var shadow_fade_start := 0.8 # (float, 0.0, 1.0, 0.1)
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# The maximum shadow distance in units. Past this distance, the light will be hidden.
@export var light_max_distance := 50 # (float, 0.0, 1000.0, 0.1)
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# The distance factor at which the light starts fading.
# A value of 0.0 will result in the smoothest transition whereas a value of 1.0 disables fading.
@export var light_fade_start := 0.8 # (float, 0.0, 1.0, 0.1)
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# The rate at which LODs will be updated (in seconds). Lower values are more reactive
# but use more CPU, which is especially noticeable with large amounts of LOD-enabled nodes.
# Set this accordingly depending on your camera movement speed.
# The default value should suit most projects already.
# Note: Slow cameras don't need to have LOD-enabled objects update their status often.
# By default, lights have their LOD updated faster than other LOD nodes since their
# light/shadow intensity needs to change as smoothly as posible.
# This can overridden by setting the project setting `lod/light_refresh_rate`.
var refresh_rate := 0.05
# The LOD bias in units.
# Positive values will decrease the detail level and improve performance.
# Negative values will improve visual appearance at the cost of performance.
# This can overridden by setting the project setting `lod/bias`.
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var lod_distance_bias := 0.0
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# The internal refresh timer.
var timer := 0.0
# The light's energy when it was instanced.
var base_light_energy := light_energy
func _ready() -> void:
if ProjectSettings.has_setting("lod/light_bias"):
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lod_distance_bias = ProjectSettings.get_setting("lod/light_bias")
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if ProjectSettings.has_setting("lod/light_refresh_rate"):
refresh_rate = ProjectSettings.get_setting("lod/light_refresh_rate")
# Add random jitter to the timer to ensure LODs don't all swap at the same time.
randomize()
timer += randf_range(0, refresh_rate)
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# Despite LOD not being related to physics, we chose to run in `_physics_process()`
# to minimize the amount of method calls per second (and therefore decrease CPU usage).
func _physics_process(delta: float) -> void:
if not enable_lod:
return
# We need a camera to do the rest.
var camera := get_viewport().get_camera_3d()
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if camera == null:
return
if timer <= refresh_rate:
timer += delta
return
timer = 0.0
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var distance := camera.global_transform.origin.distance_to(global_transform.origin) + lod_distance_bias
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visible = distance < light_max_distance
var light_fade_start_distance := light_max_distance * light_fade_start
if distance > light_fade_start_distance:
light_energy = max(0, (1 - (distance - light_fade_start_distance) / (light_max_distance - light_fade_start_distance)) * base_light_energy)
else:
# We're close enough to the light to show it at full brightness.
light_energy = base_light_energy
shadow_enabled = distance < shadow_max_distance