godot/scene/3d/light_3d.cpp

/**************************************************************************/
/*  light_3d.cpp                                                          */
/**************************************************************************/
/*                         This file is part of:                          */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "core/config/project_settings.h"

#include "light_3d.h"

void Light3D::set_param(Param p_param, real_t p_value) {}

real_t Light3D::get_param(Param p_param) const {}

void Light3D::set_shadow(bool p_enable) {}

bool Light3D::has_shadow() const {}

void Light3D::set_negative(bool p_enable) {}

bool Light3D::is_negative() const {}

void Light3D::set_enable_distance_fade(bool p_enable) {}

bool Light3D::is_distance_fade_enabled() const {}

void Light3D::set_distance_fade_begin(real_t p_distance) {}

real_t Light3D::get_distance_fade_begin() const {}

void Light3D::set_distance_fade_shadow(real_t p_distance) {}

real_t Light3D::get_distance_fade_shadow() const {}

void Light3D::set_distance_fade_length(real_t p_length) {}

real_t Light3D::get_distance_fade_length() const {}

void Light3D::set_cull_mask(uint32_t p_cull_mask) {}

uint32_t Light3D::get_cull_mask() const {}

void Light3D::set_color(const Color &p_color) {}

Color Light3D::get_color() const {}

void Light3D::set_shadow_reverse_cull_face(bool p_enable) {}

bool Light3D::get_shadow_reverse_cull_face() const {}

void Light3D::set_shadow_caster_mask(uint32_t p_caster_mask) {}

uint32_t Light3D::get_shadow_caster_mask() const {}

AABB Light3D::get_aabb() const {}

PackedStringArray Light3D::get_configuration_warnings() const {}

void Light3D::set_bake_mode(BakeMode p_mode) {}

Light3D::BakeMode Light3D::get_bake_mode() const {}

void Light3D::set_projector(const Ref<Texture2D> &p_texture) {}

Ref<Texture2D> Light3D::get_projector() const {}

void Light3D::owner_changed_notify() {}

// 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) {}

void Light3D::set_temperature(const float p_temperature) {}

Color Light3D::get_correlated_color() const {}

float Light3D::get_temperature() const {}

void Light3D::_update_visibility() {}

void Light3D::_notification(int p_what) {}

void Light3D::set_editor_only(bool p_editor_only) {}

bool Light3D::is_editor_only() const {}

void Light3D::_validate_property(PropertyInfo &p_property) const {}

void Light3D::_bind_methods() {}

Light3D::Light3D(RenderingServer::LightType p_type) {}

Light3D::Light3D() {}

Light3D::~Light3D() {}

/////////////////////////////////////////

void DirectionalLight3D::set_shadow_mode(ShadowMode p_mode) {}

DirectionalLight3D::ShadowMode DirectionalLight3D::get_shadow_mode() const {}

void DirectionalLight3D::set_blend_splits(bool p_enable) {}

bool DirectionalLight3D::is_blend_splits_enabled() const {}

void DirectionalLight3D::set_sky_mode(SkyMode p_mode) {}

DirectionalLight3D::SkyMode DirectionalLight3D::get_sky_mode() const {}

void DirectionalLight3D::_validate_property(PropertyInfo &p_property) const {}

void DirectionalLight3D::_bind_methods() {}

DirectionalLight3D::DirectionalLight3D() :{}

void OmniLight3D::set_shadow_mode(ShadowMode p_mode) {}

OmniLight3D::ShadowMode OmniLight3D::get_shadow_mode() const {}

PackedStringArray OmniLight3D::get_configuration_warnings() const {}

void OmniLight3D::_bind_methods() {}

OmniLight3D::OmniLight3D() :{}

PackedStringArray SpotLight3D::get_configuration_warnings() const {}

void SpotLight3D::_bind_methods() {}

SpotLight3D::SpotLight3D() :{}