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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2020-07-01 16:28:48 +0200 |
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committer | GitHub <noreply@github.com> | 2020-07-01 16:28:48 +0200 |
commit | 9000e596502c45b5611768efcd30e76556209717 (patch) | |
tree | 486b63209cbade48aadd9792710d4b685c688928 /doc/classes/RenderingServer.xml | |
parent | 2fc3c5bb9f0250cb5caecb79f8dc00c100d1e189 (diff) | |
parent | 372136fe75e9f042d2284bae46d2879950f4d399 (diff) |
Merge pull request #40016 from akien-mga/environment-code-cleanup
Environment: Refactor code for readability + more
Diffstat (limited to 'doc/classes/RenderingServer.xml')
-rw-r--r-- | doc/classes/RenderingServer.xml | 95 |
1 files changed, 53 insertions, 42 deletions
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index 8832c0ec4d..7539f8ff43 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -1470,6 +1470,16 @@ Sets whether to use a dual paraboloid or a cubemap for the shadow map. Dual paraboloid is faster but may suffer from artifacts. Equivalent to [member OmniLight3D.omni_shadow_mode]. </description> </method> + <method name="light_set_bake_mode"> + <return type="void"> + </return> + <argument index="0" name="light" type="RID"> + </argument> + <argument index="1" name="bake_mode" type="int" enum="RenderingServer.LightBakeMode"> + </argument> + <description> + </description> + </method> <method name="light_set_color"> <return type="void"> </return> @@ -1560,17 +1570,6 @@ Sets the color of the shadow cast by the light. Equivalent to [member Light3D.shadow_color]. </description> </method> - <method name="light_set_use_gi"> - <return type="void"> - </return> - <argument index="0" name="light" type="RID"> - </argument> - <argument index="1" name="enabled" type="bool"> - </argument> - <description> - Sets whether GI probes capture light information from this light. - </description> - </method> <method name="make_sphere_mesh"> <return type="RID"> </return> @@ -2292,40 +2291,37 @@ To place in a scene, attach this reflection probe to an instance using [method instance_set_base] using the returned RID. </description> </method> - <method name="reflection_probe_set_as_interior"> + <method name="reflection_probe_set_ambient_color"> <return type="void"> </return> <argument index="0" name="probe" type="RID"> </argument> - <argument index="1" name="enable" type="bool"> + <argument index="1" name="color" type="Color"> </argument> <description> - If [code]true[/code], reflections will ignore sky contribution. Equivalent to [member ReflectionProbe.interior_enable]. </description> </method> - <method name="reflection_probe_set_cull_mask"> + <method name="reflection_probe_set_ambient_energy"> <return type="void"> </return> <argument index="0" name="probe" type="RID"> </argument> - <argument index="1" name="layers" type="int"> + <argument index="1" name="energy" type="float"> </argument> <description> - Sets the render cull mask for this reflection probe. Only instances with a matching cull mask will be rendered by this probe. Equivalent to [member ReflectionProbe.cull_mask]. </description> </method> - <method name="reflection_probe_set_enable_box_projection"> + <method name="reflection_probe_set_ambient_mode"> <return type="void"> </return> <argument index="0" name="probe" type="RID"> </argument> - <argument index="1" name="enable" type="bool"> + <argument index="1" name="mode" type="int" enum="RenderingServer.ReflectionProbeAmbientMode"> </argument> <description> - If [code]true[/code], uses box projection. This can make reflections look more correct in certain situations. Equivalent to [member ReflectionProbe.box_projection]. </description> </method> - <method name="reflection_probe_set_enable_shadows"> + <method name="reflection_probe_set_as_interior"> <return type="void"> </return> <argument index="0" name="probe" type="RID"> @@ -2333,62 +2329,62 @@ <argument index="1" name="enable" type="bool"> </argument> <description> - If [code]true[/code], computes shadows in the reflection probe. This makes the reflection much slower to compute. Equivalent to [member ReflectionProbe.enable_shadows]. + If [code]true[/code], reflections will ignore sky contribution. Equivalent to [member ReflectionProbe.interior]. </description> </method> - <method name="reflection_probe_set_extents"> + <method name="reflection_probe_set_cull_mask"> <return type="void"> </return> <argument index="0" name="probe" type="RID"> </argument> - <argument index="1" name="extents" type="Vector3"> + <argument index="1" name="layers" type="int"> </argument> <description> - Sets the size of the area that the reflection probe will capture. Equivalent to [member ReflectionProbe.extents]. + Sets the render cull mask for this reflection probe. Only instances with a matching cull mask will be rendered by this probe. Equivalent to [member ReflectionProbe.cull_mask]. </description> </method> - <method name="reflection_probe_set_intensity"> + <method name="reflection_probe_set_enable_box_projection"> <return type="void"> </return> <argument index="0" name="probe" type="RID"> </argument> - <argument index="1" name="intensity" type="float"> + <argument index="1" name="enable" type="bool"> </argument> <description> - Sets the intensity of the reflection probe. Intensity modulates the strength of the reflection. Equivalent to [member ReflectionProbe.intensity]. + If [code]true[/code], uses box projection. This can make reflections look more correct in certain situations. Equivalent to [member ReflectionProbe.box_projection]. </description> </method> - <method name="reflection_probe_set_interior_ambient"> + <method name="reflection_probe_set_enable_shadows"> <return type="void"> </return> <argument index="0" name="probe" type="RID"> </argument> - <argument index="1" name="color" type="Color"> + <argument index="1" name="enable" type="bool"> </argument> <description> - Sets the ambient light color for this reflection probe when set to interior mode. Equivalent to [member ReflectionProbe.interior_ambient_color]. + If [code]true[/code], computes shadows in the reflection probe. This makes the reflection much slower to compute. Equivalent to [member ReflectionProbe.enable_shadows]. </description> </method> - <method name="reflection_probe_set_interior_ambient_energy"> + <method name="reflection_probe_set_extents"> <return type="void"> </return> <argument index="0" name="probe" type="RID"> </argument> - <argument index="1" name="energy" type="float"> + <argument index="1" name="extents" type="Vector3"> </argument> <description> - Sets the energy multiplier for this reflection probes ambient light contribution when set to interior mode. Equivalent to [member ReflectionProbe.interior_ambient_energy]. + Sets the size of the area that the reflection probe will capture. Equivalent to [member ReflectionProbe.extents]. </description> </method> - <method name="reflection_probe_set_interior_ambient_probe_contribution"> + <method name="reflection_probe_set_intensity"> <return type="void"> </return> <argument index="0" name="probe" type="RID"> </argument> - <argument index="1" name="contrib" type="float"> + <argument index="1" name="intensity" type="float"> </argument> <description> - Sets the contribution value for how much the reflection affects the ambient light for this reflection probe when set to interior mode. Useful so that ambient light matches the color of the room. Equivalent to [member ReflectionProbe.interior_ambient_contrib]. + Sets the intensity of the reflection probe. Intensity modulates the strength of the reflection. Equivalent to [member ReflectionProbe.intensity]. </description> </method> <method name="reflection_probe_set_max_distance"> @@ -3261,6 +3257,12 @@ <constant name="LIGHT_PARAM_MAX" value="18" enum="LightParam"> Represents the size of the [enum LightParam] enum. </constant> + <constant name="LIGHT_BAKE_DISABLED" value="0" enum="LightBakeMode"> + </constant> + <constant name="LIGHT_BAKE_DYNAMIC" value="1" enum="LightBakeMode"> + </constant> + <constant name="LIGHT_BAKE_STATIC" value="2" enum="LightBakeMode"> + </constant> <constant name="LIGHT_OMNI_SHADOW_DUAL_PARABOLOID" value="0" enum="LightOmniShadowMode"> Use a dual paraboloid shadow map for omni lights. </constant> @@ -3288,6 +3290,12 @@ <constant name="REFLECTION_PROBE_UPDATE_ALWAYS" value="1" enum="ReflectionProbeUpdateMode"> Reflection probe will update each frame. This mode is necessary to capture moving objects. </constant> + <constant name="REFLECTION_PROBE_AMBIENT_DISABLED" value="0" enum="ReflectionProbeAmbientMode"> + </constant> + <constant name="REFLECTION_PROBE_AMBIENT_ENVIRONMENT" value="1" enum="ReflectionProbeAmbientMode"> + </constant> + <constant name="REFLECTION_PROBE_AMBIENT_COLOR" value="2" enum="ReflectionProbeAmbientMode"> + </constant> <constant name="DECAL_TEXTURE_ALBEDO" value="0" enum="DecalTexture"> </constant> <constant name="DECAL_TEXTURE_NORMAL" value="1" enum="DecalTexture"> @@ -3412,13 +3420,16 @@ <constant name="VIEWPORT_DEBUG_DRAW_SSAO" value="12" enum="ViewportDebugDraw"> Draws the screen space ambient occlusion texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have [member Environment.ssao_enabled] set in your [WorldEnvironment]. </constant> - <constant name="VIEWPORT_DEBUG_DRAW_ROUGHNESS_LIMITER" value="13" enum="ViewportDebugDraw"> - Draws the roughness limiter post process over the Viewport so you can see where it has an effect. It must be enabled in [member ProjectSettings.rendering/quality/screen_filters/screen_space_roughness_limiter] to work. - </constant> - <constant name="VIEWPORT_DEBUG_DRAW_PSSM_SPLITS" value="14" enum="ViewportDebugDraw"> + <constant name="VIEWPORT_DEBUG_DRAW_PSSM_SPLITS" value="13" enum="ViewportDebugDraw"> Colors each PSSM split for the [DirectionalLight3D]s in the scene a different color so you can see where the splits are. In order they will be colored red, green, blue, yellow. </constant> - <constant name="VIEWPORT_DEBUG_DRAW_DECAL_ATLAS" value="15" enum="ViewportDebugDraw"> + <constant name="VIEWPORT_DEBUG_DRAW_DECAL_ATLAS" value="14" enum="ViewportDebugDraw"> + </constant> + <constant name="VIEWPORT_DEBUG_DRAW_SDFGI" value="15" enum="ViewportDebugDraw"> + </constant> + <constant name="VIEWPORT_DEBUG_DRAW_SDFGI_PROBES" value="16" enum="ViewportDebugDraw"> + </constant> + <constant name="VIEWPORT_DEBUG_DRAW_GI_BUFFER" value="17" enum="ViewportDebugDraw"> </constant> <constant name="SKY_MODE_QUALITY" value="0" enum="SkyMode"> Uses high quality importance sampling to process the radiance map. In general, this results in much higher quality than [constant Sky.PROCESS_MODE_REALTIME] but takes much longer to generate. This should not be used if you plan on changing the sky at runtime. If you are finding that the reflection is not blurry enough and is showing sparkles or fireflies, try increasing [member ProjectSettings.rendering/quality/reflections/ggx_samples]. |