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authorJuan Linietsky <reduzio@gmail.com>2019-09-07 14:38:17 -0300
committerJuan Linietsky <reduzio@gmail.com>2020-02-11 12:01:20 +0100
commit88a7debbbc2cd035932facc04b7740fc204bcca6 (patch)
tree0a59df57cc732e2c57af2e115b79981d8ac68322 /scene
parent920db604d26e2e82b6289807ad8a0607b310eef6 (diff)
Directional lights and shadow mapping are functional.
Diffstat (limited to 'scene')
-rw-r--r--scene/3d/light.cpp5
-rw-r--r--scene/3d/light.h1
2 files changed, 6 insertions, 0 deletions
diff --git a/scene/3d/light.cpp b/scene/3d/light.cpp
index a646783333..8d3b9bbaf0 100644
--- a/scene/3d/light.cpp
+++ b/scene/3d/light.cpp
@@ -281,6 +281,7 @@ void Light::_bind_methods() {
BIND_ENUM_CONSTANT(PARAM_SHADOW_SPLIT_1_OFFSET);
BIND_ENUM_CONSTANT(PARAM_SHADOW_SPLIT_2_OFFSET);
BIND_ENUM_CONSTANT(PARAM_SHADOW_SPLIT_3_OFFSET);
+ BIND_ENUM_CONSTANT(PARAM_SHADOW_FADE_START);
BIND_ENUM_CONSTANT(PARAM_SHADOW_NORMAL_BIAS);
BIND_ENUM_CONSTANT(PARAM_SHADOW_BIAS);
BIND_ENUM_CONSTANT(PARAM_SHADOW_BIAS_SPLIT_SCALE);
@@ -325,8 +326,10 @@ Light::Light(VisualServer::LightType p_type) {
set_param(PARAM_SHADOW_SPLIT_1_OFFSET, 0.1);
set_param(PARAM_SHADOW_SPLIT_2_OFFSET, 0.2);
set_param(PARAM_SHADOW_SPLIT_3_OFFSET, 0.5);
+ set_param(PARAM_SHADOW_FADE_START, 0.8);
set_param(PARAM_SHADOW_NORMAL_BIAS, 0.0);
set_param(PARAM_SHADOW_BIAS, 0.15);
+ set_param(PARAM_SHADOW_FADE_START, 1);
set_disable_scale(true);
}
@@ -393,6 +396,7 @@ void DirectionalLight::_bind_methods() {
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "directional_shadow_split_1", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_1_OFFSET);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "directional_shadow_split_2", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_2_OFFSET);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "directional_shadow_split_3", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_3_OFFSET);
+ ADD_PROPERTYI(PropertyInfo(Variant::REAL, "directional_shadow_fade_start", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_SHADOW_FADE_START);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "directional_shadow_blend_splits"), "set_blend_splits", "is_blend_splits_enabled");
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "directional_shadow_normal_bias", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_param", "get_param", PARAM_SHADOW_NORMAL_BIAS);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "directional_shadow_bias_split_scale", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_SHADOW_BIAS_SPLIT_SCALE);
@@ -413,6 +417,7 @@ DirectionalLight::DirectionalLight() :
set_param(PARAM_SHADOW_NORMAL_BIAS, 0.8);
set_param(PARAM_SHADOW_BIAS, 0.1);
set_param(PARAM_SHADOW_MAX_DISTANCE, 100);
+ set_param(PARAM_SHADOW_FADE_START, 0.8);
set_param(PARAM_SHADOW_BIAS_SPLIT_SCALE, 0.25);
set_shadow_mode(SHADOW_PARALLEL_4_SPLITS);
set_shadow_depth_range(SHADOW_DEPTH_RANGE_STABLE);
diff --git a/scene/3d/light.h b/scene/3d/light.h
index e7bfa3fc63..7287518ae9 100644
--- a/scene/3d/light.h
+++ b/scene/3d/light.h
@@ -54,6 +54,7 @@ public:
PARAM_SHADOW_SPLIT_1_OFFSET = VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET,
PARAM_SHADOW_SPLIT_2_OFFSET = VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET,
PARAM_SHADOW_SPLIT_3_OFFSET = VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET,
+ PARAM_SHADOW_FADE_START = VS::LIGHT_PARAM_SHADOW_FADE_START,
PARAM_SHADOW_NORMAL_BIAS = VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS,
PARAM_SHADOW_BIAS = VS::LIGHT_PARAM_SHADOW_BIAS,
PARAM_SHADOW_BIAS_SPLIT_SCALE = VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE,