diff options
author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-05-01 01:40:30 +0200 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-07-13 19:56:02 +0200 |
commit | 21ea1c38358362abd01ffaf60f1a80add81ef110 (patch) | |
tree | c02b365af51fcf087641ff7bc42e972d2b56f08b /servers/rendering/renderer_rd | |
parent | 98d5b37a4cf3c5dd008022752514109ff621d268 (diff) |
Rename soft shadow quality project settings for easier searching
`rendering/quality/shadows` is now `rendering/quality/positional_shadow`
to explicitly denote that the settings only affect positional light shadows,
not directional light shadows.
Shadow atlas settings now contain the word "atlas" for easier searching.
Soft shadow quality settings were renamed to contain the word "filter".
This makes the settings appear when searching for "filter" in the
project settings dialog, like in Godot 3.x.
Diffstat (limited to 'servers/rendering/renderer_rd')
-rw-r--r-- | servers/rendering/renderer_rd/renderer_scene_render_rd.cpp | 8 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/renderer_scene_render_rd.h | 4 |
2 files changed, 6 insertions, 6 deletions
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index 5185d537ec..120bd9ece3 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -3176,7 +3176,7 @@ void RendererSceneRenderRD::sub_surface_scattering_set_scale(float p_scale, floa sss_depth_scale = p_depth_scale; } -void RendererSceneRenderRD::shadows_quality_set(RS::ShadowQuality p_quality) { +void RendererSceneRenderRD::positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) { ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum"); if (shadows_quality != p_quality) { @@ -3223,7 +3223,7 @@ void RendererSceneRenderRD::shadows_quality_set(RS::ShadowQuality p_quality) { _update_shader_quality_settings(); } -void RendererSceneRenderRD::directional_shadow_quality_set(RS::ShadowQuality p_quality) { +void RendererSceneRenderRD::directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) { ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum"); if (directional_shadow_quality != p_quality) { @@ -5960,8 +5960,8 @@ void fog() { directional_soft_shadow_kernel = memnew_arr(float, 128); penumbra_shadow_kernel = memnew_arr(float, 128); soft_shadow_kernel = memnew_arr(float, 128); - shadows_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/shadows/soft_shadow_quality")))); - directional_shadow_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/directional_shadow/soft_shadow_quality")))); + positional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/positional_shadow/soft_shadow_filter_quality")))); + directional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/directional_shadow/soft_shadow_filter_quality")))); environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth")); environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter")); diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h index e8296882c9..4249e7dbe4 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h @@ -1454,8 +1454,8 @@ public: RS::SubSurfaceScatteringQuality sub_surface_scattering_get_quality() const; virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) override; - virtual void shadows_quality_set(RS::ShadowQuality p_quality) override; - virtual void directional_shadow_quality_set(RS::ShadowQuality p_quality) override; + virtual void positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override; + virtual void directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override; virtual void decals_set_filter(RS::DecalFilter p_filter) override; virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override; |