diff options
27 files changed, 150 insertions, 114 deletions
diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml index c8c0494378..f2dbcec228 100644 --- a/doc/classes/Environment.xml +++ b/doc/classes/Environment.xml @@ -171,11 +171,11 @@ </member> <member name="reflected_light_source" type="int" setter="set_reflection_source" getter="get_reflection_source" enum="Environment.ReflectionSource" default="0"> </member> - <member name="sdfgi_bounce_feedback" type="float" setter="set_sdfgi_bounce_feedback" getter="get_sdfgi_bounce_feedback" default="0.0"> + <member name="sdfgi_bounce_feedback" type="float" setter="set_sdfgi_bounce_feedback" getter="get_sdfgi_bounce_feedback" default="0.5"> </member> <member name="sdfgi_cascade0_distance" type="float" setter="set_sdfgi_cascade0_distance" getter="get_sdfgi_cascade0_distance" default="12.8"> </member> - <member name="sdfgi_cascades" type="int" setter="set_sdfgi_cascades" getter="get_sdfgi_cascades" default="6"> + <member name="sdfgi_cascades" type="int" setter="set_sdfgi_cascades" getter="get_sdfgi_cascades" default="4"> The number of cascades to use for SDFGI (between 1 and 8). A higher number of cascades allows displaying SDFGI further away while preserving detail up close, at the cost of performance. When using SDFGI on small-scale levels, [member sdfgi_cascades] can often be decreased between [code]1[/code] and [code]4[/code] to improve performance. </member> <member name="sdfgi_enabled" type="bool" setter="set_sdfgi_enabled" getter="is_sdfgi_enabled" default="false"> @@ -185,7 +185,7 @@ </member> <member name="sdfgi_energy" type="float" setter="set_sdfgi_energy" getter="get_sdfgi_energy" default="1.0"> </member> - <member name="sdfgi_max_distance" type="float" setter="set_sdfgi_max_distance" getter="get_sdfgi_max_distance" default="819.2"> + <member name="sdfgi_max_distance" type="float" setter="set_sdfgi_max_distance" getter="get_sdfgi_max_distance" default="204.8"> </member> <member name="sdfgi_min_cell_size" type="float" setter="set_sdfgi_min_cell_size" getter="get_sdfgi_min_cell_size" default="0.2"> </member> @@ -193,11 +193,11 @@ </member> <member name="sdfgi_probe_bias" type="float" setter="set_sdfgi_probe_bias" getter="get_sdfgi_probe_bias" default="1.1"> </member> - <member name="sdfgi_read_sky_light" type="bool" setter="set_sdfgi_read_sky_light" getter="is_sdfgi_reading_sky_light" default="false"> + <member name="sdfgi_read_sky_light" type="bool" setter="set_sdfgi_read_sky_light" getter="is_sdfgi_reading_sky_light" default="true"> </member> <member name="sdfgi_use_occlusion" type="bool" setter="set_sdfgi_use_occlusion" getter="is_sdfgi_using_occlusion" default="false"> </member> - <member name="sdfgi_y_scale" type="int" setter="set_sdfgi_y_scale" getter="get_sdfgi_y_scale" enum="Environment.SDFGIYScale" default="0"> + <member name="sdfgi_y_scale" type="int" setter="set_sdfgi_y_scale" getter="get_sdfgi_y_scale" enum="Environment.SDFGIYScale" default="1"> </member> <member name="sky" type="Sky" setter="set_sky" getter="get_sky"> The [Sky] resource used for this [Environment]. @@ -379,11 +379,11 @@ <constant name="GLOW_BLEND_MODE_MIX" value="4" enum="GlowBlendMode"> Mixes the glow with the underlying color to avoid increasing brightness as much while still maintaining a glow effect. </constant> - <constant name="SDFGI_Y_SCALE_DISABLED" value="0" enum="SDFGIYScale"> + <constant name="SDFGI_Y_SCALE_50_PERCENT" value="0" enum="SDFGIYScale"> </constant> <constant name="SDFGI_Y_SCALE_75_PERCENT" value="1" enum="SDFGIYScale"> </constant> - <constant name="SDFGI_Y_SCALE_50_PERCENT" value="2" enum="SDFGIYScale"> + <constant name="SDFGI_Y_SCALE_100_PERCENT" value="2" enum="SDFGIYScale"> </constant> </constants> </class> diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index ed124d1d15..ff25dcee22 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -1696,13 +1696,13 @@ If [code]true[/code], renders [VoxelGI] and SDFGI ([member Environment.sdfgi_enabled]) buffers at halved resolution (e.g. 960×540 when the viewport size is 1920×1080). This improves performance significantly when VoxelGI or SDFGI is enabled, at the cost of artifacts that may be visible on polygon edges. The loss in quality becomes less noticeable as the viewport resolution increases. [LightmapGI] rendering is not affected by this setting. [b]Note:[/b] This property is only read when the project starts. To set half-resolution GI at run-time, call [method RenderingServer.gi_set_use_half_resolution] instead. </member> - <member name="rendering/global_illumination/sdfgi/frames_to_converge" type="int" setter="" getter="" default="4"> + <member name="rendering/global_illumination/sdfgi/frames_to_converge" type="int" setter="" getter="" default="5"> </member> <member name="rendering/global_illumination/sdfgi/frames_to_update_lights" type="int" setter="" getter="" default="2"> </member> <member name="rendering/global_illumination/sdfgi/probe_ray_count" type="int" setter="" getter="" default="1"> </member> - <member name="rendering/global_illumination/voxel_gi/quality" type="int" setter="" getter="" default="1"> + <member name="rendering/global_illumination/voxel_gi/quality" type="int" setter="" getter="" default="0"> </member> <member name="rendering/lightmapping/bake_performance/max_rays_per_pass" type="int" setter="" getter="" default="32"> </member> @@ -1826,7 +1826,7 @@ <member name="rendering/shadows/directional_shadow/size.mobile" type="int" setter="" getter="" default="2048"> Lower-end override for [member rendering/shadows/directional_shadow/size] on mobile devices, due to performance concerns or driver support. </member> - <member name="rendering/shadows/directional_shadow/soft_shadow_quality" type="int" setter="" getter="" default="3"> + <member name="rendering/shadows/directional_shadow/soft_shadow_quality" type="int" setter="" getter="" default="2"> Quality setting for shadows cast by [DirectionalLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy. [b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance]. [b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply [i]constant[/i] shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows. @@ -1854,7 +1854,7 @@ <member name="rendering/shadows/shadow_atlas/size.mobile" type="int" setter="" getter="" default="2048"> Lower-end override for [member rendering/shadows/shadow_atlas/size] on mobile devices, due to performance concerns or driver support. </member> - <member name="rendering/shadows/shadows/soft_shadow_quality" type="int" setter="" getter="" default="3"> + <member name="rendering/shadows/shadows/soft_shadow_quality" type="int" setter="" getter="" default="2"> Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy. [b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance]. [b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows. diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index 82728c0570..82436b10a5 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -4181,11 +4181,11 @@ <constant name="ENV_SSIL_QUALITY_ULTRA" value="4" enum="EnvironmentSSILQuality"> Highest quality screen-space indirect lighting. Uses the adaptive target setting which can be dynamically adjusted to smoothly balance performance and visual quality. </constant> - <constant name="ENV_SDFGI_Y_SCALE_DISABLED" value="0" enum="EnvironmentSDFGIYScale"> + <constant name="ENV_SDFGI_Y_SCALE_50_PERCENT" value="0" enum="EnvironmentSDFGIYScale"> </constant> <constant name="ENV_SDFGI_Y_SCALE_75_PERCENT" value="1" enum="EnvironmentSDFGIYScale"> </constant> - <constant name="ENV_SDFGI_Y_SCALE_50_PERCENT" value="2" enum="EnvironmentSDFGIYScale"> + <constant name="ENV_SDFGI_Y_SCALE_100_PERCENT" value="2" enum="EnvironmentSDFGIYScale"> </constant> <constant name="ENV_SDFGI_RAY_COUNT_4" value="0" enum="EnvironmentSDFGIRayCount"> </constant> diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml index 95dffd3e28..6a2812bb93 100644 --- a/doc/classes/RichTextLabel.xml +++ b/doc/classes/RichTextLabel.xml @@ -55,6 +55,12 @@ Returns the height of the content. </description> </method> + <method name="get_content_width" qualifiers="const"> + <return type="int" /> + <description> + Returns the width of the content. + </description> + </method> <method name="get_line_count" qualifiers="const"> <return type="int" /> <description> diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h index 246b908c14..12bb21a5a0 100644 --- a/drivers/gles3/rasterizer_scene_gles3.h +++ b/drivers/gles3/rasterizer_scene_gles3.h @@ -78,11 +78,11 @@ public: /* SHADOW ATLAS API */ RID shadow_atlas_create() override; - void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = false) override; + void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = true) override; void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) override; bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) override; - void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = false) override; + void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = true) override; int get_directional_light_shadow_size(RID p_light_intance) override; void set_directional_shadow_count(int p_count) override; diff --git a/editor/plugins/canvas_item_editor_plugin.cpp b/editor/plugins/canvas_item_editor_plugin.cpp index aa8ad55ff3..48c5c0ebc4 100644 --- a/editor/plugins/canvas_item_editor_plugin.cpp +++ b/editor/plugins/canvas_item_editor_plugin.cpp @@ -5955,8 +5955,6 @@ bool CanvasItemEditorViewport::can_drop_data(const Point2 &p_point, const Varian continue; } memdelete(instantiated_scene); - } else { - continue; } can_instantiate = true; break; diff --git a/editor/plugins/node_3d_editor_plugin.cpp b/editor/plugins/node_3d_editor_plugin.cpp index e35af6dd64..9884c45916 100644 --- a/editor/plugins/node_3d_editor_plugin.cpp +++ b/editor/plugins/node_3d_editor_plugin.cpp @@ -385,8 +385,6 @@ int Node3DEditorViewport::get_selected_count() const { } void Node3DEditorViewport::cancel_transform() { - _edit.mode = TRANSFORM_NONE; - List<Node *> &selection = editor_selection->get_selected_node_list(); for (List<Node *>::Element *E = selection.front(); E; E = E->next()) { @@ -402,7 +400,8 @@ void Node3DEditorViewport::cancel_transform() { sp->set_global_transform(se->original); } - surface->update(); + + finish_transform(); set_message(TTR("Transform Aborted."), 3); } @@ -3959,8 +3958,6 @@ bool Node3DEditorViewport::can_drop_data_fw(const Point2 &p_point, const Variant continue; } memdelete(instantiated_scene); - } else { - continue; } can_instantiate = true; break; @@ -4063,12 +4060,9 @@ void Node3DEditorViewport::commit_transform() { undo_redo->add_undo_method(sp, "set_global_transform", se->original); } undo_redo->commit_action(); - _edit.mode = TRANSFORM_NONE; - _edit.instant = false; - spatial_editor->set_local_coords_enabled(_edit.original_local); + + finish_transform(); set_message(""); - spatial_editor->update_transform_gizmo(); - surface->update(); } void Node3DEditorViewport::update_transform(Point2 p_mousepos, bool p_shift) { @@ -4407,6 +4401,14 @@ void Node3DEditorViewport::update_transform(Point2 p_mousepos, bool p_shift) { } } +void Node3DEditorViewport::finish_transform() { + spatial_editor->set_local_coords_enabled(_edit.original_local); + spatial_editor->update_transform_gizmo(); + _edit.mode = TRANSFORM_NONE; + _edit.instant = false; + surface->update(); +} + Node3DEditorViewport::Node3DEditorViewport(Node3DEditor *p_spatial_editor, EditorNode *p_editor, int p_index) { cpu_time_history_index = 0; gpu_time_history_index = 0; diff --git a/editor/plugins/node_3d_editor_plugin.h b/editor/plugins/node_3d_editor_plugin.h index bbe5615570..cb7c5a714b 100644 --- a/editor/plugins/node_3d_editor_plugin.h +++ b/editor/plugins/node_3d_editor_plugin.h @@ -409,6 +409,7 @@ private: void begin_transform(TransformMode p_mode, bool instant); void commit_transform(); void update_transform(Point2 p_mousepos, bool p_shift); + void finish_transform(); protected: void _notification(int p_what); diff --git a/scene/gui/rich_text_label.cpp b/scene/gui/rich_text_label.cpp index 4865b9770e..86e5afcb7c 100644 --- a/scene/gui/rich_text_label.cpp +++ b/scene/gui/rich_text_label.cpp @@ -4157,6 +4157,14 @@ int RichTextLabel::get_content_height() const { return total_height; } +int RichTextLabel::get_content_width() const { + int total_width = 0; + for (int i = 0; i < main->lines.size(); i++) { + total_width = MAX(total_width, main->lines[i].offset.x + main->lines[i].text_buf->get_size().x); + } + return total_width; +} + #ifndef DISABLE_DEPRECATED // People will be very angry, if their texts get erased, because of #39148. (3.x -> 4.0) // Although some people may not used bbcode_text, so we only overwrite, if bbcode_text is not empty. @@ -4279,6 +4287,7 @@ void RichTextLabel::_bind_methods() { ClassDB::bind_method(D_METHOD("get_visible_paragraph_count"), &RichTextLabel::get_visible_paragraph_count); ClassDB::bind_method(D_METHOD("get_content_height"), &RichTextLabel::get_content_height); + ClassDB::bind_method(D_METHOD("get_content_width"), &RichTextLabel::get_content_width); ClassDB::bind_method(D_METHOD("parse_expressions_for_values", "expressions"), &RichTextLabel::parse_expressions_for_values); diff --git a/scene/gui/rich_text_label.h b/scene/gui/rich_text_label.h index e79244f2e4..ea3a08d7bd 100644 --- a/scene/gui/rich_text_label.h +++ b/scene/gui/rich_text_label.h @@ -554,6 +554,7 @@ public: int get_visible_line_count() const; int get_content_height() const; + int get_content_width() const; VScrollBar *get_v_scroll_bar() { return vscroll; } diff --git a/scene/resources/environment.cpp b/scene/resources/environment.cpp index b13ae9d016..bf17a6ea97 100644 --- a/scene/resources/environment.cpp +++ b/scene/resources/environment.cpp @@ -1332,7 +1332,7 @@ void Environment::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sdfgi_min_cell_size", PROPERTY_HINT_RANGE, "0.01,64,0.01"), "set_sdfgi_min_cell_size", "get_sdfgi_min_cell_size"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sdfgi_cascade0_distance", PROPERTY_HINT_RANGE, "0.1,16384,0.1,or_greater"), "set_sdfgi_cascade0_distance", "get_sdfgi_cascade0_distance"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sdfgi_max_distance", PROPERTY_HINT_RANGE, "0.1,16384,0.1,or_greater"), "set_sdfgi_max_distance", "get_sdfgi_max_distance"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "sdfgi_y_scale", PROPERTY_HINT_ENUM, "Disable,75%,50%"), "set_sdfgi_y_scale", "get_sdfgi_y_scale"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "sdfgi_y_scale", PROPERTY_HINT_ENUM, "50% (Compact),75% (Balanced),100% (Sparse)"), "set_sdfgi_y_scale", "get_sdfgi_y_scale"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sdfgi_energy"), "set_sdfgi_energy", "get_sdfgi_energy"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sdfgi_normal_bias"), "set_sdfgi_normal_bias", "get_sdfgi_normal_bias"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sdfgi_probe_bias"), "set_sdfgi_probe_bias", "get_sdfgi_probe_bias"); @@ -1511,9 +1511,9 @@ void Environment::_bind_methods() { BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_REPLACE); BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_MIX); - BIND_ENUM_CONSTANT(SDFGI_Y_SCALE_DISABLED); - BIND_ENUM_CONSTANT(SDFGI_Y_SCALE_75_PERCENT); BIND_ENUM_CONSTANT(SDFGI_Y_SCALE_50_PERCENT); + BIND_ENUM_CONSTANT(SDFGI_Y_SCALE_75_PERCENT); + BIND_ENUM_CONSTANT(SDFGI_Y_SCALE_100_PERCENT); } Environment::Environment() { diff --git a/scene/resources/environment.h b/scene/resources/environment.h index b04723a221..dd1e664ca6 100644 --- a/scene/resources/environment.h +++ b/scene/resources/environment.h @@ -71,9 +71,9 @@ public: }; enum SDFGIYScale { - SDFGI_Y_SCALE_DISABLED, - SDFGI_Y_SCALE_75_PERCENT, SDFGI_Y_SCALE_50_PERCENT, + SDFGI_Y_SCALE_75_PERCENT, + SDFGI_Y_SCALE_100_PERCENT, }; enum GlowBlendMode { @@ -147,12 +147,12 @@ private: // SDFGI bool sdfgi_enabled = false; - int sdfgi_cascades = 6; + int sdfgi_cascades = 4; float sdfgi_min_cell_size = 0.2; - SDFGIYScale sdfgi_y_scale = SDFGI_Y_SCALE_DISABLED; + SDFGIYScale sdfgi_y_scale = SDFGI_Y_SCALE_75_PERCENT; bool sdfgi_use_occlusion = false; - float sdfgi_bounce_feedback = 0.0; - bool sdfgi_read_sky_light = false; + float sdfgi_bounce_feedback = 0.5; + bool sdfgi_read_sky_light = true; float sdfgi_energy = 1.0; float sdfgi_normal_bias = 1.1; float sdfgi_probe_bias = 1.1; diff --git a/servers/rendering/rasterizer_dummy.h b/servers/rendering/rasterizer_dummy.h index 7032f3fb03..7d5a596c50 100644 --- a/servers/rendering/rasterizer_dummy.h +++ b/servers/rendering/rasterizer_dummy.h @@ -72,11 +72,11 @@ public: /* SHADOW ATLAS API */ RID shadow_atlas_create() override { return RID(); } - void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = false) override {} + void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = true) override {} void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) override {} bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) override { return false; } - void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = false) override {} + void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = true) override {} int get_directional_light_shadow_size(RID p_light_intance) override { return 0; } void set_directional_shadow_count(int p_count) override {} diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp index 87301a9d3a..d113fcd4f0 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -969,10 +969,11 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con if (inst->fade_near || inst->fade_far) { float fade_dist = inst->transform.origin.distance_to(p_render_data->cam_transform.origin); + // Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player. if (inst->fade_far && fade_dist > inst->fade_far_begin) { - fade_alpha = MAX(0.0, 1.0 - (fade_dist - inst->fade_far_begin) / (inst->fade_far_end - inst->fade_far_begin)); + fade_alpha = Math::smoothstep(0.0f, 1.0f, 1.0f - (fade_dist - inst->fade_far_begin) / (inst->fade_far_end - inst->fade_far_begin)); } else if (inst->fade_near && fade_dist < inst->fade_near_end) { - fade_alpha = MAX(0.0, (fade_dist - inst->fade_near_begin) / (inst->fade_near_end - inst->fade_near_begin)); + fade_alpha = Math::smoothstep(0.0f, 1.0f, (fade_dist - inst->fade_near_begin) / (inst->fade_near_end - inst->fade_near_begin)); } } @@ -1390,7 +1391,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co projection = correction * p_render_data->cam_projection; } - sky.setup(env, p_render_data->render_buffers, projection, p_render_data->cam_transform, screen_size, this); + sky.setup(env, p_render_data->render_buffers, *p_render_data->lights, projection, p_render_data->cam_transform, screen_size, this); RID sky_rid = env->sky; if (sky_rid.is_valid()) { diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp index 778d7baa5d..a623af7533 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp @@ -633,7 +633,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color projection = correction * p_render_data->cam_projection; } - sky.setup(env, p_render_data->render_buffers, projection, p_render_data->cam_transform, screen_size, this); + sky.setup(env, p_render_data->render_buffers, *p_render_data->lights, projection, p_render_data->cam_transform, screen_size, this); RID sky_rid = env->sky; if (sky_rid.is_valid()) { diff --git a/servers/rendering/renderer_rd/renderer_scene_environment_rd.h b/servers/rendering/renderer_rd/renderer_scene_environment_rd.h index ed26fd467b..4e170b8cfb 100644 --- a/servers/rendering/renderer_rd/renderer_scene_environment_rd.h +++ b/servers/rendering/renderer_rd/renderer_scene_environment_rd.h @@ -135,15 +135,15 @@ public: /// SDFGI bool sdfgi_enabled = false; - int sdfgi_cascades = 6; + int sdfgi_cascades = 4; float sdfgi_min_cell_size = 0.2; bool sdfgi_use_occlusion = false; - float sdfgi_bounce_feedback = 0.0; - bool sdfgi_read_sky_light = false; + float sdfgi_bounce_feedback = 0.5; + bool sdfgi_read_sky_light = true; float sdfgi_energy = 1.0; float sdfgi_normal_bias = 1.1; float sdfgi_probe_bias = 1.1; - RS::EnvironmentSDFGIYScale sdfgi_y_scale = RS::ENV_SDFGI_Y_SCALE_DISABLED; + RS::EnvironmentSDFGIYScale sdfgi_y_scale = RS::ENV_SDFGI_Y_SCALE_75_PERCENT; /// Adjustments diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp index 3069b1c379..cb07c75db4 100644 --- a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp @@ -46,7 +46,7 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V min_cell_size = p_env->sdfgi_min_cell_size; uses_occlusion = p_env->sdfgi_use_occlusion; y_scale_mode = p_env->sdfgi_y_scale; - static const float y_scale[3] = { 1.0, 1.5, 2.0 }; + static const float y_scale[3] = { 2.0, 1.5, 1.0 }; y_mult = y_scale[y_scale_mode]; cascades.resize(num_cascades); probe_axis_count = SDFGI::PROBE_DIVISOR + 1; diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.h b/servers/rendering/renderer_rd/renderer_scene_gi_rd.h index 5e55262798..25f0dca3b7 100644 --- a/servers/rendering/renderer_rd/renderer_scene_gi_rd.h +++ b/servers/rendering/renderer_rd/renderer_scene_gi_rd.h @@ -392,7 +392,7 @@ public: return voxel_gi->texture; }; - RS::VoxelGIQuality voxel_gi_quality = RS::VOXEL_GI_QUALITY_HIGH; + RS::VoxelGIQuality voxel_gi_quality = RS::VOXEL_GI_QUALITY_LOW; /* SDFGI */ @@ -504,12 +504,12 @@ public: RID cascades_ubo; bool uses_occlusion = false; - float bounce_feedback = 0.0; - bool reads_sky = false; + float bounce_feedback = 0.5; + bool reads_sky = true; float energy = 1.0; float normal_bias = 1.1; float probe_bias = 1.1; - RS::EnvironmentSDFGIYScale y_scale_mode = RS::ENV_SDFGI_Y_SCALE_DISABLED; + RS::EnvironmentSDFGIYScale y_scale_mode = RS::ENV_SDFGI_Y_SCALE_75_PERCENT; float y_mult = 1.0; @@ -536,7 +536,7 @@ public: }; RS::EnvironmentSDFGIRayCount sdfgi_ray_count = RS::ENV_SDFGI_RAY_COUNT_16; - RS::EnvironmentSDFGIFramesToConverge sdfgi_frames_to_converge = RS::ENV_SDFGI_CONVERGE_IN_10_FRAMES; + RS::EnvironmentSDFGIFramesToConverge sdfgi_frames_to_converge = RS::ENV_SDFGI_CONVERGE_IN_30_FRAMES; RS::EnvironmentSDFGIFramesToUpdateLight sdfgi_frames_to_update_light = RS::ENV_SDFGI_UPDATE_LIGHT_IN_4_FRAMES; float sdfgi_solid_cell_ratio = 0.25; diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index 43a1812f89..2d34d2a2a0 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -3263,7 +3263,6 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const r_directional_light_count = 0; r_positional_light_count = 0; - sky.sky_scene_state.ubo.directional_light_count = 0; Plane camera_plane(-p_camera_transform.basis.get_axis(Vector3::AXIS_Z).normalized(), p_camera_transform.origin); @@ -3284,43 +3283,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const RS::LightType type = storage->light_get_type(base); switch (type) { case RS::LIGHT_DIRECTIONAL: { - // Copy to SkyDirectionalLightData - if (r_directional_light_count < sky.sky_scene_state.max_directional_lights) { - RendererSceneSkyRD::SkyDirectionalLightData &sky_light_data = sky.sky_scene_state.directional_lights[r_directional_light_count]; - Transform3D light_transform = li->transform; - Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized(); - - sky_light_data.direction[0] = world_direction.x; - sky_light_data.direction[1] = world_direction.y; - sky_light_data.direction[2] = -world_direction.z; - - float sign = storage->light_is_negative(base) ? -1 : 1; - sky_light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY); - - Color linear_col = storage->light_get_color(base).to_linear(); - sky_light_data.color[0] = linear_col.r; - sky_light_data.color[1] = linear_col.g; - sky_light_data.color[2] = linear_col.b; - - sky_light_data.enabled = true; - - float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE); - if (angular_diameter > 0.0) { - // I know tan(0) is 0, but let's not risk it with numerical precision. - // technically this will keep expanding until reaching the sun, but all we care - // is expand until we reach the radius of the near plane (there can't be more occluders than that) - angular_diameter = Math::tan(Math::deg2rad(angular_diameter)); - if (storage->light_has_shadow(base)) { - r_directional_light_soft_shadows = true; - } - } else { - angular_diameter = 0.0; - } - sky_light_data.size = angular_diameter; - sky.sky_scene_state.ubo.directional_light_count++; - } - - if (r_directional_light_count >= cluster.max_directional_lights || storage->light_directional_is_sky_only(base)) { + if (r_directional_light_count >= cluster.max_directional_lights) { continue; } @@ -3397,6 +3360,9 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const // technically this will keep expanding until reaching the sun, but all we care // is expand until we reach the radius of the near plane (there can't be more occluders than that) angular_diameter = Math::tan(Math::deg2rad(angular_diameter)); + if (storage->light_has_shadow(base)) { + r_directional_light_soft_shadows = true; + } } else { angular_diameter = 0.0; } diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h index 899d2d763d..09c828ba37 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h @@ -293,7 +293,7 @@ private: uint32_t smallest_subdiv = 0; int size = 0; - bool use_16_bits = false; + bool use_16_bits = true; RID depth; RID fb; //for copying @@ -333,7 +333,7 @@ private: int light_count = 0; int size = 0; - bool use_16_bits = false; + bool use_16_bits = true; int current_light = 0; } directional_shadow; @@ -981,7 +981,7 @@ public: /* SHADOW ATLAS API */ virtual RID shadow_atlas_create() override; - virtual void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = false) override; + virtual void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = true) override; virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) override; virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_instance, float p_coverage, uint64_t p_light_version) override; _FORCE_INLINE_ bool shadow_atlas_owns_light_instance(RID p_atlas, RID p_light_intance) { @@ -1002,7 +1002,7 @@ public: return Size2(atlas->size, atlas->size); } - virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = false) override; + virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = true) override; virtual int get_directional_light_shadow_size(RID p_light_intance) override; virtual void set_directional_shadow_count(int p_count) override; diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp index f6f39230f8..fb36190c3e 100644 --- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp @@ -1040,8 +1040,8 @@ RendererSceneSkyRD::~RendererSceneSkyRD() { RD::get_singleton()->free(index_buffer); //array gets freed as dependency } -void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) { - ERR_FAIL_COND(!p_env); // I guess without an environment we also can't have a sky... +void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) { + ERR_FAIL_COND(!p_env); SkyMaterialData *material = nullptr; Sky *sky = get_sky(p_env->sky); @@ -1122,15 +1122,67 @@ void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_b } if (shader_data->uses_light) { + sky_scene_state.ubo.directional_light_count = 0; + // Run through the list of lights in the scene and pick out the Directional Lights. + // This can't be done in RenderSceneRenderRD::_setup lights because that needs to be called + // after the depth prepass, but this runs before the depth prepass + for (int i = 0; i < (int)p_lights.size(); i++) { + RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_lights[i]); + if (!li) { + continue; + } + RID base = li->light; + + ERR_CONTINUE(base.is_null()); + + RS::LightType type = storage->light_get_type(base); + if (type == RS::LIGHT_DIRECTIONAL) { + SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[sky_scene_state.ubo.directional_light_count]; + Transform3D light_transform = li->transform; + Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized(); + + sky_light_data.direction[0] = world_direction.x; + sky_light_data.direction[1] = world_direction.y; + sky_light_data.direction[2] = -world_direction.z; + + float sign = storage->light_is_negative(base) ? -1 : 1; + sky_light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY); + + Color linear_col = storage->light_get_color(base).to_linear(); + sky_light_data.color[0] = linear_col.r; + sky_light_data.color[1] = linear_col.g; + sky_light_data.color[2] = linear_col.b; + + sky_light_data.enabled = true; + + float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE); + if (angular_diameter > 0.0) { + // I know tan(0) is 0, but let's not risk it with numerical precision. + // technically this will keep expanding until reaching the sun, but all we care + // is expand until we reach the radius of the near plane (there can't be more occluders than that) + angular_diameter = Math::tan(Math::deg2rad(angular_diameter)); + } else { + angular_diameter = 0.0; + } + sky_light_data.size = angular_diameter; + sky_scene_state.ubo.directional_light_count++; + if (sky_scene_state.ubo.directional_light_count >= sky_scene_state.max_directional_lights) { + break; + } + } + } // Check whether the directional_light_buffer changes - bool light_data_dirty = false; + bool light_data_dirty = true; + // Light buffer is dirty if we have fewer or more lights + // If we have fewer lights, make sure that old lights are disabled if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) { light_data_dirty = true; for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) { sky_scene_state.directional_lights[i].enabled = false; } } + if (!light_data_dirty) { for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) { if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] || diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h b/servers/rendering/renderer_rd/renderer_scene_sky_rd.h index d81a415c2d..13d24e2508 100644 --- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h +++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.h @@ -292,7 +292,7 @@ public: void set_texture_format(RD::DataFormat p_texture_format); ~RendererSceneSkyRD(); - void setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render); + void setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render); void update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0); void draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time); // only called by clustered renderer void update_res_buffers(RendererSceneEnvironmentRD *p_env, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0); diff --git a/servers/rendering/renderer_scene.h b/servers/rendering/renderer_scene.h index 406d946e12..4c58fce1c9 100644 --- a/servers/rendering/renderer_scene.h +++ b/servers/rendering/renderer_scene.h @@ -105,7 +105,7 @@ public: virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const = 0; virtual Variant instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const = 0; - virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = false) = 0; + virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = true) = 0; /* SKY API */ @@ -187,7 +187,7 @@ public: virtual void directional_shadow_quality_set(RS::ShadowQuality p_quality) = 0; virtual RID shadow_atlas_create() = 0; - virtual void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_use_16_bits = false) = 0; + virtual void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_use_16_bits = true) = 0; virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) = 0; /* Render Buffers */ diff --git a/servers/rendering/renderer_scene_render.h b/servers/rendering/renderer_scene_render.h index 3eb90ccc4d..cedf6575fd 100644 --- a/servers/rendering/renderer_scene_render.h +++ b/servers/rendering/renderer_scene_render.h @@ -80,11 +80,11 @@ public: /* SHADOW ATLAS API */ virtual RID shadow_atlas_create() = 0; - virtual void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = false) = 0; + virtual void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = true) = 0; virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) = 0; virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) = 0; - virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = false) = 0; + virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = true) = 0; virtual int get_directional_light_shadow_size(RID p_light_intance) = 0; virtual void set_directional_shadow_count(int p_count) = 0; diff --git a/servers/rendering/renderer_viewport.h b/servers/rendering/renderer_viewport.h index 7bc8f9961b..2245d9a216 100644 --- a/servers/rendering/renderer_viewport.h +++ b/servers/rendering/renderer_viewport.h @@ -91,7 +91,7 @@ public: RID shadow_atlas; int shadow_atlas_size; - bool shadow_atlas_16_bits = false; + bool shadow_atlas_16_bits = true; bool sdf_active; @@ -247,7 +247,7 @@ public: void viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform); void viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer); - void viewport_set_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits = false); + void viewport_set_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits = true); void viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv); void viewport_set_msaa(RID p_viewport, RS::ViewportMSAA p_msaa); diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp index ac181cb5eb..2037268134 100644 --- a/servers/rendering_server.cpp +++ b/servers/rendering_server.cpp @@ -2388,9 +2388,9 @@ void RenderingServer::_bind_methods() { BIND_ENUM_CONSTANT(ENV_SSIL_QUALITY_HIGH); BIND_ENUM_CONSTANT(ENV_SSIL_QUALITY_ULTRA); - BIND_ENUM_CONSTANT(ENV_SDFGI_Y_SCALE_DISABLED); - BIND_ENUM_CONSTANT(ENV_SDFGI_Y_SCALE_75_PERCENT); BIND_ENUM_CONSTANT(ENV_SDFGI_Y_SCALE_50_PERCENT); + BIND_ENUM_CONSTANT(ENV_SDFGI_Y_SCALE_75_PERCENT); + BIND_ENUM_CONSTANT(ENV_SDFGI_Y_SCALE_100_PERCENT); BIND_ENUM_CONSTANT(ENV_SDFGI_RAY_COUNT_4); BIND_ENUM_CONSTANT(ENV_SDFGI_RAY_COUNT_8); @@ -2830,12 +2830,12 @@ RenderingServer::RenderingServer() { GLOBAL_DEF("rendering/shadows/directional_shadow/size", 4096); GLOBAL_DEF("rendering/shadows/directional_shadow/size.mobile", 2048); ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/directional_shadow/size", PropertyInfo(Variant::INT, "rendering/shadows/directional_shadow/size", PROPERTY_HINT_RANGE, "256,16384")); - GLOBAL_DEF("rendering/shadows/directional_shadow/soft_shadow_quality", 3); + GLOBAL_DEF("rendering/shadows/directional_shadow/soft_shadow_quality", 2); GLOBAL_DEF("rendering/shadows/directional_shadow/soft_shadow_quality.mobile", 0); ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/directional_shadow/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/shadows/directional_shadow/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Very Low (Faster),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)")); GLOBAL_DEF("rendering/shadows/directional_shadow/16_bits", true); - GLOBAL_DEF("rendering/shadows/shadows/soft_shadow_quality", 3); + GLOBAL_DEF("rendering/shadows/shadows/soft_shadow_quality", 2); GLOBAL_DEF("rendering/shadows/shadows/soft_shadow_quality.mobile", 0); ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/shadows/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/shadows/shadows/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Very Low (Faster),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)")); @@ -2872,7 +2872,7 @@ RenderingServer::RenderingServer() { GLOBAL_DEF("rendering/global_illumination/gi/use_half_resolution", false); - GLOBAL_DEF("rendering/global_illumination/voxel_gi/quality", 1); + GLOBAL_DEF("rendering/global_illumination/voxel_gi/quality", 0); ProjectSettings::get_singleton()->set_custom_property_info("rendering/global_illumination/voxel_gi/quality", PropertyInfo(Variant::INT, "rendering/global_illumination/voxel_gi/quality", PROPERTY_HINT_ENUM, "Low (4 Cones - Fast),High (6 Cones - Slow)")); GLOBAL_DEF("rendering/shading/overrides/force_vertex_shading", false); @@ -2979,7 +2979,7 @@ RenderingServer::RenderingServer() { GLOBAL_DEF("rendering/global_illumination/sdfgi/probe_ray_count", 1); ProjectSettings::get_singleton()->set_custom_property_info("rendering/global_illumination/sdfgi/probe_ray_count", PropertyInfo(Variant::INT, "rendering/global_illumination/sdfgi/probe_ray_count", PROPERTY_HINT_ENUM, "8 (Fastest),16,32,64,96,128 (Slowest)")); - GLOBAL_DEF("rendering/global_illumination/sdfgi/frames_to_converge", 4); + GLOBAL_DEF("rendering/global_illumination/sdfgi/frames_to_converge", 5); ProjectSettings::get_singleton()->set_custom_property_info("rendering/global_illumination/sdfgi/frames_to_converge", PropertyInfo(Variant::INT, "rendering/global_illumination/sdfgi/frames_to_converge", PROPERTY_HINT_ENUM, "5 (Less Latency but Lower Quality),10,15,20,25,30 (More Latency but Higher Quality)")); GLOBAL_DEF("rendering/global_illumination/sdfgi/frames_to_update_lights", 2); ProjectSettings::get_singleton()->set_custom_property_info("rendering/global_illumination/sdfgi/frames_to_update_lights", PropertyInfo(Variant::INT, "rendering/global_illumination/sdfgi/frames_to_update_lights", PROPERTY_HINT_ENUM, "1 (Slower),2,4,8,16 (Faster)")); diff --git a/servers/rendering_server.h b/servers/rendering_server.h index d21f3a3299..5e58afe718 100644 --- a/servers/rendering_server.h +++ b/servers/rendering_server.h @@ -473,7 +473,7 @@ public: virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) = 0; virtual void light_directional_set_sky_only(RID p_light, bool p_sky_only) = 0; - virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = false) = 0; + virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = true) = 0; enum ShadowQuality { SHADOW_QUALITY_HARD, @@ -847,7 +847,7 @@ public: virtual void viewport_set_sdf_oversize_and_scale(RID p_viewport, ViewportSDFOversize p_oversize, ViewportSDFScale p_scale) = 0; - virtual void viewport_set_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits = false) = 0; + virtual void viewport_set_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits = true) = 0; virtual void viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) = 0; enum ViewportMSAA { @@ -1042,9 +1042,9 @@ public: virtual void environment_set_ssil_quality(EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0; enum EnvironmentSDFGIYScale { - ENV_SDFGI_Y_SCALE_DISABLED, + ENV_SDFGI_Y_SCALE_50_PERCENT, ENV_SDFGI_Y_SCALE_75_PERCENT, - ENV_SDFGI_Y_SCALE_50_PERCENT + ENV_SDFGI_Y_SCALE_100_PERCENT, }; virtual void environment_set_sdfgi(RID p_env, bool p_enable, int p_cascades, float p_min_cell_size, EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) = 0; |