diff options
-rw-r--r-- | doc/classes/DirectionalLight3D.xml | 13 | ||||
-rw-r--r-- | doc/classes/RenderingServer.xml | 13 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 6 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.h | 4 | ||||
-rw-r--r-- | scene/3d/light_3d.cpp | 21 | ||||
-rw-r--r-- | scene/3d/light_3d.h | 13 | ||||
-rw-r--r-- | servers/rendering/dummy/rasterizer_storage_dummy.h | 4 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp | 4 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/renderer_scene_render_rd.cpp | 2 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp | 2 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/renderer_storage_rd.cpp | 10 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/renderer_storage_rd.h | 6 | ||||
-rw-r--r-- | servers/rendering/renderer_scene_cull.cpp | 6 | ||||
-rw-r--r-- | servers/rendering/renderer_scene_cull.h | 2 | ||||
-rw-r--r-- | servers/rendering/renderer_storage.h | 4 | ||||
-rw-r--r-- | servers/rendering/rendering_server_default.h | 2 | ||||
-rw-r--r-- | servers/rendering_server.cpp | 6 | ||||
-rw-r--r-- | servers/rendering_server.h | 9 |
18 files changed, 84 insertions, 43 deletions
diff --git a/doc/classes/DirectionalLight3D.xml b/doc/classes/DirectionalLight3D.xml index ad2663a61b..754518239c 100644 --- a/doc/classes/DirectionalLight3D.xml +++ b/doc/classes/DirectionalLight3D.xml @@ -35,8 +35,8 @@ The distance from shadow split 2 to split 3. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]. </member> <member name="shadow_bias" type="float" setter="set_param" getter="get_param" overrides="Light3D" default="0.1" /> - <member name="use_in_sky_only" type="bool" setter="set_sky_only" getter="is_sky_only" default="false"> - If [code]true[/code], this [DirectionalLight3D] will not be used for anything except sky shaders. Use this for lights that impact your sky shader that you may want to hide from affecting the rest of the scene. For example, you may want to enable this when the sun in your sky shader falls below the horizon. + <member name="sky_mode" type="int" setter="set_sky_mode" getter="get_sky_mode" enum="DirectionalLight3D.SkyMode" default="0"> + Set whether this [DirectionalLight3D] is visible in the sky, in the scene, or both in the sky and in the scene. See [enum SkyMode] for options. </member> </members> <constants> @@ -49,5 +49,14 @@ <constant name="SHADOW_PARALLEL_4_SPLITS" value="2" enum="ShadowMode"> Splits the view frustum in 4 areas, each with its own shadow map. This is the slowest directional shadow mode. </constant> + <constant name="SKY_MODE_LIGHT_AND_SKY" value="0" enum="SkyMode"> + Makes the light visible in both scene lighting and sky rendering. + </constant> + <constant name="SKY_MODE_LIGHT_ONLY" value="1" enum="SkyMode"> + Makes the light visible in scene lighting only (including direct lighting and global illumination). When using this mode, the light will not be visible from sky shaders. + </constant> + <constant name="SKY_MODE_SKY_ONLY" value="2" enum="SkyMode"> + Makes the light visible to sky shaders only. When using this mode the light will not cast light into the scene (either through direct lighting or through global illumination), but can be accessed through sky shaders. This can be useful, for example, when you want to control sky effects without illuminating the scene (during a night cycle, for example). + </constant> </constants> </class> diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index 213dafa074..f1a15a08dd 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -1616,10 +1616,10 @@ Sets the shadow mode for this directional light. Equivalent to [member DirectionalLight3D.directional_shadow_mode]. See [enum LightDirectionalShadowMode] for options. </description> </method> - <method name="light_directional_set_sky_only"> + <method name="light_directional_set_sky_mode"> <return type="void" /> <argument index="0" name="light" type="RID" /> - <argument index="1" name="enable" type="bool" /> + <argument index="1" name="mode" type="int" enum="RenderingServer.LightDirectionalSkyMode" /> <description> If [code]true[/code], this light will not be used for anything except sky shaders. Use this for lights that impact your sky shader that you may want to hide from affecting the rest of the scene. For example, you may want to enable this when the sun in your sky shader falls below the horizon. </description> @@ -3795,6 +3795,15 @@ <constant name="LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS" value="2" enum="LightDirectionalShadowMode"> Use 4 splits for shadow projection when using directional light. </constant> + <constant name="LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY" value="0" enum="LightDirectionalSkyMode"> + Use DirectionalLight3D in both sky rendering and scene lighting. + </constant> + <constant name="LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY" value="1" enum="LightDirectionalSkyMode"> + Only use DirectionalLight3D in scene lighting. + </constant> + <constant name="LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY" value="2" enum="LightDirectionalSkyMode"> + Only use DirectionalLight3D in sky rendering. + </constant> <constant name="SHADOW_QUALITY_HARD" value="0" enum="ShadowQuality"> Lowest shadow filtering quality (fastest). Soft shadows are not available with this quality setting, which means the [member Light3D.shadow_blur] property is ignored if [member Light3D.light_size] and [member Light3D.light_angular_distance] is [code]0.0[/code]. [b]Note:[/b] The variable shadow blur performed by [member Light3D.light_size] and [member Light3D.light_angular_distance] is still effective when using hard shadow filtering. In this case, [member Light3D.shadow_blur] [i]is[/i] taken into account. However, the results will not be blurred, instead the blur amount is treated as a maximum radius for the penumbra. diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index 11d4af126c..e28a40ba9b 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -1076,11 +1076,11 @@ bool RasterizerStorageGLES3::light_directional_get_blend_splits(RID p_light) con return false; } -void RasterizerStorageGLES3::light_directional_set_sky_only(RID p_light, bool p_sky_only) { +void RasterizerStorageGLES3::light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) { } -bool RasterizerStorageGLES3::light_directional_is_sky_only(RID p_light) const { - return false; +RS::LightDirectionalSkyMode RasterizerStorageGLES3::light_directional_get_sky_mode(RID p_light) const { + return RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY; } RS::LightDirectionalShadowMode RasterizerStorageGLES3::light_directional_get_shadow_mode(RID p_light) { diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h index ba457e54b0..96daed581b 100644 --- a/drivers/gles3/rasterizer_storage_gles3.h +++ b/drivers/gles3/rasterizer_storage_gles3.h @@ -535,8 +535,8 @@ public: void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) override; void light_directional_set_blend_splits(RID p_light, bool p_enable) override; bool light_directional_get_blend_splits(RID p_light) const override; - void light_directional_set_sky_only(RID p_light, bool p_sky_only) override; - bool light_directional_is_sky_only(RID p_light) const override; + void light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) override; + RS::LightDirectionalSkyMode light_directional_get_sky_mode(RID p_light) const override; RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) override; RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) override; diff --git a/scene/3d/light_3d.cpp b/scene/3d/light_3d.cpp index e7e164d7da..8396c23af7 100644 --- a/scene/3d/light_3d.cpp +++ b/scene/3d/light_3d.cpp @@ -408,13 +408,13 @@ bool DirectionalLight3D::is_blend_splits_enabled() const { return blend_splits; } -void DirectionalLight3D::set_sky_only(bool p_sky_only) { - sky_only = p_sky_only; - RS::get_singleton()->light_directional_set_sky_only(light, p_sky_only); +void DirectionalLight3D::set_sky_mode(SkyMode p_mode) { + sky_mode = p_mode; + RS::get_singleton()->light_directional_set_sky_mode(light, RS::LightDirectionalSkyMode(p_mode)); } -bool DirectionalLight3D::is_sky_only() const { - return sky_only; +DirectionalLight3D::SkyMode DirectionalLight3D::get_sky_mode() const { + return sky_mode; } void DirectionalLight3D::_validate_property(PropertyInfo &property) const { @@ -449,8 +449,8 @@ void DirectionalLight3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_blend_splits", "enabled"), &DirectionalLight3D::set_blend_splits); ClassDB::bind_method(D_METHOD("is_blend_splits_enabled"), &DirectionalLight3D::is_blend_splits_enabled); - ClassDB::bind_method(D_METHOD("set_sky_only", "priority"), &DirectionalLight3D::set_sky_only); - ClassDB::bind_method(D_METHOD("is_sky_only"), &DirectionalLight3D::is_sky_only); + ClassDB::bind_method(D_METHOD("set_sky_mode", "mode"), &DirectionalLight3D::set_sky_mode); + ClassDB::bind_method(D_METHOD("get_sky_mode"), &DirectionalLight3D::get_sky_mode); ADD_GROUP("Directional Shadow", "directional_shadow_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "directional_shadow_mode", PROPERTY_HINT_ENUM, "Orthogonal (Fast),PSSM 2 Splits (Average),PSSM 4 Splits (Slow)"), "set_shadow_mode", "get_shadow_mode"); @@ -462,11 +462,15 @@ void DirectionalLight3D::_bind_methods() { ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_max_distance", PROPERTY_HINT_RANGE, "0,8192,0.1,or_greater,exp"), "set_param", "get_param", PARAM_SHADOW_MAX_DISTANCE); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_pancake_size", PROPERTY_HINT_RANGE, "0,1024,0.1,or_greater,exp"), "set_param", "get_param", PARAM_SHADOW_PANCAKE_SIZE); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_in_sky_only"), "set_sky_only", "is_sky_only"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "sky_mode", PROPERTY_HINT_ENUM, "Light and Sky,Light Only,Sky Only"), "set_sky_mode", "get_sky_mode"); BIND_ENUM_CONSTANT(SHADOW_ORTHOGONAL); BIND_ENUM_CONSTANT(SHADOW_PARALLEL_2_SPLITS); BIND_ENUM_CONSTANT(SHADOW_PARALLEL_4_SPLITS); + + BIND_ENUM_CONSTANT(SKY_MODE_LIGHT_AND_SKY); + BIND_ENUM_CONSTANT(SKY_MODE_LIGHT_ONLY); + BIND_ENUM_CONSTANT(SKY_MODE_SKY_ONLY); } DirectionalLight3D::DirectionalLight3D() : @@ -477,6 +481,7 @@ DirectionalLight3D::DirectionalLight3D() : set_param(PARAM_SHADOW_BIAS, 0.1); set_shadow_mode(SHADOW_PARALLEL_4_SPLITS); blend_splits = false; + set_sky_mode(SKY_MODE_LIGHT_AND_SKY); } void OmniLight3D::set_shadow_mode(ShadowMode p_mode) { diff --git a/scene/3d/light_3d.h b/scene/3d/light_3d.h index ed9e0bdfff..81c25f01c3 100644 --- a/scene/3d/light_3d.h +++ b/scene/3d/light_3d.h @@ -156,10 +156,16 @@ public: SHADOW_PARALLEL_4_SPLITS, }; + enum SkyMode { + SKY_MODE_LIGHT_AND_SKY, + SKY_MODE_LIGHT_ONLY, + SKY_MODE_SKY_ONLY, + }; + private: bool blend_splits; ShadowMode shadow_mode; - bool sky_only = false; + SkyMode sky_mode = SKY_MODE_LIGHT_AND_SKY; protected: static void _bind_methods(); @@ -172,13 +178,14 @@ public: void set_blend_splits(bool p_enable); bool is_blend_splits_enabled() const; - void set_sky_only(bool p_sky_only); - bool is_sky_only() const; + void set_sky_mode(SkyMode p_mode); + SkyMode get_sky_mode() const; DirectionalLight3D(); }; VARIANT_ENUM_CAST(DirectionalLight3D::ShadowMode) +VARIANT_ENUM_CAST(DirectionalLight3D::SkyMode) class OmniLight3D : public Light3D { GDCLASS(OmniLight3D, Light3D); diff --git a/servers/rendering/dummy/rasterizer_storage_dummy.h b/servers/rendering/dummy/rasterizer_storage_dummy.h index 1c8258da32..39837c794f 100644 --- a/servers/rendering/dummy/rasterizer_storage_dummy.h +++ b/servers/rendering/dummy/rasterizer_storage_dummy.h @@ -170,8 +170,8 @@ public: void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) override {} void light_directional_set_blend_splits(RID p_light, bool p_enable) override {} bool light_directional_get_blend_splits(RID p_light) const override { return false; } - void light_directional_set_sky_only(RID p_light, bool p_sky_only) override {} - bool light_directional_is_sky_only(RID p_light) const override { return false; } + void light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) override {} + RS::LightDirectionalSkyMode light_directional_get_sky_mode(RID p_light) const override { return RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY; } RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) override { return RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; } RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) override { return RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID; } diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp index f4cecf089b..75202d5abb 100644 --- a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp @@ -1458,7 +1458,7 @@ void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform3D &p_transform, Re RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_scene_render->render_state.sdfgi_update_data->directional_lights->get(j)); ERR_CONTINUE(!li); - if (storage->light_directional_is_sky_only(li->light)) { + if (storage->light_directional_get_sky_mode(li->light) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) { continue; } @@ -2388,7 +2388,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c RID light = p_scene_render->light_instance_get_base_light(light_instance); l.type = storage->light_get_type(light); - if (l.type == RS::LIGHT_DIRECTIONAL && storage->light_directional_is_sky_only(light)) { + if (l.type == RS::LIGHT_DIRECTIONAL && storage->light_directional_get_sky_mode(light) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) { light_count--; continue; } diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index ad9b2e62fa..f5258d7923 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -3286,7 +3286,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const RS::LightType type = storage->light_get_type(base); switch (type) { case RS::LIGHT_DIRECTIONAL: { - 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 || storage->light_directional_get_sky_mode(base) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) { continue; } diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp index 1785a6b180..44da9e40f8 100644 --- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp @@ -1167,7 +1167,7 @@ void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_b ERR_CONTINUE(base.is_null()); RS::LightType type = storage->light_get_type(base); - if (type == RS::LIGHT_DIRECTIONAL) { + if (type == RS::LIGHT_DIRECTIONAL && storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) { 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(); diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp index 306a9a8320..9076fc5bb8 100644 --- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp @@ -5435,18 +5435,18 @@ bool RendererStorageRD::light_directional_get_blend_splits(RID p_light) const { return light->directional_blend_splits; } -void RendererStorageRD::light_directional_set_sky_only(RID p_light, bool p_sky_only) { +void RendererStorageRD::light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) { Light *light = light_owner.get_or_null(p_light); ERR_FAIL_COND(!light); - light->directional_sky_only = p_sky_only; + light->directional_sky_mode = p_mode; } -bool RendererStorageRD::light_directional_is_sky_only(RID p_light) const { +RS::LightDirectionalSkyMode RendererStorageRD::light_directional_get_sky_mode(RID p_light) const { const Light *light = light_owner.get_or_null(p_light); - ERR_FAIL_COND_V(!light, false); + ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY); - return light->directional_sky_only; + return light->directional_sky_mode; } RS::LightDirectionalShadowMode RendererStorageRD::light_directional_get_shadow_mode(RID p_light) { diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.h b/servers/rendering/renderer_rd/renderer_storage_rd.h index 16f1b265a3..872dd41fe5 100644 --- a/servers/rendering/renderer_rd/renderer_storage_rd.h +++ b/servers/rendering/renderer_rd/renderer_storage_rd.h @@ -921,7 +921,7 @@ private: RS::LightOmniShadowMode omni_shadow_mode = RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID; RS::LightDirectionalShadowMode directional_shadow_mode = RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; bool directional_blend_splits = false; - bool directional_sky_only = false; + RS::LightDirectionalSkyMode directional_sky_mode = RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY; uint64_t version = 0; Dependency dependency; @@ -1649,8 +1649,8 @@ public: void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode); void light_directional_set_blend_splits(RID p_light, bool p_enable); bool light_directional_get_blend_splits(RID p_light) const; - void light_directional_set_sky_only(RID p_light, bool p_sky_only); - bool light_directional_is_sky_only(RID p_light) const; + void light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode); + RS::LightDirectionalSkyMode light_directional_get_sky_mode(RID p_light) const; RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light); RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light); diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp index 485cd7ba9d..700ca7e167 100644 --- a/servers/rendering/renderer_scene_cull.cpp +++ b/servers/rendering/renderer_scene_cull.cpp @@ -2948,7 +2948,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c //check shadow.. if (light) { - if (p_using_shadows && p_shadow_atlas.is_valid() && RSG::storage->light_has_shadow(E->base) && !(RSG::storage->light_get_type(E->base) == RS::LIGHT_DIRECTIONAL && RSG::storage->light_directional_is_sky_only(E->base))) { + if (p_using_shadows && p_shadow_atlas.is_valid() && RSG::storage->light_has_shadow(E->base) && !(RSG::storage->light_get_type(E->base) == RS::LIGHT_DIRECTIONAL && RSG::storage->light_directional_get_sky_mode(E->base) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY)) { lights_with_shadow.push_back(E); } //add to list @@ -3473,7 +3473,7 @@ void RendererSceneCull::render_probes() { cache->attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION) || cache->spot_angle != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE) || cache->spot_attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION) || - cache->sky_only != RSG::storage->light_directional_is_sky_only(instance->base)) { + cache->sky_mode != RSG::storage->light_directional_get_sky_mode(instance->base)) { cache_dirty = true; } } @@ -3541,7 +3541,7 @@ void RendererSceneCull::render_probes() { cache->attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION); cache->spot_angle = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE); cache->spot_attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION); - cache->sky_only = RSG::storage->light_directional_is_sky_only(instance->base); + cache->sky_mode = RSG::storage->light_directional_get_sky_mode(instance->base); idx++; } diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h index 90d290bef9..2112118673 100644 --- a/servers/rendering/renderer_scene_cull.h +++ b/servers/rendering/renderer_scene_cull.h @@ -689,7 +689,7 @@ public: float spot_angle; float spot_attenuation; bool has_shadow; - bool sky_only; + RS::LightDirectionalSkyMode sky_mode; }; Vector<LightCache> light_cache; diff --git a/servers/rendering/renderer_storage.h b/servers/rendering/renderer_storage.h index af4c697751..b5d6aae718 100644 --- a/servers/rendering/renderer_storage.h +++ b/servers/rendering/renderer_storage.h @@ -277,8 +277,8 @@ public: virtual void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) = 0; virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) = 0; virtual bool light_directional_get_blend_splits(RID p_light) const = 0; - virtual void light_directional_set_sky_only(RID p_light, bool p_sky_only) = 0; - virtual bool light_directional_is_sky_only(RID p_light) const = 0; + virtual void light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) = 0; + virtual RS::LightDirectionalSkyMode light_directional_get_sky_mode(RID p_light) const = 0; virtual RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) = 0; virtual RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) = 0; diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h index 8c93308e38..d75caae018 100644 --- a/servers/rendering/rendering_server_default.h +++ b/servers/rendering/rendering_server_default.h @@ -362,7 +362,7 @@ public: FUNC2(light_directional_set_shadow_mode, RID, LightDirectionalShadowMode) FUNC2(light_directional_set_blend_splits, RID, bool) - FUNC2(light_directional_set_sky_only, RID, bool) + FUNC2(light_directional_set_sky_mode, RID, LightDirectionalSkyMode) /* PROBE API */ diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp index a6992014e8..8a5c976dcb 100644 --- a/servers/rendering_server.cpp +++ b/servers/rendering_server.cpp @@ -1891,7 +1891,7 @@ void RenderingServer::_bind_methods() { ClassDB::bind_method(D_METHOD("light_directional_set_shadow_mode", "light", "mode"), &RenderingServer::light_directional_set_shadow_mode); ClassDB::bind_method(D_METHOD("light_directional_set_blend_splits", "light", "enable"), &RenderingServer::light_directional_set_blend_splits); - ClassDB::bind_method(D_METHOD("light_directional_set_sky_only", "light", "enable"), &RenderingServer::light_directional_set_sky_only); + ClassDB::bind_method(D_METHOD("light_directional_set_sky_mode", "light", "mode"), &RenderingServer::light_directional_set_sky_mode); ClassDB::bind_method(D_METHOD("light_projectors_set_filter", "filter"), &RenderingServer::light_projectors_set_filter); @@ -1937,6 +1937,10 @@ void RenderingServer::_bind_methods() { BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS); BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS); + BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY); + BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY); + BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY); + ClassDB::bind_method(D_METHOD("shadows_quality_set", "quality"), &RenderingServer::shadows_quality_set); ClassDB::bind_method(D_METHOD("directional_shadow_quality_set", "quality"), &RenderingServer::directional_shadow_quality_set); ClassDB::bind_method(D_METHOD("directional_shadow_atlas_set_size", "size", "is_16bits"), &RenderingServer::directional_shadow_atlas_set_size); diff --git a/servers/rendering_server.h b/servers/rendering_server.h index 94d9cb8800..94692ba68d 100644 --- a/servers/rendering_server.h +++ b/servers/rendering_server.h @@ -469,9 +469,15 @@ public: LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS, }; + enum LightDirectionalSkyMode { + LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY, + LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY, + LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY, + }; + virtual void light_directional_set_shadow_mode(RID p_light, LightDirectionalShadowMode p_mode) = 0; 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 light_directional_set_sky_mode(RID p_light, LightDirectionalSkyMode p_mode) = 0; virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = true) = 0; @@ -1569,6 +1575,7 @@ VARIANT_ENUM_CAST(RenderingServer::LightParam); VARIANT_ENUM_CAST(RenderingServer::LightBakeMode); VARIANT_ENUM_CAST(RenderingServer::LightOmniShadowMode); VARIANT_ENUM_CAST(RenderingServer::LightDirectionalShadowMode); +VARIANT_ENUM_CAST(RenderingServer::LightDirectionalSkyMode); VARIANT_ENUM_CAST(RenderingServer::LightProjectorFilter); VARIANT_ENUM_CAST(RenderingServer::ReflectionProbeUpdateMode); VARIANT_ENUM_CAST(RenderingServer::ReflectionProbeAmbientMode); |