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path: root/drivers/gles3/rasterizer_scene_gles3.cpp
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Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp32
1 files changed, 16 insertions, 16 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 8dfa91473a..b7547f53a8 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -4638,7 +4638,7 @@ void RasterizerSceneGLES3::initialize() {
glBufferData(GL_UNIFORM_BUFFER, sizeof(State::EnvironmentRadianceUBO), &state.env_radiance_ubo, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
- render_list.max_elements = GLOBAL_DEF("rendering/gles3/max_renderable_elements", (int)RenderList::DEFAULT_MAX_ELEMENTS);
+ render_list.max_elements = GLOBAL_DEF("rendering/limits/rendering/max_renderable_elements", (int)RenderList::DEFAULT_MAX_ELEMENTS);
if (render_list.max_elements > 1000000)
render_list.max_elements = 1000000;
if (render_list.max_elements < 1024)
@@ -4712,7 +4712,7 @@ void RasterizerSceneGLES3::initialize() {
{
//directional light shadow
directional_shadow.light_count = 0;
- directional_shadow.size = nearest_power_of_2(GLOBAL_DEF("rendering/shadows/directional_shadow_size", 4096));
+ directional_shadow.size = nearest_power_of_2(GLOBAL_GET("rendering/quality/directional_shadow/size"));
glGenFramebuffers(1, &directional_shadow.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, directional_shadow.fbo);
glGenTextures(1, &directional_shadow.depth);
@@ -4779,8 +4779,8 @@ void RasterizerSceneGLES3::initialize() {
state.scene_shader.add_custom_define("#define MAX_SKELETON_BONES " + itos(state.max_skeleton_bones) + "\n");
}
- GLOBAL_DEF("rendering/gles3/shadow_filter_mode", 1);
- GlobalConfig::get_singleton()->set_custom_property_info("rendering/gles3/shadow_filter_mode", PropertyInfo(Variant::INT, "rendering/gles3/shadow_filter_mode", PROPERTY_HINT_ENUM, "Disabled,PCF5,PCF13"));
+ GLOBAL_DEF("rendering/quality/shadows/filter_mode", 1);
+ GlobalConfig::get_singleton()->set_custom_property_info("rendering/quality/shadows/filter_mode", PropertyInfo(Variant::INT, "rendering/quality/shadows/filter_mode", PROPERTY_HINT_ENUM, "Disabled,PCF5,PCF13"));
shadow_filter_mode = SHADOW_FILTER_NEAREST;
{ //reflection cubemaps
@@ -4844,7 +4844,7 @@ void RasterizerSceneGLES3::initialize() {
{
- uint32_t immediate_buffer_size = GLOBAL_DEF("rendering/buffers/immediate_buffer_size_kb", 2048);
+ uint32_t immediate_buffer_size = GLOBAL_DEF("rendering/limits/buffers/immediate_buffer_size_kb", 2048);
glGenBuffers(1, &state.immediate_buffer);
glBindBuffer(GL_ARRAY_BUFFER, state.immediate_buffer);
@@ -4871,13 +4871,13 @@ void RasterizerSceneGLES3::initialize() {
state.tonemap_shader.init();
{
- GLOBAL_DEF("rendering/ssurf_scattering/quality", 1);
- GlobalConfig::get_singleton()->set_custom_property_info("rendering/ssurf_scattering/quality", PropertyInfo(Variant::INT, "rendering/ssurf_scattering/quality", PROPERTY_HINT_ENUM, "Low,Medium,High"));
- GLOBAL_DEF("rendering/ssurf_scattering/max_size", 1.0);
- GlobalConfig::get_singleton()->set_custom_property_info("rendering/ssurf_scattering/max_size", PropertyInfo(Variant::INT, "rendering/ssurf_scattering/max_size", PROPERTY_HINT_RANGE, "0.01,8,0.01"));
- GLOBAL_DEF("rendering/ssurf_scattering/follow_surface", false);
+ GLOBAL_DEF("rendering/quality/subsurface_scattering/quality", 1);
+ GlobalConfig::get_singleton()->set_custom_property_info("rendering/quality/subsurface_scattering/quality", PropertyInfo(Variant::INT, "rendering/quality/subsurface_scattering/quality", PROPERTY_HINT_ENUM, "Low,Medium,High"));
+ GLOBAL_DEF("rendering/quality/subsurface_scattering/scale", 1.0);
+ GlobalConfig::get_singleton()->set_custom_property_info("rendering/quality/subsurface_scattering/scale", PropertyInfo(Variant::INT, "rendering/quality/subsurface_scattering/scale", PROPERTY_HINT_RANGE, "0.01,8,0.01"));
+ GLOBAL_DEF("rendering/quality/subsurface_scattering/follow_surface", false);
- GLOBAL_DEF("rendering/reflections/high_quality_vct_gi", true);
+ GLOBAL_DEF("rendering/quality/voxel_cone_tracing/high_quality", true);
}
exposure_shrink_size = 243;
@@ -4916,12 +4916,12 @@ void RasterizerSceneGLES3::initialize() {
void RasterizerSceneGLES3::iteration() {
- shadow_filter_mode = ShadowFilterMode(int(GlobalConfig::get_singleton()->get("rendering/gles3/shadow_filter_mode")));
- subsurface_scatter_follow_surface = GlobalConfig::get_singleton()->get("rendering/ssurf_scattering/follow_surface");
- subsurface_scatter_quality = SubSurfaceScatterQuality(int(GlobalConfig::get_singleton()->get("rendering/ssurf_scattering/quality")));
- subsurface_scatter_size = GlobalConfig::get_singleton()->get("rendering/ssurf_scattering/max_size");
+ shadow_filter_mode = ShadowFilterMode(int(GlobalConfig::get_singleton()->get("rendering/quality/shadows/filter_mode")));
+ subsurface_scatter_follow_surface = GlobalConfig::get_singleton()->get("rendering/quality/subsurface_scattering/follow_surface");
+ subsurface_scatter_quality = SubSurfaceScatterQuality(int(GlobalConfig::get_singleton()->get("rendering/quality/subsurface_scattering/quality")));
+ subsurface_scatter_size = GlobalConfig::get_singleton()->get("rendering/quality/subsurface_scattering/scale");
- state.scene_shader.set_conditional(SceneShaderGLES3::VCT_QUALITY_HIGH, GlobalConfig::get_singleton()->get("rendering/reflections/high_quality_vct_gi"));
+ state.scene_shader.set_conditional(SceneShaderGLES3::VCT_QUALITY_HIGH, GlobalConfig::get_singleton()->get("rendering/quality/voxel_cone_tracing/high_quality"));
}
void RasterizerSceneGLES3::finalize() {