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Diffstat (limited to 'scene/3d/light_3d.cpp')
-rw-r--r--scene/3d/light_3d.cpp36
1 files changed, 23 insertions, 13 deletions
diff --git a/scene/3d/light_3d.cpp b/scene/3d/light_3d.cpp
index c787ba5087..fbdbd79c0c 100644
--- a/scene/3d/light_3d.cpp
+++ b/scene/3d/light_3d.cpp
@@ -200,21 +200,11 @@ void Light3D::_validate_property(PropertyInfo &property) const {
property.usage = PROPERTY_USAGE_NOEDITOR;
}
- if (get_light_type() == RS::LIGHT_DIRECTIONAL && property.name == "light_size") {
- property.usage = PROPERTY_USAGE_NONE;
- }
-
- if (get_light_type() == RS::LIGHT_DIRECTIONAL && property.name == "light_specular") {
- property.usage = PROPERTY_USAGE_NONE;
- }
-
- if (get_light_type() == RS::LIGHT_DIRECTIONAL && property.name == "light_projector") {
- property.usage = PROPERTY_USAGE_NONE;
- }
-
if (get_light_type() != RS::LIGHT_DIRECTIONAL && property.name == "light_angular_distance") {
+ // Angular distance is only used in DirectionalLight3D.
property.usage = PROPERTY_USAGE_NONE;
}
+ VisualInstance3D::_validate_property(property);
}
void Light3D::_bind_methods() {
@@ -361,6 +351,7 @@ Light3D::~Light3D() {
void DirectionalLight3D::set_shadow_mode(ShadowMode p_mode) {
shadow_mode = p_mode;
RS::get_singleton()->light_directional_set_shadow_mode(light, RS::LightDirectionalShadowMode(p_mode));
+ notify_property_list_changed();
}
DirectionalLight3D::ShadowMode DirectionalLight3D::get_shadow_mode() const {
@@ -385,6 +376,25 @@ bool DirectionalLight3D::is_sky_only() const {
return sky_only;
}
+void DirectionalLight3D::_validate_property(PropertyInfo &property) const {
+ if (shadow_mode == SHADOW_ORTHOGONAL && (property.name == "directional_shadow_split_1" || property.name == "directional_shadow_blend_splits")) {
+ // Split 2 and split blending are only used with the PSSM 2 Splits and PSSM 4 Splits shadow modes.
+ property.usage = PROPERTY_USAGE_NOEDITOR;
+ }
+
+ if ((shadow_mode == SHADOW_ORTHOGONAL || shadow_mode == SHADOW_PARALLEL_2_SPLITS) && (property.name == "directional_shadow_split_2" || property.name == "directional_shadow_split_3")) {
+ // Splits 3 and 4 are only used with the PSSM 4 Splits shadow mode.
+ property.usage = PROPERTY_USAGE_NOEDITOR;
+ }
+
+ if (property.name == "light_size" || property.name == "light_projector" || property.name == "light_specular") {
+ // Not implemented in DirectionalLight3D (`light_size` is replaced by `light_angular_distance`).
+ property.usage = PROPERTY_USAGE_NONE;
+ }
+
+ Light3D::_validate_property(property);
+}
+
void DirectionalLight3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_shadow_mode", "mode"), &DirectionalLight3D::set_shadow_mode);
ClassDB::bind_method(D_METHOD("get_shadow_mode"), &DirectionalLight3D::get_shadow_mode);
@@ -400,8 +410,8 @@ void DirectionalLight3D::_bind_methods() {
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_split_1", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_1_OFFSET);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_split_2", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_2_OFFSET);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_split_3", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_3_OFFSET);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "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::FLOAT, "directional_shadow_fade_start", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_SHADOW_FADE_START);
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);