diff options
Diffstat (limited to 'scene/3d/light_3d.cpp')
-rw-r--r-- | scene/3d/light_3d.cpp | 56 |
1 files changed, 28 insertions, 28 deletions
diff --git a/scene/3d/light_3d.cpp b/scene/3d/light_3d.cpp index 434f35fc57..7fc7fe2bf5 100644 --- a/scene/3d/light_3d.cpp +++ b/scene/3d/light_3d.cpp @@ -44,7 +44,7 @@ void Light3D::set_param(Param p_param, float p_value) { ERR_FAIL_INDEX(p_param, PARAM_MAX); param[p_param] = p_value; - VS::get_singleton()->light_set_param(light, VS::LightParam(p_param), p_value); + RS::get_singleton()->light_set_param(light, RS::LightParam(p_param), p_value); if (p_param == PARAM_SPOT_ANGLE || p_param == PARAM_RANGE) { update_gizmo(); @@ -68,9 +68,9 @@ float Light3D::get_param(Param p_param) const { void Light3D::set_shadow(bool p_enable) { shadow = p_enable; - VS::get_singleton()->light_set_shadow(light, p_enable); + RS::get_singleton()->light_set_shadow(light, p_enable); - if (type == VisualServer::LIGHT_SPOT) { + if (type == RenderingServer::LIGHT_SPOT) { update_configuration_warning(); } } @@ -82,7 +82,7 @@ bool Light3D::has_shadow() const { void Light3D::set_negative(bool p_enable) { negative = p_enable; - VS::get_singleton()->light_set_negative(light, p_enable); + RS::get_singleton()->light_set_negative(light, p_enable); } bool Light3D::is_negative() const { @@ -92,7 +92,7 @@ bool Light3D::is_negative() const { void Light3D::set_cull_mask(uint32_t p_cull_mask) { cull_mask = p_cull_mask; - VS::get_singleton()->light_set_cull_mask(light, p_cull_mask); + RS::get_singleton()->light_set_cull_mask(light, p_cull_mask); } uint32_t Light3D::get_cull_mask() const { @@ -102,7 +102,7 @@ uint32_t Light3D::get_cull_mask() const { void Light3D::set_color(const Color &p_color) { color = p_color; - VS::get_singleton()->light_set_color(light, p_color); + RS::get_singleton()->light_set_color(light, p_color); // The gizmo color depends on the light color, so update it. update_gizmo(); } @@ -114,7 +114,7 @@ Color Light3D::get_color() const { void Light3D::set_shadow_color(const Color &p_shadow_color) { shadow_color = p_shadow_color; - VS::get_singleton()->light_set_shadow_color(light, p_shadow_color); + RS::get_singleton()->light_set_shadow_color(light, p_shadow_color); } Color Light3D::get_shadow_color() const { @@ -124,7 +124,7 @@ Color Light3D::get_shadow_color() const { void Light3D::set_shadow_reverse_cull_face(bool p_enable) { reverse_cull = p_enable; - VS::get_singleton()->light_set_reverse_cull_face_mode(light, reverse_cull); + RS::get_singleton()->light_set_reverse_cull_face_mode(light, reverse_cull); } bool Light3D::get_shadow_reverse_cull_face() const { @@ -134,15 +134,15 @@ bool Light3D::get_shadow_reverse_cull_face() const { AABB Light3D::get_aabb() const { - if (type == VisualServer::LIGHT_DIRECTIONAL) { + if (type == RenderingServer::LIGHT_DIRECTIONAL) { return AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2)); - } else if (type == VisualServer::LIGHT_OMNI) { + } else if (type == RenderingServer::LIGHT_OMNI) { return AABB(Vector3(-1, -1, -1) * param[PARAM_RANGE], Vector3(2, 2, 2) * param[PARAM_RANGE]); - } else if (type == VisualServer::LIGHT_SPOT) { + } else if (type == RenderingServer::LIGHT_SPOT) { float len = param[PARAM_RANGE]; float size = Math::tan(Math::deg2rad(param[PARAM_SPOT_ANGLE])) * len; @@ -159,7 +159,7 @@ Vector<Face3> Light3D::get_faces(uint32_t p_usage_flags) const { void Light3D::set_bake_mode(BakeMode p_mode) { bake_mode = p_mode; - VS::get_singleton()->light_set_use_gi(light, p_mode != BAKE_DISABLED); + RS::get_singleton()->light_set_use_gi(light, p_mode != BAKE_DISABLED); } Light3D::BakeMode Light3D::get_bake_mode() const { @@ -187,7 +187,7 @@ void Light3D::_update_visibility() { } #endif - VS::get_singleton()->instance_set_visible(get_instance(), is_visible_in_tree() && editor_ok); + RS::get_singleton()->instance_set_visible(get_instance(), is_visible_in_tree() && editor_ok); _change_notify("geometry/visible"); } @@ -217,7 +217,7 @@ bool Light3D::is_editor_only() const { void Light3D::_validate_property(PropertyInfo &property) const { - if (VisualServer::get_singleton()->is_low_end() && property.name == "shadow_contact") { + if (RenderingServer::get_singleton()->is_low_end() && property.name == "shadow_contact") { property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL; } } @@ -292,18 +292,18 @@ void Light3D::_bind_methods() { BIND_ENUM_CONSTANT(BAKE_ALL); } -Light3D::Light3D(VisualServer::LightType p_type) { +Light3D::Light3D(RenderingServer::LightType p_type) { type = p_type; switch (p_type) { - case VS::LIGHT_DIRECTIONAL: light = VisualServer::get_singleton()->directional_light_create(); break; - case VS::LIGHT_OMNI: light = VisualServer::get_singleton()->omni_light_create(); break; - case VS::LIGHT_SPOT: light = VisualServer::get_singleton()->spot_light_create(); break; + case RS::LIGHT_DIRECTIONAL: light = RenderingServer::get_singleton()->directional_light_create(); break; + case RS::LIGHT_OMNI: light = RenderingServer::get_singleton()->omni_light_create(); break; + case RS::LIGHT_SPOT: light = RenderingServer::get_singleton()->spot_light_create(); break; default: { }; } - VS::get_singleton()->instance_set_base(get_instance(), light); + RS::get_singleton()->instance_set_base(get_instance(), light); reverse_cull = false; bake_mode = BAKE_INDIRECT; @@ -335,23 +335,23 @@ Light3D::Light3D(VisualServer::LightType p_type) { Light3D::Light3D() { - type = VisualServer::LIGHT_DIRECTIONAL; + type = RenderingServer::LIGHT_DIRECTIONAL; ERR_PRINT("Light should not be instanced directly; use the DirectionalLight, OmniLight or SpotLight subtypes instead."); } Light3D::~Light3D() { - VS::get_singleton()->instance_set_base(get_instance(), RID()); + RS::get_singleton()->instance_set_base(get_instance(), RID()); if (light.is_valid()) - VisualServer::get_singleton()->free(light); + RenderingServer::get_singleton()->free(light); } ///////////////////////////////////////// void DirectionalLight3D::set_shadow_mode(ShadowMode p_mode) { shadow_mode = p_mode; - VS::get_singleton()->light_directional_set_shadow_mode(light, VS::LightDirectionalShadowMode(p_mode)); + RS::get_singleton()->light_directional_set_shadow_mode(light, RS::LightDirectionalShadowMode(p_mode)); } DirectionalLight3D::ShadowMode DirectionalLight3D::get_shadow_mode() const { @@ -361,7 +361,7 @@ DirectionalLight3D::ShadowMode DirectionalLight3D::get_shadow_mode() const { void DirectionalLight3D::set_shadow_depth_range(ShadowDepthRange p_range) { shadow_depth_range = p_range; - VS::get_singleton()->light_directional_set_shadow_depth_range_mode(light, VS::LightDirectionalShadowDepthRangeMode(p_range)); + RS::get_singleton()->light_directional_set_shadow_depth_range_mode(light, RS::LightDirectionalShadowDepthRangeMode(p_range)); } DirectionalLight3D::ShadowDepthRange DirectionalLight3D::get_shadow_depth_range() const { @@ -372,7 +372,7 @@ DirectionalLight3D::ShadowDepthRange DirectionalLight3D::get_shadow_depth_range( void DirectionalLight3D::set_blend_splits(bool p_enable) { blend_splits = p_enable; - VS::get_singleton()->light_directional_set_blend_splits(light, p_enable); + RS::get_singleton()->light_directional_set_blend_splits(light, p_enable); } bool DirectionalLight3D::is_blend_splits_enabled() const { @@ -412,7 +412,7 @@ void DirectionalLight3D::_bind_methods() { } DirectionalLight3D::DirectionalLight3D() : - Light3D(VisualServer::LIGHT_DIRECTIONAL) { + Light3D(RenderingServer::LIGHT_DIRECTIONAL) { set_param(PARAM_SHADOW_NORMAL_BIAS, 0.8); set_param(PARAM_SHADOW_BIAS, 0.1); @@ -428,7 +428,7 @@ DirectionalLight3D::DirectionalLight3D() : void OmniLight3D::set_shadow_mode(ShadowMode p_mode) { shadow_mode = p_mode; - VS::get_singleton()->light_omni_set_shadow_mode(light, VS::LightOmniShadowMode(p_mode)); + RS::get_singleton()->light_omni_set_shadow_mode(light, RS::LightOmniShadowMode(p_mode)); } OmniLight3D::ShadowMode OmniLight3D::get_shadow_mode() const { @@ -451,7 +451,7 @@ void OmniLight3D::_bind_methods() { } OmniLight3D::OmniLight3D() : - Light3D(VisualServer::LIGHT_OMNI) { + Light3D(RenderingServer::LIGHT_OMNI) { set_shadow_mode(SHADOW_CUBE); } |