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Diffstat (limited to 'scene/3d/light_3d.cpp')
-rw-r--r--scene/3d/light_3d.cpp21
1 files changed, 11 insertions, 10 deletions
diff --git a/scene/3d/light_3d.cpp b/scene/3d/light_3d.cpp
index c2943a9606..508f8a70df 100644
--- a/scene/3d/light_3d.cpp
+++ b/scene/3d/light_3d.cpp
@@ -30,15 +30,11 @@
#include "light_3d.h"
-#include "core/config/engine.h"
-#include "core/config/project_settings.h"
-#include "scene/resources/surface_tool.h"
-
bool Light3D::_can_gizmo_scale() const {
return false;
}
-void Light3D::set_param(Param p_param, float p_value) {
+void Light3D::set_param(Param p_param, real_t p_value) {
ERR_FAIL_INDEX(p_param, PARAM_MAX);
param[p_param] = p_value;
@@ -53,7 +49,7 @@ void Light3D::set_param(Param p_param, float p_value) {
}
}
-float Light3D::get_param(Param p_param) const {
+real_t Light3D::get_param(Param p_param) const {
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
return param[p_param];
}
@@ -128,8 +124,8 @@ AABB Light3D::get_aabb() const {
return AABB(Vector3(-1, -1, -1) * param[PARAM_RANGE], Vector3(2, 2, 2) * param[PARAM_RANGE]);
} else if (type == RenderingServer::LIGHT_SPOT) {
- float len = param[PARAM_RANGE];
- float size = Math::tan(Math::deg2rad(param[PARAM_SPOT_ANGLE])) * len;
+ real_t len = param[PARAM_RANGE];
+ real_t size = Math::tan(Math::deg2rad(param[PARAM_SPOT_ANGLE])) * len;
return AABB(Vector3(-size, -size, -len), Vector3(size * 2, size * 2, len));
}
@@ -216,6 +212,10 @@ void Light3D::_validate_property(PropertyInfo &property) const {
property.usage = PROPERTY_USAGE_NONE;
}
+ if (get_light_type() == RS::LIGHT_SPOT && property.name == "shadow_normal_bias") {
+ property.usage = PROPERTY_USAGE_NONE;
+ }
+
if (get_light_type() == RS::LIGHT_DIRECTIONAL && property.name == "light_projector") {
property.usage = PROPERTY_USAGE_NONE;
}
@@ -344,7 +344,7 @@ Light3D::Light3D(RenderingServer::LightType p_type) {
set_param(PARAM_SHADOW_FADE_START, 0.8);
set_param(PARAM_SHADOW_PANCAKE_SIZE, 20.0);
set_param(PARAM_SHADOW_BLUR, 1.0);
- set_param(PARAM_SHADOW_BIAS, 0.02);
+ set_param(PARAM_SHADOW_BIAS, 0.03);
set_param(PARAM_SHADOW_NORMAL_BIAS, 1.0);
set_param(PARAM_TRANSMITTANCE_BIAS, 0.05);
set_param(PARAM_SHADOW_VOLUMETRIC_FOG_FADE, 0.1);
@@ -426,7 +426,8 @@ DirectionalLight3D::DirectionalLight3D() :
set_param(PARAM_SHADOW_FADE_START, 0.8);
// Increase the default shadow bias to better suit most scenes.
// Leave normal bias untouched as it doesn't benefit DirectionalLight3D as much as OmniLight3D.
- set_param(PARAM_SHADOW_BIAS, 0.05);
+ set_param(PARAM_SHADOW_BIAS, 0.1);
+ set_param(PARAM_SHADOW_NORMAL_BIAS, 1.0);
set_shadow_mode(SHADOW_PARALLEL_4_SPLITS);
blend_splits = false;
}