diff options
Diffstat (limited to 'scene/3d/light_3d.cpp')
-rw-r--r-- | scene/3d/light_3d.cpp | 24 |
1 files changed, 9 insertions, 15 deletions
diff --git a/scene/3d/light_3d.cpp b/scene/3d/light_3d.cpp index 8478821ba1..ab417fafdd 100644 --- a/scene/3d/light_3d.cpp +++ b/scene/3d/light_3d.cpp @@ -30,22 +30,18 @@ #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; 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(); + update_gizmos(); if (p_param == PARAM_SPOT_ANGLE) { update_configuration_warnings(); @@ -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]; } @@ -95,7 +91,7 @@ void Light3D::set_color(const Color &p_color) { color = p_color; RS::get_singleton()->light_set_color(light, p_color); // The gizmo color depends on the light color, so update it. - update_gizmo(); + update_gizmos(); } Color Light3D::get_color() const { @@ -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)); } @@ -344,7 +340,7 @@ 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); @@ -425,8 +421,7 @@ DirectionalLight3D::DirectionalLight3D() : set_param(PARAM_SHADOW_MAX_DISTANCE, 100); 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_shadow_mode(SHADOW_PARALLEL_4_SPLITS); blend_splits = false; } @@ -467,8 +462,7 @@ OmniLight3D::OmniLight3D() : Light3D(RenderingServer::LIGHT_OMNI) { set_shadow_mode(SHADOW_CUBE); // Increase the default shadow biases to better suit most scenes. - set_param(PARAM_SHADOW_BIAS, 0.1); - set_param(PARAM_SHADOW_NORMAL_BIAS, 2.0); + set_param(PARAM_SHADOW_BIAS, 0.2); } TypedArray<String> SpotLight3D::get_configuration_warnings() const { |