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-rw-r--r--scene/3d/light_3d.h44
1 files changed, 18 insertions, 26 deletions
diff --git a/scene/3d/light_3d.h b/scene/3d/light_3d.h
index 69c0478b86..ecea60339f 100644
--- a/scene/3d/light_3d.h
+++ b/scene/3d/light_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -32,8 +32,6 @@
#define LIGHT_3D_H
#include "scene/3d/visual_instance_3d.h"
-#include "scene/resources/texture.h"
-#include "servers/rendering_server.h"
class Light3D : public VisualInstance3D {
GDCLASS(Light3D, VisualInstance3D);
@@ -71,16 +69,16 @@ public:
private:
Color color;
- float param[PARAM_MAX];
+ real_t param[PARAM_MAX] = {};
Color shadow_color;
- bool shadow;
- bool negative;
- bool reverse_cull;
- uint32_t cull_mask;
- RS::LightType type;
- bool editor_only;
+ bool shadow = false;
+ bool negative = false;
+ bool reverse_cull = false;
+ uint32_t cull_mask = 0;
+ RS::LightType type = RenderingServer::LIGHT_DIRECTIONAL;
+ bool editor_only = false;
void _update_visibility();
- BakeMode bake_mode;
+ BakeMode bake_mode = BAKE_DYNAMIC;
Ref<Texture2D> projector;
// bind helpers
@@ -102,8 +100,8 @@ public:
void set_editor_only(bool p_editor_only);
bool is_editor_only() const;
- void set_param(Param p_param, float p_value);
- float get_param(Param p_param) const;
+ void set_param(Param p_param, real_t p_value);
+ real_t get_param(Param p_param) const;
void set_shadow(bool p_enable);
bool has_shadow() const;
@@ -149,15 +147,10 @@ public:
SHADOW_PARALLEL_4_SPLITS,
};
- enum ShadowDepthRange {
- SHADOW_DEPTH_RANGE_STABLE = RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE,
- SHADOW_DEPTH_RANGE_OPTIMIZED = RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED,
- };
-
private:
bool blend_splits;
ShadowMode shadow_mode;
- ShadowDepthRange shadow_depth_range;
+ bool sky_only = false;
protected:
static void _bind_methods();
@@ -166,17 +159,16 @@ public:
void set_shadow_mode(ShadowMode p_mode);
ShadowMode get_shadow_mode() const;
- void set_shadow_depth_range(ShadowDepthRange p_range);
- ShadowDepthRange get_shadow_depth_range() const;
-
void set_blend_splits(bool p_enable);
bool is_blend_splits_enabled() const;
+ void set_sky_only(bool p_sky_only);
+ bool is_sky_only() const;
+
DirectionalLight3D();
};
VARIANT_ENUM_CAST(DirectionalLight3D::ShadowMode)
-VARIANT_ENUM_CAST(DirectionalLight3D::ShadowDepthRange)
class OmniLight3D : public Light3D {
GDCLASS(OmniLight3D, Light3D);
@@ -198,7 +190,7 @@ public:
void set_shadow_mode(ShadowMode p_mode);
ShadowMode get_shadow_mode() const;
- virtual String get_configuration_warning() const override;
+ TypedArray<String> get_configuration_warnings() const override;
OmniLight3D();
};
@@ -212,7 +204,7 @@ protected:
static void _bind_methods();
public:
- virtual String get_configuration_warning() const override;
+ TypedArray<String> get_configuration_warnings() const override;
SpotLight3D() :
Light3D(RenderingServer::LIGHT_SPOT) {}