diff options
Diffstat (limited to 'servers/rendering/rasterizer_rd/rasterizer_scene_rd.h')
-rw-r--r-- | servers/rendering/rasterizer_rd/rasterizer_scene_rd.h | 32 |
1 files changed, 29 insertions, 3 deletions
diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h index 3478c05fb1..fba2e0df3d 100644 --- a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h +++ b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h @@ -527,7 +527,19 @@ private: bool _shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow); - RS::ShadowFilter shadow_filter = RS::SHADOW_FILTER_NONE; + RS::ShadowQuality shadows_quality = RS::SHADOW_QUALITY_MAX; //So it always updates when first set + RS::ShadowQuality directional_shadow_quality = RS::SHADOW_QUALITY_MAX; + float shadows_quality_radius = 1.0; + float directional_shadow_quality_radius = 1.0; + + float *directional_penumbra_shadow_kernel; + float *directional_soft_shadow_kernel; + float *penumbra_shadow_kernel; + float *soft_shadow_kernel; + int directional_penumbra_shadow_samples = 0; + int directional_soft_shadow_samples = 0; + int penumbra_shadow_samples = 0; + int soft_shadow_samples = 0; /* DIRECTIONAL SHADOW */ @@ -1177,8 +1189,22 @@ public: RS::SubSurfaceScatteringQuality sub_surface_scattering_get_quality() const; virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale); - virtual void shadow_filter_set(RS::ShadowFilter p_filter); - _FORCE_INLINE_ RS::ShadowFilter shadow_filter_get() const { return shadow_filter; } + virtual void shadows_quality_set(RS::ShadowQuality p_quality); + virtual void directional_shadow_quality_set(RS::ShadowQuality p_quality); + _FORCE_INLINE_ RS::ShadowQuality shadows_quality_get() const { return shadows_quality; } + _FORCE_INLINE_ RS::ShadowQuality directional_shadow_quality_get() const { return directional_shadow_quality; } + _FORCE_INLINE_ float shadows_quality_radius_get() const { return shadows_quality_radius; } + _FORCE_INLINE_ float directional_shadow_quality_radius_get() const { return directional_shadow_quality_radius; } + + _FORCE_INLINE_ float *directional_penumbra_shadow_kernel_get() { return directional_penumbra_shadow_kernel; } + _FORCE_INLINE_ float *directional_soft_shadow_kernel_get() { return directional_soft_shadow_kernel; } + _FORCE_INLINE_ float *penumbra_shadow_kernel_get() { return penumbra_shadow_kernel; } + _FORCE_INLINE_ float *soft_shadow_kernel_get() { return soft_shadow_kernel; } + + _FORCE_INLINE_ int directional_penumbra_shadow_samples_get() const { return directional_penumbra_shadow_samples; } + _FORCE_INLINE_ int directional_soft_shadow_samples_get() const { return directional_soft_shadow_samples; } + _FORCE_INLINE_ int penumbra_shadow_samples_get() const { return penumbra_shadow_samples; } + _FORCE_INLINE_ int soft_shadow_samples_get() const { return soft_shadow_samples; } int get_roughness_layers() const; bool is_using_radiance_cubemap_array() const; |