Merge pull request #54147 from Calinou/editor-directionallight-3d-only-show-relevant-properties
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8911d6ecc8
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@ -11,10 +11,10 @@
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</tutorials>
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<members>
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<member name="directional_shadow_blend_splits" type="bool" setter="set_blend_splits" getter="is_blend_splits_enabled" default="false">
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If [code]true[/code], shadow detail is sacrificed in exchange for smoother transitions between splits. This is ignored when [member directional_shadow_mode] is [code]SHADOW_ORTHOGONAL[/code].
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If [code]true[/code], shadow detail is sacrificed in exchange for smoother transitions between splits. Enabling shadow blend splitting also has a moderate performance cost. This is ignored when [member directional_shadow_mode] is [code]SHADOW_ORTHOGONAL[/code].
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</member>
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<member name="directional_shadow_fade_start" type="float" setter="set_param" getter="get_param" default="0.8">
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Proportion of [member directional_shadow_max_distance] at which point the shadow starts to fade. At [member directional_shadow_max_distance] the shadow will disappear.
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Proportion of [member directional_shadow_max_distance] at which point the shadow starts to fade. At [member directional_shadow_max_distance], the shadow will disappear. The default value is a balance between smooth fading and distant shadow visibility. If the camera moves fast and the [member directional_shadow_max_distance] is low, consider lowering [member directional_shadow_fade_start] below [code]0.8[/code] to make shadow transitions less noticeable. On the other hand, if you tuned [member directional_shadow_max_distance] to cover the entire scene, you can set [member directional_shadow_fade_start] to [code]1.0[/code] to prevent the shadow from fading in the distance (it will suddenly cut off instead).
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</member>
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<member name="directional_shadow_max_distance" type="float" setter="set_param" getter="get_param" default="100.0">
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The maximum distance for shadow splits.
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@ -200,19 +200,8 @@ void Light3D::_validate_property(PropertyInfo &property) const {
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property.usage = PROPERTY_USAGE_NOEDITOR;
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}
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if (get_light_type() == RS::LIGHT_DIRECTIONAL && property.name == "light_size") {
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property.usage = PROPERTY_USAGE_NONE;
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}
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if (get_light_type() == RS::LIGHT_DIRECTIONAL && property.name == "light_specular") {
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property.usage = PROPERTY_USAGE_NONE;
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}
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if (get_light_type() == RS::LIGHT_DIRECTIONAL && property.name == "light_projector") {
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property.usage = PROPERTY_USAGE_NONE;
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}
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if (get_light_type() != RS::LIGHT_DIRECTIONAL && property.name == "light_angular_distance") {
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// Angular distance is only used in DirectionalLight3D.
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property.usage = PROPERTY_USAGE_NONE;
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}
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}
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@ -361,6 +350,7 @@ Light3D::~Light3D() {
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void DirectionalLight3D::set_shadow_mode(ShadowMode p_mode) {
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shadow_mode = p_mode;
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RS::get_singleton()->light_directional_set_shadow_mode(light, RS::LightDirectionalShadowMode(p_mode));
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notify_property_list_changed();
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}
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DirectionalLight3D::ShadowMode DirectionalLight3D::get_shadow_mode() const {
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@ -370,6 +360,7 @@ DirectionalLight3D::ShadowMode DirectionalLight3D::get_shadow_mode() const {
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void DirectionalLight3D::set_blend_splits(bool p_enable) {
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blend_splits = p_enable;
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RS::get_singleton()->light_directional_set_blend_splits(light, p_enable);
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notify_property_list_changed();
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}
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bool DirectionalLight3D::is_blend_splits_enabled() const {
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@ -385,6 +376,23 @@ bool DirectionalLight3D::is_sky_only() const {
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return sky_only;
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}
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void DirectionalLight3D::_validate_property(PropertyInfo &property) const {
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if (shadow_mode == SHADOW_ORTHOGONAL && (property.name == "directional_shadow_split_1" || property.name == "directional_shadow_blend_splits")) {
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// Split 2 and split blending are only used with PSSM 2 Splits and PSSM 4 Splits shadow mode.
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property.usage = PROPERTY_USAGE_NOEDITOR;
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}
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if ((shadow_mode == SHADOW_ORTHOGONAL || shadow_mode == SHADOW_PARALLEL_2_SPLITS) && (property.name == "directional_shadow_split_2" || property.name == "directional_shadow_split_3")) {
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// Splits 3 and 4 are only used with PSSM 4 Splits shadow mode.
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property.usage = PROPERTY_USAGE_NOEDITOR;
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}
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if (property.name == "light_size" || property.name == "light_projector" || property.name == "light_specular") {
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// Not implemented in DirectionalLight3D (`light_size` is replaced by `light_angular_distance`).
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property.usage = PROPERTY_USAGE_NONE;
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}
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}
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void DirectionalLight3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_shadow_mode", "mode"), &DirectionalLight3D::set_shadow_mode);
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ClassDB::bind_method(D_METHOD("get_shadow_mode"), &DirectionalLight3D::get_shadow_mode);
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@ -400,8 +408,8 @@ void DirectionalLight3D::_bind_methods() {
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_split_1", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_1_OFFSET);
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_split_2", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_2_OFFSET);
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_split_3", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_3_OFFSET);
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_fade_start", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_SHADOW_FADE_START);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "directional_shadow_blend_splits"), "set_blend_splits", "is_blend_splits_enabled");
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_fade_start", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_SHADOW_FADE_START);
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_max_distance", PROPERTY_HINT_RANGE, "0,8192,0.1,or_greater,exp"), "set_param", "get_param", PARAM_SHADOW_MAX_DISTANCE);
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_pancake_size", PROPERTY_HINT_RANGE, "0,1024,0.1,or_greater,exp"), "set_param", "get_param", PARAM_SHADOW_PANCAKE_SIZE);
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@ -152,6 +152,7 @@ private:
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protected:
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static void _bind_methods();
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virtual void _validate_property(PropertyInfo &property) const override;
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public:
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void set_shadow_mode(ShadowMode p_mode);
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