Replace DirectionalLight3D's `use_in_sky_only` with `sky_mode` enum

3 options are available:

- Light and Sky (default)
- Light Only (new)
- Sky Only (equivalent to `use_in_sky_only = true`)

Co-authored by: clayjohn <claynjohn@gmail.com>
This commit is contained in:
Hugo Locurcio 2021-10-20 00:40:46 +02:00 committed by clayjohn
parent 6228063972
commit c45d2c242b
18 changed files with 84 additions and 43 deletions

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@ -35,8 +35,8 @@
The distance from shadow split 2 to split 3. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]. The distance from shadow split 2 to split 3. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS].
</member> </member>
<member name="shadow_bias" type="float" setter="set_param" getter="get_param" overrides="Light3D" default="0.1" /> <member name="shadow_bias" type="float" setter="set_param" getter="get_param" overrides="Light3D" default="0.1" />
<member name="use_in_sky_only" type="bool" setter="set_sky_only" getter="is_sky_only" default="false"> <member name="sky_mode" type="int" setter="set_sky_mode" getter="get_sky_mode" enum="DirectionalLight3D.SkyMode" default="0">
If [code]true[/code], this [DirectionalLight3D] will not be used for anything except sky shaders. Use this for lights that impact your sky shader that you may want to hide from affecting the rest of the scene. For example, you may want to enable this when the sun in your sky shader falls below the horizon. Set whether this [DirectionalLight3D] is visible in the sky, in the scene, or both in the sky and in the scene. See [enum SkyMode] for options.
</member> </member>
</members> </members>
<constants> <constants>
@ -49,5 +49,14 @@
<constant name="SHADOW_PARALLEL_4_SPLITS" value="2" enum="ShadowMode"> <constant name="SHADOW_PARALLEL_4_SPLITS" value="2" enum="ShadowMode">
Splits the view frustum in 4 areas, each with its own shadow map. This is the slowest directional shadow mode. Splits the view frustum in 4 areas, each with its own shadow map. This is the slowest directional shadow mode.
</constant> </constant>
<constant name="SKY_MODE_LIGHT_AND_SKY" value="0" enum="SkyMode">
Makes the light visible in both scene lighting and sky rendering.
</constant>
<constant name="SKY_MODE_LIGHT_ONLY" value="1" enum="SkyMode">
Makes the light visible in scene lighting only (including direct lighting and global illumination). When using this mode, the light will not be visible from sky shaders.
</constant>
<constant name="SKY_MODE_SKY_ONLY" value="2" enum="SkyMode">
Makes the light visible to sky shaders only. When using this mode the light will not cast light into the scene (either through direct lighting or through global illumination), but can be accessed through sky shaders. This can be useful, for example, when you want to control sky effects without illuminating the scene (during a night cycle, for example).
</constant>
</constants> </constants>
</class> </class>

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@ -1616,10 +1616,10 @@
Sets the shadow mode for this directional light. Equivalent to [member DirectionalLight3D.directional_shadow_mode]. See [enum LightDirectionalShadowMode] for options. Sets the shadow mode for this directional light. Equivalent to [member DirectionalLight3D.directional_shadow_mode]. See [enum LightDirectionalShadowMode] for options.
</description> </description>
</method> </method>
<method name="light_directional_set_sky_only"> <method name="light_directional_set_sky_mode">
<return type="void" /> <return type="void" />
<argument index="0" name="light" type="RID" /> <argument index="0" name="light" type="RID" />
<argument index="1" name="enable" type="bool" /> <argument index="1" name="mode" type="int" enum="RenderingServer.LightDirectionalSkyMode" />
<description> <description>
If [code]true[/code], this light will not be used for anything except sky shaders. Use this for lights that impact your sky shader that you may want to hide from affecting the rest of the scene. For example, you may want to enable this when the sun in your sky shader falls below the horizon. If [code]true[/code], this light will not be used for anything except sky shaders. Use this for lights that impact your sky shader that you may want to hide from affecting the rest of the scene. For example, you may want to enable this when the sun in your sky shader falls below the horizon.
</description> </description>
@ -3795,6 +3795,15 @@
<constant name="LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS" value="2" enum="LightDirectionalShadowMode"> <constant name="LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS" value="2" enum="LightDirectionalShadowMode">
Use 4 splits for shadow projection when using directional light. Use 4 splits for shadow projection when using directional light.
</constant> </constant>
<constant name="LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY" value="0" enum="LightDirectionalSkyMode">
Use DirectionalLight3D in both sky rendering and scene lighting.
</constant>
<constant name="LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY" value="1" enum="LightDirectionalSkyMode">
Only use DirectionalLight3D in scene lighting.
</constant>
<constant name="LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY" value="2" enum="LightDirectionalSkyMode">
Only use DirectionalLight3D in sky rendering.
</constant>
<constant name="SHADOW_QUALITY_HARD" value="0" enum="ShadowQuality"> <constant name="SHADOW_QUALITY_HARD" value="0" enum="ShadowQuality">
Lowest shadow filtering quality (fastest). Soft shadows are not available with this quality setting, which means the [member Light3D.shadow_blur] property is ignored if [member Light3D.light_size] and [member Light3D.light_angular_distance] is [code]0.0[/code]. Lowest shadow filtering quality (fastest). Soft shadows are not available with this quality setting, which means the [member Light3D.shadow_blur] property is ignored if [member Light3D.light_size] and [member Light3D.light_angular_distance] is [code]0.0[/code].
[b]Note:[/b] The variable shadow blur performed by [member Light3D.light_size] and [member Light3D.light_angular_distance] is still effective when using hard shadow filtering. In this case, [member Light3D.shadow_blur] [i]is[/i] taken into account. However, the results will not be blurred, instead the blur amount is treated as a maximum radius for the penumbra. [b]Note:[/b] The variable shadow blur performed by [member Light3D.light_size] and [member Light3D.light_angular_distance] is still effective when using hard shadow filtering. In this case, [member Light3D.shadow_blur] [i]is[/i] taken into account. However, the results will not be blurred, instead the blur amount is treated as a maximum radius for the penumbra.

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@ -1076,11 +1076,11 @@ bool RasterizerStorageGLES3::light_directional_get_blend_splits(RID p_light) con
return false; return false;
} }
void RasterizerStorageGLES3::light_directional_set_sky_only(RID p_light, bool p_sky_only) { void RasterizerStorageGLES3::light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) {
} }
bool RasterizerStorageGLES3::light_directional_is_sky_only(RID p_light) const { RS::LightDirectionalSkyMode RasterizerStorageGLES3::light_directional_get_sky_mode(RID p_light) const {
return false; return RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY;
} }
RS::LightDirectionalShadowMode RasterizerStorageGLES3::light_directional_get_shadow_mode(RID p_light) { RS::LightDirectionalShadowMode RasterizerStorageGLES3::light_directional_get_shadow_mode(RID p_light) {

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@ -535,8 +535,8 @@ public:
void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) override; void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) override;
void light_directional_set_blend_splits(RID p_light, bool p_enable) override; void light_directional_set_blend_splits(RID p_light, bool p_enable) override;
bool light_directional_get_blend_splits(RID p_light) const override; bool light_directional_get_blend_splits(RID p_light) const override;
void light_directional_set_sky_only(RID p_light, bool p_sky_only) override; void light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) override;
bool light_directional_is_sky_only(RID p_light) const override; RS::LightDirectionalSkyMode light_directional_get_sky_mode(RID p_light) const override;
RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) override; RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) override;
RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) override; RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) override;

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@ -408,13 +408,13 @@ bool DirectionalLight3D::is_blend_splits_enabled() const {
return blend_splits; return blend_splits;
} }
void DirectionalLight3D::set_sky_only(bool p_sky_only) { void DirectionalLight3D::set_sky_mode(SkyMode p_mode) {
sky_only = p_sky_only; sky_mode = p_mode;
RS::get_singleton()->light_directional_set_sky_only(light, p_sky_only); RS::get_singleton()->light_directional_set_sky_mode(light, RS::LightDirectionalSkyMode(p_mode));
} }
bool DirectionalLight3D::is_sky_only() const { DirectionalLight3D::SkyMode DirectionalLight3D::get_sky_mode() const {
return sky_only; return sky_mode;
} }
void DirectionalLight3D::_validate_property(PropertyInfo &property) const { void DirectionalLight3D::_validate_property(PropertyInfo &property) const {
@ -449,8 +449,8 @@ void DirectionalLight3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_blend_splits", "enabled"), &DirectionalLight3D::set_blend_splits); ClassDB::bind_method(D_METHOD("set_blend_splits", "enabled"), &DirectionalLight3D::set_blend_splits);
ClassDB::bind_method(D_METHOD("is_blend_splits_enabled"), &DirectionalLight3D::is_blend_splits_enabled); ClassDB::bind_method(D_METHOD("is_blend_splits_enabled"), &DirectionalLight3D::is_blend_splits_enabled);
ClassDB::bind_method(D_METHOD("set_sky_only", "priority"), &DirectionalLight3D::set_sky_only); ClassDB::bind_method(D_METHOD("set_sky_mode", "mode"), &DirectionalLight3D::set_sky_mode);
ClassDB::bind_method(D_METHOD("is_sky_only"), &DirectionalLight3D::is_sky_only); ClassDB::bind_method(D_METHOD("get_sky_mode"), &DirectionalLight3D::get_sky_mode);
ADD_GROUP("Directional Shadow", "directional_shadow_"); ADD_GROUP("Directional Shadow", "directional_shadow_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "directional_shadow_mode", PROPERTY_HINT_ENUM, "Orthogonal (Fast),PSSM 2 Splits (Average),PSSM 4 Splits (Slow)"), "set_shadow_mode", "get_shadow_mode"); ADD_PROPERTY(PropertyInfo(Variant::INT, "directional_shadow_mode", PROPERTY_HINT_ENUM, "Orthogonal (Fast),PSSM 2 Splits (Average),PSSM 4 Splits (Slow)"), "set_shadow_mode", "get_shadow_mode");
@ -462,11 +462,15 @@ void DirectionalLight3D::_bind_methods() {
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); 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);
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); 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);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_in_sky_only"), "set_sky_only", "is_sky_only"); ADD_PROPERTY(PropertyInfo(Variant::INT, "sky_mode", PROPERTY_HINT_ENUM, "Light and Sky,Light Only,Sky Only"), "set_sky_mode", "get_sky_mode");
BIND_ENUM_CONSTANT(SHADOW_ORTHOGONAL); BIND_ENUM_CONSTANT(SHADOW_ORTHOGONAL);
BIND_ENUM_CONSTANT(SHADOW_PARALLEL_2_SPLITS); BIND_ENUM_CONSTANT(SHADOW_PARALLEL_2_SPLITS);
BIND_ENUM_CONSTANT(SHADOW_PARALLEL_4_SPLITS); BIND_ENUM_CONSTANT(SHADOW_PARALLEL_4_SPLITS);
BIND_ENUM_CONSTANT(SKY_MODE_LIGHT_AND_SKY);
BIND_ENUM_CONSTANT(SKY_MODE_LIGHT_ONLY);
BIND_ENUM_CONSTANT(SKY_MODE_SKY_ONLY);
} }
DirectionalLight3D::DirectionalLight3D() : DirectionalLight3D::DirectionalLight3D() :
@ -477,6 +481,7 @@ DirectionalLight3D::DirectionalLight3D() :
set_param(PARAM_SHADOW_BIAS, 0.1); set_param(PARAM_SHADOW_BIAS, 0.1);
set_shadow_mode(SHADOW_PARALLEL_4_SPLITS); set_shadow_mode(SHADOW_PARALLEL_4_SPLITS);
blend_splits = false; blend_splits = false;
set_sky_mode(SKY_MODE_LIGHT_AND_SKY);
} }
void OmniLight3D::set_shadow_mode(ShadowMode p_mode) { void OmniLight3D::set_shadow_mode(ShadowMode p_mode) {

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@ -156,10 +156,16 @@ public:
SHADOW_PARALLEL_4_SPLITS, SHADOW_PARALLEL_4_SPLITS,
}; };
enum SkyMode {
SKY_MODE_LIGHT_AND_SKY,
SKY_MODE_LIGHT_ONLY,
SKY_MODE_SKY_ONLY,
};
private: private:
bool blend_splits; bool blend_splits;
ShadowMode shadow_mode; ShadowMode shadow_mode;
bool sky_only = false; SkyMode sky_mode = SKY_MODE_LIGHT_AND_SKY;
protected: protected:
static void _bind_methods(); static void _bind_methods();
@ -172,13 +178,14 @@ public:
void set_blend_splits(bool p_enable); void set_blend_splits(bool p_enable);
bool is_blend_splits_enabled() const; bool is_blend_splits_enabled() const;
void set_sky_only(bool p_sky_only); void set_sky_mode(SkyMode p_mode);
bool is_sky_only() const; SkyMode get_sky_mode() const;
DirectionalLight3D(); DirectionalLight3D();
}; };
VARIANT_ENUM_CAST(DirectionalLight3D::ShadowMode) VARIANT_ENUM_CAST(DirectionalLight3D::ShadowMode)
VARIANT_ENUM_CAST(DirectionalLight3D::SkyMode)
class OmniLight3D : public Light3D { class OmniLight3D : public Light3D {
GDCLASS(OmniLight3D, Light3D); GDCLASS(OmniLight3D, Light3D);

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@ -170,8 +170,8 @@ public:
void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) override {} void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) override {}
void light_directional_set_blend_splits(RID p_light, bool p_enable) override {} void light_directional_set_blend_splits(RID p_light, bool p_enable) override {}
bool light_directional_get_blend_splits(RID p_light) const override { return false; } bool light_directional_get_blend_splits(RID p_light) const override { return false; }
void light_directional_set_sky_only(RID p_light, bool p_sky_only) override {} void light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) override {}
bool light_directional_is_sky_only(RID p_light) const override { return false; } RS::LightDirectionalSkyMode light_directional_get_sky_mode(RID p_light) const override { return RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY; }
RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) override { return RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; } RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) override { return RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; }
RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) override { return RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID; } RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) override { return RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID; }

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@ -1458,7 +1458,7 @@ void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform3D &p_transform, Re
RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_scene_render->render_state.sdfgi_update_data->directional_lights->get(j)); RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_scene_render->render_state.sdfgi_update_data->directional_lights->get(j));
ERR_CONTINUE(!li); ERR_CONTINUE(!li);
if (storage->light_directional_is_sky_only(li->light)) { if (storage->light_directional_get_sky_mode(li->light) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) {
continue; continue;
} }
@ -2388,7 +2388,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
RID light = p_scene_render->light_instance_get_base_light(light_instance); RID light = p_scene_render->light_instance_get_base_light(light_instance);
l.type = storage->light_get_type(light); l.type = storage->light_get_type(light);
if (l.type == RS::LIGHT_DIRECTIONAL && storage->light_directional_is_sky_only(light)) { if (l.type == RS::LIGHT_DIRECTIONAL && storage->light_directional_get_sky_mode(light) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) {
light_count--; light_count--;
continue; continue;
} }

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@ -3286,7 +3286,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
RS::LightType type = storage->light_get_type(base); RS::LightType type = storage->light_get_type(base);
switch (type) { switch (type) {
case RS::LIGHT_DIRECTIONAL: { case RS::LIGHT_DIRECTIONAL: {
if (r_directional_light_count >= cluster.max_directional_lights || storage->light_directional_is_sky_only(base)) { if (r_directional_light_count >= cluster.max_directional_lights || storage->light_directional_get_sky_mode(base) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) {
continue; continue;
} }

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@ -1167,7 +1167,7 @@ void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_b
ERR_CONTINUE(base.is_null()); ERR_CONTINUE(base.is_null());
RS::LightType type = storage->light_get_type(base); RS::LightType type = storage->light_get_type(base);
if (type == RS::LIGHT_DIRECTIONAL) { if (type == RS::LIGHT_DIRECTIONAL && storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) {
SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[sky_scene_state.ubo.directional_light_count]; SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[sky_scene_state.ubo.directional_light_count];
Transform3D light_transform = li->transform; Transform3D light_transform = li->transform;
Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized(); Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();

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@ -5435,18 +5435,18 @@ bool RendererStorageRD::light_directional_get_blend_splits(RID p_light) const {
return light->directional_blend_splits; return light->directional_blend_splits;
} }
void RendererStorageRD::light_directional_set_sky_only(RID p_light, bool p_sky_only) { void RendererStorageRD::light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) {
Light *light = light_owner.get_or_null(p_light); Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND(!light); ERR_FAIL_COND(!light);
light->directional_sky_only = p_sky_only; light->directional_sky_mode = p_mode;
} }
bool RendererStorageRD::light_directional_is_sky_only(RID p_light) const { RS::LightDirectionalSkyMode RendererStorageRD::light_directional_get_sky_mode(RID p_light) const {
const Light *light = light_owner.get_or_null(p_light); const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, false); ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY);
return light->directional_sky_only; return light->directional_sky_mode;
} }
RS::LightDirectionalShadowMode RendererStorageRD::light_directional_get_shadow_mode(RID p_light) { RS::LightDirectionalShadowMode RendererStorageRD::light_directional_get_shadow_mode(RID p_light) {

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@ -921,7 +921,7 @@ private:
RS::LightOmniShadowMode omni_shadow_mode = RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID; RS::LightOmniShadowMode omni_shadow_mode = RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID;
RS::LightDirectionalShadowMode directional_shadow_mode = RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; RS::LightDirectionalShadowMode directional_shadow_mode = RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
bool directional_blend_splits = false; bool directional_blend_splits = false;
bool directional_sky_only = false; RS::LightDirectionalSkyMode directional_sky_mode = RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY;
uint64_t version = 0; uint64_t version = 0;
Dependency dependency; Dependency dependency;
@ -1649,8 +1649,8 @@ public:
void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode); void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode);
void light_directional_set_blend_splits(RID p_light, bool p_enable); void light_directional_set_blend_splits(RID p_light, bool p_enable);
bool light_directional_get_blend_splits(RID p_light) const; bool light_directional_get_blend_splits(RID p_light) const;
void light_directional_set_sky_only(RID p_light, bool p_sky_only); void light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode);
bool light_directional_is_sky_only(RID p_light) const; RS::LightDirectionalSkyMode light_directional_get_sky_mode(RID p_light) const;
RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light); RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light);
RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light); RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light);

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@ -2948,7 +2948,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
//check shadow.. //check shadow..
if (light) { if (light) {
if (p_using_shadows && p_shadow_atlas.is_valid() && RSG::storage->light_has_shadow(E->base) && !(RSG::storage->light_get_type(E->base) == RS::LIGHT_DIRECTIONAL && RSG::storage->light_directional_is_sky_only(E->base))) { if (p_using_shadows && p_shadow_atlas.is_valid() && RSG::storage->light_has_shadow(E->base) && !(RSG::storage->light_get_type(E->base) == RS::LIGHT_DIRECTIONAL && RSG::storage->light_directional_get_sky_mode(E->base) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY)) {
lights_with_shadow.push_back(E); lights_with_shadow.push_back(E);
} }
//add to list //add to list
@ -3473,7 +3473,7 @@ void RendererSceneCull::render_probes() {
cache->attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION) || cache->attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION) ||
cache->spot_angle != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE) || cache->spot_angle != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE) ||
cache->spot_attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION) || cache->spot_attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION) ||
cache->sky_only != RSG::storage->light_directional_is_sky_only(instance->base)) { cache->sky_mode != RSG::storage->light_directional_get_sky_mode(instance->base)) {
cache_dirty = true; cache_dirty = true;
} }
} }
@ -3541,7 +3541,7 @@ void RendererSceneCull::render_probes() {
cache->attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION); cache->attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION);
cache->spot_angle = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE); cache->spot_angle = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
cache->spot_attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION); cache->spot_attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
cache->sky_only = RSG::storage->light_directional_is_sky_only(instance->base); cache->sky_mode = RSG::storage->light_directional_get_sky_mode(instance->base);
idx++; idx++;
} }

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@ -689,7 +689,7 @@ public:
float spot_angle; float spot_angle;
float spot_attenuation; float spot_attenuation;
bool has_shadow; bool has_shadow;
bool sky_only; RS::LightDirectionalSkyMode sky_mode;
}; };
Vector<LightCache> light_cache; Vector<LightCache> light_cache;

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@ -277,8 +277,8 @@ public:
virtual void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) = 0; virtual void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) = 0;
virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) = 0; virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) = 0;
virtual bool light_directional_get_blend_splits(RID p_light) const = 0; virtual bool light_directional_get_blend_splits(RID p_light) const = 0;
virtual void light_directional_set_sky_only(RID p_light, bool p_sky_only) = 0; virtual void light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) = 0;
virtual bool light_directional_is_sky_only(RID p_light) const = 0; virtual RS::LightDirectionalSkyMode light_directional_get_sky_mode(RID p_light) const = 0;
virtual RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) = 0; virtual RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) = 0;
virtual RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) = 0; virtual RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) = 0;

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@ -362,7 +362,7 @@ public:
FUNC2(light_directional_set_shadow_mode, RID, LightDirectionalShadowMode) FUNC2(light_directional_set_shadow_mode, RID, LightDirectionalShadowMode)
FUNC2(light_directional_set_blend_splits, RID, bool) FUNC2(light_directional_set_blend_splits, RID, bool)
FUNC2(light_directional_set_sky_only, RID, bool) FUNC2(light_directional_set_sky_mode, RID, LightDirectionalSkyMode)
/* PROBE API */ /* PROBE API */

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@ -1891,7 +1891,7 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("light_directional_set_shadow_mode", "light", "mode"), &RenderingServer::light_directional_set_shadow_mode); ClassDB::bind_method(D_METHOD("light_directional_set_shadow_mode", "light", "mode"), &RenderingServer::light_directional_set_shadow_mode);
ClassDB::bind_method(D_METHOD("light_directional_set_blend_splits", "light", "enable"), &RenderingServer::light_directional_set_blend_splits); ClassDB::bind_method(D_METHOD("light_directional_set_blend_splits", "light", "enable"), &RenderingServer::light_directional_set_blend_splits);
ClassDB::bind_method(D_METHOD("light_directional_set_sky_only", "light", "enable"), &RenderingServer::light_directional_set_sky_only); ClassDB::bind_method(D_METHOD("light_directional_set_sky_mode", "light", "mode"), &RenderingServer::light_directional_set_sky_mode);
ClassDB::bind_method(D_METHOD("light_projectors_set_filter", "filter"), &RenderingServer::light_projectors_set_filter); ClassDB::bind_method(D_METHOD("light_projectors_set_filter", "filter"), &RenderingServer::light_projectors_set_filter);
@ -1937,6 +1937,10 @@ void RenderingServer::_bind_methods() {
BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS); BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS);
BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS); BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS);
BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY);
BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY);
BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY);
ClassDB::bind_method(D_METHOD("shadows_quality_set", "quality"), &RenderingServer::shadows_quality_set); ClassDB::bind_method(D_METHOD("shadows_quality_set", "quality"), &RenderingServer::shadows_quality_set);
ClassDB::bind_method(D_METHOD("directional_shadow_quality_set", "quality"), &RenderingServer::directional_shadow_quality_set); ClassDB::bind_method(D_METHOD("directional_shadow_quality_set", "quality"), &RenderingServer::directional_shadow_quality_set);
ClassDB::bind_method(D_METHOD("directional_shadow_atlas_set_size", "size", "is_16bits"), &RenderingServer::directional_shadow_atlas_set_size); ClassDB::bind_method(D_METHOD("directional_shadow_atlas_set_size", "size", "is_16bits"), &RenderingServer::directional_shadow_atlas_set_size);

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@ -469,9 +469,15 @@ public:
LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS, LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS,
}; };
enum LightDirectionalSkyMode {
LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY,
LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY,
LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY,
};
virtual void light_directional_set_shadow_mode(RID p_light, LightDirectionalShadowMode p_mode) = 0; virtual void light_directional_set_shadow_mode(RID p_light, LightDirectionalShadowMode p_mode) = 0;
virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) = 0; virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) = 0;
virtual void light_directional_set_sky_only(RID p_light, bool p_sky_only) = 0; virtual void light_directional_set_sky_mode(RID p_light, LightDirectionalSkyMode p_mode) = 0;
virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = true) = 0; virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = true) = 0;
@ -1569,6 +1575,7 @@ VARIANT_ENUM_CAST(RenderingServer::LightParam);
VARIANT_ENUM_CAST(RenderingServer::LightBakeMode); VARIANT_ENUM_CAST(RenderingServer::LightBakeMode);
VARIANT_ENUM_CAST(RenderingServer::LightOmniShadowMode); VARIANT_ENUM_CAST(RenderingServer::LightOmniShadowMode);
VARIANT_ENUM_CAST(RenderingServer::LightDirectionalShadowMode); VARIANT_ENUM_CAST(RenderingServer::LightDirectionalShadowMode);
VARIANT_ENUM_CAST(RenderingServer::LightDirectionalSkyMode);
VARIANT_ENUM_CAST(RenderingServer::LightProjectorFilter); VARIANT_ENUM_CAST(RenderingServer::LightProjectorFilter);
VARIANT_ENUM_CAST(RenderingServer::ReflectionProbeUpdateMode); VARIANT_ENUM_CAST(RenderingServer::ReflectionProbeUpdateMode);
VARIANT_ENUM_CAST(RenderingServer::ReflectionProbeAmbientMode); VARIANT_ENUM_CAST(RenderingServer::ReflectionProbeAmbientMode);