diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 98a9211d0cb..ecbd70496cd 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -799,12 +799,12 @@ void RasterizerSceneGLES3::environment_set_sky(RID p_env, RID p_sky) { env->sky = p_sky; } -void RasterizerSceneGLES3::environment_set_sky_scale(RID p_env, float p_scale) { +void RasterizerSceneGLES3::environment_set_sky_custom_fov(RID p_env, float p_scale) { Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); - env->sky_scale = p_scale; + env->sky_custom_fov = p_scale; } void RasterizerSceneGLES3::environment_set_bg_color(RID p_env, const Color &p_color) { @@ -2319,7 +2319,7 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G } } -void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_scale, float p_energy) { +void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy) { if (!p_sky) return; @@ -2365,16 +2365,28 @@ void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const C //sky uv vectors float vw, vh, zn; - p_projection.get_viewport_size(vw, vh); - zn = p_projection.get_z_near(); + CameraMatrix camera; - float scale = p_scale; + if (p_custom_fov) { + + float near = p_projection.get_z_near(); + float far = p_projection.get_z_far(); + float aspect = p_projection.get_aspect(); + + camera.set_perspective(p_custom_fov, aspect, near, far); + + } else { + camera = p_projection; + } + + camera.get_viewport_size(vw, vh); + zn = p_projection.get_z_near(); for (int i = 0; i < 4; i++) { Vector3 uv = vertices[i * 2 + 1]; - uv.x = (uv.x * 2.0 - 1.0) * vw * scale; - uv.y = -(uv.y * 2.0 - 1.0) * vh * scale; + uv.x = (uv.x * 2.0 - 1.0) * vw; + uv.y = -(uv.y * 2.0 - 1.0) * vh; uv.z = -zn; vertices[i * 2 + 1] = p_transform.basis.xform(uv).normalized(); vertices[i * 2 + 1].z = -vertices[i * 2 + 1].z; @@ -4258,7 +4270,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo); //switch to alpha fbo for sky, only diffuse/ambient matters */ - _draw_sky(sky, p_cam_projection, p_cam_transform, false, env->sky_scale, env->bg_energy); + _draw_sky(sky, p_cam_projection, p_cam_transform, false, env->sky_custom_fov, env->bg_energy); } //_render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true); diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h index 04cb3597da4..28a5cef0ee4 100644 --- a/drivers/gles3/rasterizer_scene_gles3.h +++ b/drivers/gles3/rasterizer_scene_gles3.h @@ -352,7 +352,7 @@ public: VS::EnvironmentBG bg_mode; RID sky; - float sky_scale; + float sky_custom_fov; Color bg_color; float bg_energy; @@ -435,7 +435,7 @@ public: Environment() { bg_mode = VS::ENV_BG_CLEAR_COLOR; - sky_scale = 1.0; + sky_custom_fov = 0.0; bg_energy = 1.0; sky_ambient = 0; ambient_energy = 1.0; @@ -520,7 +520,7 @@ public: virtual void environment_set_background(RID p_env, VS::EnvironmentBG p_bg); virtual void environment_set_sky(RID p_env, RID p_sky); - virtual void environment_set_sky_scale(RID p_env, float p_scale); + virtual void environment_set_sky_custom_fov(RID p_env, float p_scale); virtual void environment_set_bg_color(RID p_env, const Color &p_color); virtual void environment_set_bg_energy(RID p_env, float p_energy); virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer); @@ -811,7 +811,7 @@ public: _FORCE_INLINE_ void _add_geometry_with_material(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, RasterizerStorageGLES3::Material *p_material, bool p_depth_pass); - void _draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_scale, float p_energy); + void _draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy); void _setup_environment(Environment *env, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform); void _setup_directional_light(int p_index, const Transform &p_camera_inverse_transform, bool p_use_shadows); diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index b173958664c..91159e3381d 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -700,9 +700,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { /** CANVAS ITEM SHADER **/ - actions[VS::SHADER_CANVAS_ITEM].renames["SRC_VERTEX"] = "vertex"; actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy"; - actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX_COLOR"] = "vertex_color"; actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv_interp"; actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "gl_PointSize"; @@ -711,6 +709,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"] == "extra_matrix"; actions[VS::SHADER_CANVAS_ITEM].renames["TIME"] = "time"; actions[VS::SHADER_CANVAS_ITEM].renames["AT_LIGHT_PASS"] = "at_light_pass"; + actions[VS::SHADER_CANVAS_ITEM].renames["INSTANCE_CUSTOM"] = "instance_custom"; actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color"; actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal"; @@ -720,6 +719,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color"; actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE"] = "color_texture"; actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size"; + actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL_TEXTURE"] = "normal_texture"; actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_UV"] = "screen_uv"; actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"] = "screen_texture"; actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_PIXEL_SIZE"] = "screen_pixel_size"; diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index bf8eaf601df..731d6968ce3 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -105,13 +105,16 @@ VERTEX_SHADER_GLOBALS void main() { - vec4 vertex_color = color_attrib; + vec4 color = color_attrib; #ifdef USE_INSTANCING mat4 extra_matrix2 = extra_matrix * transpose(mat4(instance_xform0,instance_xform1,instance_xform2,vec4(0.0,0.0,0.0,1.0))); - vertex_color*=instance_color; + color*=instance_color; + vec4 instance_custom = instance_custom_data; + #else mat4 extra_matrix2 = extra_matrix; + vec4 instance_custom = vec4(0.0); #endif #ifdef USE_TEXTURE_RECT @@ -135,7 +138,7 @@ void main() { //compute h and v frames and adjust UV interp for animation int total_frames = h_frames * v_frames; - int frame = min(int(float(total_frames) *instance_custom_data.z),total_frames-1); + int frame = min(int(float(total_frames) *instance_custom.z),total_frames-1); float frame_w = 1.0/float(h_frames); float frame_h = 1.0/float(v_frames); uv_interp.x = uv_interp.x * frame_w + frame_w * float(frame % h_frames); @@ -146,7 +149,6 @@ void main() { #define extra_matrix extra_matrix2 { - vec2 src_vtx=outvec.xy; VERTEX_SHADER_CODE @@ -165,7 +167,7 @@ VERTEX_SHADER_CODE #undef extra_matrix - color_interp = vertex_color; + color_interp = color; #ifdef USE_PIXEL_SNAP diff --git a/scene/resources/environment.cpp b/scene/resources/environment.cpp index da3bc6a95b0..4c6fa7c8a17 100644 --- a/scene/resources/environment.cpp +++ b/scene/resources/environment.cpp @@ -55,12 +55,11 @@ void Environment::set_sky(const Ref &p_sky) { VS::get_singleton()->environment_set_sky(environment, sb_rid); } -void Environment::set_sky_scale(float p_scale) { +void Environment::set_sky_custom_fov(float p_scale) { - bg_sky_scale = p_scale; - VS::get_singleton()->environment_set_sky_scale(environment, p_scale); + bg_sky_custom_fov = p_scale; + VS::get_singleton()->environment_set_sky_custom_fov(environment, p_scale); } - void Environment::set_bg_color(const Color &p_color) { bg_color = p_color; @@ -101,9 +100,9 @@ Ref Environment::get_sky() const { return bg_sky; } -float Environment::get_sky_scale() const { +float Environment::get_sky_custom_fov() const { - return bg_sky_scale; + return bg_sky_custom_fov; } Color Environment::get_bg_color() const { @@ -268,7 +267,7 @@ Ref Environment::get_adjustment_color_correction() const { void Environment::_validate_property(PropertyInfo &property) const { - if (property.name == "background_sky" || property.name == "background_sky_scale" || property.name == "ambient_light/sky_contribution") { + if (property.name == "background_sky" || property.name == "background_sky_custom_fov" || property.name == "ambient_light/sky_contribution") { if (bg_mode != BG_SKY && bg_mode != BG_COLOR_SKY) { property.usage = PROPERTY_USAGE_NOEDITOR; } @@ -820,7 +819,7 @@ void Environment::_bind_methods() { ClassDB::bind_method(D_METHOD("set_background", "mode"), &Environment::set_background); ClassDB::bind_method(D_METHOD("set_sky", "sky"), &Environment::set_sky); - ClassDB::bind_method(D_METHOD("set_sky_scale", "scale"), &Environment::set_sky_scale); + ClassDB::bind_method(D_METHOD("set_sky_custom_fov", "scale"), &Environment::set_sky_custom_fov); ClassDB::bind_method(D_METHOD("set_bg_color", "color"), &Environment::set_bg_color); ClassDB::bind_method(D_METHOD("set_bg_energy", "energy"), &Environment::set_bg_energy); ClassDB::bind_method(D_METHOD("set_canvas_max_layer", "layer"), &Environment::set_canvas_max_layer); @@ -830,7 +829,7 @@ void Environment::_bind_methods() { ClassDB::bind_method(D_METHOD("get_background"), &Environment::get_background); ClassDB::bind_method(D_METHOD("get_sky"), &Environment::get_sky); - ClassDB::bind_method(D_METHOD("get_sky_scale"), &Environment::get_sky_scale); + ClassDB::bind_method(D_METHOD("get_sky_custom_fov"), &Environment::get_sky_custom_fov); ClassDB::bind_method(D_METHOD("get_bg_color"), &Environment::get_bg_color); ClassDB::bind_method(D_METHOD("get_bg_energy"), &Environment::get_bg_energy); ClassDB::bind_method(D_METHOD("get_canvas_max_layer"), &Environment::get_canvas_max_layer); @@ -841,7 +840,7 @@ void Environment::_bind_methods() { ADD_GROUP("Background", "background_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "background_mode", PROPERTY_HINT_ENUM, "Clear Color,Custom Color,Sky,Color+Sky,Canvas,Keep"), "set_background", "get_background"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "background_sky", PROPERTY_HINT_RESOURCE_TYPE, "Sky"), "set_sky", "get_sky"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "background_sky_scale", PROPERTY_HINT_RANGE, "0,32,0.01"), "set_sky_scale", "get_sky_scale"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "background_sky_custom_fov", PROPERTY_HINT_RANGE, "0,180,0.1"), "set_sky_custom_fov", "get_sky_custom_fov"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "background_color"), "set_bg_color", "get_bg_color"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "background_energy", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_bg_energy", "get_bg_energy"); ADD_PROPERTY(PropertyInfo(Variant::INT, "background_canvas_max_layer", PROPERTY_HINT_RANGE, "-1000,1000,1"), "set_canvas_max_layer", "get_canvas_max_layer"); @@ -1142,7 +1141,7 @@ Environment::Environment() { environment = VS::get_singleton()->environment_create(); bg_mode = BG_CLEAR_COLOR; - bg_sky_scale = 1.0; + bg_sky_custom_fov = 0; bg_energy = 1.0; bg_canvas_max_layer = 0; ambient_energy = 1.0; diff --git a/scene/resources/environment.h b/scene/resources/environment.h index 9046ec1e492..59098460742 100644 --- a/scene/resources/environment.h +++ b/scene/resources/environment.h @@ -76,7 +76,7 @@ private: BGMode bg_mode; Ref bg_sky; - float bg_sky_scale; + float bg_sky_custom_fov; Color bg_color; float bg_energy; int bg_canvas_max_layer; @@ -162,7 +162,7 @@ protected: public: void set_background(BGMode p_bg); void set_sky(const Ref &p_sky); - void set_sky_scale(float p_scale); + void set_sky_custom_fov(float p_scale); void set_bg_color(const Color &p_color); void set_bg_energy(float p_energy); void set_canvas_max_layer(int p_max_layer); @@ -172,7 +172,7 @@ public: BGMode get_background() const; Ref get_sky() const; - float get_sky_scale() const; + float get_sky_custom_fov() const; Color get_bg_color() const; float get_bg_energy() const; int get_canvas_max_layer() const; diff --git a/servers/visual/rasterizer.h b/servers/visual/rasterizer.h index 344c10089a7..b3f6b243ded 100644 --- a/servers/visual/rasterizer.h +++ b/servers/visual/rasterizer.h @@ -53,7 +53,7 @@ public: virtual void environment_set_background(RID p_env, VS::EnvironmentBG p_bg) = 0; virtual void environment_set_sky(RID p_env, RID p_sky) = 0; - virtual void environment_set_sky_scale(RID p_env, float p_scale) = 0; + virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) = 0; virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0; virtual void environment_set_bg_energy(RID p_env, float p_energy) = 0; virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0; diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp index 01e3d7592de..7489ca7e3ee 100644 --- a/servers/visual/shader_types.cpp +++ b/servers/visual/shader_types.cpp @@ -50,12 +50,6 @@ ShaderTypes::ShaderTypes() { /*************** SPATIAL ***********************/ - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["SRC_VERTEX"] = ShaderLanguage::TYPE_VEC3; - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["SRC_NORMAL"] = ShaderLanguage::TYPE_VEC3; - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["SRC_BONES"] = ShaderLanguage::TYPE_IVEC4; - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["SRC_WEIGHTS"] = ShaderLanguage::TYPE_VEC4; - - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["POSITION"] = ShaderLanguage::TYPE_VEC4; shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["TANGENT"] = ShaderLanguage::TYPE_VEC3; @@ -90,7 +84,6 @@ ShaderTypes::ShaderTypes() { shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["UV"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["UV2"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4; - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ALBEDO"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["METALLIC"] = ShaderLanguage::TYPE_FLOAT; @@ -179,21 +172,19 @@ ShaderTypes::ShaderTypes() { /************ CANVAS ITEM **************************/ - shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["SRC_VERTEX"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["UV"] = ShaderLanguage::TYPE_VEC2; - shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["VERTEX_COLOR"] = ShaderLanguage::TYPE_VEC4; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4; shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["WORLD_MATRIX"] = ShaderLanguage::TYPE_MAT4; shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4; shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["EXTRA_MATRIX"] = ShaderLanguage::TYPE_MAT4; shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["TIME"] = ShaderLanguage::TYPE_FLOAT; - shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["PARTICLE_CUSTOM"] = ShaderLanguage::TYPE_VEC4; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = ShaderLanguage::TYPE_VEC4; shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["AT_LIGHT_PASS"] = ShaderLanguage::TYPE_BOOL; shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].can_discard = false; - shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SRC_COLOR"] = ShaderLanguage::TYPE_VEC4; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["FRAGCOORD"] = ShaderLanguage::TYPE_VEC4; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMALMAP"] = ShaderLanguage::TYPE_VEC3; @@ -202,13 +193,13 @@ ShaderTypes::ShaderTypes() { shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TEXTURE_PIXEL_SIZE"] = ShaderLanguage::TYPE_VEC2; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_PIXEL_SIZE"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["POINT_COORD"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TIME"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["AT_LIGHT_PASS"] = ShaderLanguage::TYPE_BOOL; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D; - shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].can_discard = true; shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["POSITION"] = ShaderLanguage::TYPE_VEC2; diff --git a/servers/visual/visual_server_raster.h b/servers/visual/visual_server_raster.h index b5cae978f54..888fb29f932 100644 --- a/servers/visual/visual_server_raster.h +++ b/servers/visual/visual_server_raster.h @@ -968,7 +968,7 @@ public: BIND2(environment_set_background, RID, EnvironmentBG) BIND2(environment_set_sky, RID, RID) - BIND2(environment_set_sky_scale, RID, float) + BIND2(environment_set_sky_custom_fov, RID, float) BIND2(environment_set_bg_color, RID, const Color &) BIND2(environment_set_bg_energy, RID, float) BIND2(environment_set_canvas_max_layer, RID, int) diff --git a/servers/visual/visual_server_wrap_mt.h b/servers/visual/visual_server_wrap_mt.h index 5cf941b93db..caec8902173 100644 --- a/servers/visual/visual_server_wrap_mt.h +++ b/servers/visual/visual_server_wrap_mt.h @@ -381,7 +381,7 @@ public: FUNC2(environment_set_background, RID, EnvironmentBG) FUNC2(environment_set_sky, RID, RID) - FUNC2(environment_set_sky_scale, RID, float) + FUNC2(environment_set_sky_custom_fov, RID, float) FUNC2(environment_set_bg_color, RID, const Color &) FUNC2(environment_set_bg_energy, RID, float) FUNC2(environment_set_canvas_max_layer, RID, int) diff --git a/servers/visual_server.h b/servers/visual_server.h index 3a8f55a6576..1cc097f50e2 100644 --- a/servers/visual_server.h +++ b/servers/visual_server.h @@ -637,7 +637,7 @@ public: virtual void environment_set_background(RID p_env, EnvironmentBG p_bg) = 0; virtual void environment_set_sky(RID p_env, RID p_sky) = 0; - virtual void environment_set_sky_scale(RID p_env, float p_scale) = 0; + virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) = 0; virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0; virtual void environment_set_bg_energy(RID p_env, float p_energy) = 0; virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0;