Rename GI Classes
* GIProbe is now VoxelGI * BakedLightmap is now LightmapGI As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
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@ -253,7 +253,7 @@ public:
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FLAG_GEOM_LIGHTING_DIRTY = (1 << 11),
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FLAG_GEOM_REFLECTION_DIRTY = (1 << 12),
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FLAG_GEOM_DECAL_DIRTY = (1 << 13),
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FLAG_GEOM_GI_PROBE_DIRTY = (1 << 14),
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FLAG_GEOM_VOXEL_GI_DIRTY = (1 << 14),
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FLAG_LIGHTMAP_CAPTURE = (1 << 15),
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FLAG_USES_BAKED_LIGHT = (1 << 16),
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FLAG_USES_MESH_INSTANCE = (1 << 17),
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@ -535,7 +535,7 @@ public:
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Set<Instance *> decals;
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Set<Instance *> reflection_probes;
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Set<Instance *> gi_probes;
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Set<Instance *> voxel_gi_instances;
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Set<Instance *> lightmap_captures;
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InstanceGeometryData() {
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@ -599,7 +599,7 @@ public:
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}
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};
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struct InstanceGIProbeData : public InstanceBaseData {
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struct InstanceVoxelGIData : public InstanceBaseData {
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Instance *owner;
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Set<Instance *> geometries;
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@ -629,16 +629,16 @@ public:
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bool invalid;
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uint32_t base_version;
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SelfList<InstanceGIProbeData> update_element;
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SelfList<InstanceVoxelGIData> update_element;
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InstanceGIProbeData() :
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InstanceVoxelGIData() :
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update_element(this) {
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invalid = true;
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base_version = 0;
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}
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};
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SelfList<InstanceGIProbeData>::List gi_probe_update_list;
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SelfList<InstanceVoxelGIData>::List voxel_gi_update_list;
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struct InstanceLightmapData : public InstanceBaseData {
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RID instance;
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@ -724,7 +724,7 @@ public:
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PagedArray<RID> lightmaps;
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PagedArray<RID> reflections;
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PagedArray<RID> decals;
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PagedArray<RID> gi_probes;
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PagedArray<RID> voxel_gi_instances;
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PagedArray<RID> mesh_instances;
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struct DirectionalShadow {
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@ -741,7 +741,7 @@ public:
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lightmaps.clear();
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reflections.clear();
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decals.clear();
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gi_probes.clear();
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voxel_gi_instances.clear();
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mesh_instances.clear();
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for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
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for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
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@ -765,7 +765,7 @@ public:
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lightmaps.reset();
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reflections.reset();
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decals.reset();
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gi_probes.reset();
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voxel_gi_instances.reset();
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mesh_instances.reset();
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for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
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for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
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@ -789,7 +789,7 @@ public:
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lightmaps.merge_unordered(p_cull_result.lightmaps);
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reflections.merge_unordered(p_cull_result.reflections);
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decals.merge_unordered(p_cull_result.decals);
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gi_probes.merge_unordered(p_cull_result.gi_probes);
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voxel_gi_instances.merge_unordered(p_cull_result.voxel_gi_instances);
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mesh_instances.merge_unordered(p_cull_result.mesh_instances);
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for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
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@ -814,7 +814,7 @@ public:
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lightmaps.set_page_pool(p_rid_pool);
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reflections.set_page_pool(p_rid_pool);
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decals.set_page_pool(p_rid_pool);
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gi_probes.set_page_pool(p_rid_pool);
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voxel_gi_instances.set_page_pool(p_rid_pool);
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mesh_instances.set_page_pool(p_rid_pool);
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for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
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for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
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@ -975,7 +975,7 @@ public:
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#define PASSBASE scene_render
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PASS2(directional_shadow_atlas_set_size, int, bool)
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PASS1(gi_probe_set_quality, RS::GIProbeQuality)
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PASS1(voxel_gi_set_quality, RS::VoxelGIQuality)
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/* SKY API */
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