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.
This commit is contained in:
reduz
2021-06-04 19:47:26 -03:00
parent 7085c0d801
commit 32625145c8
67 changed files with 1467 additions and 1465 deletions

View File

@ -253,7 +253,7 @@ public:
FLAG_GEOM_LIGHTING_DIRTY = (1 << 11),
FLAG_GEOM_REFLECTION_DIRTY = (1 << 12),
FLAG_GEOM_DECAL_DIRTY = (1 << 13),
FLAG_GEOM_GI_PROBE_DIRTY = (1 << 14),
FLAG_GEOM_VOXEL_GI_DIRTY = (1 << 14),
FLAG_LIGHTMAP_CAPTURE = (1 << 15),
FLAG_USES_BAKED_LIGHT = (1 << 16),
FLAG_USES_MESH_INSTANCE = (1 << 17),
@ -535,7 +535,7 @@ public:
Set<Instance *> decals;
Set<Instance *> reflection_probes;
Set<Instance *> gi_probes;
Set<Instance *> voxel_gi_instances;
Set<Instance *> lightmap_captures;
InstanceGeometryData() {
@ -599,7 +599,7 @@ public:
}
};
struct InstanceGIProbeData : public InstanceBaseData {
struct InstanceVoxelGIData : public InstanceBaseData {
Instance *owner;
Set<Instance *> geometries;
@ -629,16 +629,16 @@ public:
bool invalid;
uint32_t base_version;
SelfList<InstanceGIProbeData> update_element;
SelfList<InstanceVoxelGIData> update_element;
InstanceGIProbeData() :
InstanceVoxelGIData() :
update_element(this) {
invalid = true;
base_version = 0;
}
};
SelfList<InstanceGIProbeData>::List gi_probe_update_list;
SelfList<InstanceVoxelGIData>::List voxel_gi_update_list;
struct InstanceLightmapData : public InstanceBaseData {
RID instance;
@ -724,7 +724,7 @@ public:
PagedArray<RID> lightmaps;
PagedArray<RID> reflections;
PagedArray<RID> decals;
PagedArray<RID> gi_probes;
PagedArray<RID> voxel_gi_instances;
PagedArray<RID> mesh_instances;
struct DirectionalShadow {
@ -741,7 +741,7 @@ public:
lightmaps.clear();
reflections.clear();
decals.clear();
gi_probes.clear();
voxel_gi_instances.clear();
mesh_instances.clear();
for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
@ -765,7 +765,7 @@ public:
lightmaps.reset();
reflections.reset();
decals.reset();
gi_probes.reset();
voxel_gi_instances.reset();
mesh_instances.reset();
for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
@ -789,7 +789,7 @@ public:
lightmaps.merge_unordered(p_cull_result.lightmaps);
reflections.merge_unordered(p_cull_result.reflections);
decals.merge_unordered(p_cull_result.decals);
gi_probes.merge_unordered(p_cull_result.gi_probes);
voxel_gi_instances.merge_unordered(p_cull_result.voxel_gi_instances);
mesh_instances.merge_unordered(p_cull_result.mesh_instances);
for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
@ -814,7 +814,7 @@ public:
lightmaps.set_page_pool(p_rid_pool);
reflections.set_page_pool(p_rid_pool);
decals.set_page_pool(p_rid_pool);
gi_probes.set_page_pool(p_rid_pool);
voxel_gi_instances.set_page_pool(p_rid_pool);
mesh_instances.set_page_pool(p_rid_pool);
for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
@ -975,7 +975,7 @@ public:
#define PASSBASE scene_render
PASS2(directional_shadow_atlas_set_size, int, bool)
PASS1(gi_probe_set_quality, RS::GIProbeQuality)
PASS1(voxel_gi_set_quality, RS::VoxelGIQuality)
/* SKY API */