Rewrote large part of rendering, omni and spot shadows now work.

This commit is contained in:
Juan Linietsky
2019-09-06 22:51:27 -03:00
parent 1d871f6226
commit 920db604d2
35 changed files with 3641 additions and 738 deletions

View File

@ -432,14 +432,6 @@ public:
virtual void light_omni_set_shadow_mode(RID p_light, LightOmniShadowMode p_mode) = 0;
// omni light
enum LightOmniShadowDetail {
LIGHT_OMNI_SHADOW_DETAIL_VERTICAL,
LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL
};
virtual void light_omni_set_shadow_detail(RID p_light, LightOmniShadowDetail p_detail) = 0;
// directional light
enum LightDirectionalShadowMode {
LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL,
@ -667,12 +659,17 @@ public:
enum ViewportDebugDraw {
VIEWPORT_DEBUG_DRAW_DISABLED,
VIEWPORT_DEBUG_DRAW_UNSHADED,
VIEWPORT_DEBUG_DRAW_LIGHTING,
VIEWPORT_DEBUG_DRAW_OVERDRAW,
VIEWPORT_DEBUG_DRAW_WIREFRAME,
VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS
};
virtual void viewport_set_debug_draw(RID p_viewport, ViewportDebugDraw p_draw) = 0;
virtual void directional_shadow_atlas_set_size(int p_size) = 0;
/* SKY API */
enum SkyMode {
@ -792,7 +789,6 @@ public:
virtual void scenario_set_debug(RID p_scenario, ScenarioDebugMode p_debug_mode) = 0;
virtual void scenario_set_environment(RID p_scenario, RID p_environment) = 0;
virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_size, int p_subdiv) = 0;
virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment) = 0;
/* INSTANCING API */
@ -1106,7 +1102,6 @@ VARIANT_ENUM_CAST(VisualServer::MultimeshTransformFormat);
VARIANT_ENUM_CAST(VisualServer::MultimeshColorFormat);
VARIANT_ENUM_CAST(VisualServer::MultimeshCustomDataFormat);
VARIANT_ENUM_CAST(VisualServer::LightOmniShadowMode);
VARIANT_ENUM_CAST(VisualServer::LightOmniShadowDetail);
VARIANT_ENUM_CAST(VisualServer::LightDirectionalShadowMode);
VARIANT_ENUM_CAST(VisualServer::LightDirectionalShadowDepthRangeMode);
VARIANT_ENUM_CAST(VisualServer::ReflectionProbeUpdateMode);