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author | Juan Linietsky <reduzio@gmail.com> | 2014-05-04 22:50:23 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2014-05-04 22:50:23 -0300 |
commit | 72ae89c5aa8da9110ec8f89e5558d5d04935f3b5 (patch) | |
tree | 453b2c8b8cc0edc588cee2dd3e440b30ff729ae2 /scene/3d/light.cpp | |
parent | 3c17e0c91548299b60a6d3998eadb303418512cc (diff) | |
download | redot-engine-72ae89c5aa8da9110ec8f89e5558d5d04935f3b5.tar.gz |
Lots of 3D improvements:
-Object Manipulator Gizmo keeps proper scale in all windows and projections, (configurable on settings too).
-Manipulator gizmos for other objects (camera, shapes, etc) massively improved and bug-fixed.
-Manipulator gizmos are different for edited object and other objects.
-Properly highlight manipulator gizmo handles when hovered.
-Fixed bugs in fragment program when using more than 1 light together.
-Reload png/jpg files automatically in editor if edited externally.
-Added 4-stages Parallel Split Shadow Mapping, to improve shadow quality in large scenarios
-Added PCF13 to improve smoothness of shadow borders
-General optimization of directional light shadow mapping for Orthogonal,PSM and PSSM.
-Fixed normal mapping when importing DAE files, works nicely now.
Diffstat (limited to 'scene/3d/light.cpp')
-rw-r--r-- | scene/3d/light.cpp | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/scene/3d/light.cpp b/scene/3d/light.cpp index 94c56850ef..b4b7b400c6 100644 --- a/scene/3d/light.cpp +++ b/scene/3d/light.cpp @@ -540,14 +540,15 @@ void DirectionalLight::_bind_methods() { ObjectTypeDB::bind_method(_MD("set_shadow_param","param","value"),&DirectionalLight::set_shadow_param); ObjectTypeDB::bind_method(_MD("get_shadow_param","param"),&DirectionalLight::get_shadow_param); - ADD_PROPERTY( PropertyInfo(Variant::INT,"shadow/mode",PROPERTY_HINT_ENUM,"Orthogonal,Perspective,PSSM"),_SCS("set_shadow_mode"),_SCS("get_shadow_mode")); + ADD_PROPERTY( PropertyInfo(Variant::INT,"shadow/mode",PROPERTY_HINT_ENUM,"Orthogonal,Perspective,PSSM 2 Splits,PSSM 4 Splits"),_SCS("set_shadow_mode"),_SCS("get_shadow_mode")); ADD_PROPERTYI( PropertyInfo(Variant::REAL,"shadow/max_distance",PROPERTY_HINT_EXP_RANGE,"0.00,99999,0.01"),_SCS("set_shadow_param"),_SCS("get_shadow_param"), SHADOW_PARAM_MAX_DISTANCE); ADD_PROPERTYI( PropertyInfo(Variant::REAL,"shadow/split_weight",PROPERTY_HINT_RANGE,"0.01,1.0,0.01"),_SCS("set_shadow_param"),_SCS("get_shadow_param"), SHADOW_PARAM_PSSM_SPLIT_WEIGHT); ADD_PROPERTYI( PropertyInfo(Variant::REAL,"shadow/zoffset_scale",PROPERTY_HINT_RANGE,"0.01,1024.0,0.01"),_SCS("set_shadow_param"),_SCS("get_shadow_param"), SHADOW_PARAM_PSSM_ZOFFSET_SCALE); BIND_CONSTANT( SHADOW_ORTHOGONAL ); BIND_CONSTANT( SHADOW_PERSPECTIVE ); - BIND_CONSTANT( SHADOW_PARALLEL_SPLIT ); + BIND_CONSTANT( SHADOW_PARALLEL_2_SPLITS ); + BIND_CONSTANT( SHADOW_PARALLEL_4_SPLITS ); BIND_CONSTANT( SHADOW_PARAM_MAX_DISTANCE ); BIND_CONSTANT( SHADOW_PARAM_PSSM_SPLIT_WEIGHT ); BIND_CONSTANT( SHADOW_PARAM_PSSM_ZOFFSET_SCALE ); |