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mirror of https://github.com/godotengine/godot.git synced 2025-11-04 12:00:25 +00:00

-Changed most project settings in the engine, so they have major and minor categories.

-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
This commit is contained in:
Juan Linietsky
2017-01-05 09:16:00 -03:00
parent 9e477babb3
commit 0f7af4ea51
109 changed files with 847 additions and 789 deletions

View File

@@ -4775,7 +4775,7 @@ void RasterizerSceneGLES3::initialize() {
{
//directional light shadow
directional_shadow.light_count=0;
directional_shadow.size=nearest_power_of_2(GLOBAL_DEF("renderer/directional_shadow_size",2048));
directional_shadow.size=nearest_power_of_2(GLOBAL_DEF("rendering/shadows/directional_shadow_size",2048));
glGenFramebuffers(1,&directional_shadow.fbo);
glBindFramebuffer(GL_FRAMEBUFFER,directional_shadow.fbo);
glGenTextures(1,&directional_shadow.depth);
@@ -4847,7 +4847,7 @@ void RasterizerSceneGLES3::initialize() {
}
GLOBAL_DEF("rendering/gles3/shadow_filter_mode",1);
Globals::get_singleton()->set_custom_property_info("rendering/gles3/shadow_filter_mode",PropertyInfo(Variant::INT,"rendering/gles3/shadow_filter_mode",PROPERTY_HINT_ENUM,"Disabled,PCF5,PCF13"));
GlobalConfig::get_singleton()->set_custom_property_info("rendering/gles3/shadow_filter_mode",PropertyInfo(Variant::INT,"rendering/gles3/shadow_filter_mode",PROPERTY_HINT_ENUM,"Disabled,PCF5,PCF13"));
shadow_filter_mode=SHADOW_FILTER_NEAREST;
{ //reflection cubemaps
@@ -4913,7 +4913,7 @@ void RasterizerSceneGLES3::initialize() {
{
uint32_t immediate_buffer_size=GLOBAL_DEF("rendering/gles3/immediate_buffer_size_kb",2048);
uint32_t immediate_buffer_size=GLOBAL_DEF("rendering/buffers/immediate_buffer_size_kb",2048);
glGenBuffers(1, &state.immediate_buffer);
glBindBuffer(GL_ARRAY_BUFFER, state.immediate_buffer);
@@ -4944,13 +4944,13 @@ void RasterizerSceneGLES3::initialize() {
{
GLOBAL_DEF("rendering/gles3/subsurface_scattering/quality",1);
Globals::get_singleton()->set_custom_property_info("rendering/gles3/subsurface_scattering/quality",PropertyInfo(Variant::INT,"rendering/gles3/subsurface_scattering/quality",PROPERTY_HINT_ENUM,"Low,Medium,High"));
GLOBAL_DEF("rendering/gles3/subsurface_scattering/max_size",1.0);
Globals::get_singleton()->set_custom_property_info("rendering/gles3/subsurface_scattering/max_size",PropertyInfo(Variant::INT,"rendering/gles3/subsurface_scattering/max_size",PROPERTY_HINT_RANGE,"0.01,8,0.01"));
GLOBAL_DEF("rendering/gles3/subsurface_scattering/follow_surface",false);
GLOBAL_DEF("rendering/ssurf_scattering/quality",1);
GlobalConfig::get_singleton()->set_custom_property_info("rendering/ssurf_scattering/quality",PropertyInfo(Variant::INT,"rendering/ssurf_scattering/quality",PROPERTY_HINT_ENUM,"Low,Medium,High"));
GLOBAL_DEF("rendering/ssurf_scattering/max_size",1.0);
GlobalConfig::get_singleton()->set_custom_property_info("rendering/ssurf_scattering/max_size",PropertyInfo(Variant::INT,"rendering/ssurf_scattering/max_size",PROPERTY_HINT_RANGE,"0.01,8,0.01"));
GLOBAL_DEF("rendering/ssurf_scattering/follow_surface",false);
GLOBAL_DEF("rendering/gles3/high_quality_vct_gi",true);
GLOBAL_DEF("rendering/reflections/high_quality_vct_gi",true);
}
@@ -4987,13 +4987,13 @@ void RasterizerSceneGLES3::initialize() {
void RasterizerSceneGLES3::iteration() {
shadow_filter_mode=ShadowFilterMode(int(Globals::get_singleton()->get("rendering/gles3/shadow_filter_mode")));
subsurface_scatter_follow_surface=Globals::get_singleton()->get("rendering/gles3/subsurface_scattering/follow_surface");
subsurface_scatter_quality=SubSurfaceScatterQuality(int(Globals::get_singleton()->get("rendering/gles3/subsurface_scattering/quality")));
subsurface_scatter_size=Globals::get_singleton()->get("rendering/gles3/subsurface_scattering/max_size");
shadow_filter_mode=ShadowFilterMode(int(GlobalConfig::get_singleton()->get("rendering/gles3/shadow_filter_mode")));
subsurface_scatter_follow_surface=GlobalConfig::get_singleton()->get("rendering/gles3/subsurface_scattering/follow_surface");
subsurface_scatter_quality=SubSurfaceScatterQuality(int(GlobalConfig::get_singleton()->get("rendering/gles3/subsurface_scattering/quality")));
subsurface_scatter_size=GlobalConfig::get_singleton()->get("rendering/gles3/subsurface_scattering/max_size");
state.scene_shader.set_conditional(SceneShaderGLES3::VCT_QUALITY_HIGH,Globals::get_singleton()->get("rendering/gles3/high_quality_vct_gi"));
state.scene_shader.set_conditional(SceneShaderGLES3::VCT_QUALITY_HIGH,GlobalConfig::get_singleton()->get("rendering/gles3/high_quality_vct_gi"));
}
void RasterizerSceneGLES3::finalize(){