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Rename soft shadow quality project settings for easier searching
`rendering/quality/shadows` is now `rendering/quality/positional_shadow` to explicitly denote that the settings only affect positional light shadows, not directional light shadows. Shadow atlas settings now contain the word "atlas" for easier searching. Soft shadow quality settings were renamed to contain the word "filter". This makes the settings appear when searching for "filter" in the project settings dialog, like in Godot 3.x.
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@@ -1939,8 +1939,8 @@ void RenderingServer::_bind_methods() {
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BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY);
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BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY);
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ClassDB::bind_method(D_METHOD("shadows_quality_set", "quality"), &RenderingServer::shadows_quality_set);
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ClassDB::bind_method(D_METHOD("directional_shadow_quality_set", "quality"), &RenderingServer::directional_shadow_quality_set);
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ClassDB::bind_method(D_METHOD("positional_soft_shadow_filter_set_quality", "quality"), &RenderingServer::positional_soft_shadow_filter_set_quality);
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ClassDB::bind_method(D_METHOD("directional_soft_shadow_filter_set_quality", "quality"), &RenderingServer::directional_soft_shadow_filter_set_quality);
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ClassDB::bind_method(D_METHOD("directional_shadow_atlas_set_size", "size", "is_16bits"), &RenderingServer::directional_shadow_atlas_set_size);
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BIND_ENUM_CONSTANT(SHADOW_QUALITY_HARD);
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@@ -2207,8 +2207,8 @@ void RenderingServer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("viewport_set_sdf_oversize_and_scale", "viewport", "oversize", "scale"), &RenderingServer::viewport_set_sdf_oversize_and_scale);
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ClassDB::bind_method(D_METHOD("viewport_set_shadow_atlas_size", "viewport", "size", "use_16_bits"), &RenderingServer::viewport_set_shadow_atlas_size, DEFVAL(false));
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ClassDB::bind_method(D_METHOD("viewport_set_shadow_atlas_quadrant_subdivision", "viewport", "quadrant", "subdivision"), &RenderingServer::viewport_set_shadow_atlas_quadrant_subdivision);
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ClassDB::bind_method(D_METHOD("viewport_set_positional_shadow_atlas_size", "viewport", "size", "use_16_bits"), &RenderingServer::viewport_set_positional_shadow_atlas_size, DEFVAL(false));
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ClassDB::bind_method(D_METHOD("viewport_set_positional_shadow_atlas_quadrant_subdivision", "viewport", "quadrant", "subdivision"), &RenderingServer::viewport_set_positional_shadow_atlas_quadrant_subdivision);
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ClassDB::bind_method(D_METHOD("viewport_set_msaa", "viewport", "msaa"), &RenderingServer::viewport_set_msaa);
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ClassDB::bind_method(D_METHOD("viewport_set_screen_space_aa", "viewport", "mode"), &RenderingServer::viewport_set_screen_space_aa);
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ClassDB::bind_method(D_METHOD("viewport_set_use_taa", "viewport", "enable"), &RenderingServer::viewport_set_use_taa);
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@@ -2841,14 +2841,14 @@ void RenderingServer::init() {
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GLOBAL_DEF("rendering/shadows/directional_shadow/size", 4096);
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GLOBAL_DEF("rendering/shadows/directional_shadow/size.mobile", 2048);
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ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/directional_shadow/size", PropertyInfo(Variant::INT, "rendering/shadows/directional_shadow/size", PROPERTY_HINT_RANGE, "256,16384"));
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GLOBAL_DEF("rendering/shadows/directional_shadow/soft_shadow_quality", 2);
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GLOBAL_DEF("rendering/shadows/directional_shadow/soft_shadow_quality.mobile", 0);
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ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/directional_shadow/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/shadows/directional_shadow/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Very Low (Faster),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)"));
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GLOBAL_DEF("rendering/shadows/directional_shadow/soft_shadow_filter_quality", 2);
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GLOBAL_DEF("rendering/shadows/directional_shadow/soft_shadow_filter_quality.mobile", 0);
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ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/directional_shadow/soft_shadow_filter_quality", PropertyInfo(Variant::INT, "rendering/shadows/directional_shadow/soft_shadow_filter_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Very Low (Faster),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)"));
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GLOBAL_DEF("rendering/shadows/directional_shadow/16_bits", true);
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GLOBAL_DEF("rendering/shadows/shadows/soft_shadow_quality", 2);
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GLOBAL_DEF("rendering/shadows/shadows/soft_shadow_quality.mobile", 0);
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ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/shadows/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/shadows/shadows/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Very Low (Faster),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)"));
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GLOBAL_DEF("rendering/shadows/positional_shadow/soft_shadow_filter_quality", 2);
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GLOBAL_DEF("rendering/shadows/positional_shadow/soft_shadow_filter_quality.mobile", 0);
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ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/positional_shadow/soft_shadow_filter_quality", PropertyInfo(Variant::INT, "rendering/shadows/positional_shadow/soft_shadow_filter_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Very Low (Faster),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)"));
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GLOBAL_DEF("rendering/2d/shadow_atlas/size", 2048);
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