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mirror of https://github.com/godotengine/godot.git synced 2025-11-08 12:40:44 +00:00

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

@@ -1694,7 +1694,6 @@ void VisualServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("light_set_use_gi", "light", "enabled"), &VisualServer::light_set_use_gi);
ClassDB::bind_method(D_METHOD("light_omni_set_shadow_mode", "light", "mode"), &VisualServer::light_omni_set_shadow_mode);
ClassDB::bind_method(D_METHOD("light_omni_set_shadow_detail", "light", "detail"), &VisualServer::light_omni_set_shadow_detail);
ClassDB::bind_method(D_METHOD("light_directional_set_shadow_mode", "light", "mode"), &VisualServer::light_directional_set_shadow_mode);
ClassDB::bind_method(D_METHOD("light_directional_set_blend_splits", "light", "enable"), &VisualServer::light_directional_set_blend_splits);
@@ -1836,7 +1835,6 @@ void VisualServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("scenario_create"), &VisualServer::scenario_create);
ClassDB::bind_method(D_METHOD("scenario_set_debug", "scenario", "debug_mode"), &VisualServer::scenario_set_debug);
ClassDB::bind_method(D_METHOD("scenario_set_environment", "scenario", "environment"), &VisualServer::scenario_set_environment);
ClassDB::bind_method(D_METHOD("scenario_set_reflection_atlas_size", "scenario", "size", "subdiv"), &VisualServer::scenario_set_reflection_atlas_size);
ClassDB::bind_method(D_METHOD("scenario_set_fallback_environment", "scenario", "environment"), &VisualServer::scenario_set_fallback_environment);
#ifndef _3D_DISABLED
@@ -2056,8 +2054,6 @@ void VisualServer::_bind_methods() {
BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_DUAL_PARABOLOID);
BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_CUBE);
BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_DETAIL_VERTICAL);
BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL);
BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL);
BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS);