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Replace DirectionalLight3D's use_in_sky_only with sky_mode enum

3 options are available:

- Light and Sky (default)
- Light Only (new)
- Sky Only (equivalent to `use_in_sky_only = true`)

Co-authored by: clayjohn <claynjohn@gmail.com>
This commit is contained in:
Hugo Locurcio
2021-10-20 00:40:46 +02:00
committed by clayjohn
parent 6228063972
commit c45d2c242b
18 changed files with 84 additions and 43 deletions

View File

@@ -5435,18 +5435,18 @@ bool RendererStorageRD::light_directional_get_blend_splits(RID p_light) const {
return light->directional_blend_splits;
}
void RendererStorageRD::light_directional_set_sky_only(RID p_light, bool p_sky_only) {
void RendererStorageRD::light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) {
Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND(!light);
light->directional_sky_only = p_sky_only;
light->directional_sky_mode = p_mode;
}
bool RendererStorageRD::light_directional_is_sky_only(RID p_light) const {
RS::LightDirectionalSkyMode RendererStorageRD::light_directional_get_sky_mode(RID p_light) const {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, false);
ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY);
return light->directional_sky_only;
return light->directional_sky_mode;
}
RS::LightDirectionalShadowMode RendererStorageRD::light_directional_get_shadow_mode(RID p_light) {