Remove leftovers from the DirectionalLight3D Optimized shadow depth range
The Optimized shadow depth range was removed in late 2020 in favor of the Stable shadow depth range, but it still had a (broken) property that allowed to enable it.
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12 changed files with 7 additions and 105 deletions
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@ -375,15 +375,6 @@ DirectionalLight3D::ShadowMode DirectionalLight3D::get_shadow_mode() const {
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return shadow_mode;
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}
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void DirectionalLight3D::set_shadow_depth_range(ShadowDepthRange p_range) {
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shadow_depth_range = p_range;
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RS::get_singleton()->light_directional_set_shadow_depth_range_mode(light, RS::LightDirectionalShadowDepthRangeMode(p_range));
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}
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DirectionalLight3D::ShadowDepthRange DirectionalLight3D::get_shadow_depth_range() const {
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return shadow_depth_range;
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}
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void DirectionalLight3D::set_blend_splits(bool p_enable) {
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blend_splits = p_enable;
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RS::get_singleton()->light_directional_set_blend_splits(light, p_enable);
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@ -406,9 +397,6 @@ void DirectionalLight3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_shadow_mode", "mode"), &DirectionalLight3D::set_shadow_mode);
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ClassDB::bind_method(D_METHOD("get_shadow_mode"), &DirectionalLight3D::get_shadow_mode);
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ClassDB::bind_method(D_METHOD("set_shadow_depth_range", "mode"), &DirectionalLight3D::set_shadow_depth_range);
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ClassDB::bind_method(D_METHOD("get_shadow_depth_range"), &DirectionalLight3D::get_shadow_depth_range);
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ClassDB::bind_method(D_METHOD("set_blend_splits", "enabled"), &DirectionalLight3D::set_blend_splits);
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ClassDB::bind_method(D_METHOD("is_blend_splits_enabled"), &DirectionalLight3D::is_blend_splits_enabled);
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@ -422,7 +410,6 @@ void DirectionalLight3D::_bind_methods() {
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_split_3", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_3_OFFSET);
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_fade_start", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_SHADOW_FADE_START);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "directional_shadow_blend_splits"), "set_blend_splits", "is_blend_splits_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "directional_shadow_depth_range", PROPERTY_HINT_ENUM, "Stable,Optimized"), "set_shadow_depth_range", "get_shadow_depth_range");
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_max_distance", PROPERTY_HINT_RANGE, "0,8192,0.1,or_greater,exp"), "set_param", "get_param", PARAM_SHADOW_MAX_DISTANCE);
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_pancake_size", PROPERTY_HINT_RANGE, "0,1024,0.1,or_greater,exp"), "set_param", "get_param", PARAM_SHADOW_PANCAKE_SIZE);
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@ -431,9 +418,6 @@ void DirectionalLight3D::_bind_methods() {
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BIND_ENUM_CONSTANT(SHADOW_ORTHOGONAL);
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BIND_ENUM_CONSTANT(SHADOW_PARALLEL_2_SPLITS);
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BIND_ENUM_CONSTANT(SHADOW_PARALLEL_4_SPLITS);
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BIND_ENUM_CONSTANT(SHADOW_DEPTH_RANGE_STABLE);
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BIND_ENUM_CONSTANT(SHADOW_DEPTH_RANGE_OPTIMIZED);
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}
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DirectionalLight3D::DirectionalLight3D() :
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@ -444,7 +428,6 @@ DirectionalLight3D::DirectionalLight3D() :
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// Leave normal bias untouched as it doesn't benefit DirectionalLight3D as much as OmniLight3D.
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set_param(PARAM_SHADOW_BIAS, 0.05);
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set_shadow_mode(SHADOW_PARALLEL_4_SPLITS);
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set_shadow_depth_range(SHADOW_DEPTH_RANGE_STABLE);
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blend_splits = false;
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}
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