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.
This commit is contained in:
Hugo Locurcio
2022-05-01 01:40:30 +02:00
parent 98d5b37a4c
commit 21ea1c3835
21 changed files with 199 additions and 198 deletions
+11 -11
View File
@@ -95,7 +95,7 @@ public:
SCALING_3D_MODE_MAX
};
enum ShadowAtlasQuadrantSubdiv {
enum PositionalShadowAtlasQuadrantSubdiv {
SHADOW_ATLAS_QUADRANT_SUBDIV_DISABLED,
SHADOW_ATLAS_QUADRANT_SUBDIV_1,
SHADOW_ATLAS_QUADRANT_SUBDIV_4,
@@ -286,9 +286,9 @@ private:
DebugDraw debug_draw = DEBUG_DRAW_DISABLED;
int shadow_atlas_size = 2048;
bool shadow_atlas_16_bits = true;
ShadowAtlasQuadrantSubdiv shadow_atlas_quadrant_subdiv[4];
int positional_shadow_atlas_size = 2048;
bool positional_shadow_atlas_16_bits = true;
PositionalShadowAtlasQuadrantSubdiv positional_shadow_atlas_quadrant_subdiv[4];
MSAA msaa = MSAA_DISABLED;
ScreenSpaceAA screen_space_aa = SCREEN_SPACE_AA_DISABLED;
@@ -502,14 +502,14 @@ public:
Ref<ViewportTexture> get_texture() const;
void set_shadow_atlas_size(int p_size);
int get_shadow_atlas_size() const;
void set_positional_shadow_atlas_size(int p_size);
int get_positional_shadow_atlas_size() const;
void set_shadow_atlas_16_bits(bool p_16_bits);
bool get_shadow_atlas_16_bits() const;
void set_positional_shadow_atlas_16_bits(bool p_16_bits);
bool get_positional_shadow_atlas_16_bits() const;
void set_shadow_atlas_quadrant_subdiv(int p_quadrant, ShadowAtlasQuadrantSubdiv p_subdiv);
ShadowAtlasQuadrantSubdiv get_shadow_atlas_quadrant_subdiv(int p_quadrant) const;
void set_positional_shadow_atlas_quadrant_subdiv(int p_quadrant, PositionalShadowAtlasQuadrantSubdiv p_subdiv);
PositionalShadowAtlasQuadrantSubdiv get_positional_shadow_atlas_quadrant_subdiv(int p_quadrant) const;
void set_msaa(MSAA p_msaa);
MSAA get_msaa() const;
@@ -746,7 +746,7 @@ public:
};
VARIANT_ENUM_CAST(Viewport::Scaling3DMode);
VARIANT_ENUM_CAST(SubViewport::UpdateMode);
VARIANT_ENUM_CAST(Viewport::ShadowAtlasQuadrantSubdiv);
VARIANT_ENUM_CAST(Viewport::PositionalShadowAtlasQuadrantSubdiv);
VARIANT_ENUM_CAST(Viewport::MSAA);
VARIANT_ENUM_CAST(Viewport::ScreenSpaceAA);
VARIANT_ENUM_CAST(Viewport::DebugDraw);