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more config variable polish
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@ -169,7 +169,7 @@ ConfigVariableInt speedtree_shadow_map_resolution
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ConfigVariableDouble speedtree_cascading_shadow_splits
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("speedtree-cascading-shadow-splits", "200 400 600",
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PRC_DESC("Specifies the shadow split distance, in spatial units, for "
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"each of shadow map to be rendered. The number of values also "
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"each shadow map to be rendered. The number of values also "
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"implies the number of shadow maps, to a maximum value compiled "
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"within SpeedTree (typically 4)."));
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@ -189,6 +189,30 @@ ConfigVariableBool speedtree_frond_rippling
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("speedtree-frond-rippling", true,
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PRC_DESC("True to allow fronds to respond to the global wind."));
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ConfigVariableInt speedtree_terrain_num_lods
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("speedtree-terrain-num-lods", 5,
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PRC_DESC("Specifies the number of different LOD stages to use in "
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"rendering terrain. Each stage has 75% few polygons than the "
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"stage before. Increasing this number decreases the total "
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"number of polygons onscreen, at the cost of visual quality of "
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"distant terrain."));
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ConfigVariableInt speedtree_terrain_resolution
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("speedtree-terrain-resolution", 33,
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PRC_DESC("Specifies the number of vertices per edge of each terrain grid "
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"cell at the highest LOD. This must be a power of two plus 1."));
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ConfigVariableInt speedtree_terrain_cell_size
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("speedtree-terrain-cell-size", 800,
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PRC_DESC("Specifies the size in spatial units of one edge of a terrain "
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"grid cell. This effects culling and resolution, but has nothing "
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"to do with the scale of the heightmap or other maps."));
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ConfigVariableDouble speedtree_shadow_fade
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("speedtree-shadow-fade", 0.25,
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PRC_DESC("Specifies the rate at which shadows fade to transparency in the "
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"distance."));
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ConfigVariableBool speedtree_show_overlays
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("speedtree-show-overlays", false,
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PRC_DESC("True to draw onscreen overlays showing the generated "
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@ -60,7 +60,11 @@ extern ConfigVariableBool speedtree_smooth_shadows;
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extern ConfigVariableBool speedtree_show_shadow_splits_on_terrain;
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extern ConfigVariableBool speedtree_wind_enabled;
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extern ConfigVariableBool speedtree_frond_rippling;
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extern ConfigVariableInt speedtree_terrain_num_lods;
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extern ConfigVariableInt speedtree_terrain_resolution;
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extern ConfigVariableInt speedtree_terrain_cell_size;
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extern ConfigVariableDouble speedtree_shadow_fade;
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extern ConfigVariableBool speedtree_show_overlays;
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extern ConfigVariableInt speedtree_max_num_visible_cells;
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@ -975,10 +975,9 @@ cull_callback(CullTraverser *trav, CullTraverserData &data) {
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for (int smi = 0; smi < (int)_shadow_infos.size(); ++smi) {
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updated_splits[smi] = _shadow_infos[smi]._shadow_split;
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};
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static const float shadow_fade = 0.25;
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_forest_render.SetCascadedShadowMapDistances(updated_splits, lens->get_far());
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_forest_render.SetShadowFadePercentage(shadow_fade);
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_forest_render.SetShadowFadePercentage(speedtree_shadow_fade);
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if (!_needs_repopulate) {
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// Don't bother culling now unless we're correctly fully
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@ -1622,10 +1621,6 @@ setup_for_render(GraphicsStateGuardian *gsg) {
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if (has_terrain()) {
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// Now initialize the terrain.
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static const int speedtree_terrain_num_lods = 5; // number of LOD stages
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static const int speedtree_terrain_resolution = 33; // num vertices per edge of grid cell at highest LOD, must be power-of-two-plus-1
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static const float speedtree_terrain_cell_size = 800.0f; // spatial size of one edge of grid cell
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if (!_terrain_render.Init(speedtree_terrain_num_lods,
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speedtree_terrain_resolution,
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speedtree_terrain_cell_size,
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