diff options
author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-05-10 23:21:17 +0200 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-06-23 22:34:23 +0200 |
commit | 610363add0335b1faf7df6fa02902e8e85c4c082 (patch) | |
tree | b5ee1d3e87c63ac36b317d7a3564827b9b2e56af | |
parent | 462127eff08c8ca60a1e4a476153bdb60d63b890 (diff) |
Use the Static global illumination mode in GeometryInstance3D by default
This makes VoxelGI and SDFGI work out of the box with primitive meshes,
loaded OBJ meshes and CSG nodes.
5 files changed, 4 insertions, 6 deletions
diff --git a/scene/3d/visual_instance_3d.cpp b/scene/3d/visual_instance_3d.cpp index 6df50bc491..69917f6992 100644 --- a/scene/3d/visual_instance_3d.cpp +++ b/scene/3d/visual_instance_3d.cpp @@ -471,7 +471,6 @@ void GeometryInstance3D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "visibility_range_end", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,suffix:m"), "set_visibility_range_end", "get_visibility_range_end"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "visibility_range_end_margin", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,suffix:m"), "set_visibility_range_end_margin", "get_visibility_range_end_margin"); ADD_PROPERTY(PropertyInfo(Variant::INT, "visibility_range_fade_mode", PROPERTY_HINT_ENUM, "Disabled,Self,Dependencies"), "set_visibility_range_fade_mode", "get_visibility_range_fade_mode"); - //ADD_SIGNAL( MethodInfo("visibility_changed")); BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_OFF); BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_ON); @@ -494,7 +493,6 @@ void GeometryInstance3D::_bind_methods() { } GeometryInstance3D::GeometryInstance3D() { - //RS::get_singleton()->instance_geometry_set_baked_light_texture_index(get_instance(),0); } GeometryInstance3D::~GeometryInstance3D() { diff --git a/scene/3d/visual_instance_3d.h b/scene/3d/visual_instance_3d.h index e5f98bd65e..9e0d9b9a2a 100644 --- a/scene/3d/visual_instance_3d.h +++ b/scene/3d/visual_instance_3d.h @@ -126,7 +126,7 @@ private: float extra_cull_margin = 0.0; LightmapScale lightmap_scale = LIGHTMAP_SCALE_1X; - GIMode gi_mode = GI_MODE_DISABLED; + GIMode gi_mode = GI_MODE_STATIC; bool ignore_occlusion_culling = false; const StringName *_instance_uniform_get_remap(const StringName p_name) const; diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h index dd3d14f0a8..83f69e0674 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h @@ -536,7 +536,7 @@ class RenderForwardClustered : public RendererSceneRenderRD { AABB aabb; bool use_dynamic_gi = false; - bool use_baked_light = false; + bool use_baked_light = true; bool cast_double_sided_shadows = false; bool mirror = false; bool dirty_dependencies = false; diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h index 1b2df0ab9f..82e6c52c43 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h @@ -591,7 +591,7 @@ protected: RID material_overlay; AABB aabb; - bool use_baked_light = false; + bool use_baked_light = true; bool cast_double_sided_shadows = false; // bool mirror = false; // !BAS! Does not seem used, we already have this in the main struct diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h index d1d3484871..4880221586 100644 --- a/servers/rendering/renderer_scene_cull.h +++ b/servers/rendering/renderer_scene_cull.h @@ -526,7 +526,7 @@ public: receive_shadows = true; visible = true; layer_mask = 1; - baked_light = false; + baked_light = true; dynamic_gi = false; redraw_if_visible = false; lightmap_slice_index = 0; |