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authorHugo Locurcio <hugo.locurcio@hugo.pro>2022-05-10 23:21:17 +0200
committerHugo Locurcio <hugo.locurcio@hugo.pro>2022-06-23 22:34:23 +0200
commit610363add0335b1faf7df6fa02902e8e85c4c082 (patch)
treeb5ee1d3e87c63ac36b317d7a3564827b9b2e56af
parent462127eff08c8ca60a1e4a476153bdb60d63b890 (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.
-rw-r--r--scene/3d/visual_instance_3d.cpp2
-rw-r--r--scene/3d/visual_instance_3d.h2
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h2
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h2
-rw-r--r--servers/rendering/renderer_scene_cull.h2
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;