Hide properties that have no effect in Label3D inspector

- Use the disabled GI mode as Label3D can't contribute to GI in any way.
- Improve Label3D class documentation.
This commit is contained in:
Hugo Locurcio 2022-08-15 18:21:13 +02:00
parent 4426049c64
commit 0f95db6786
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GPG Key ID: 39E8F8BE30B0A49C
2 changed files with 21 additions and 4 deletions

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@ -54,7 +54,8 @@
Font configuration used to display text.
</member>
<member name="font_size" type="int" setter="set_font_size" getter="get_font_size" default="32">
Font size of the [Label3D]'s text.
Font size of the [Label3D]'s text. To make the font look more detailed when up close, increase [member font_size] while decreasing [member pixel_size] at the same time.
Higher font sizes require more time to render new characters, which can cause stuttering during gameplay.
</member>
<member name="horizontal_alignment" type="int" setter="set_horizontal_alignment" getter="get_horizontal_alignment" enum="HorizontalAlignment" default="1">
Controls the text's horizontal alignment. Supports left, center, right, and fill, or justify. Set it to one of the [enum HorizontalAlignment] constants.
@ -86,7 +87,7 @@
Text outline size.
</member>
<member name="pixel_size" type="float" setter="set_pixel_size" getter="get_pixel_size" default="0.005">
The size of one pixel's width on the label to scale it in 3D.
The size of one pixel's width on the label to scale it in 3D. To make the font look more detailed when up close, increase [member font_size] while decreasing [member pixel_size] at the same time.
</member>
<member name="render_priority" type="int" setter="set_render_priority" getter="get_render_priority" default="0">
Sets the render priority for the text. Higher priority objects will be sorted in front of lower priority objects.
@ -138,7 +139,7 @@
Represents the size of the [enum DrawFlags] enum.
</constant>
<constant name="ALPHA_CUT_DISABLED" value="0" enum="AlphaCutMode">
This mode performs standard alpha blending. It can display translucent areas, but transparency sorting issues may be visible when multiple transparent materials are overlapping.
This mode performs standard alpha blending. It can display translucent areas, but transparency sorting issues may be visible when multiple transparent materials are overlapping. [member GeometryInstance3D.cast_shadow] has no effect when this transparency mode is used; the [Label3D] will never cast shadows.
</constant>
<constant name="ALPHA_CUT_DISCARD" value="1" enum="AlphaCutMode">
This mode only allows fully transparent or fully opaque pixels. Harsh edges will be visible unless some form of screen-space antialiasing is enabled (see [member ProjectSettings.rendering/anti_aliasing/quality/screen_space_aa]). This mode is also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].

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@ -163,7 +163,17 @@ void Label3D::_bind_methods() {
}
void Label3D::_validate_property(PropertyInfo &property) const {
if (property.name == "material_override" || property.name == "material_overlay") {
if (
property.name == "material_override" ||
property.name == "material_overlay" ||
property.name == "lod_bias" ||
property.name == "gi_mode" ||
property.name == "gi_lightmap_scale") {
property.usage = PROPERTY_USAGE_NO_EDITOR;
}
if (property.name == "cast_shadow" && alpha_cut == ALPHA_CUT_DISABLED) {
// Alpha-blended materials can't cast shadows.
property.usage = PROPERTY_USAGE_NO_EDITOR;
}
}
@ -889,6 +899,7 @@ void Label3D::set_alpha_cut_mode(AlphaCutMode p_mode) {
if (alpha_cut != p_mode) {
alpha_cut = p_mode;
_queue_update();
notify_property_list_changed();
}
}
@ -927,7 +938,12 @@ Label3D::Label3D() {
mesh = RenderingServer::get_singleton()->mesh_create();
// Disable shadow casting by default to improve performance and avoid unintended visual artifacts.
set_cast_shadows_setting(SHADOW_CASTING_SETTING_OFF);
// Label3D can't contribute to GI in any way, so disable it to improve performance.
set_gi_mode(GI_MODE_DISABLED);
set_base(mesh);
}