428 lines
18 KiB
C++
428 lines
18 KiB
C++
/*************************************************************************/
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/* visual_instance_3d.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "visual_instance_3d.h"
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#include "scene/scene_string_names.h"
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#include "servers/rendering_server.h"
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#include "skeleton_3d.h"
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AABB VisualInstance3D::get_transformed_aabb() const {
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return get_global_transform().xform(get_aabb());
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}
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void VisualInstance3D::_update_visibility() {
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if (!is_inside_tree()) {
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return;
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}
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RS::get_singleton()->instance_set_visible(get_instance(), is_visible_in_tree());
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}
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void VisualInstance3D::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_WORLD: {
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// CHECK SKELETON => moving skeleton attaching logic to MeshInstance
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/*
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Skeleton *skeleton=Object::cast_to<Skeleton>(get_parent());
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if (skeleton)
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RenderingServer::get_singleton()->instance_attach_skeleton( instance, skeleton->get_skeleton() );
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*/
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ERR_FAIL_COND(get_world_3d().is_null());
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RenderingServer::get_singleton()->instance_set_scenario(instance, get_world_3d()->get_scenario());
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_update_visibility();
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} break;
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case NOTIFICATION_TRANSFORM_CHANGED: {
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Transform gt = get_global_transform();
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RenderingServer::get_singleton()->instance_set_transform(instance, gt);
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} break;
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case NOTIFICATION_EXIT_WORLD: {
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RenderingServer::get_singleton()->instance_set_scenario(instance, RID());
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RenderingServer::get_singleton()->instance_attach_skeleton(instance, RID());
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//RS::get_singleton()->instance_geometry_set_baked_light_sampler(instance, RID() );
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} break;
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case NOTIFICATION_VISIBILITY_CHANGED: {
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_update_visibility();
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} break;
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}
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}
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RID VisualInstance3D::get_instance() const {
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return instance;
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}
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RID VisualInstance3D::_get_visual_instance_rid() const {
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return instance;
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}
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void VisualInstance3D::set_layer_mask(uint32_t p_mask) {
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layers = p_mask;
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RenderingServer::get_singleton()->instance_set_layer_mask(instance, p_mask);
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}
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uint32_t VisualInstance3D::get_layer_mask() const {
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return layers;
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}
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void VisualInstance3D::set_layer_mask_bit(int p_layer, bool p_enable) {
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ERR_FAIL_INDEX(p_layer, 32);
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if (p_enable) {
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set_layer_mask(layers | (1 << p_layer));
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} else {
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set_layer_mask(layers & (~(1 << p_layer)));
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}
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}
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bool VisualInstance3D::get_layer_mask_bit(int p_layer) const {
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ERR_FAIL_INDEX_V(p_layer, 32, false);
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return (layers & (1 << p_layer));
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}
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void VisualInstance3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_get_visual_instance_rid"), &VisualInstance3D::_get_visual_instance_rid);
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ClassDB::bind_method(D_METHOD("set_base", "base"), &VisualInstance3D::set_base);
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ClassDB::bind_method(D_METHOD("get_base"), &VisualInstance3D::get_base);
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ClassDB::bind_method(D_METHOD("get_instance"), &VisualInstance3D::get_instance);
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ClassDB::bind_method(D_METHOD("set_layer_mask", "mask"), &VisualInstance3D::set_layer_mask);
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ClassDB::bind_method(D_METHOD("get_layer_mask"), &VisualInstance3D::get_layer_mask);
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ClassDB::bind_method(D_METHOD("set_layer_mask_bit", "layer", "enabled"), &VisualInstance3D::set_layer_mask_bit);
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ClassDB::bind_method(D_METHOD("get_layer_mask_bit", "layer"), &VisualInstance3D::get_layer_mask_bit);
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ClassDB::bind_method(D_METHOD("get_transformed_aabb"), &VisualInstance3D::get_transformed_aabb);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "layers", PROPERTY_HINT_LAYERS_3D_RENDER), "set_layer_mask", "get_layer_mask");
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}
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void VisualInstance3D::set_base(const RID &p_base) {
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RenderingServer::get_singleton()->instance_set_base(instance, p_base);
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base = p_base;
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}
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RID VisualInstance3D::get_base() const {
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return base;
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}
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VisualInstance3D::VisualInstance3D() {
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instance = RenderingServer::get_singleton()->instance_create();
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RenderingServer::get_singleton()->instance_attach_object_instance_id(instance, get_instance_id());
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set_notify_transform(true);
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}
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VisualInstance3D::~VisualInstance3D() {
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RenderingServer::get_singleton()->free(instance);
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}
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void GeometryInstance3D::set_material_override(const Ref<Material> &p_material) {
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material_override = p_material;
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RS::get_singleton()->instance_geometry_set_material_override(get_instance(), p_material.is_valid() ? p_material->get_rid() : RID());
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}
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Ref<Material> GeometryInstance3D::get_material_override() const {
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return material_override;
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}
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void GeometryInstance3D::set_lod_min_distance(float p_dist) {
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lod_min_distance = p_dist;
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RS::get_singleton()->instance_geometry_set_draw_range(get_instance(), lod_min_distance, lod_max_distance, lod_min_hysteresis, lod_max_hysteresis);
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}
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float GeometryInstance3D::get_lod_min_distance() const {
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return lod_min_distance;
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}
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void GeometryInstance3D::set_lod_max_distance(float p_dist) {
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lod_max_distance = p_dist;
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RS::get_singleton()->instance_geometry_set_draw_range(get_instance(), lod_min_distance, lod_max_distance, lod_min_hysteresis, lod_max_hysteresis);
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}
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float GeometryInstance3D::get_lod_max_distance() const {
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return lod_max_distance;
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}
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void GeometryInstance3D::set_lod_min_hysteresis(float p_dist) {
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lod_min_hysteresis = p_dist;
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RS::get_singleton()->instance_geometry_set_draw_range(get_instance(), lod_min_distance, lod_max_distance, lod_min_hysteresis, lod_max_hysteresis);
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}
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float GeometryInstance3D::get_lod_min_hysteresis() const {
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return lod_min_hysteresis;
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}
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void GeometryInstance3D::set_lod_max_hysteresis(float p_dist) {
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lod_max_hysteresis = p_dist;
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RS::get_singleton()->instance_geometry_set_draw_range(get_instance(), lod_min_distance, lod_max_distance, lod_min_hysteresis, lod_max_hysteresis);
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}
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float GeometryInstance3D::get_lod_max_hysteresis() const {
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return lod_max_hysteresis;
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}
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void GeometryInstance3D::_notification(int p_what) {
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}
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const StringName *GeometryInstance3D::_instance_uniform_get_remap(const StringName p_name) const {
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StringName *r = instance_uniform_property_remap.getptr(p_name);
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if (!r) {
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String s = p_name;
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if (s.begins_with("shader_params/")) {
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StringName name = s.replace("shader_params/", "");
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instance_uniform_property_remap[p_name] = name;
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return instance_uniform_property_remap.getptr(p_name);
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}
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return nullptr;
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}
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return r;
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}
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bool GeometryInstance3D::_set(const StringName &p_name, const Variant &p_value) {
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const StringName *r = _instance_uniform_get_remap(p_name);
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if (r) {
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set_shader_instance_uniform(*r, p_value);
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return true;
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}
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#ifndef DISABLE_DEPRECATED
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if (p_name == SceneStringNames::get_singleton()->use_in_baked_light && bool(p_value)) {
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set_gi_mode(GI_MODE_BAKED);
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return true;
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}
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if (p_name == SceneStringNames::get_singleton()->use_dynamic_gi && bool(p_value)) {
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set_gi_mode(GI_MODE_DYNAMIC);
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return true;
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}
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#endif
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return false;
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}
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bool GeometryInstance3D::_get(const StringName &p_name, Variant &r_ret) const {
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const StringName *r = _instance_uniform_get_remap(p_name);
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if (r) {
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r_ret = get_shader_instance_uniform(*r);
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return true;
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}
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return false;
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}
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void GeometryInstance3D::_get_property_list(List<PropertyInfo> *p_list) const {
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List<PropertyInfo> pinfo;
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RS::get_singleton()->instance_geometry_get_shader_parameter_list(get_instance(), &pinfo);
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for (List<PropertyInfo>::Element *E = pinfo.front(); E; E = E->next()) {
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PropertyInfo pi = E->get();
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bool has_def_value = false;
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Variant def_value = RS::get_singleton()->instance_geometry_get_shader_parameter_default_value(get_instance(), pi.name);
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if (def_value.get_type() != Variant::NIL) {
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has_def_value = true;
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}
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if (instance_uniforms.has(pi.name)) {
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pi.usage = PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE | (has_def_value ? (PROPERTY_USAGE_CHECKABLE | PROPERTY_USAGE_CHECKED) : 0);
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} else {
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pi.usage = PROPERTY_USAGE_EDITOR | (has_def_value ? PROPERTY_USAGE_CHECKABLE : 0); //do not save if not changed
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}
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pi.name = "shader_params/" + pi.name;
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p_list->push_back(pi);
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}
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}
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void GeometryInstance3D::set_cast_shadows_setting(ShadowCastingSetting p_shadow_casting_setting) {
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shadow_casting_setting = p_shadow_casting_setting;
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RS::get_singleton()->instance_geometry_set_cast_shadows_setting(get_instance(), (RS::ShadowCastingSetting)p_shadow_casting_setting);
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}
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GeometryInstance3D::ShadowCastingSetting GeometryInstance3D::get_cast_shadows_setting() const {
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return shadow_casting_setting;
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}
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void GeometryInstance3D::set_extra_cull_margin(float p_margin) {
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ERR_FAIL_COND(p_margin < 0);
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extra_cull_margin = p_margin;
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RS::get_singleton()->instance_set_extra_visibility_margin(get_instance(), extra_cull_margin);
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}
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float GeometryInstance3D::get_extra_cull_margin() const {
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return extra_cull_margin;
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}
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void GeometryInstance3D::set_lod_bias(float p_bias) {
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ERR_FAIL_COND(p_bias < 0.0);
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lod_bias = p_bias;
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RS::get_singleton()->instance_geometry_set_lod_bias(get_instance(), lod_bias);
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}
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float GeometryInstance3D::get_lod_bias() const {
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return lod_bias;
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}
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void GeometryInstance3D::set_shader_instance_uniform(const StringName &p_uniform, const Variant &p_value) {
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if (p_value.get_type() == Variant::NIL) {
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Variant def_value = RS::get_singleton()->instance_geometry_get_shader_parameter_default_value(get_instance(), p_uniform);
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RS::get_singleton()->instance_geometry_set_shader_parameter(get_instance(), p_uniform, def_value);
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instance_uniforms.erase(p_value);
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} else {
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instance_uniforms[p_uniform] = p_value;
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RS::get_singleton()->instance_geometry_set_shader_parameter(get_instance(), p_uniform, p_value);
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}
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}
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Variant GeometryInstance3D::get_shader_instance_uniform(const StringName &p_uniform) const {
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return RS::get_singleton()->instance_geometry_get_shader_parameter(get_instance(), p_uniform);
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}
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void GeometryInstance3D::set_custom_aabb(AABB aabb) {
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RS::get_singleton()->instance_set_custom_aabb(get_instance(), aabb);
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}
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void GeometryInstance3D::set_lightmap_scale(LightmapScale p_scale) {
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ERR_FAIL_INDEX(p_scale, LIGHTMAP_SCALE_MAX);
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lightmap_scale = p_scale;
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}
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GeometryInstance3D::LightmapScale GeometryInstance3D::get_lightmap_scale() const {
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return lightmap_scale;
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}
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void GeometryInstance3D::set_gi_mode(GIMode p_mode) {
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switch (p_mode) {
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case GI_MODE_DISABLED: {
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RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
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RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_DYNAMIC_GI, false);
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} break;
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case GI_MODE_BAKED: {
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RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_BAKED_LIGHT, true);
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RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_DYNAMIC_GI, false);
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} break;
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case GI_MODE_DYNAMIC: {
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RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
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RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_DYNAMIC_GI, true);
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} break;
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}
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gi_mode = p_mode;
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}
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GeometryInstance3D::GIMode GeometryInstance3D::get_gi_mode() const {
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return gi_mode;
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}
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void GeometryInstance3D::set_ignore_occlusion_culling(bool p_enabled) {
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ignore_occlusion_culling = p_enabled;
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RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, ignore_occlusion_culling);
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}
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bool GeometryInstance3D::is_ignoring_occlusion_culling() {
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return ignore_occlusion_culling;
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}
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void GeometryInstance3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_material_override", "material"), &GeometryInstance3D::set_material_override);
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ClassDB::bind_method(D_METHOD("get_material_override"), &GeometryInstance3D::get_material_override);
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ClassDB::bind_method(D_METHOD("set_cast_shadows_setting", "shadow_casting_setting"), &GeometryInstance3D::set_cast_shadows_setting);
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ClassDB::bind_method(D_METHOD("get_cast_shadows_setting"), &GeometryInstance3D::get_cast_shadows_setting);
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ClassDB::bind_method(D_METHOD("set_lod_bias", "bias"), &GeometryInstance3D::set_lod_bias);
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ClassDB::bind_method(D_METHOD("get_lod_bias"), &GeometryInstance3D::get_lod_bias);
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ClassDB::bind_method(D_METHOD("set_lod_max_hysteresis", "mode"), &GeometryInstance3D::set_lod_max_hysteresis);
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ClassDB::bind_method(D_METHOD("get_lod_max_hysteresis"), &GeometryInstance3D::get_lod_max_hysteresis);
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ClassDB::bind_method(D_METHOD("set_lod_max_distance", "mode"), &GeometryInstance3D::set_lod_max_distance);
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ClassDB::bind_method(D_METHOD("get_lod_max_distance"), &GeometryInstance3D::get_lod_max_distance);
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ClassDB::bind_method(D_METHOD("set_lod_min_hysteresis", "mode"), &GeometryInstance3D::set_lod_min_hysteresis);
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ClassDB::bind_method(D_METHOD("get_lod_min_hysteresis"), &GeometryInstance3D::get_lod_min_hysteresis);
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ClassDB::bind_method(D_METHOD("set_lod_min_distance", "mode"), &GeometryInstance3D::set_lod_min_distance);
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ClassDB::bind_method(D_METHOD("get_lod_min_distance"), &GeometryInstance3D::get_lod_min_distance);
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ClassDB::bind_method(D_METHOD("set_shader_instance_uniform", "uniform", "value"), &GeometryInstance3D::set_shader_instance_uniform);
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ClassDB::bind_method(D_METHOD("get_shader_instance_uniform", "uniform"), &GeometryInstance3D::get_shader_instance_uniform);
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ClassDB::bind_method(D_METHOD("set_extra_cull_margin", "margin"), &GeometryInstance3D::set_extra_cull_margin);
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ClassDB::bind_method(D_METHOD("get_extra_cull_margin"), &GeometryInstance3D::get_extra_cull_margin);
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ClassDB::bind_method(D_METHOD("set_lightmap_scale", "scale"), &GeometryInstance3D::set_lightmap_scale);
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ClassDB::bind_method(D_METHOD("get_lightmap_scale"), &GeometryInstance3D::get_lightmap_scale);
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ClassDB::bind_method(D_METHOD("set_gi_mode", "mode"), &GeometryInstance3D::set_gi_mode);
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ClassDB::bind_method(D_METHOD("get_gi_mode"), &GeometryInstance3D::get_gi_mode);
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ClassDB::bind_method(D_METHOD("set_ignore_occlusion_culling", "ignore_culling"), &GeometryInstance3D::set_ignore_occlusion_culling);
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ClassDB::bind_method(D_METHOD("is_ignoring_occlusion_culling"), &GeometryInstance3D::is_ignoring_occlusion_culling);
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ClassDB::bind_method(D_METHOD("set_custom_aabb", "aabb"), &GeometryInstance3D::set_custom_aabb);
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ClassDB::bind_method(D_METHOD("get_aabb"), &GeometryInstance3D::get_aabb);
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ADD_GROUP("Geometry", "");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_override", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,StandardMaterial3D", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DEFERRED_SET_RESOURCE), "set_material_override", "get_material_override");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "cast_shadow", PROPERTY_HINT_ENUM, "Off,On,Double-Sided,Shadows Only"), "set_cast_shadows_setting", "get_cast_shadows_setting");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "extra_cull_margin", PROPERTY_HINT_RANGE, "0,16384,0.01"), "set_extra_cull_margin", "get_extra_cull_margin");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lod_bias", PROPERTY_HINT_RANGE, "0.001,128,0.001"), "set_lod_bias", "get_lod_bias");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ignore_occlusion_culling"), "set_ignore_occlusion_culling", "is_ignoring_occlusion_culling");
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ADD_GROUP("Global Illumination", "gi_");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "gi_mode", PROPERTY_HINT_ENUM, "Disabled,Baked,Dynamic"), "set_gi_mode", "get_gi_mode");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "gi_lightmap_scale", PROPERTY_HINT_ENUM, "1x,2x,4x,8x"), "set_lightmap_scale", "get_lightmap_scale");
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ADD_GROUP("LOD", "lod_");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_min_distance", PROPERTY_HINT_RANGE, "0,32768,0.01"), "set_lod_min_distance", "get_lod_min_distance");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_min_hysteresis", PROPERTY_HINT_RANGE, "0,32768,0.01"), "set_lod_min_hysteresis", "get_lod_min_hysteresis");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_max_distance", PROPERTY_HINT_RANGE, "0,32768,0.01"), "set_lod_max_distance", "get_lod_max_distance");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_max_hysteresis", PROPERTY_HINT_RANGE, "0,32768,0.01"), "set_lod_max_hysteresis", "get_lod_max_hysteresis");
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//ADD_SIGNAL( MethodInfo("visibility_changed"));
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BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_OFF);
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BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_ON);
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BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_DOUBLE_SIDED);
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BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_SHADOWS_ONLY);
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BIND_ENUM_CONSTANT(GI_MODE_DISABLED);
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BIND_ENUM_CONSTANT(GI_MODE_BAKED);
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BIND_ENUM_CONSTANT(GI_MODE_DYNAMIC);
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BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_1X);
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BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_2X);
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BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_4X);
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BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_8X);
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BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_MAX);
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}
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GeometryInstance3D::GeometryInstance3D() {
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//RS::get_singleton()->instance_geometry_set_baked_light_texture_index(get_instance(),0);
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}
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