virtualx-engine/scene/3d/visual_instance_3d.cpp
Fernando Cosentino ca79373d13
Added material_overlay property to MeshInstance3D
Applying overlay materials into multi-surface meshes currently
requires adding a next pass material to all the surfaces, which
might be cumbersome when the material is to be applied to a range
of different geometries. This also makes it not trivial to use
AnimationPlayer to control the material in case of visual effects.
The material_override property is not an option as it works
replacing the active material for the surfaces, not adding a new pass.

This commit adds the material_overlay property to GeometryInstance3D
(and therefore MeshInstance3D), having the same reach as
material_override (that is, all surfaces) but adding a new material
pass on top of the active materials, instead of replacing them.
2022-01-05 11:47:51 +01:00

498 lines
24 KiB
C++
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

/*************************************************************************/
/* visual_instance_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "visual_instance_3d.h"
#include "scene/scene_string_names.h"
AABB VisualInstance3D::get_transformed_aabb() const {
return get_global_transform().xform(get_aabb());
}
void VisualInstance3D::_update_visibility() {
if (!is_inside_tree()) {
return;
}
RS::get_singleton()->instance_set_visible(get_instance(), is_visible_in_tree());
}
void VisualInstance3D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_WORLD: {
// CHECK SKELETON => moving skeleton attaching logic to MeshInstance
/*
Skeleton *skeleton=Object::cast_to<Skeleton>(get_parent());
if (skeleton)
RenderingServer::get_singleton()->instance_attach_skeleton( instance, skeleton->get_skeleton() );
*/
ERR_FAIL_COND(get_world_3d().is_null());
RenderingServer::get_singleton()->instance_set_scenario(instance, get_world_3d()->get_scenario());
_update_visibility();
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
Transform3D gt = get_global_transform();
RenderingServer::get_singleton()->instance_set_transform(instance, gt);
} break;
case NOTIFICATION_EXIT_WORLD: {
RenderingServer::get_singleton()->instance_set_scenario(instance, RID());
RenderingServer::get_singleton()->instance_attach_skeleton(instance, RID());
//RS::get_singleton()->instance_geometry_set_baked_light_sampler(instance, RID() );
} break;
case NOTIFICATION_VISIBILITY_CHANGED: {
_update_visibility();
} break;
}
}
RID VisualInstance3D::get_instance() const {
return instance;
}
RID VisualInstance3D::_get_visual_instance_rid() const {
return instance;
}
void VisualInstance3D::set_layer_mask(uint32_t p_mask) {
layers = p_mask;
RenderingServer::get_singleton()->instance_set_layer_mask(instance, p_mask);
}
uint32_t VisualInstance3D::get_layer_mask() const {
return layers;
}
void VisualInstance3D::set_layer_mask_value(int p_layer_number, bool p_value) {
ERR_FAIL_COND_MSG(p_layer_number < 1, "Render layer number must be between 1 and 20 inclusive.");
ERR_FAIL_COND_MSG(p_layer_number > 20, "Render layer number must be between 1 and 20 inclusive.");
uint32_t mask = get_layer_mask();
if (p_value) {
mask |= 1 << (p_layer_number - 1);
} else {
mask &= ~(1 << (p_layer_number - 1));
}
set_layer_mask(mask);
}
bool VisualInstance3D::get_layer_mask_value(int p_layer_number) const {
ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Render layer number must be between 1 and 20 inclusive.");
ERR_FAIL_COND_V_MSG(p_layer_number > 20, false, "Render layer number must be between 1 and 20 inclusive.");
return layers & (1 << (p_layer_number - 1));
}
void VisualInstance3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("_get_visual_instance_rid"), &VisualInstance3D::_get_visual_instance_rid);
ClassDB::bind_method(D_METHOD("set_base", "base"), &VisualInstance3D::set_base);
ClassDB::bind_method(D_METHOD("get_base"), &VisualInstance3D::get_base);
ClassDB::bind_method(D_METHOD("get_instance"), &VisualInstance3D::get_instance);
ClassDB::bind_method(D_METHOD("set_layer_mask", "mask"), &VisualInstance3D::set_layer_mask);
ClassDB::bind_method(D_METHOD("get_layer_mask"), &VisualInstance3D::get_layer_mask);
ClassDB::bind_method(D_METHOD("set_layer_mask_value", "layer_number", "value"), &VisualInstance3D::set_layer_mask_value);
ClassDB::bind_method(D_METHOD("get_layer_mask_value", "layer_number"), &VisualInstance3D::get_layer_mask_value);
ClassDB::bind_method(D_METHOD("get_transformed_aabb"), &VisualInstance3D::get_transformed_aabb);
ADD_PROPERTY(PropertyInfo(Variant::INT, "layers", PROPERTY_HINT_LAYERS_3D_RENDER), "set_layer_mask", "get_layer_mask");
}
void VisualInstance3D::set_base(const RID &p_base) {
RenderingServer::get_singleton()->instance_set_base(instance, p_base);
base = p_base;
}
RID VisualInstance3D::get_base() const {
return base;
}
VisualInstance3D::VisualInstance3D() {
instance = RenderingServer::get_singleton()->instance_create();
RenderingServer::get_singleton()->instance_attach_object_instance_id(instance, get_instance_id());
set_notify_transform(true);
}
VisualInstance3D::~VisualInstance3D() {
RenderingServer::get_singleton()->free(instance);
}
void GeometryInstance3D::set_material_override(const Ref<Material> &p_material) {
material_override = p_material;
RS::get_singleton()->instance_geometry_set_material_override(get_instance(), p_material.is_valid() ? p_material->get_rid() : RID());
}
Ref<Material> GeometryInstance3D::get_material_override() const {
return material_override;
}
void GeometryInstance3D::set_material_overlay(const Ref<Material> &p_material) {
material_overlay = p_material;
RS::get_singleton()->instance_geometry_set_material_overlay(get_instance(), p_material.is_valid() ? p_material->get_rid() : RID());
}
Ref<Material> GeometryInstance3D::get_material_overlay() const {
return material_overlay;
}
void GeometryInstance3D::set_transparecy(float p_transparency) {
transparency = CLAMP(p_transparency, 0.0f, 1.0f);
RS::get_singleton()->instance_geometry_set_transparency(get_instance(), transparency);
}
float GeometryInstance3D::get_transparency() const {
return transparency;
}
void GeometryInstance3D::set_visibility_range_begin(float p_dist) {
visibility_range_begin = p_dist;
RS::get_singleton()->instance_geometry_set_visibility_range(get_instance(), visibility_range_begin, visibility_range_end, visibility_range_begin_margin, visibility_range_end_margin, (RS::VisibilityRangeFadeMode)visibility_range_fade_mode);
update_configuration_warnings();
}
float GeometryInstance3D::get_visibility_range_begin() const {
return visibility_range_begin;
}
void GeometryInstance3D::set_visibility_range_end(float p_dist) {
visibility_range_end = p_dist;
RS::get_singleton()->instance_geometry_set_visibility_range(get_instance(), visibility_range_begin, visibility_range_end, visibility_range_begin_margin, visibility_range_end_margin, (RS::VisibilityRangeFadeMode)visibility_range_fade_mode);
update_configuration_warnings();
}
float GeometryInstance3D::get_visibility_range_end() const {
return visibility_range_end;
}
void GeometryInstance3D::set_visibility_range_begin_margin(float p_dist) {
visibility_range_begin_margin = p_dist;
RS::get_singleton()->instance_geometry_set_visibility_range(get_instance(), visibility_range_begin, visibility_range_end, visibility_range_begin_margin, visibility_range_end_margin, (RS::VisibilityRangeFadeMode)visibility_range_fade_mode);
update_configuration_warnings();
}
float GeometryInstance3D::get_visibility_range_begin_margin() const {
return visibility_range_begin_margin;
}
void GeometryInstance3D::set_visibility_range_end_margin(float p_dist) {
visibility_range_end_margin = p_dist;
RS::get_singleton()->instance_geometry_set_visibility_range(get_instance(), visibility_range_begin, visibility_range_end, visibility_range_begin_margin, visibility_range_end_margin, (RS::VisibilityRangeFadeMode)visibility_range_fade_mode);
update_configuration_warnings();
}
float GeometryInstance3D::get_visibility_range_end_margin() const {
return visibility_range_end_margin;
}
void GeometryInstance3D::set_visibility_range_fade_mode(VisibilityRangeFadeMode p_mode) {
visibility_range_fade_mode = p_mode;
RS::get_singleton()->instance_geometry_set_visibility_range(get_instance(), visibility_range_begin, visibility_range_end, visibility_range_begin_margin, visibility_range_end_margin, (RS::VisibilityRangeFadeMode)visibility_range_fade_mode);
update_configuration_warnings();
}
GeometryInstance3D::VisibilityRangeFadeMode GeometryInstance3D::get_visibility_range_fade_mode() const {
return visibility_range_fade_mode;
}
void GeometryInstance3D::_notification(int p_what) {
}
const StringName *GeometryInstance3D::_instance_uniform_get_remap(const StringName p_name) const {
StringName *r = instance_uniform_property_remap.getptr(p_name);
if (!r) {
String s = p_name;
if (s.begins_with("shader_params/")) {
StringName name = s.replace("shader_params/", "");
instance_uniform_property_remap[p_name] = name;
return instance_uniform_property_remap.getptr(p_name);
}
return nullptr;
}
return r;
}
bool GeometryInstance3D::_set(const StringName &p_name, const Variant &p_value) {
const StringName *r = _instance_uniform_get_remap(p_name);
if (r) {
set_shader_instance_uniform(*r, p_value);
return true;
}
#ifndef DISABLE_DEPRECATED
if (p_name == SceneStringNames::get_singleton()->use_in_baked_light && bool(p_value)) {
set_gi_mode(GI_MODE_BAKED);
return true;
}
if (p_name == SceneStringNames::get_singleton()->use_dynamic_gi && bool(p_value)) {
set_gi_mode(GI_MODE_DYNAMIC);
return true;
}
#endif
return false;
}
bool GeometryInstance3D::_get(const StringName &p_name, Variant &r_ret) const {
const StringName *r = _instance_uniform_get_remap(p_name);
if (r) {
r_ret = get_shader_instance_uniform(*r);
return true;
}
return false;
}
void GeometryInstance3D::_get_property_list(List<PropertyInfo> *p_list) const {
List<PropertyInfo> pinfo;
RS::get_singleton()->instance_geometry_get_shader_parameter_list(get_instance(), &pinfo);
for (PropertyInfo &pi : pinfo) {
bool has_def_value = false;
Variant def_value = RS::get_singleton()->instance_geometry_get_shader_parameter_default_value(get_instance(), pi.name);
if (def_value.get_type() != Variant::NIL) {
has_def_value = true;
}
if (instance_uniforms.has(pi.name)) {
pi.usage = PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE | (has_def_value ? (PROPERTY_USAGE_CHECKABLE | PROPERTY_USAGE_CHECKED) : PROPERTY_USAGE_NONE);
} else {
pi.usage = PROPERTY_USAGE_EDITOR | (has_def_value ? PROPERTY_USAGE_CHECKABLE : PROPERTY_USAGE_NONE); //do not save if not changed
}
pi.name = "shader_params/" + pi.name;
p_list->push_back(pi);
}
}
void GeometryInstance3D::set_cast_shadows_setting(ShadowCastingSetting p_shadow_casting_setting) {
shadow_casting_setting = p_shadow_casting_setting;
RS::get_singleton()->instance_geometry_set_cast_shadows_setting(get_instance(), (RS::ShadowCastingSetting)p_shadow_casting_setting);
}
GeometryInstance3D::ShadowCastingSetting GeometryInstance3D::get_cast_shadows_setting() const {
return shadow_casting_setting;
}
void GeometryInstance3D::set_extra_cull_margin(float p_margin) {
ERR_FAIL_COND(p_margin < 0);
extra_cull_margin = p_margin;
RS::get_singleton()->instance_set_extra_visibility_margin(get_instance(), extra_cull_margin);
}
float GeometryInstance3D::get_extra_cull_margin() const {
return extra_cull_margin;
}
void GeometryInstance3D::set_lod_bias(float p_bias) {
ERR_FAIL_COND(p_bias < 0.0);
lod_bias = p_bias;
RS::get_singleton()->instance_geometry_set_lod_bias(get_instance(), lod_bias);
}
float GeometryInstance3D::get_lod_bias() const {
return lod_bias;
}
void GeometryInstance3D::set_shader_instance_uniform(const StringName &p_uniform, const Variant &p_value) {
if (p_value.get_type() == Variant::NIL) {
Variant def_value = RS::get_singleton()->instance_geometry_get_shader_parameter_default_value(get_instance(), p_uniform);
RS::get_singleton()->instance_geometry_set_shader_parameter(get_instance(), p_uniform, def_value);
instance_uniforms.erase(p_value);
} else {
instance_uniforms[p_uniform] = p_value;
if (p_value.get_type() == Variant::OBJECT) {
RID tex_id = p_value;
RS::get_singleton()->instance_geometry_set_shader_parameter(get_instance(), p_uniform, tex_id);
} else {
RS::get_singleton()->instance_geometry_set_shader_parameter(get_instance(), p_uniform, p_value);
}
}
}
Variant GeometryInstance3D::get_shader_instance_uniform(const StringName &p_uniform) const {
return RS::get_singleton()->instance_geometry_get_shader_parameter(get_instance(), p_uniform);
}
void GeometryInstance3D::set_custom_aabb(AABB aabb) {
RS::get_singleton()->instance_set_custom_aabb(get_instance(), aabb);
}
void GeometryInstance3D::set_lightmap_scale(LightmapScale p_scale) {
ERR_FAIL_INDEX(p_scale, LIGHTMAP_SCALE_MAX);
lightmap_scale = p_scale;
}
GeometryInstance3D::LightmapScale GeometryInstance3D::get_lightmap_scale() const {
return lightmap_scale;
}
void GeometryInstance3D::set_gi_mode(GIMode p_mode) {
switch (p_mode) {
case GI_MODE_DISABLED: {
RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_DYNAMIC_GI, false);
} break;
case GI_MODE_BAKED: {
RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_BAKED_LIGHT, true);
RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_DYNAMIC_GI, false);
} break;
case GI_MODE_DYNAMIC: {
RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_DYNAMIC_GI, true);
} break;
}
gi_mode = p_mode;
}
GeometryInstance3D::GIMode GeometryInstance3D::get_gi_mode() const {
return gi_mode;
}
void GeometryInstance3D::set_ignore_occlusion_culling(bool p_enabled) {
ignore_occlusion_culling = p_enabled;
RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, ignore_occlusion_culling);
}
bool GeometryInstance3D::is_ignoring_occlusion_culling() {
return ignore_occlusion_culling;
}
TypedArray<String> GeometryInstance3D::get_configuration_warnings() const {
TypedArray<String> warnings = Node::get_configuration_warnings();
if (!Math::is_zero_approx(visibility_range_end) && visibility_range_end <= visibility_range_begin) {
warnings.push_back(TTR("The GeometryInstance3D visibility range's End distance is set to a non-zero value, but is lower than the Begin distance.\nThis means the GeometryInstance3D will never be visible.\nTo resolve this, set the End distance to 0 or to a value greater than the Begin distance."));
}
if ((visibility_range_fade_mode == VISIBILITY_RANGE_FADE_SELF || visibility_range_fade_mode == VISIBILITY_RANGE_FADE_DEPENDENCIES) && !Math::is_zero_approx(visibility_range_begin) && Math::is_zero_approx(visibility_range_begin_margin)) {
warnings.push_back(TTR("The GeometryInstance3D is configured to fade in smoothly over distance, but the fade transition distance is set to 0.\nTo resolve this, increase Visibility Range Begin Margin above 0."));
}
if ((visibility_range_fade_mode == VISIBILITY_RANGE_FADE_SELF || visibility_range_fade_mode == VISIBILITY_RANGE_FADE_DEPENDENCIES) && !Math::is_zero_approx(visibility_range_end) && Math::is_zero_approx(visibility_range_end_margin)) {
warnings.push_back(TTR("The GeometryInstance3D is configured to fade out smoothly over distance, but the fade transition distance is set to 0.\nTo resolve this, increase Visibility Range End Margin above 0."));
}
return warnings;
}
void GeometryInstance3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_material_override", "material"), &GeometryInstance3D::set_material_override);
ClassDB::bind_method(D_METHOD("get_material_override"), &GeometryInstance3D::get_material_override);
ClassDB::bind_method(D_METHOD("set_material_overlay", "material"), &GeometryInstance3D::set_material_overlay);
ClassDB::bind_method(D_METHOD("get_material_overlay"), &GeometryInstance3D::get_material_overlay);
ClassDB::bind_method(D_METHOD("set_cast_shadows_setting", "shadow_casting_setting"), &GeometryInstance3D::set_cast_shadows_setting);
ClassDB::bind_method(D_METHOD("get_cast_shadows_setting"), &GeometryInstance3D::get_cast_shadows_setting);
ClassDB::bind_method(D_METHOD("set_lod_bias", "bias"), &GeometryInstance3D::set_lod_bias);
ClassDB::bind_method(D_METHOD("get_lod_bias"), &GeometryInstance3D::get_lod_bias);
ClassDB::bind_method(D_METHOD("set_transparency", "transparency"), &GeometryInstance3D::set_transparecy);
ClassDB::bind_method(D_METHOD("get_transparency"), &GeometryInstance3D::get_transparency);
ClassDB::bind_method(D_METHOD("set_visibility_range_end_margin", "distance"), &GeometryInstance3D::set_visibility_range_end_margin);
ClassDB::bind_method(D_METHOD("get_visibility_range_end_margin"), &GeometryInstance3D::get_visibility_range_end_margin);
ClassDB::bind_method(D_METHOD("set_visibility_range_end", "distance"), &GeometryInstance3D::set_visibility_range_end);
ClassDB::bind_method(D_METHOD("get_visibility_range_end"), &GeometryInstance3D::get_visibility_range_end);
ClassDB::bind_method(D_METHOD("set_visibility_range_begin_margin", "distance"), &GeometryInstance3D::set_visibility_range_begin_margin);
ClassDB::bind_method(D_METHOD("get_visibility_range_begin_margin"), &GeometryInstance3D::get_visibility_range_begin_margin);
ClassDB::bind_method(D_METHOD("set_visibility_range_begin", "distance"), &GeometryInstance3D::set_visibility_range_begin);
ClassDB::bind_method(D_METHOD("get_visibility_range_begin"), &GeometryInstance3D::get_visibility_range_begin);
ClassDB::bind_method(D_METHOD("set_visibility_range_fade_mode", "mode"), &GeometryInstance3D::set_visibility_range_fade_mode);
ClassDB::bind_method(D_METHOD("get_visibility_range_fade_mode"), &GeometryInstance3D::get_visibility_range_fade_mode);
ClassDB::bind_method(D_METHOD("set_shader_instance_uniform", "uniform", "value"), &GeometryInstance3D::set_shader_instance_uniform);
ClassDB::bind_method(D_METHOD("get_shader_instance_uniform", "uniform"), &GeometryInstance3D::get_shader_instance_uniform);
ClassDB::bind_method(D_METHOD("set_extra_cull_margin", "margin"), &GeometryInstance3D::set_extra_cull_margin);
ClassDB::bind_method(D_METHOD("get_extra_cull_margin"), &GeometryInstance3D::get_extra_cull_margin);
ClassDB::bind_method(D_METHOD("set_lightmap_scale", "scale"), &GeometryInstance3D::set_lightmap_scale);
ClassDB::bind_method(D_METHOD("get_lightmap_scale"), &GeometryInstance3D::get_lightmap_scale);
ClassDB::bind_method(D_METHOD("set_gi_mode", "mode"), &GeometryInstance3D::set_gi_mode);
ClassDB::bind_method(D_METHOD("get_gi_mode"), &GeometryInstance3D::get_gi_mode);
ClassDB::bind_method(D_METHOD("set_ignore_occlusion_culling", "ignore_culling"), &GeometryInstance3D::set_ignore_occlusion_culling);
ClassDB::bind_method(D_METHOD("is_ignoring_occlusion_culling"), &GeometryInstance3D::is_ignoring_occlusion_culling);
ClassDB::bind_method(D_METHOD("set_custom_aabb", "aabb"), &GeometryInstance3D::set_custom_aabb);
ClassDB::bind_method(D_METHOD("get_aabb"), &GeometryInstance3D::get_aabb);
ADD_GROUP("Geometry", "");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_override", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DEFERRED_SET_RESOURCE), "set_material_override", "get_material_override");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_overlay", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DEFERRED_SET_RESOURCE), "set_material_overlay", "get_material_overlay");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "transparency", PROPERTY_HINT_RANGE, "0.0,1.0,0.01"), "set_transparency", "get_transparency");
ADD_PROPERTY(PropertyInfo(Variant::INT, "cast_shadow", PROPERTY_HINT_ENUM, "Off,On,Double-Sided,Shadows Only"), "set_cast_shadows_setting", "get_cast_shadows_setting");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "extra_cull_margin", PROPERTY_HINT_RANGE, "0,16384,0.01"), "set_extra_cull_margin", "get_extra_cull_margin");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lod_bias", PROPERTY_HINT_RANGE, "0.001,128,0.001"), "set_lod_bias", "get_lod_bias");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ignore_occlusion_culling"), "set_ignore_occlusion_culling", "is_ignoring_occlusion_culling");
ADD_GROUP("Global Illumination", "gi_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "gi_mode", PROPERTY_HINT_ENUM, "Disabled,Baked,Dynamic"), "set_gi_mode", "get_gi_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "gi_lightmap_scale", PROPERTY_HINT_ENUM, String::utf8("1×,2×,4×,8×")), "set_lightmap_scale", "get_lightmap_scale");
ADD_GROUP("Visibility Range", "visibility_range_");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "visibility_range_begin", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01"), "set_visibility_range_begin", "get_visibility_range_begin");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "visibility_range_begin_margin", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01"), "set_visibility_range_begin_margin", "get_visibility_range_begin_margin");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "visibility_range_end", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01"), "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"), "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);
BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_DOUBLE_SIDED);
BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_SHADOWS_ONLY);
BIND_ENUM_CONSTANT(GI_MODE_DISABLED);
BIND_ENUM_CONSTANT(GI_MODE_BAKED);
BIND_ENUM_CONSTANT(GI_MODE_DYNAMIC);
BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_1X);
BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_2X);
BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_4X);
BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_8X);
BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_MAX);
BIND_ENUM_CONSTANT(VISIBILITY_RANGE_FADE_DISABLED);
BIND_ENUM_CONSTANT(VISIBILITY_RANGE_FADE_SELF);
BIND_ENUM_CONSTANT(VISIBILITY_RANGE_FADE_DEPENDENCIES);
}
GeometryInstance3D::GeometryInstance3D() {
//RS::get_singleton()->instance_geometry_set_baked_light_texture_index(get_instance(),0);
}