1
0
mirror of https://github.com/godotengine/godot.git synced 2025-12-30 18:30:54 +00:00

Document occlusion debugging in the SDFGI debug probes draw mode in the editor

This feature shows occlusion information for the selected SDFGI
probe. It can only be used in the editor, as it relies
on the `RenderingServer::sdfgi_set_debug_probe_select()` method
that isn't exposed to the scripting API.
This commit is contained in:
Hugo Locurcio
2025-10-17 01:06:39 +02:00
parent 1cf3180537
commit b3afc74115
3 changed files with 3 additions and 1 deletions

View File

@@ -5333,6 +5333,7 @@
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_SDFGI_PROBES" value="17" enum="ViewportDebugDraw">
Draws SDFGI probe data. This is the data structure that is used to give indirect lighting dynamic objects moving within the scene.
When in the editor, left-clicking a probe will display additional bright dots that show its occlusion information. A white dot means the light is not occluded at all at the dot's position, while a red dot means the light is fully occluded. Intermediate values are possible.
[b]Note:[/b] Only supported when using the Forward+ rendering method.
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_GI_BUFFER" value="18" enum="ViewportDebugDraw">

View File

@@ -712,6 +712,7 @@
</constant>
<constant name="DEBUG_DRAW_SDFGI_PROBES" value="17" enum="DebugDraw">
Draws the probes used for signed distance field global illumination (SDFGI).
When in the editor, left-clicking a probe will display additional bright dots that show its occlusion information. A white dot means the light is not occluded at all at the dot's position, while a red dot means the light is fully occluded. Intermediate values are possible.
Does nothing if the current environment's [member Environment.sdfgi_enabled] is [code]false[/code].
[b]Note:[/b] Only supported when using the Forward+ rendering method.
</constant>

View File

@@ -6148,7 +6148,7 @@ Node3DEditorViewport::Node3DEditorViewport(Node3DEditor *p_spatial_editor, int p
_add_advanced_debug_draw_mode_item(display_submenu, TTRC("SDFGI Cascades"), VIEW_DISPLAY_DEBUG_SDFGI, SupportedRenderingMethods::FORWARD_PLUS,
TTRC("Requires SDFGI to be enabled in Environment to have a visible effect."));
_add_advanced_debug_draw_mode_item(display_submenu, TTRC("SDFGI Probes"), VIEW_DISPLAY_DEBUG_SDFGI_PROBES, SupportedRenderingMethods::FORWARD_PLUS,
TTRC("Requires SDFGI to be enabled in Environment to have a visible effect."));
TTRC("Left-click a SDFGI probe to display its occlusion information (white = not occluded, red = fully occluded).\nRequires SDFGI to be enabled in Environment to have a visible effect."));
display_submenu->add_separator();
_add_advanced_debug_draw_mode_item(display_submenu, TTRC("Scene Luminance"), VIEW_DISPLAY_DEBUG_SCENE_LUMINANCE, SupportedRenderingMethods::FORWARD_PLUS_MOBILE,
TTRC("Displays the scene luminance computed from the 3D buffer. This is used for Auto Exposure calculation.\nRequires Auto Exposure to be enabled in CameraAttributes to have a visible effect."));