godot/doc/classes/GIProbe.xml
Rémi Verschelde 372136fe75 Environment: Refactor code for readability + more
- Makes all boolean setters/getters consistent.
- Fixes bug where `glow_hdr_bleed_scale` was not used.
- Split CameraEffects to their own source file.
- Reorder all Environment method and properties declarations,
  definitions and bindings to be consistent with each other
  and with the order of property bindings.
- Bind missing enum values added with SDFGI.
- Remove unused SDFGI enhance_ssr boolean.
- Sync doc changes after SDFGI merge and other misc changes.
2020-07-01 14:44:45 +02:00

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="GIProbe" inherits="VisualInstance3D" version="4.0">
<brief_description>
Real-time global illumination (GI) probe.
</brief_description>
<description>
[GIProbe]s are used to provide high-quality real-time indirect light to scenes. They precompute the effect of objects that emit light and the effect of static geometry to simulate the behavior of complex light in real-time. [GIProbe]s need to be baked before using, however, once baked, dynamic objects will receive light from them. Further, lights can be fully dynamic or baked.
Having [GIProbe]s in a scene can be expensive, the quality of the probe can be turned down in exchange for better performance in the [ProjectSettings] using [member ProjectSettings.rendering/quality/gi_probes/quality].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/gi_probes.html</link>
</tutorials>
<methods>
<method name="bake">
<return type="void">
</return>
<argument index="0" name="from_node" type="Node" default="null">
</argument>
<argument index="1" name="create_visual_debug" type="bool" default="false">
</argument>
<description>
Bakes the effect from all [GeometryInstance3D]s marked with [constant GeometryInstance3D.GI_MODE_BAKED] and [Light3D]s marked with either [constant Light3D.BAKE_DYNAMIC] or [constant Light3D.BAKE_STATIC]. If [code]create_visual_debug[/code] is [code]true[/code], after baking the light, this will generate a [MultiMesh] that has a cube representing each solid cell with each cube colored to the cell's albedo color. This can be used to visualize the [GIProbe]'s data and debug any issues that may be occurring.
</description>
</method>
<method name="debug_bake">
<return type="void">
</return>
<description>
Calls [method bake] with [code]create_visual_debug[/code] enabled.
</description>
</method>
</methods>
<members>
<member name="data" type="GIProbeData" setter="set_probe_data" getter="get_probe_data">
The [GIProbeData] resource that holds the data for this [GIProbe].
</member>
<member name="extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3( 10, 10, 10 )">
The size of the area covered by the [GIProbe]. If you make the extents larger without increasing the subdivisions with [member subdiv], the size of each cell will increase and result in lower detailed lighting.
</member>
<member name="subdiv" type="int" setter="set_subdiv" getter="get_subdiv" enum="GIProbe.Subdiv" default="1">
Number of times to subdivide the grid that the [GIProbe] operates on. A higher number results in finer detail and thus higher visual quality, while lower numbers result in better performance.
</member>
</members>
<constants>
<constant name="SUBDIV_64" value="0" enum="Subdiv">
Use 64 subdivisions. This is the lowest quality setting, but the fastest. Use it if you can, but especially use it on lower-end hardware.
</constant>
<constant name="SUBDIV_128" value="1" enum="Subdiv">
Use 128 subdivisions. This is the default quality setting.
</constant>
<constant name="SUBDIV_256" value="2" enum="Subdiv">
Use 256 subdivisions.
</constant>
<constant name="SUBDIV_512" value="3" enum="Subdiv">
Use 512 subdivisions. This is the highest quality setting, but the slowest. On lower-end hardware this could cause the GPU to stall.
</constant>
<constant name="SUBDIV_MAX" value="4" enum="Subdiv">
Represents the size of the [enum Subdiv] enum.
</constant>
</constants>
</class>