From 437e2ee80a2719eb1a670740744cd1393ad1975a Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Tue, 10 Jun 2025 19:14:01 +0200 Subject: [PATCH] Add a LightmapProbe gizmo size editor setting - Decrease default size of LightmapProbe gizmos to make smaller-scale scenes with dense probes easier to edit. --- doc/classes/EditorSettings.xml | 3 + editor/editor_settings.cpp | 1 + .../gizmos/lightmap_gi_gizmo_plugin.cpp | 161 +++++++++--------- .../plugins/gizmos/lightmap_gi_gizmo_plugin.h | 2 + .../gizmos/lightmap_probe_gizmo_plugin.cpp | 83 ++++----- .../gizmos/lightmap_probe_gizmo_plugin.h | 2 + 6 files changed, 135 insertions(+), 117 deletions(-) diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml index 2a5ff6d15ca..aaee775fe87 100644 --- a/doc/classes/EditorSettings.xml +++ b/doc/classes/EditorSettings.xml @@ -518,6 +518,9 @@ The shape of [Skeleton3D] bone gizmos in the 3D editor. [b]Wire[/b] is a thin line, while [b]Octahedron[/b] is a set of lines that represent a thicker hollow line pointing in a specific direction (similar to most 3D animation software). + + Size of probe gizmos displayed when editing [LightmapGI] and [LightmapProbe] nodes. Setting this to [code]0.0[/code] will hide the probe spheres of [LightmapGI] and wireframes of [LightmapProbe] nodes, but will keep the wireframes linking probes from [LightmapGI] and billboard icons from [LightmapProbe] intact. + Size of the disk gizmo displayed when editing [Path3D]'s tilt handles. diff --git a/editor/editor_settings.cpp b/editor/editor_settings.cpp index fb009eb497f..2e9526ddfbd 100644 --- a/editor/editor_settings.cpp +++ b/editor/editor_settings.cpp @@ -847,6 +847,7 @@ void EditorSettings::_load_defaults(Ref p_extra_config) { _initial_set("editors/3d_gizmos/gizmo_settings/bone_axis_length", (float)0.1); EDITOR_SETTING(Variant::INT, PROPERTY_HINT_ENUM, "editors/3d_gizmos/gizmo_settings/bone_shape", 1, "Wire,Octahedron"); EDITOR_SETTING_USAGE(Variant::FLOAT, PROPERTY_HINT_NONE, "editors/3d_gizmos/gizmo_settings/path3d_tilt_disk_size", 0.8, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED) + EDITOR_SETTING_USAGE(Variant::FLOAT, PROPERTY_HINT_RANGE, "editors/3d_gizmos/gizmo_settings/lightmap_gi_probe_size", 0.4, "0.0,1.0,0.001,or_greater", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED) // If a line is a multiple of this, it uses the primary grid color. // Use a power of 2 value by default as it's more common to use powers of 2 in level design. diff --git a/editor/plugins/gizmos/lightmap_gi_gizmo_plugin.cpp b/editor/plugins/gizmos/lightmap_gi_gizmo_plugin.cpp index 3ed2e32c1a4..7eb205803a0 100644 --- a/editor/plugins/gizmos/lightmap_gi_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/lightmap_gi_gizmo_plugin.cpp @@ -36,7 +36,10 @@ #include "scene/3d/lightmap_gi.h" LightmapGIGizmoPlugin::LightmapGIGizmoPlugin() { + // NOTE: This gizmo only renders solid spheres for previewing indirect lighting on dynamic objects. + // The wireframe representation for LightmapProbe nodes is handled in LightmapProbeGizmoPlugin. Color gizmo_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/lightmap_lines"); + probe_size = EDITOR_GET("editors/3d_gizmos/gizmo_settings/lightmap_gi_probe_size"); gizmo_color.a = 0.1; create_material("lightmap_lines", gizmo_color); @@ -45,8 +48,8 @@ LightmapGIGizmoPlugin::LightmapGIGizmoPlugin() { mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED); // Fade out probes when camera gets too close to them. mat->set_distance_fade(StandardMaterial3D::DISTANCE_FADE_PIXEL_DITHER); - mat->set_distance_fade_min_distance(0.5); - mat->set_distance_fade_max_distance(1.5); + mat->set_distance_fade_min_distance(probe_size * 0.5); + mat->set_distance_fade_max_distance(probe_size * 1.5); mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true); mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, false); mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true); @@ -129,91 +132,93 @@ void LightmapGIGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { LocalVector vertices; LocalVector colors; LocalVector indices; - float radius = 0.3; + float radius = probe_size * 0.5f; - // L2 Spherical Harmonics evaluation and diffuse convolution coefficients. - const float sh_coeffs[5] = { - static_cast(sqrt(1.0 / (4.0 * Math::PI)) * Math::PI), - static_cast(sqrt(3.0 / (4.0 * Math::PI)) * Math::PI * 2.0 / 3.0), - static_cast(sqrt(15.0 / (4.0 * Math::PI)) * Math::PI * 1.0 / 4.0), - static_cast(sqrt(5.0 / (16.0 * Math::PI)) * Math::PI * 1.0 / 4.0), - static_cast(sqrt(15.0 / (16.0 * Math::PI)) * Math::PI * 1.0 / 4.0) - }; + if (!Math::is_zero_approx(radius)) { + // L2 Spherical Harmonics evaluation and diffuse convolution coefficients. + const float sh_coeffs[5] = { + static_cast(sqrt(1.0 / (4.0 * Math::PI)) * Math::PI), + static_cast(sqrt(3.0 / (4.0 * Math::PI)) * Math::PI * 2.0 / 3.0), + static_cast(sqrt(15.0 / (4.0 * Math::PI)) * Math::PI * 1.0 / 4.0), + static_cast(sqrt(5.0 / (16.0 * Math::PI)) * Math::PI * 1.0 / 4.0), + static_cast(sqrt(15.0 / (16.0 * Math::PI)) * Math::PI * 1.0 / 4.0) + }; - for (int p = 0; p < points.size(); p++) { - int vertex_base = vertices.size(); - Vector3 sh_col[9]; - for (int i = 0; i < 9; i++) { - sh_col[i].x = sh[p * 9 + i].r; - sh_col[i].y = sh[p * 9 + i].g; - sh_col[i].z = sh[p * 9 + i].b; - } - - for (int i = 0; i <= stack_count; ++i) { - float stack_angle = Math::PI / 2 - i * stack_step; // starting from pi/2 to -pi/2 - float xy = radius * Math::cos(stack_angle); // r * cos(u) - float z = radius * Math::sin(stack_angle); // r * sin(u) - - // add (sector_count+1) vertices per stack - // the first and last vertices have same position and normal, but different tex coords - for (int j = 0; j <= sector_count; ++j) { - float sector_angle = j * sector_step; // starting from 0 to 2pi - - // vertex position (x, y, z) - float x = xy * Math::cos(sector_angle); // r * cos(u) * cos(v) - float y = xy * Math::sin(sector_angle); // r * cos(u) * sin(v) - - Vector3 n = Vector3(x, z, y); - vertices.push_back(points[p] + n); - n.normalize(); - - const Vector3 light = (sh_coeffs[0] * sh_col[0] + - sh_coeffs[1] * sh_col[1] * n.y + - sh_coeffs[1] * sh_col[2] * n.z + - sh_coeffs[1] * sh_col[3] * n.x + - sh_coeffs[2] * sh_col[4] * n.x * n.y + - sh_coeffs[2] * sh_col[5] * n.y * n.z + - sh_coeffs[3] * sh_col[6] * (3.0 * n.z * n.z - 1.0) + - sh_coeffs[2] * sh_col[7] * n.x * n.z + - sh_coeffs[4] * sh_col[8] * (n.x * n.x - n.y * n.y)); - - colors.push_back(Color(light.x, light.y, light.z, 1)); + for (int p = 0; p < points.size(); p++) { + int vertex_base = vertices.size(); + Vector3 sh_col[9]; + for (int i = 0; i < 9; i++) { + sh_col[i].x = sh[p * 9 + i].r; + sh_col[i].y = sh[p * 9 + i].g; + sh_col[i].z = sh[p * 9 + i].b; } - } - for (int i = 0; i < stack_count; ++i) { - int k1 = i * (sector_count + 1); // beginning of current stack - int k2 = k1 + sector_count + 1; // beginning of next stack + for (int i = 0; i <= stack_count; ++i) { + float stack_angle = Math::PI / 2 - i * stack_step; // starting from pi/2 to -pi/2 + float xy = radius * Math::cos(stack_angle); // r * cos(u) + float z = radius * Math::sin(stack_angle); // r * sin(u) - for (int j = 0; j < sector_count; ++j, ++k1, ++k2) { - // 2 triangles per sector excluding first and last stacks - // k1 => k2 => k1+1 - if (i != 0) { - indices.push_back(vertex_base + k1); - indices.push_back(vertex_base + k2); - indices.push_back(vertex_base + k1 + 1); + // add (sector_count+1) vertices per stack + // the first and last vertices have same position and normal, but different tex coords + for (int j = 0; j <= sector_count; ++j) { + float sector_angle = j * sector_step; // starting from 0 to 2pi + + // vertex position (x, y, z) + float x = xy * Math::cos(sector_angle); // r * cos(u) * cos(v) + float y = xy * Math::sin(sector_angle); // r * cos(u) * sin(v) + + Vector3 n = Vector3(x, z, y); + vertices.push_back(points[p] + n); + n.normalize(); + + const Vector3 light = (sh_coeffs[0] * sh_col[0] + + sh_coeffs[1] * sh_col[1] * n.y + + sh_coeffs[1] * sh_col[2] * n.z + + sh_coeffs[1] * sh_col[3] * n.x + + sh_coeffs[2] * sh_col[4] * n.x * n.y + + sh_coeffs[2] * sh_col[5] * n.y * n.z + + sh_coeffs[3] * sh_col[6] * (3.0 * n.z * n.z - 1.0) + + sh_coeffs[2] * sh_col[7] * n.x * n.z + + sh_coeffs[4] * sh_col[8] * (n.x * n.x - n.y * n.y)); + + colors.push_back(Color(light.x, light.y, light.z, 1)); } + } - // k1+1 => k2 => k2+1 - if (i != (stack_count - 1)) { - indices.push_back(vertex_base + k1 + 1); - indices.push_back(vertex_base + k2); - indices.push_back(vertex_base + k2 + 1); + for (int i = 0; i < stack_count; ++i) { + int k1 = i * (sector_count + 1); // beginning of current stack + int k2 = k1 + sector_count + 1; // beginning of next stack + + for (int j = 0; j < sector_count; ++j, ++k1, ++k2) { + // 2 triangles per sector excluding first and last stacks + // k1 => k2 => k1+1 + if (i != 0) { + indices.push_back(vertex_base + k1); + indices.push_back(vertex_base + k2); + indices.push_back(vertex_base + k1 + 1); + } + + // k1+1 => k2 => k2+1 + if (i != (stack_count - 1)) { + indices.push_back(vertex_base + k1 + 1); + indices.push_back(vertex_base + k2); + indices.push_back(vertex_base + k2 + 1); + } } } } + + Array array; + array.resize(RS::ARRAY_MAX); + array[RS::ARRAY_VERTEX] = Vector(vertices); + array[RS::ARRAY_INDEX] = Vector(indices); + array[RS::ARRAY_COLOR] = Vector(colors); + + Ref mesh; + mesh.instantiate(); + mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, array, Array(), Dictionary(), 0); //no compression + mesh->surface_set_material(0, material_probes); + + p_gizmo->add_mesh(mesh); } - - Array array; - array.resize(RS::ARRAY_MAX); - array[RS::ARRAY_VERTEX] = Vector(vertices); - array[RS::ARRAY_INDEX] = Vector(indices); - array[RS::ARRAY_COLOR] = Vector(colors); - - Ref mesh; - mesh.instantiate(); - mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, array, Array(), Dictionary(), 0); //no compression - mesh->surface_set_material(0, material_probes); - - p_gizmo->add_mesh(mesh); } diff --git a/editor/plugins/gizmos/lightmap_gi_gizmo_plugin.h b/editor/plugins/gizmos/lightmap_gi_gizmo_plugin.h index 94a521da369..882be1c7eff 100644 --- a/editor/plugins/gizmos/lightmap_gi_gizmo_plugin.h +++ b/editor/plugins/gizmos/lightmap_gi_gizmo_plugin.h @@ -35,6 +35,8 @@ class LightmapGIGizmoPlugin : public EditorNode3DGizmoPlugin { GDCLASS(LightmapGIGizmoPlugin, EditorNode3DGizmoPlugin); + float probe_size = 0.4f; + public: bool has_gizmo(Node3D *p_spatial) override; String get_gizmo_name() const override; diff --git a/editor/plugins/gizmos/lightmap_probe_gizmo_plugin.cpp b/editor/plugins/gizmos/lightmap_probe_gizmo_plugin.cpp index 9cf9b29db63..c01b3592f2b 100644 --- a/editor/plugins/gizmos/lightmap_probe_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/lightmap_probe_gizmo_plugin.cpp @@ -36,9 +36,12 @@ #include "scene/3d/lightmap_probe.h" LightmapProbeGizmoPlugin::LightmapProbeGizmoPlugin() { + // NOTE: This gizmo only renders LightmapProbe nodes as wireframes. + // The solid sphere representation is handled in LightmapGIGizmoPlugin. create_icon_material("lightmap_probe_icon", EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("GizmoLightmapProbe"), EditorStringName(EditorIcons))); Color gizmo_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/lightprobe_lines"); + probe_size = EDITOR_GET("editors/3d_gizmos/gizmo_settings/lightmap_gi_probe_size"); gizmo_color.a = 0.3; create_material("lightprobe_lines", gizmo_color); @@ -70,52 +73,54 @@ void LightmapProbeGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { float stack_step = Math::PI / stack_count; Vector vertices; - float radius = 0.2; + // Make the lines' radius slightly smaller than its mesh representation to avoid Z-fighting. + float radius = probe_size * 0.495f; - for (int i = 0; i <= stack_count; ++i) { - float stack_angle = Math::PI / 2 - i * stack_step; // starting from pi/2 to -pi/2 - float xy = radius * Math::cos(stack_angle); // r * cos(u) - float z = radius * Math::sin(stack_angle); // r * sin(u) + if (!Math::is_zero_approx(radius)) { + for (int i = 0; i <= stack_count; ++i) { + float stack_angle = Math::PI / 2 - i * stack_step; // starting from pi/2 to -pi/2 + float xy = radius * Math::cos(stack_angle); // r * cos(u) + float z = radius * Math::sin(stack_angle); // r * sin(u) - // add (sector_count+1) vertices per stack - // the first and last vertices have same position and normal, but different tex coords - for (int j = 0; j <= sector_count; ++j) { - float sector_angle = j * sector_step; // starting from 0 to 2pi + // add (sector_count+1) vertices per stack + // the first and last vertices have same position and normal, but different tex coords + for (int j = 0; j <= sector_count; ++j) { + float sector_angle = j * sector_step; // starting from 0 to 2pi - // vertex position (x, y, z) - float x = xy * Math::cos(sector_angle); // r * cos(u) * cos(v) - float y = xy * Math::sin(sector_angle); // r * cos(u) * sin(v) + // vertex position (x, y, z) + float x = xy * Math::cos(sector_angle); // r * cos(u) * cos(v) + float y = xy * Math::sin(sector_angle); // r * cos(u) * sin(v) - Vector3 n = Vector3(x, z, y); - vertices.push_back(n); - } - } - - for (int i = 0; i < stack_count; ++i) { - int k1 = i * (sector_count + 1); // beginning of current stack - int k2 = k1 + sector_count + 1; // beginning of next stack - - for (int j = 0; j < sector_count; ++j, ++k1, ++k2) { - // 2 triangles per sector excluding first and last stacks - // k1 => k2 => k1+1 - if (i != 0) { - lines.push_back(vertices[k1]); - lines.push_back(vertices[k2]); - lines.push_back(vertices[k1]); - lines.push_back(vertices[k1 + 1]); - } - - if (i != (stack_count - 1)) { - lines.push_back(vertices[k1 + 1]); - lines.push_back(vertices[k2]); - lines.push_back(vertices[k2]); - lines.push_back(vertices[k2 + 1]); + Vector3 n = Vector3(x, z, y); + vertices.push_back(n); } } - } + for (int i = 0; i < stack_count; ++i) { + int k1 = i * (sector_count + 1); // beginning of current stack + int k2 = k1 + sector_count + 1; // beginning of next stack + + for (int j = 0; j < sector_count; ++j, ++k1, ++k2) { + // 2 triangles per sector excluding first and last stacks + // k1 => k2 => k1+1 + if (i != 0) { + lines.push_back(vertices[k1]); + lines.push_back(vertices[k2]); + lines.push_back(vertices[k1]); + lines.push_back(vertices[k1 + 1]); + } + + if (i != (stack_count - 1)) { + lines.push_back(vertices[k1 + 1]); + lines.push_back(vertices[k2]); + lines.push_back(vertices[k2]); + lines.push_back(vertices[k2 + 1]); + } + } + } + + p_gizmo->add_lines(lines, material_lines); + } const Ref icon = get_material("lightmap_probe_icon", p_gizmo); - - p_gizmo->add_lines(lines, material_lines); p_gizmo->add_unscaled_billboard(icon, 0.05); } diff --git a/editor/plugins/gizmos/lightmap_probe_gizmo_plugin.h b/editor/plugins/gizmos/lightmap_probe_gizmo_plugin.h index 885ada5561c..a17d9b9c840 100644 --- a/editor/plugins/gizmos/lightmap_probe_gizmo_plugin.h +++ b/editor/plugins/gizmos/lightmap_probe_gizmo_plugin.h @@ -35,6 +35,8 @@ class LightmapProbeGizmoPlugin : public EditorNode3DGizmoPlugin { GDCLASS(LightmapProbeGizmoPlugin, EditorNode3DGizmoPlugin); + float probe_size = 0.4f; + public: bool has_gizmo(Node3D *p_spatial) override; String get_gizmo_name() const override;