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52 lines
2.1 KiB
Markdown
52 lines
2.1 KiB
Markdown
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# Global Illumination
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This demo showcases Godot's global illumination systems:
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[GIProbe](https://docs.godotengine.org/en/stable/tutorials/3d/gi_probes.html),
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[BakedLightmap](https://docs.godotengine.org/en/stable/tutorials/3d/baked_lightmaps.html)
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(indirect only and fully baked) and
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[ReflectionProbe](https://docs.godotengine.org/en/stable/tutorials/3d/reflection_probes.html).
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Use the mouse to look around, <kbd>W</kbd>/<kbd>A</kbd>/<kbd>S</kbd>/<kbd>D</kbd>
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or arrow keys to move.
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Language: GDScript
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Renderer: GLES 3[^1]
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Check out this demo on the asset library: https://godotengine.org/asset-library/asset/1290
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## How does it work?
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A glTF scene (which acts as the level mesh) is imported with its **Light Baking**
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option set to **Gen Lightmaps**.
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This is required for BakedLightmap to work (but is not required for GIProbe
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or BakedLightmap).
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The level mesh is duplicated several times to allow displaying it with various bake settings:
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- No baking (uses GIProbe or environment lighting).
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- Baked indirect lighting. Slower, but allows for real-time shadows to display
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on baked surfaces.
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- Baked direct *and* indirect lighting. Faster, but does not allow for real-time
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shadows to display on baked surfaces.
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A sphere and box are parented to the camera to showcase dynamic object lighting.
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A ReflectionProbe is parented to the sphere to showcase real-time reflections.
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When the ReflectionProbe is hidden, it is disabled. In this case,
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GIProbe or environment lighting will be used to provide fallback reflections.
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## Screenshots
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![Screenshot](screenshots/global_illumination.png)
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## Licenses
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`zdm2.glb` is derived from the [Cube 2: Sauerbraten](http://sauerbraten.org/)
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map "zdm2" and is
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[licensed under CC BY 4.0 Unported](https://github.com/Calinou/game-maps-obj/blob/master/sauerbraten/zdm2.txt).
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The OBJ file which it was converted from is available in the [game-maps-obj](https://github.com/Calinou/game-maps-obj) repository.
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[^1]: This demo can be made to work with GLES2, but GIProbe will not work.
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Additionally, lightmaps have to be rebaked with the **Atlas > Generate** property
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disabled in BakedLightmap.
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