diff --git a/Source/Editor/Viewport/EditorViewport.cs b/Source/Editor/Viewport/EditorViewport.cs
index ae89ed7df..b47c01d26 100644
--- a/Source/Editor/Viewport/EditorViewport.cs
+++ b/Source/Editor/Viewport/EditorViewport.cs
@@ -1409,6 +1409,7 @@ namespace FlaxEditor.Viewport
new ViewModeOptions(ViewMode.QuadOverdraw, "Quad Overdraw"),
new ViewModeOptions(ViewMode.GlobalSDF, "Global SDF"),
new ViewModeOptions(ViewMode.GlobalSurfaceAtlas, "Global Surface Atlas"),
+ new ViewModeOptions(ViewMode.GlobalIllumination, "Global Illumination"),
};
private void WidgetCamSpeedShowHide(Control cm)
diff --git a/Source/Engine/Graphics/Enums.h b/Source/Engine/Graphics/Enums.h
index 56b1ca7bd..dd0154ce3 100644
--- a/Source/Engine/Graphics/Enums.h
+++ b/Source/Engine/Graphics/Enums.h
@@ -864,6 +864,11 @@ API_ENUM() enum class ViewMode
/// Draw Global Surface Atlas preview.
///
GlobalSurfaceAtlas = 25,
+
+ ///
+ /// Draw Global Illumination debug preview (eg. irradiance probes).
+ ///
+ GlobalIllumination = 26,
};
///
diff --git a/Source/Engine/Renderer/GI/DynamicDiffuseGlobalIllumination.cpp b/Source/Engine/Renderer/GI/DynamicDiffuseGlobalIllumination.cpp
index 1ffc38f2f..f87a8b5da 100644
--- a/Source/Engine/Renderer/GI/DynamicDiffuseGlobalIllumination.cpp
+++ b/Source/Engine/Renderer/GI/DynamicDiffuseGlobalIllumination.cpp
@@ -269,7 +269,7 @@ bool DynamicDiffuseGlobalIlluminationPass::Render(RenderContext& renderContext,
// Setup options
auto& settings = renderContext.List->Settings.GlobalIllumination;
const float probesSpacing = 100.0f; // GI probes placement spacing nearby camera (for closest cascade; gets automatically reduced for further cascades)
- int32 probeRaysCount;
+ int32 probeRaysCount; // Amount of rays to trace randomly around each probe
switch (Graphics::GIQuality)
{
case Quality::Low:
@@ -287,7 +287,7 @@ bool DynamicDiffuseGlobalIlluminationPass::Render(RenderContext& renderContext,
break;
}
ASSERT_LOW_LAYER(Math::Min(Math::AlignUp(probeRaysCount, DDGI_TRACE_RAYS_GROUP_SIZE_X), DDGI_TRACE_RAYS_LIMIT) == probeRaysCount);
- bool debugProbes = false; // TODO: add debug option to draw probes locations -> in Graphics window - Editor-only
+ bool debugProbes = renderContext.View.Mode == ViewMode::GlobalIllumination;
const float indirectLightingIntensity = settings.Intensity;
const float probeHistoryWeight = Math::Clamp(settings.TemporalResponse, 0.0f, 0.98f);
const float distance = settings.Distance;