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@@ -1021,25 +1021,27 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
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material = nullptr;
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}
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}
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+ }
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- if (!material) {
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- sky_material = sky_shader.default_material;
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- material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
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- }
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+ if (!material) {
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+ sky_material = sky_shader.default_material;
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+ material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
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+ }
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- ERR_FAIL_COND(!material);
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+ ERR_FAIL_COND(!material);
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- shader_data = material->shader_data;
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+ shader_data = material->shader_data;
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- ERR_FAIL_COND(!shader_data);
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+ ERR_FAIL_COND(!shader_data);
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- material->set_as_used();
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+ material->set_as_used();
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- // Save our screen size, our buffers will already have been cleared
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+ if (sky) {
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+ // Save our screen size; our buffers will already have been cleared.
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sky->screen_size.x = p_screen_size.x < 4 ? 4 : p_screen_size.x;
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sky->screen_size.y = p_screen_size.y < 4 ? 4 : p_screen_size.y;
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- // Trigger updating radiance buffers
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+ // Trigger updating radiance buffers.
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if (sky->radiance.is_null()) {
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invalidate_sky(sky);
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update_dirty_skys();
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@@ -1065,107 +1067,109 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
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sky->prev_position = p_cam_transform.origin;
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sky->reflection.dirty = true;
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}
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+ }
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- sky_scene_state.ubo.directional_light_count = 0;
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- if (shader_data->uses_light) {
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- // Run through the list of lights in the scene and pick out the Directional Lights.
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- // This can't be done in RenderSceneRenderRD::_setup lights because that needs to be called
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- // after the depth prepass, but this runs before the depth prepass
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- for (int i = 0; i < (int)p_lights.size(); i++) {
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- if (!light_storage->owns_light_instance(p_lights[i])) {
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- continue;
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+ sky_scene_state.ubo.directional_light_count = 0;
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+ if (shader_data->uses_light) {
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+ // Run through the list of lights in the scene and pick out the Directional Lights.
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+ // This can't be done in RenderSceneRenderRD::_setup lights because that needs to be called
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+ // after the depth prepass, but this runs before the depth prepass.
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+ for (int i = 0; i < (int)p_lights.size(); i++) {
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+ if (!light_storage->owns_light_instance(p_lights[i])) {
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+ continue;
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+ }
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+ RID base = light_storage->light_instance_get_base_light(p_lights[i]);
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+
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+ ERR_CONTINUE(base.is_null());
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+
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+ RS::LightType type = light_storage->light_get_type(base);
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+ if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) {
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+ SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[sky_scene_state.ubo.directional_light_count];
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+ Transform3D light_transform = light_storage->light_instance_get_base_transform(p_lights[i]);
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+ Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
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+
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+ sky_light_data.direction[0] = world_direction.x;
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+ sky_light_data.direction[1] = world_direction.y;
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+ sky_light_data.direction[2] = world_direction.z;
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+
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+ float sign = light_storage->light_is_negative(base) ? -1 : 1;
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+ sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
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+
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+ if (p_scene_render->is_using_physical_light_units()) {
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+ sky_light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
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+ }
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+
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+ if (p_camera_attributes.is_valid()) {
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+ sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_camera_attributes);
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}
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- RID base = light_storage->light_instance_get_base_light(p_lights[i]);
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-
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- ERR_CONTINUE(base.is_null());
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-
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- RS::LightType type = light_storage->light_get_type(base);
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- if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) {
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- SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[sky_scene_state.ubo.directional_light_count];
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- Transform3D light_transform = light_storage->light_instance_get_base_transform(p_lights[i]);
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- Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
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-
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- sky_light_data.direction[0] = world_direction.x;
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- sky_light_data.direction[1] = world_direction.y;
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- sky_light_data.direction[2] = world_direction.z;
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-
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- float sign = light_storage->light_is_negative(base) ? -1 : 1;
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- sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
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-
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- if (p_scene_render->is_using_physical_light_units()) {
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- sky_light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
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- }
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-
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- if (p_camera_attributes.is_valid()) {
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- sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_camera_attributes);
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- }
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-
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- Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
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- sky_light_data.color[0] = linear_col.r;
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- sky_light_data.color[1] = linear_col.g;
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- sky_light_data.color[2] = linear_col.b;
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-
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- sky_light_data.enabled = true;
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-
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- float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
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- if (angular_diameter > 0.0) {
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- // I know tan(0) is 0, but let's not risk it with numerical precision.
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- // technically this will keep expanding until reaching the sun, but all we care
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- // is expand until we reach the radius of the near plane (there can't be more occluders than that)
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- angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter));
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- } else {
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- angular_diameter = 0.0;
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- }
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- sky_light_data.size = angular_diameter;
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- sky_scene_state.ubo.directional_light_count++;
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- if (sky_scene_state.ubo.directional_light_count >= sky_scene_state.max_directional_lights) {
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- break;
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- }
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+
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+ Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
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+ sky_light_data.color[0] = linear_col.r;
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+ sky_light_data.color[1] = linear_col.g;
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+ sky_light_data.color[2] = linear_col.b;
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+
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+ sky_light_data.enabled = true;
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+
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+ float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
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+ if (angular_diameter > 0.0) {
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+ // I know tan(0) is 0, but let's not risk it with numerical precision.
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+ // Technically this will keep expanding until reaching the sun, but all we care about
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+ // is expanding until we reach the radius of the near plane. There can't be more occluders than that.
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+ angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter));
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+ } else {
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+ angular_diameter = 0.0;
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}
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- }
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- // Check whether the directional_light_buffer changes
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- bool light_data_dirty = false;
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-
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- // Light buffer is dirty if we have fewer or more lights
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- // If we have fewer lights, make sure that old lights are disabled
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- if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
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- light_data_dirty = true;
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- for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
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- sky_scene_state.directional_lights[i].enabled = false;
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- sky_scene_state.last_frame_directional_lights[i].enabled = false;
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+ sky_light_data.size = angular_diameter;
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+ sky_scene_state.ubo.directional_light_count++;
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+ if (sky_scene_state.ubo.directional_light_count >= sky_scene_state.max_directional_lights) {
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+ break;
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}
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}
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+ }
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+ // Check whether the directional_light_buffer changes.
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+ bool light_data_dirty = false;
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+
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+ // Light buffer is dirty if we have fewer or more lights.
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+ // If we have fewer lights, make sure that old lights are disabled.
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+ if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
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+ light_data_dirty = true;
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+ for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
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+ sky_scene_state.directional_lights[i].enabled = false;
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+ sky_scene_state.last_frame_directional_lights[i].enabled = false;
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+ }
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+ }
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- if (!light_data_dirty) {
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- for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) {
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- if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
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- sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||
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- sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||
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- sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||
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- sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||
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- sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||
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- sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||
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- sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||
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- sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {
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- light_data_dirty = true;
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- break;
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- }
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+ if (!light_data_dirty) {
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+ for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) {
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+ if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
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+ sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||
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+ sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||
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+ sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||
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+ sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||
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+ sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||
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+ sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||
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+ sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||
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+ sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {
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+ light_data_dirty = true;
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+ break;
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}
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}
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+ }
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- if (light_data_dirty) {
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- RD::get_singleton()->buffer_update(sky_scene_state.directional_light_buffer, 0, sizeof(SkyDirectionalLightData) * sky_scene_state.max_directional_lights, sky_scene_state.directional_lights);
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+ if (light_data_dirty) {
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+ RD::get_singleton()->buffer_update(sky_scene_state.directional_light_buffer, 0, sizeof(SkyDirectionalLightData) * sky_scene_state.max_directional_lights, sky_scene_state.directional_lights);
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- SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;
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- sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
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- sky_scene_state.directional_lights = temp;
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- sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count;
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+ SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;
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+ sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
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+ sky_scene_state.directional_lights = temp;
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+ sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count;
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+ if (sky) {
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sky->reflection.dirty = true;
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}
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}
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}
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- //setup fog variables
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+ // Setup fog variables.
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sky_scene_state.ubo.volumetric_fog_enabled = false;
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if (p_render_buffers.is_valid()) {
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if (p_render_buffers->has_custom_data(RB_SCOPE_FOG)) {
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@@ -1179,7 +1183,7 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
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sky_scene_state.ubo.volumetric_fog_inv_length = 1.0;
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}
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- float fog_detail_spread = fog->spread; //reverse lookup
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+ float fog_detail_spread = fog->spread; // Reverse lookup.
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if (fog_detail_spread > 0.0) {
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sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
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} else {
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@@ -1192,9 +1196,9 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
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sky_scene_state.view_count = p_view_count;
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sky_scene_state.cam_transform = p_cam_transform;
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- sky_scene_state.cam_projection = p_cam_projection; // We only use this when rendering a single view
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+ sky_scene_state.cam_projection = p_cam_projection; // We only use this when rendering a single view.
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- // Our info in our UBO is only used if we're rendering stereo
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+ // Our info in our UBO is only used if we're rendering stereo.
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for (uint32_t i = 0; i < p_view_count; i++) {
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Projection view_inv_projection = p_view_projections[i].inverse();
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if (p_view_count > 1) {
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@@ -1211,7 +1215,7 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
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sky_scene_state.ubo.view_eye_offsets[i][3] = 0.0;
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}
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- sky_scene_state.ubo.z_far = p_view_projections[0].get_z_far(); // Should be the same for all projection
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+ sky_scene_state.ubo.z_far = p_view_projections[0].get_z_far(); // Should be the same for all projection.
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sky_scene_state.ubo.fog_enabled = RendererSceneRenderRD::get_singleton()->environment_get_fog_enabled(p_env);
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sky_scene_state.ubo.fog_density = RendererSceneRenderRD::get_singleton()->environment_get_fog_density(p_env);
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sky_scene_state.ubo.fog_aerial_perspective = RendererSceneRenderRD::get_singleton()->environment_get_fog_aerial_perspective(p_env);
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