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@@ -1040,8 +1040,8 @@ RendererSceneSkyRD::~RendererSceneSkyRD() {
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RD::get_singleton()->free(index_buffer); //array gets freed as dependency
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}
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-void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {
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- ERR_FAIL_COND(!p_env); // I guess without an environment we also can't have a sky...
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+void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {
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+ ERR_FAIL_COND(!p_env);
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SkyMaterialData *material = nullptr;
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Sky *sky = get_sky(p_env->sky);
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@@ -1122,15 +1122,67 @@ void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_b
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}
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if (shader_data->uses_light) {
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+ sky_scene_state.ubo.directional_light_count = 0;
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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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+ RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_lights[i]);
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+ if (!li) {
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+ continue;
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+ }
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+ RID base = li->light;
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+
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+ ERR_CONTINUE(base.is_null());
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+
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+ RS::LightType type = storage->light_get_type(base);
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+ if (type == RS::LIGHT_DIRECTIONAL) {
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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 = li->transform;
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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 = storage->light_is_negative(base) ? -1 : 1;
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+ sky_light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
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+
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+ Color linear_col = storage->light_get_color(base).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 = 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::deg2rad(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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+ }
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// Check whether the directional_light_buffer changes
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- bool light_data_dirty = false;
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+ bool light_data_dirty = true;
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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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}
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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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