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-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp182
-rw-r--r--servers/rendering/renderer_rd/environment/sky.cpp204
2 files changed, 197 insertions, 189 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index e6e7dd6f17..d8ddfe5c32 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -608,18 +608,20 @@ void RasterizerSceneGLES3::_setup_sky(const RenderDataGLES3 *p_render_data, cons
material = nullptr;
}
}
+ }
- if (!material) {
- sky_material = sky_globals.default_material;
- material = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY));
- }
+ if (!material) {
+ sky_material = sky_globals.default_material;
+ material = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY));
+ }
- ERR_FAIL_COND(!material);
+ ERR_FAIL_COND(!material);
- shader_data = material->shader_data;
+ shader_data = material->shader_data;
- ERR_FAIL_COND(!shader_data);
+ ERR_FAIL_COND(!shader_data);
+ if (sky) {
if (shader_data->uses_time && time - sky->prev_time > 0.00001) {
sky->prev_time = time;
sky->reflection_dirty = true;
@@ -640,111 +642,113 @@ void RasterizerSceneGLES3::_setup_sky(const RenderDataGLES3 *p_render_data, cons
sky->prev_position = p_transform.origin;
sky->reflection_dirty = true;
}
+ }
- glBindBufferBase(GL_UNIFORM_BUFFER, SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, sky_globals.directional_light_buffer);
- if (shader_data->uses_light) {
- sky_globals.directional_light_count = 0;
- for (int i = 0; i < (int)p_lights.size(); i++) {
- GLES3::LightInstance *li = GLES3::LightStorage::get_singleton()->get_light_instance(p_lights[i]);
- if (!li) {
- continue;
- }
- RID base = li->light;
+ glBindBufferBase(GL_UNIFORM_BUFFER, SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, sky_globals.directional_light_buffer);
+ if (shader_data->uses_light) {
+ sky_globals.directional_light_count = 0;
+ for (int i = 0; i < (int)p_lights.size(); i++) {
+ GLES3::LightInstance *li = GLES3::LightStorage::get_singleton()->get_light_instance(p_lights[i]);
+ if (!li) {
+ continue;
+ }
+ RID base = li->light;
- ERR_CONTINUE(base.is_null());
+ ERR_CONTINUE(base.is_null());
- RS::LightType type = light_storage->light_get_type(base);
- if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) {
- DirectionalLightData &sky_light_data = sky_globals.directional_lights[sky_globals.directional_light_count];
- Transform3D light_transform = li->transform;
- Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
+ RS::LightType type = light_storage->light_get_type(base);
+ if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) {
+ DirectionalLightData &sky_light_data = sky_globals.directional_lights[sky_globals.directional_light_count];
+ Transform3D light_transform = li->transform;
+ Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
- sky_light_data.direction[0] = world_direction.x;
- sky_light_data.direction[1] = world_direction.y;
- sky_light_data.direction[2] = world_direction.z;
+ sky_light_data.direction[0] = world_direction.x;
+ sky_light_data.direction[1] = world_direction.y;
+ sky_light_data.direction[2] = world_direction.z;
- float sign = light_storage->light_is_negative(base) ? -1 : 1;
- sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
+ float sign = light_storage->light_is_negative(base) ? -1 : 1;
+ sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
- if (is_using_physical_light_units()) {
- sky_light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
- }
+ if (is_using_physical_light_units()) {
+ sky_light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
+ }
- if (p_render_data->camera_attributes.is_valid()) {
- sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
- }
+ if (p_render_data->camera_attributes.is_valid()) {
+ sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
+ }
- Color linear_col = light_storage->light_get_color(base);
- sky_light_data.color[0] = linear_col.r;
- sky_light_data.color[1] = linear_col.g;
- sky_light_data.color[2] = linear_col.b;
+ Color linear_col = light_storage->light_get_color(base);
+ sky_light_data.color[0] = linear_col.r;
+ sky_light_data.color[1] = linear_col.g;
+ sky_light_data.color[2] = linear_col.b;
- sky_light_data.enabled = true;
+ sky_light_data.enabled = true;
- float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
- if (angular_diameter > 0.0) {
- angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter));
- } else {
- angular_diameter = 0.0;
- }
- sky_light_data.size = angular_diameter;
- sky_globals.directional_light_count++;
- if (sky_globals.directional_light_count >= sky_globals.max_directional_lights) {
- break;
- }
+ float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
+ if (angular_diameter > 0.0) {
+ angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter));
+ } else {
+ angular_diameter = 0.0;
}
- }
- // Check whether the directional_light_buffer changes
- bool light_data_dirty = false;
-
- // Light buffer is dirty if we have fewer or more lights
- // If we have fewer lights, make sure that old lights are disabled
- if (sky_globals.directional_light_count != sky_globals.last_frame_directional_light_count) {
- light_data_dirty = true;
- for (uint32_t i = sky_globals.directional_light_count; i < sky_globals.max_directional_lights; i++) {
- sky_globals.directional_lights[i].enabled = false;
- sky_globals.last_frame_directional_lights[i].enabled = false;
+ sky_light_data.size = angular_diameter;
+ sky_globals.directional_light_count++;
+ if (sky_globals.directional_light_count >= sky_globals.max_directional_lights) {
+ break;
}
}
+ }
+ // Check whether the directional_light_buffer changes
+ bool light_data_dirty = false;
+
+ // Light buffer is dirty if we have fewer or more lights
+ // If we have fewer lights, make sure that old lights are disabled
+ if (sky_globals.directional_light_count != sky_globals.last_frame_directional_light_count) {
+ light_data_dirty = true;
+ for (uint32_t i = sky_globals.directional_light_count; i < sky_globals.max_directional_lights; i++) {
+ sky_globals.directional_lights[i].enabled = false;
+ sky_globals.last_frame_directional_lights[i].enabled = false;
+ }
+ }
- if (!light_data_dirty) {
- for (uint32_t i = 0; i < sky_globals.directional_light_count; i++) {
- if (sky_globals.directional_lights[i].direction[0] != sky_globals.last_frame_directional_lights[i].direction[0] ||
- sky_globals.directional_lights[i].direction[1] != sky_globals.last_frame_directional_lights[i].direction[1] ||
- sky_globals.directional_lights[i].direction[2] != sky_globals.last_frame_directional_lights[i].direction[2] ||
- sky_globals.directional_lights[i].energy != sky_globals.last_frame_directional_lights[i].energy ||
- sky_globals.directional_lights[i].color[0] != sky_globals.last_frame_directional_lights[i].color[0] ||
- sky_globals.directional_lights[i].color[1] != sky_globals.last_frame_directional_lights[i].color[1] ||
- sky_globals.directional_lights[i].color[2] != sky_globals.last_frame_directional_lights[i].color[2] ||
- sky_globals.directional_lights[i].enabled != sky_globals.last_frame_directional_lights[i].enabled ||
- sky_globals.directional_lights[i].size != sky_globals.last_frame_directional_lights[i].size) {
- light_data_dirty = true;
- break;
- }
+ if (!light_data_dirty) {
+ for (uint32_t i = 0; i < sky_globals.directional_light_count; i++) {
+ if (sky_globals.directional_lights[i].direction[0] != sky_globals.last_frame_directional_lights[i].direction[0] ||
+ sky_globals.directional_lights[i].direction[1] != sky_globals.last_frame_directional_lights[i].direction[1] ||
+ sky_globals.directional_lights[i].direction[2] != sky_globals.last_frame_directional_lights[i].direction[2] ||
+ sky_globals.directional_lights[i].energy != sky_globals.last_frame_directional_lights[i].energy ||
+ sky_globals.directional_lights[i].color[0] != sky_globals.last_frame_directional_lights[i].color[0] ||
+ sky_globals.directional_lights[i].color[1] != sky_globals.last_frame_directional_lights[i].color[1] ||
+ sky_globals.directional_lights[i].color[2] != sky_globals.last_frame_directional_lights[i].color[2] ||
+ sky_globals.directional_lights[i].enabled != sky_globals.last_frame_directional_lights[i].enabled ||
+ sky_globals.directional_lights[i].size != sky_globals.last_frame_directional_lights[i].size) {
+ light_data_dirty = true;
+ break;
}
}
+ }
- if (light_data_dirty) {
- glBufferData(GL_UNIFORM_BUFFER, sizeof(DirectionalLightData) * sky_globals.max_directional_lights, sky_globals.directional_lights, GL_STREAM_DRAW);
- glBindBuffer(GL_UNIFORM_BUFFER, 0);
+ if (light_data_dirty) {
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(DirectionalLightData) * sky_globals.max_directional_lights, sky_globals.directional_lights, GL_STREAM_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
- DirectionalLightData *temp = sky_globals.last_frame_directional_lights;
- sky_globals.last_frame_directional_lights = sky_globals.directional_lights;
- sky_globals.directional_lights = temp;
- sky_globals.last_frame_directional_light_count = sky_globals.directional_light_count;
+ DirectionalLightData *temp = sky_globals.last_frame_directional_lights;
+ sky_globals.last_frame_directional_lights = sky_globals.directional_lights;
+ sky_globals.directional_lights = temp;
+ sky_globals.last_frame_directional_light_count = sky_globals.directional_light_count;
+ if (sky) {
sky->reflection_dirty = true;
}
}
+ }
- if (p_render_data->view_count > 1) {
- glBindBufferBase(GL_UNIFORM_BUFFER, SKY_MULTIVIEW_UNIFORM_LOCATION, scene_state.multiview_buffer);
- glBindBuffer(GL_UNIFORM_BUFFER, 0);
- }
+ if (p_render_data->view_count > 1) {
+ glBindBufferBase(GL_UNIFORM_BUFFER, SKY_MULTIVIEW_UNIFORM_LOCATION, scene_state.multiview_buffer);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+ }
- if (!sky->radiance) {
- _invalidate_sky(sky);
- _update_dirty_skys();
- }
+ if (sky && !sky->radiance) {
+ _invalidate_sky(sky);
+ _update_dirty_skys();
}
}
diff --git a/servers/rendering/renderer_rd/environment/sky.cpp b/servers/rendering/renderer_rd/environment/sky.cpp
index 390ce40e65..ebf3c5f619 100644
--- a/servers/rendering/renderer_rd/environment/sky.cpp
+++ b/servers/rendering/renderer_rd/environment/sky.cpp
@@ -1021,25 +1021,27 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
material = nullptr;
}
}
+ }
- if (!material) {
- sky_material = sky_shader.default_material;
- material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
- }
+ if (!material) {
+ sky_material = sky_shader.default_material;
+ material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
+ }
- ERR_FAIL_COND(!material);
+ ERR_FAIL_COND(!material);
- shader_data = material->shader_data;
+ shader_data = material->shader_data;
- ERR_FAIL_COND(!shader_data);
+ ERR_FAIL_COND(!shader_data);
- material->set_as_used();
+ material->set_as_used();
- // Save our screen size, our buffers will already have been cleared
+ if (sky) {
+ // Save our screen size; our buffers will already have been cleared.
sky->screen_size.x = p_screen_size.x < 4 ? 4 : p_screen_size.x;
sky->screen_size.y = p_screen_size.y < 4 ? 4 : p_screen_size.y;
- // Trigger updating radiance buffers
+ // Trigger updating radiance buffers.
if (sky->radiance.is_null()) {
invalidate_sky(sky);
update_dirty_skys();
@@ -1065,107 +1067,109 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
sky->prev_position = p_cam_transform.origin;
sky->reflection.dirty = true;
}
+ }
- sky_scene_state.ubo.directional_light_count = 0;
- if (shader_data->uses_light) {
- // Run through the list of lights in the scene and pick out the Directional Lights.
- // This can't be done in RenderSceneRenderRD::_setup lights because that needs to be called
- // after the depth prepass, but this runs before the depth prepass
- for (int i = 0; i < (int)p_lights.size(); i++) {
- if (!light_storage->owns_light_instance(p_lights[i])) {
- continue;
+ sky_scene_state.ubo.directional_light_count = 0;
+ if (shader_data->uses_light) {
+ // Run through the list of lights in the scene and pick out the Directional Lights.
+ // This can't be done in RenderSceneRenderRD::_setup lights because that needs to be called
+ // after the depth prepass, but this runs before the depth prepass.
+ for (int i = 0; i < (int)p_lights.size(); i++) {
+ if (!light_storage->owns_light_instance(p_lights[i])) {
+ continue;
+ }
+ RID base = light_storage->light_instance_get_base_light(p_lights[i]);
+
+ ERR_CONTINUE(base.is_null());
+
+ RS::LightType type = light_storage->light_get_type(base);
+ if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) {
+ SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[sky_scene_state.ubo.directional_light_count];
+ Transform3D light_transform = light_storage->light_instance_get_base_transform(p_lights[i]);
+ Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
+
+ sky_light_data.direction[0] = world_direction.x;
+ sky_light_data.direction[1] = world_direction.y;
+ sky_light_data.direction[2] = world_direction.z;
+
+ float sign = light_storage->light_is_negative(base) ? -1 : 1;
+ sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
+
+ if (p_scene_render->is_using_physical_light_units()) {
+ sky_light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
+ }
+
+ if (p_camera_attributes.is_valid()) {
+ sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_camera_attributes);
}
- RID base = light_storage->light_instance_get_base_light(p_lights[i]);
-
- ERR_CONTINUE(base.is_null());
-
- RS::LightType type = light_storage->light_get_type(base);
- if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) {
- SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[sky_scene_state.ubo.directional_light_count];
- Transform3D light_transform = light_storage->light_instance_get_base_transform(p_lights[i]);
- Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
-
- sky_light_data.direction[0] = world_direction.x;
- sky_light_data.direction[1] = world_direction.y;
- sky_light_data.direction[2] = world_direction.z;
-
- float sign = light_storage->light_is_negative(base) ? -1 : 1;
- sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
-
- if (p_scene_render->is_using_physical_light_units()) {
- sky_light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
- }
-
- if (p_camera_attributes.is_valid()) {
- sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_camera_attributes);
- }
-
- Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
- sky_light_data.color[0] = linear_col.r;
- sky_light_data.color[1] = linear_col.g;
- sky_light_data.color[2] = linear_col.b;
-
- sky_light_data.enabled = true;
-
- float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
- if (angular_diameter > 0.0) {
- // I know tan(0) is 0, but let's not risk it with numerical precision.
- // technically this will keep expanding until reaching the sun, but all we care
- // is expand until we reach the radius of the near plane (there can't be more occluders than that)
- angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter));
- } else {
- angular_diameter = 0.0;
- }
- sky_light_data.size = angular_diameter;
- sky_scene_state.ubo.directional_light_count++;
- if (sky_scene_state.ubo.directional_light_count >= sky_scene_state.max_directional_lights) {
- break;
- }
+
+ Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
+ sky_light_data.color[0] = linear_col.r;
+ sky_light_data.color[1] = linear_col.g;
+ sky_light_data.color[2] = linear_col.b;
+
+ sky_light_data.enabled = true;
+
+ float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
+ if (angular_diameter > 0.0) {
+ // I know tan(0) is 0, but let's not risk it with numerical precision.
+ // Technically this will keep expanding until reaching the sun, but all we care about
+ // is expanding until we reach the radius of the near plane. There can't be more occluders than that.
+ angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter));
+ } else {
+ angular_diameter = 0.0;
}
- }
- // Check whether the directional_light_buffer changes
- bool light_data_dirty = false;
-
- // Light buffer is dirty if we have fewer or more lights
- // If we have fewer lights, make sure that old lights are disabled
- if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
- light_data_dirty = true;
- for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
- sky_scene_state.directional_lights[i].enabled = false;
- sky_scene_state.last_frame_directional_lights[i].enabled = false;
+ sky_light_data.size = angular_diameter;
+ sky_scene_state.ubo.directional_light_count++;
+ if (sky_scene_state.ubo.directional_light_count >= sky_scene_state.max_directional_lights) {
+ break;
}
}
+ }
+ // Check whether the directional_light_buffer changes.
+ bool light_data_dirty = false;
+
+ // Light buffer is dirty if we have fewer or more lights.
+ // If we have fewer lights, make sure that old lights are disabled.
+ if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
+ light_data_dirty = true;
+ for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
+ sky_scene_state.directional_lights[i].enabled = false;
+ sky_scene_state.last_frame_directional_lights[i].enabled = false;
+ }
+ }
- if (!light_data_dirty) {
- for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) {
- if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
- sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||
- sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||
- sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||
- sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||
- sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||
- sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||
- sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||
- sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {
- light_data_dirty = true;
- break;
- }
+ if (!light_data_dirty) {
+ for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) {
+ if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
+ sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||
+ sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||
+ sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||
+ sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||
+ sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||
+ sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||
+ sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||
+ sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {
+ light_data_dirty = true;
+ break;
}
}
+ }
- if (light_data_dirty) {
- 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);
+ if (light_data_dirty) {
+ 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);
- SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;
- sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
- sky_scene_state.directional_lights = temp;
- sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count;
+ SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;
+ sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
+ sky_scene_state.directional_lights = temp;
+ sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count;
+ if (sky) {
sky->reflection.dirty = true;
}
}
}
- //setup fog variables
+ // Setup fog variables.
sky_scene_state.ubo.volumetric_fog_enabled = false;
if (p_render_buffers.is_valid()) {
if (p_render_buffers->has_custom_data(RB_SCOPE_FOG)) {
@@ -1179,7 +1183,7 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
sky_scene_state.ubo.volumetric_fog_inv_length = 1.0;
}
- float fog_detail_spread = fog->spread; //reverse lookup
+ float fog_detail_spread = fog->spread; // Reverse lookup.
if (fog_detail_spread > 0.0) {
sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
} else {
@@ -1192,9 +1196,9 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
sky_scene_state.view_count = p_view_count;
sky_scene_state.cam_transform = p_cam_transform;
- sky_scene_state.cam_projection = p_cam_projection; // We only use this when rendering a single view
+ sky_scene_state.cam_projection = p_cam_projection; // We only use this when rendering a single view.
- // Our info in our UBO is only used if we're rendering stereo
+ // Our info in our UBO is only used if we're rendering stereo.
for (uint32_t i = 0; i < p_view_count; i++) {
Projection view_inv_projection = p_view_projections[i].inverse();
if (p_view_count > 1) {
@@ -1211,7 +1215,7 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
sky_scene_state.ubo.view_eye_offsets[i][3] = 0.0;
}
- sky_scene_state.ubo.z_far = p_view_projections[0].get_z_far(); // Should be the same for all projection
+ sky_scene_state.ubo.z_far = p_view_projections[0].get_z_far(); // Should be the same for all projection.
sky_scene_state.ubo.fog_enabled = RendererSceneRenderRD::get_singleton()->environment_get_fog_enabled(p_env);
sky_scene_state.ubo.fog_density = RendererSceneRenderRD::get_singleton()->environment_get_fog_density(p_env);
sky_scene_state.ubo.fog_aerial_perspective = RendererSceneRenderRD::get_singleton()->environment_get_fog_aerial_perspective(p_env);