diff options
Diffstat (limited to 'drivers/gles2/rasterizer_scene_gles2.cpp')
| -rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.cpp | 23 |
1 files changed, 20 insertions, 3 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index 25d7df8ebc..47108e1fa5 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -668,6 +668,13 @@ void RasterizerSceneGLES2::environment_set_sky_custom_fov(RID p_env, float p_sca env->sky_custom_fov = p_scale; } +void RasterizerSceneGLES2::environment_set_sky_orientation(RID p_env, const Basis &p_orientation) { + Environment *env = environment_owner.getornull(p_env); + ERR_FAIL_COND(!env); + + env->sky_orientation = p_orientation; +} + void RasterizerSceneGLES2::environment_set_bg_color(RID p_env, const Color &p_color) { Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); @@ -2283,7 +2290,13 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, } } else { if (use_radiance_map) { - state.scene_shader.set_uniform(SceneShaderGLES2::RADIANCE_INVERSE_XFORM, p_view_transform); + if (p_env) { + Transform sky_orientation(p_env->sky_orientation, Vector3(0.0, 0.0, 0.0)); + state.scene_shader.set_uniform(SceneShaderGLES2::RADIANCE_INVERSE_XFORM, sky_orientation.affine_inverse() * p_view_transform); + } else { + // would be a bit weird if we dont have this... + state.scene_shader.set_uniform(SceneShaderGLES2::RADIANCE_INVERSE_XFORM, p_view_transform); + } } if (p_env) { @@ -2393,7 +2406,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, state.scene_shader.set_conditional(SceneShaderGLES2::FOG_HEIGHT_ENABLED, false); } -void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy) { +void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy, const Basis &p_sky_orientation) { ERR_FAIL_COND(!p_sky); RasterizerStorageGLES2::Texture *tex = storage->texture_owner.getornull(p_sky->panorama); @@ -2473,6 +2486,10 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_CUSTOM_ALPHA, false); storage->shaders.copy.bind(); storage->shaders.copy.set_uniform(CopyShaderGLES2::MULTIPLIER, p_energy); + + // don't know why but I always have problems setting a uniform mat3, so we're using a transform + storage->shaders.copy.set_uniform(CopyShaderGLES2::SKY_TRANSFORM, Transform(p_sky_orientation, Vector3(0.0, 0.0, 0.0)).affine_inverse()); + if (asymmetrical) { // pack the bits we need from our projection matrix storage->shaders.copy.set_uniform(CopyShaderGLES2::ASYM_PROJ, camera.matrix[2][0], camera.matrix[0][0], camera.matrix[2][1], camera.matrix[1][1]); @@ -2648,7 +2665,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const if (env && env->bg_mode == VS::ENV_BG_SKY && (!storage->frame.current_rt || !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT])) { if (sky && sky->panorama.is_valid()) { - _draw_sky(sky, p_cam_projection, p_cam_transform, false, env->sky_custom_fov, env->bg_energy); + _draw_sky(sky, p_cam_projection, p_cam_transform, false, env->sky_custom_fov, env->bg_energy, env->sky_orientation); } } |
