summaryrefslogtreecommitdiff
path: root/drivers/gles3/rasterizer_scene_gles3.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp51
1 files changed, 32 insertions, 19 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 98a9211d0c..eaf0b06664 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -28,7 +28,7 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "rasterizer_scene_gles3.h"
-
+#include "math_funcs.h"
#include "os/os.h"
#include "project_settings.h"
#include "rasterizer_canvas_gles3.h"
@@ -799,12 +799,12 @@ void RasterizerSceneGLES3::environment_set_sky(RID p_env, RID p_sky) {
env->sky = p_sky;
}
-void RasterizerSceneGLES3::environment_set_sky_scale(RID p_env, float p_scale) {
+void RasterizerSceneGLES3::environment_set_sky_custom_fov(RID p_env, float p_scale) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
- env->sky_scale = p_scale;
+ env->sky_custom_fov = p_scale;
}
void RasterizerSceneGLES3::environment_set_bg_color(RID p_env, const Color &p_color) {
@@ -2319,7 +2319,7 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
}
}
-void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_scale, float p_energy) {
+void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy) {
if (!p_sky)
return;
@@ -2365,16 +2365,28 @@ void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const C
//sky uv vectors
float vw, vh, zn;
- p_projection.get_viewport_size(vw, vh);
- zn = p_projection.get_z_near();
+ CameraMatrix camera;
+
+ if (p_custom_fov) {
+
+ float near_plane = p_projection.get_z_near();
+ float far_plane = p_projection.get_z_far();
+ float aspect = p_projection.get_aspect();
+
+ camera.set_perspective(p_custom_fov, aspect, near_plane, far_plane);
- float scale = p_scale;
+ } else {
+ camera = p_projection;
+ }
+
+ camera.get_viewport_size(vw, vh);
+ zn = p_projection.get_z_near();
for (int i = 0; i < 4; i++) {
Vector3 uv = vertices[i * 2 + 1];
- uv.x = (uv.x * 2.0 - 1.0) * vw * scale;
- uv.y = -(uv.y * 2.0 - 1.0) * vh * scale;
+ uv.x = (uv.x * 2.0 - 1.0) * vw;
+ uv.y = -(uv.y * 2.0 - 1.0) * vh;
uv.z = -zn;
vertices[i * 2 + 1] = p_transform.basis.xform(uv).normalized();
vertices[i * 2 + 1].z = -vertices[i * 2 + 1].z;
@@ -2522,9 +2534,10 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform
float sign = li->light_ptr->negative ? -1 : 1;
Color linear_col = li->light_ptr->color.to_linear();
- ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
- ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
- ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
+ //compensate normalized diffuse range by multiplying by PI
+ ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
+ ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
+ ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
ubo_data.light_color_energy[3] = 0;
//omni, keep at 0
@@ -2662,9 +2675,9 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_c
float sign = li->light_ptr->negative ? -1 : 1;
Color linear_col = li->light_ptr->color.to_linear();
- ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
- ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
- ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
+ ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
+ ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
+ ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
ubo_data.light_color_energy[3] = 0;
Vector3 pos = p_camera_inverse_transform.xform(li->transform.origin);
@@ -2748,9 +2761,9 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_c
float sign = li->light_ptr->negative ? -1 : 1;
Color linear_col = li->light_ptr->color.to_linear();
- ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
- ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
- ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
+ ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
+ ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
+ ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
ubo_data.light_color_energy[3] = 0;
Vector3 pos = p_camera_inverse_transform.xform(li->transform.origin);
@@ -4258,7 +4271,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo); //switch to alpha fbo for sky, only diffuse/ambient matters
*/
- _draw_sky(sky, p_cam_projection, p_cam_transform, false, env->sky_scale, env->bg_energy);
+ _draw_sky(sky, p_cam_projection, p_cam_transform, false, env->sky_custom_fov, env->bg_energy);
}
//_render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true);