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path: root/drivers/gles3/rasterizer_scene_gles3.cpp
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Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp23
1 files changed, 20 insertions, 3 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index ffe9e1c831..183fe8c5f8 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -791,6 +791,14 @@ void RasterizerSceneGLES3::environment_set_sky_custom_fov(RID p_env, float p_sca
env->sky_custom_fov = p_scale;
}
+void RasterizerSceneGLES3::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 RasterizerSceneGLES3::environment_set_bg_color(RID p_env, const Color &p_color) {
Environment *env = environment_owner.getornull(p_env);
@@ -2427,7 +2435,7 @@ 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_custom_fov, 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, const Basis &p_sky_orientation) {
ERR_FAIL_COND(!p_sky);
@@ -2519,7 +2527,12 @@ void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const C
storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_PANORAMA, !asymmetrical);
storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_MULTIPLIER, true);
storage->shaders.copy.bind();
+
storage->shaders.copy.set_uniform(CopyShaderGLES3::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(CopyShaderGLES3::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(CopyShaderGLES3::ASYM_PROJ, camera.matrix[2][0], camera.matrix[0][0], camera.matrix[2][1], camera.matrix[1][1]);
@@ -2538,6 +2551,7 @@ void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const C
}
void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_no_fog) {
+ Transform sky_orientation;
//store camera into ubo
store_camera(p_cam_projection, state.ubo_data.projection_matrix);
@@ -2578,6 +2592,9 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr
state.ubo_data.bg_color[2] = bg_color.b;
state.ubo_data.bg_color[3] = bg_color.a;
+ //use the inverse of our sky_orientation, we may need to skip this if we're using a reflection probe?
+ sky_orientation = Transform(env->sky_orientation, Vector3(0.0, 0.0, 0.0)).affine_inverse();
+
state.env_radiance_data.ambient_contribution = env->ambient_sky_contribution;
state.ubo_data.ambient_occlusion_affect_light = env->ssao_light_affect;
state.ubo_data.ambient_occlusion_affect_ssao = env->ssao_ao_channel_affect;
@@ -2646,7 +2663,7 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr
//fill up environment
- store_transform(p_cam_transform, state.env_radiance_data.transform);
+ store_transform(sky_orientation * p_cam_transform, state.env_radiance_data.transform);
glBindBuffer(GL_UNIFORM_BUFFER, state.env_radiance_ubo);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(State::EnvironmentRadianceUBO), &state.env_radiance_data);
@@ -4389,7 +4406,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
*/
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);
}
//_render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true);