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-rw-r--r--servers/rendering/renderer_rd/environment/gi.cpp15
-rw-r--r--servers/rendering/renderer_rd/environment/gi.h3
2 files changed, 12 insertions, 6 deletions
diff --git a/servers/rendering/renderer_rd/environment/gi.cpp b/servers/rendering/renderer_rd/environment/gi.cpp
index f17d5172b7..6361b9b18f 100644
--- a/servers/rendering/renderer_rd/environment/gi.cpp
+++ b/servers/rendering/renderer_rd/environment/gi.cpp
@@ -810,7 +810,8 @@ void GI::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world
uniforms.push_back(u);
}
- cascade.sdf_direct_light_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.direct_light.version_get_shader(gi->sdfgi_shader.direct_light_shader, 0), 0);
+ cascade.sdf_direct_light_static_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.direct_light.version_get_shader(gi->sdfgi_shader.direct_light_shader, SDFGIShader::DIRECT_LIGHT_MODE_STATIC), 0);
+ cascade.sdf_direct_light_dynamic_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.direct_light.version_get_shader(gi->sdfgi_shader.direct_light_shader, SDFGIShader::DIRECT_LIGHT_MODE_DYNAMIC), 0);
}
//preprocess initialize uniform set
@@ -1259,7 +1260,7 @@ void GI::SDFGI::update_light() {
}
cascades[i].all_dynamic_lights_dirty = false;
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascade.sdf_direct_light_uniform_set, 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascade.sdf_direct_light_dynamic_uniform_set, 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::DirectLightPushConstant));
RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cascade.solid_cell_dispatch_buffer, 0);
}
@@ -2413,7 +2414,7 @@ void GI::SDFGI::render_static_lights(RID p_render_buffers, uint32_t p_cascade_co
dl_push_constant.cascade = p_cascade_indices[i];
if (dl_push_constant.light_count > 0) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cc.sdf_direct_light_uniform_set, 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cc.sdf_direct_light_static_uniform_set, 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &dl_push_constant, sizeof(SDFGIShader::DirectLightPushConstant));
RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cc.solid_cell_dispatch_buffer, 0);
}
@@ -3351,7 +3352,11 @@ void GI::init(RendererSceneSkyRD *p_sky) {
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 0;
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_WHITE));
+ if (p_sky->sky_use_cubemap_array) {
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_WHITE));
+ } else {
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_WHITE));
+ }
uniforms.push_back(u);
}
{
@@ -3705,7 +3710,7 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices,
// Now compute the contents of our buffers.
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(true);
- // Render each eye seperately.
+ // Render each eye separately.
// We need to look into whether we can make our compute shader use Multiview but not sure that works or makes a difference..
// setup our push constant
diff --git a/servers/rendering/renderer_rd/environment/gi.h b/servers/rendering/renderer_rd/environment/gi.h
index b841c427d1..e90e01196d 100644
--- a/servers/rendering/renderer_rd/environment/gi.h
+++ b/servers/rendering/renderer_rd/environment/gi.h
@@ -541,7 +541,8 @@ public:
Vector3i dirty_regions; //(0,0,0 is not dirty, negative is refresh from the end, DIRTY_ALL is refresh all.
RID sdf_store_uniform_set;
- RID sdf_direct_light_uniform_set;
+ RID sdf_direct_light_static_uniform_set;
+ RID sdf_direct_light_dynamic_uniform_set;
RID scroll_uniform_set;
RID scroll_occlusion_uniform_set;
RID integrate_uniform_set;