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-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp2
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp2
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp42
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp58
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_sky_rd.h2
5 files changed, 62 insertions, 44 deletions
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
index 36604073cc..7374d59d1e 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -1386,7 +1386,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
projection = correction * p_render_data->cam_projection;
}
- sky.setup(env, p_render_data->render_buffers, projection, p_render_data->cam_transform, screen_size, this);
+ sky.setup(env, p_render_data->render_buffers, *p_render_data->lights, projection, p_render_data->cam_transform, screen_size, this);
RID sky_rid = env->sky;
if (sky_rid.is_valid()) {
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
index b9c51f5461..82f5d6f6fc 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -633,7 +633,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
projection = correction * p_render_data->cam_projection;
}
- sky.setup(env, p_render_data->render_buffers, projection, p_render_data->cam_transform, screen_size, this);
+ sky.setup(env, p_render_data->render_buffers, *p_render_data->lights, projection, p_render_data->cam_transform, screen_size, this);
RID sky_rid = env->sky;
if (sky_rid.is_valid()) {
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index 126f40584a..ffe939da35 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -3244,7 +3244,6 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
r_directional_light_count = 0;
r_positional_light_count = 0;
- sky.sky_scene_state.ubo.directional_light_count = 0;
Plane camera_plane(-p_camera_transform.basis.get_axis(Vector3::AXIS_Z).normalized(), p_camera_transform.origin);
@@ -3265,43 +3264,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
RS::LightType type = storage->light_get_type(base);
switch (type) {
case RS::LIGHT_DIRECTIONAL: {
- // Copy to SkyDirectionalLightData
- if (r_directional_light_count < sky.sky_scene_state.max_directional_lights) {
- RendererSceneSkyRD::SkyDirectionalLightData &sky_light_data = sky.sky_scene_state.directional_lights[r_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;
-
- float sign = storage->light_is_negative(base) ? -1 : 1;
- sky_light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
-
- Color linear_col = storage->light_get_color(base).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 = 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::deg2rad(angular_diameter));
- if (storage->light_has_shadow(base)) {
- r_directional_light_soft_shadows = true;
- }
- } else {
- angular_diameter = 0.0;
- }
- sky_light_data.size = angular_diameter;
- sky.sky_scene_state.ubo.directional_light_count++;
- }
-
- if (r_directional_light_count >= cluster.max_directional_lights || storage->light_directional_is_sky_only(base)) {
+ if (r_directional_light_count >= cluster.max_directional_lights) {
continue;
}
@@ -3378,6 +3341,9 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
// 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::deg2rad(angular_diameter));
+ if (storage->light_has_shadow(base)) {
+ r_directional_light_soft_shadows = true;
+ }
} else {
angular_diameter = 0.0;
}
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
index 856ea5e74d..5b0bd4f80b 100644
--- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
@@ -1039,8 +1039,8 @@ RendererSceneSkyRD::~RendererSceneSkyRD() {
RD::get_singleton()->free(index_buffer); //array gets freed as dependency
}
-void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {
- ERR_FAIL_COND(!p_env); // I guess without an environment we also can't have a sky...
+void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {
+ ERR_FAIL_COND(!p_env);
SkyMaterialData *material = nullptr;
Sky *sky = get_sky(p_env->sky);
@@ -1121,15 +1121,67 @@ void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_b
}
if (shader_data->uses_light) {
+ sky_scene_state.ubo.directional_light_count = 0;
+ // 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++) {
+ RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_lights[i]);
+ if (!li) {
+ continue;
+ }
+ RID base = li->light;
+
+ ERR_CONTINUE(base.is_null());
+
+ RS::LightType type = storage->light_get_type(base);
+ if (type == RS::LIGHT_DIRECTIONAL) {
+ SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[sky_scene_state.ubo.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;
+
+ float sign = storage->light_is_negative(base) ? -1 : 1;
+ sky_light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
+
+ Color linear_col = storage->light_get_color(base).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 = 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::deg2rad(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;
+ }
+ }
+ }
// Check whether the directional_light_buffer changes
- bool light_data_dirty = false;
+ bool light_data_dirty = true;
+ // 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;
}
}
+
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] ||
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h b/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
index d81a415c2d..13d24e2508 100644
--- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
@@ -292,7 +292,7 @@ public:
void set_texture_format(RD::DataFormat p_texture_format);
~RendererSceneSkyRD();
- void setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render);
+ void setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render);
void update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0);
void draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time); // only called by clustered renderer
void update_res_buffers(RendererSceneEnvironmentRD *p_env, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0);