Use sky properly for ambient and reflections
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30ab5c9baa
commit
0ff929a926
3 changed files with 29 additions and 24 deletions
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@ -1164,7 +1164,7 @@ void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, const Camer
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} else if (is_environment(p_environment)) {
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} else if (is_environment(p_environment)) {
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RS::EnvironmentBG env_bg = environment_get_background(p_environment);
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RS::EnvironmentBG env_bg = environment_get_background(p_environment);
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RS::EnvironmentAmbientSource ambient_src = environment_get_ambient_light_ambient_source(p_environment);
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RS::EnvironmentAmbientSource ambient_src = environment_get_ambient_source(p_environment);
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float bg_energy = environment_get_bg_energy(p_environment);
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float bg_energy = environment_get_bg_energy(p_environment);
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scene_state.ubo.ambient_light_color_energy[3] = bg_energy;
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scene_state.ubo.ambient_light_color_energy[3] = bg_energy;
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@ -1184,7 +1184,7 @@ void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, const Camer
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scene_state.ubo.use_ambient_cubemap = false;
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scene_state.ubo.use_ambient_cubemap = false;
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} else {
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} else {
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float energy = environment_get_ambient_light_ambient_energy(p_environment);
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float energy = environment_get_ambient_light_energy(p_environment);
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Color color = environment_get_ambient_light_color(p_environment);
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Color color = environment_get_ambient_light_color(p_environment);
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color = color.to_linear();
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color = color.to_linear();
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scene_state.ubo.ambient_light_color_energy[0] = color.r * energy;
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scene_state.ubo.ambient_light_color_energy[0] = color.r * energy;
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@ -1526,7 +1526,7 @@ void RasterizerSceneHighEndRD::_setup_reflections(RID *p_reflection_probe_cull_r
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Color ambient_linear = storage->reflection_probe_get_interior_ambient(base_probe).to_linear();
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Color ambient_linear = storage->reflection_probe_get_interior_ambient(base_probe).to_linear();
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if (is_environment(p_environment)) {
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if (is_environment(p_environment)) {
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Color env_ambient_color = environment_get_ambient_light_color(p_environment).to_linear();
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Color env_ambient_color = environment_get_ambient_light_color(p_environment).to_linear();
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float env_ambient_energy = environment_get_ambient_light_ambient_energy(p_environment);
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float env_ambient_energy = environment_get_ambient_light_energy(p_environment);
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ambient_linear = env_ambient_color;
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ambient_linear = env_ambient_color;
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ambient_linear.r *= env_ambient_energy;
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ambient_linear.r *= env_ambient_energy;
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ambient_linear.g *= env_ambient_energy;
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ambient_linear.g *= env_ambient_energy;
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@ -2253,23 +2253,7 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
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clear_color.b *= bg_energy;
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clear_color.b *= bg_energy;
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} break;
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} break;
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case RS::ENV_BG_SKY: {
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case RS::ENV_BG_SKY: {
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RID sky = environment_get_sky(p_environment);
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draw_sky = true;
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if (sky.is_valid()) {
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RENDER_TIMESTAMP("Setup Sky");
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CameraMatrix projection = p_cam_projection;
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if (p_reflection_probe.is_valid()) {
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CameraMatrix correction;
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correction.set_depth_correction(true);
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projection = correction * p_cam_projection;
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}
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_setup_sky(p_environment, p_cam_transform.origin, screen_size);
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_update_sky(p_environment, projection, p_cam_transform);
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radiance_uniform_set = sky_get_radiance_uniform_set_rd(sky, default_shader_rd, RADIANCE_UNIFORM_SET);
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draw_sky = true;
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}
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} break;
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} break;
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case RS::ENV_BG_CANVAS: {
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case RS::ENV_BG_CANVAS: {
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keep_color = true;
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keep_color = true;
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@ -2283,6 +2267,27 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
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default: {
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default: {
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}
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}
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}
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}
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// setup sky if used for ambient, reflections, or background
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if (draw_sky || environment_get_reflection_source(p_environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(p_environment) == RS::ENV_AMBIENT_SOURCE_SKY) {
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RID sky = environment_get_sky(p_environment);
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if (sky.is_valid()) {
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RENDER_TIMESTAMP("Setup Sky");
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CameraMatrix projection = p_cam_projection;
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if (p_reflection_probe.is_valid()) {
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CameraMatrix correction;
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correction.set_depth_correction(true);
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projection = correction * p_cam_projection;
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}
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_setup_sky(p_environment, p_cam_transform.origin, screen_size);
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_update_sky(p_environment, projection, p_cam_transform);
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radiance_uniform_set = sky_get_radiance_uniform_set_rd(sky, default_shader_rd, RADIANCE_UNIFORM_SET);
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} else {
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// do not try to draw sky if invalid
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draw_sky = false;
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}
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}
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} else {
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} else {
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clear_color = p_default_bg_color;
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clear_color = p_default_bg_color;
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@ -1179,12 +1179,12 @@ Color RasterizerSceneRD::environment_get_ambient_light_color(RID p_env) const {
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ERR_FAIL_COND_V(!env, Color());
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ERR_FAIL_COND_V(!env, Color());
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return env->ambient_light;
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return env->ambient_light;
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}
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}
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RS::EnvironmentAmbientSource RasterizerSceneRD::environment_get_ambient_light_ambient_source(RID p_env) const {
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RS::EnvironmentAmbientSource RasterizerSceneRD::environment_get_ambient_source(RID p_env) const {
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Environent *env = environment_owner.getornull(p_env);
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Environent *env = environment_owner.getornull(p_env);
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ERR_FAIL_COND_V(!env, RS::ENV_AMBIENT_SOURCE_BG);
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ERR_FAIL_COND_V(!env, RS::ENV_AMBIENT_SOURCE_BG);
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return env->ambient_source;
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return env->ambient_source;
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}
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}
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float RasterizerSceneRD::environment_get_ambient_light_ambient_energy(RID p_env) const {
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float RasterizerSceneRD::environment_get_ambient_light_energy(RID p_env) const {
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Environent *env = environment_owner.getornull(p_env);
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Environent *env = environment_owner.getornull(p_env);
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ERR_FAIL_COND_V(!env, 0);
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ERR_FAIL_COND_V(!env, 0);
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return env->ambient_light_energy;
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return env->ambient_light_energy;
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@ -866,8 +866,8 @@ public:
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float environment_get_bg_energy(RID p_env) const;
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float environment_get_bg_energy(RID p_env) const;
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int environment_get_canvas_max_layer(RID p_env) const;
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int environment_get_canvas_max_layer(RID p_env) const;
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Color environment_get_ambient_light_color(RID p_env) const;
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Color environment_get_ambient_light_color(RID p_env) const;
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RS::EnvironmentAmbientSource environment_get_ambient_light_ambient_source(RID p_env) const;
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RS::EnvironmentAmbientSource environment_get_ambient_source(RID p_env) const;
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float environment_get_ambient_light_ambient_energy(RID p_env) const;
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float environment_get_ambient_light_energy(RID p_env) const;
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float environment_get_ambient_sky_contribution(RID p_env) const;
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float environment_get_ambient_sky_contribution(RID p_env) const;
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RS::EnvironmentReflectionSource environment_get_reflection_source(RID p_env) const;
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RS::EnvironmentReflectionSource environment_get_reflection_source(RID p_env) const;
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Color environment_get_ao_color(RID p_env) const;
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Color environment_get_ao_color(RID p_env) const;
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