Use defaults to initialize sky data in case of no sky

This commit is contained in:
Parsleigh Scumble 2023-07-23 00:18:38 -07:00
parent 91258e52be
commit 67c13fe4eb
2 changed files with 199 additions and 191 deletions

View file

@ -608,6 +608,7 @@ void RasterizerSceneGLES3::_setup_sky(const RenderDataGLES3 *p_render_data, cons
material = nullptr;
}
}
}
if (!material) {
sky_material = sky_globals.default_material;
@ -620,6 +621,7 @@ void RasterizerSceneGLES3::_setup_sky(const RenderDataGLES3 *p_render_data, cons
ERR_FAIL_COND(!shader_data);
if (sky) {
if (shader_data->uses_time && time - sky->prev_time > 0.00001) {
sky->prev_time = time;
sky->reflection_dirty = true;
@ -640,6 +642,7 @@ void RasterizerSceneGLES3::_setup_sky(const RenderDataGLES3 *p_render_data, cons
sky->prev_position = p_transform.origin;
sky->reflection_dirty = true;
}
}
glBindBufferBase(GL_UNIFORM_BUFFER, SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, sky_globals.directional_light_buffer);
if (shader_data->uses_light) {
@ -732,21 +735,22 @@ void RasterizerSceneGLES3::_setup_sky(const RenderDataGLES3 *p_render_data, cons
sky_globals.last_frame_directional_lights = sky_globals.directional_lights;
sky_globals.directional_lights = temp;
sky_globals.last_frame_directional_light_count = sky_globals.directional_light_count;
if (sky) {
sky->reflection_dirty = true;
}
}
}
if (p_render_data->view_count > 1) {
glBindBufferBase(GL_UNIFORM_BUFFER, SKY_MULTIVIEW_UNIFORM_LOCATION, scene_state.multiview_buffer);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
if (!sky->radiance) {
if (sky && !sky->radiance) {
_invalidate_sky(sky);
_update_dirty_skys();
}
}
}
void RasterizerSceneGLES3::_draw_sky(RID p_env, const Projection &p_projection, const Transform3D &p_transform, float p_luminance_multiplier, bool p_use_multiview, bool p_flip_y) {
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();

View file

@ -1021,6 +1021,7 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
material = nullptr;
}
}
}
if (!material) {
sky_material = sky_shader.default_material;
@ -1035,11 +1036,12 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
material->set_as_used();
// Save our screen size, our buffers will already have been cleared
if (sky) {
// Save our screen size; our buffers will already have been cleared.
sky->screen_size.x = p_screen_size.x < 4 ? 4 : p_screen_size.x;
sky->screen_size.y = p_screen_size.y < 4 ? 4 : p_screen_size.y;
// Trigger updating radiance buffers
// Trigger updating radiance buffers.
if (sky->radiance.is_null()) {
invalidate_sky(sky);
update_dirty_skys();
@ -1065,12 +1067,13 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
sky->prev_position = p_cam_transform.origin;
sky->reflection.dirty = true;
}
}
sky_scene_state.ubo.directional_light_count = 0;
if (shader_data->uses_light) {
// 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
// after the depth prepass, but this runs before the depth prepass.
for (int i = 0; i < (int)p_lights.size(); i++) {
if (!light_storage->owns_light_instance(p_lights[i])) {
continue;
@ -1110,8 +1113,8 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
float angular_diameter = light_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)
// Technically this will keep expanding until reaching the sun, but all we care about
// is expanding until we reach the radius of the near plane. There can't be more occluders than that.
angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter));
} else {
angular_diameter = 0.0;
@ -1123,11 +1126,11 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
}
}
}
// Check whether the directional_light_buffer changes
// Check whether the directional_light_buffer changes.
bool light_data_dirty = false;
// Light buffer is dirty if we have fewer or more lights
// If we have fewer lights, make sure that old lights are disabled
// 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++) {
@ -1160,12 +1163,13 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
sky_scene_state.directional_lights = temp;
sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count;
if (sky) {
sky->reflection.dirty = true;
}
}
}
//setup fog variables
// Setup fog variables.
sky_scene_state.ubo.volumetric_fog_enabled = false;
if (p_render_buffers.is_valid()) {
if (p_render_buffers->has_custom_data(RB_SCOPE_FOG)) {
@ -1179,7 +1183,7 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
sky_scene_state.ubo.volumetric_fog_inv_length = 1.0;
}
float fog_detail_spread = fog->spread; //reverse lookup
float fog_detail_spread = fog->spread; // Reverse lookup.
if (fog_detail_spread > 0.0) {
sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
} else {
@ -1192,9 +1196,9 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
sky_scene_state.view_count = p_view_count;
sky_scene_state.cam_transform = p_cam_transform;
sky_scene_state.cam_projection = p_cam_projection; // We only use this when rendering a single view
sky_scene_state.cam_projection = p_cam_projection; // We only use this when rendering a single view.
// Our info in our UBO is only used if we're rendering stereo
// Our info in our UBO is only used if we're rendering stereo.
for (uint32_t i = 0; i < p_view_count; i++) {
Projection view_inv_projection = p_view_projections[i].inverse();
if (p_view_count > 1) {
@ -1211,7 +1215,7 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
sky_scene_state.ubo.view_eye_offsets[i][3] = 0.0;
}
sky_scene_state.ubo.z_far = p_view_projections[0].get_z_far(); // Should be the same for all projection
sky_scene_state.ubo.z_far = p_view_projections[0].get_z_far(); // Should be the same for all projection.
sky_scene_state.ubo.fog_enabled = RendererSceneRenderRD::get_singleton()->environment_get_fog_enabled(p_env);
sky_scene_state.ubo.fog_density = RendererSceneRenderRD::get_singleton()->environment_get_fog_density(p_env);
sky_scene_state.ubo.fog_aerial_perspective = RendererSceneRenderRD::get_singleton()->environment_get_fog_aerial_perspective(p_env);