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Use sky properly for ambient and reflections

This commit is contained in:
clayjohn
2020-04-16 22:33:12 -07:00
parent 30ab5c9baa
commit 0ff929a926
3 changed files with 29 additions and 24 deletions

View File

@@ -1164,7 +1164,7 @@ void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, const Camer
} else if (is_environment(p_environment)) {
RS::EnvironmentBG env_bg = environment_get_background(p_environment);
RS::EnvironmentAmbientSource ambient_src = environment_get_ambient_light_ambient_source(p_environment);
RS::EnvironmentAmbientSource ambient_src = environment_get_ambient_source(p_environment);
float bg_energy = environment_get_bg_energy(p_environment);
scene_state.ubo.ambient_light_color_energy[3] = bg_energy;
@@ -1184,7 +1184,7 @@ void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, const Camer
scene_state.ubo.use_ambient_cubemap = false;
} else {
float energy = environment_get_ambient_light_ambient_energy(p_environment);
float energy = environment_get_ambient_light_energy(p_environment);
Color color = environment_get_ambient_light_color(p_environment);
color = color.to_linear();
scene_state.ubo.ambient_light_color_energy[0] = color.r * energy;
@@ -1526,7 +1526,7 @@ void RasterizerSceneHighEndRD::_setup_reflections(RID *p_reflection_probe_cull_r
Color ambient_linear = storage->reflection_probe_get_interior_ambient(base_probe).to_linear();
if (is_environment(p_environment)) {
Color env_ambient_color = environment_get_ambient_light_color(p_environment).to_linear();
float env_ambient_energy = environment_get_ambient_light_ambient_energy(p_environment);
float env_ambient_energy = environment_get_ambient_light_energy(p_environment);
ambient_linear = env_ambient_color;
ambient_linear.r *= env_ambient_energy;
ambient_linear.g *= env_ambient_energy;
@@ -2253,23 +2253,7 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
clear_color.b *= bg_energy;
} break;
case RS::ENV_BG_SKY: {
RID sky = environment_get_sky(p_environment);
if (sky.is_valid()) {
RENDER_TIMESTAMP("Setup Sky");
CameraMatrix projection = p_cam_projection;
if (p_reflection_probe.is_valid()) {
CameraMatrix correction;
correction.set_depth_correction(true);
projection = correction * p_cam_projection;
}
_setup_sky(p_environment, p_cam_transform.origin, screen_size);
_update_sky(p_environment, projection, p_cam_transform);
radiance_uniform_set = sky_get_radiance_uniform_set_rd(sky, default_shader_rd, RADIANCE_UNIFORM_SET);
draw_sky = true;
}
draw_sky = true;
} break;
case RS::ENV_BG_CANVAS: {
keep_color = true;
@@ -2283,6 +2267,27 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
default: {
}
}
// setup sky if used for ambient, reflections, or background
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) {
RID sky = environment_get_sky(p_environment);
if (sky.is_valid()) {
RENDER_TIMESTAMP("Setup Sky");
CameraMatrix projection = p_cam_projection;
if (p_reflection_probe.is_valid()) {
CameraMatrix correction;
correction.set_depth_correction(true);
projection = correction * p_cam_projection;
}
_setup_sky(p_environment, p_cam_transform.origin, screen_size);
_update_sky(p_environment, projection, p_cam_transform);
radiance_uniform_set = sky_get_radiance_uniform_set_rd(sky, default_shader_rd, RADIANCE_UNIFORM_SET);
} else {
// do not try to draw sky if invalid
draw_sky = false;
}
}
} else {
clear_color = p_default_bg_color;