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Use the Light3D Indirect Energy property in SDFGI

The Indirect Energy property was previously ignored in SDFGI
(unlike VoxelGI).
This commit is contained in:
Hugo Locurcio
2021-08-30 14:37:45 +02:00
parent 503244d452
commit 2c507cd426
2 changed files with 5 additions and 4 deletions

View File

@@ -1469,7 +1469,7 @@ void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform3D &p_transform, Re
lights[idx].color[1] = color.g;
lights[idx].color[2] = color.b;
lights[idx].type = RS::LIGHT_DIRECTIONAL;
lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
lights[idx].has_shadow = storage->light_has_shadow(li->light);
idx++;
@@ -1514,7 +1514,7 @@ void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform3D &p_transform, Re
lights[idx].color[1] = color.g;
lights[idx].color[2] = color.b;
lights[idx].type = storage->light_get_type(li->light);
lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
lights[idx].has_shadow = storage->light_has_shadow(li->light);
lights[idx].attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
lights[idx].radius = storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
@@ -1953,7 +1953,7 @@ void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32
lights[idx].color[0] = color.r;
lights[idx].color[1] = color.g;
lights[idx].color[2] = color.b;
lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
lights[idx].has_shadow = storage->light_has_shadow(li->light);
lights[idx].attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
lights[idx].radius = storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);