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Update Sky lights in sky setup function
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@@ -3244,7 +3244,6 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
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r_directional_light_count = 0;
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r_positional_light_count = 0;
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sky.sky_scene_state.ubo.directional_light_count = 0;
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Plane camera_plane(-p_camera_transform.basis.get_axis(Vector3::AXIS_Z).normalized(), p_camera_transform.origin);
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@@ -3265,43 +3264,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
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RS::LightType type = storage->light_get_type(base);
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switch (type) {
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case RS::LIGHT_DIRECTIONAL: {
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// Copy to SkyDirectionalLightData
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if (r_directional_light_count < sky.sky_scene_state.max_directional_lights) {
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RendererSceneSkyRD::SkyDirectionalLightData &sky_light_data = sky.sky_scene_state.directional_lights[r_directional_light_count];
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Transform3D light_transform = li->transform;
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Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
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sky_light_data.direction[0] = world_direction.x;
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sky_light_data.direction[1] = world_direction.y;
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sky_light_data.direction[2] = -world_direction.z;
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float sign = storage->light_is_negative(base) ? -1 : 1;
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sky_light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
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Color linear_col = storage->light_get_color(base).to_linear();
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sky_light_data.color[0] = linear_col.r;
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sky_light_data.color[1] = linear_col.g;
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sky_light_data.color[2] = linear_col.b;
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sky_light_data.enabled = true;
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float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
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if (angular_diameter > 0.0) {
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// I know tan(0) is 0, but let's not risk it with numerical precision.
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// technically this will keep expanding until reaching the sun, but all we care
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// is expand until we reach the radius of the near plane (there can't be more occluders than that)
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angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
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if (storage->light_has_shadow(base)) {
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r_directional_light_soft_shadows = true;
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}
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} else {
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angular_diameter = 0.0;
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}
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sky_light_data.size = angular_diameter;
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sky.sky_scene_state.ubo.directional_light_count++;
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}
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if (r_directional_light_count >= cluster.max_directional_lights || storage->light_directional_is_sky_only(base)) {
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if (r_directional_light_count >= cluster.max_directional_lights) {
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continue;
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}
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@@ -3378,6 +3341,9 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
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// technically this will keep expanding until reaching the sun, but all we care
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// is expand until we reach the radius of the near plane (there can't be more occluders than that)
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angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
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if (storage->light_has_shadow(base)) {
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r_directional_light_soft_shadows = true;
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}
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} else {
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angular_diameter = 0.0;
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}
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