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Add sky_only setting to DirectionalLight3Ds
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@@ -1187,6 +1187,11 @@ void RasterizerSceneRD::sdfgi_update_probes(RID p_render_buffers, RID p_environm
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LightInstance *li = light_instance_owner.getornull(p_directional_light_instances[j]);
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ERR_CONTINUE(!li);
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if (storage->light_directional_is_sky_only(li->light)) {
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continue;
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}
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Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
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dir.y *= rb->sdfgi->y_mult;
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dir.normalize();
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@@ -4391,6 +4396,11 @@ void RasterizerSceneRD::gi_probe_update(RID p_probe, bool p_update_light_instanc
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RID light = light_instance_get_base_light(light_instance);
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l.type = storage->light_get_type(light);
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if (l.type == RS::LIGHT_DIRECTIONAL && storage->light_directional_is_sky_only(light)) {
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light_count--;
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continue;
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}
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l.attenuation = storage->light_get_param(light, RS::LIGHT_PARAM_ATTENUATION);
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l.energy = storage->light_get_param(light, RS::LIGHT_PARAM_ENERGY) * storage->light_get_param(light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
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l.radius = to_cell.basis.xform(Vector3(storage->light_get_param(light, RS::LIGHT_PARAM_RANGE), 0, 0)).length();
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@@ -5930,7 +5940,40 @@ void RasterizerSceneRD::_setup_lights(RID *p_light_cull_result, int p_light_cull
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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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if (r_directional_light_count >= cluster.max_directional_lights) {
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// Copy to SkyDirectionalLightData
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if (r_directional_light_count < sky_scene_state.max_directional_lights) {
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SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[r_directional_light_count];
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Transform light_transform = light_instance_get_base_transform(li);
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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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} 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_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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continue;
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}
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@@ -6073,27 +6116,6 @@ void RasterizerSceneRD::_setup_lights(RID *p_light_cull_result, int p_light_cull
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}
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}
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// Copy to SkyDirectionalLightData
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if (r_directional_light_count < sky_scene_state.max_directional_lights) {
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SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[r_directional_light_count];
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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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sky_light_data.energy = light_data.energy / Math_PI;
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sky_light_data.color[0] = light_data.color[0];
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sky_light_data.color[1] = light_data.color[1];
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sky_light_data.color[2] = light_data.color[2];
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sky_light_data.enabled = true;
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sky_light_data.size = angular_diameter;
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sky_scene_state.ubo.directional_light_count++;
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}
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r_directional_light_count++;
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} break;
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case RS::LIGHT_SPOT:
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