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Fix volumetric fog in stereo by projection vertex in combined space

This commit is contained in:
Bastiaan Olij
2023-06-19 22:39:46 +10:00
parent 116f783db7
commit 66272ea26e
6 changed files with 51 additions and 24 deletions

View File

@@ -1014,7 +1014,7 @@ SkyRD::~SkyRD() {
RD::get_singleton()->free(index_buffer); //array gets freed as dependency
}
void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, const PagedArray<RID> &p_lights, RID p_camera_attributes, uint32_t p_view_count, const Projection *p_view_projections, const Vector3 *p_view_eye_offsets, const Transform3D &p_cam_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {
void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, const PagedArray<RID> &p_lights, RID p_camera_attributes, uint32_t p_view_count, const Projection *p_view_projections, const Vector3 *p_view_eye_offsets, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {
RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
ERR_FAIL_COND(p_env.is_null());
@@ -1212,11 +1212,19 @@ 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_view_projections[0]; // 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
for (uint32_t i = 0; i < p_view_count; i++) {
RendererRD::MaterialStorage::store_camera(p_view_projections[i].inverse(), sky_scene_state.ubo.view_inv_projections[i]);
Projection view_inv_projection = p_view_projections[i].inverse();
if (p_view_count > 1) {
RendererRD::MaterialStorage::store_camera(p_cam_projection * view_inv_projection, sky_scene_state.ubo.combined_reprojection[i]);
} else {
Projection ident;
RendererRD::MaterialStorage::store_camera(ident, sky_scene_state.ubo.combined_reprojection[i]);
}
RendererRD::MaterialStorage::store_camera(view_inv_projection, sky_scene_state.ubo.view_inv_projections[i]);
sky_scene_state.ubo.view_eye_offsets[i][0] = p_view_eye_offsets[i].x;
sky_scene_state.ubo.view_eye_offsets[i][1] = p_view_eye_offsets[i].y;
sky_scene_state.ubo.view_eye_offsets[i][2] = p_view_eye_offsets[i].z;