You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-04 12:00:25 +00:00
Use defaults to initialize sky data in case of no sky
This commit is contained in:
@@ -608,18 +608,20 @@ void RasterizerSceneGLES3::_setup_sky(const RenderDataGLES3 *p_render_data, cons
|
||||
material = nullptr;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!material) {
|
||||
sky_material = sky_globals.default_material;
|
||||
material = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY));
|
||||
}
|
||||
if (!material) {
|
||||
sky_material = sky_globals.default_material;
|
||||
material = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY));
|
||||
}
|
||||
|
||||
ERR_FAIL_COND(!material);
|
||||
ERR_FAIL_COND(!material);
|
||||
|
||||
shader_data = material->shader_data;
|
||||
shader_data = material->shader_data;
|
||||
|
||||
ERR_FAIL_COND(!shader_data);
|
||||
ERR_FAIL_COND(!shader_data);
|
||||
|
||||
if (sky) {
|
||||
if (shader_data->uses_time && time - sky->prev_time > 0.00001) {
|
||||
sky->prev_time = time;
|
||||
sky->reflection_dirty = true;
|
||||
@@ -640,111 +642,113 @@ void RasterizerSceneGLES3::_setup_sky(const RenderDataGLES3 *p_render_data, cons
|
||||
sky->prev_position = p_transform.origin;
|
||||
sky->reflection_dirty = true;
|
||||
}
|
||||
}
|
||||
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, sky_globals.directional_light_buffer);
|
||||
if (shader_data->uses_light) {
|
||||
sky_globals.directional_light_count = 0;
|
||||
for (int i = 0; i < (int)p_lights.size(); i++) {
|
||||
GLES3::LightInstance *li = GLES3::LightStorage::get_singleton()->get_light_instance(p_lights[i]);
|
||||
if (!li) {
|
||||
continue;
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, sky_globals.directional_light_buffer);
|
||||
if (shader_data->uses_light) {
|
||||
sky_globals.directional_light_count = 0;
|
||||
for (int i = 0; i < (int)p_lights.size(); i++) {
|
||||
GLES3::LightInstance *li = GLES3::LightStorage::get_singleton()->get_light_instance(p_lights[i]);
|
||||
if (!li) {
|
||||
continue;
|
||||
}
|
||||
RID base = li->light;
|
||||
|
||||
ERR_CONTINUE(base.is_null());
|
||||
|
||||
RS::LightType type = light_storage->light_get_type(base);
|
||||
if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) {
|
||||
DirectionalLightData &sky_light_data = sky_globals.directional_lights[sky_globals.directional_light_count];
|
||||
Transform3D light_transform = li->transform;
|
||||
Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
|
||||
|
||||
sky_light_data.direction[0] = world_direction.x;
|
||||
sky_light_data.direction[1] = world_direction.y;
|
||||
sky_light_data.direction[2] = world_direction.z;
|
||||
|
||||
float sign = light_storage->light_is_negative(base) ? -1 : 1;
|
||||
sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
|
||||
|
||||
if (is_using_physical_light_units()) {
|
||||
sky_light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
|
||||
}
|
||||
RID base = li->light;
|
||||
|
||||
ERR_CONTINUE(base.is_null());
|
||||
if (p_render_data->camera_attributes.is_valid()) {
|
||||
sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
|
||||
}
|
||||
|
||||
RS::LightType type = light_storage->light_get_type(base);
|
||||
if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) {
|
||||
DirectionalLightData &sky_light_data = sky_globals.directional_lights[sky_globals.directional_light_count];
|
||||
Transform3D light_transform = li->transform;
|
||||
Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
|
||||
Color linear_col = light_storage->light_get_color(base);
|
||||
sky_light_data.color[0] = linear_col.r;
|
||||
sky_light_data.color[1] = linear_col.g;
|
||||
sky_light_data.color[2] = linear_col.b;
|
||||
|
||||
sky_light_data.direction[0] = world_direction.x;
|
||||
sky_light_data.direction[1] = world_direction.y;
|
||||
sky_light_data.direction[2] = world_direction.z;
|
||||
sky_light_data.enabled = true;
|
||||
|
||||
float sign = light_storage->light_is_negative(base) ? -1 : 1;
|
||||
sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
|
||||
|
||||
if (is_using_physical_light_units()) {
|
||||
sky_light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
|
||||
}
|
||||
|
||||
if (p_render_data->camera_attributes.is_valid()) {
|
||||
sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
|
||||
}
|
||||
|
||||
Color linear_col = light_storage->light_get_color(base);
|
||||
sky_light_data.color[0] = linear_col.r;
|
||||
sky_light_data.color[1] = linear_col.g;
|
||||
sky_light_data.color[2] = linear_col.b;
|
||||
|
||||
sky_light_data.enabled = true;
|
||||
|
||||
float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
|
||||
if (angular_diameter > 0.0) {
|
||||
angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter));
|
||||
} else {
|
||||
angular_diameter = 0.0;
|
||||
}
|
||||
sky_light_data.size = angular_diameter;
|
||||
sky_globals.directional_light_count++;
|
||||
if (sky_globals.directional_light_count >= sky_globals.max_directional_lights) {
|
||||
break;
|
||||
}
|
||||
float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
|
||||
if (angular_diameter > 0.0) {
|
||||
angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter));
|
||||
} else {
|
||||
angular_diameter = 0.0;
|
||||
}
|
||||
sky_light_data.size = angular_diameter;
|
||||
sky_globals.directional_light_count++;
|
||||
if (sky_globals.directional_light_count >= sky_globals.max_directional_lights) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
// Check whether the directional_light_buffer changes
|
||||
bool light_data_dirty = false;
|
||||
}
|
||||
// Check whether the directional_light_buffer changes
|
||||
bool light_data_dirty = false;
|
||||
|
||||
// Light buffer is dirty if we have fewer or more lights
|
||||
// If we have fewer lights, make sure that old lights are disabled
|
||||
if (sky_globals.directional_light_count != sky_globals.last_frame_directional_light_count) {
|
||||
light_data_dirty = true;
|
||||
for (uint32_t i = sky_globals.directional_light_count; i < sky_globals.max_directional_lights; i++) {
|
||||
sky_globals.directional_lights[i].enabled = false;
|
||||
sky_globals.last_frame_directional_lights[i].enabled = false;
|
||||
// Light buffer is dirty if we have fewer or more lights
|
||||
// If we have fewer lights, make sure that old lights are disabled
|
||||
if (sky_globals.directional_light_count != sky_globals.last_frame_directional_light_count) {
|
||||
light_data_dirty = true;
|
||||
for (uint32_t i = sky_globals.directional_light_count; i < sky_globals.max_directional_lights; i++) {
|
||||
sky_globals.directional_lights[i].enabled = false;
|
||||
sky_globals.last_frame_directional_lights[i].enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (!light_data_dirty) {
|
||||
for (uint32_t i = 0; i < sky_globals.directional_light_count; i++) {
|
||||
if (sky_globals.directional_lights[i].direction[0] != sky_globals.last_frame_directional_lights[i].direction[0] ||
|
||||
sky_globals.directional_lights[i].direction[1] != sky_globals.last_frame_directional_lights[i].direction[1] ||
|
||||
sky_globals.directional_lights[i].direction[2] != sky_globals.last_frame_directional_lights[i].direction[2] ||
|
||||
sky_globals.directional_lights[i].energy != sky_globals.last_frame_directional_lights[i].energy ||
|
||||
sky_globals.directional_lights[i].color[0] != sky_globals.last_frame_directional_lights[i].color[0] ||
|
||||
sky_globals.directional_lights[i].color[1] != sky_globals.last_frame_directional_lights[i].color[1] ||
|
||||
sky_globals.directional_lights[i].color[2] != sky_globals.last_frame_directional_lights[i].color[2] ||
|
||||
sky_globals.directional_lights[i].enabled != sky_globals.last_frame_directional_lights[i].enabled ||
|
||||
sky_globals.directional_lights[i].size != sky_globals.last_frame_directional_lights[i].size) {
|
||||
light_data_dirty = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!light_data_dirty) {
|
||||
for (uint32_t i = 0; i < sky_globals.directional_light_count; i++) {
|
||||
if (sky_globals.directional_lights[i].direction[0] != sky_globals.last_frame_directional_lights[i].direction[0] ||
|
||||
sky_globals.directional_lights[i].direction[1] != sky_globals.last_frame_directional_lights[i].direction[1] ||
|
||||
sky_globals.directional_lights[i].direction[2] != sky_globals.last_frame_directional_lights[i].direction[2] ||
|
||||
sky_globals.directional_lights[i].energy != sky_globals.last_frame_directional_lights[i].energy ||
|
||||
sky_globals.directional_lights[i].color[0] != sky_globals.last_frame_directional_lights[i].color[0] ||
|
||||
sky_globals.directional_lights[i].color[1] != sky_globals.last_frame_directional_lights[i].color[1] ||
|
||||
sky_globals.directional_lights[i].color[2] != sky_globals.last_frame_directional_lights[i].color[2] ||
|
||||
sky_globals.directional_lights[i].enabled != sky_globals.last_frame_directional_lights[i].enabled ||
|
||||
sky_globals.directional_lights[i].size != sky_globals.last_frame_directional_lights[i].size) {
|
||||
light_data_dirty = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (light_data_dirty) {
|
||||
glBufferData(GL_UNIFORM_BUFFER, sizeof(DirectionalLightData) * sky_globals.max_directional_lights, sky_globals.directional_lights, GL_STREAM_DRAW);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
|
||||
if (light_data_dirty) {
|
||||
glBufferData(GL_UNIFORM_BUFFER, sizeof(DirectionalLightData) * sky_globals.max_directional_lights, sky_globals.directional_lights, GL_STREAM_DRAW);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
|
||||
DirectionalLightData *temp = sky_globals.last_frame_directional_lights;
|
||||
sky_globals.last_frame_directional_lights = sky_globals.directional_lights;
|
||||
sky_globals.directional_lights = temp;
|
||||
sky_globals.last_frame_directional_light_count = sky_globals.directional_light_count;
|
||||
DirectionalLightData *temp = sky_globals.last_frame_directional_lights;
|
||||
sky_globals.last_frame_directional_lights = sky_globals.directional_lights;
|
||||
sky_globals.directional_lights = temp;
|
||||
sky_globals.last_frame_directional_light_count = sky_globals.directional_light_count;
|
||||
if (sky) {
|
||||
sky->reflection_dirty = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (p_render_data->view_count > 1) {
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, SKY_MULTIVIEW_UNIFORM_LOCATION, scene_state.multiview_buffer);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
}
|
||||
if (p_render_data->view_count > 1) {
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, SKY_MULTIVIEW_UNIFORM_LOCATION, scene_state.multiview_buffer);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
}
|
||||
|
||||
if (!sky->radiance) {
|
||||
_invalidate_sky(sky);
|
||||
_update_dirty_skys();
|
||||
}
|
||||
if (sky && !sky->radiance) {
|
||||
_invalidate_sky(sky);
|
||||
_update_dirty_skys();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user