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mirror of https://github.com/godotengine/godot.git synced 2025-11-06 12:20:30 +00:00

Ensure Sky with custom fov has correction matrix applied to it in RD renderers

This commit is contained in:
clayjohn
2025-01-03 17:11:02 -08:00
parent bdf625bd54
commit 96ce5c0001

View File

@@ -1187,6 +1187,17 @@ void SkyRD::setup_sky(const RenderDataRD *p_render_data, const Size2i p_screen_s
projection[2].y = -projection[2].y; projection[2].y = -projection[2].y;
} }
float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_render_data->environment);
if (custom_fov && sky_scene_state.view_count == 1) {
// With custom fov we don't support stereo...
float near_plane = projection.get_z_near();
float far_plane = projection.get_z_far();
float aspect = projection.get_aspect();
projection.set_perspective(custom_fov, aspect, near_plane, far_plane);
}
sky_scene_state.cam_projection = correction * projection; sky_scene_state.cam_projection = correction * projection;
// Our info in our UBO is only used if we're rendering stereo. // Our info in our UBO is only used if we're rendering stereo.
@@ -1450,20 +1461,9 @@ void SkyRD::update_res_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p
Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env); Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env);
sky_transform.invert(); sky_transform.invert();
float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_env);
// Camera // Camera
Projection projection = sky_scene_state.cam_projection; Projection projection = sky_scene_state.cam_projection;
if (custom_fov && sky_scene_state.view_count == 1) {
// With custom fov we don't support stereo...
float near_plane = projection.get_z_near();
float far_plane = projection.get_z_far();
float aspect = projection.get_aspect();
projection.set_perspective(custom_fov, aspect, near_plane, far_plane);
}
sky_transform = sky_transform * sky_scene_state.cam_transform.basis; sky_transform = sky_transform * sky_scene_state.cam_transform.basis;
if (shader_data->uses_quarter_res) { if (shader_data->uses_quarter_res) {
@@ -1551,20 +1551,9 @@ void SkyRD::draw_sky(RD::DrawListID p_draw_list, Ref<RenderSceneBuffersRD> p_ren
Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env); Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env);
sky_transform.invert(); sky_transform.invert();
float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_env);
// Camera // Camera
Projection projection = sky_scene_state.cam_projection; Projection projection = sky_scene_state.cam_projection;
if (custom_fov && sky_scene_state.view_count == 1) {
// With custom fov we don't support stereo...
float near_plane = projection.get_z_near();
float far_plane = projection.get_z_far();
float aspect = projection.get_aspect();
projection.set_perspective(custom_fov, aspect, near_plane, far_plane);
}
sky_transform = sky_transform * sky_scene_state.cam_transform.basis; sky_transform = sky_transform * sky_scene_state.cam_transform.basis;
PipelineCacheRD *pipeline = &shader_data->pipelines[sky_scene_state.view_count > 1 ? SKY_VERSION_BACKGROUND_MULTIVIEW : SKY_VERSION_BACKGROUND]; PipelineCacheRD *pipeline = &shader_data->pipelines[sky_scene_state.view_count > 1 ? SKY_VERSION_BACKGROUND_MULTIVIEW : SKY_VERSION_BACKGROUND];